Infernal RapierVery Rare 3~10 Damage 1d8+2Piercing |
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High Spellcasting: You gain a +1 bonus to Spell Save DC. Melee Caster: Instead of its Dexterity Modifier, the affected entity add its Spellcasting Ability Modifier to Attack Rolls. Weapon Enchantment +2 |
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Proficiency with this weapon type unlocks: Imagine the soul as a blade. A good one, carefully looked after. A bad one suited for rusting in the rain. Flame-chewed and narrow, this blade is Wyll's soul summarised in steel. |
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0.9 960 |
Infernal Rapier is one of the Rapier Weapons in Baldur's Gate 3. Infernal Rapier is a powerful weapon for caster characters that adds their spellcasting proficiency instead of dexterity to its attacks, it also allows you to summon a Cambion as if you were casting Planar Ally. In BG3, each type of weapon has different ranges, damages, and other features (Finesse, Versatile, Dippable, etc.). Characters need to master certain Proficiency before using a weapon, and sometimes gain special Actions while holding it.
Imagine the soul as a blade. A good one, carefully looked after. A bad one suited for rusting in the rain. Flame-chewed and narrow, this blade is Wyll's soul summarised in steel.
BG3 Infernal Rapier Information
- High Spellcasting: You gain a +1 bonus to Spell Save DC.
Melee Caster: Instead of its Dexterity Modifier, the affected entity add its Spellcasting Ability Modifier to Attack Rolls. - Range: 1.5m
BG3 Infernal Rapier Location & Where to Find
- Location: Mind Flayer Colony
- Quest: Potential reward for the quest The Blade of Frontiers. Bring Wyll to the Mind Flayer Colony, free Zariel's asset, then pass a DC 14 Persuasion Check to successfully ask for a reward.
Infernal Rapier Notes & Tips for BG3
- Rarity: Very Rare
- Value: 960 Gp.
- Weight: 0.9 Kg.
- Anonymous
While not OP or anything, there is some cool synergy with Oathbreaker Paladin. Aura of Hate scales with your Charisma and it buffs the Cambion that the rapier summons since it's a fiend. Charisma will boost the damage of the rapier as well. Aura of Hate is so niche that I always get excited when it actually does something.
- Anonymous
Anyone know if you need to have the weapon equipped to keep the Cambion summoned? Does it stay or disappear if you unequip the weapon?
- Anonymous
Is it just to attack rolls? it doesn't add your spell castling modifier to damage as well?
- Anonymous
Wyll’s gift to his best bard buddies.
CQC warlocks are better off with daredevil gloves for eldritch punching anyway.
- Anonymous
This rapier is going to be fantastic on my valor bard, gives everything you could want! Respectable attacks and I can equip it with ketheric’s shield for a lot of +dc and survivability. Also let’s you take full advantage of pumping your CHA.
- Anonymous
Was so looking forward to this weapon, but now that I have it, it has one major flaw. The Cambion summon is grunting and moaning ever 2 second while moving and I am not even exaggerating. Its constant. Its debilitatingly annoying.
You can go to audio settings and lower the chatter audio to make it more bearable, but still.
- Anonymous
Very odd that this is redundant with warlock despite being "for" wyll lore wise
- Anonymous
Infernal Rapier main-hand, plus Harmonic Dueller off-hand on a Paladin / Swords Bard dual-wielder build is beautiful. Main hand gets 1d8+CHA+2 and off-hand is 1d8+DEX+1 -- both weapons get an additional +CHA with the Harmonic Dueller's Mellow Harmony ability. I'd argue this is one of the strongest options for this type of character - given the legendary rapier is meant for Dueling style. You also get the ability to summon a Cambion ally, if you so choose.
- Anonymous
- Anonymous
This is really nice on lore bards, wizards, sorcerers, clerics because you don't have to invest into the martial stats to get melee weapon damage from this and the +1 bonus to spell save dc is always nice.
