ironwood final release bg3 wiki guide

Ironwood Club

Uncommon

1~4 Damage

1d4 icon bg3 wiki guide 11d4 damage blunt icoin bg3 wiki guideBludgeoning 

Ironwood Harmony: When under the effect of Shillelagh, gains an additional 1d4 Bludgeoning damage.

weapon enchantment icon bg3 wikiguide 48pxWeapon Enchantment +1

icon proficiency bg3 wiki guideProficiency with this weapon type unlocks:
concussive smash actions bg3 wiki guide 64px  backbreaker icon

infobox quote icon baldurs gate 3 wiki guide 24pxFashioned from the hard, unforgiving trunk of an oak, this club still retains the perfume of the forest.

icon weapon type bg3 wiki guideClub light icon bg3 wiki guideLight

  0.9 weight icon baldurs gate 3 wiki guide 65 currency coin baldurs gate 3 wiki guide 24px

Ironwood Club is one of the Simple Melee Weapons in Baldur's Gate 3. 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 a special Actions while holding it.

 

Fashioned from the hard, unforgiving trunk of an oak, this club still retains the perfume of the forest.

 

Club Location & Where to Find

 

Club Notes & Tips

  • Rarity: Uncommon
  • Value: 600 Gp.
  • Weight: 0.9 Kg.
  • ID: ??
  • Despite not saying so in game, a druid using Shillelagh on this weapon will gain 1d4 Bludgeoning damage on every strike, on top of the 1d8 bludgeoning damage from Shillelagh itself, the +1 enchantment, as well as the WIS (or STR if higher) modifier.

 

 

 

 

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    • Shadow-Cursed Shambling Mound = level 9, 202HP, AC 17, good resistances, hard-hitting
      and his pack = level 3 (28HP) and level 6 (72HP)
      plus two extra undead warriors

      Looks like a very big challenge to any mid-level party.
      Actually?
      One of the easiest fights in the entire game: everyone can solo it.

      Simple strategy: shoot and hide.
      1. Go (jump) to the other side of the chasm.
      2. Close in to shoot when it's your turn.
      3. Move out of enemies' line of sight before ending your turn.
      Reason: the boss has STR=20, which is not enough for jumping over the chasm without taking a detour or the aid of a spell/item. Neither of his minions can.

      If you wish to fight them fair and square (i.e., in close combat), some tips:
      1. Treat every level 3 monster (HP=28) as a deadly walking bomb (damage of detonation upon death = 7-52).
      They are the only real danger in this fight.
      About the boss:
      2. Tested: I sent Astarion (AC=20) to let the boss attack; he couldn't land a hit or otherwise harm Astarion.
      3. Tested: I sent Shadowheart (AC=21) to let him attack; he would pull her to make her fall prone and then cast an AOE spell to do about 6 damage/round.
      4. Tested: he would stay a *perfect* distance away from the Guardian summoned by Shadowheart.
      5. Tested: you could be entangled for attacking him in melee, opening you up for his multi-attacks.
      6. How to safely kill the boss in close combat: It's okay to be in melee range, but try not to use melee weapons (extra-reach ones might be okay - not tested).
      7. How to safely kill the minions in close range: Don't let them near you or companions. Let them surround your summon(s) and detonate them all.
      8. Don't shovel him or his minions into the chasm.
      9. No summons? Just send a companion to group the monsters up and kill/detonate one in the middle. After that, quickly use "Help" to resurrect this companion for free.

      • Anonymous

        When I use this weapon along with Shillelagh (on Halsin, I don't know if the class or the character is important for this), it deals an additional 1d4 damage, listed as "Ironwood Harmony" in the combat log, on top of the 1d8 from Shillelagh, the +1 from enchantment and the WIS modifier, which technically makes it even better than if the weapon had a +3. I'm surprised this isn't listed anywhere in the game, and no mention of it on the wiki or any other post.

        • Anonymous

          As a Level 7 team (Many might be level 6 as well, I cleared every cm square of every nook and cranny up to this point):

          - Level 9 Minor Boss (Shadow-Cursed Shambling Mound) which kept on critting over and over again..
          - 2x Level 6 Shadow-Cursed Vine Blight
          - 6× Level 3 Shadow-Cursed Needle Blight
          - and 2 Corpses revived to fight us.

          And all you get is a Ring that burns yourself from the chest and this entirely useless Club from the minor boss, special name but absolutely no ability, only a +1 generic item.. (at least for the time being)

          Way to troll us Devs.. you got us good this time lol
          Could have made a very nice material for a unique weapon craft for the future.

          • Anonymous

            Dropped off the Shadow-Cursed Shambling Mound. Very underwhelming when considering the fight you have to get through to get one of these. It's simply a Club +1; Perhaps they meant to add a bonus effect to it?

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