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Baldur's Gate 3 Best Legendary Weapons: What to Actually Chase

There are 28 legendary items in the game and most of them are weapons you will pick up two hours before the credits roll. Here is which ones are worth building a character around, and which are just shiny.

Published July 22, 2026·11 min read·By Mythras
Nyrulna, the legendary +3 returning trident in Baldur's Gate 3, depicted in official concept art wreathed in wind and thunder energy.

Here is the uncomfortable truth about legendary weapons in Baldur's Gate 3: almost all of them live in Act 3, which means you spend roughly two-thirds of a hundred-hour campaign fighting with rare and very rare gear, then get handed the game's best toys about two hours before you throw the final Netherstone away. Legendaries are less "reward for the journey" and more "victory lap." Knowing that up front changes which ones matter — the good ones are worth respeccing or re-shopping for, and the bad ones are dead weight in your inventory.

There are 28 legendary items in the game. This is about the weapons, and specifically the eight or so that actually change how a character plays rather than just adding a bigger number.

Legendary is a rarity, not a promise

Rarity in this game runs Common, Uncommon, Rare, Very Rare, Legendary. Legendary is the top tier, and it usually means the biggest enchantment bonus (+3) plus two or three unique passives stapled on. But rarity is a color on the tooltip, not a guarantee that the item fits your build. A +3 greatsword is worthless to a Sorcerer, and Legendary-rarity support gear can sit unused because nobody in the party wants the stat spread.

The weapons below are ranked by that second thing — how much they warp a build in your favor — not by their rarity tag, because they all share the same tag. If you are still assembling the character who will hold one of these, our best classes for beginners and multiclassing guide are the place to start.

The legendary weapons worth building around

Balduran's Giantslayer: the Strength-doubling greatsword

A Legendary +3 greatsword dealing 2d6 + 3 slashing, and then it does the thing that puts it on every Strength-melee shortlist: it doubles the damage bonus you get from your Strength modifier. At Strength 20 that is not +5 damage on a hit, it is +10, on top of the +3 enchantment and whatever else you are stacking.

Balduran's Giantslayer, the legendary greatsword looted from Ansur, shown as its in-game weapon icon.

It also grants advantage against Large, Huge, and Gargantuan enemies, which is exactly the roster of Act 3 bosses you want to be hitting reliably, and a Giant Form class action that pumps you up for 27 temporary hit points and advantage on Strength checks and saves. You get it by beating Ansur in the Wyrmway beneath Wyrm's Rock, one of the better optional fights in the game. Pair it with Great Weapon Master — which our feats guide argues is a near-mandatory pickup for this exact archetype — and you have the single hardest-hitting martial in the game.

The Blood of Lathander: the mace that won't let you die

This one is famous for a reason, and unusually, you can grab it in Act 1. The Blood of Lathander is a Legendary +3 mace with a passive called Lathander's Blessing: once per Long Rest, when your hit points hit 0, you instantly regain 2d6 HP and every ally within 9 metres regains 1d6. That is a free party-wide anti-wipe button on the weapon, no action required.

The Blood of Lathander, a radiant legendary mace of the dawn god, rendered in official Baldur's Gate 3 concept art.

On top of that it casts Sunbeam at level 6 once per Long Rest, and its Lathander's Light aura forces nearby fiends and undead to pass a DC 14 Constitution save or be Blinded — which trivializes a good chunk of the game's enemy types. It lives on a locked altar in the Secret Chamber of Crèche Y'llek, behind a light-beam puzzle. Getting a legendary that early, with a built-in resurrection, is a bigger deal for an Honour Mode run than most of the flashier Act 3 gear.

Nyrulna: the throwing build's endgame

If you have ever run a Throwzerker — a Berserker Barbarian who chucks weapons for a living — Nyrulna is the finish line. It is a Legendary +3 trident, 1d8 + 3 piercing plus an extra 1d6 thunder, and its Zephyr Connection passive means it returns to your hand every time you throw it and cannot be disarmed. Every throw also detonates a 3d4 thunder explosion in a 6-metre blast, so you are doing splash damage on a weapon that comes right back.

Its Veil of the Wind passive tacks on +3 metres of movement and jump distance and immunity to fall damage, which is quietly excellent for a class that loves to leap into the middle of a fight. You get it from the Circus of the Last Days in Act 3 by winning the jackpot at Akabi's game, which teleports you to a hidden jungle where the trident waits in a locked chest. Combine it with Tavern Brawler and you are looking at one of the highest single-target throw numbers the game can produce.

Markoheshkir: a caster's whole loadout in one staff

Every list of "best weapons" leans martial, so here is the one that matters most for spellcasters. Markoheshkir is a Legendary +2 quarterstaff, but nobody equips it to hit people with it. You equip it for three passives: Arcane Enchantment (+1 to Spell Save DC and Spell Attack rolls), Arcane Battery (your next spell costs no spell slot), and Kereska's Favour, which imbues you with an element of your choice — fire, cold, lightning, and so on — buffing that damage type and unlocking a bonus spell tied to it.

Markoheshkir, the legendary quarterstaff of the draconic goddess Kereska, in official Baldur's Gate 3 concept art.

Arcane Battery alone is absurd — a free casting of your biggest spell every Short Rest — and stacking Kereska's elemental buff onto a Sorcerer's already-boosted damage is how you get the six-digit combat log screenshots people post. It is in Ramazith's Tower in Act 3, sealed inside a Globe of Invulnerability that you crack with See Invisibility and a DC 20 Arcana check. For any full caster, this is the best weapon in the game, full stop.

