Baldur’s Gate 3: Top Magical Items Available for Purchase from Dammon in Every Act

Dammon is a prominent character within Baldur’s Gate 3, serving as a skilled blacksmith and merchant throughout the game’s multiple Acts. Players will find Dammon to be an essential resource for acquiring weapons, armor, dyes, and notably, Magical Items. These special items offer significant enhancements to the abilities and builds of your character, Tav, as well as party members.

It’s important to note that Magical Items come at a premium compared to standard equipment, thanks to their added bonuses and effects. Each Act sees Dammon stock a variety of Magical Items, making it crucial for players to identify which items are worth investing Gold on. This article will delve into the most beneficial Magical Items available from Dammon during each Act of Baldur’s Gate 3.

Top Magical Items From Dammon by Act

Dammon at Last Light Inn in Baldur's Gate 3
Dammon at Last Light Inn in BG3.

Throughout Baldur’s Gate 3, Dammon reappears as a merchant across all three Acts. Players can find him at various locations: in Act 1, he is situated in the Tiefling camp inside Emerald Grove; in Act 2, he operates from the forge at Last Light Inn; and in Act 3, he can be located at the Forge of the Nine in Baldur’s Gate Lower City.

Act 1: Recommended Magical Items

Item Name Price Rarity Bonuses/Effects
Safeguard Shield 55 Gold Uncommon +2 AC, Saving Throws +1
  • The Safeguard Shield is an excellent choice for melee combatants serving as tanks or primary hitters. By equipping a one-handed weapon alongside this shield, you gain a +2 bonus to Armor Class (AC) and a +1 to all Saving Throws. This makes it particularly effective for Paladins and Fighters, or even a Cleric who needs added defenses to ensure survival in battle.
Item Name Price Rarity Damage Bonuses/Effects
Hunting Shortbow 65 Gold Uncommon 1d6 +1 Hunter’s Mark – Lv1 Spell, Advantage on Monstrosities
  • The Hunting Shortbow stands out as one of the top choices for ranged combat in Act 1. It not only provides the Hunter’s Mark spell for Rangers who might not have selected it but also offers automatic Advantage when targeting Monstrosities—a major plus in early encounters with foes like Gnolls.

Act 2: Must-Have Magical Items

Item Name Price Rarity Damage Bonuses/Effects
Charge-Bound Warhammer 310 Gold Rare 1d8 + 1 (1 hand), 1d10 + 1 (2 hand) Favored Weapon – +1 Atk, +1 Dmg, Shocking Bound – +1d6 Lightning Dmg
  • The Charge-Bound Warhammer is tailor-made for Warlocks and Eldritch Knights, since it provides impressive bonuses when used as a Pact Weapon. Additionally, it deals an extra +1d6 Lightning Damage, increasing its effectiveness in combat, especially as your character gains more attack phases.
Item Name Price Rarity Damage Bonuses/Effects
Harmonium Halberd 380 Gold Rare 1d10 + 1 STR +2 (up to 23), INT -1, WIS -1
  • The Harmonium Halberd is a fascinating weapon that significantly boosts melee characters’ performance, especially for those who rely on Strength. It enhances Strength beyond the typical maximum while reducing Intelligence and Wisdom, making it an effective trade-off for Barbarian, Paladin, and Fighter builds focused on melee combat.
Item Name Price Rarity Damage Bonuses/Effects
Darkfire Shortbow 480 Gold Rare 1d6 + 2 Fire Resistance, Cold Resistance, Haste – Lv3 Spell
  • The Darkfire Shortbow is an excellent addition for Rangers, Rogues, or Dexterity-based Fighters. With its Fire and Cold resistances and the ability to cast Haste, players can significantly enhance their combat effectiveness—a crucial advantage in the increasingly challenging encounters of Act 2.
Item Name Price Rarity Damage Bonuses/Effects
Sword of Life Stealing 480 Gold Very Rare 1d6 + 2 Life-Stealing Critical: +10 Necrotic damage & gain 10 Temp HP on a Critical hit.
  • The Sword of Life Stealing offers an intriguing advantage with its unique life-steal mechanic, making it invaluable for builds focused on critical hits. Its ability to provide temporary hit points can enhance survivability during melee encounters significantly.

Act 3: Essential Magical Items

Item Name Price Rarity Bonuses/Effects
Unwanted Masterwork Scalemail 640 Gold Rare 16 AC + DEX, does not impose Disadvantage on Stealth Checks, Fire Resistance
  • The Unwanted Masterwork Scalemail stands out for Rogues and Rangers who require both protection and stealth capabilities. This armor eliminates the usual penalty for wearing Medium Armor while offering robust Fire Resistance, making it a perfect choice for the difficulties presented in Act 3.
Item Name Price Rarity Bonuses/Effects
Armor of Persistence 6400 Gold Very Rare 20 AC, Disadvantage on Stealth Checks, Fire Resistance
  • The Armor of Persistence is an exceptional choice for Paladins and Fighters due to its high AC and damage mitigation. The additional resistance to fire damage is invaluable, especially as players face powerful foes employing fire-based attacks in Act 3.
Item Name Price Rarity Bonuses/Effects
Legacy of the Masters 570 Gold Very Rare STR Saving Throws +1, +2 to Attack Rolls, +2 to Damage Rolls
  • The Legacy of the Masters gloves are among the most potent accessories available, providing substantial bonuses to both Attack and Damage Rolls. This can be a game-changer in challenging battles as it enhances your character’s offensive capabilities considerably.
Item Name Price Rarity Bonuses/Effects
Boots of Persistence 1300 Gold Very Rare DEX Saving Throws +1, Legendary Mobility – Freedom of Movement + Longstrider
  • The Boots of Persistence enhance mobility and dexterity, making them an ideal choice for agile builds. The combination of enhanced movement and DEX saving throw bonuses ensures that wearers can evade attacks and maneuver effectively in combat situations.

For more detailed insights on Dammon’s offerings and strategies to make the most of your purchases, you can read the full guide here.

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