diadem of arcane synergy baldurs gate 3 wiki guide 150px

Diadem of Arcane Synergy

Rare

Synergetic Moments: When you inflict a condition, gain Arcane Synergy for 2 turns.

infobox quote icon baldurs gate 3 wiki guide 24pxThis circlet shimmers with a hundred otherworldly metals.

0.5 weight icon baldurs gate 3 wiki guide240 currency coin baldurs gate 3 wiki guide 24px

Diadem of Arcane Synergy is a Helmet in Baldur's Gate 3Helmets can be equipped to a character's head in their designated inventory slot and provide different effects ranging from increased Saving Throws, to gaining Advantage on certain attacks.

 

This circlet shimmers with a hundred otherworldly metals.

 

BG3 Diadem of Arcane Synergy Information

Synergetic Moments: When you inflict a condition, gain Arcane Synergy for 2 turns.

Arcane Synergy:

  • Duration: 2 turns
  • Weapon attacks deal additional damage equal to affected entity's Spell Casting Ability Modifier.
  • weight icon baldurs gate 3 wiki guideWeight: 0.5 Kg.
  • value icon baldurs gate3 wiki guideValue: 240 Gp.

Diadem of Arcane Synergy Location & How to Get in BG3

  • Location: Inquisitor's Chamber, Crèche Y'llek
  • Drop by: Ardent Jhe'rezath

Diadem of Arcane Synergy BG3 Notes & tips

  • Strong on "gish" builds (hybrid martial/spellcaster) such as Paladins as you get to add your spellcasting ability (Charisma in this case) to your Strength or Dexterity when making a weapon attack.
  • Inflicting conditions that allow you to cause damage the same turn is the most efficient way to use this. Wrathful Smite, Gloves of Power, even Hex are good options.
  • See Ring of Arcane Synergy.
  • UUID: f6585fc7-22bb-4e58-b4a6-bbb56e48a86f

 

 
All Helmets in Baldur's Gate 3
Arcane Circlet  ♦  Assassin of Bhaal Cowl  ♦  Birthright  ♦  Bonespike Helmet  ♦  Browbeaten Circlet  ♦  Cap of Curing  ♦  Cap of Wrath  ♦  Circle of Bones  ♦  Circlet  ♦  Circlet of Blasting  ♦  Circlet of Fire  ♦  Circlet of Hunting  ♦  Circlet of Mental Anguish  ♦  Circlet of Psionic Revenge  ♦  Coldbrim Hat  ♦  Covert Cowl  ♦  Dark Justiciar Helm  ♦  Dark Justiciar Helmet  ♦  Dark Justiciar Mask  ♦  Devilfoil Mask  ♦  Elegant Light Garb  ♦  Enforcer Helmet  ♦  Fistbreaker Helm  ♦  Flawed Helldusk Helmet  ♦  Frayed Drow Hood  ♦  Gibus of the Worshipful Servant  ♦  Grymskull Helm  ♦  Haste Helm  ♦  Hat of Fire Acuity  ♦  Hat of Storm Scion's Power  ♦  Hat of the Sharp Caster  ♦  Hat of Uninhibited Kushigo  ♦  Hat Of Uproarious Laughter  ♦  Headband of Intellect  ♦  Helldusk Helmet  ♦  Hellgloom Helmet  ♦  Helm of Arcane Gate  ♦  Helm of Balduran  ♦  Helmet  ♦  Helmet of Arcane Acuity  ♦  Helmet of Autonomy  ♦  Helmet of Grit  ♦  Helmet of Smiting  ♦  Holy Lance Helm  ♦  Hood of the Weave  ♦  Horns of the Berserker  ♦  Jannath's Hat  ♦  Key of the Ancients  ♦  Leather Helmet  ♦  Marksmanship Hat  ♦  Mask of Soul Perception  ♦  Mask of the Shapeshifter  ♦  Old Floppy Hat  ♦  Pyroquickness Hat  ♦  Reinforced Helmet  ♦  Sarevok's Horned Helmet  ♦  Scabby Pugilist Circlet  ♦  Shadow of Menzoberranzan  ♦  Shapeshifter Hat  ♦  Steelwatcher Helmet  ♦  The Lifebringer  ♦  The Pointy Hat  ♦  The Shadespell Circlet  ♦  Tightening Orbit Helm  ♦  Wapira's Crown  ♦  Warped Headband of Intelect  ♦  Warped Headband of Intellect  ♦  Whispering Mask

 




Tired of anon posting? Register!
    • Anonymous

      Is triggered by Ability Drain (Tadpole passive). Which triggers every turn on the first hit. So there's no requirement to inflict any other condition

      • Anonymous

        Patch 5/Honor Mode has nerfed this considerably. I love Arcane Synergy and use this on a ton of builds for Spell Blades/Archers and don't understand why they made the condition obnoxious now since the Helm slot already has so many coveted options. Anyway, enough *****ing; anyone know the best way to trigger it now in HM? Currently running a Spell Archer EK with Ne'er Misser for Force Damage and flavor. (It was better at being an Eldritch Blaster than Lockadin before Martials got nerfed in HM.) For my part, I've only found toxins to be a decent "condition" to apply consistently. And maybe Idol of Silvanus used to work but not for me on my current run.

