Finish the Masterwork weapon

Type Quest
Act 1
Location Blighted Village
Reward One Rare Weapon

Finish the Masterwork weapon is a Quest in Baldur's Gate 3. Finish the Masterwork weapon can be acquired during Act 1. 

 

Baldur's Gate 3 Finish the Masterwork weapon Objectives

  • Find the blueprints for the masterwork weapons.
  • Locate a source of Sussur Bark.
  • Forge a masterwork weapon.

 

How to unlock Finish the Masterwork weapon

 

Finish the Masterwork Weapon Rewards

One rare weapon from the following:

 

Finish the Masterwork Weapon Walkthrough

Finish the Masterwork Weapon can be started by finding and reading Highcliff's Journal. This journal can be found at the Blacksmith's House in the Blighted Village at (X:30, Y:425). You'll find it in a small crevice to the left of the fireplace.

finish the masterwork weapon bg3 wiki guide

The journal speaks of a blueprint that will help you create a masterwork weapon. To find this blueprint, head into the next room of the house and burn away the web covering the hole in the floor. Jump in and your party will roll automatic Perception Checks. If anyone succeeds, you'll find a locked Wooden Chest just to your northeast. Lockpicking it requires you to pass a DC 10 Sleight of Hand Check, and if you succeed, you'll find Highcliff's Blueprints, progressing the quest further.

finish the masterwork weapon2 bg3 wiki guide min

 

Journey in the Underdark

Continuing your journey in the Underdark, you will search for The Sussur Tree. During your journey make sure to stop by at (X:-50 Y:-142) to discover a waypoint in Sussur Tree. Walk further into the center of the tree and at (X:-18 Y:-144), you can pick up the Sussur Tree Bark, which is a quest item that you'll need to Finish the Masterwork Weapon.

36 underdark locations walkthrough baldurs gate 3 wiki guide

 

Forging Weapons

 

finish the masterwork weapon4 bg3 wiki guide min
Use the furnace to create a weapon of your choosing. You need to use common weapons (only 1d4 sickle can be added, the 2d4 ones you got from Red Caps won't do.) as ingredients. (Rewards:  Sussur Dagger, Sussur Sickle, or Sussur Greatsword)

  1. To start the furnace you must first click on the furnace to light it, then on the bellows to strengthen the flame. After that you need to combine the sussur bark with the furnace; then combine the furnace with your weapon of choice as the final step.
  2. Note: you can find a sickle at Druid Grove, near an enchanting druid. However, the 2d4 sickle dropped by Red Hats won't do it. (in early access)

 

 

Finish the Masterwork weapon Notes & Tips

  • Notes & tips go here

 

