
All Game Items
Overview
This guide provides a comprehensive, categorized listing of all major items in Baldur's Gate 3 (BG3). Items are grouped logically by type: Weapons, Armor, Consumables, Materials, Currencies, Collectibles, and Key Equipment. For each item, you'll learn its function, how to obtain it (general region or quest), when it is most useful, and any important synergies or upgrade paths. Note that due to the game's immense loot variety, this guide highlights the most impactful and unique items; common variations (e.g., +1 weapons) are described generically where appropriate.
Weapons
Weapons in BG3 fall into categories based on proficiency and damage type. Many have special abilities, enchantments, or set bonuses.
Simple Weapons
- Dagger: Light, finesse, can be thrown. Useful for rogues for Sneak Attack. Obtain: starting gear, looted from goblins. Synergy: Dual Wielder feat.
- Quarterstaff: Versatile, two-handed. Good for casters as a melee backup. Notable Unique: Mourning Frost (Act 1, from the Underdark – adds Cold damage and can freeze enemies).
- Longsword: Versatile. Notable Unique: The Everburn Blade (Act 1, on the Nautiloid – deals +1d4 Fire damage, but early game; later replaced).
- Greatsword: Heavy, two-handed. Notable Unique: Silver Sword of the Astral Plane (Act 3, from Voss – deals +2d6 psychic damage to githyanki and can lower ability scores).
- Rapier: Finesse, one-handed. Notable Unique: Duelist's Prerogative (Act 3, from the Last Light Inn quest – a legendary rapier that allows an extra reaction attack).
- Shortbow: Ranged. Notable Unique: The Dead Shot (Act 3, from a vendor in the Temple of Bhaal – a bow that gives +2 to attack rolls and critical hit range).
- Hand Crossbow: Light, can dual-wield. Notable Unique: Hellfire Hand Crossbow (Act 3, from the Infernal Rapier quest – adds +1d6 fire damage).
- Polearms: Glaive, Halberd, Pike. Notable Unique: The Unseen Menace (Act 2, from a hidden chest in the Shadow-Cursed Lands – a pike that gives Advantage on attacks when hidden and +1d4 psychic damage).
- Flail: Notable Unique: Flail of Ages (Act 1, from the Underdark Myconid colony – a flail that deals 1d6 of three damage types: fire, cold, acid).
- Scimitar: Finesse, light. Notable Unique: Knife of the Undermountain King (Act 2, from the Crèche Y'llek – gives extra critical threat range and expanded bonus action attack options).
Martial Weapons
Versatile / Special Weapons
| Weapon Category | Example Unique | Location | Key Effect |
|---|---|---|---|
| Light Melee | Sneak Attack Dagger | Starter | Finesse, can offhand |
| Heavy Melee | Sword of the Astral Plane | Act 3 | Psychic damage, stat drain |
| Ranged | The Dead Shot | Act 3 | Crit on 18-20 |
Armor
Armor types: Light, Medium, Heavy, and Shields. Many have magical properties.
Light Armor
- Leather Armor: Notable Unique: Bracers of Defense (Act 1, from the Grymforge – gives +2 AC if not wearing armor, best for monks or mages with Mage Armor).
- Studded Leather: Notable Unique: Yuanti Scale Mail (Act 2, from a merchant in Last Light – gives +1 AC and Poison Resistance).
- Chain Mail: Notable Unique: Armor of Landfall (Act 3, from the Iron Throne – heavy, but gives Fire Resistance and the ability to cast Heat Metal once per day).
- Half Plate: Notable Unique: Ketheric's Armor (Act 2, from Ketheric Thorm – gives Reaper's Embrace: damage reduction when low on HP).
- Splint Armor: Notable Unique: Adamantine Splint Armor (Act 1, forged at the Adamantine Forge – gives +1 AC, and attacks that hit you deal only 11 damage minimum, plus enemy critical hits become normal hits).
- Plate Armor: Notable Unique: Helldusk Armor (Act 3, from Raphael's possession – gives +2 AC, Fire Resistance, and the ability to cast Hellish Rebuke).
- Wooden Shield: Basic. Notable Unique: The Swires' Sled Board (Act 1, from the harpies near the Grove – a shield that gives +1d6 thunder damage on a shield bash).
- Shield of Faith: A unique item that grants constant Sanctuary effect. Obtained from the Monastery.
- Potion of Healing: Restores 2d4+2 HP. Common drop. Essential early game.
- Potion of Speed: Haste for 3 turns. Very rare; use in boss fights.
- Potion of Invisibility: Turn invisible for 10 turns. Use to bypass encounters or escape.
- Elixir of Hill Giant Strength: Sets Strength to 21 until long rest. Great for martial classes.
- Scroll of Misty Step: Teleport as a bonus action. Use to reach high ground or escape.
- Scroll of Fireball: AoE damage. Use against groups.
- Scroll of Revivify: Revive a dead ally. Carry one always.
- Alchemist's Fire: Deals 1d4 fire damage per round until put out. Use on flammable surfaces.
- Smoke Powder Bomb: Deals 3d6 force damage in a radius. Good for barrels.
- Holy Water: Deals X damage to fiends and undead. Use in Act 2.
