Act 1 of Baldur’s Gate 3 is filled with a wide range of armor and weapons to give players some really good starting points for weapons and armor, for a variety of playstyles. No matter your build or playstyle, there is something for players to stumble upon while exploring, questing or fighting bosses. Here are the best armor and weapons in Baldur’s Gate 3 Act 1 to get a number of your builds started, or ready for the real challenges to come in Act 2 and beyond.
Table of Contents:
Best Weapons in Baldur’s Gate 3 Act 1¶
(1 of 3) The Everburn Blade is the best weapon in Baldur’s Gate 3 Act 1, with only 1 item beating it at the end of the Act, which requires a hard boss fight to get.
The best weapons in Baldur’s Gate 3 Act 1 are a mixture of weapons you get from quests and exploring through the Act. These weapons are largely for martial classes, but, you do get the occasional great ranged weapon or caster weapon for other classes. It’s likely the really good stuff for casters and rangers drop much later on in the game.
Item | Users | Location | Details |
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!Cleric, !Paladin | Inside the basement of the ![]() ![]() |
Adds an extra 1d4 to ![]() |
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!Barbarian, !Fighter, !Paladin | Found in the ![]() |
Grants extra 1d4 slashing damage when the wielder drops below 50% HP. |
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!Paladin, !Fighter, !Barbarian | Drops after defeating the Warforge boss in the ![]() ![]() |
You will likely need to equip with Sparskwall, which is a ring found in the basement of the ![]() |
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Paladin, !Fighter, !Barbarian | If you defeat the demon on the ![]() |
Literally the best damage weapon in act 1. You can get it from the Prologue if you’re skilled and lucky. The only thing that beats it is the Light of Creation, which requires you to beat a boss in the ![]() |
Adamantine Weapons and armor | All martial-themed classes | At the end of the ![]() |
These are often good, and add Reeling to your items to make enemies hit weaker. Pick which one your party needs the most. |
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All martial classes | Susser weapons are unlocked by doing the forge a master weapon quest, taking the bark from the Susser tree in the ![]() |
The best one is the Rogue dagger, since good daggers are rare in Act 1, and typically only get +1 daggers. But you can get a good sword too. |
Phalar Aluve | !Cleric, !Rogue, !Fighter, Barb, !Paladin | A Sword in a stone in the ![]() |
It grants decent slashing damage and +1 weapon enchantment. |
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Casters | Awarded for the Rescue the Grand Duke quest. | Grant lighting charges on spell hit. |
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!Rangers | One of three rewards you can choose from the ![]() |
Blue quality bow which grants electric charges. |
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!Fighter, Barbs, !Paladin | Crafted combining two spear pieces, one from the Owlbear mother, and another from the corpse of the absolute man above the Owlbear cave. | 1d8 piercing damage, comes with rush, a chance to blind and a 2d8 damage roll against creatures with more than two eyes. Aka most things in the ![]() |
Sword of Justice | !Paladin, !Fighter, Barb | Kill ![]() |
Grants ![]() |
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!Rogue, !Bard, and other finesse proficiency users. | Drops from True Soul Nere at the ![]() |
Rapier with 1d4 psychic damage modifier on top. |
Staff of Crones | Spore !Druid, Necromancer !Wizard | In the back room of the Hag side quest. | Gives Poison spit, which works with Necromancers and Spore Druid playstyles. |
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!Cleric, !Fighter, !Paladin | Looted during the Githyanki Creche hidden dungeon. Solve the puzzle or escape with your life to claim this weapon. | Grants ![]() |
Best Armor in Baldur’s Gate 3 Act 1¶
(1 of 3) You can craft yourself some great Adamantine Armor by completing the Adamantine Forge at the end of Act 1.
There is a lot of fluff in the start of the game, with many amulets offering really niche uses like detect thoughts, speak to dead and more. While these add some interesting dynamics to role play every now and then, they are not really great to wear all the time. The best armor pieces in Baldur’s Gate 3 Act 1 are the ones you will want to wear all the time, or combo effectively with other items.
