Summary
Baldur’s Gate 3has many weapons for players to discover across its three acts, all of which, harbor incredible usefulness and power to those who know how to use them with the right build upon their Tav and their party. The best weapons inBaldur’s Gate 3often come from the Very Rare and Legendary variety, offering unique and static rolls of weapons, ensuring that everyone has the same advantage and perks.
The best legendary weapons inBaldur’s Gate 3can often range between usefulness and difficulty to obtain, as many of these weapons areset for different builds, but they are all equally worth picking up due to the fact that they can be missable weapons.
Updated on May 19, 2025, by Jake Fillery:Baldur’s Gate 3 has immortalized itself as one of the greatest RPGs of all time, and as such, new players are constantly jumping into the fantasy world of D&D, and like in any good RPG, they are in search of the best weapons. The best weapons in Baldur’s Gate 3 come from the set of Legendary Items found throughout Act 1, Act 2, and Act 3, and it might benefit players to know every Legendary Weapon in Baldur’s Gate 3, along with their stats and how to get them so that players can run the best builds possible.
1d6+3 (4~9) + Strength Modifier
1d8 (1~8) Radiant
+3
1.8kg
640 gp
Special
Healing Incense Aura: Emanating a soothing aura, You and nearby allies regain 1d4 hit points at the start of your turn (Recharge: Long rest.)
Weapon Actions
Devotee’s Macerequires a unique spell usage that only unlocks at Level 10. This will take players a while, and some may not reach Level 10 until Act Three, leaving them waiting for a legendary Mace fairly deep into the game. So, is it worth waiting for this weapon? Probably not. The Devotee’s Mace may deal Bludgeoning and Radiant damage, but unless players are Clerics or Druids, it’s pretty pointless, and there is already an amazing Legendary Mace that players can get in Act One, basically making this a glorified Rare weaponwithout much purpose.
1d8+3 (4~11) + Strength Modifier
1d10+3 (4~13) + Strength Modifier
2.7kg
770gp
TheOrphic Hammeris a fairly decent melee weapon for Fighters and Barbarians, but it’s not the best that can be obtained. The problem lies in the fact that the Orphic Hammer will be obtained rather late into the game, perhaps too late to remake an entire build around it. The lack of natural abilities within the weapon itself makes it a fairly plain choice, even if it scales with the player’s Strength, andplays a great role in the story to come.
640gp
By the time players obtain the Spear of Evening, players would have already received some fairly decent weapons, and for Shadowheart, it’s more than likely that a spear isn’t going to be needed by the Cleric, who will be relying on bows and her spells more than a pointy weapon. Besides that, Shar’s Blessing doesn’t aid in combat much, and the weapon damage doesn’t add much, especially if players are aiming for a heroic playthrough, askilling The Nightsong is not worth it, especially as seeing in the dark doesn’t do all that much.
1.35kg
The polar opposite of the Spear of Evening, the Spear of Night is for those who seek a heroic path in the guiding light of Selune. Yet, that doesn’t mean it’s going to be a game-changing weapon. It’s still a competent choice, and a good spear worthy of those who want to use it, but it’s definitely not the best Piercing weapon inBaldur’s Gate 3, as some aspects are outdated. It’s going to be a rare sight that those wielding a spear will be affected by the Blinded status, so try and aim for different choices, but this ranks higher than Shar’s Spear Of Evening because it’s not worth betraying the Nightsong.
1d8+3 (4~11) + Strength/Dexterity Modifier
1d4 (1~4) Necrotic
0.9kg
1300gp
For players seeking a Finesse weapon,Duellist’s Prerogativeis a decent enough Rapier, worthy of using in the main hand for specific reasons. For those using this weapon, players can expect the Challenge to Duel Enchantment Spell, which forces the affected enemy to attack the wielder of said weapon.
This can entrap them into receiving Bleeding and an additional attack, so in a one-on-one situation, it’s pretty good, but it’s also worth noting that there are better weapons, so if players want a dual-wielding combo, this might not be for them, especially with the lack of off-hand weapon bonuses.
1d6+3 (4~9) + Strength/Dexterity Modifier
The best mace inBaldur’s Gate 3, theBlood of Lathander may be quite the puzzle to obtain, but it’s well worth it, especially since before claiming it, players will ready themselves for a fight against the undead in Act 2. Act 2 features many fierce battles with undead enemies, and that grants a beautiful advantage for theThe Blood of Lathander, thanks to both the holy light that blinds fiends and undead, and the fact that enemies will hit harder, so being able to self-revive with Lathander’s Blessing will make of grand design, but it really only benefits Act 2.
2d6+3 (5~15) + Strength Modifier
There’s great power in the githyanki, and claiming theSilver Sword of the Astral Planecould be to great advantage to those with githyanki blood, or Lae’zel in their party, thanks to the natural bonuses to Psychic damage and Spells when wielding this weapon. Whilst this weapon can be obtained rather early into Act Three, it requires making anunfavorable deal with Raphael, but instead, they can claim it through a cheese method, in which they use a Disarming Attack on Kith’rak Voss when they find him in Act 1, even though it’s a low chance, to claim this weapon in Act 1, will provide players with intense power to steamroll through Act 2 and Act 3 before they should technically obtain the weapon.
1d6+2 (3~8) + Strength/Dexterity Modifier
+2
A great Shortsword worthy of wielding in either main hand or off-hand,Crimson Mischiefmay be obtained late into the game through Act Three, but it’s worth wielding to the Rogues and Rangers who need a pleasurable weapon to get them through combat.
There’s versatility in Crimson Mischief thanks to how it can be wielded, and both perks are at an advantage to the wielder. The burst of damage already natural to the weapon itself makes it a powerful tool, and using it with stealth attacks willabsolutely destroy the competition.
1d4+2 (3~6) + Strength/Dexterity Modifier
0.45kg
Another weapon from Orin,Bloodthirstis an incredible Dagger with both off-hand and main-hand variations of perks. It’s another great choice to pair with Crimson Mischief and works wonderfully alongside Rogues and Rangers who want to dual-wield weapons. With an improved Critical bonus, players might be able to deal an absurd amount of damage to their opponents, and it’s easily one of the best one-handed weapons inBaldur’s Gate 3for a reason.
1d6+2 (3~8) + Strength Modifier
1d8+2 (3~10) + Strength Modifier
Magic is a fickle thing inBaldur’s Gate 3, and to the Sorcerers, Wizards, and Warlocks out there, bringing along the best Quarterstaff will aid them in their journey. Magic wielders are somewhat of a glass cannon inBaldur’s Gate 3, so at least withMarkoheshkir, they will be able to use more spells without the cost of their own spell slots, preventing further damage unless the use of potions of a Long Rest. It’s great depending on the class thanks to its special bonuses, and Spell Save DC bonus, and the additional resistance modifiers from Kereska’s Favour truly help magic excel, with or without Mystra.