For players that move their way from Act 1 into Act 2 of Baldur’s Gate 3, you will find plenty of blue quality gear, along with some really strong boss drop items to get your hands on. These will likely begin to define your build as you progress, not to mention offer some powerful items along the way. Here’s a closer look at the best Armor and Weapon in Act of Baldur’s Gate 3, featuring what the items do and where to get them.
Note there will be quite a few items here thanks to the varied playstyles a lot of them support. We’ll also throw any comments in there too if there are any notable synergies between other items and spells in the game.
Also, there are two very good item sets in this act, but, they are very niche, so we haven’t listed them. These are the Radiant build items, very useful for Light Clerics, and the Justiciar gear for Trickery Clerics. But, if you are opting for those styles, then be aware there’s some great items to come in this act.
Best Weapon in Act 2 of Baldur’s Gate 3¶
The main thing to note about Act 2 weapons is there is not a great deal of standout choices. There are many you come across, but for the most part, the weapons in Act 1 are still good here. There’s a few really good shields in this act we have listed since they take weapon slots, and there’s a few decent bows for Rangers, and a god-tier Hand Crossbow for players who like that playstyle. Besides that, you’re taking upgrades on damage when relevant from stores or random finds when appropriate.
Item | Class | Location | Effects |
---|---|---|---|
Halberd of Vigilance | Fighter, Barbarian, Paladin, War Cleric | Sold by Lann Tarv in Moonrise Towers. | When you make an attack roll as a reaction, you gain Advantage, which is great for Sentinel Feat and attack of opportunity rolls. |
Hellfire Hand Crossbow | Hand Crossbow Rogues, Fighters, etc. | Drops from the demon located in the east side of the Gauntlet of Shar. | Hellstalker: Chance to inflict Burning when hitting a creature from Hiding or Invisible. Comes with Scorching Ray once per long rest. Likely a BIS weapon for Hand Crossbow Rogues for the entire game. |
Incandescent Staff | Wizards, Sorcerer | Quartermaster in Last Lights Inn | Grants Fire Bolt and Fireball has once per long rest actions. |
Ketheric’s Shield | Casters with Shield Prof, Clerics | Ketheric Thorm Drop. | +1 bonus to Spell Save DC and Spell Attack Rolls |
Least Expected | Gloomstalker, Rogue | Inside a chest in the Gauntlet of Shar (X: -734 Y: -801) | Grants 1d4 bonus damage when firing a bow while obscured in shadows. |
Sentinel Shield | Any Shield Proficiency | Sold by Lann Tarv in Moonrise Towers. | +3 bonus to initiative and advantage on perception checks. |
Selune’s Spear of Night | Melee classes, Druids | Save the Nightsong using Shadowheart and get the Spear of Night from the Shar trial, and then complete the act 2 to get the reward. | Legendary spear with Moonbeam and Moonmote. |
Shar’s Spear of Evening | Martial classes | Kill the Nightsong while having Shadowheart with you. | Grants Shar’s Darkness, a type of Darkness you emit around you for bonuses with the Dark Justiciar themed gear. |
Shield of Devotion | Cleric, Paladin, Casters | Sold by the Quartermaster at Last Lights Inn. | Grants Aid and one extra level 1 spell slot. |
Titanstring Bow | Fighters, Barbarians, War Cleric, STR Monks | Lann Tarv in Moonrise Towers. | This weapon deals additional damage equal to your Strength Modifier. It makes it a fairly competitive bow for strength characters since you can have +2/3 fairly easily, on top of Hill Giant Potion synergy. |
Best Armor in Act 2 of Baldur’s Gate 3¶
Unlike the limited standout weapons, there’s a lot of really good items for armor pieces for a lot of classes. There’s some class-focused stuff here, and a lot of items that synergize either with Act 1 or Act 3 items. You’ll also get some variety for certain classes too so stealth, martial and casters can expect a lot of loot. Druids and Bards, you’re largely using what you have now, with more to come in Act 3. Be weary that some of the Act 1 Armor are still good such as the Adamantine Forge stuff, so you may not even need to swap that much gear around.
Before continuing, it’s worth making a quick note that some items are only available if you sided with the Druids in Act 1, or for a limited time depending on if you destroy the Last Light Inn, or fail to infiltrate Moonrise Towers. Roah Moonglow, a Zhentarim trader is may also be present in Last Light Inn, depending on how you approach Minthara and the Shattered Sanctum. That’s part of the reason why there’s a lot of good loot in this act for armor slots, as it’s very easy to miss some of the BIS items depending on Act 1 choices.
