I’ve played Baldur’s Gate 3 enough to know Infernal Iron masks are powerful tools you either hoard or misuse. I’ll tell you where to look, how to craft and upgrade them, and why some choices matter more than others. Honestly, some of the community advice misses the point—so I’ll be blunt.
Where I found masks (specific spots) 📍
The first one I grabbed was in the Blighted Village, hidden in a blacksmith basement behind movable crates. You’ll need high Perception or an investigation check to spot the entrance. I’ve noticed many players simply walk past it.
The Goblin Camp hides another mask in Dror Ragzlin’s treasure room. You can brute-force your way through or sneak and pick locks. If you don’t have a thief with good lockpicking, you’ll need the key carried by one of the goblin leaders (this depends on your run).
In the Underdark, the Myconid Colony area contains a third mask tied to the deep gnome/duergar threads. Expect poisonous fungi and fights. This one was gated behind a quest chain in my playthrough—so don’t rush in blind.
By the way, bring someone with Investigation and Perception. It won’t work the way you expect if you ignore those stats.
Crafting and upgrades ⚒️
Dammon, a tiefling blacksmith you first meet in the Druid Grove (then later at Last Light Inn or other safe hubs depending on choices), can craft and upgrade masks. I’ve spoken to him on multiple saves. This path needs specific reagents and gold.
| Material | Qty | Where |
|---|---|---|
| Infernal Iron | 2–3 | Chests, enemy drops, quest rewards |
| Soul Coins | 1–2 | Defeated devils, special merchants |
| Gold | 500–1,000 | Loot and vendors |
| Special Reagents | Varies | Alchemy shops or rare drops |
Example recipe sequence:
- Base Mask + 2 Infernal Iron → Enhanced Mask
- Enhanced Mask + Soul Coin → Awakened Mask
- Awakened Mask + Reagent → Legendary Mask
Why follow that path? Each upgrade adds distinct effects: early upgrades give fire resistance, later ones grant things like darkvision or limited spell-like actions. Pick upgrades based on who will wear the mask—some choices lock out alternatives (there are exceptions).
Top stats and how they feel in play 💪
Mask options vary: defensive, social, or spell-focused. The Shapeshifter Mask (in my experience) helps infiltrators—+2 AC, bonus to Deception, and a Disguise Self cast on a short rest. The Helm of Infernal Sight shines in dark-heavy acts: 120 ft darkvision, see through magical darkness, +1 to saves, and fire resistance (once per long rest: See Invisibility). That one turned fights that relied on darkness into trivial affairs for me!
“If you’re walking into Act 3 with poor scouting, you’re asking for trouble.” — me, on November 14, 2025
Mask of Infernal Command favors spell users, especially warlocks: better spell attack rolls and higher save DCs, plus an imp familiar summon once per long rest. Controversial point: I think the community over-hypes this mask as mandatory for warlocks—there are alternative builds I prefer!
Quest steps that mattered for me 🗺️
The thread starts after you recruit Karlach and learn about her infernal engine (the quest often listed as “The Hellion’s Heart”). I found the practical sequence useful:
- Find Dammon (Druid Grove)
- Collect 2+ Infernal Iron pieces
- Return to Dammon for first upgrade
- Keep Dammon alive through the refugees quest
- Track him down in Act 2 at Last Light Inn
- Gather more Infernal Iron in Act 2 locations
- Unlock higher-tier crafting options
Save before big dialogues. Dialogue choices can lock mask paths—and yes, that matters if you want Legendary masks later (depends on your niche and choices).
Which classes actually use them?
Warlocks benefit a lot, especially Fiend-patron types. Paladins and Clerics with darker themes gain from defensive and concentration-helping masks. Rogues love the Shapeshifter Mask for infiltration. Barbarians? Surprisingly useful—masks that block charm/fear keep rage active, so rage-based builds get more mileage than you’d think.
Counterintuitive insight: a multiclass character often extracts more value from masks than a single-class one, because masks give mixed bonuses that overlap multiple stat needs.
Common mistakes ⚠️
Most players drain Infernal Iron on Karlach’s engine and forget masks. I recommend holding 3–4 pieces for crafting. This doesn’t always work if you prioritize other content, but it saved my runs.
Don’t sell masks that look weak—some effects only trigger at night, in specific locations, or when other party members wear masks too (hidden synergies). Between us, I once sold a mask and regretted it for five hours of gameplay—ugh.
- Night-only effects
- Party synergy bonuses
- Location-based boosts (Hells/Underdark)
- HP-threshold triggers
Warning: avoid selling masks to generic merchants. Special vendors may trade or upgrade them for unique returns.
Practical tips and rhythm of play
Swap masks by encounter. Give the Helm of Infernal Sight to your scout for exploration, then hand it to the main DPS for boss fights. Why? Because masks change how encounters flow—they’re tactical tools, not just gear stats.
Small code note for tracking flags (useful if you keep save-file notes):
// Example tracking flags
KARLACH_ENGINE_FIXED_1 = true
DAMMON_KNOWS_MASKS = true
INFERNAL_IRON_COUNT = 5
A few final candid thoughts: some masks feel overpowered in the wrong hands; others are niche and underrated. Will every run get all masks? No. But if you focus on perception, save strategically, and plan upgrades, you’ll get the most out of them. Oddly enough, I sometimes prefer a lower-tier mask that fits my tactic better!
Anyway—try the combos, test them across party members, and revisit old areas as you learn new locations. There are exceptions, and outcomes depend on your playstyle, but if you follow the steps above you’ll be in much better shape than most players I’ve seen.