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[GameSpot] - Baldur's Gate 3 - Legendary Weapons And Armors Guide


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You can acquire many legendary items in Baldur's Gate 3. However, almost all of these are hard to come by. Either they're part of elaborate quests, or they're quite well-hidden in areas that you won't get to explore normally. Some are also dropped by powerful bosses. Our guide the Baldur's Gate 3 legendary weapons and armors, and how you can acquire all of them. Likewise, please be aware that this article contains spoilers.

How to Get All Legendary Weapons and Armors in Baldur's Gate 3

As of the time of this writing, we've discovered around 15 legendary items in Baldur's Gate 3. We've categorized these based on when you're likely to obtain them during the campaign. Be forewarned, however, that advancing too far might make certain locations inaccessible, and there are also branching decisions that have their own rewards. Lastly, we've included links to separate guides that discuss these Baldur's Gate 3 legendary weapons and armors in more detail.

Blood of Lathander

  • Location: Act 1 - Rosymorn Monastery
  • Type: Mace
  • Effects: Damage - 1d6 +3 bludgeoning
    • Lathander's Blessing - One per long rest, if your HP reaches zero, you restore 2-12 HP; nearby allies also regain 1-6 HP.
    • Lathander's Light - Creates a holy light in a six-meter radius; fiends and undead within the radius are blinded unless they succeed in a Constitution saving throw.
    • +3 weapon enchantment
    • Spell: Sunbeam
  • Related guide: How to Get the Blood of Lathander

To get this Baldur's Gate 3 legendary weapon, you must reach the Rosymorn Monastery, part of the overland route that leads to Moonrise Towers. This is also the Githyanki Creche main quest that Lae'zel keeps telling you about. As such, it's imperative to complete this before you advance too far into Act 2.

In any case, you must solve a puzzle in a secret room, then place the Dawnmaster's Crest inside the device. This lets you get the mace safely. Otherwise, you have an important decision to make as it relates to Creche Y'llek.

Insert the Dawnmaster's Crest to grab the Blood of Lathander without issues.

Shar's Spear of Evening

  • Location: Act 2 - Nightsong's Prison
  • Type: Spear
  • Effects: Damage - 1d8 + 4 piercing + 1d6 piercing
    • Shar's Blessing - Gain advantage on saving throws while lightly or heavily obscured. Deal additional 1d6 damage to creatures that are lightly or heavily obscured.
    • Blind Immunity - The wielder cannot be blinded.
    • +3 weapon enchantment
    • Spell: Shar's Darkness
  • Related guides: Gauntlet of Shar, Silent Library, and Should You Spare or Kill Nightsong

Make sure that Shadowheart is with you when you enter the Nightsong's Prison in the depths of the Gauntlet of Shar. Then, defeat Balthazar in battle and talk to Nightsong. Encourage Shadowheart to kill her to immediately receive this weapon.

Selune's Spear of Night

Instead of telling Shadowheart to kill Nightsong, you must pass a dialogue check to make her spare the imprisoned woman. Shadowheart will throw away the Spear of Night, and Nightsong will transform into her winged aasimar self.

Here's the kicker: you won't receive this legendary weapon immediately. Instead, you need to rescue Nightsong (again) from the clutches of Ketheric Thorm. Then, at the start of Act 3, Nightsong will tell you more about Shadowheart's past. She also says that she was able to retrieve the old spear, which has now been blessed by Selune.

This branching path--Shadowheart's decision as it relates to Nightsong's fate--will yield different rewards.

Viconia's Walking Fortress

  • Location: Act 3 - House of Grief
  • Type: Shield
  • Effects: Armor Class - +3
    • Rebuke of the Mighty - When hit with a melee attack, use a reaction to deal 2-8 force damage to your foe, knocking them prone unless they succeed in a Dexterity saving throw.
    • Spellguard - Gain advantage on saving throws against spells; spell attack rolls against you have disadvantage.
    • Spells: Reflective Shell and Warding Bond.
  • Related guide: Sharran Lookout and House of Grief

Continue onward with Shadowheart's companion story. Eventually, you'll learn of the House of Grief, the enclave of Sharran disciples in the Lower City. Once there, defeat Viconia DeVir in battle, and choose to kill her. You can then pick up this Baldur's Gate 3 legendary item from her corpse. If you choose to let Viconia leave, you won't see her, or the shield, ever again.

Note that we did this with Shadowheart having converted to the Selunite faith (i.e. sparing Nightsong and nudging her more to walk the Selunite path). We can't confirm if the shield can still be obtained with a Shadowheart that has fully embraced her Sharran destinty (i.e. kill Nightsong and nudge her to devote herself to Shar).

