Baldur's Gate 3 Legendary Items: Every Legendary Weapon, Armour and Book, by Act

Legendary items are the orange-framed apex of Baldur's Gate 3 gear, and almost all of them hide behind a quest chain, a boss, or a choice you cannot take back. This collection guide works through every legendary weapon, armour piece and book in campaign order, says what each one is for, and flags the three choices that lock another legendary away, so you can plan one run that collects nearly the whole set.

Baldur's Gate 3 Legendary Items: Every Legendary Weapon, Armour and Book, by Act
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A legendary item in Baldur's Gate 3 is easy to recognise and hard to collect: the orange frame means it is the best version of its kind, and the game almost never hands one over for simply walking into a room. Each one sits behind a puzzle, a boss, a quest chain, or a choice that closes another door. This guide works through the whole set in campaign order, not alphabetical order, because the question that matters is not what the item does in isolation. It is whether you can still reach it from where your campaign stands right now, and what you give up by taking it.

Two armoured adventurers standing side by side

What counts as legendary, and what does not

Legendary is a rarity tier, one step above Very Rare, and the game marks it with an orange frame in the inventory. That frame is the whole test: if an item does not carry it, it is not on this list, however strong it feels. The most common confusion is the Adamantine Forge. The forge crafts excellent armour and weapons, and its own achievement, Forged in Blood and Fire, is easy to mix up with a legendary hunt, but forge items are Very Rare, not legendary. They belong in the forge guide, not here, and chasing them will not complete a legendary collection.

The set is also smaller than the internet makes it look. Counting weapons, armour, shields and books, a single campaign can reach roughly twenty legendary items, and several of them are mutually exclusive by choice. This guide lists the ones you can verify in a normal campaign and says plainly where a choice locks another one away. Two edition items are noted separately at the end because they do not come from gameplay at all.

Armoured party members in a torch lit room

Act 1: one legendary, and it is the best early weapon in the game

The Blood of Lathander is the only legendary weapon available in Act 1, and it is worth the detour even if you never use a mace. It is a mace found beneath Rosymorn Monastery, in the githyanki creche below the Mountain Pass route, and reaching it means solving the monastery's ceremonial weapon puzzle on the upper level and finding the secret passage past the Inquisitor's Chamber. You need the Dawnmaster's Crest to open the way safely, and the full puzzle route is in the dedicated Blood of Lathander guide linked below. The reason to care is not the damage number. It is that this mace heals nearby allies, blinds nearby enemies with light, and can fire a burst of sunlight in an emergency, which makes it a support weapon that stays useful long after Act 1 weapons are normally retired.

Portrait of a dark haired adventurer

Act 2: the Nightsong choice, and why you cannot have both spears

Act 2 has one legendary weapon with two forms, and the choice between them is the first hard lock in this collection. In the Gauntlet of Shar, Shadowheart's story reaches the Nightsong, and what Shadowheart does there decides the spear you receive. If she kills the Nightsong, the reward is Shar's Spear of Evening, a weapon that rewards fighting in darkness and can create that darkness itself. If she spares the Nightsong, the reward is Selune's Spear of Night, the counterpart for the other path. You get one spear per campaign, not both, and the spear matches the Shadowheart you have been building, so this is a choice to make with the character, not against her.

Nothing else in Act 2 is legendary, and that is worth saying plainly, because Act 2 feels rich and players assume the Moonrise Towers vendors or the Gauntlet must hide more. They hide excellent Very Rare gear, not legendary gear. The honest Act 2 collection is one spear, plus the Blood of Lathander if you have not collected it yet, and the rest of the set waits for the city.

Portrait of a red haired adventurer outdoors

Act 3, part 1: the Wyrmway set and the House of Hope

Act 3 holds the bulk of the set, and the Wyrmway is the best place to start because it pays out twice. Beneath Wyrm's Rock, the Wyrmway trials lead to the dragon Ansur, and beating Ansur gives Balduran's Giantslayer, a greatsword built for hurting very large targets, which is exactly what the late game keeps throwing at you. The Helm of Balduran is found on the same route, in a passage off the prison, and it is the defensive half of the set: regular healing, immunity to critical hits, and a solid armour bonus. Take both on the same trip, because the Wyrmway is a dungeon you do not want to re-clear for a helmet you walked past.

The House of Hope is the second Act 3 payout, and it is the hardest fight in this guide. Raphael's house holds the Orphic Hammer, the legendary warhammer tied to freeing a prisoner of the house, and beating Raphael with Hope alive gives two more legendaries: the Helldusk Armour, heavy armour with an armour class of 21 that grants its wearer proficiency automatically, so any character can wear it and still cast, and the Gloves of Soul Catching, the monk gloves of the set. The entry fee is the negotiation at the Devil's Fee shop, and the fight itself is a late-game gear check, so arrive with your strongest party, not the party you are still levelling.