- Camp Supplies: Used to take a Long Rest. Various food items (e.g., Fish, Cheese) provide 40-80 supplies. Loot all containers.
- Dwarven Spirits: A rare alcohol that gives +1 bonus on Constitution saves for one day. Obtain from Zhentarim hideout.
- Sublimate (e.g., Mudwort, Balsam): Used to craft potions at a Camp Alchemist Table. Requires Alchemist feat for advanced.
- Nightshade: Used for poisons and Antidote.
- Troll Blood: Used for healing potions. Drops from trolls.
- Ingots (Iron, Steel, Adamantine): Used in forging at the Adamantine Forge (Act 1) or for weapon repairs. Adamantine Ingot is rare; used for the best armor.
- Sussur Sap: Used to craft the Sussur weapons (silence enemies). Found in the Arcane Tower.
- Infernal Iron: Used to upgrade Karlach's engine. Found in various locations.
- Rune of Mental Fortitude: Used in the Adamantine Forge to make mace that buffs Wisdom saves.
- Gemstones (Ruby, Sapphire): Valued at vendors. Some used in quests.
- Use: Buy items, bribe, pay for services. Earned from loot, quest rewards. Manage by selling unused gear.
- Tip: Save gold for Act 3 where powerful items cost thousands.
- Use: Power Karlach's engine (gives temporary Hellish Resistance), or feed to the Steel Watchers. Obtain from Zariel's followers, found in Rivington.
- Tip: Save at least 5 for Karlach's upgrade quest.
- Use: Currency in Githyanki society (Crèche). Convert to gold at vendors. Not used elsewhere.
- Use: Rewarded by Raphael, used to buy from his inventory (very powerful). Obtain by serving him or trading.
- Use: Trade for prizes in the circus. Obtain by winning games.
- The Library of the Arcane: Books that give XP when read. Some unlock quests (e.g., The Neathdark Gur gives a clue to the Underdark).
- The Necromancy of Thay: A rare tome that grants permanent skill bonuses if read. Found in Arcane Tower.
- Idol of Silvanus: A valuable statue (500 gold). Steal from the Druid Grove. Selling it helps with a quest.
- Shattered Flagon: A broken vase worth 200 gold. Found in many houses.
- Ruby of the Mountain: Required for the Shadowheart quest in Act 2.
- Moonlantern: Carried by lanterns to protect against Shadow Curse. Essential for Act 2 navigation.
- The Crown of Karsus: A legendary artifact needed for the final battle. Obtained in Act 3.
- The Blood of Lathander: Act 1, Legendary mace. Deals +1d6 Radiant damage, grants Light Domain spells, and revives you on death once per day. Perfect for clerics.
- The Legendary Spear: Shar's Spear of Evening: Act 2, on Shadowheart's path. Grants Darkness immunity, deals +1d8 Necrotic, and gives Invisibility when killing.
- The Red Knight's Mace: Act 3, from a hidden crypt. Deals +1d6 Force damage and can paralyze on critical.
- The Guiding Light (Rapier): Act 3, from the Devil's Fee vendor. Grants +1d6 Psychic and allows a reaction attack when nearby ally is hit.
- The Strength Armor (Gauntlets of Hill Giant Strength): Act 2, from the House of Hope. Sets Strength to 23. Essential for builds that want low STR but heavy attacks.
- The Armor of Persistence: Act 3, from the Steel Watch Foundry. Heavy armor that gives +2 AC, Resistance to all elemental damage, and immunity to prone.
- The Helmet of Balduran: Act 2, from the Underdark. Gives +1 AC, advantage on saving throws, and immunity to stun. Arguably best helmet.
- The Ring of Flinging: Act 1, from the Grove. Adds +1d4 damage to thrown weapons. Great for barbarians.
- The Marksmanship Hat (Harold): Act 1, from a vendor. Gives +1 to ranged attack rolls and a chance to Bane on hit.
- The Stalker's Gloves: Act 2, from the Crèche. Give free Hunter's Mark once per turn when attacking a wounded enemy. Synergy with rangers.
- The Amulet of Misty Step: Act 1, from the Arcane Tower. Free Misty Step once per short rest. Excellent mobility.
Medium Armor
Heavy Armor
Shields
Consumables
Potions, scrolls, grenades, and food.
Potions
Scrolls
Grenades & Bombs
Food & Camp Supplies
Materials
Used for crafting, trading, or quests.
Alchemy Ingredients
Smithing Components
Other Materials
Currencies
Standard and special currencies.
Gold
Soul Coins
Githyanki Silver Pieces
Infernal Tokens
Statue Coins (from the Circus)
Collectibles
Items that are not directly usable but contribute to lore, achievements, or quests.
Books & Notes
Paintings & Art Objects
Quest Items
Key Equipment (Unique & Legendary)
These items stand out due to their power and are often build-defining.
Weapons
Armor
Accessories
Conclusion
This guide covers the most influential items in Baldur's Gate 3. Always remember that the best item depends on your party composition and playstyle. Keep an eye out for items that grant extra actions, set ability scores, or provide unique damage riders. Experiment with synergies (e.g., weapon + elixir + feats). Happy looting!