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Best Gear in BG3 Act 1 — Top Items to Find Before Leaving the Underdark

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Best Act 1 Gear Quick Reference

ItemSlotWhere to FindBest For
Adamantine Scale MailChestCraft at Adamantine Forge, Grymforge (Mithral Ore + Scale Mail Mold)All melee frontliners — blocks all critical hits
Adamantine Splint ArmorChestSame forge, Splint Armor MoldHeavy armor Clerics, Fighters, Paladins
Sword of JusticeWeaponAnders in the Risen Road (Paladin questline)Paladins — free Shield of Faith (+2 AC) once per turn
Gloves of the Growling UnderdogHandsGoblin Camp — defeat True Soul GutFrontliners — Advantage when surrounded by 2+ enemies
Graceful ClothChest (light)Zhentarim Hideout below Waukeen's RestDEX builds — sets DEX to 18 if lower
Phalar AluveWeapon (longsword)Underdark — stuck in a rock near the Selunite OutpostAny melee — free Shriek aura debuffing enemies nearby
BirthrightHelmetAct 3 — Sorcerous Sundries in Baldur's Gate cityCHA builds — +2 CHA (note: this is actually Act 3)
Amulet of Misty StepAmuletUnderdark — Selunite Outpost chestAny — free Misty Step teleport once per short rest
Ring of Colour SprayRingEmerald Grove merchant AradinBudget control option, Blind on failed save

Adamantine Armor — The Crown Jewel of Act 1

The Adamantine Forge in the Grymforge (Underdark) is the source of the most powerful craftable gear in Act 1. The forge requires Mithral Ore (found in two nodes within the Grymforge mines) and a weapon or armor Mold (also found as loot in the Underdark and Grymforge). You can craft exactly two Adamantine items per playthrough — one for each Mithral Ore.

The key property of all Adamantine gear is Adamantine-forged: incoming hits are never critical hits. Enemies literally cannot land a critical strike on a character wearing Adamantine armor. This is enormous in Tactician and Honour Mode where enemy crits can one-shot your party members. Additionally, the Scale Mail version (light enough for most builds) has AC 16 — solid protection without requiring STR. The Splint Armor variant reaches AC 17 and requires STR 15.

To access the Adamantine Forge, you must defeat the Grym (a lava golem guardian). Grym is immune to most damage but vulnerable to being superheated by lava and then struck with a hammer (a lever on the forge platform). Bring the party, use the lava plunger to drench Grym, then hit it with melee — it takes massive bonus damage in this state. Defeat Grym and you'll have access to the forge for the rest of Act 1.

Sword of Justice — The Best Act 1 Paladin Weapon

The Sword of Justice is found through a questline involving Anders, a Paladin of Tyr you encounter on the Risen Road (the path between the Goblin Camp and Waukeen's Rest). Anders claims to be hunting Karlach, the tiefling Barbarian companion. If you expose his deception (he's a fallen Paladin, no longer serving Tyr legitimately) and defeat him, the Sword of Justice drops as loot.

The Sword of Justice is a +1 greatsword that grants its wielder the ability to cast Shield of Faith (a concentration spell adding +2 AC to a target) as a bonus action, once per turn, without consuming a spell slot. For a Paladin or martial character who doesn't normally have spellcasting, this is effectively a free +2 AC on yourself or an ally every fight. Concentrated with the right utility spells alongside it, this significantly improves party survivability.

You'll want to either send Karlach away (if not recruiting her) or expose Anders through dialogue and fight him. The fight isn't trivial at low levels, so approach it around character level 3-4 with Bless prepared and full spell slots. Anders summons Hellriders as backup — use AoE control (Entangle, Grease) to manage them.

Gloves of the Growling Underdog — Frontline Staple

The Gloves of the Growling Underdog are found in the Goblin Camp — specifically in the chamber where True Soul Gut resides (the goblin who runs the area's 'True Soul' operations). Defeating Gut drops the gloves. The Goblin Camp is accessible in early Act 1 and is one of the game's major early faction questlines.

