Introduction
Baldur's Gate 3 features 20+ legendary items scattered across all three acts. These are the game's most powerful weapons, armor, and accessories — each with unique effects that define endgame builds. This guide catalogs every legendary item with exact locations, acquisition requirements, stats, and which builds benefit most from each.
Legendary Weapons
1. Silver Sword of the Astral Plane
| Stat | Value |
|---|---|
| Type | Greatsword (Versatile) |
| Damage | 2d6+3 Slashing |
| Enchantment | +3 |
| Requirements | Martial Weapon Proficiency |
| Weight | 2.7 kg |
Special Effects:
- Githyanki Greatsword Mastery: +1d4 Psychic damage when wielded by a githyanki
- Soulbreaker: On hit, may stun target (CON save DC 14)
- Advantage on Intelligence, Wisdom, and Charisma saving throws
- Cannot be disarmed
- Resistance to Psychic damage
Acquisition (Act 3): Kith'rak Voss has it in Act 3 (Sharess' Caress / Sewers). You can also get it in Act 1 by using Command: Drop on Voss at the Mountain Pass bridge (DC ~10% success, save-scum recommended). If you do this, Lae'zel gets a +3 sword at Level 5 — game-breaking for the rest of the playthrough.
Best for: Lae'zel (githyanki bonus), any Fighter/Paladin/Barbarian
2. Balduran's Giantslayer
| Stat | Value |
|---|---|
| Type | Greatsword |
| Damage | 2d6+3 Slashing |
| Enchantment | +3 |
Special Effects:
- Giantslayer: Against Large, Huge, or Gargantuan creatures: double damage from Strength modifier. With 20 STR: +5 damage normally, +10 against large enemies.
- Giant Form (Class Action): grow 1 size category, gain Advantage on STR checks/saves, +1d6 damage. 1/Long Rest.
Acquisition (Act 3): Kill Ansur the Dragon in the Wyrmway (beneath Wyrm's Rock Prison). The Wyrmway is accessed through the prison after completing the "Investigate the Murders" quest or having Wyll's father tell you about it. Ansur is Level 17, 400 HP, with a devastating lightning breath.
Best for: Lae'zel, Fighter/Paladin, any STR-based 2H build
3. Nyrulna
| Stat | Value |
|---|---|
| Type | Trident (Thrown) |
| Damage | 1d6(1d8 versatile)+3 Piercing |
| Enchantment | +3 |
Special Effects:
- Zephyr Connection: Returns to wielder when thrown. Cannot be disarmed.
- Veil of the Wind: +3m movement speed, jump distance, immune to fall damage
- Zephyr Break: On hit, explodes in 6m radius dealing 3d4 Thunder damage. Can hit allies.
Acquisition (Act 3): In the Circus of the Last Days (Rivington), pickpocket the djinni Akabi's ring (DC 20 Sleight of Hand — use Astarion with Advantage + Guidance + Smuggler's Ring). Then spin his wheel. He teleports you to Chult. Inside the jungle area, follow the path past the dinosaurs (avoid or fight). At the end, open the chest at the portal. Nyrulna is inside.
Best for: Throwzerker Karlach, any throwing build, Eldritch Knight thrower
4. Blood of Lathander
| Stat | Value |
|---|---|
| Type | Mace |
| Damage | 1d6+3 Bludgeoning |
| Enchantment | +3 |
Special Effects:
- Lathander's Blessing: Once per Long Rest, if reduced to 0 HP, regain 2d12 HP. Allies within 9m regain 1d6 HP.
- Lathander's Light: 6m radius light. Fiends and undead are Blinded (CON DC 15).
- Sunbeam (Level 6 Spell): 1/Long Rest
Acquisition (Act 1): Rosymorn Monastery (Mountain Pass). Insert the Dawnmaster's Crest into the altar in the basement before touching the mace. The crest requires collecting 4 ceremonial weapons:
- Ceremonial Battleaxe: In the room with the drunk kobolds
- Ceremonial Longsword: Outside the monastery, on an altar ledge (accessible from the path before the eagles)
- Ceremonial Mace: In a chest in the monastery's upper floor (after climbing the vines)
- Ceremonial Warhammer: In the eagle nest on the roof
Place each on the correct pedestal in the Dawnmaster's Memorial room (basement). A hidden compartment opens with the crest. Use it on the altar where the mace rests.
WARNING: If you take the mace WITHOUT the crest, the monastery's solar lance fires in 4 turns. You have 4 turns to destroy all 4 Lathander crystals or the entire monastery explodes (game over).
