Discover the best Wizard weapons in Baldur’s Gate 3, equipping your class with the top ten early and end-game BG3 choices.
The wizard class in Baldur’s Gate 3 is a powerful spellcasting class that can specialize in one of eight schools of magic. Wizards are one of the most versatile classes in Baldur’s Gate 3, and they can be built in a variety of ways to suit different playstyles. Wizards by default have limited weapon proficiencies including Dagger, Quarterstaves, and Light Crossbows. Wizard’s preferred weapon choice is the Quarterstaff due to its versatility and item set bonuses. This Baldur’s Gate 3: Best Weapons for Wizard Class guide and ranking explains and lists the best weapons in BG3 for the Wizard class and how to utilize them.
What is the Best Weapons for Wizard Class in Baldur’s Gate 3
Markoheshkir is the best weapon for the Wizard in Baldur’s Gate 3 due to its Arcane Battery and Kereska’s Favour bonuses. Additionally, the Markoheshkir will granted additional spells, and elemental resistance, and cast a level 6 spell without consuming a spell slot. Also, the Markoheshkir is easy to obtain in Act 3, making it the best overall weapon in BG3 for the Wizard.
The typical Wizard gear and weapon loadout is clothing combined with a Quarterstaff. The quarterstaff is a versatile weapon that can be combined with shields if you have proficiency. This makes your racial choice essential for squeezing every ounce of power out of your Wizard. For this reason, races like the High Half-Elf or Human are popular choices due to the Civil Milita passive giving you shield proficiency. Even in clothing, the Wizard with a powerful quarterstaff in the shield can make a formidable combatant in BG3. Keep reading for additional details on each weapon in our Baldur’s Gate 3: Best Weapons for Wizard Class guide.
Best Weapons for Wizard in BG3 Overview:
- Markoheshkir: best special features
- Woe: best for passive healing
- Staff of Spell Power: free spell casting
- Staff of Cherished Necromancy: boost Necromancy spells
- Incandescent Staff: extra spell and cantrip
- Hellfire Hand Crossbow: extra spell
- Darkfire Shortbow: two resistances and an extra spell
- Creation’s Echo: elemental resistances
- Melf’s First Staff: extra spell
- Staff of Crones: extra spell
10 Staff of Crones
Staff of Crones features in Baldur’s Gate 3:
- Damage: 1d6 Bludgeoning (One-Handed), 1d8 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapons Proficiency
- Rarity: Uncommon
- Location: Auntie Ethel Treasure Room in Act 1.
The Staff of Crones is an uncommon quarterstaff weapon found in Act 1. The Staff of Crones is one of the easiest and quickest ways to increase your power early in Act 1 with your Wizard. The reason is, that you gain a once per-short rest level 1 Necromancy Spell Ray of Sickness. Ray of Sickness Deals 1d8 poison damage and possibly poisons the target. Poisoned status effect enemy suffers a Disadvantage on Attack Rolls and Ability Checks.
Also, you can combine the Staff of Crones with the Poisoner’s Robe for an additional benefit. Poisoner’s Robe is an Act 1 robe that is dropped after killing the Phase Spider Matriarch. While Poisoner’s Robe is equipped, when the wearer casts a spell that deals Poison damage, it deals an additional 1d4 Poison Damage. Combine the Poisoner’s Robe and the Staff of Crones weapon for a big boost in power early in Act 1 making it one of the best Wizard weapons in Baldur’s Gate 3.
9 Melf’s First Staff
Melf’s First Staff features in Baldur’s Gate 3:
- Damage: 1d6+1 Bludgeoning (One-Handed), 1d8 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapons Proficiency
- Rarity: Uncommon
- Location: Purchased from Blurg at the Myconid Colony in Underdark, Act 1
Melf’s First Staff is an uncommon quarterstaff weapon that can be obtained in the Underdark of Act 1. What’s beneficial about this is the free once-per-long rest use of Melf’s Acid Arrow spell. Melf’s Acid Arrow spell shoots a green arrow that bursts in a spray of acid, dealing d4d Acid immediately and another 2d4 Acid at the end of the target’s next turn. With limited spell slots as you start your adventure, having an extra damage spell is critical to maintaining high damage each turn. Consider visiting the Underdark and acquiring Melf’s First Staff for a great upgrade to your quarterstaff.
