There are different kinds of items in Baldur’s Gate 3 that can be got through loot, chests, rewards, enemies, Bosses, and buying. You will also have help from Alchemy in order to make items by mixing Materials and Ingredients.
The following guide will help players understand all about them, including the effect, slots, and which are best for you.
Baldur’s Gate 3: Loot and Items Guide
After players finish up with Act 1, they will get access to even more items and vendors who carry items that you use your gold to get along with your Accessories, Armor, and Weapons.
If you have Magic abilities, you can choose the Spells that go the best with your build and team. The item slots will hold all the items you have equipped in BG3 that go differently for Weapons, Accessories, and Items.
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You will get most items from the Merchants and even craft them along with the usual methods of dropping from opponents or rewards after finishing Quests.
The Merchants carry a number of items with them, and it is almost random in terms of Weapons, Potions, Food, and Scrolls. Their Inventory is reset once you finish leveling up or doing a Long Rest.
Now, you will get a different stock, but some items with special names are not stocked again even after doing the two processes. There is also Alchemy that can be done, which involves players needing a mix of Ingredients that will extract Poisons, Potions, and oils for their Weapons.
Potions
They will give you momentary buffs and fill up stuff. You can just throw the potions at other members, and it will have its effect.
Potion | Impact | Detail |
Goodberry Potion | Regain 1d4 hit points | Creatures who eat this berry regain 1d4 hit points. Plump and juicy, this berry exudes a soothing, sweet smell. |
Potion of Superior Healing | Recover 8d4 + 8 HP | A draught for curing serious injuries. |
Potion of Speed | Gain Haste for 3 turns. | This solution ripples and splashes of its own accord, almost like it’s trying to escape the bottle. |
Potion of Poison | Drink | Don’t be fooled; this “potion” will leave you worse for wear |
Elixir of Silvanus | Cure Nettie’s Poison | Blessed by the Oak Father himself, this tonic will cure even the most baneful poisons. |
Potion of Healing | Recover 2d4+ 2 HP. | A draught for minor cuts and bruises. |
Elixir of Heroism | Gain 10 temp HP and become Blessed. | |
Potion of Greater Healing | Recover 4d4+ 4 HP | A draught for curing moderate injuries. |
Potion of Fire Resistance | Gain resistance to Fire damage until your next long rest. | Pleasantly cool to the touch. A layer of frost coats the inside of the bottle. |
Potion of Psychic Resistance | Gain resistance to Psychic damage until your next long rest. | This potion, reminiscent of whiskey in taste but not effect, is known to cause temporary ringing in the ears. |
Potion of Force Resistance | Gain resistance to Force damage until your next long rest. | The surface of this concoction remains remarkably still, no matter how much the bottle is agitated. |
Potion of Lightning Resistance | Gain resistance to Lightning damage until your next long rest. | This potion causes a tingling sensation in the extremities when consumed |
Potion of Cold Resistance | Gain resistance to Cold damage until your next long rest. | This bottle feels warm as if it’s been sitting in a hearth. |
Oil of Sharpness | Coat weapon When applied to piercing or slashing weapons, it grants a +3 bonus to attack and damage rolls. | Tiny silver shards give this clear, gelatinous substance an uneven sparkle. |
Basic Potion (3) | Drink | Don’t be fooled. This “potion” will leave you worse for wear |
Basic Potion (2) | Coat weapon Coats one slashing or piercing weapon, or three pieces of ammunition, with poison that inflicts 1d4 poison damage. Lasts for one minute | This delicate vial has a skull detail on the side. Its contents are remarkably odorless |
Basic Potion (1) | Coat weapon | Even when closed, a choking acid smell emanates from this bottle. |
Potion of Sleep | Become Unconscious for 3 turns; status ends on taking damage or help action. | Hypnotic patterns swirl within this hazy potion. |
Antitoxin | Cures Poisoned creatures. | This concoction appears rather chewable, thick as it is with herbs and roots. |
Wyvern Poison | Deals 7d6 poison damage, halved if the target succeeds a DC15 Constitution saving throw | As tasteless as it is deadly, harvested from a gland at the bottom of a wyvern’s tail |
Potion of Animal Speaking | Gain the ability to comprehend and verbally communicate with beasts till your next long rest. | A heavy aroma of hay, musk, and manure greets your nose upon opening this bottle. |
Potion of Fire Breath | Drinking this potion grants the ability to breathe fire once, causing 4d6 fire damage to a target within 30 feet. | Burns more going down that Waterdhavian rum |
Broken Promises | Strength is increased by 2 until the next long rest. Upon resting, Strength is indefinitely reduced by 1 | A parasite swims in the bottom of this bottle, fat with strength. |
Potion of Invisibility | Become invisible for 1 minute. Attacking or casting spells ends the status. | You’d think this bottle was empty but for the sound of sloshing liquid from within. |
Basilisk Oil | A thick, grey oil swirls within its container, Extracted from a basilisk gullet. This oil has the ability to turn petrified oil back to its original state. | |
Potion of Vitality | Removes Exhausted status and cures any poison or disease. | A coveted restorative for the adventurer on their last legs. |
Potion of Hill Giant Strength | Your strength score changes to 21 for one minute. | A sliver of a hill giant’s fingernail is suspended in this potion, and the foul stench renders it unpleasant to swallow. |
Faltering Will | Disadvantage on Wisdom savings throws until rest. | A sweet, intoxicating aroma hangs around this bottle. It reminds you of home. |
Lost Time | Armor Class is reduced by 2. Can’t take a reaction. | Its seal is dry and cracked with age, yet the clear potion within bears no signs of spoilage. |
Heart of Stone | Resistant to poison damage until rest. | Fragments of malachite swirl at the bottom of this potion, coalescing and separating rhythmically. |
Lover’s Avarice | Wisdom is indefinitely reduced by 1. | A rotten pungency undercuts this potion’s otherwise pleasant aroma of roses and honey. |
Insanity’s Kiss | Hostile to all other creatures for the condition’s duration. | Something thrashes in this heavy ground, consumed by rage. |
A Mother’s Loathing | Gains Bite until the next long rest. | A hint of blood lingers around the stopper. It’s enough to make your mouth water. |
Potion of Flying | Drink to gain a flying speed of 60ft for one hour. | The bottle feels lighter than if it were empty |
Missing Pets | Illusionary spiders run up and down the creature’s body, imposing a disadvantage on ability checks and attack rolls. | Thousands of little legs skitter inside this bottle, seeking an escape. |
Wilted Dreams | The creature is watched from the shadows, taking upon rest. | Smells like a sleep potion turned sour. |
Potion of Acid Resistance | Gain resistance to acid damage until your next long rest. | |
Stillborn | Bleeding from the inside. Suffers 1d6 Piercing at end of turn | A traditional brew of ergot and nutmeg meant for mothers who will never be. |
Butterflies in Stomach | Deals 1d6 piercing damage | A traditional brew of ergot and nutmeg, meat to recapture the fluttering thrill of fist love. |
Auntie Ethel’s Charm | Break this charm to receive all benefits from the Enhance Ability Spell until Long Rest: Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning, and Owl’s Wisdom. | Despite the rotting smell wafting off this talisman, holding it makes you feel inexplicably powerful |
Tools
They will help you in your journey, and you will get them from NPCs, defeating enemies, looking around, and chests.