Crimson Mischief: the executioner's shortsword

Crimson Mischief is a Legendary +2 shortsword — finesse and light, so it slots into Dexterity dual-wielders and works beautifully in the main hand of a Thief Rogue or a Gloomstalker Ranger. Base damage is 1d6 + 2 piercing plus 1d4 necrotic, but the two passives are the draw. Prey Upon the Weak adds 1d4 piercing against anything at half health or lower, and Redvein Savagery adds a flat +7 piercing whenever you attack with advantage.

Crimson Mischief, one of the twin blades carried by the Bhaalspawn Orin in Baldur's Gate 3, shown in official concept art.

That +7 is the whole point. Advantage is easy to manufacture in this game — Sneak Attack, hiding, off-balance targets — so a build that reliably attacks with advantage is adding a huge flat chunk to every swing. You take it off Orin during the Bhaal Temple fight in Act 3. She also carries Bloodthirst, a legendary dagger with Improved Critical, and the two are frequently paired for a devastating dual-wield off-hand setup.

Duellist's Prerogative: the empty-off-hand rapier

This is the reward that makes single-weapon builds viable. Duellist's Prerogative is a Legendary +3 rapier, and its Elegant Duellist passive gives you critical hits on a roll of 19 and an extra reaction per turn — but only while your off-hand is empty. Dueller's Enthusiasm hands you an additional melee attack as a bonus action under the same condition.

So instead of dual-wielding for the off-hand attack, you hold this one rapier and a nothing, and the weapon gives you the bonus-action attack, an extra reaction, and a lowered crit threshold. On a Swords Bard or a Battle Master, the extra reaction turns feats like Sentinel and Riposte into machines. You get it from Lora Bergauz in Act 3 as the reward for the Save Vanra quest — talk to her before you finish it.

Selûne's Spear of Night: the support frontliner

Not everything great is a damage dealer. Selûne's Spear of Night is a Legendary +3 spear — versatile and thrown — that leans into utility. It casts Moonbeam at level 3, drops a controllable Moonmote for lighting and battlefield tricks, grants advantage on Wisdom saving throws and Perception, and gives darkvision. It is the ideal weapon for Shadowheart or a Light Cleric who wants to poke things while carrying real support tools.

You do not loot this one — Aylin gives it to Shadowheart at camp in Act 2, provided Aylin survived and Shadowheart is walking the path of the moon rather than Shar. It is a story reward, which makes it easy to miss if you rush, and a genuinely strong one if you do not.

Gontr Mael: the archer's crown jewel

The best legendary bow, and the payoff for a Sharpshooter build. Gontr Mael is a Legendary +3 longbow that casts Celestial Haste on yourself once per Long Rest — a Haste that does not risk the lethargy crash the spell version does when it drops — plus Promised Victory, a chance to inflict Guiding Bolt on hit, and Bolt of Celestial Light for extra radiant damage and fear. It comes off the Steel Watcher Titan in the Steel Watch Foundry in Act 3. On a Gloomstalker or Battle Master archer, a self-Haste bow is roughly a free extra attack every round the buff is up.

How to actually pick

You will not use all of these in one run — you have four party slots and everyone can only hold so much. The honest advice: build around the passive, not the damage die. Markoheshkir's Arcane Battery, Nyrulna's returning throw, Duellist's empty-hand reaction, and Balduran's doubled Strength are the effects that change a turn. A +3 enchantment is nice; a free spell slot or a doubled stat modifier wins fights.

And because nearly all of these are Act 3, plan your respec around them. Withers charges 100 gold to rebuild any character, so there is no reason to limp to the endgame with a build that does not match the legendary you are about to find. Pick the weapon, then reshape the wielder to squeeze it.

Quick Action Checklist

  • Legendaries are mostly Act 3. Do not expect your build to feel "complete" until the back third — plan gear around rare and very rare items for most of the run.
  • Balduran's Giantslayer doubles your Strength damage bonus. Beat Ansur in the Wyrmway; hand it to your Great Weapon Master frontliner.
  • The Blood of Lathander is the earliest great one — Act 1, Crèche Y'llek — and its once-per-rest party revive is huge for Honour Mode.
  • Nyrulna is the Throwzerker endgame: returns to hand, explodes for thunder on every throw. Circus of the Last Days jackpot.
  • Markoheshkir is the best caster weapon, period — free spell every Short Rest plus an elemental buff. Ramazith's Tower.
  • Crimson Mischief adds +7 piercing on advantage; ideal for Rogues and Rangers who attack with advantage constantly. Loot it from Orin.
  • Duellist's Prerogative only shines with an empty off-hand — extra reaction, bonus attack, crit on 19. Reward for Save Vanra.
  • Selûne's Spear of Night is the support pick; Aylin gives it to Shadowheart in Act 2 on the Selûne path.
  • Gontr Mael is the archer's bow — a self-Haste every Long Rest is basically a free attack. Steel Watch Foundry.
  • Build around the passive, not the number. Respec with Withers (100 gold) to fit the weapon, not the other way around.

Frequently Asked Questions

It depends on the class. For full casters, Markoheshkir is the best weapon in the game because Arcane Battery grants a free spell every Short Rest and Kereska's Favour buffs an element of your choice. For Strength melee, Balduran's Giantslayer wins by doubling your Strength damage bonus. For throwing builds, Nyrulna is unmatched. There is no single best legendary — the strongest one is whichever passive matches your build.

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