8 Creation’s Echo
Creation’s Echo features in Baldur’s Gate 3:
- Damage: 1d6 Bludgeoning (One-Handed), 1d8 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapon Proficiency
- Rarity: Rare
- Location: Sold by Omeluum in the Myconid Colony upon completing Help Omeluum investigate the parasite.
The Creation’s Echo Quarterstaff is a simple and versatile weapon found in Act 1 Underdark Myconid Colony. The strength of this weapon is the Elemental Resonance special feature. Elemental Resonance If the wielder deals Acid, Lightning, pes Radiant, or Necrotic damage, it becomes resistant to that damage type for 2 turns. Considering the wide array of Wizard spells, this gives you a built-in way to become resistant passively while doing damage.
Moreover, you can take this resistance bonus in combination with the Tiefling race Hellish Resistance. Hellish Resistance’s racial feature provides fire resistance, which can be combined with the Creation’s Echo elemental resonance special feature. These elemental bonuses can be very helpful in finishing Act 1 Adamantine Forge boss who has heavy elemental damage.
7 Darkfire Shortbow
Darkfire Shortbow features in Baldur’s Gate 3:
- Damage: 1d6 + 2 Piercing damage
- Type: Shortbow
- Requirements: Simple Weapon Proficiency
- Rarity: Rare
- Location: Sold by Dammon in the Last Light Inn of Act 2.
When you think of Wizard weapons, Bows are not at the top of the list. However, you can equip a ranged weapon merely for its passive spells or benefits. Darkfire Shortbow is an example of this giving the user resistance to cold and fire, alongside a once-per-long rest Haste spell.
Unlike equipping armor you are not proficient in, weapon equipment won’t have spellcasting penalties. Consider the Darkfire Shortbow and other ranged weapons merely for their passive benefits or additional spells.
6 Hellfire Hand Crossbow
Hellfire Hand Crossbow features in Baldur’s Gate 3:
- Damage: 1d6 + 2 Piercing damage
- Type: Hand Crossbows
- Requirements: Martial Weapon Proficiency
- Rarity: Very Rare
- Location: Can be looted from Yurgir in the Gauntlet of Shar during Act 2.
The Hellfire Hand Crossbow is a very rare crossbow weapon with two special features. This weapon can be obtained in Act 2, and like other ranged weapons, is mainly used for additional special effects. The Hellfire Hand Crossbow is useful because it provides a once-per-short rest Level 3 version of the Scorching Ray spell.
Scorching Ray is by default a level 2 spell that can be upcast. Upcasting requires you to use higher-level spell slots, which gives an additional effect to the spell. In this case, a level 3 Scorching Ray shoots 4 bolts rather than 3. Consider killing Yurgir in Act 2 just to get one of the best weapons for the Wizard in Baldur’s Gate 3.
5 Incandescent Staff
Incandescent Staff features in Baldur’s Gate 3:
- Damage: 1d6 Bludgeoning (One-Handed), 1d8 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapons Proficiency
- Rarity: Very Rare
- Location: Last Light Inn, Quartermaster Talli, Act 2
The Incandescent Staff is a versatile quarterstaff weapon that can be obtained from Quartermaster Talli in Act 2. The benefit of this weapon is four additional special features. One, your ranged spell attacks receive a +1 bonus, you gain resistance to two fires and gain a cantrip and spell. Therefore, you want to purchase the Incandescent Staff immediately due to its variety of perks and special features.
The most powerful feature is the once-per-long rest Fireball spell. Fireball is a longtime favorite of DND fans and BG3 players, providing massive area damage. This spell compliments the Evocation Wizard build which prevents friendly fire or damage to allies when casting area damage spells. Combining the Incandescent Staff with the Hellfire Hand Crossbow ensures your Wizard will have more firepower without consuming spell slots.
4 Staff of Cherished Necromancy
Staff of Cherished Necromancy features in Baldur’s Gate 3:
- Damage: 1d6+2 Bludgeoning (One-Handed), 1d8+2 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapon proficiency
- Rarity: Very Rare
- Location: Looted from Mystic Carrion in Philgrave’s Mansion inside the Lower City Act 3.