Item | Detail | Impact |
Alchemy Pouch | A patina of puce alchemical matter coats this pouch- hopefully not the former owner reduced to dust by their experiments. | Stores your ingredients and extracts. |
Thieves’ Tools | In the right hands, these tools of the burglary trade will make quick work of any troublesome locks. | Thieve Tools enable the owner to open locks based on their Sleight of Hand skill. Thieves’ Tools are destroyed on failed use. |
Backpack | A simple canvas bag, perfect for carrying almost anything | |
Hammer | The varnish of this hammer’s handle has been worn dull by hands | |
Camp Supply Sack | Small compartments line the sack; a compass-sized furrow; a pocket packed with storing salts; and an area for stuffing tent legs. Fixing pegs, and folding canvas | Stores your camp supplies. |
Fishing Rod | Rusted and slick with grime. The lure may be more valuable than the rod itself. | |
Tongs | Rusted and slick with grime. The lure may be more valuable than the rod itself. | |
Disguise Kit | ||
Shovel Tool | Dirt-covered hands have left the grain in this shovel’s wooden handle stained black. | Use to dig up buried stuff, like the dog collar in Underdark. |
Trap Disarm Toolkit | A collection of hooks, blades, shears, and everything else needed to deal with potentially deadly traps. | This kit enables the owner to disarm traps/ based on. their Sleight of Hand skill. |
Ammunition
You will take on enemies using the variety of ammunition available to you, and the methods of acquiring them remain the same as Tools.
Item | Kind | Detail | Impact |
Arrow of Lightning | Arrow | Threadlike bolts of electricity are across the arrowhead the moment this arrow is nocked. | +1d4 lightning damage & electrified blood and water |
Arrow of Acid | Arrow | Corrodes and disfigures whatever it touches. | +1d4 acid damage & create an acid surface |
Arrow of Fire | Arrow | Though it doesn’t radiate any heat, this arrow’s point will singe any flesh it touches. | +1d4 fire damage & create a fire surface |
Arrow of Roaring Thunder | Arrow | When knocked, this arrow vibrates and emits a faint but distinctive crackle. | Chance to push the target |
Arrow of Ice | Arrow | Vapor curls off the point of the arrowhead like breath on a winter day | +1d4 ice damage & create an ice surface |
Arrow of Ilmater | Arrow | Named by a cleric of loviatar for her own amusement. | Deals a bonus 1d4 Necrotic damage and prevents the target from regaining hit points until the next turn. |
Arrow of Darkness | Arrow | Black as the Styx, beautiful as a starless night. | Creates a Darkness surface wherever it strikes. |
Void Bulb | Throw | The numerous suction cups on this ball expand and constrict rhythmically, as if breathing – they latch on to anything they can get hold of. | Creates a force that pulls in all nearby unfixed items. |
Caustic Bulb | Throw | Soft to the touch and covered with a thin layer of colorless slime. | Creates a puddle of caustic brine that deals 1d4 Acid damage per turn. |
Alchemist’s Fire | Throw | Shapes swirl and glow behind the glass, liquid embers folding into and around each other. | Deals 1d4 Fire damage per turn to any creature it hits. |
Spiked Bulb | Throw | A sticky, sap-like substance trickles down the spikes of this bulb. | 1d4 Piercing in a moderate area + 1d4 Bleeding for 1 turn. |
Grease Bottle | Throw | The pale sludge within this bottle doesn’t pour easily, oozing out in fatty clumps instead. | Creates a flammable grease surface that is difficult terrain and can cause characters to fall Prone. |
Holy Water | Throw | A splash of the sacred for those in need. | Deals 2d6 Radiant damage to fiends and undead. |
Smoke Powder Bomb | Grenade | This explosive gnomish invention is packed tight with smoke powder. | 3d4+3 Force Throw a bomb that explodes on impact. DEX Save |
Arrow of Teleportation | Arrow | Some archers claim that these arrows switch places with one another when placed in the same quiver. | Teleport the target to a random location within range. |
Poisonous Slime Bomb | Throw | A Softball of green slime. Thick drops slide down your fingers, stringing your skin. | Will Encomber Tav |
Arrow of Dragon Slaying | Arrow | It’s said the inventor of these arrows was assassinated by a shadow dragon, who wished their secret for itself | 1D6 Piercing Deals Double Damage to Dragons |
Bundles
Bundles will give you numerous effects, including buffs, and even boost your HP, but players will can solely use them through Long Rest.
Item | Detail |
Mugowrt Bundle | A bane of farmers and gardeners, this quick-growing weed reappears mere days after being cut. |
Daggerroot Bundle | Known as ‘the executioner’s garmish, this herb flourishes in blood-fed soil and has flavored countless final meals. |
Wispweed Bundle | Said to be the hair of travelers who sank in the swamps, Wispweed in mostly harmless. |
Weavemoss Bundle | Colloquially known as Wizard’s Beard, this lichen can grow wherever the Weave is strong. |
Mergrass Bundle | Found near water, these tough, inflexible reeds make a fine building material and an excellent hiding place. |
Balsam Bundle | Since balsam thrives on high mountaintops, the petals of this spindly flower can be carried for miles on a strong wind. |
Ingredients
You can improve your existing Shields, Armor, and Weapons through these, alongside making several items. They can be bought from Merchants, won as rewards, taken from enemies and NPCs, and just found randomly.
Item | Detail |
Gold 2 | You can find a dozen different currencies in Fearun, but everyone accepts gold. |
Gold 1 | You can find a dozen different currencies in Fearun, but everyone accepts gold. |
Gold | You can find a dozen different currencies in Fearun, but everyone accepts gold. |
Illithid Record | A mind-flayer table, elegant and alien. It seems to bypass the eye and project information straight into one’s brain. |
Soladite Shell | The blue streaks lining this shell secrete a sweet-smelling slime. |
Platinum Coin | |
Copper Coin | A single copper coin, a widely used but poorly valued currency on the Sword Coast. |
Hollow Shell | The inside of this shell is smooth and hard, like colored glass. |
Slave Mind | A humanoid brain – alive and in perfect condition – suspended in cerebrospinal fluid. |
Ink Pot | Often used and refilled – the sides are a mess of inky stains. |
Dark Amethyst | You can’t shake the feeling that darkness seeps out of this heavy, orblike stone. |
Bone | This bone – part of a leg or perhaps an arm – is clean of blood and sinew. |
Dark Mind | A humanoid brain – alive and in perfect condition – suspended in cerebrospinal fluid. |
Ruby | A deep burgundy color, this stone seems to trap all light. |
Iron Flask | |
Agate | A fine stone for carving, often found at the base of volcanoes. |
Bloodstone | Anyone can squeeze blood from a stone if the edges are sharp enough. |
Quill | A long, sharpened feather plucked from the wing of a goose. |
Onyx | It’s said when Shar walks upon the earth; she leaves a path of onyx behind her. |
Malachite | Parents slip these stones under their children’s pillows to ward off nightmares |
Jade | A precious material from The Sea of Fallen Stars, cherished by sovereigns and stone carvers alike. |
Skull | The top of this skull is creaked with a lattice of shallow fractures. |
Scimitar Mould | Can be used to shape a unique piece of equipment. The mould seems tailored for use at a particular forge. Despite a dent in the mold’s edge, the wicked shape of a scimitar is clear and well-defined.