Item | Users | Location | Details |
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Bracers of Defense | Monk, Barbarian | Inside the ![]() ![]() |
Grants +2AC if not wearing armor or holding a shield. |
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!Rogue, !Ranger, !Monk, Casters | Myconid Colony Treasure Room in the ![]() |
Turns the wearer invisible using ![]() |
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!Rogue, !Ranger, !Monk | Drops from the Absolute Boss in the ![]() ![]() |
Grants the ability to teleport to a nearby location once per rest. |
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Martial classes | Drops from the Grym boss in the Adamantine Forge | Can’t be crit. Attackers are sent Reeling for 2 turns. |
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!Sorcerer, !Cleric | On a dead Drow to the side of the Selunite Temple in the ![]() |
Empowers your next Lightning spell. |
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!Bard | Awarded by completing the ![]() ![]() |
Gain temporary hit points when healing an ally with ![]() |
Springstep Boots | !Rogue, !Ranger, !Monk | ![]() |
Grants Momentum when using dash or dash-like skills. |
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!Bard | Found in a chest near the bard Tiefling on a hill in the Druid Grove. | ![]() ![]() |
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!Paladin | Found in a chest in the Selunite Temple in the ![]() |
Temporary hit points when you apply conditions using Smites |
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Any | From the cellar under the windmill in the ![]() |
Electrifies water you stand in. If you start your turn in electrified water, gain 3 lightning charges. |
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Anyone | In the basement of the ![]() ![]() |
Makes the wielder immune to being shocked. Needed for either Tempest Clerics or those who use the ![]() |
Wapira’s Crown | !Cleric, !Ranger, !Bard, !Paladin | Awarded after completing the Druid Grove | Roll 1d6 after healing an ally. The result heals the wearer. |
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Any martial class | You can get it from Kargha if she dies in one of many various methods, such as siding with the Absolute, dying to the mother, or you kill her for the Shadow !Druid or Tiefling storyline. | When the wielder is healed, the amulet drips poison on its weapon. |
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Barbarian | Inside a locked chest in the top end of the cave where you rescue the shipment caravan guards sieged by the hyena and gnolls. | 15 temp hit points when you end your rage. |
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Warlock, Beast Master Ranger | Inside the locked cell in the Zhantarim Hideout guarded by two wolves. | Makes your summoned companion resistant to all damage except Psychic. But, they must succeed a wisdom saving throw at the start of their turn, or they are driven Mad. |
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Casters | Sold by Omeluum in the Myconid Camp. | Grants the wearer ![]() |
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Healers | Sold by Omeluum in the Myconid Camp. | You restore an additional 2 hit points whenever you heal an ally. |
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No armor classes, especially Monk | Found during the Search The Cellar quest of the Alchemy store in ![]() |
Boosts AC if you are not wearing an armor type. |
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Battle mage, Lockadin, etc | Drops from the Ardent Jhe’rezath in the Githyanki Creche area of the Roswyn Monastery. | Arcane Synergy: Weapon Attacks deal additional damage equal to affected entity’s Spell Casting Ability Modifier, meaning this the BiS helmet for battle mage builds, adding lots of additional bonuses. |
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Any | Sold by the Githynaki trader in the Creche. | Ideal gloves for anyone looking for a huge boost to Initiative, or granting better ability score scaling on Dex builds like Ranger, Rogue or Monk. |
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Casters | Gityanki trader at the Creche. | +1 to Spell Attack Rolls and a toggle feature to allow players to cast in melee range. Solid for both casters and battle mage builds. Likely not replaced till Act 3. |
Act 1 Legendary Weapon in Baldur’s Gate 3¶
For those of you looking to get a legendary item in Act 1 of BG3, be aware there is such a thing. Players can get their hands on The Blood of Lathander, which is a legendary mace skill with a strong healing effect and
Sunbeam. It also comes with an effect that grants it really strong bonuses against Undead. For the most part, this weapon is incredibly strong as many creatures in Act 2 are considered Undead, and therefore, it should be a weapon someone in your party brings to battle.
To get this weapon, you simply need to find the hidden vault room located in the Inquisitor’s room beside some statues on one side of the room. You can either break in and steal it, and disarm or flee the trap. Or you can solve the painting puzzles in the monastery proper. You can read a guide on how to get Blood of Lathander here.
How does the Blood of Lathander not make your list of best weapons?
This was an oversight on my end since it was initially published during Early Access and updated to remove the items they changed or moved to Act 3 at launch. I'll add it in now.