The gloves grant Advantage on attack rolls when the wearer is surrounded by two or more enemies. For a Barbarian using Reckless Attack, this is redundant — they already have Advantage from Reckless. But for Fighters, Paladins, and other melee characters who don't have a reliable Advantage source, these gloves are a consistent Sneak Attack enabler for your Rogue (via the adjacent-ally condition) and a hit-rate improvement for your own attacks. Equip them on whoever is your primary melee aggressor.

Other notable Goblin Camp loot includes the Wicked Promise dagger (bonus necrotic on crits) and various vendor items from Roah Moonglow (the drow merchant who sells a wide variety of equipment and scrolls). Raiding the Goblin Camp thoroughly is highly rewarding, though it locks you out of the goblin faction questline.

Hidden and Easily Missed Act 1 Items

  • Phalar Aluve (Underdark longsword): Located in the Underdark, stuck in a stone near the Selunite Outpost. Requires a STR or Religion check to pull free. Grants a Shriek aura (enemies nearby get -1d4 to attack rolls and saves) or Sing aura (allies get +1d4). Exceptional versatility.
  • Amulet of Misty Step (Underdark): Found in the chest in the Selunite Outpost area. Gives the wearer a free Misty Step teleport (18m blink) once per short rest. Outstanding mobility for any build.
  • Spellsparkler (staff): Given by Counsellor Florrick at Waukeen's Rest after rescuing her from the burning inn. Each spell attack hit grants +1 Spell Attack for the rest of combat. Great early weapon for casters.
  • Warped Headband of Intellect: Found on the Intellect Devourer Lump in the Blighted Village caves. Sets the wearer's INT to 17 — useful for non-Wizard characters who want access to Arcane spells via a 1-level Wizard dip.
  • The Whispering Promise (ring): In the Druid Grove hospital area. Bless targets you heal also get Bless status — additional attack and save bonuses for the target. Strong synergy with healing Clerics.
  • Handmaiden's Mace: In the Underdark near the Arcane Tower. Adds 1d4 psychic damage and can push targets 1.5m on hits. Solid early Cleric weapon before better options appear.
  • Everburn Blade: Obtained from Commander Zhalk on the Nautiloid (during the prologue). Requires defeating a powerful enemy in the ship. The longsword deals ongoing fire damage per hit and is the best early game weapon available if you manage to take it.

Act 1 Gear Collection Route

Location
Act 1 — Wilderness, Underdark, Grymforge

Steps

  1. Recruit companions at Emerald Grove, buy scrolls from Aradin (level 1-2)
  2. Head to the Blighted Village — loot all containers, grab Warped Headband of Intellect from Lump
  3. Visit the Goblin Camp — rescue Halsin, defeat Gut for Gloves of the Growling Underdog, buy from Roah Moonglow
  4. Side quest: find Anders on the Risen Road, expose and defeat him, claim Sword of Justice (level 3-4 recommended)
  5. Head to the Underdark via Blighted Village well or Zhentarim shortcut — grab Phalar Aluve and Amulet of Misty Step at Selunite Outpost
  6. Explore Arcane Tower (Underdark) for unique items and Sussur Bark (used in crafting)
  7. Travel to Grymforge — mine both Mithral Ore nodes, collect armor Molds from containers
  8. Defeat Grym, craft two Adamantine items at the forge (Scale Mail + Weapon of choice)
  9. Return to surface — buy remaining scrolls, sell excess loot, prepare for Act 2 transition

Tips

  • Carry the Scale Mail Mold and a Weapon Mold to the forge — not just one. You get two Mithral Ore.
  • Phalar Aluve requires a STR 15 or Religion 15 check — prepare accordingly or use Guidance.
  • The Everburn Blade from the Nautiloid prologue is missable — fight Zhalk immediately on the ship.