The Staff of Cherished Necromancy is a very rare quarterstaff weapon helpful to Necromancy spells. When the wielder kills a hostile creature with a spell, The Life Essence Harvest special feature absorbs its energy and gains Life Essence until a long rest. Life Essence allows the Wizard to cast any Necromancy spell without consuming a spell slot essentially saving spell slots and keeping you from long resting.
The Life Essence feature is very powerful for any Wizard build, especially the Necromancy Subclass. The most powerful Necromancy spells are Animate Dead, Blight, Contagion, Circle of Death, and Create Undead. The wielder of the Staff of Cherished Necromancy also debuffs enemies’ creatures to have a disadvantage on saving throws against your Necromancy spells. Whether you use the Necromancy subclassor not, consider this one of the best Wizard weapons in Baldur’s Gate 3.
3 Staff of Spell Power
Staff of Spell Power features in Baldur’s Gate 3:
- Damage: 1d6+2 Bludgeoning (One-Handed), 1d8+2 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapons Proficiency
- Rarity: Very Rare
- Location: House of Hope vault in Baldur’s Gate, Act 3
The Staff of Spell Power is a very rare quarterstaff weapon obtained in Act 3 House of Hope. The main benefit of the Staff of Spell Power is the Arcane Battery special feature. Arcane Battery allows the next spell you cast to not cost a spell slot. This is a massive perk considering you can only have one level 6 spell slot at the maximum level of 12 in BG3.
A powerful combination with Arcane Battery for your Wizard is to use the benefit for a once-per-long rest spell benefit. An example is the Create Undead spell. The Wizard raises a corpse as a heinous mummy that fights by your side. You can then use your remaining level 6 spell slot for a powerful single-target or area damage spell while having the benefit of the mummy. Consider the Staff of Spell Power one of the best weapons for the Wizard in Baldur’s Gate 3.
2 Woe
Woe features in Baldur’s Gate 3:
- Damage: 1d6+2 Bludgeoning (One-Handed), 1d8+2 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapons Proficiency
- Rarity: Very Rare
- Location: Reward for completing the Pale Elf quest Act 3.
The Woe quarterstaff weapon is a very rare weapon earned by completing The Pale Elf quest relating to Astarion in Act 3. Woe has a plethora of special features including Arcane Enchantment, Arcane Vampirism, Blight spell, and Bound Weapon. The most interesting of these features is Arcane Vampirism. When the creatures affected by your spells fail any associated Saving Throws regain 1d4 hit points. Considering the mighty area spells the Wizard possesses, the more targets, the more potential passive healing.
Arcane Vampirism allows your Wizard to actively do damage while keeping themselves healed. The Arcane Enhancement gives you a +1 to Spell Save DC and Spell Attack Rolls. The Bound Weapon is useful when fighting annoying Githyanki Fighters who constantly try to disarm your Wizard’s weapon. Overall, the Woe weapon gives the Wizard passive healing for doing damage with spells making it one of the best weapons for the Wizard in BG3.
1 Markoheshkir
The Markoheshkir features in Baldur’s Gate 3:
- Damage: 1d6+2 Bludgeoning (One-Handed), 1d8+2 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapons Proficiency
- Rarity: Legendary
- Location: Located inside a Globe of Invulnerability in Ramazith’s Tower, Act 3
Markoheshkir is a legendary Quarterstaff obtained early in Act 3 via Ramazith’s Tower and is the most powerful weapon for the Wizard in BG3. Consider the Markoheshkir an enhanced version of the Staff of Spell Power. With the Markoheshkir weapon, you gain three powerful special features including Arcane Battery, Arcane Enchantment, and Kereska’s Favour. As stated above, Arcane Battery allows you to cast two level 6 spells per long rest rather than one. While Arcane Enchantment gives your spells a better chance to land passively. But the most impactful perk of this weapon is Kereska’s Favour.
The Kereska’s Favour weapon feature allows the caster to imbue themselves with an element and unlock associated resistances and spells. You can select up to 6 variants of the Kereska’s Favour giving you two spells and additional resistances. This gives you the flexibility before a combat encounter to select a resistance bonus and spells based on anticipated enemies. No other staff in BG3 has a variety of special perks, powerful unlocked spells, additional resistances, and a free cast of a level 6 spell. Without a doubt, the Markoheshkir is the best Wizard Staff in Baldur’s Gate 3.
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