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Sylvan Stone | Found where the Feywild touches the Material Plane, these crystals are warm to the touch, as if they’ve been basking in the Feywilds ever-setting sun. |
Lolth’s Candle | Glowing stones that flicker within the darkness. Some travelers find themselves following these lights, thinking they might have found a friendly fellow wanderer. |
Viridian Crystal | Known as “Fool’s Emerald” Viridian Crystal is a brittle, sharp crystal that is difficult to craft but has some uses in alchemy. |
Shaft of a Broken Spear | The remainder of a spear shaft snapped cleanly in the middle. |
Scale Mail Mould | Can be used to shape a unique piece of equipment. The mould seems tailored for use at a particular forge. The cycloid sales etched into this mould would be perfect for scale mail armor.
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Splint Mould | Can be used to shape a unique piece of equipment. The mould seems tailored for use at a particular forge. Deep channels suggest a shell of thick metal bands – splint armor, proof against the fiercest of blows.
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Mace Mould | Can be used to shape a unique piece of equipment. The mold seems tailored for use at a particular forge. The sharpened edges of a mace look deadly in this sturdy mold. |
Shield Mould | It can be used to shape a unique piece of equipment. The mold seems tailored for use at a particular forge. As hefty as the mould seems, the shield it outlines promises to be more stalwart. |
Longsword Mould | Can be used to shape a unique piece of equipment. The mould seems tailored for use at a particular forge. Even in its bare outline, the longsword looks both regal and powerful. |
Adamantine Slag | A remnant of adamantine – a metal of old used to make legendary weapons and armour. It is too small and damaged to be of any use. |
Mithral Ore | Rough, unprocessed, and raw – this mithral ore is ready to be fed into the forge. |
Rotten Mushroom | Though tall and red this mushroom is covered in fuzzy mould. Slimy and mouldy, this mushroom smells strongly of rotting leaves. |
Chasm Creeper | These rare crystals can only be found at the edges of expansive chasms, where they cling stubbornly to vertical stone. |
Memory Shard | Coiled shadows move within this crystal – as if something were trapped within. |
Keepsake Gem | A small gemstone, dulled by decades of handling by nervous fingers. A small rune has been scrupulously carved into its tip. |
Icy Helve | The ice-cold handle of what must one have been a staff. A single screw sticks out from the top. |
Haste Spore Flask | Thousands of white spores buzz against the glass, impatient to be released. |
Silver Ingot | A small but heavy bar of un-tempered silver, manufactured at the High House of Gond. |
Icy Metal | Specks of frost cover the hole in the bottom of this chunky piece of iron, where it was clearly screwed onto something. |
Bronze Ingot | A small but heavy bar of un-tempered bronze, manufactured at the High House of Gond. |
Icy Crystal | This crystal is freezing to the touch, no matter how long you hold it. Shallow grooves run along the bottom, as if it used to be attached to something. |
Head of a Broken Spear | A gawking yellow eye is pierced on this broken spear head. |
Heavy Stone | Despite fitting easily in your hand, this rough stone has a good weight to it. |
Pale Mint | From the scorched sands of the Calim desert rises this rare, culinary jewel. Once fried and crushed, its lemony sweetness graces only the rarest gourmet dishes. |
Quest Items
These are books, letters, keys that give context to the Lore of BG3.
Item | Detail | Impact |
Elaborate Key | A beautifully wrought golden key, plucked from a bloody corpse. | Elaborate Key opens the Elaborate Reliquary next to Shadow Heart and the Mind Flyer Pods in the Nautiloid. |
Heavy Key | A heavy iron key was found on the corpse of a long-dead scribe. | Heavy Key opens Ancient Door in Dank Crypt |
Mysterious Artefact | It’s engraved with pulsating runes. Something stirs within. | Story item on Shadowheart. |
Engraved Key | Black ink stains blot the handle of this key. Found in a sarcophagus within a long-forgotten chapel. | An engraved Key opens the Heavy Oak Doors in the Dank Crypt |
Cabinet Key | A small, simple key, like the ones made for closets and cabinets. Found in a chest in Druid Grove. | Cabinet Key opens the cabinet in the Druid Grove storage (X:200 Y:577) |
Bandit’s Key | Held by a bandit guarding the entrance of the cliffside chapel | |
Shiny Key | A polished key was found wedged into a bluejay’s nest. | Shiny Key opens the Shiny Box in Druid Grove. |
Storage Key | A metal key held by a tiefling refugee. Two notches have been carved in the handle. | Storage Key opens the storage (X:200 Y:577) at Druid Grove. |
Charred Key | A singed silver key held by a long-dead corpse in druid cave. | Charred Key opens the Heavy Chest in Underground Passage. |
Iron Cell Key | A weighty key held by a tiefling refugee. | Iron Cell Key opens the cell where Sazza is locked. |
Sussur Tree Bark | A piece of tough bark from a Sussur Tree. Holding it leaves a dull tingling in your fingers. | Used to forge Sussur weapons. |
Rune of the Wolf | A dusty clay tablet, portraying a wolf. | Rune of the Wolf opens the Hidden Vault in Emerald Grove, at Druid Grove. |
Stamped Handbill | A tattered, well-handled bill posted to recruit adventures. | Used to forge Sussur weapon |
Goblin’s Drawing | A childlike charcoal drawing of three stick figures. | Mark the Goblin Camp in the map. |
Highcliff’s Blueprints | Intricate blueprints for three impressive-sounding weapons. | Used to forge Sussur weapons. |
Priestess’ Key | The star-like symbol etched into the handle of this key is nearly worn away. | |
Lorroakan’s Contract | A tattered, well-handled bill posted to recruit adventurers. | Activate the Quest Find the Nightsong |
Runepowder Vial | Runepowder was said to be invented by Gaerdal ironhand, the protector god of gnomes. A mere 23 vials were needed to repel an assault led by Kurtulmak and his Kobold Delvers. | When ignite, the vial explodes in a radius of 6m. Targeted creatures must make a DC 12 Dexterity saving throw of take 5d4 + 18 force damage. On a successful save, targets still take half damage. |
Padlock Key | A flimsy iron key found within a goblin-infested temple. | |
Runepowder Barrel | A secret concoction of smokepowder and gnomic mysticism, a single vial of runepowder is more volatile than a whole barrel of smokepowder. Who knows what this much could do… | When ignited, the barrel explodes in a radius of 18m. Targeted creatures must make a DC 12 Dexterity saving throw or take 10d8+36 force damage. On a successful save, targets still take half damage. |
Eldritch Rune | A strange energy buzzes through this alien object. You are sure you’ve never seen any of the like, yet part of you recognizes it as a component of some bigger machine. | Used to free Shadowheart from her pod in the Nautiloid. |
Pitted Key | Found gripped in a skeleton’s hand, the key is pitted from use. The grip is stained with something organic. | |
Soul Coin | Strange, incomprehensible whispers emanate from this coin, pervading your mind with rage and despair. | |
Rusted Silver Key | A heavy old key, marked with a purple ring – Shar’s symbol. Found on a skeleton in Grymforge. | With the Rusted Silver Key, you can open the locked door. A Merregon Legionnaire and 3 Hellsboar will be waiting for you at the otherside. Once you defeat them, you can loot the chest at the side of the room to find Firestoker. (X: -579 Y: 382). |
Harper Key | An ancient key found on the body of a Shar worshipper. | |