Best Act 1 Gear by Slot for Every Party Class

SlotRecommended pickWhy / notes
Barbarian (Karlach)Everburn Blade + Adamantine Scale Mail + Gloves of the Growling Underdog + Crusher's RingTwo-handed fire weapon stacks with Rage damage. Scale Mail blocks crits. Underdog Gloves give Advantage when surrounded by 2+ enemies.
Fighter (Lae'zel)Sword of Justice + Githyanki Half-Plate + Spectator Eyes amulet + Ring of ProtectionSword of Justice's free Shield of Faith adds +2 AC. Half-Plate gives best Act 1 medium armor AC.
Paladin (Tav/Minthara)Sword of Justice + Adamantine Splint + Shield of Faith potion + Cloak of ProtectionPaladin can use the Sword of Justice spell-storage as a free smite vehicle. Splint blocks crits, mandatory in heavy combat.
Rogue (Astarion)Shortbow of the Banshee + Studded Leather +1 + Boots of Stealthy Stride + Smuggler's RingShortbow of the Banshee (Goblin Camp) deals bonus fear damage. Boots of Stealthy Stride keep stealth in difficult terrain.
Cleric (Shadowheart)Mace of the Faithless + Adamantine Splint + Whispering Promise ring + Amulet of SilvanusWhispering Promise ring causes heals to also Bless targets — stacks with Bless concentration. Adamantine Splint blocks crits.
Druid (Halsin, late Act 1)Quarterstaff +1 + Hide of the Bear armor + Boots of Stormy Clamour + Ring of the Right-Hand PathHide of the Bear converts attacks against you into psychic damage at low HP — pairs with Druid Wild Shape survivability.
Monk (Tav)No weapon (unarmed) + Bracers of Defense + Gloves of Cinder and Sizzle + Amulet of Misty StepBracers of Defense from Gauntlet of Shar (Act 2 early) — wait until Act 2 for AC. Cinder and Sizzle gloves add 1d4 fire per unarmed strike.
Wizard (Gale)Spellsparkler staff + Robes of the Weave + Sparkswall amulet + Strange Conduit RingSpellsparkler's stacking spell attack bonus is mandatory. Robes of the Weave give bonus to Spell Save DC.
Sorcerer (Tav/Wyll)Spellsparkler + Graceful Cloth (sets DEX 18) + Birthright (Act 3 only) + Ring of TruesightGraceful Cloth handles DEX-based AC for a Sorcerer in light armor. Use the Quarterstaff of Tyr for STR-stat dump backup damage.
Warlock (Wyll)Devil's Sight (innate, free) + Robes of the Weave + Diadem of Arcane Synergy + Caustic BandDiadem of Arcane Synergy (Goblin Camp) buffs Eldritch Blast after attack hit. Caustic Band adds 2 acid per beam.
Ranger (Minsc)Hunting Shortbow + Hide of the Bear or Githyanki Half-Plate + Boots of Striding + Ring of Free ActionHunting Shortbow's piercing crit on objects is critical for Ranger setups. Free Action ring prevents Restrained from Web/Spike Growth.
Bard (Tav)Phalar Aluve + Drow Studded Leather + Hat of Storm Scion's Power + Killer's Sweetheart ringPhalar Aluve's Shriek aura stacks with Bardic Inspiration debuff for double-debuff turns.

Must-Not-Miss Merchant Items in Act 1

  • Quartermaster Talli (Druid Grove): Cloak of Protection (+1 AC and saves), various enchanted weapons, alchemy ingredients. Buy out everything before leaving the Grove.
  • Volo (Druid Grove): Sells unique books and the Boots of Stealth. Save him from goblins for additional discounts.
  • Auntie Ethel (Sunlit Wetlands): Sells Cap of Wrath (+1 STR rage damage) and Mirror Wand. Buy BEFORE attacking her — she becomes hostile after the questline.
  • Roah Moonglow (Goblin Camp): Drow merchant with the widest variety. Sells the Smuggler's Ring (Stealth bonus), Wicked Promise dagger, and various scrolls. Buy everything before assaulting the camp.
  • Lenore (Underdark Myconid Colony): Sells the Bracers of Banishment (situational) and Mushroom Wine.
  • Derryth Bonecloak (Myconid Colony): Sells Gloves of Cinder and Sizzle (essential for Monk/Druid), Caustic Band (cheap +2 acid per hit), and Sussur Tree Bark (for crafting silence weapons).
  • Blurg (Myconid Colony): Sells the Boots of Speed (free Haste 1/long rest) — niche but powerful for Honour Mode.
  • Cyrel (Last Light Inn, accessible from late Act 1 via Mountain Pass): Sells the Diadem of Arcane Synergy and various +1 weapons.
  • Lann Tarv (Moonrise Towers, late Act 1 by Mountain Pass): Sells various Act 2 transition gear, including the Tempest Loincloth.
  • Damon (Goblin Camp): Sells Hill Giant Strength Elixir (sets STR to 21 for 8 hours — strongest temporary buff in Act 1).