Item | Class | Location | Effects |
---|---|---|---|
Armor of Devotion | Paladin | Roah Moonglow in Moonrise Towers. | Grants Eternal Devotion, a class action for Paladins to regain an Oath charge once a long rest. |
Boots of Brilliance | Bard | Chest in the Gauntlet of Shar (X:-635 Y:-722) | Restore Bardic Inspiration once per long rest. |
Circlet of Bones | Spore Druid and Necromancer Wizard | Balthazar boss fight in Gauntlet of Shar. | Allied Undead units in 6m of the wearer are resistant to Bludgeoning, Slashing, and Piercing Damage, and also comes with Animate Dead once per long rest. |
Circlet of Hunting | Any | Araj Oblodra in Moonrise Towers. | 1D4 bonus to Attack Rolls against creatures marked by Hunter’s Mark, True Strike, Faerie Fire and Guiding Bolt. Any class can use this as it implies its marked, but likely better on Rangers, Druids or Vengeance Paladins since they can cast Hunter Mark and Faerie Fire reliably and get the benefits of it more often. |
Cloak of Protection | All | Quartermaster Talli. | Grants +1 to AC and Saving Throw, which is very strong, and lasted me all the way to the end game by swapping it around to whoever needed AC at the time as more characters got better shields and chest armor. |
Derivation Cloak | Spore Druids, Necromancers, etc | Balthazar’s Room in Moonrise Towers. | Heal for 1d4 hit points when you poison an enemy. Pairs well with Necromancer school spells, and the Broodmother Pendant, and the Markoheshkir Poison option in Act 3. |
Enraging Heart Garb | Barbarian (Druid) | Lann Tarv in Moonrise Towers. | The wearer gains 2 turns of Wrath while Raging. Increases Constitution by 2, up to a max of 20. |
Fistbreaker Helm | Casters, Druids | Lann Tarv in Moonrise Towers. | +1 bonus to spell save DC and initiative rolls. |
Flawed Helldusk Gloves | Martial Classes | Dammon at Last Lights Inn. | Your weapon attacks deal an additional 1d4 fire damage, or your unarmed attacks deal 1d4 additional Necrotic damage and can possibly inflict bleeding.. +1 Str saving throws. A note on the Helldusk Gloves, if you can pair this with Flame Blade, Everburn, Searing Smite, or the Circlet of Fire in Act 3, you can deal some very strong melee fire damage build. |
Gloves of Crushing | Monk | Roah Moonglow in Moonrise Towers. | The wearer gains +1 bonus to Unnarmed Attack Rolls, and their unarmed attacks deal +2 Bludgeoning damage. |
Gloves of The Balanced Hands | Rogue, Dual Wield Fighters, etc | Quartermaster Talli in Last Lights Inn. | Add ability modifier to your off-hand attack. The modifier depends on if it is a Finesse weapon or not. It will be strength for most weapon, unless you have a finesse weapon with a higher Dex score. |
Gloves of the Duellist | College of Swords, Pact of the Blade | Lann Tarv in Moonrise Towers. | When holding a one-handed weapon in one hand and nothing in the other, gain +2 to attack rolls. One of the best items for that playstyle. |
Hat of Storm Scion’s Power | Storm Sorc, Tempest Cleric | Araj Oblodra in Moonrise Towers. | When you deal Thunder Damage, you gain +1 bonus to Spell Attack Rolls and Spell Difficulty Class per turn remaining. |
Hat of Uninhibited Kushigo | Monk | Quartermaster Talli in Last Lights Inn. | +1 Spell Save after making an unarmed attack lasting till the end of their turn. |
Killer’s Sweetheart Ring | Any | Self-Same Trial in Gauntlet of Shar. | When you kill a creature, your next Attack Roll will be a Crit. Refreshes once per Long Rest. |
Potent Robe | Warlock, Sorcerer, Bards | Alfira quest if you rescued the Tiefling and go to Moonrise Towers. | Cantrips deal damage equal to Charisma Modifier, and gain temp HP for your modifier score. (God Tier Robe for Warlocks.) |
Reaper’s Embrace | Heavy Armour wearers | Ketheric Thorm’s armor. | Howl of the Dead is good, as its 19 AC. Everything else is niche. |
Ring of Exalted Marrow | Melee | A drop from the Moonrise Towers Rooftops fight. | You want it because of the Ghoulish Touch skill, which can paralyze targets for 2 turns. The other is incredibly niche. |
Ring of Mental Inhibition | Casters | House in Deep Shadow ( X:76 Y:40) | When a foe fails a saving throw against your spells or actions, grant them Mental Fatigue, which lowers their WIS, CHA, and INT by 1 for 2 turns. |
Ring of Shadows | All | Complete Hide and Seek quest with Olivar in the House in Deep Shadow. | Ring grants Pass Without Trace once per long rest. |
Sharpened Snare Cuirass | Ranger | Sold by Roah Moonglow in Moonrise Towers. | Adds Dex modifier to to your AC. Creatures have a disadvantage on restrained attacks and spells made by the wearer, Aka Web, Ensnaring Shot, etc. It’s better synergy for Ranger’s Ensnaring Strike. |
Shifting Corpus Ring | Martial Classes | Drops from Flaming Fist Marcus, the disguised Absolutist in Last Lights Inn. Kill him there or in Moonrise Towers | Grants Invisibility and Blur, great for stealth and becoming harder to hit for squishier classes or stealth-themed characters like Rogue. |
Strange Tendril Amulet | Any | House of Healing Morgue (X: 83 Y: -1004). | Grants Evard’s Black Tentacles Spell. |
Surgeon’s Subjugation Amulet | Any | House of Healing Boss Drop | Once per long rest when you crit a humanoid, you can paralyze them for 2 turns. Decent support item. |
The Graceful Cloth | Monk | Araj Oblodra in Moonrise Towers. | +1 bonus to Unarmed Attack Rolls and throwing effects. +1 to AC. |
The Mighty Cloth | Barbarian, Druid | Quartermaster Talli in Last Lights Inn. | Increases strength by 2 up to 20. Cannot be pushed against your will, and have an advantage on saving throws against restrained. Also, get Bull Rush skill, which is essentially a charge. An alternative to the tanky Raging chest from Moonrise for some flavor. |
Vivacious Cloak | Cleric, Paladin | Drop from inside the cemetery tomb leading to the Gauntlet of Shar. (X: -254 Y: 884) | Gain 7 Temporary Hit Points after casting a spell in melee range. |
Yuan-ti Scale Mail | Rogue | Quartermaster Talli Last Lights Inn. | Another Dex modifying medium armor piece with better stealth and initiative. Good for Assassination Rogues, Shadow Monks and Gloomstalkers. |
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