Rusted Key | A heavy old key, marked with a purple ring – Shar’s symbol. | |
Nere’s Head | Prideful as he was in life, Nere is just like else in death – mouth slack, eues bulging, and flesh that is slowly starting to rot. | Can be used to complete Deliver Nere’s Head quest and obtein the Envoy’s Amulet as a reward. |
Broken Moonlantern | A thick layer of dust coats the bottom of the lantern. Its glass is cracked, its metal bent beyond repair. | |
Idol of Silvanus | A stone statue of SIlvanus, the Oak Father, God of nature and its impartial fairness | Silvanus’ Blessing. Carrying the Idol in the inventory provides the aura to the entire party if they are close enough |
Guiding Light | Used by the previous owner to access both the Underdark’s darkest corners and her own basement, this ring seems to reflect light where there should be none. | The wearer of this Item gains:Light |
The Blade of Frontier’s Eye | The dislodged eye of a famous adventurer. Worth something to the wrong people. | |
Disintegrating Night Walkers | Darker than a starless night, Night Walkers are made for secrecy. Created in the honour of Shar, they allow the wearer to move quickly and unobtrusively without emanating any sort of magical aura. This pair belonged to an overly confident Dark Justiciar, who perished long ago while raiding the village of Moonhaven. Though the boots are slowly falling apart, a trace of their original enchantment remains. | The Wearer of this Item gains: Misty Step: Level 2 Conjuration Spell Night Walker |
Barcus’ Log | ||
Bitter Divorce | Clumps of hair flesh stick out from the twisted roots that make up the shaft of this wand. ´Connor´is scratched into the surface. | Can be used by Mayrina to resurrect her husband. |
Smokepowder Satchel | This leather bag is packed tight with acrid-smelling black grains. | When ignited, the bad explodes in a radius of 6m. Targeted creatures must make a DC 12 Dexterity saving throw or take 3d4 + 9 force damage. On a successful save, targets still take half damage. |
Volo’s Ersatz Eye | While the ersatz eye is embedded in your eye socket, you can see through the tiny orb as though it were a normal eye. Can’t be removed once inserted. A hollow bead of white glass, carefully painted to resemble a realistic eye. Its tarnished brass fittings hum with a tinge of magic. | -1 INT +1 CHA |
Selunite Key | This pure silver key was found on the corpse of a worshipper of Selune. | Can be used to open the first door on your right, when you reach the outpost from the Defiled Temple. |
Books and Lore
These are readable documents in the game and they may set you off on other quests. Some only give information about the Lore, characters, and more.
Item | Detail | Place |
Apprentice’s Journal | A meandering read, documenting an apprentice’s flight from his homeland and struggles in his new life. | Can be found at Whispering Depth, inside an Apprentice’s Pack next to a skeleton. |
Shanties for the Bitch Queen | A salt-stained collection of sea shanties meant to honour Umberlee, goddess of the sea. | Can be found at Asmongolds Castle, just at the start of Chapter One |
Perfumed Letter | Read Still legible in spite of waterstains and smeared ink. | Can be found at Ravaged Beach |
Harper’s Map | A map that’s seen better days, but recent additions suggest it’s still in use. | Can be found inside an Ornate Chest at Ravaged Beach |
Harper’s Notebook | Various accounts of impiety and blasphemy among locals, all bound in one ragged book. | Can be found inside an Ornate Chest at Ravaged Beach |
On Death and Resurrection | A thin and pliable volume, smelling faintly of dust. | Can be found at Dank Crypt |
Ancient Scroll | A mouldering scroll, containing what remains of an ancient ritual. | Can be found at Dank Crypt |
Book of Dead Gods | A hefty, gold-embossed tome, listing gods immemorial. | Can be found at Dank Crypt |
Chapel Records | An annal of the dead, listing hundreds of departed souls. | Can be found at Dank Crypt |
The Unclaimed | The sturdily-bound story of a cleric of Shar whose soul was never claimed from the City of Judgment. | Can be found at Dank Crypt |
Journey through the Jungle | The adventures of one Baron von Barron and his goblin guide Jaw as they brave the thick jungles of Chult. | Can be found at Dank Crypt |
Soul Coin: A Treatise | The read leather cover of this manuscript is stamped with a grotesque sigil bearing resemblance to a screaming face. | Can be found at Storage, Druid Grove |
The Approachable East, Vol.2 | A slightly battered journal recording Rian Forbeck’s travel across the land. | Can be found at Storage, Druid Grove |
Druid’s Ledger | A detailed record of the druid’s food and medical supplies. | Can be found at Storage, Druid Grove |
Travller’s Guide to the Sword Coast Vol IX: Inns and Guesthouses | A battered volume that’s missing its cover and numerous pages. The remainder boats significant water damage. | Can be found at Druid Grove |
The Annals of Baldur’s Gate | A history of the city of Baldur’s Gate, as told with a bard’s flair. Printed for the masses, this is no scholarly record. | Can be found at Druid Grove |
Recruitment Poster | Printed on high-quality parchment, this poster encourages people to join the Flaming Fist in Baldur’s Gate. | Can be found at Druid Grove |
One Foot, Two Foot, Well Met, We’ll Meet | A popular book of halfling children’s rhymes and mnemonics compiled and archived by one Euphadora Greatqull. | Can be found at Druid Grove |
Volo’s Complete Guide to the Behavior of Nymphs | The heavily edited draft of a book that examines the activities of nymphs in GREAT detail. | Can be found at Druid Grove |
A is for Azuth and Other Gods, Vol. XI | A collection of children’s rhymes about the gods Ilmater, Jergal and Kelemvor. | Can be found at Druid Grove |
The Realm, according to Bumpo | A mass-printed paperback detailing the adventuring experiences of the fictional rube Gabbin Bumpo. | Can be found at Druid Grove |
The True and Impossible Adventures of Tenebrux Morrow, Vol. 2 | A compact volume, clearly cheaply made. | Can be found at Druid Grove |
Traveler’s Guide to the Sword Coast, Vol. IV: The Risen Road | An old, cheaply bound book that’s starting to fall to pieces. | Can be found in Secluded Chamber, at Druid Grove |
A Traveller’s Guide to Baldur’s Gate | An older book on Baldur’s Gate, well-traveled and well read. | Can be found in Secluded Chamber, at Druid Grove |
The Devil You Know: An Autobiography | A slim volume, pages dog-eared from use. | Can be found in Secluded Chamber, at Druid Grove |
On the Origins of the Zhentarim | A loose sheaf of paper, printed with an eye for quantity over quality. | Can be found in Secluded Chamber, at Druid Grove |
Front and Centre: Thespian’s Memoir | An insightful reflection on becoming someone new. | Can be found in Secluded Chamber, at Druid Grove |
Map of Elturgard | The ink has started to fade from this rough map of Elturgard. | Can be found in Secluded Chamber, at Druid Grove |
A Primer on Mythical Beasts | This thick, gold-trimmed tome is embossed with decorative outlines of fantastical beasts. | Can be found in Sacred Pool, at Druid Grove |
Book Draft – Volume III | The third book in a series of romacen novels, this once beautifully bound book has had pages ripped out, glued back in and even tied to the book’s spine using a piece of twine. | Can be found in Sacred Pool, at Druid Grove |
Inscrutable Journal | This worn, leatherbound journal smells of moisture and rotting vegeration. Only a few loose pages are legible, blood having soaked through the majority. | Can be found in Secluded Cove, at Druid Grove. |
I’m Sorry | This letter is heavily creased, as if it’s been folded and unfolded many times. It’s marked by water stains that could only have come from tears. | Can be found in Secluded Cove, at Druid Grove. |
