Baldur’s Gate 3’s Act 1 has several blue items you can get your hands on that award players with lots of perks. The vast majority of them have some form of connection to Lightning Charges. The Lightning Charges in Baldur’s Gate 3 is a handy tool for generating bonus lightning damage on attacks and can have some really great synergy for early game damage. Moreso, there are lots of items that grant charges, and others you can use to spend those charges for added bonuses or other effects. Let’s take a look at the Lightning Charge mechanic and items in Act 1, how to use them, and great pairings and synergies.
Baldur’s Gate 3 Lightning Charges Explained¶
Lightning Charges is a stacking mechanic you can get your hands on in Baldur’s Gate 3. These come from a variety of items. Three of them come from the Rescue The Grand Duke quest, and some boots from the cellar underneath the Windmill in the Blighted Village and in the Shattered Sanctum. Bear in mind you can only take one weapon from the Grand Duke quest, so choose wisely for your party.
These items are called:
Item | Type | Location | Effect |
---|---|---|---|
The Joltshooter | Bow | Grand Duke Quest | Two charges when you deal damage |
The Sparky Points | Spear | Grand Duke Quest | Two charges when you deal damage |
The Spellsparkler | Staff | Grand Duke Quest | Two charges when you deal damage |
The Speedy Lightfeet | Boots | Blighted Village Windmill | Three charges when you use a Dash skill |
The Watersparkers | Boots | Shattered Sanctum, near Minthara | Three charges when you start your turn in electrified water. |
The Sparkle Hands | Gloves | Decrepit Sanctuary (X: 93, Y:210) | Grants Lightning Charges on unarmed attacks. Gain advantage while having charges against enemies using metal armor. |
For the most part, the weapons provide you with stacks of Lightning Charges. Meanwhile, the Speedy light feet grant lightning charges on dashes, while the Watersparkers gain charges by standing on electrocuted water. They also electrocute water too. We recommend Rogues, Monks, or Rangers use the Speedy Lightfeet. Sparky Points for casters, and Watersparkers for martial classes and Clerics.
Moreso, there are items that you can find in the game that also offer players ways to consume all of their lightning charges. These are:
Item | Type | Location | Effect |
---|---|---|---|
Blast Pendant | Necklace | Petrified Drow near the Selunite Chapel in the Underdark, accessed via the Moon Puzzle. | Consume charges to empower your next lightning spell or cantrip. |
Jolty Vest | Chest | Awarded after certain completions of the Missing Shipment in Zhentarium hideout | Attackers must take a dex saving throw if they attack a user with Lightning Charges. Otherwise, they are shocked. |
The Life Bringer | Helmet | Blurg the trader at the Ebonlake Grotto in the Underdark | Gain 3 temporary hit points when you gain a lightning charge. |
The Protecty Sparkswell | Chest | Inside the Gilded Chest along the trap pathway high above the Grymforge dock area. | Gain 1 to AC and saving throws while you have Lightning Charges. |
The Real Sparky Sparkswall | Shield | In a Heavy Chest in the Grymforge | Consume 4 charges to create a lightning aura that jolts nearby enemies and deals 1d6 lightning damage to each enemy hit. |
Some of these items have incredible synergy. A great example of this is the Blast Pendant, as that is a BiS (Best in Slot) Act 1 item for Storm Sorcery or Tempest Clerics. The Life Bringer is also very good when paired with the Waterpsarkers or Speedy boots, and you can throw in the Jolty Vest too. There are other synergies too, it just depends on how your party composition is formed, and what items you want certain classes to use.
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