Best for: Shadowheart (Light/Life Cleric), any character in Act 2 (undead everywhere, the blind effect is devastating)
5. Markoheshkir
| Stat | Value |
|---|---|
| Type | Quarterstaff |
| Damage | 1d6(1d8 versatile)+1d4 Elemental |
| Enchantment | +2 |
Special Effects:
- Arcane Battery: Next spell doesn't cost a spell slot. Recharges on Short Rest.
- Kereska's Favour: Cast as bonus action, become resistant to one element type. Gain a free spell based on element. The free spell varies: Fire → Fireball, Lightning → Chain Lightning, Cold → Cone of Cold, etc.
Acquisition (Act 3): Ramazith's Tower (Sorcerous Sundries). Go to the top floor (via the portal in Lorroakan's office). After dealing with Lorroakan/Dame Aylin, interact with the globe in the center. Hit the "Below" button. In the vault below, the staff is floating. Use "See Invisibility" to reveal the levers. Hit the correct lever sequence.
Best for: Gale, any Wizard/Sorcerer. The Arcane Battery is insane — effectively a free 6th-level spell per Short Rest.
6. Crimson Mischief
| Stat | Value |
|---|---|
| Type | Shortsword |
| Damage | 1d6+2 Piercing |
Special Effects:
- Prey Upon the Weak: +1d4 Piercing against targets below 50% HP
- Redvein Savagery: Advantage on attacks, +7 damage against targets below 50% HP (main hand only)
Acquisition (Act 3): Loot from Orin the Red (Temple of Bhaal). She dual-wields this with the Bloodthirst dagger.
Best for: Dual-wield Rogue, especially paired with Bloodthirst
7. Gontr Mael
| Stat | Value |
|---|---|
| Type | Longbow |
| Damage | 1d8+3 Piercing |
| Enchantment | +3 |
Special Effects:
- Celestial Haste: Cast Haste on self without the Lethargic effect afterward. 1/Long Rest.
- Gontr Mael Bolt: On hit, may inflict Guiding Bolt (Advantage on next attack against target).
Acquisition (Act 3): The Steel Watch Titan (Steel Watch Foundry boss). Fight the Titan in the basement.
Best for: Gloomstalker/Assassin builds, any archer. The Haste with no Lethargic is best-in-slot for bow users.
8. Selune's Spear of Night / Shar's Spear of Evening
| Stat | Value |
|---|---|
| Type | Spear (Versatile) |
| Damage | 1d6(1d8)+3 Piercing |
| Enchantment | +3 |
Two versions based on Shadowheart's decision:
Selune's Spear of Night (spare Nightsong):
- Moonbeam: Free cast, 1/Long Rest
- Moonlight Glaive: as class action
- +1d4 Radiant to fiends and undead
Shar's Spear of Evening (kill Nightsong):
- Shar's Darkness: Blindness-immune darkness field
- +1d6 Necrotic on hit
- Advantage on saving throws while obscured
Acquisition (Act 2): Shadowfell. The spear changes based on Shadowheart's choice.
9. The Sacred Star
| Stat | Value |
|---|---|
| Type | Morningstar |
| Damage | 1d8+2 Bludgeoning |
| Enchantment | +2 |
Special Effects: Radiant damage pulses through enemies. On hit, enemy pulses 1d4 Radiant to all nearby enemies.
Acquisition (Act 3): Buy from Vicar Humbletoes in the Stormshore Tabernacle (Lower City) for ~5,000 gold.
10. Duellist's Prerogative
| Stat | Value |
|---|---|
| Type | Rapier |
| Damage | 1d8+3 Piercing + 1d4 Necrotic |
| Enchantment | +3 |
Special Effects:
- Elegant Duellist: If your offhand is empty, +2 AC, additional reaction per turn, and +1d4 Necrotic
- Withering Cut: Bonus action, CHA saving throw or target deals halved damage
Acquisition (Act 3): Reward from Save Vanra quest (Lora in Lower City). Track down Auntie Ethel's lair in the Blushing Mermaid basement.
Best for: Sword Bard, Battle Master with Dueling
Legendary Armor
11. Helldusk Armor
| Stat | Value |
|---|---|
| Type | Heavy Armor |
| AC | 21 |
| Weight | 20 kg |
Special Effects:
- Infernal Retribution: On successful save against spell, caster takes 1-4 Burning for 3 turns
- Fire Immunity: Wearer is immune to fire damage
- Cannot be burned
- +6m fly speed while wearing
Acquisition (Act 3): Inside the House of Hope (need the Orphic Hammer or complete Helsik's ritual in the Devil's Fee shop). In Raphael's boudoir, the armor is in a pedestal. Disarm the traps or tank the fire.
Best for: Any heavy armor user. 21 AC + fire immunity is S-tier.