The Guild: Hidden Rules of Baldur’s Gate | Elegantly bound in black leather, this book has a silver image of a four-fingered hand decorating its cover. | Can be found in Tiefling Hideout, at Druid Grove |
Fables of Faberun III: The Enticing Elder | One of a series of thin tomes illustrating simple lessons to readers of all ages. | Can be found in Tiefling Hideout, at Druid Grove |
Tough Letter | Written in an irregular scrawl, this letter offers an olive branch | Can be found in Forest, at Blighted Villiage |
Soft Letter | Excited, looping letters fill this message of hope and love. | Can be found in Forest, at Blighted Village |
Personal Note | A tight, professional memo, written with care. | Can be found in Forest, at Blighted Village |
The Genesis of Selune and Shar | A book of religious lore. | Can be found in the Selunite statue, at Owlbear Nest |
The War Between Selune and Shar | A book of religious lore. | Can be found in the Selunite statue, at Owlbear Nest |
Selunite Prayer Sheet | A handwritten prayer to Selûne. | Can be found in the Selunite statue, at Owlbear Nest |
The True and Impossible Adventures of Tenebrux Morrow, Vol. 1 | The manuscript is eye-catching, if only for its lurid and jarring colour scheme. | Can be found at Blighted Village |
A Warning to the Sword Coast | An anti-tiefling screed printed on the cheapest pape, it doesn’t seem to have been widely read. | Can be found at Blighted Village |
A is for Azuth and Other Gods, Vol. VII | A collection of children’s rhymes about the gods Leira, Lliira and Loviatar. | Can be found at Blighted Village |
The Diary of Lump the Enlightened | The considered thoughs of the silver-quilled Lump. | Can be found at Blighted Village |
The Approachable East, Vol. 4 | A neatly bound journal, written by Rian Forbeck. A purple dragon is firmly embossed on the cover. | Can be found at Blighted Village |
The Folly and the Fall | A faded handbill advertising the works of the Sharptongue Travelling Troupe. | Can be found at Blighted Village |
Fables of Faberun V: The Boy and the Beholder | One of a series of thin tomes illustrating simple lessons to readers of all ages. | Can be found at Blighted Village |
Regarding Strange Riders in these Parts | A tear near the top of this notice suggest it was one pinned for display – and perhaps torn down. | Can be found at Blighted Village |
Highcliff’s Journal | The private thoughts of an ambitious apprentice. | Can be found at Blighted Village |
The Approachable East, Vol. VI | Printed on delicate paper, this journal records Rian Forbeck’s travels across the land. | Can be found at Blighted Village |
A Pleasurable Deal.: The Shocking Truth | Printed on cheap paper that nearly crumbles at the touch, this article promises ‘the real story’ behind the work of Kingsley Harp. | Can be found at Blighted Village |
Tattered Letter | A hastily-scrawled note. | Can be found at Putrig Bog, on Johl’s body |
Faded Note | Most of the words have all but faded from this scrap of paper. | Can be found at Overgrown Tunnel, on Mask of Servitude’s body |
Dwarf Poem | A eulogy for a Selûnite who died in the dark below. Notes about a door under the temple are written in margins. | Tracker Klagga at Goblin Camp has it. |
Disorders of the Nerves and Mind: A Treatise | A medical compendium describing varied mental ‘disturbances’ and their treatments, by cleric-physician Glenne Earl Mack. | Can be found at the enclave library at the Druid Grove. |
Fringe Philosophy, Vol. V | A dense academic volume, printed with no eye for design or delight. | Can be found at the enclave library at theDruid Grove. |
Oral Histories of Faerun: Gith and Mind Flayers | This thin tome is bookmarked with scraps of illegibly-annotated scraps of paper. | Can be found at the enclave library at theDruid Grove. |
Missives of Candlekeep | This book is packed full of meticulously copied letters, preserving even the handwriting of the originals. | Can be found at the enclave library at theDruid Grove, |
Magic of the Weave – An Introduction | A hefty book for beginning spellcasters. Though mostly truthful, the author, clearly a wizard himself, seemed to possess quite a particular bias. | Can be found at the enclave library at theDruid Grove. |
Secret Societies of the West Coast: Exposed | This sensational tome, embossed with elaborate filigree, has all the pomp and weight of a religious text. | Can be found at the enclave library at theDruid Grove. |
A is for Azuth and Other Gods, Vol. II | A collection of children’s rhymes about the gods Azuth, Bane and Beshaba. | Can be found in the cellar during the quest Search the Cellar. |
Dark Journal | The journal of Ilyn Toth. | Can be found in the cellar during the quest Search the Cellar. |
Moonhaven Logbook | A detailed record of the travellers sighted in Moonhaven village. | Found in the he necromancer’s lab during the quest Search the Cellar. |
On Receiving Her Grace | A book of worship to the goddess Lovitar. There are bloody fingerprints on several pages. | Found on the table in the bloodied shrine of the Shattered Sanctum. |
The Screed of the Willing | The spine of this ancient book is cracked and broken, but its pages have kept a sharp, cutting edge. | Found in the bloodied shrine of the Shattered Sanctum, after defending the Druid Grove. |
The Necromancy of Thay | It. Is. Not. Too. Late. | Can be found at Blighted Village during Search the Cellar Quest On an altar behind a closed door |
Grubby Map | A crudely drawn map marred by annotations and personal notes. | Can be found at Grymforge. Once you reach Grymforge by boat, will find two Duergar there. Just near you, you can find the Grubby Map. |
Battered Note | This crisp note is poked through in several places, apparently subject to the writer’s ire. | Can be found at Grymforge. Once you reach Grymforge by boat, will find two Duergar there. Just near you, you can find the Battered Note. |
Fables of Faerun IV: The Cheerful Deep Gnome | One of a series of thin tomes illustrating simple lessons to readers of all ages. | Can be found at Grymforge (X:608 Y:415) |
Undelivered Letter | A missive stained with dirt and boot-prints. | Can be found at Grymforge (X:-592 Y:395) |
Sharran’s Journal | A dusty old player-book, scripture hastily overwritten by scrawled diary entries. | Can be found at Grymforge (X.-526 Y:465 |
Old Letter | This dusty yellowd letter is written in a confident hand. | Can be found at Grymforge |
Hand-Drawn Map | A map of Grymforge, drafted with a careful hand. | Can be found at Grymforge (X:-538 Y:465) |
Map of Moonhaven | This ancient map is faded, but the detailed outline of Moonhaven is still clearly visible. | Can be found at Grymforge near a the skeleton. (X: -611 Y: 344). |
Scuffed Manifest | An orderly ledger, figures faded with time. | Can be found at Grymforge (X:-586 Y:410) |
Scroll of Evidence | A snug tube, designed to protect its contents from wind, weather and time. | Can be found at Underdar – Grymforge (x:-698 Y:373) |
Flumph Mating Rituals | The cover features an embossed image of two flumphs their tendrils entwined. | Can be found at Underdark (X:54 Y:-75) |
Barcus’ Log | Dropped by Barcus Wroot | |
Zhentarim Note | A note stamped with an image of a black hand. | Zhentarim Basement (X: 306 Y: -258) |
Hide-Bound Journal | The memories and plans of a displaced drow. | |
Deed of Ownership | A formal declaration of territory ownership by the Ironhand Gnomes | Grymforge, in a locked chest. (X:-626 Y:325) |
Tattered Notes | This timeworn note is thin and ragged. A harsh touch might cause it to disintegrate. | Located on a Skeleton that can be found at the top of the gate of the Selunite Outpost, Underdark. (X: 155, Y: 221) |
