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The Best Magical Items to Buy From Dammon in Each Act of Baldur’s Gate 3

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Posted 3 days ago by inuno.ai

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Dammon is a recurring character in Baldur’s Gate 3, a skilled blacksmith and merchant featured in each Act of the game. Dammon is a valuable merchant that players will interact with to buy weapons, armor, dyes, and most importantly, Magical Items that can enhance the build of your Tav and party members.

However, Magical Items are much more expensive than regular items due to the additional damage bonuses, effects, and more. Dammon stocks his wares with multiple Magical Items throughout each Act, so knowing which ones you should prioritize spending your Gold on can sometimes be tricky to pinpoint. For this reason, the best Magical Items to buy from Dammon in each Baldur’s Gate 3 Act have been outlined in the guide below.

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The Best Magical Items to Buy From Dammon in Each Baldur’s Gate 3 Act

dammon last light inn baldur's gate 3
Dammon at Last Light Inn in BG3.

In Baldur’s Gate 3, Dammon is one of the few merchants who appears throughout multiple Acts of the game. In Act 1, he can be found in the Tiefling camp within Emerald Grove, inside one of the tents. In Act 2, Dammon can be located at Last Light Inn, working at the forge. Lastly, in Act 3, Dammon can be found at Forge Of The Nine in Baldur’s Gate Lower City.

Best Magical Items to Buy From Dammon in Act 1

Item Name

Price

Rarity

Bonuses/Effects

Safeguard Shield

55 Gold

Uncommon

+2 AC

Saving Throws +1

  • The Safeguard Shield is a brilliant choice to run in the early game for any melee weapon user who will be fulfilling the tank role or the offensive hitter in your party. While for bulkier builds, you will have to forgo using Two-Handed Weapons, the tradeoff for wielding a one-handed weapon is +2 AC and a +1 on all Saving Throws. Paladins and Fighters are a solid choice, or you could equip it on the likes of a Cleric for extra defensive purposes, because if they are the only healer in your party, you will want to keep them up throughout combat at all costs.

Item Name

Price

Rarity

Damage

Bonuses/Effects

Hunting Shortbow

65 Gold

Uncommon

1d6 +1

Hunters Mark – Lv1 Spell

Feller of Monsters – Advantage on Monstrosities

  • The Hunting Shortbow is one of the best bows you can use throughout Act 1. While Rangers usually already have Hunter’s Mark through their Spell selection, if, for whatever reason,n they have not selected this must-use Spell, then the Hunting Shortbow will provide it. Furthermore, this bow is even more perfect for the likes of a Rogue, who also utilizes DEX, but does not have access to Hunter’s Mark. Lastly, the automatic Advantage against Monstrosity enemies is hugely impactful, especially for Act 1 encounters such as the Gnolls.

Best Magical Items to Buy From Dammon in Act 2

Item Name

Price

Rarity

Damage

Bonuses/Effects

Charge-Bound Warhammer

310 Gold

Rare

1d8 + 1 (1 hand)

1d10 + 1 (2 hand)

Favored Weapon – +1 Atk, +1 Dmg

Shocking Bound – +1d6 Lightning Dmg

  • This weapon is practically made for Warlocks and Eldritch Knights, as it gains hugely beneficial bonuses when wielded as a Pact Weapon or Eldritch Knight Fighter. In this scenario, the Charge-Bound Warhammer will deal the classic 1d8/1d10 +1 damage, but also an additional +1d6 Lightning Damage on a successful hit, which really stacks up in combat, especially once Extra Attack comes into play. Furthermore, Warlocks also won’t be at a disadvantage while wielding this traditionally STR-based weapon, as Pact Weapon enables them to use their CHA modifier instead.

Item Name

Price

Rarity

Damage

Bonuses/Effects

Harmonium Halberd

380 Gold

Rare

1d10+1

STR +2 (up to 23)

INT -1

WIS -1

  • The Harmonium Halberd is a very interesting weapon that can seriously enhance melee Tank builds, particularly those who utilize Two-Handed Weapons. When equipped, this Halberd will nerf your character with a -1 in INT and WIS, but this trades off with a healthy +2 to your STR, which can go over the usual maximum of 20, to a maximum of 23. Since characters who generally wield Two-Handed Weapons (Barbarians/Paladins/Fighters) use STR as their core stat, the -1 to INT and WIS is actually a very good trade-off and works out to be more of a buff for your build rather than a debuff.