        • Anonymous

          good for shooter like bard sword 6 thief4 war2 cos sharpshooter skill activate this and u permanent have bonus attac

          • Anonymous

            Trying to play on instrument instantly gives u synergy, while interrupting playing itself, while not consuming any actions/bonus actions

            • Anonymous

              Trying to play on instrument instantly gives u synergy, while interrupting playing itself, while not consuming any actions/bonus actions

              • Does the diadem of arcane synergy stack with pact of the blade? Is so what does it do? I'm a little confused on this. I've read on other sites that having pact of the blade for let's say a warlock and also equipping the diadem will increase damage output on melee attacks etc. If anyone can enlighten me I'll be super grateful on the benefits if any of running these two I'd be super grateful

                • Anonymous

                  A really good item to boost your caster DPS by applying +casting modifer damage to your off-hand hand crossbow attack.

                  Basically, be a drow (to get hand crossbow prof), equip dual crossbows on caster. Everytime you cast spell/cantrip with action, you will get +INT/CHA/WIS modifer (depending which one is your main one) to your weapon attacks, boost your DPR by quite large margin. You can also add to that gloves that give 1d4 to attack dmg + ring of elemental infusion and suddenly you have very potent range attack as caster with 1d6 + DEX + INT/CHA/WIS + 2d4

                  Really good synergy with snowburst ring in second slot and Ray of Frost cantrip and Neckle of Elemental Augmentation and Mourning Frost. You start with Ray of Frost 2d8+Casting Modifer, inflict damage + Ice Surface on enemy, forcing him save or drop prone, you can also inflict Chill on him, making him vulnerable to Cold damage. This charges your attack so you shoot your off-hand crossbow dealing 1d6+DEX+Caster Modifer + 1d4 (x2) cold damage + 1d4 (whatever other gloves you have). And you will create with that shot ICE surface under another target again since snowburst ring will proc again.

                  Of course in late game you will replace that combo with all +DC items but till then it's great way to boost your DPR as caster.

                  I recommend 1 Sorc/2 Tempest Cleric/X Wizard (Evocation) for ultimate Lighting + Frost/Cold caster experience.

                  • Anonymous

                    was struggling with adding this to 2x wis/cha spellcasting multiclass. Here is a solution: if you want this item to benefit from WIS for example - you need to level up A NEW CLASS with WIS modifier LAST

                    So if you need this +3 dmg with CHA 16 from bard and also you multiclass with 12 WIS druid - you need to pick up 16 CHA druid FIRST and ONLY THEN pick up 12 WIS bard new class

                    And you get saving throw proficiency +2 for low WIS cause it's your druid 1st level class LUL

                    Don't ask me why do I multiclass bard/druid please no





                    • Anonymous

                      Terrible description, it reads like the bonus damage is taken from ENEMY modifier. I though this was a kind of anti-mage item, but it's actually YOUR modifier. Will trigger on virtually anything, so it's a constant damage boost. Seems to work even if you receive buffs from other characters (like guidance). Another broken, overpowered item.

                      • Anonymous

                        Seems to completely disable my bard's ability to perform music, the perform action applies a condition, the condition procs Arcane Synergy, and then he instantly puts the instrument away or stops singing.

                        • Anonymous

                          A good synergy to use with this Diadem is to wield the Flail of Ages --- the elemental damage procs acid, chilled, or burning on hit. Can make for an interesting dual flail build running Flail of Ages and the Defender Flail --- a (admittedly less effective in this game) callback to the dual flail builds of BG2.

                          • Anonymous

                            There seems to be a bug where some of your conditions end immediately after the Arcane Synergy is applied. For example below mentioned Perform ability (you pick the instrument up and stow it in a second), or the Sunbeam from Blood of Lathander (you get to shoot the first one, but the concentration ends immediately). Quite annoying, but as this thing is busted beyond any reason, it kind of compensates in a weird way.

                            • Anonymous

                              FYI- the Displacement condition you can apply from the Illithid Powers causes your eldritch blast with repelling blast to always cause this effect, even if you don't cause them to take falling damage.

                              • Anonymous

                                Charge-Bound Warhammer + Gloves of Belligerent Skies + Diadem of Arcane Synergy on Lockadin is outperforming Lae'zel with a Githyanki Greatsword. I'm using it one-handed with a Shield and rocking 22 AC unbuffed in act 2, as opposed to her 18 AC. My Lockadin, while less mobile, hits harder and barely gets hit in comparison.

