Finish the Masterwork weapon |
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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
- Read Highcliff's Journal
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.
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.
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.
Forging Weapons
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)
- 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.
- 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
- 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
Used a greatsword, got a 2d6+4 Rare Sussur Greatsword that silences on hit.
- 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
It sucks as a main weapon but pretty good as a throwing weapon, now you have a ranged silence
- 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
- Anonymous
2-12 2h longsword is pathetic
5-8 dagger is meh. maybe for offhand
- 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
Sussur dagger doesnt silence when thrown which is a shame, that was my whole plan with crafting it.
It either changed with the final release or it's bound to a level because the GS I got is rare, 2d6+6, enchanted +1 and silences on hit
- Anonymous
I was still able to craft even though i think i sold the blueprint at some point... lucky me
- 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.
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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.
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This happened one two separate characters. Drow, Female/Cleric, and a Githyanki, Female/Fighter.
- Anonymous
correction: I was using the petal and not the tree bark as the first icon on the map gives you the petal
- Anonymous
seems to be bugged if you don't put the bark in the furnace before you light it
- Anonymous
Greatsword? I thought only common weapons... dagger, sickle, spear?
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
- 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.
- Anonymous
quest doesn't update when you get the sussur bark. Least it didn't for me.
You can use the common scalpel as a base if you want. You still get the same dagger though.
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