Item Name

Price

Rarity

Damage

Bonuses/Effects

Darkfire Shortbow

480 Gold

Rare

1d6+2

Fire Resistance

Cold Resistance

Haste – Lv3 Spell

  • The Darkfire Shortbow is a solid addition to any Ranger, Rogue, or DEX-based Fighter build. Not only does it grant Resistance to both Fire and Cold damage to help you deal with those pesky Spellcasters more efficiently, but it also provides you with the ability to cast Haste. Haste is a very powerful Spell that boosts your AC by +2, gives Advantage on DEX Saving Throws, doubles your movement speed, and enables you to take one additional Action every turn. As Fighters and Rangers gain an extra attack at Level 5, this essentially means that they will be able to attack for 4 hits, prior to their Bonus Action. Rogues, on the other hand, will get 2x hits, then their Bonus Action (or Actions, if you’re a Thief), enabling a significantly boosted output per turn.

Item Name

Price

Rarity

Damage

Bonuses/Effects

Sword of Life Stealing

480 Gold

Very Rare

1d6+2

Life-Stealing Critical – deal +10 Necrotic damage & gain 10 Temp HP on a Critical hit.

  • The Sword of Life Stealing has a very unique property that can come in clutch when paired with crit-fishing builds. Furthermore, it is a Finesse Light Weapon, so it can even be paired with another Shortsword or Finesse Weapon in a dual-wield build. The bonus Necrotic damage is a nice little addition, and the Temp HP can be super handy for adding a little more survivability as you continue to slash and stab in melee range.

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Best Magical Items to Buy From Dammon in Act 3

Item Name

Price

Rarity

Bonuses/Effects

Unwanted Masterwork Scalemail

640 Gold

Rare

16 AC + DEX

Does not impose Disadvantage on Stealth Checks

Fire Resistance

  • This Armor is a great late-game pick for the likes of Rogues who have picked up Medium Armor Proficiency, Rangers, and even DEX-Based Fighters (or, alternatively, any character who benefits from Stealth and can wear Medium Armor). This is because, usually, the trade off for wearing Med. Armor with a higher AC number (16+ range) creates Disadvantage on all Stealth checks, meaning the likes of a Gloomstalker Ranger, or Rogue don’t operate to maximum efficiency. On top of this, the Unwanted Masterwork Scalemail also offers Fire Resistance, which will halve all incoming Fire Damage. Spells such as Fireball are heavy hitters in Act 3, so this certainly comes in handy.

Item Name

Price

Rarity

Bonuses/Effects

Armor of Persistance

6400 Gold

Very Rare

20 AC

Disadvantage on Stealth Checks

Fire Resistance

  • The Armor of Persistance is a great Heavy Armor set for the likes of Paladins and Fighters. This is because in Baldur’s Gate 3, every little bit of damage taken can make a huge difference, and this Armor reduces all incoming damage by 2. In some scenarios, this can save you from going down and buy you enough time to heal or reposition. You will also gain Blade Ward and Resistance through the Armor, adding more defensive capabilities to your kit.

Item Name

Price

Rarity

Bonuses/Effects

Legacy of the Masters

570 Gold

Very Rare

STR Saving Throws +1

+2 to Attack Rolls

+2 to Damage Rolls

  • Legcay of the Masters are some of the best Gloves in the entire game, due to the simple fact that they add +2 to every single Damage Roll and Attack Roll that you make. This can make all the difference in meeting the AC of an enemy, especially with the higher numbers present in Act 3, as well as potentially adding just enough damage to confirm a kill that you otherwise may not have been able to achieve within that turn. Lastly, you will gain a +1 to STR Saving Throws, which is a nice bonus benefit.

Item Name

Price

Rarity

Bonuses/Effects

Boots of Persistence

1300 Gold

Very Rare

DEX Saving Throws +1

Legendary Mobility – Freedom of Movement + Longstrider

  • The Boots of Persistence offer a +1 to DEX Saving Throws, as well as the Conditions of Freedom of Movement and Longstrider. Longstrider increases Movement Speed by 3m. Freedom of Movement has an even bigger impact by preventing Difficult Terrain from impacting Movement Speed, as well as stopping your character from being Paralyzed or Restrained. These two Conditions work very nicely together and create quite a buff for any character who moves around a lot on/in and out of the frontline, such as Fighters, Barbarians, Rogues, or Paladins.
Baldur's Gate 3 Tag Page Cover Art

Released

August 3, 2023

ESRB

M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence

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