Summary
- Powerful weapons in Baldur’s Gate 3 can be easily missed, altering gameplay significantly.
- Everburn Blade, Swartlebee’s Woundseeker, and Club of Hill Giant Strength are key missable weapons.
- Obtaining missable weapons like Nyrulna and Mourning Frost requires strategic actions to prevent loss.
Baldur’s Gate 3 is full of powerful weapons, but some can slip right past your fingers if you’re not paying attention. Unlike weapons locked behind quests, the ones listed below are truly missable —once fans pass a certain point in the story, they’re gone for good. Whether carried by specific NPCs, tied to hidden objectives, or requiring quick thinking before they vanish, these weapons can completely change the experience of the game if players manage to obtain them.

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From the early-game Everburn Blade to the late-game Nyrulna, these weapons provide massive power spikes but are easily lost without careful exploration. If players want to maximize their party’s effectiveness, here are several powerful weapons that are too good to pass up.
1
Everburn Blade
A Fiery Greatsword with Additional 1d4 Burn Damage
- Why It’s Missable: The Everburn Blade is exclusive to Commander Zhalk, a cambion fighting a Mindflayer on the Nautiloid. Escaping the ship without obtaining the sword means losing it forever.
-
How to Obtain: You can either kill Commander Zhalk or force him to drop the weapon using the Command
: Drop spell.
The Everburn Blade
is one of the most powerful early-game weapons for Strength-based melee characters. It allows players to breeze through the early difficulty curve and remains effective throughout Acts 1 and 2.
Being a greatsword, the Everburn Blade deals (2d6 + Strength modifier) slashing damage and (1d4) fire damage. It particularly shines in the hands of a Fighter, who can capitalize on its damage output using Action Surge at Level 2 for devastating burst damage.
2
Swartlebee’s Woundseeker
A Greatsword That Strikes Harder Against Wounded Enemies
- Why It’s Missable: Swartlebee’s Woundseeker is held by a Flaming Fist NPC named Gauntlet Yeva, encountered in Act 1 and Act 2. Failing to acquire the weapon from her causes it to be lost forever.
- How To Obtain: In Act 1, you can either kill Gauntlet Yeva or cast Command: Drop and pick up the greatsword before fleeing combat.
Despite being an uncommon weapon, Swartlebee’s Woundseeker is a great early-game weapon, second only to the Everburn Blade. It comes with the Deepen the Wound special ability, which grants an additional +1d4 bonus to attack rolls against enemies that have already taken damage.

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Players have two opportunities to acquire Swartlebee’s Woundseeker: once at Waukeen’s Rest in Act 1 and again at the Tadpoling Centre in the Mindflayer Colony in Act 2. It’s recommended to get the weapon in Act 1 to benefit the most from it.
3
Club Of Hill Giant Strength
Sets Wielder’s Strength to 19
- Why It’s Missable: The Club of Hill Giant Strength is actually a broken leg of a stool found on the roof of the Arcane Tower in the Underdark.
- How To Obtain: Destroying the stool leaves behind its broken leg, which can be equipped in the main or off-hand to benefit from a massive Strength boost.
Despite being classified as a weapon, the Club Of Hill Giant Strength
functions more like a stat-boosting item rather than a primary damage-dealing weapon. Since it can be acquired relatively early in the game, it allows certain classes like Fighters, Barbarians, and Monks to take advantage of enhanced Strength scaling.
Since the club is disguised as ordinary furniture, players might walk right past it, never realizing they missed out on a powerful item that could serve them well for the entirety of their playthrough.
4
Hamarhraft
A Maul That Deals AoE Thunder Damage When the Wielder Jumps
- Why It’s Missable: Hamarhraft is secured inside a gilded chest on the second floor of the burning inn at Waukeen’s Rest. Amid the chaos of the spreading fire and the urgency to rescue Counsellor Florrick, players may overlook the chest.
- How To Obtain: Players should consider dedicating a party member with adequate inventory space to pick up the chest and lockpick it later.
Hamarhraft is a two-handed maul that deals (2d6 bludgeoning damage + Strength modifier) and 1d4 AoE thunder damage when the wielder lands a jump. Hamarhraft particularly shines with the Monk class, as their Step of the Wind: Dash/Disengage ability allows them to jump without consuming a Bonus Action.

