Baldur’s Gate 3is such a large game that it’s nearly impossible to explore the entire map in your first playthrough. Players are still finding new areas and items after multiple runs of the game. With new mods and patches, the game just keeps growing.

Even if you find secret items in basement chests or hidden alcoves, you still may miss a weapon or two as you explore. This list will help you find some of the most concealed weapons you may not acquire otherwise.

12Returning Pike

Act One

If you’re playing as a Barbarian, throwable weapons are a must-have. In Act One, you can easily miss the Returning Pike, an uncommon weapon that returns to its owner after being hurled at an enemy.

This pike is sold by Grat The Trader, who players don’t always encounter in their playthrough. With so many goblins wandering around the Camp, potentially hostile towards you, it’s an overwhelming area. ensure you find Grat next time you play to get this weapon.

11Worgfang

In the first Act, players may miss Worgfang, an uncommon dagger with a big advantage. Giving the wielder extra defensive capabilities against goblin foes, it’s a huge help early in the game. Found in a hole within the Worg Pens, it’s easy to skip over.

Any goblin attacking you while you have this weapon equipped has Disadvantage on Attack Rolls. This comes in handy when you’re navigatingthe Goblin Campand fighting to defend the Grove from the horde.

10Everburn Blade

The Everburn Blade is the first magical weapon you will encounter in the game. It can only be obtained during the prologue, so it’s easy to miss, especially if it’s your first time playing and you’re still learning the mechanics.

The cambion found on the helm of the ship carries the burning blade. You can either disarm or kill him to get the weapon. This uncommon greatsword deals out extra fire damage whenever you strike an enemy, which is very powerful that early in Act One.

9Mourning Frost

Mourning Frost is one of the rarest quarterstaves in the game, particularly in Act Two. Enhancing the wielder’s Cold Damage, it’s a great addition to your spellcaster’s arsenal. However, it’s easy to miss if you aren’t searching for it.

This staff is a craftable item, so you won’t just stumble upon an entire weapon. Instead, you create the weapon from various items found on three Drow mages. After combining the three items, you’ll have a very chilly quarterstaff.

Take the Underdark to get to Act Two to get this weapon.

8Blood Of Lathander

Regarded as one of the most powerful weapons in Baldur’s Gate 3, many players miss theBlood of Lathanderon their first runthrough. The quest to acquire the mace isn’t simple, requiring complicated steps like finding multiple ceremonial weapons, solving puzzles, revealing hidden walls, and obtaining a special crest, all near the Rosymorn Monastery.

Once equipped, however, you have a powerful weapon that can blind nearby Fiends and Undead, heal the wielder, and even prevent death.

Take the Mountain Pass to get to Act Two to get this weapon.

7Svartlebee’s Woundseeker

Act One or Act Two

Savartlebee’s Woundeesker is an uncommon greatsword that can be found in Act One or Act Two, though many players never get it. That’s probably because a friendly Flaming Fist is carrying it at Waukeen’s Rest, and taking it would require you to attack them unprovoked, potentially ruining your morality.

If you don’t attack her in Act One, Yeva is in a Mindflayer Pod in Act Two. While she’s still an ally, you’re able to attempt to disarm her without killing her. However, this weapon is most beneficial in Act One, when you haven’t leveled up as much.

6Infernal Rapier

Act Two

While the Infernal Rapier is a part of a companion questline, many players miss the very rare blade. This weapon is an award from Mizora, but it’s easy to skip over her in Act Two.

In theMindlayerColony, Mizora is trapped in a Mindflayer Pod. If you free her, you advance Wyll’s quest and are gifted the rapier, as long as he is in your party. The blade gives you a Cambion ally and boosts your spellcasting, so verify the Blade of Frontiers is along for this quest.

You cannot Fast Travel to Camp from within the Colony. If Wyll isn’t with you, you can’t go grab him.

5Gleamdance Dagger

Act Three

Daggers are particularly beneficial for rogues, so Astarion will be grateful you don’t miss this one. The Gleamdance Dagger sheds a radius of light and increases the wielder’s AC when in off-hand.

Many players miss this weapon, as it belongs to the Envoy of Nine Fingers, who is tucked away at the unmarked docks West of Wyrm’s Crossing in Act Three. you’re able to either kill the gnome or wait for her to die by another’s hand in battle to acquire the small blade.

4Stillmaker

Another dagger that is easily missed, Stillmaker grants the wielder the Hold Person spell once per Long Rest. While it isn’t the most powerful dagger in the game, the extra spell can be helpful in the battles of Act Three.

Found deep beneath theOpen Hand Temple, players need to navigate the secret caves to find this weapon. It’s tucked away near a waterfall beneath a pile of rocks, so it’s not an easy dagger to find.

3Nyrulna

Nyrulna is a powerful weapon to have in Act Three, particularly for barbarians. The legendary trident can be thrown to create an explosion, dealing Thunder damage to an area. On top of that, it returns to the wielder after being thrown.

It’s located in a place many players don’t find on their first playthrough. Akabi, the genie in the Circus of Our Last Days, teleports you to a jungle if you steal his ring. There is a painted chest there that holds the trident.