 
Quests in Baldur's Gate 3
Acquire the Gauntlets for Helsik  ♦  Aid the Underduke  ♦  Ask the Goblin Priestess for Help  ♦  Avenge Glut's Circle  ♦  Avenge the Drowned  ♦  Avenge the Hag Survivors  ♦  Avenge the Ironhands  ♦  Blind the Absolute  ♦  Break Yurgi's Contract  ♦  Break Yurgir's Contract  ♦  Call of the Blood  ♦  Capture Isobel the Selunite Cleric  ♦  Confront the Elder Brain  ♦  Consider Gortash's Bargain  ♦  Control the Elder Brain  ♦  Cure the Poisoned Gnome  ♦  Deal with the Devil  ♦  Deal with the Gnomes  ♦  Defeat Ketheric Thorm  ♦  Defeat Mystic Carrion  ♦  Defeat the Duergar Intruders  ♦  Defeat the Goblins  ♦  Deliver Nere's Head  ♦  Destroy the Ancient Tome  ♦  Destroy the Elder Brain  ♦  Disable the Steel Watch  ♦  Discover the Artefact's Secrets  ♦  Discover the History of Prince Orpheus  ♦  Embrace Your Potential  ♦  Escape the Deal  ♦  Escape the Nautiloid  ♦  Explore the ruins  ♦  Feed the Mind Flayer  ♦  Find a Cure  ♦  Find a way into Wyrm's Rock fortress  ♦  Find Arabella's Parents  ♦  Find Doni  ♦  Find Dribbles the Clown  ♦  Find Explosives  ♦  Find Ketheric Thorm's Relic  ♦  Find Mol  ♦  Find Mystic Carrion's Servant  ♦  Find Rolan in the Shadows  ♦  Find the 'Stern Librarian' Ffion  ♦  Find the Blood of Lathander  ♦  Find the Githyanki Creche  ♦  Find The Missing Boots  ♦  Find the Missing Letters  ♦  Find the Missing Shipment  ♦  Find the Mushroom Picker  ♦  Find the Nightsong  ♦  Find your belongings  ♦  Find Zevlor  ♦  Follow the Convoy  ♦  Forging a Heart  ♦  Free Counsellor Florrick  ♦  Free Lae'zel  ♦  Free Orpheus  ♦  Free the artist  ♦  Free True Soul Nere  ♦  Fulfill the Deal  ♦  Gather Your Allies  ♦  Get Gortash's Netherstone  ♦  Get Help from Auntie Ethel  ♦  Get Help from Healer Nettie  ♦  Get Orin's Netherstone  ♦  Get Past the Rubble  ♦  Help Kith'rak Voss  ♦  Help Omeluum Investigate the Parasite  ♦  Help the Cursed Monk  ♦  Help the Devilish Ox  ♦  Help the Hag Survivors  ♦  Help Your Protector  ♦  Hunt the Devil  ♦  Impress the Murder Tribunal  ♦  Infiltrate Moonrise Towers  ♦  Investigate Cazador's Palace  ♦  Investigate Kagha  ♦  Investigate the Beach  ♦  Investigate the House of Grief  ♦  Investigate the Murders  ♦  Investigate the Selunite Resistance  ♦  Investigate the Suspicious Toys  ♦  Kill Kagha  ♦  Kill Raphael's Old Enemy  ♦  Lift the Shadow Curse  ♦  Open your Scars  ♦  Protect the Myconid Circle  ♦  Punish the Wicked  ♦  Raid the Emerald Grove  ♦  Raid the Grove  ♦  Remove the Parasite  ♦  Rescue Orin's Victim  ♦  Rescue the Druid Halsin  ♦  Rescue the gnome  ♦  Rescue the Gnomes in Moonrise Towers  ♦  Rescue the Grand Duke  ♦  Rescue the Illithid's Captive  ♦  Rescue the survivors  ♦  Rescue the Tieflings  ♦  Rescue the Trapped Man  ♦  Rescue Volo  ♦  Rescue Wulbren  ♦  Resolve the Abduction  ♦  Retrieve Omeluum  ♦  Return Rakath's Gold  ♦  Return the Locket  ♦  Roveer's Storehouse  ♦  Save Arabella  ♦  Save Hope  ♦  Save Mayrina  ♦  Save the First Druid  ♦  Save the Goblin Sazza  ♦  Save the Gondians  ♦  Save the Grymforge Gnomes  ♦  Save the refugees  ♦  Save Vanra  ♦  Search the Cellar  ♦  Seek Protection from the Shadow Curse  ♦  Servant of None  ♦  Soft-Step Trial  ♦  Solve the Open Hand Temple Murders  ♦  Steal a Githyanki Egg  ♦  Steal the Sacred Idol  ♦  Stop the Presses  ♦  Surrender Shadowheart to Viconia  ♦  Talk to the Sentient Amulet  ♦  The Adamantine Forge  ♦  The Dark Cleric  ♦  The Knights of Shield  ♦  The Ritual  ♦  Travel through the Mountain Pass  ♦  Travel through the Underdark  ♦  Travel to Moonrise Towers  ♦  Unlock the Ancient Tome  ♦  Visit the Emperor's Old Hideout  ♦  Wake up Art Cullagh

 




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    • Anonymous

      You can use the Rusted Blade as a slightly unique dagger base. No bonus, but it is slightly more customized.

      • Anonymous

        I' ve seen so many discussions / conflicts over internet: You DO NOT NEED blossoms to craft weapons, all you need is to make the forge ready (in other terms blue flames) with Sussur Bark, then put a dagger/greatsword/sickle to craft your masterpoop weapon.

        • Anonymous

          its took me like 4 hours to finish this quest from the moment of finding the forge only to find out the weapon choices are worthless. My entire party already have weapons that do more damage, and I already have silences in my party. Also the silence on these weapon works like 20% of the time. Not only are these weapons bad there have been like 3 encounters in the entire game where I found silence helpful. Most casters you fight will die in 1-2 hits from a mosquito. If you wait to fight the hag for when you have this weapon it will make that fight way easier, IF it actually silences, you are going to be like level 5-6 if you did so which invalidates the need for a silence. I hope they go through and make most of the unique magical items better because I have been disappointed across the board, the only exception being Shadowhearts spear she gets from the justicar quest, its actually super cool and awesome.

          • Anonymous

            the quest seems to be bugged now it is impossible to get the sussur flower to the surface ... tried a lot of things put it in a poich, chest ... nothing worked, only in the Camp chest but if you pick it transforms automatically into useless petal

            • Anonymous

              Unfortunately, the Sebille's (DOSII) Easter Egg dagger, "Needle of the Outlaw Rogue," does not work with the Masterwork Forge, despite being an otherwise mundane dagger. Hopefully, they'll do something about this down the road, but I was really hoping to carry this Sebille reference on my rogue for a bit longer on this playthrough. It would have made a nice nod to Larian's previous game.

              • Anonymous

                If you light the forge and then go back to camp to get the item you want and come straight back (no resting). The forge goes out and you lose the option to make a weapon.