                                • Anonymous

                                  Tested this by going into 1 level fighter and just changing the ability modifiers. Kept attacking Whithers and looked at the damage output (even though it says 0, it still adds up the total damage you were supposed to do).
                                  Seems like Arcane Synergy in this situation is based on the characters original class?
                                  If your original class was Fighter or Barbarian, it's INT.

                                  I say this since LVL 1 Fighter Wyll with Arcane Synergy scales off of CHA. Shadowheart Scaled off of WIS. and Laezel/Karlach/Tav (even though I started as Bard) scale off of INT.

                                  Weird and mildly screwed up my Titanstring Bow Build for Laezel.
                                  Fighters get the most Feats, which is important for all the Ability Score improvements i need to max cap STR/DEX/CHA. Why CHA? Because there's a weapon that +2 STR, -1 WIS/-1 INT, so I don't wanna spec into a stat that gets subtracted.
                                  I'll just move the build onto Wyll I guess, but I was hoping I could retain their original classes...

                                  • Anonymous

                                    am i just being dumb? the way its worded : "Weapon Attacks deal additional damage equal to affected entity's Spellcasting Ability Modifier." makes it sound like if i put hex on the enemy, i get the enemies spellcasting ability modifier? which imo, is a pretty cool idea actually, you hunting casters to do melee damage, but im not sure if this is actually what it does? or does it mean, "affected entity's" as in, the buff is on you, your the entity affected... cuz the way its worded, makes me think its talking about who i affected...

                                    • Anonymous

                                      This works when buffing allies and when using auras too. So healing word + whispering promise or hellrider gloves can proc it. Both buff and debuff auras of Phalar Aluve procs it, and moving into range of aura of devotion should also proc it.

                                      • Anonymous

                                        Absolutely bugged and disgusting effect, it literally procs from your perform ability if you hold an instrument - as apparently that's a condition. Perma +4/+5 modifier on all your attacks without costing any actions or bonus actions.

                                        • Anonymous

                                          Does this stack with the Ring of Arcane Synergy also? Would be so awesome if it does, as that would let you either gain more stacks of the buff or renew it's duration when casting a cantrip. Pair those with the Potent Robe to effectively double that CHA modifier on bonus spell damage!!!

                                          • Anonymous

                                            So many questions:
                                            1) If Diadem takes the Spellcasting Ability Modifier from the first class taken, and you choose 2fighter/9warlock; since the fighter does not have a Spellcasting Ability Modifier, does this add nothing, or does it then default to the modifier of the warlock (CHA)?
                                            2) If you are a 2 Fighter/10 Warlock that IS NOT Pact of the Blade, and have 20 STR and 18 CHA, could you then be getting + 5 damage from natural Strength Modifier and +4 damage from Diadem choosing and adding Charisma modifier?
                                            3) If the fighter is leveled up in that multiclass to 3fighter/9warlock, and the fighter takes Eldritch Knight subclass, does the Diadem then switch to the Intelligence Spellcasting Ability of the Modifier of the Eldritch Knight?
                                            4) If the 3Eldritch Knight Fighter/9Warlock is a Pact of the Blade Warlock with 20 CHA/16 INT, would you then be adding both the +5 Charisma modifier (from pact weapon) and +4 Intelligence Modifier (from Diadem choosing Eldritch Knight Fighter Modifier) to damage?
                                            5) If your character is just Level 12 Pact of the Blade Warlock, does the Diadem overwrite the Charisma damage Modifier from pact weapon, or does it double it? Assuming you have 20 Charisma, when you hit something with pact weapon are you getting +5 damage from CHA Pact Weapon and +5 from CHA Diadem, or just +5 from Diadem overwriting the pact weapon?

                                            • Anonymous

                                              extremely powerful on paladin-warlock multiclass due to the ability to dump str/dex and go full cha. this is better than the +2 cha hat for sure since you can get 22 cha naturally. 'condition' is extremely broad and includes both buffs and debuffs. this means that doing things like hexing, hunter's mark, divine favour, your non-divine smites will all proc arcane synergy for 2 turns. any class that uses weapons and has a high spellcasting modifier will benefit from this, but obviously this is the strongest on paladin-warlock due to the ability to attack three times per action and its very high spellcasting modifier which fighter and barbarian won't have

                                              • Anonymous

                                                It's bugged when you have 2 different spell-mods from multiclassing.

                                                In my case i have +1 WIS with 2 levels cleric but +4 CHA from my 5 lvl Warlock.
                                                It takes the +1 dmg from the Cleric casting, not the +4 from Warlock

                                              Load more
                                              ⇈ ⇈