9 Underrated Items that are Actually Overpowered in Baldur's Gate 3
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 Published On Nov 29, 2023

This seemingly useless item is actually completely overpowered - and extremely fun - despite it saying it can only be used in a certain area...
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Timestamps
00:00 Summon Golem Bell
01:20 Diadem of Arcane Synergy
02:06 Bigboy's Chew Toy
02:57 Drakethroat Glaive
03:41 Darkfire Shortbow
04:30 Phalar Aluve
05:53 Lightning Jabber
06:51 Staff of Arcane Blessing
07:35 Envoy's Amulet

Summon Golem Bell
First up is the Summon Golem Bell. What might seem like a fun item in the Gauntlet of Shar and completely useless afterwards is probably one of the most overpowered items in Baldur’s Gate 3. By using this item in combat you’re able to activate item effects that require a “Dash or other similar action” which this bell somehow qualifies as. Items such as the Boots of Arcane Bolstering, The Speedy Lightfeet, Springstep Boots, Fleetfingers, and Linebreaker Boots all have bonuses that you can activate by using this bell - and the best part is that using the bell does not require an action nor bonus action at all.

This is particularly broken on Linebreaker Boots because you can use the bell repeatedly to max out your stacks of Wrath which increases your melee damage with each stack. Or even better use the bell with the Boots of Arcane Bolstering for Arcane Charges which makes you deal bonus damage equal to your Proficiency Bonus on each source of damage you deal. This is most broken on a magic missile build or any build that can maximize the number of sources of damage to get the most out of these Arcane Charges.

You can be given the Summon Golem Bell from Balthazar in the Gauntlet of Shar within Act 2 by asking him for help.

Diadem of Arcane Synergy
Next up is the Diadem of Arcane Synergy. This rare circlet grants Arcane Synergy when the wearer inflicts a condition. Arcane Synergy causes weapon attacks to deal additional damage equal to the affected entity’s Spell Casting Ability Modifier.
And what makes this Circlet so overpowered is that it seems to activate on almost anything. By moving into melee range you apply the threatened condition which activates the circlet. Any type of attack, even if it misses, somehow activates it. Even thinking about the item activates it!
You can find the Diadem of Arcane Synergy on Ardent Jhe’rezath in the Inquisitor’s Chamber of Creche Y’llek during Act 1.


Bigboy’s Chew Toy
Next up is the Bigboy’s Chew Toy. This quarterstaff might not look impressive at first glance because it doesn’t really have any passive benefits that justify using it for an extended period of time. But it has a spell on it called Whossa Large Fellow that makes this quarterstaff a must. Whossa Large Fellow grants +1d4 damage to weapon attacks and grants Advantage on Strength Checks and Saving Throws. So you can cast Whossa Large Fellow, and then switch to your main weapon and keep the benefits for 10 turns. This is perfect for using right before a big boss fight or tough encounter. The +1d4 damage is per attack or throw and will get multiplied on a critical hit, so what might look insignificant can really add up to meaningful damage.
You can buy Bigboy’s Chew Toy from Lann Tarv on the ground floor of Moonrise Towers during Act 2.


Drakethroat Glaive
Next up is the Drakethroat Glaive. The Drakethroat Glaive, like the Bigboy’s Chew Toy is another weapon that provides a buff and then can be swapped for a better weapon. This buff is called Draconic Elemental Weapon and lasts until long rest. It enchants a weapon to deal an additional 1d4 elemental damage of your choice. The weapon you cast this on is also imbued with a +1 bonus to attack and damage rolls, so it’s a pretty awesome spell. Top it all off with the fact that Draconic Elemental Weapon can be twincasted on two different weapons, and this weapon is really carrying its weight way more than you might think when you first see it!
You can buy the Drakethroat Glaive from Roah Moonglow on the ground floor of Moonrise Towers during Act 2.

Darkfire Shortbow
Next up is the Darkfire Shortbow. The Darkfire Shortbow is another amazing item that makes up for lacking any extra damaging ability with powerful utility. This shortbow grants resistance to both fire and cold damage and grants the ability to cast Haste. Haste is one of the strongest spells in the game allowing the target of this spell to gain +2 to armor class, advantage on dexterity saving throws, it’s movement speed doubled, and most importantly, an extra action per turn. On a class that can attack 3 or more times per action, this is a really powerful spell. And you can twin cast it, making two party members have haste, which really maximizes the value of this shortbow.
You can buy this shortbow off Dammon in the Last Light Inn stables during Act 2.


Phalar Aluve
Next up is Phalar Aluve. This incredible sword can cast two melody’s Sing or Shriek. Sing causes all allies within 6 meters to have a 1d4 bonus to attack rolls and Charisma, Wisdom...

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