Rancid Note | Stiff and crinkled, this paper carries a powerful stench. | Can be looted from True Soul Gut at Defiled Temple |
Priestesses’ Journal | The aged pages of this jornal are flaking at the edges, but their contents remain clear. | Can be found at Defiled Temple inside a Gabinet next to the bed (X:387 Y:4) |
A is for Azuth and Other Gods, Vol. IX | A collection of children’s rhymes about the gods Selune, Shar and Silvanus. | Can be found at Defiled Temple on a bedside table. (X:387 Y:4) |
Lessons for Sensible Living IV: Cities and How to Survive Them | A slim, cheaply constructed book. The front cover is decorated with an engraving of a grimacing man, smoking a clay pipe. | Can be found on an abandoned float at The Risen Road. |
Parchment | A plain, unadorned note. | Can be found at Waukken’s rest, undet a Jagged Rock (X:-32 Y:577) |
Tollhouse Ledger | Its edges are charred and stained with a liquid of suspicious origin. | Can be found at Toll House Basement Risen Road on a Dead Toll Collector corpse. (X:667 Y:418) |
Message in a Bottle | A grimy old bottle. There seems to be parchment inside. | Can be found The Festering Cove (X:-390 Y:269) |
The Lord of Murder’s Songbook | A heavy embossed with a skull surrounded by several teardrop-shaped flourishes. | Can be found at The Festering Covein an abandoned camp (X:-396 Y:239) |
Letter from Ethel | Written in a rough, shoping scrawl, this letter unfinished. | Can be found at the Acrid Workshop (Overgrown Tunnel) |
Letter to Ethel | A beatifully crafted letter written in an elegant hand. | Can be found at the Acrid Workshop (Overgrown Tunnel) |
Letter to Kagha | Can be found at the base of the large cut down tree (X:84 Y:211) | |
The Rite of Thorns | A scroll covered in intricate drawings, detailing an arcane protection ritual. | Found on the main desk. (X:471 Y:-7) |
Grove Artefacts | A register of druidic relics and their uses. | Found at Servant’s Quarters (X:-469 Y:-2) |
Mistress of the Night and Friends | A series of stories distributed among children to encourage the worship of the Goddess Shar. | |
Death and Divinity: A Godly Guide | The spine of this heavy black hook is inked with a chain of silver skulls. | Found in the Hidden library within the Secluded Cove, at the Druid Grove. |
The Mortal View: Eyewitness Accounts of the Bhaalspawn Crisis | This mass-produced book has a cheap imitation of Bhaal’s symbol stamped onto the cover. | |
The Curse of the Vampyr | An ancient text, written on dry, cracking paper. Its cover is inscribed with every holy symbol you’ve ever seen and some you haven’t. | |
The Lords of Madness, Vol. 4: Yeenoghu | This book of fine red leather seems ageless, but the smell of rotting flesh emanates from its pages. |
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A is for Azuth and Other Gods, I | A collection of children’s rhymes about the gods Amaunator, Asmodeus, and Auril. | |
A is for Azuth and Other Gods, III | A collection of children’s rhymes about the gods Bhaal, Chauntea, and Cyric. | |
A is for Azuth and Other Gods, IX | A collection of children’s rhymes about the gods Milil, Myrkul, and Mystra. |
Miscellaneous
It is just a collection of items that will give you move ahead.
Item | Detail | Impact |
Fork | ||
Bowl | A modest wooden bowl | |
Elaborate Reliquary | Made of precious stone and covered in gold, this chest is both sturdy and pleasing to the eye. | |
Cartiaginous Chest | The flesh-like lid of this rubbery container seems to quiver when touched. | Contain some Potions and other misc. items |
Plate | This plate is rough with scratches left behind by forks and knives. | |
Glass Chalice | A smooth chalice fabricated by gnome artisans. | |
Oil Lamp | The sides of this brass lamp are shinier than the rest, as if they’ve been repeatedly rubbed. | |
Ink Pot | Often used and refilled – the sides are a mess of inky stains. | |
Mug | Worn smooth by warmed hands. | |
Spider Egg Sack | Summons 5 Spiders | |
Skull | The top of this skull is creaked with a lattice of shallow fractures. | |
Idol of Selune | A statue of Selûne. our Lady of Silver, the Moonmaiden, gazing quietly at the world. | |
Stuffed Bear | This bear -oft-torn and repaired – seems one good squeeze away from crumbling into mouldered stuffing and threadbare patchwork. | |
Infernal Iron | This dented piece of black metal has a red shine to it, no matter the lighting. Faint screams echo through your mind whenever you touch it. | |
Idol of Shar | Covered from black marble, this effigy is as terrible and perfect as the Lady of Loss herself. | |
Toy Chest | A tiny chest perfect for tiny hands. | |
Shovel | Dirt-covered hands have left the grain in this shovel’s wooden handle stained black. | |
Candle | ||
Soul Coin | Strange, incomprehensible whispers emanate from this coin, pervading your mind with rage and despair. |
Scrolls
These are consumable items that will be in effect for a single time and you can use them in fights. Wizards can learn new spells fully by right-clicking on it but it will need gold. Players crossing patch 9 will be able to learn spells only from their classes.
Item | Impact |
Scroll of Mage Armor | Surround a creature in a protective magical force. Its Armour Class increases by 3. Prerequisite: not wearing armour. |
Scroll of Burning Hands | Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire. On successful save, targets only take half damage. |
Scroll of Fire Bolt | Hurl a mote of fire that deals 1d6 Fire and creates a flammable surface. |
Scroll of Silence | Create a sound-proof sphere. Creatures and objects within are Silenced and immune to Thunder damage. |
Scroll of Protection from Evil and Good | Protect a creature against aberrations, celestial, elementals, fey, The Fiends, and undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. |
Scroll of Inflict Wounds | Infuse your hands with putrefying energy that deals 3d10 Necrotic. |
Scroll of Ray of Enfeeblement | A beam of enervating energy springs from your fingers. The target deals half damage with weapon attacks using Strength. |
Scroll of Guiding Bolt | Call forth a beam of light. deals 4d6 Radiant and grants advantage on the next attack against the target. |
Scroll of Detect Thoughts | Focus your mind to read the thoughts of certain creatures while talking to them |
Scroll of Sleep | Put creatures up to a combined 24 hit points into a magical slumber. Sleeping creatures awaken if they take damage. |
Scroll of Shocking Grasp | Lightning springs from your hand. It deals 1d8 Lightning and prevents the target from taking reactions. |
Scroll of Magic Missile | Create three darts of magical force, each dealing 1d4+1 Force to its target. |
Scroll of Hold Person | Paralyze a humanoid creature. At the end of each of its turns, the creature can try to free itself. |
Scroll of Grease | Cover the ground in grease. It becomes difficult terrain and creatures within can fall Prone. |
Scroll of Sleep | Put creatures up to a combined 24 hit points into a magical slumber. Sleeping creatures awaken if they take damage. |
Scroll of Summon Quasit | Summon a quasit from the Lower Planes. |
Scroll of Web | Cover an area in thick, flammable webbing that can Enweb creatures within. An Enwebbed creature or ally can use its action to try and tear away the webs. |
Scroll of Hold Person | Paralyze a humanoid creature. At the end of each of its turns, the creature can try to free itself. |
Scroll of False Life | Bolster yourself with a necromantic facsimile of life to gain 5 temporary hit points. |
Scroll of Acid Arrow | Shoot a green arrow that bursts in a spray of acid. Deals 4d4 Acid immediately and 2d4 Acid at the end of the target’s turn. On successful save, the target only takes half the initial damage.
