2024-09-12 17:15:16Source:JuxiaAuthor:Juxia
In Baldur's Gate 3, the array of one-handed weapons—from Shortswords and Morningstars to Rapiers and Maces—offers diverse combat options. Many of these weapons can be used alongside the game's finest shields for added defense, or even in dual-wielding configurations. One-handed weapons often deliver lower damage compared to two-handed options, but their versatility and unique effects make them valuable assets.
Here's a look at some of the best one-handed weapons in Baldur's Gate 3, each offering distinct advantages and capabilities that can turn the tide in battle.
Weapon Type: Scimitar
Damage: 1d6 + 2 Slashing
Rarity: Very Rare
Weapon Abilities:
- Shadow-Blinding: When attacking with Advantage, there’s a chance to Blind the target.
- Shadowsoaked Strike: Add your Proficiency Bonus to damage and, on a hit, inflict an extra 1d6 Psychic damage without revealing your position.
Location: Looted from Lyrthindor in the Gauntlet of Shar, Act 2.
The Justiciar's Scimitar stands out among Scimitars, known for its ability to Blind enemies when attacking with Advantage. Its Shadowsoaked Strike not only boosts damage but also maintains concealment, making it a powerful choice. To obtain it, defeat Lyrthindor, who spawns after a rat encounter in the Gauntlet of Shar.
Weapon Type: Trident
Damage: 1d6 + 3 Piercing + 1d6 Thunder
Rarity: Legendary
Weapon Abilities:
- Zephyr Connection: Returns when thrown and creates a Thunder damage explosion in a 6m radius.
- Veil of the Wind: Increases movement speed and jump distance, and grants immunity to falling damage.
- Zephyr Flash: Rush forward to blast foes and potentially inflict Bleeding.
- Zephyr Break: Mimics the Gust of Wind spell while dealing Thunder damage.
Location: Acquired at the circus in Rivington, Act 3.
Nyrulna excels as a versatile weapon with impressive passive effects and Thunder damage. Its return mechanic and explosion upon throwing make it uniquely effective. To acquire it, players must steal the Djinni Ring from Akabi at the Circus of the Last Days, win the jackpot, and unlock the chest containing Nyrulna in Act 3.
Weapon Type: Morningstar
Damage: 1d8 + 2 Piercing + 1d4 Radiant
Rarity: Very Rare
Weapon Abilities:
- Radiant Strike: Inflicts Radiating Orb on a hit.
- Dawnburst Strike: Deals extra Radiant damage and may Blind enemies, usable once per Short Rest.
- Sanctified Weapon: Potentially Turns Undead creatures.
Location: Purchased from Vicar Humbletoes in the Stormshore Tabernacle, Act 3.
The Sacred Star is the premier Morningstar, delivering substantial damage with Radiant effects. It can Blind enemies and Turn Undead creatures, making it highly versatile. Obtainable from Vicar Humbletoes in Act 3, it’s a reliable choice for those using shields.
Weapon Type: Shortsword
Damage: 1d6 + 2 Piercing + 1d4 Necrotic
Rarity: Legendary
Weapon Abilities:
- Prey Upon the Weak: Deals additional Piercing damage to targets with 50% or less health.
- Redvein Savagery: Grants extra Piercing damage on attacks made with Advantage.
- Crimson Weapon: Adds Ability Modifier to damage when attacking with an off-hand weapon.
Location: Looted from Orin, Act 3.
Crimson Mischief offers exceptional damage and bonus effects against weakened enemies. This Shortsword becomes particularly powerful with Advantage and against low-health foes. To obtain it, players must defeat Orin in Act 3.
Weapon Type: Rapier
Damage: 1d8 + 3 Piercing + 1d4 Necrotic
Rarity: Legendary
Weapon Abilities:
- Elegant Duellist: Guarantees a Critical Hit on a roll of 19 with an empty off-hand and grants an extra reaction per turn.
- Withering Cut: Adds Necrotic damage equal to Proficiency Bonus on a hit.
- Challenge to Duel (Lvl 1 Spell): Inflicts Bleeding by challenging an enemy to attack.
- Dueller's Enthusiasm: Allows an additional melee attack when not dual-wielding.
Location: Reward for completing the Save Vanra quest, Act 3.
Duellist's Prerogative stands out with its high damage output and additional benefits like easier critical hits and extra attacks. Complete the Save Mayrina quest in Act 1 to unlock the Save Vanra quest in Act 3 and earn this Rapier.
Weapon Type: Mace
Damage: 1d6 + 3 Bludgeoning + 1d8 Radiant
Rarity: Legendary
Weapon Abilities:
- Healing Incense Aura: Restores 1d4 hit points to the wielder and nearby allies at the start of each of the wielder’s turns for 10 turns, once per Long Rest.
Location: Acquired through Divine Intervention at Cleric Level 10.
Devotee's Mace is ideal for Clerics, offering both strong damage and a valuable healing aura. This Mace can only be obtained by Clerics at Level 10 through Divine Intervention, making it a powerful asset for any Cleric build.
Weapon Type: Mace
Damage: 1d6 + 3 Bludgeoning
Rarity: Legendary
Weapon Abilities:
- Lathander's Blessing: Once per Long Rest, when reduced to 0 HP, regain 2d6 HP, and allies within 30 ft regain 1d6 HP.
- Lathander's Light: Emits holy light that Blinds fiends and undead within a 20 ft radius if they fail a DC 14 Constitution save.
- Sunbeam (Lvl 6 Spell): Deals 6d8 Radiant damage in a line and can Blind enemies.
Location: Found in Creche Y'llek during the Find the Blood of Lathander quest, Act 1.
The Blood of Lathander may not have the highest damage but offers remarkable utility, including the powerful Sunbeam spell and healing effects when the wielder is downed. It’s accessible at the end of Act 1, making it a valuable weapon throughout much of the game.
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