InBaldur’s Gate 3, players can customize every aspect of their character from appearance to class, and even the types of armor and accessories they wear. However, in this game, such items are not just for fashion but for functionality and enhancing your build to work as efficiently as possible. For this reason, securing the perfect armor pieces is very important, especially as you work your way into more difficult parts of the story.

Throughout Act 1, there are plenty of standout magical armor pieces that players can obtain - each one having magical properties that grant unique bonuses, passives, orabilities/spells. Surprisingly, quite a few of these notable armor pieces can actually be purchased from various merchants you’ll encounter throughout your journey. If you find yourself curious about such items, everything you’ll need to know about the best magical armors sold by Act 1 merchants and where to find said merchants has been outlined in the guide below.

act 1 merchants

The Best Merchant-Sold Magical Armor Pieces in Baldur’s Gate 3 Act 1

For purpose of this guide, items from the Underdark and Mountain Pass zones, which are often considered to be ‘Act 1.5’ have been included.

Body armor

Baldur’s Gate 3 Tag Page Cover Art

510 Gold

Superior Material -You take 1 less Slashing damage.

Countershock - When the wearer takes damage while having Lightning Charges the attacker must succeed a DEX Save or become Shocked.

Rare

150 Gold

Missile Snaring- You can intercept missiles from ranged weapon attacks with a Reaction, reducing their damage by 1d10 + your DEX mod.

300 Gold

Sets DEX to 18

The enchantment has no effect if their Dexterity score is higher without it.

Attack rolls +1

Boots of Aid and Comfort

Uncommon

70 Gold

The Comeback- When the wearer heals a target, it gains an additional 3 Temp. HP

800 Gold

Cat’s Grace- You gain Cat’s Grace and increase your DEX by 2, to a max of 20.

(Advantage on DEX checks, take half fall damage)

Nimble As a Cat- You gain a +1 bonus to your DEX Saves and increase Jump distance by 5ft.

240 Gold

Doom Lobber- The wearer gains a +1 bonus to Spell Attack Rolls

Daredevil Proximity- Your Ranged Spell Attacks are made as melee spell attacks when you are adjacent to a hostile creature.

Athletics +1

Vital Conduit- Grants the wearer 8 Temp HP when they cast a Spell that requires Conentratin.

Gloves of Cinder and Sizzle

Scorching Ray lv 3 once per Short Rest

Dragonfire Fists- Your unarmed attacks deal an additional +1d4 Fire damage

Cinders- whenever you Burn an enemy, you get 2 turns of Heat.