Secret Room Items and Hidden Loot

  • Secret Door in Blighted Village (Pumpkin Patch): Behind illusion wall — find Sussur Tree Bark, Sussur Blooms (used for crafting silence weapons), and unique potions. Use Detect Thoughts or pass a Perception check.
  • Secret Room in Auntie Ethel's House (Sunlit Wetlands): Behind broken floorboards — Mirror Wand and Hag-Trapped Children quest items. Save the children to unlock Mirror Wand reward.
  • Hidden Chest in Goblin Camp (Stone Lord's Quarters): Behind statue — contains the Wicked Promise dagger and several gold pieces. Hidden behind a Perception 17 check.
  • Secret Vault in the Arcane Tower (Underdark): Below the main floor — contains the Soul Coin (worth 200 gold each + special use with infernal characters), Returning Pike (essential for Throwzerker), and the Iron Flask (summon a creature once per long rest).
  • Hidden Stash in the Druid Grove (Halsin's Bedroom): Behind tapestry — contains Hide of the Bear armor and herbal potions. Perception 15 check.
  • Phurzogh's Stash (Shattered Sanctum, Goblin Camp): Behind illusory floor — contains Phurzogh's Helmet (+1 INT, niche but useful) and various consumables.
  • Defiled Temple Secret Room (Goblin Camp Underground): Pull the lever next to the moon altar to access the Adamantine Mace and unique resurrection scroll.
  • Phase Spider Cave Hidden Chamber (Whispering Depths): After defeating the Matriarch, search the egg sac chamber — contains Spider's Lyre (rare crafting material) and the unique Web Sash belt.

Adamantine Forge Picks — What to Craft With Your 2 Ores

SlotRecommended pickWhy / notes
Adamantine Scale MailFirst craft for any DEX-based character (Rogue, Ranger, finesse Fighter)AC 16 + DEX modifier (max +2). Wearer cannot be critically hit. Standard pick for non-heavy-armor classes.
Adamantine Splint ArmorFirst craft for STR-based heavy armor users (Paladin, Cleric, Fighter, Barbarian if Karlach respec)AC 17 (no DEX bonus). Crit immunity. Mandatory for tanks in Honour Mode.
Adamantine LongswordSecond craft for melee martials needing a +1 weapon upgrade+1 longsword, +1d6 force on hit, 1.5m knockback on hit (Reeling effect). Useful for Sentinel feat builds.
Adamantine MaceSecond craft for Clerics or radiant-damage builds+1 mace, 1d6 force on hit. Less popular than the longsword but solid for Cleric Spiritual Weapon backup.
Adamantine ShieldAlternative second craft for shield users+2 AC + crit immunity (stacks with Adamantine armor for double crit immunity). Use on Paladin/Fighter/Cleric.
Adamantine ScimitarNiche second craft for dual-wielder Rangers or Rogues+1 scimitar, 1d6 force on hit. Use in main hand; off-hand a non-Adamantine weapon.

Frequently asked questions

Where exactly is the Mithral Ore in the Grymforge?

There are two Mithral Ore nodes in the Grymforge mines. One is visible near the main excavation area where the Duergar slavers work. The second requires jumping across rubble and navigating around the eastern side of the mine. Both are glowing blue-purple ore nodes — look for the distinctive arcane shimmer. Mine them with any tool or attack.

