bg3 act-2 vendors items honour-mode

Act 2

Act 2 Updated 2026.05.11

Act 2 vendor stocks and quest rewards: Last Light Inn, Reithwin / Moonrise Towers, Mountain Pass / Rosymorn Monastery.

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Last Light Inn

Harper outpost in the Shadow-Cursed Lands — your main vendor hub for Act 2. Several Act 1 vendors relocate here.

Quartermaster Talli — main merchant, ground floor

  • ★★Cloak of Protection — +1 AC, +1 to all Saving Throws.accessory
  • ★★★Amulet of the Devout — +2 Spell Save DC for Cleric/Paladin spells. +1 Channel Divinity charge per Long Rest.accessory · magic
  • Coruscation Ring — When the wearer deals spell damage while illuminated by a light source, inflict 2 turns of Radiating Orb on the target.accessory · magic
  • Eversight Ring — Immune to Blinded. See normally in magical and non-magical darkness.accessory · utility
  • Shield of Devotion — +2 AC. Reaction: knock attacker prone on hit. Action: heal 10 HP + 10 max HP (1/long rest). Grants +1 L1 spell slot.armor · magic
  • ★★Yuan-Ti Scale Mail — Medium armour, AC 15 + full DEX (no cap). +1 Initiative. Best medium armour in Act 2 for DEX builds.armor
  • ★★Incandescent Staff — +1 quarterstaff. +1 Spell Save DC. Free Fireball (1/Long Rest) and free Wall of Fire (1/Long Rest).melee · magic

Dammon — tiefling smith — relocated from Druid Grove; repairs Karlach's infernal engine and sells +1/+2 weapons and heavy armour

  • ★★Flawed Helldusk Gloves — +1d4 Fire damage on weapon attacks. +1 STR saves.accessory · magic
  • ★★Flawed Helldusk Armour — Heavy armour, AC 18. -1 to all incoming damage. Cannot be Burned. Fire resistance.armor · magic
  • Sword of Life Stealing — +1 Shortsword. On critical hit: deal +10 Necrotic damage and gain 10 temp HP.melee · magic
  • ★★Darkfire Shortbow — +1 Shortbow. Free Haste (1/Long Rest). Fire and Cold resistance while equipped.ranged · magic

Mattis — tiefling kid — only here if Rolan stayed at the Grove. Persuade, intimidate, or pay him for the Tower-Shaped Key

    Barcus Wroot — Gnome inventor at Last Light — only here if rescued from the windmill in Blighted Village.

    • Gloves of the Automaton — Once per Short Rest: become a Construct (immune to bleeding, poison, disease, crits) for 10 turns.accessory · magic

    Reithwin Town

    Cursed town surrounding Moonrise Towers. Mason's Guild has the basement loot; Last Light bridge connects to Moonrise.

    House of Healing — Malus Thorm — Kill the undead surgeon (X: -199, Y: -30). Convince nurses to kill themselves via dialogue, then finish Malus.

    • ★★★Surgeon's Subjugation Amulet — On a critical hit: target must pass a CON save or be Paralyzed for 1 turn. One of the best amulets for crit-fishing builds.accessory · magic

    Waning Moon — Thisobald Thorm — Kill the undead bartender (X: -249, Y: -70). Beat him in a drinking contest or fight.

    • Punch-Drunk Bastard — +1 Club. Advantage vs drunk targets. AoE Thunder blast on hit when drunk (drink alcohol before combat).melee · magic
    • Ichorous Gloves — On melee hit: create a Noxious Fumes cloud (acid) on the target. Works with thrown melee weapons.accessory · magic

    Mason's Guild basement (loot) — Gilded Chest at X:107 Y:-758. Use Tower-Shaped Key on the Keyholed Herald, OR lockpick the chest. Perception DC 15 to spot trap, Sleight of Hand DC 21 to disarm, DC 14 to open.

      Dammon's Blacksmith — Strange Ox (loot) — the Ox carries the Hat of Fire Acuity. Speak with Animals to talk; then attack to kill it (this also forfeits summoning it during 'Gather Your Allies').

        Moonrise Towers

        Cult of the Absolute stronghold. Trade with the vendors here BEFORE the final assault — once Ketheric's fight starts, they're hostile or dead.

