All Legendary Weapons and Where to Find Them in Baldur’s Gate 3

Wits and blades, always sharp, closer to Shar with every step.

There are over a dozen legendary weapons in Baldur’s Gate 3. And wouldn’t it make sense for the heroes of Faerun, the only defense against the Absolute, to be wielding them? To that end, here’s how to get all the legendary weapons in Baldur’s Gate 3.

All Legendary Weapon Locations in Baldur’s Gate 3, Listed

There’s no shortage of weapons in Baldur’s Gate 3. But legendary weapons? Those are exceptionally rare, and many of them can be missed entirely. Others are dependent on your choices. To that end, here’s how to find every single legendary weapon you can get in Baldur’s Gate 3.

WeaponClassEffectsHow to Obtain

Balduran’s Giantslayer
Greatsword2d6 SlashingGiantslayer: On a hit, double the damage from your Strength Modifier. This weapon grants you Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures.
Weapon Enchantment +3
Giant Form (Class Actions)
During Act 3, complete the secret dungeon in the Wyrmway prison, then defeat the dungeon’s boss.
BloodthirstDagger– 1d4 Piercing
– 1d4 Necrotic
Improved Critical: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
– True Strike.
– Exploit Weakness
: Creatures hit with this weapon receive Vulnerability to Piercing damage. (Main Hand Only)
– True Strike Riposte: When a creature misses you with a melee attack, you may retaliate and gain True Strike. (Off-Hand Only) – Armour Class -1 – Weapon Enchantment +2  
Found after defeating and looting Orin in the Temple of Bhaal in Act 3.

Crimson Mischief
Shortsword– 1d6 Piercing
– 1d4 Necrotic
– 1d4 Piercing
– Prey Upon the Weak: This weapon deals an additional ~4 Piercing damage against targets with 50% of their hit points or fewer.
– Redvein Savagery: When you make an attack with Advantage, the target takes an additional 7 Piercing damage. (Main Hand Only)
– Crimson Weapon: When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack. (Off-Hand Only) – Weapon Enchantment +2
Found after defeating and looting Orin in the Temple of Bhaal in Act 3.

Devotee’s Mace
Mace1d6  Bludgeoning
+1d8  Radiant
Healing Incense Aura (Class Action) (Main Hand Only). – Weapon Enchantment +3.  
With a level 10 Cleric in your party, use the ability Divine Intervention. Then select “Arm Thy Servant”. This will grant the Devotee’s Mace permanently.  Note, you can only use Divine Intervention once your entire playthrough!

Duellist’s Prerogative
Rapier– 1d8 Piercing
– 1d4 Necrotic
– Elegant Duellist: While your off-hand is empty, you score a Critical Hit when rolling a 19. Moreover, you gain an additional reaction per turn. (Main Hand Only)
– Withering Cut: On a hit with a melee weapon, use a reaction to deal additional Necrotic damage equal to your Proficiency Bonus. – Challenge to Duel.
– Dueller’s Enthusiasm. – Weapon Enchantment +3.  
In the Lower City, you must find Lora and help her find her find her daughter, Vanra. Once Vanra has been rescued, return to Lora’s house to get the reward. Can be done in Act 3.

Gontr Mael
Longbow1d8 PiercingPromised Victory: On a hit, possibly inflict Guiding Bolt upon the target.
– Gontr Mael: Glowing: This object shines with a glowing light in a radiues of 6m.
Celestial Haste (Level 3 Transmutation Spell)  
Defeat the Steel Watcher Titan in the Steel Watch Foundry’s Neurocitor Room. Can be done in Act 3.

Quarterstaff– 1d8 Bludgeoning
– 1d6 Bludgeoning – Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls.
– Arcane Battery: Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn’t cost a spell cost.
– Kereska’s Favour  – Weapon Enchantment +3.  
While in Sorcerous Sundries in Lower City, jump from the balcony to the lower level using the floating furniture. At the bottom, there will be invisible plaques beneath the pedestals. Find the one that says “Below”. Click it. Then, with See Invisibility, use the levers to open the barrier to get the quarterstaff. Can be done in Act 3.

Trident– 1d6 Piercing – 1d6 Thunder – Zephyr Connection: This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3-12 Thunder Damage in a 6m blast centered on the target. – Veil of the Wind: You gain a +3m bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage. – Nyrulna: Glowing: This object shines with a glowing light in a radius of 6m.
= Weapon Enchantment +3  
In Act 3, go to the circus in Rivington. Speak to Akabi, the Djinn manning the wheel. Get the jackpot, then get to the end of the area he teleports you to find the spear in a chest.

Orphic Hammer
Warhammer – Unshackling Strike: Smite the magical bonds keeping a creature Restrained, Paralysed, and Stunned, freeing it. – Spell Resistance: You have an Advantage on Saving Throws against spells. – Weapon Enchantment +3Found in the House of Hope in Act 3.

Selune’s Spear of Night
Spear– 1d8 Piercing (Two-handed)
– 1d6 Piercing (One-handed)
– Selune’s Blessing: You gain Advantage on Wisdom Saving Throws and Perception Checks.
– Darkvision: You can see in the dark up to 12m.
– Moonbeam 
– Moonmote 
– Weapon Enchantment +3  
In Act 2, find the Spear of Night in the Silent Library in the Gauntlet of Shar. Shadowheart must then spare Nightsong. You’ll then be rewarded with this spear.

Shar’s Spear of Evening
 1d6 (One handed)1d8 (Two Handed) – Shar’s Blessing: Gain Advantage on Saving Throws while Lightly or Heavily Obscured. Deals an additional 1d6 damage to creatures that are Lightly or Heavily Obscured. – Blind Immunity: The wearer of the weapon cannot be Blinded. – Shar’s Darkness  In Act 2, find the Spear of Night in the Silent Library in the Gauntlet of Shar. Shadowheart must then kill Nightsong to obtain this weapon.

Silver Sword of the Astral Plane
Greatswords– Soulbreaker: Rend the enemy’s body and soul, and possibly Stun them.
– Githborne Psionic Weapon: When wielded by a githyanki this weapon deals an additional 1~6 Psychic Damage.
– Githborn Psionic Resistance: A githyanki holding this weapon has Advantage on Intelligence, Wisdom, and Charisma Saving Throws, Reistance to Psychic Damage, and cannot be Charmed.
– Weapon Enchantment +3
Present the Orphic Hammer to Voss in the Sharess Cares in Act 3. Alternatively, kill Voss in Act 1.

The Blood of Lathander
Mace– 1d6 + STR Modifier + 3 Bludgeoning
– Lathander’s Blessing:
 Once per Long Rest, when your hit points are reduced to 0, you regain 2~12 hit points. Allies Within 9m also regain 1~6 hit points.
– Lathander’s Light: Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are Blinded, unless they succeed in a Constitution Saving Throw.
– Sunbeam
– Concussive Smash
– Weapon Enchantment +3
During Act 1 or Act 2, go to the Githyanki Creche. In the inquisitor’s room, enter the secret area to get this legendary mace.

About the Author

Daphne Fama

A Staff Writer at Prima Games since 2022, Daphne Fama spends an inordinate amount playing games of all stripes but has a soft spot for horror, FPS, and RPGs. When she’s not gaming, she’s an author and member of the Horror Writers Association with a debut novel coming out in 2025. In a previous life, she was an attorney but found she preferred fiction to contracts and forms