Defeating Viconia and finishing her off lets you pick up her shield.

Nyrulna

  • Location: Act 3 - Circus of the Last Days
  • Type: Trident
  • Effects: Damage - 1d8 (1d6) +3 piercing
    • Zephyr Connection - The weapon returns to your hand when thrown; cannot be forced to drop this via disarming; when thrown, create an explosive blast that deals 3-12 thunder damage.
    • Veil of the Wind - Gain a three-meter bonus to movement range and jump distance; makes you immune to fall damage.
    • Nyrulna Glowing - Shines with a glowing light in a six-meter radius.
    • +3 weapon enchantment
  • Related guide: How to Win Akabi's Jackpot

In the Circus of the Last Days, you must pickpocket Akabi successfully so you can win the prize. He knows that you just stole from him, and he'll teleport you to a small area filled with dinosaurs. At the end of the path, you'll find a chest that contains the legendary. Do note, however, that this segment is bugged, and there's a possibility that Akabi won't teleport you at all.

If you see through Akabi's tricks, you just might win the jackpot.

Markoheshkir

  • Location: Act 3 - Sorcerous Sundries/Ramazith's Tower
  • Type: Quarterstaff
  • Effects: Damage - 1d8 (1d6) + 1 bludgeoning
    • Arcane Enchantment - +1 bonus to spell save DC and spell attack rolls.
    • Arcane Battery - The next spell you cast doesn't cost a spell slot.
    • +2 weapon enchantment
    • Spells: Kereska's Favor
  • Related guide: Should You Side with Nightsong or Lorroakan

This is the continuation of Nightsong's arc. In the Sorcerous Sundries building, make your way to Ramazith's Tower, the abode of Lorroakan. You can either hand over Nightsong to this corrupt Wizard, or help him attain his prize. Either way, you'll want to check the balcony so you can jump/fly down the lower section. One there, deactivate the arcane barrier to obtain this legendary quarterstaff, as well as a very rare robe.

Jump down from the Ramazith's Tower balcony so you can disable these arcane barriers.

Duelist's Prerogative

  • Location: Act 3 - The Blushing Mermaid
  • Type: Rapier
  • Effects: Damage - 1d8+8 piercing, +2 piercing.
    • Elegant Duelist - If you don't have an off-hand item equipped, you score critical hits whenever you roll a 19; gain an additional reaction per turn.
    • Withering Cut - On a hit with a melee weapon, use a reaction to deal additional necrotic damage.
    • +3 weapon enchantment
    • Spells: Challenge to Duel
    • Weapon Action: Dueler's Enthusiasm
  • Related guide: Save Vanra

This continues the Mayrina and Auntie Ethel arc from Act 1. When you're looking for Vanra in Act 3, you'll realize that she's been taken by Auntie Ethel. You can either defeat Auntie Ethel without killing her (i.e. non-lethal final blow), or locate Mayrina so she can help you brew a potion that will paralyze the hag. Once done, return to Vanra's mom to receive this rapier.

Take out Auntie Ethel without killing her so you can rescue Vanra.

Gontr Mael

  • Location: Act 3 - Steel Watch Foundry
  • Type: Bow
  • Effects: Damage - 1d8+8 piercing
    • Promised Victory - Chance to inflict Guiding Bolt on your target.
    • Gontr Mael Glowing - Has a glowing light with a radius of six meters.
    • +3 weapon enchantment
    • Spell: Celestial Haste
  • Related guide: Rescue Duke Ravengard and the Gondians and Defeat Lord Gortash

Before you decide to take on Lord Gortash in his chambers, you should definitely disable the Steel Watch automatons. You'll have to enter the Steel Watch Foundry in the southwestern portion of the Lower City. A Gondian NPC will help you along the way. In the inner recesses, take out the Steel Watcher Titan and loot it. Make sure you pick up the weapon before you tell the NPC to blow up the facility, or it will be inaccessible.

Demolish the Steel Watcher Titan and grab this loot.

Balduran's Giantslayer

After saving Duke Ravengard and escaping the underwater prison, you'll learn of a hidden lair deep below the city. Once you complete all the trials therein, you'll battle the enraged dragon, Ansur. Beat him and loot the weapon.

Helm of Balduran

  • Location: Act 3 - Wyrmway
  • Type: Helmet (medium armor)
  • Effects:
    • Balduran's Vitality - Heals you for +2 HP at the beginning of your turn.
    • Balduran's Favor - +1 bonus to AC and saving throws.
    • Stun Immunity - The wearer cannot be stunned.
    • Attackers cannot land critical hits on the wearer.
  • Related guide: Rescue Duke Ravengard and the Gondians and Wyrmway Puzzles and Legend of Ansur

Similar to the above, you need to defeat Ansur. Once you're done, check the altar at the back to pick up this Baldur's Gate 3 legendary item. It also reveals a hidden passageway back to the prison area.

