Items for Baldur's Gate 3 feature different categories of items such as Consumables, Materials, Tools, and Key Items. Items in the game are usually obtained from looting crates, chests, destroying objects, dropped by killed enemies, Bosses, sold by Merchants, or obtained as a reward for completing a Quest. Baldur's Gate 3 also introduces Alchemy as a crafting feature as an additional way to gain useful items by combining Ingredients and Materials. Read on to learn all about the game's Itemization, Types of items, and where to get Items. This page covers a list of all the items in the game as well as their individual properties and relevant information.
Itemization Explained in Baldur's Gate 3
Items in Builds in Baldur's Gate 3
Items in Baldur's Gate 3 can drastically strengthen or change the dynamic of your Build, which can also affect your playstyle depending on the advantages it gives you. This will apply more and more as you continue to progress and continuously come across more items and options to fill your item slots. As you conclude Act 1, more items will be presented to you and you will come across more vendors that will have a stock of items you can choose to invest your gold on in addition to your chosen Weapons, Accessories, and Armor. Characters with Magic abilities can also consider which Spells best suit the build and complement the party.
Item Slots in Baldur's Gate 3
Players will be able to access all equipped items for the party when viewing item slots. During Early Access, characters have a set amount of equipment item slots which are each suited for different Items, Accessories, and Weapons.
Where to Get Items in Baldur's Gate 3
Items in Baldur's Gate 3 are usually purchased from Merchants, but can also be foraged, picked up from chests, as a drop from Enemies, or as rewards for completing various Quests in the game. Other items and Ingredients can be combined to be crafted through Alchemy.
Alchemy in Baldur's Gate 3
Baldur's Gate 3 has a new Crafting feature that allows players to gain more useful items to give them advantages in Combat. This usually requires a combination of Ingredients in order to extract Potions, Poisons, and oils for Weapons.
Merchants in Baldur's Gate 3
As you journey through the story and progress through the game, you will meet many vendors that will sell a variety of items and carry a vast stock. Many Merchants in Baldur's Gate 3 have a partially randomized selection of items on sale from their overall item pool. This primarily applies to Scrolls, Potions, Food, and Weapons with a +1 enhancement bonus. Merchants will reset their inventory if the player either levels up (the reset occurs when the player completes their level up, rather than on receiving sufficient experience) or if the player completes a Long Rest.
Resetting a Merchant's inventory will generate a new selection of items from their overall item pool, as well as restocking any non-randomised items the player has purchased. Certain items, generally those with unique names, are not restocked upon either leveling up or completing a Long Rest.
Baldur's Gate 3 All Items
Potions Information
BALDUR'S GATE 3 POTIONS COMPARISON TABLE
Quick Search of All Potions
Final Product |
Effect |
Description |
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Elixir of Heroism |
Gain 10 temp HP and become Blessed. | |
Elixir of Silvanus |
Cure Nettie's Poison | Blessed by the Oak Father himself, this tonic will cure even the most baneful poisons. |
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Regain 1d4 hit points | Creatures who eat this berry regain 1d4 hit points. Plump and juicy, this berry exudes a soothing, sweet smell. |
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Recover 2d4+ 2 HP. | A draught for minor cuts and bruises. |
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Recover 4d4+ 4 HP | A draught for curing moderate injuries. |
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Recover 8d4 + 8 HP | A draught for curing serious injuries. |
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Gain resistance to Fire damage until your next long rest. | Pleasantly cool to the touch. A layer of frost coats the inside of the bottle. |
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Gain resistance to Force damage until your next long rest. | The surface of this concoction remains remarkably still, no matter how much the bottle is agitated. |
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Gain resistance to Cold damage until your next long rest. | This bottle feels warm, as if it's been sitting in a hearth. |
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Gain resistance to Lightning damage until your next long rest. | This potion causes a tingling sensation in the extremities when consumed |
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Gain resistance to Poison damage until your next long rest. | Popular among politicians and adventurers alike. |
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Gain resistance to Psychic damage until your next long rest. | This potion, reminiscent of whiskey in taste but not effect, is known to cause temporary ringing in the ears. |
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Gain Haste for 3 turns. | This solution ripples and splashes of its own accord, almost like it's trying to escape the bottle. |
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Coat weapon When applied to piercing of slashing weapons, grants a +3 bonus to attack and damage rolls. |
Tiny silver shards give this clear, gelatinous substance an uneven sparkle. |
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Coat weapon | Even when closed, a choking acid smell emanates from this bottle. |
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Coat weapon Coats one slashing or piercing weapon, or three pieces of ammunition, with poison that inflicts 1d4 poison damage. Lasts for one minute |
This delicate vial has a skull detail on the side. Its contents are remarkably odorless. |
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Drink | Don't be fooled, this "potion" will leave you worse for wear |
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Drink | Don't be fooled, this "potion" will leave you worse for wear |
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Deals 7d6 poison damage, halved if the target succeeds a DC15 Constitution saving throw | As tasteless as it is deadly, harvested from a gland at the bottom of a wyverns tail |