                • Anonymous

                  Well I'm keeping this as backup for my main rogue I guess. But I doubt I'll change my +19 str offhand lol. Just too convenient and fun (a sneaky rogue being able to throw most people and objects decently far, not having to use elixirs for loot hoarder main char, and the obvious bonuses to any STR checks)
                  I guess I can save this for main hand if there's some spellcaster boss or miniboss...
                  The other versions are just too underwhelming, especially with massive thunderdomes and whatnot in my party setup.
                  These items can be good if you rush there I guess or sneak there and avoid most of the fighting. Otherwise your journey to finish this mission will yield you plenty of more useful weapons whether you want it or not :p But it's situationally useful... maybe... at least on my rogue. Perhaps.

                  • Anonymous

                    Interestingly, in the basement there are almost all weapon types, EXCEPT a dagger. You can find one by unlocking the doors that lead out of the basement, leaving, and exploring the building the forge is in.

                    • Anonymous

                      considering you can get this a few hours into the game if you went straight to the underdark i'd say its pretty good. you can feather fall down a hole under the blighted village and get there very early.
                      i mean you might as well keep it around forever too just in case you need to stab some wizards.

                      • Anonymous

                        In EA, I didn't complete this quest and my Sussur Blossom is well preserved. In full edition, I completed this quest and then my Blossom withered (no antimagic field).
                        I'd rather keep the antimagic field (useful vs construct), rather than a silence weapon.

                        • Anonymous

                          People complaining about a +1 weapon not being powerful have never played DnD. Its a +1 weapon WITH SILENCE!? It's basically a +2 because of the silence ability, you're just not getting a better modifier.

                          • Anonymous

                            Used one of common greatswords that ignore slashing resistance, got 2d6+5 (7-17) damage silence on hit. It's nit bad, better then adamantine sword for sure (6-15)

                            • Anonymous

                              I think the Greatsword is a good backup for the Greatsword you get from the fake Tyr paladins that are after Karlach. Or basically any other +1 Greatsword that can run out of uses for whatever gimmick/spell it has. It def helped me **** with the Hag a bit, and it's not like I'm hurting for carry weight.

                              • Anonymous

                                Everyone complaining about the weapons doesn't seem to understand how potent a SILENCE effect is in this game. A mage turned off or any spell casting class (All but fighter and Bar are spell casters) can turn the tide of battle. Thier dps loss is your gain via survivability.

                                • Anonymous

                                  The Silence effect is cool but I'm pretty disappointed that otherwise they're just +1 weapons. The Adamantine weapons are better and you get those at the same time. Not to mention this is probably one of the last things you're doing in Act 1 and there's already more exciting weapons to use. Wish they were +2 or had 1d4 bonus damage.

                                  • Anonymous

                                    given how far into the game the bark is and that this requires a whole multistep quest, it's a pretty dissapointing weapon. +1 is weak even for the crash region, for underdark it's basically useless and silence? casters are pretty pathetic in this game, throw any old stone at them and boom goes their concentration anyway, no silence required.

                                    • I'll never understand why devs Always limit things like this.
                                      Dagger, Sickle or Greatsword? F*cking WHY?!?
                                      Would it be that damn difficult to make it for every white rarity weapon?
                                      And don't gimme that BS of "well other weapons like Spears have Wooden Handles, so it would burn up" It's a magical forge! Realism has no ground here.

                                      • Anonymous

                                        Somehow managed to loop infinite weapons from this. No idea how. I didn't touch the forge, had no reason too when I entered the place initially. Jumped through all the hoops, placed the bark, placed about a dozen daggers, and did not hit complete. Everytime I opened and closed my inventory, I had a Sussar Dagger. Tried the same with sickles, did the exact same thing. Did it with the Greatswords, annnd yup. If I tried to hit complete, it wouldn't take, no matter what I did. The original weapon that made the Sussar variations also stayed in my inventory with the Sussar one's. What's more, is the quest didn't "complete". Took a look after as well, and the bark remained in my inventory.
                                        .
                                        If I had to guess, the bark is the critical feature related to this quest, and when it interacts with the forge, should it actually be consumed, the quest has it's flags trip properly.
                                        .
                                        This happened one two separate characters. Drow, Female/Cleric, and a Githyanki, Female/Fighter.

                                        • It does not appear to mention it on the weapon itself (although I believe one of the ingame notes may have mentioned it) but in addition to the +1 magical enchantment it apparently also has a chance to silence your opponent on hit! I made the Sussur Greatsword and gave it to Lae'zel. During combat I saw "Silenced" pop up after she hit her opponent.

                                          Not too shabby; a magical +1 weapon that can silence opponents on hit. Sounds like these weapons could be great against enemy spellcasters. :D

                                          • Anonymous

                                            I got the quest from the blueprints, got the sussur bark and trying the greatsword but the combination fails every time. I even went and read highcliffe's journal

                                            • Anonymous

                                              It does not update for me either, I put the bark in the stove, then I try to insert the sickle and it does not want to combine.

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