The unfortunate Ansur must be slain once more so you can obtain more goodies.

Crimson Mischief

  • Location: Act 3 - Temple of Bhaal
  • Type: Shortsword
  • Effects: Damage - 1d8+7 piercing, +1d4 necrotic, +1d4 piercing
    • Prey Upon the Weak - Deals +1-4 piercing damage against targets with less than 50% HP.
    • Redvein Savagery - As a main hand weapon, make an attack with advantage to inflict an additional 7 piercing damage against your target.
    • Crimson Weapon - As an off-hand weapon, make an attack to add your ability modifier to the damage roll.
    • +2 weapon enchantment
  • Related guide: Murder Tribunal and Defeat Orin the Red

Head to the Lower City Sewers andgo through the Undercity Ruins. Eventually, you'll encounter Orin the Red in the Temple of Bhaal. Defeat her and loot her corpse for this gear piece.

Bloodthirst

  • Location: Act 3 - Temple of Bhaal
  • Type: Dagger
  • Effects: Damage - 1d8+2 piercing
    • Improved Critical - The number you need to roll to do a critical is reduced by 1; can stack with other similar effects.
    • Exploit Weakness - As a main hand weapon, enemies hit with this receive vulnerability to piercing damage.
    • True Strike Riposte - As an off-hand weapon, enemies that miss you with a melee strike allow you to counter to gain True Strike; gain +1 AC.
    • +2 weapon enchantment
    • Cantrip: True Strike
    • Feature: Bound Weapon
  • Related guide: Murder Tribunal and Defeat Orin the Red

This Baldur's Gate 3 legendary weapon is also dropped by Orin the Red. It was previously known as the Netherstone-Pommeled Bloodthirst before the name was shortened.

Putting an end to Orin the Red's murderous rampage nets you two of her weapons.

Orphic Hammer

  • Location: Act 3 - Sharess Caress or House of Hope
  • Type: Warhammer
  • Effects: Damage - 1d10 (1d8) + 3 bludgeoning
    • Spell Resistance - Advantage of saving throws against spells.
    • +3 weapon enchantment
    • Class Action: Unshackling Strike
  • Related guide: Deal with the Devil, House of Hope, and Free Orpheus

This isn't so much a legendary that's often used in combat, as it is an integral item due to several related quest. You can obtain this either by agreeing to Raphael's proposal, or by stealing it in the House of Hope. It's also the only item that can destroy the crystals that shackle Hope and Orpheus.

Raphael could just give you this weapon if you accept his deal, or you could steal it right from under his nose.

Helldusk Armor

  • Location: Act 3 - House of Hope
  • Type: Chestpiece (heavy armor)
  • Effects: +21 armor class
    • Helldusk Armor - The wearer is automatically proficient with this armor.
    • Infernal Retribution - When you succeed in a saving throw, the caster is afflicted with burning for three turns.
    • Prime Aegis of Fire - Resistance to fire damage; cannot be burned; take 3 less damage from all sources.
    • Spell: Fly
  • Related guide: House of Hope

This might just be the best Baldur's Gate 3 legendary armor due to its inherent effects. Any character can wear it, which means there are no class restrictions (i.e. Gale can wear this and still cast spells). The only challenge is that you have to enter the House of Hope and defeat Raphael. He's got 666 HP, as is befitting of a devil, so be ready for a tough battle.

Gloves of Soul Catching

  • Location: Act 3 - House of Hope
  • Type: Gloves
  • Effects:
    • Soul Fist - Unarmed melee attacks deal +1-10 force damage.
    • Soul Catching - Once per turn on an unarmed hit, restore 10 HP; you may also forego the healing to gain advantage on attack rolls and saving throws until the end of your turn.
    • +2 Constitution (up to 20 cap).
  • Related guide: House of Hope

This is yet another awesome legendary gear piece from the House of Hope. The key factor here is that you should also use the Orphic Hammer to free Hope from her prison, which you can reach via the hatch. From there, attempt to make your escape, and defeat Raphael once he spawns.

And if you decide to steal it, he'll be extremely cross with you. Save his captive, Hope, and eliminate him, to acquire more legendary items.

In any case, these are the legendary items in Baldur's Gate 3 that we've discovered so far. There might be a few others, so we'll update our guide if need be.

Baldur's Gate 3 is filled to the brim with activities and secrets. You'll no doubt be part of an adventure that can take countless hours to complete. For other tips, you can visit our BG3 guides hub.

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