Top 20 Best Starting Weapons in Baldur’s Gate 3 for Beginners

I’ve played Baldur’s Gate 3 since the early access on September 30, 2020, and I write from that experience. You don’t need a dozen spreadsheets to pick starter weapons—pick things that fit your build and your tactics. Honestly, the right early weapon makes fights easier and saves time exploring.

Why care about starters? Because they shape your early choices and teach you how combat flows. I’ve noticed players hoard gear without thinking about properties like Finesse or Versatile, and that won’t work the way you expect. By the way, some popular streamer faves are overrated—controversial, I know.

Early-game basics: what matters

Short answer: damage, special effects, and where you can get the item. I prefer +1 weapons early because they boost both attack and damage—simple math, big difference. Weapons that add fire, lightning, or silence change fights; they let you beat a tough enemy without burning a spell slot. This doesn’t always work—depends on your niche and the encounter.

Property Effect Good for
Finesse Use DEX for attacks Rogues, Rangers
Versatile 1- or 2-handed damage dice Flexible Fighters
Light Can dual-wield Agile builds
Thrown Use at range Hybrid fighters

Here’s the funny part: weight matters. A heavy greatsword can look sexy but drags Str-based party members into clumsy turns. Oddly enough, a lighter sword often wins fights because you move and act more freely.

Ranged vs melee — quick primer

Ranged keeps you safe; melee hits harder and controls space. Which to pick? Ask: will I sit on high ground or rush the front line? If you like opening fights from a distance, get a reliable bow early. Want to protect allies and trigger class features like Divine Smite? Equip a melee two-hander.

“If you’re not sure, carry one of each. You’ll switch depending on the fight.” — my practical advice

// Damage examples
Longbow: 1d8 + DEX
Greatsword: 2d6 + STR

Watch this: a hybrid loadout is safer for beginners. You’ll thank me later.

Top Act 1 weapons I recommend

These are items I’ve used and tested in multiple runs (and yes, I’ve tried odd, dumb challenges). Pick based on class and playstyle, not popularity.

  • Everburn Blade (Greatsword) — found on the Nautiloid; fire damage, no attunement.
  • Phalar Aluve (Longsword) — Underdark; Shriek ability for area effects.
  • The Joltshooter (Longbow) — Goblin Camp; builds lightning charges.
  • Sussur weapons — crafted in Blighted Village; silence mages on hit.
  • Shortsword of First Blood — great for Rogues and crit setups.

Surprisingly, some niche items outshine raw-DPS swords when used right. There are exceptions: a +1 hammer can beat a flashy sword in certain fights.

Where to pick them up

Everburn Blade: during the Nautiloid sequence, take action to get it before the crash (that requires particular commands during the fight).

Blighted Village: use the blacksmith’s forge to combine Sussur Tree Bark with a base weapon. (Coordinates are useful if you like fast navigation: X: -440, Y: -370; I mark things on my map.)

Weapon Location How
Everburn Blade Nautiloid ship Get from Commander Zhalk during tutorial
Phalar Aluve Underdark Found near Selûnite outpost
Sussur weapons Blighted Village forge Combine bark + base
The Joltshooter Goblin Camp On a named goblin / trade or kill

To be fair, some of these require a bit of risk. If you’re not ready to lose a companion for an item, skip it. There are ethical choices involved (yes, the game forces you into them).

Hidden gems beginners miss

Don’t sleep on The Spellthief (Arcane Tower basement) — a bonus-action Magic Missile after a short rest is free, repeatable damage that scales. The Baneful shortsword gives a debuff on hit that ruins enemies without you casting Bane. Little finds like these change fights more than numbers on a tooltip.

  • Knife of the Undermountain King — hidden chest near Druid Grove
  • Ritual Dagger of Shar — secret panel in Goblin Camp
  • Blood of Lathander — monastery puzzle reward (radiant + group heal)

One counterintuitive insight: a weapon that grants resistances or utility (healing, silence) often outperforms a higher-DPS weapon in prolonged fights. I’ve tested this on runs through Act 1 and it held up.

Best picks by class

Class Primary Why
Fighter Everburn Blade Two-handed damage + action combos
Rogue Shortsword of First Blood Sneak Attack synergy
Ranger The Joltshooter Lightning charges + Hunter’s Mark
Paladin Sword of Justice Divine Smite friendly
Cleric Blood of Lathander Healing + radiant output

Class tip: Warlocks rely on Eldritch Blast, but carry a Sussur dagger for clutch moments. Wizards: light crossbow covers gaps when spell slots are gone.

Practical advice and caveats

Explore thoroughly, experiment, and don’t assume a weapon that works for someone else will suit you. There are exceptions—some builds need odd combos. If you see a weapon with an enchantment that matches your tactics, grab it even if the base damage is low. Why? Because effects win fights when used at the right time.

Quick checklist: can you use the weapon’s stat (STR/DEX)? Does it add a condition or element your party needs? Can you obtain it without breaking the campaign? — check these before you hoard.

Also: patches after the full release on August 3, 2023 have adjusted balance; as of June 1, 2025 I found core weapon behavior unchanged for Act 1 items, but stats and interactions sometimes shift. Verify on your current patch if something feels off.

One more thing (tiny aside): sometimes I forget a potion, drop it, then gasp—typical. You will too.

Go try a few runs. Switch between bow and blade when fights demand it. You’ll learn faster by doing than by overplanning. Now grab a weapon that feels right, and have fun—seriously, it’s the point.

— Elena 🎲⚔️

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