Portrait of a horned adventurer in armour

Act 3, part 2: the city weapons, one by one

Crimson Mischief and Bloodthirst are the two daggers of the Temple of Bhaal sequence in Act 3, tied to the confrontation with Orin in the Undercity. They are a matched pair for a dual-wielding rogue or ranger, and they are the reason an Act 3 rogue build feels complete in a way no Act 1 dagger ever manages. Gontr Mael is the legendary longbow of the Steel Watch Foundry, dropped by the Steel Watcher Titan at the end of the Save the Gondians thread: the bow for a ranged character who wants every shot to matter. Markoheshkir is the legendary quarterstaff of Ramazith's Tower, reached by dropping to the lower level and breaking the arcane barrier around it: the definitive late-game staff for a spellcaster, with a once-per-day boost that turns a big spell into a bigger one.

Nyrulna is the hidden one, and the most fun weapon on this page. At the Circus of the Last Days in Rivington, the djinni Akabi runs a rigged wheel. Pickpocket his ring, spin the wheel, win the jackpot, and he teleports you to a jungle in anger. Survive the jungle, find the chest by the portal, and the legendary trident is inside. Thrown, it explodes with thunder damage and returns to your hand, it cannot be forced from your grip, and it makes you immune to falling damage. Duelist's Prerogative is the legendary rapier of the Save Vanra quest in the Lower City, a reward for finishing the hag thread that starts at the Blushing Mermaid: with an empty off-hand, it scores a critical hit on a 19 and grants an extra reaction per turn, which is a duellist's whole game in one weapon.

Viconia's Walking Fortress is the legendary shield of the House of Grief, and it carries the second hard lock in this collection. It is looted from Viconia DeVir after defeating her in the Cloister of Somber Embrace, during Shadowheart's Act 3 story. Loot it from her prone form before the conversation that decides whether she lives or leaves, because if she walks away, the shield walks away with her. The Silver Sword of the Astral Plane is the legendary githyanki greatsword of the Voss thread in Act 3, offered through the dealings between Voss and Raphael at Sharess's Caress: powerful in any hands, but built for a githyanki wielder, so give it to Lae'zel if she is in your party.

Armoured adventurer with a companion in a hall

Books, a mace from a god, and the edition extras

Two legendary books sit in the vault of Ramazith's Tower in Act 3: the Annals of Karsus and the Red Knight's Final Strategem. They are not weapons, and that is the point. They are collection items for a player who wants the set complete, and they are easy to walk past because the vault route runs through a chain of coloured doors that looks like decoration until you follow it. Devotee's Mace is the odd one out in the other direction: it is not found anywhere, it is granted. A cleric at level 10 can cast Divine Intervention and choose the Arm Thy Servant option to receive it. If your party has no level 10 cleric, this is the one legendary that a different party composition, not a different route, unlocks.

Finally, the Shapeshifter's Mask is a legendary helmet that comes from the Digital Deluxe Edition, not from gameplay, and it waits in your camp chest. It lets you change your race appearance once per Long Rest. Count it in a collection if you own the edition, and do not waste a hunt looking for it in the world, because it is not hidden anywhere in the world.

Portrait of a red haired adventurer in camp

The one-run checklist

  • Act 1: Blood of Lathander, from Rosymorn Monastery, before the Act 2 endgame.

  • Act 2: one Nightsong spear, Shar's or Selune's, chosen with Shadowheart's story, not against it.

  • Act 3, Wyrmway: Balduran's Giantslayer and the Helm of Balduran, on one trip.

  • Act 3, House of Hope: Orphic Hammer, Helldusk Armour and Gloves of Soul Catching, with Hope alive.

  • Act 3, city: Crimson Mischief and Bloodthirst, Gontr Mael, Markoheshkir, Nyrulna, Duelist's Prerogative, Viconia's Walking Fortress, Silver Sword of the Astral Plane, both Ramazith books, and Devotee's Mace if you have a level 10 cleric.

Questions players actually ask

Can I collect every legendary in one run?

Nearly, not literally. The two Nightsong spears are mutually exclusive, so one campaign always misses one spear. Everything else on this page can be collected in a single thorough campaign, provided you loot Viconia before her farewell conversation and keep Hope alive in the House of Hope.

Which legendary should a first-time player prioritise?

The Blood of Lathander, because it arrives in Act 1, stays useful for the whole campaign, and teaches the shape of every later hunt: a puzzle, a secret passage, and a reward that is worth more than its damage number.

Portrait of an adventurer in a wide brimmed hat
Portrait of a dark haired adventurer indoors

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