The Deathstalker Mantle is a cloak built for stealth. I’ve used it across dozens of Act 3 runs and it rewards careful play: stronger stealth checks, invisibility bursts, and a few nasty tricks that let you reposition or escape. Honestly, it can make or break a stealth build when you know how to handle the fight that guards it.
Where to find it in Act 3 🗺️
Head to Baldur’s Gate Lower City and the Guild Hall’s secret rooms. You reach them via the sewers under the Counting House entrance. The cloak sits behind a hidden grate at coordinates X: -127, Y: -89 (yes, the same spot every run). Don’t expect a neon sign — debris and shadow hide the entry.
I’ve noticed subtle clues here: scattered thieves’ tools, faint whispers, and a darker patch of stone. Use a character with Perception 15+ or cast Detect Thoughts to speed things up (this doesn’t always work; there are exceptions if the game flags you differently).
Want a tip? Talk to the local thieves (by the way, playing nice pays). You’ll get hints that point toward the grate. Between us: some players rush past the Counting House and miss this entirely.
Prerequisites
You must be in Act 3 and have entry to the Lower City. Aim for party level 10+, because the guardians are tough. The Deathstalker Mantle usually requires completing the “Aid the Underduke” questline started by Nine-Fingers Keene in the Guild Hall. You’ll need to finish several guild tasks first — theft, info-gathering, or protection jobs — and reach a “Trusted” reputation.
Reputation matters: do guild contracts, donate goods, protect members, and avoid messing with guild NPCs. That said, reputation can be fiddly depending on your choices; sometimes a single bad dialogue line flips it.
Preparation — short and sharp 🎯
Stock healing potions, an invisibility scroll or two, and smoke powder. Have at least one character with Knock or Sleight of Hand close to 20. Boots that boost movement help. Save before you go in — always save.
My loadout tip: bring Faerie Fire or some way to negate invisibility. Also bring entangling or holding effects because the assassins try to run. You’ll see why.
Getting into the chamber
The sewer maze has traps. Typical checks I’ve seen work:
- Poison darts — Perception DC 15
- Pressure plates — Perception DC 18
- Magical wards — Arcana DC 20
Watch this: environmental sounds will shift as you near the chamber. That’s your audio breadcrumb. If you’re not careful, traps will one-shot a squishy party member. Be methodical; rushes rarely pay off.
The inner puzzle — the sequence
There’s a simple rotation puzzle with three shadow crystals. The correct moves are shown below.
// Shadow crystal sequence
1. First crystal: rotate clockwise 3 times
2. Second crystal: rotate counter-clockwise 2 times
3. Third crystal: rotate clockwise 1 time
(Yes, it feels like a lock in an old novel — a puzzle lock metaphor: the crystals are the tumblers.)
Combat: Shadow Assassins — practical strategy ⚔️
The encounter commonly contains one leader and multiple adepts. They hit fast, dodge well, and turn invisible. My approach: force visibility, control movement, then burst the leader. Sounds obvious? It’s not — many players waste spells on the wrong target.
| Enemy | HP | AC | Key traits |
|---|---|---|---|
| Shadow Assassin Leader | 142 | 19 | Shadowstep; Triple Attack; Evasion |
| Shadow Assassin Adept | 98 | 17 | Shadowstep; Double Attack; Uncanny Dodge |
Use Faerie Fire, See Invisibility, or area light effects. Entangle or Hold Person prevents their escape; they’ll try to flee under 25% HP and won’t drop the mantle if they get away. Drop chandeliers if you can — the room often has them and a ranged attack can trigger collapse (fun and brutal!).
Tip: prioritize control over damage early. Keep targets visible and focused. — Mara
Deathstalker Mantle stats (clear and simple)
Base effects commonly reported in my runs:
- Armor Class: +2
- Advantage on Stealth checks in most lighting
- Shadow Blend: bonus action to become invisible in dim light or darkness until your next turn
Special uses:
| Ability | Effect | Charge/Cooldown |
|---|---|---|
| Death’s Shadow | Teleport up to 30 ft to an unoccupied visible space | Once per long rest |
| Assassin’s Escape | When damaged, use reaction to turn invisible and move half speed | Short rest |
| Poisoned Blade | Your attacks add 1d4 poison damage | Passive |
Specific numbers above match what I observed on 2025-11-25 in my playtests. There are exceptions depending on server updates or mods. If a future patch alters values, adjust your expectations.
Who gets the most from the mantle?
Rogues love it — it just amplifies their kit. Rangers who lean into Gloom Stalker-style play also benefit. Monks who use mobility tricks can be brutal with the teleport. I’ve seen a pure Arcane Trickster make clever use of the cloak with Misty Step combos (counterintuitive, but effective!).
Build examples (short):
- Rogue-focused: stack Dex, Sneak Attack, and use stealth control spells from an ally.
- Mobile caster-hybrid: teleport + invis to create guaranteed crit windows.
- Shadow monk approach: hit, teleport, vanish, hit again — rinse and repeat.
Combining the mantle with Boots of Speed and Gloves of Thievery is strong. It amplifies repositioning and lockpicking. That said, some players call this combo overpowered — I think it’s risky to rely on one combo forever (controversial, I know!).
Final practical notes
Save before the fight. Use crowd control. Expect escapes and plan prevents. There are exceptions — depending on your party composition the cloak may feel less useful. If you’re playing a tank or full caster, it won’t shine like it does on a rogue.
One unexpected insight: sometimes trading a long-rest ability for repeated short-rest mobility gives better uptime in dungeon chains. It’s not obvious until you try it and then you wonder why you waited so long.
Questions? Try this quick checklist:
- Perception 15+ on at least one character
- Faerie Fire or See Invisibility ready
- Control spells to stop fleeing
- Save before the chamber
Good luck — and don’t forget to laugh if a chandelier lands on your party. It happens. — Mara, long-time Baldur’s Gate 3 player