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Scroll of Healing Word | A creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier. |
Scroll of Web | Cover an area in thick, flammable webbing that can Enweb creatures within. An Enwebbed creature or ally can use its action to try and tear away the webs. |
Scroll of Disguise Self | Magically change all aspect of your appearance. |
Scroll of Resistance | Magically bolster creature’s defenses. It receives a d4 bonus to saving throws. |
Scroll of Blindness | A blinded creature can try to shake off the effect at the end of each turn. |
Scroll of Bless | Bless up to 3 creatures. They receive a d4 bonus to attack rolls and saving throws. |
Scroll of Blur | Your body becomes blurred. Attackers have disadvantage on attack rolls against you. |
Scroll of Animal Friendship | Charm a beast and convince it you mean no harm. |
Scroll of Aid | Bolster your allies with toughness and resolve. Heals and increases the hit point maximum by 5. |
Scroll of Color Spray | Create a dazzling array of flashing, coloured lights that Blinds creatures up to a combined 33 hit points. |
Scroll of Ray of Sickness | Call forth of sickening energy. Deals 2d8 Poison damage and possibly Poisons the target. |
Scroll of Armor of Agathys | A spectral frost covers you. Gain 5 temporary hit points and deal 5 Cold damage to any creature that hits you with a melee attack. |
Scroll of Feather Fall | Slow the rate of descent of allied creatures. Grants immunity to Falling damage. |
Scroll of Invisibility | Touch a creature to turn it Invisible. The spell ends early if the creature attacks or casts a spell. |
Scroll of Cure Wounds | A creature you touch regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Scroll of Misty Step | Surrounded by black mist, you teleport to an unoccupied space you can see. |
Scroll of Entangle | Vines sprout from the ground, turning it into difficult terrain and possibly Ensnaring creatures within. Ensnared creatures take [1] at the start of each turn. The creature or an ally can use its action to try and tear away the vines. |
Scroll of Chill Touch | Assail a creature with the chill of the grave. It takes 1d8 Necrotic and cannot regain hit points. Undead creatures also get disadvantage on attack rolls. |
Scroll of Ray of Frost | Call forth a frigid beam of blue-white light. Deals 1d8 Cold and reduces the target’s speed by 3m |
Scroll of Mirror Image | Create 3 illusory duplicates of yourself to distract attackers. Each one increases your AC by 3. Whenever you successfully evade an attack one of the duplicates disappears. |
Scroll of Speak with Dead | Allow a corpse that still has a mouth and is not an undead to answer 5 questions to the caster. |
Scroll of Spike Growth | Shape a piece of ground into hard spikes. A creature walking on the spikes takes 1d4 Piercing damage for every 1.5m it moves. |
Scroll of Protection from Poison | Touch a creature to neutralise all poisons affecting it, to grant it advantage on saving throws against being Poisoned, and to grant it resistance to Poison damage. |
Scroll of Goodberry | Conjure four magical berries for yourself or a companion. Creatures who eat a berry regain 1d4 hit points. The berries appear in the targeted creature’s inventory and disappear after a long rest. |
Scroll of Barkskin | Touch a willing creature to toughen its skin and increase its Armor Class up to 16. |
Scroll of Heat Metal | Conjure a flaming scimitar in your hand that deals 3d6 Fire damage. It sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again but has to stay on the spellcaster’s person. |
Scroll of Moonbean | Call down a silvery beam of pale light. Any creature that enters the beam or starts its turn in the light, takes 2d10 Radiant Damage. On a successful save, targets still take half damage. You can use your action to move the beam 18m. |
Scroll of Bane | Inflicts Bane. Target up to 3 creatures. They receive a 1d4 penalty to attack rolls and saving throws. |
Scroll of Flaming Sphere | Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage. The sphere is immune to damage. |
Scroll of Fog Cloud | Create a cloud of dense fog to Heavily Obscure and Blind creatures within. Creatures cannot make ranged attacks into or out of the fog. |
Scroll of Flame Blade | A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action. |
Scroll of Thunderwave | Release a wave of thunderous force. It deals 2d8 Thunder damage and pushes away creatures and objects. On a successful save, creatures only take half damage. |
Scroll of Witch Bolt | Call forth a beam of crackling, purple energy. Deals 1d12 Lightning and links you to the target through an arc of lightning. Each turn, you can activate the arc to automatically deal 1d12 Lightning. |
Scroll of Shield of Faith | Surround a creature with a shimmering field of magic that increases its AC by 2. |
Scroll of Lesser Restoration | Remove one disease or condition affecting a creature. |
Scroll of Prayer of Healing | All allied creatures you can see each regain Hit Points equal to 2d8 + your Spellcasting Ability Modifier. |
Scroll of Charm Person | Magically charm a humanoid that you can see. A Charmed creature can’t harm the charmer, and the charmer has advantage on Charisma checks against the creature. |
Scroll of Animate Dead | Animate a corpse to create an undead servant while not in combat. |
Scroll of Cromatic Orb | Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold, Fire Lightning, or Poison damage and creates a surface. |
Scroll of Vampiric Touch | Touch an enemy to syphon their life force. You regain half as many hit points as the damage they take. |
Scroll of Shatter | Generate a painfully intense ringing noise that deals 3d8 Thunder damage to all nearby creatures and objects. |
Scroll of Stinking Cloud | Create a cloud of gas so nauseating it prevents creatures from taking actions. |
Scroll of Tasha’s Hideous Laughter | Inflict a creature with fits of laughter, leaving it Prone without the ability to get up. |
Scroll of Glyph of Warding | Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by enemy. |
Scroll of Scorching Ray | Hurl 3 Rays of fire. Each ray deals 2d6 Fire damage. |
Scroll of Remove Curse | Touch a creature or object to remove all Curses affecting it. |
Scroll of Bestow Curse | Curse a creature with your touch. |
Food and Drinks
They are used at camps to do Long Rest, which requires 40 Camp Supplies. Every food gives a varied amount of supplies and you can get them through the usual methods. You cannot have Food instantly to get healing.