        Lann Tarv — main-floor merchant, accessible after gaining the Absolute's trust or sneaking

        • Sentinel Shield — +2 AC. +3 Initiative and Advantage on Perception. Reaction: knock attacker prone on hit.armor
        • ★★Fistbreaker Helm — +1 Initiative. +1 Spell Save DC. Cannot be Surprised.accessory · magic
        • ★★Drakethroat Glaive — +2 Glaive. Bonus Action: imbue any weapon with +1 elemental damage of your choice and +1 attack (until Long Rest, no concentration). Re-usable buff stick.melee · magic
        • Halberd of Vigilance — +1 Halberd. +1 Initiative. Advantage on opportunity attacks. Bonus damage on opportunity attacks.melee
        • Enraging Heart Garb — Clothing (no armour). +2 CON. When you start Raging: Wrath (+1 damage for 3 turns). Also available as loot elsewhere.armor · magic

        Araj Oblodra — drow alchemist — be careful with her potion-trade dialogue (locks party stat changes)

        • ★★★Risky Ring — Advantage on ALL attack rolls, Disadvantage on ALL saving throws. Offsets Sharpshooter/GWM penalties entirely. Core for ranged/martial builds.accessory · magic
        • ★★★Potion of Everlasting Vigour — Permanent +2 STR. Let Araj take Astarion's blood (one-time dialogue choice). One per playthrough.consumable
        • Hat of Storm Scion's Power — When you deal Thunder damage, gain Arcane Acuity for 2 turns (+1 spell attack/DC, stacks up to 10 turns).accessory · magic

        Roah Moonglow — Zhentarim trader relocated to Moonrise (main floor, near Lann Tarv).

        • Ne'er Misser — +1 Hand Crossbow. Deals Force damage instead of Piercing. Rare damage type bypasses most resistances.ranged · magic
        • ★★★Elixir of Bloodlust — Once per turn: gain an extra Action when you kill an enemy. Stockpile for boss fights.consumable

        Mountain Pass — Rosymorn Monastery

        Reachable from the Risen Road just before the Shadow-Cursed Lands gate. Solar puzzle on the rooftop opens the Secret Chamber housing Blood of Lathander.

        Lady Esther — at the monastery base — buys Githyanki Egg for 500 gp (questionable morally; locks the Crèche path)

          Shar's Gauntlet (Gauntlet of Shar)

          Sharran trial dungeon under Reithwin. Loot, not vendors. Sarevok's Horror appears in the Self-Same Trial; Justiciar gear scattered across the trials.

          Self-Same Trial (loot) — your mirror image drops Sarevok's Horror greatsword and any gear you brought into the trial. Killer's Sweetheart drops next to the brazier from the shadow copy.

          • ★★Killer's Sweetheart — Ring. When you kill a creature, your next weapon attack is a Critical Hit. Refreshes on long rest.accessory · magic

          Balthazar's Vault (loot) — Opulent chest near Balthazar's room in the Gauntlet (X: -821, Y: -752).

          • ★★Callous Glow Ring — +2 Radiant damage on weapon attacks vs illuminated targets. Works on thrown/ranged.accessory · magic

          Lyrthindor / Justiciar loot — Kill Lyrthindor (rat swarm in the Gauntlet) for the final Justiciar piece.

          • Strange Conduit Ring — +1d4 Psychic damage on weapon attacks while concentrating on a spell.accessory · magic

          Balthazar's Room (loot) — Balthazar's chambers in the Gauntlet, before the Shadowfell.

          • Gloves of the Automaton — Once per Short Rest: become a Construct (immune to bleeding, poison, disease, crits). All attacks with Advantage for 1 turn.accessory · magic

          Mind Flayer Colony

          Final Act 2 area beneath Moonrise. Loot before the Ketheric/Myrkul boss fights.

          Loot — Necrotic Laboratory — Area with zombies and the Waking Mind brain puzzle, before the Myrkul elevator.