I feel like this doesn't jive as well with sword bards or warlocks (specifically those using pact of the blade), because 1) For sword bards, I feel a major component of your loadout is using bows/crossbows in addition to melee weapons and spells, and you need dex for the ranged attacks regardless, though the +1 bonus to spell save is decent. 2) Similarly, pact of the blade warlocks already use charisma for their melee weapons, and so the only thing you get is the +1 bonus to spell save (nice to have, but consider that there are other weapons that you can use that can give you similar or comparable bonuses).
If you're in a 4 player game and don't want to miss this rapier you can have one player log out of the game before entering the Mindflayer Colony and replace them with Wyll long enough to get the rapier from Mizora and trade it to someone else - it doesn't even require combat. To get Wyll out of your party and your friend back in take him to the Morgue room - it's the one with the control panel, flesh tube, and red semi-transparent wall (also "Us" if he didn't die in the tutorial). On the other side of that wall is the Oubliette that connects to the Moonrise Jail that you probably already explored before fighting Ketheric.
You can use Misty Step to go from the Morgue to the Oubliette by placing Wyll to the left of the "window" at approximately X: 664 Y-84. Once you're there switch to Tactical View (O key) and use either your Middle Mouse or the Q/E keys to rotate the camera so you can see the other side of the wall. You're looking for some stone steps - target them with Misty Step and voila Wyll is now in the Oubliette and can go to the exit over by where the hook horrors were. Once he's there you can run him to the exit over where the hook horrors were (it's a cliff you climb up), that will put him in the prison and out of the red 'no camping' zone. Tell your friend to reconnect to the game and it will automatically kick Wyll out of the part and load in their character in the Mindflayer Colony along with everyone else.
Enjoy!
- Anonymous
I want a path for this to be upgraded to a legendary where you can summon Mizora.
- Anonymous
Pact of the blade warlocks already use charisma.... But if you're, say, a drow wizard or sorcerer this lets you use your rapier proficiency without it being wasted.
It also lets you respec an Eldritch knight or arcane trickster into a high-int build without it being a huge detriment
- Anonymous
Now, I may be wrong about this, but I feel like this weapon isn't actually particularly good for warlocks. If you use pact of the blade, you'll be using CHA anyways for your weapon, and if you don't, you won't have proficiency with this. This weapon seems best on Paladins, Rangers, (Tempest/War) Clerics, and (Swords/Valour) Bards, since they will be able to use their CHA/WIS for attacking. EKs too but it feels like a waste to go hard into INT over their other attack stats. I don't know if it's a good weapon for Paladins or Rangers. Seems good for Bards and Clerics though.
- Anonymous
Is there any way to get this weapon if you're in a playthrough with other people and don't have room in the party to bring Wyll?
- Anonymous
Ive seen this stack with different spell casting. Has anyone tested weather you need to repec into something at level 1 to get the appropriate stacks? l can seem to control what spellcasting class this stacks with. wis/int/cha.
- Anonymous
Can you still use Dexterity if it's higher than your spellcasting ability modifier? Or does it always use spellcasting modifier even if it's worse?
- Anonymous
- Anonymous
Does this weapon behave exactly like a Pact of the Blade weapon?
- Anonymous
BE WARNED: You can't access your campsite while you're in the colony, so Wyll needs to be in the party before you go in if you want this item.
- Anonymous
Can the cambion summon stack with the pact of the blade summon or would you need to pick one or the other?
- Anonymous
On a Bard 7 Wizard 1 multiclass it wants to use Intelligence instead of Charisma. I have to assume this is a bug. Be careful if you are multiclassing.
- Anonymous
Does this stack with pact of the blade? I mean, do I get to apply my Cha modifier twice to the atk roll?
- Anonymous
Save Mizora from the mind flay colony with Wyll in your party. Persuade her to give you a reward (DC 14 IIRC).
For Honor Mode: Be aware that the game will save almost immediately after entering the Mind Flayer Colony (even though it also saves right as you approach the entrance), and since you cannot come back to the colony after finishing it and you cannot swap out companions once you enter, then you need to have Wyll in your party once you go down there or you will immediately be locked out of getting this weapon.
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