Item | Detail | Camp Supplies | Impact |
Kiwi | From Snowdown’s north coast: an uncommonly furry fruit of uncommonly exquisite taste. | ||
Red Apple | A delight from the orchards of the dark vampire lord, Asmongold: crisp, juicy, and ever-so-slightly tart. | 3 | |
Lemon | Yellow as the summer sun; fresh as Neverwinter air; and sour as a high elf’s scowl. | 3 | |
Pear | Properly ripened, the sugary pear has few culinary rivals. Unripe, it contains all the appeal of a rothé’s unwashed hide. | 3 | |
Pumpkin | Thou this pumpkin weighs only a fraction of those offered to Chauntea at Highharvestide, it still constitutes as healthy meal for two. | 20 | |
Lemon | Yellow as the summer sun; fresh as Neverwinter air; and sour as a high elf’s scowl. | 3 | |
Sunmelon Piece | Sunmelon vines sprawl across gardens from the Chionthar to the Delimbiyr. The fruit is served fresh, pickled, or jellied. | ||
Carrot | The undervalued stalwart of stews and salads. | 5 | |
Potato | A knobby, dependable staple of every household across Faerûn, poor and wealthy alike. | 5 | |
Courgette | Especially delicious when slowly baked over a fire and spiced with Amnian herbs. | 7 | |
Waterdhavian Cheese | Popular among Asmongold for its robust and sharp flavor, to say nothing of its peculiarly long shelf life. | ||
Garlic | Beneath this bulb’s pungent aroma hides a subtle sweetness and an unrivalled depth of flavor. | 2 | |
Sourdough Bread | A firm, flaky crust is the hallmark of a sourdough loaf. Concocted in the Pirate Isles, it has recently become popular on mainland. | ||
Dried Pork Sausage | Infused with copious amounts of garlic and cooked in mulled wine. | 3 | |
Baguette | A long and hearty loaf, good for sopping up soup or sour cream. | 5 | |
Waterdhavian Cheese Wheel | Popular among travelers for its robust and sharp flavor, to say nothing of its peculiarly long shelf life. | 10 | |
Dried Sausage Links | Infused with copious amounts of garlic and cooked in mulled wine. | 10 | |
Waterdhavian Cheese Wedge | Popular among travelers for its robust and sharp flavor, to say nothing of its peculiarly long shelf life. | 5 | |
Pig’s Head | Baked in finest pills and sprinkled with spices, this is an Amnian delicacy. | 15 | |
Spicy Pork Sausage | Hard, fatty, and filled with the tangiest spices found in the port of Baldur’s Gate. | 10 | |
Roughly cut Ham | A few coarse hairs still stick out of the skin on the knee. | 5 | |
Grilled Rothe Ribs | Doused with honey and herbs, these ribs are a popular fare during Midsummer festivities. | 15 | |
Owlbear Egg | Owlbear hatchlings are tiny and adorable for the first few weeks of their life. Then they eat you out of your house and home. Then they simply eat you. | 1 | |
Grilled Pork Belly | Succulent and layered with crispy fat. | ||
Pork Loin | Traditionally roasted in the heartlands with apple and cider gravy. | 5 | |
Chicken Egg | Fried, boiled, poached: everyone has a favored method of cooking an egg. The chicken rarely has any say in the matter. | 5 | |
Pork Shoulder | Especially delicious when doused with wine and slowly braised over a fire, Cormyrian style. | 10 | |
Fish | A thin, slimy layer has formed over its moist scales | 5-7 | |
Whole Chicken | The plucked neck hangs floppily to one side, its dead eyes ever-so-slightly open. | ||
Pitcher of Beer | 3 | Character has disadvantage on ability checks using Dexterity and Charisma for 2 tuns. Can be thrown to create a puddle of alcohol. | |
Fish Tail | Tiny fish bones stick out from the cut tail. | 4 | |
Rum | Judging by fiery aroma, this heavily spiced spirit packs a powerful punch. | 3 | Character has disadvantage on ability checks using Dexterity and Charisma for 2 tuns. Can be thrown to create a puddle of alcohol. |
Carafe of Win | This table wine smells strongly of vinegar, but it’s still reasonably drinkable. | 6 | Character has disadvantage on ability checks using Dexterity and Charisma for 2 tuns. Can be thrown to create a puddle of alcohol. |
Fish Head | Commonly used in stocks or grilled for the succulent bits of the cheeks, throat, and eyes. | 1 | |
Fragrant Fungus | A popular duergar dish. And why not? Its ingredients are common, and its flavor as bright as the glowcaps that comprise it. | 10 | |
Wine | Its Tethyrian vintner layers elegant and expressive flavor like a bard’s melody. | 6 | Character has disadvantage on ability checks using Dexterity and Charisma for 2 tuns. Can be thrown to create a puddle of alcohol. |
Tea | The Turmishan herbs in this honey-colored tea leave light warmth on tongue. | 4 | |
Gruel | This watery sludge slowly drips of your spoon. | 10 | |
Blingdenstone Blush | A fruity wine with hints of currant and cherry, made with surface-picked grapes and barrel-aged in the dark tunnels of the Wormwrithings. | 6 | Character has disadvantage on ability checks using Dexterity and Charisma for 2 tuns. Can be thrown to create a puddle of alcohol. |
Dried Rope Sausage | Infused with copious amounts of garlic and cooked in mulled wine. | 3 | |
Supply Pack | A Collection of cured meats, dried fruits, kindling, and anything else necessary to survive life on the road. Everything, down to the flint, smells distinctly of smoked ham. | 40 | |
Chevon | A simple cut of goat’s meat, grilled over a campfire and peppered with roadside herbs. | 8 | |
Swarming Toadstool | Often found around large fungi, the Swarming Toadstool can grow anywhere it can find some company. | 1 | |
Spicy Sausage Links | Hard, fatty, and filled with the tangiest spices found in the port of Baldur’s Gate | 10 | |
Bullywug Trumpet | A sour, unappetosong mushroom, the Bullywug’s trumpet is found anywhere dark and dank. | 1 | |
Half-Eaten Apple | Though quite a bit of flesh remains on this apple, it is steadily turning a murky brown. | 1 | |
Cabbage | Vibrantly green and seasoned with a good amount of dirt. | 7 | |
Raw Steak | A thick cut of tender meat, ringed with a layer of fat. | 10 | |
Butter Bun | Baked up a dozen at time in warm ovens throughout the heartlands. | 4 | |
Bonecap | An acidic, foul-tasting mushroom that can be found anywhere bodies have been buried. Or left to rot. | 1 | |
Water | The Sword Coast’s finest well water bottle for convenience. | ||
Red Pepper | Known regionally as a ´chime pepper ‘or ´whip pepper´, this vegetable can be dried and crushed to make a flavorful seasoning that forms the basis of many central Faerûnian stews. | 2 | |
Blushcap Mushroom | Red and white mushrooms appear in many children’s rhymes throughout Faerûn. | 4 |
Thus, that is all about items in Baldur’s Gate 3. Every thing has its own advantages depending on how and when they are used. Follow our Baldur’s Gate 3 page for all the latest guides, news, fixes, and more.
Last Updated on February 4, 2024
A FIFA junkie who can also mix it up with Call Of Duty and racing games. GTA was his first love. Now can be found spending time between writing on what he plays and playing what he will write on.