Can I get Adamantine armor on a first visit or do I need to complete Grymforge?

You need to reach and defeat the Grym guardian boss first — it sits directly at the Adamantine Forge. The fight cannot be skipped. Grym is a level 8-equivalent enemy, so approach at character level 4-5 minimum. Use the lava (pull the lever to flood the chamber) and then hit Grym while it's hot for massive bonus damage.

Is Birthright in Act 1 or Act 3?

Birthright (+2 CHA headpiece) is in Act 3, found in Sorcerous Sundries in Baldur's Gate city. It was listed above to clarify — it's not available in Act 1. There is no equivalent CHA headpiece in Act 1; boost CHA through ASI feats instead. Birthright is a massive Act 3 power spike for CHA-based builds.

What weapons should I carry in Act 1 if I don't do the Sword of Justice quest?

Any +1 enchanted weapon from merchants or loot is a solid Act 1 weapon. The Zhentarim Hideout (below Waukeen's Rest) has several mid-tier items for purchase. Buy the Hunting Shortbow for your ranged character, and any +1 melee weapon for fighters. The Underdark area has unique weapons like the Handmaiden's Mace and the Sussur Weapons (crafted from Sussur Bark + base weapons) that silence enemies on hit.

Should I rush to the Underdark or explore the surface first?

Do the surface content first (Goblin Camp, Blighted Village, Risen Road) before descending to the Underdark. The Underdark is more dangerous and the Grymforge endgame of Act 1 is even more so. Reaching level 4-5 from surface exploration makes the Underdark and Grymforge significantly more manageable, and you'll have better spells for the Grym fight.

Which Adamantine forge crafts are best for first-time players?

Craft Adamantine Splint Armor (if you have STR 15+ for heavy armor users) or Adamantine Scale Mail (if your tank is DEX-based). For the second Mithral Ore, craft the Adamantine Longsword — it's the most versatile weapon, works with Sentinel/GWM builds, and has the knockback Reeling effect on hit. Avoid the Adamantine Mace unless you're sure your Cleric will use it; Spiritual Weapon already provides a strong Cleric ranged attack. The Adamantine Shield is the alternate second pick for shield users (stacks crit immunity with armor).

Are there missable items I should grab before key story beats?

Yes. Before triggering the Goblin Camp assault, buy everything from Roah Moonglow (goblin drow merchant) — she becomes hostile during the assault. Before the Druid Grove attack, buy from Volo, Quartermaster Talli, and Nessa (jewelry vendor) — they leave permanently after the attack. Before Auntie Ethel's boss fight, buy Cap of Wrath and Mirror Wand from her stock. Dammon (Tiefling blacksmith) leaves the Grove for Last Light Inn around the same time — give him Infernal Iron upgrades BEFORE he moves. Missing these items locks them out of the playthrough entirely.

What's the best gear for a Tavern Brawler Monk in Act 1?

Monk armor is unique — they cannot wear armor (it disables Martial Arts). Equip: Gloves of Cinder and Sizzle (Underdark Derryth Bonecloak vendor — adds 1d4 fire per unarmed strike), Amulet of Misty Step (Selunite Outpost — free positioning), Caustic Band ring (Derryth Bonecloak — 2 acid per hit), Boots of Striding (Druid Grove vendor — prevents shove/knockdown). Use Hag's Hair on STR to bump it from 17→18 at level 1, then 19 via ASI at level 4. The Bracers of Defense from Gauntlet of Shar (Act 2 early) cap your AC needs.

Can I delay crafting Adamantine gear until Act 2?

Technically yes, but you should not. The Adamantine Forge is gated behind the Grym boss fight in the Grymforge. Once you transition from Act 1 to Act 2 (via the Underdark elevator or the Mountain Pass), you cannot return to Grymforge. If you didn't craft your Adamantine gear before transitioning, those items are permanently locked out. Craft immediately upon reaching the Forge. Even if you don't have the 'optimal' Mold yet, craft one item — the Adamantine bonus (crit immunity) is mandatory for Honour Mode tanks.

Sources & verification

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