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Become Unconscious for 3 turn, status ends on taking damage or help action. | Hypnotic patterns swirl within this hazy potion. |
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Gain the ability to comprehend and verbally communicate with beasts till your next long rest. | A heavy aroma of hay, musk, and manure greets your nose upon opening this bottle. |
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Cures Poisoned creatures. | This concoction appears rather chewable, thick as it is with herbs and roots. |
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Drinking this potion grants the ability to breathe fire once, causing 4d6 fire damage to a target within 30 feet. | Burns more going down that Waterdhavian rum |
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A thick, grey oil swirls within its container, Extracted from a basilisks gullet, this oil has the ability to turn petrified oil back to its original state. | N/A |
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Your strength score changes to 21 for one minute. | A sliver of a hill giant's fingernail is suspended in this potion, and the foul stench renders it unpleasant to swallow. |
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Become invisible for 1 minute. Attacking or casting spells ends the status. |
You'd think this bottle was empty but for the sound of sloshing liquid from within. |
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Removes Exhausted status and cures any poison or disease. |
A coveted restorative for the adventurer on their last legs. |
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Strength is increased by 2 until the next long rest. Upon resting, Strength is indefinitely reduced by 1 |
A parasite swims in the bottom of this bottle, fat with strength. |
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Disadvantage on Wisdom savings throws until rest. |
A sweet, intoxicating aroma hangs around this bottle. It reminds you of home. |
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Resistant to poison damage until rest. | Fragments of malachite swirl at the bottom of this potion, coalescing and separating rhythmically. |
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Hostile to all other creatures for the condition's duration. | Something thrashes in this heavy ground, consumed by rage. |
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Armour Class is reduced by 2. Can't take a reaction. | Its seal is dry and cracked with age, yet the clear potion within bears no signs or spoilage. |
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Wisdom is indefinitely reduced by 1. | A rotten pungency undercuts this potion's otherwise pleasant aroma of roses and honey. |
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Illusionary spiders run up and down the creature's body, imposing disadvantage on ability checks and attack rolls. | Thousands of little legs skitter inside this bottle, seeking an escape. |
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Gains Bite until the next long rest. | A hint of blood lingers around the stopper. It's enough to make your mouth water. |
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Bleeding from the inside. Suffers 1d6 Piercing at end of turn | A traditional brew of ergot and nutmeg, meant for mothers who will never be. |
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Creature is watched from the shadows, taking upon rest. | Smells like a sleep potion turned sour. |
Potion of Flying |
Drink to gain a flying speed of 60ft for one hour. | The bottle feels lighter than if it were empty |
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Gain resistance to acid damage until your next long rest. | tba |
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Break this charm to receive all benefits from the Enhance Ability Spell until Long Rest: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendour, Fox's Cunning, and Owl's Wisdom. | Despite the rotting smell wafting off this talismanm, holding it makes you feel inexplicably powerful. |
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Deals 1d6 piercing damage | A traditional brew of ergot and nutmeg, meat to recapture the fluttering thrill of fist love. |
Baldur's Gate 3 Potions Gallery
- Anonymous
Items are locked by level. You won't ever see Full Plate +2 until lvl 12, and Full Plate +1 until lvl 8 if memory serves. The same logic applies to scrolls, potions. I haven't nailed down the specifics as of yet, but armor is the easiest to track in regards to this. I'm fairly certain it also applies to ingredients to a certain extent, but I'm fairly certain you're simply UNLIKELY to see the later one's as opposed to Scrolls, Potions, and Armor which are locked behind being a certain level. Inventories also reset when you reset your character level, and when you gain a level, so it's easy enough to track, just tedious. Doing so allows one to hunt down specific non-unique gear/items by resetting their character level for 100gp, going to a merchant, checking their inventory, exiting, leveling up, checking their new inventory, rinse repeat until back at your current level and do it all again, as many times as desired. This bypasses the need to take a long rest as well, though arguably, both methods are viable - albeit, one is for meant more for folks who don't wish to progress events in camp with characters.
I tried all of Auntie Ethel's potions from her workshop and they do some crazy things!
Mother's Loathing: Gives you Bite action till next long rest
Broken Promises: Strength increased by 2 until next long rest, Strength indefinitely reduced by 1
Butterflies in the Stomach: Haemorrhaged for 4 turns (you take damage)
Faltering Will: Disadvantage on Wisdom Saving Throws till next long rest
Heart of Stone: Resistant to poison damage till next long rest
Insanity's Kiss: IMMEDIATE REGRET you turn enraged and start combat against party
Lost Time: For 50 turns, AC is reduced by 2 and you cannot take any reactions
Lover's Avarice: Wisdom is indefinitely reduced by 1
Missing Pets: Disadvantage on ability checks and attack rolls due to tiny spiders crawling up and down the user's body.
Wilted Dreams: Cursed. Permanent. Something waits for the creature to sleep. It takes 3-18 psychic damage during the next long rest
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