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In the early game, Hamarhraft’s Shockwave AoE ability pairs exceptionally well with a Monk’s mobility, enabling them to leap across the battlefield and chip away at enemy HP with each landing.
5
Mourning Frost
Amplifies Cold Damage Spells
- Why It’s Missable: Mourning Frost is a staff crafted by combining three separate pieces, all found in the Underdark in Act 1. Since these items aren’t marked on the map, the chances of missing this very rare staff are quite high.
- How To Obtain: Each of the three parts of Mourning Frost is carried by three Drow in the Underdark, requiring players to track them down, collect the parts, and combine them.
Mourning Frost is an excellent staff for cold-focused spellcasters. The staff deals an extra 1 point of damage whenever the wielder casts a cold spell. Additionally, its Insidious Cold passive ability has a chance to inflict the Chilled condition on enemies damaged by cold spells. Enemies affected by Chilled become vulnerable to cold damage, causing them to take double damage from any cold spell.
Mourning Frost also grants the Ray of Frost
cantrip, giving spellcasters more flexibility in their cantrip selection. With its ability to boost cold damage and apply Chilled to enemies, this staff is an invaluable early-game weapon for Sorcerers, Wizards, and Druids who rely on cold magic.
6
Shar’s Spear Of Evening
Powerful Spear That Lets the Wielder Cast Shar’s Darkness Each Turn
- Why It’s Missable: Shar’s Spear of Evening is a reward given exclusively to Shadowheart if she follows Shar’s will and kills the Nightsong.
- How To Obtain: If players don’t build enough approval with Shadowheart, she will kill the Nightsong on her own. Additionally, players can persuade her to kill the Nightsong, receiving the spear as Shar’s reward.
Shar’s Spear of Evening is a legendary spear imbued with Shar’s Blessing, granting advantage on saving throws when the wielder is lightly or heavily obscured, in addition to immunity against the blinded condition. The wielder also gains the ability to cast Shar’s Darkness each turn, creating a dark cloud in a small radius that blinds creatures inside it.

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However, for those looking to replay the game, explore a Dark Urge playthrough, or challenge themselves in Honor Mode, Shar’s Spear of Evening is a weapon well worth obtaining.
7
Infernal Rapier
Unique Rapier That Uses A Spellcasting Modifier to Deal Damage
- Why It’s Missable: The Infernal Rapier is tied to Wyll’s Blade of Frontiers questline, requiring players to rescue Mizora from the Mindflayer Colony in Act 2 while having Wyll in the party. Since fast travel isn’t available inside the Mindflayer Colony, parties that don’t already have Wyll with them will miss out on the weapon.
- How To Obtain: With Wyll in the party, players must first rescue Mizora, then succeed a DC 14 Persuasion check to acquire the Infernal Rapier.
Unlike other rapiers in the game, the Infernal Rapier
uses its wielder’s spellcasting modifier instead of Strength or Dexterity to determine damage. It also increases the wielder’s spell save DC by 1.
Additionally, the weapon grants the ability to cast a Level 6 Planar Ally
spell once per long rest, summoning a Cambion to fight alongside the party.
8
Nyrulna
Legendary Trident with Unmatched Mobility and Damage
- Why It’s Missable: Nyrulna is tied to Akabi, the Djinni found at the Circus of the Last Days in Act 3. If players fail to interact with Akabi in time or fight the shapeshifters before acquiring the weapon, the circus will pack up and disappear after a long rest, permanently locking Nyrulna out of the playthrough.
- How To Obtain: Akabi uses his Mage Hand ring to manipulate the results of his game. Stealing the ring or distracting him with a Performance check will cause players to win. However, instead of rewarding them, Akabi will teleport them to a hidden region called the Jungle. Nyrulna is locked inside a chest near the exit portal.
Nyrulna is one of the best legendary weapons in Baldur’s Gate 3. The weapon truly shines when used as a throwing weapon, as it deals an additional 3d6 Thunder damage in a 20ft radius upon impact. The weapon also returns to the wielder when thrown, and players cannot be disarmed while wielding it.

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Moreover, players gain an additional 10ft of movement speed and jump distance and become immune to falling damage. If proficient with spears, players will also have access to Nyrulna’s special weapon actions, including Zephyr Flash and Zephyr Break.

- Released
-
August 3, 2023
- ESRB
-
M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence
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