          • Circlet of Mental Anguish — When an enemy fails a saving throw against your mental condition (Frightened, Charmed, etc.), they take 1d4+INT mod Psychic.accessory · magic
          • Braindrain Gloves — On dealing Psychic damage: inflict Mental Fatigue (-1 to INT/WIS/CHA saves per stack).accessory · magic

          Loot — Ketheric's body — After defeating Ketheric in the Myrkul fight.

          • Reaper's Embrace — Heavy armour, AC 19. -2 to all incoming damage. Cannot be moved against your will. Ketheric's armour.armor · magic

          Quest Rewards

          • ★★★Tower-Shaped Key — Opens the Keyholed Herald in the Mason's Guild basement → Helmet of Arcane Acuity. Single use.Mattis — Last Light Inn · utility
            How · Persuade/Intimidate/Sleight-of-Hand Mattis, or pay roughly 1000 gp. If Mattis dies, the key drops in a bag behind the Last Light counter.
          • ★★★Helmet of Arcane Acuity — +1 DEX saves. When you deal damage with a weapon attack, gain Arcane Acuity for 2 turns (+1 spell attack/DC, stacks).Mason's Guild basement — Gilded Chest · accessory · magic
            How · Use the Tower-Shaped Key on the Keyholed Herald to open the secret area, OR lockpick straight to the chest. Disarm the trap (Perception DC 15 / Sleight of Hand DC 21) before picking the chest itself (DC 14). Triggering the trap fires a level-4 Guiding Bolt at DC 15.
          • ★★★Hat of Fire Acuity — When you deal Fire damage, gain Arcane Acuity for 2 turns (+1 spell attack/DC, stacks).Strange Ox — Dammon's blacksmith (Last Light Inn area) · accessory · magic
            How · Speak with Animals (potion or spell) to talk to the Ox, then attack it. The hat is in its inventory. Note: killing it forfeits summoning the Ox during 'Gather Your Allies' in Act 3, and it cannot be obtained any other way.
          • ★★★Blood of Lathander — Legendary +3 mace. Continuous 20 ft sunlight (blinds fiends/undead, DC 14 CON). Lathander's Blessing revives the wielder once per long rest. Casts Sunbeam 1/long rest. Concussive Smash weapon action.Rosymorn Monastery — Secret Chamber · melee · magic
            How · Climb to the monastery rooftop and solve the Solar Puzzle (rotate the four solars to the colours indicated on the dais). The puzzle drops you into a corridor leading to the Secret Chamber. Disarm the Sunbeam pressure-plate trap before grabbing the mace, or use Misty Step / Featherfall trickery to bypass it.
          • ★★Potent Robe — Robe. Base 10 + DEX AC, +1 AC. Cantrips deal +CHA damage. Start of each turn: gain CHA-mod temporary HP.Alfira — Last Light Inn · armor · magic
            How · Complete 'Rescue the Tieflings' from Moonrise Towers (free Lakrissa and the other tiefling refugees from the cells / oubliette). Talk to Alfira at Last Light afterwards. Alfira must still be alive.

          Act 2

          Filter by category, or scroll to scan vendors by location.

          Trade-before-trigger checklist

          • Last Light Inn: most vendors stay through the Moonrise raid, but Dammon will be busy with Karlach’s engine once Act 3 starts — get repairs early.
          • Moonrise Towers (Lann Tarv, Araj Oblodra): trade BEFORE the Ketheric Thorm assault. Once you push the final phase of the Moonrise fight, the surviving vendors flee or die.
          • Strange Ox: do not kill it at the Druid Grove in Act 1 — it doesn’t have the hat there yet. Wait until Dammon’s blacksmith at Last Light Inn.
          • Rosymorn Monastery: the solar puzzle is reachable from Act 1 onwards (Risen Road → Mountain Pass), so you can grab the Blood of Lathander before entering the Shadow-Cursed Lands if you like. Just remember leaving for the Shadow-Cursed Lands locks the gith Crèche.

          Money tips (Act 2)

          • Last Light Inn vendors restock between long rests — don’t dump all your gold on the first visit.
          • Killing Ketheric drops good loot but ends Act 2 trading; sell unwanted gear at Talli BEFORE the assault.
          • Save Mason’s Guild lockpicks: bring Astarion or Shadowheart (Sleight of Hand prof) before attempting the trap.