12. Armour of Agility
| Stat | Value |
|---|---|
| Type | Medium Armor |
| AC | 17 + full DEX modifier (no +2 cap!) |
| Weight | 6 kg |
Special Effects:
- Adds your full Dexterity modifier to AC (not capped at +2 like all other medium armor)
- +2 to all saving throws
- +5 initiative (same as Alert feat)
Acquisition (Act 3): Stormshore Armoury (Lower City). Buy for ~7,000 gold.
Best for: Any DEX-based character. With 20 DEX: 17+5 = 22 AC before shields. With a shield: 24 AC on medium armor.
13. Helldusk Helmet
| Stat | Value |
|---|---|
| Type | Helmet |
| AC | +1 bonus |
Special Effects:
- Infernal Sight: See in magical and non-magical darkness up to 3m
- Immunity to Critical Hits (helm slot)
- +2 to saving throws against spells
Acquisition (Act 3): House of Hope, in the same room as the Helldusk Armor, on a pedestal.
14. Reaper's Embrace
| Stat | Value |
|---|---|
| Type | Heavy Armor |
| AC | 19 |
Special Effects: On hit, may apply Howl of the Dead (target can't regain HP). Reduce all incoming damage by 2.
Acquisition (Act 2): Loot from Ketheric Thorm in the Mind Flayer Colony.
15. Gloves of Soul Catching
| Stat | Value |
|---|---|
| Type | Gloves |
Special Effects:
- +2 Constitution (up to 20)
- Unarmed attacks: +1d10 Force damage
- Unarmed attacks: heal 1d10 HP on hit (once per turn)
Acquisition (Act 3): Save Hope in the House of Hope. After the Raphael fight, she offers to reward you. Choose the gloves.
Best for: Monk builds. +1d10 Force + 1d10 heal per hit is utterly broken on Open Hand Monk's 4+ attacks per turn.
16. Boots of Persistence
| Stat | Value |
|---|---|
| Type | Boots |
Special Effects:
- Freedom of Movement: Cannot be paralyzed or restrained
- Longstrider permanently
Acquisition (Act 3): Dammon (if he survived to Act 3, in the Forge of the Nine, Lower City). Buy for ~2,000 gold.
Legendary Accessories
17. Ring of Regeneration
| Stat | Value |
|---|---|
| Type | Ring |
Effect: Heal 1d4 HP at the start of each turn in combat.
Acquisition (Act 3): Sorcerous Sundries, sold by Rolan (if he survived) for ~3,000 gold.
18. Amulet of Greater Health
| Stat | Value |
|---|---|
| Type | Amulet |
Effect: CON set to 23 (and +6). Advantage on CON saving throws.
Acquisition (Act 3): House of Hope, in the Archive. In a trapped display case. Disarm the trap (DC 20) or trigger it and tank the fire.
Best for: Any caster (CON saves for concentration), or characters with odd CON scores.
19. Birthright
| Stat | Value |
|---|---|
| Type | Hat |
Effect: +2 Charisma (up to 22).
Acquisition (Act 3): Sorcerous Sundries, sold by Rolan (~2,000 gold).
20. Cloak of Displacement
| Stat | Value |
|---|---|
| Type | Cloak |
Effect: Displacement: enemies have Disadvantage on attacks until you take damage. Recharges at start of each turn.
Acquisition (Act 3): Danthelon's Dancing Axe (Wyrm's Crossing). Buy for ~4,000 gold.
Act-by-Act Acquisition Checklist
Act 1 Legendaries
- Blood of Lathander (Rosymorn Monastery)
- Silver Sword of the Astral Plane (Voss, Command: Drop — optional, Act 1 cheese)
Act 2 Legendaries
- Selune's Spear of Night OR Shar's Spear of Evening (Shadowfell)
- Reaper's Embrace (Ketheric)
- Infernal Rapier (Mizora reward, Wyll quest — summons Cambion)
Act 3 Legendaries
- Balduran's Giantslayer (Ansur)
- Nyrulna (Circus djinni)
- Helldusk Armor (House of Hope)
- Helldusk Helmet (House of Hope)
- Amulet of Greater Health (House of Hope)
- Gloves of Soul Catching (Hope reward)
- Markoheshkir (Ramazith's Tower)
- Crimson Mischief (Orin)
- Bloodthirst (Orin)
- Gontr Mael (Steel Watch)
- Duellist's Prerogative (Save Vanra)
- Armour of Agility (Stormshore Armoury)
- Ring of Regeneration (Sorcerous Sundries)
- Birthright (Sorcerous Sundries)
- Cloak of Displacement (Danthelon's)
- Boots of Persistence (Dammon)
These legendary items represent the pinnacle of equipment in Baldur's Gate 3. With the right combination, your party can achieve AC values exceeding 30, deal 200+ damage per round, and trivialize even Honor Mode encounters.



