Argument Solver
Argument Solver is an uncommon two-handed greatclub in Baldur's Gate 3, combining a +1 weapon enchantment with the Tenacity passive and the Poison Mist weapon action.
Key Takeaways
Identity
Argument Solver is an uncommon, two-handed greatclub with a +1 weapon enchantment and a deliberately humorous design.
Missed-attack value
Its Tenacity passive deals bludgeoning damage equal to the wielder’s Strength modifier when an attack misses, giving failed attacks a useful fallback.
Limited-use action
Poison Mist is available once per short rest; it adds poison damage and creates a noxious cloud, making positioning part of its utility.
Proficiency matters
Proficiency unlocks the greatclub’s additional control-oriented actions, including Concussive Smash and Backbreaker.
Act 2 acquisition
The weapon is obtained in Act 2 by looting the ogre Mig at Moonrise Towers, so it is not an early-game pickup.
Distinctive role
Compared with a plain two-handed greatclub, Argument Solver trades a straightforward weapon identity for miss protection, a short-rest cloud action, and extra control options.
Overview
Argument Solver is an uncommon two-handed greatclub in Baldur's Gate 3 whose unusual passive and weapon actions turn missed swings, poison, and crowd control into part of its identity.
Rather than being defined only by its greatclub damage, Argument Solver stands out through Tenacity. When an attack misses, this passive still deals bludgeoning damage equal to the wielder's Strength modifier. That makes the weapon distinct from a conventional heavy melee option: an unsuccessful attack is not necessarily a completely wasted turn for a Strength-focused character.
The weapon also provides Poison Mist, an action usable once per short rest. It deals additional poison damage and creates a noxious cloud, giving Argument Solver a limited area-effect tool alongside its ordinary melee role. The result is a greatclub with a small tactical layer beyond repeated attacks, although the poison action's value depends on the encounter and positioning.
With proficiency, Argument Solver grants Concussive Smash and Backbreaker, adding enemy-control options to its kit. These actions reinforce its role as a close-range control weapon rather than a simple replacement for every other two-handed weapon. Its combination of Tenacity, Poison Mist, and control actions is the main reason to consider it over a more straightforward greatclub.
Argument Solver is available during Act 2 from the ogre Mig at Moonrise Towers. That places it in the middle portion of a normal playthrough rather than at the start of the game, while its uncommon rarity and +1 weapon enchantment identify it as a situational named find rather than a universally dominant endgame weapon. Its humorous design also makes the item thematically memorable without changing its basic greatclub identity.
Statistics
This game publishes dice damage rather than 0–100 bars, so the verified damage, enchantment, weight and value are listed instead. Taken from the project's verified weapons database, not from generated text.
- Base Damage1d8+1
- Damage TypeBludgeoning
- Enchantment+1
- RarityUncommon
- Weight4.5 kg
- Value65 gp
- Entry TypeNamed / special
Figures verified against Consolidated Game Weapons Database.
Compared to similar bludgeoning weapons
| Weapon | Base Damage | Damage Type | Enchantment | Weight | Value |
|---|---|---|---|---|---|
| Argument Solver | 1d8+1 | Bludgeoning | +1 | 4.5 kg | 65 gp |
| Hamarhraft | 2d6 | Bludgeoning | — | 4.5 kg | 65 gp |
| Maul | 2d6 | Bludgeoning | — | 4.5 kg | 30 gp |
| Dwarven Thrower | 1d8+2 | Bludgeoning | +2 | 2.7 kg | 770 gp |
| Faithbreaker | 1d8+1 | Bludgeoning | +1 | 2.7 kg | 300 gp |
Damage is the dice expression; weight and value are the game’s own figures. From Consolidated Game Weapons Database.
How to Obtain
- Act 2 access and a route into Moonrise Towers.
- Access to Mig’s encounter; the weapon may be missed if Mig is no longer available before her inventory is looted.
- 01In Act 2, travel to Moonrise Towers and find the ogre named Mig inside the tower complex. Defeat Mig, then loot her body; Argument Solver is obtained as the weapon she carries. The acquisition is therefore tied to this specific NPC rather than a general chest or vendor stock.
- 02Take Argument Solver from Mig before leaving the area or progressing past the point at which she is available. The weapon is obtained through this NPC encounter, not as a quest reward or boss reward; no separate DLC or NG+ requirement is associated with the Act 2 route.
Availability
Requires Access to Moonrise Towers and the encounter with Mig.
No separate DLC, NG+, difficulty, vendor-stock, or price context is established for this weapon.
Mechanics and Handling
Argument Solver is a two-handed greatclub whose main mechanical distinction is that a failed attack can still produce a small, Strength-based bludgeoning result through Tenacity. That makes an attack roll miss less completely wasted than it would be with an ordinary weapon, although the passive does not turn the weapon’s attacks into automatic hits. Its handling otherwise follows the committed, close-range pattern expected from a greatclub: it is suited to characters willing to stay in melee and give up the use of a shield or off-hand weapon.
Tenacity Makes Misses Matter
Tenacity deals bludgeoning damage equal to the wielder’s Strength modifier when an attack with Argument Solver misses. The effect is conditional on the missed attack and should be understood as a separate passive result rather than as extra damage added to every successful hit. It is most relevant for a Strength-focused wielder, since the passive’s contribution depends directly on that modifier.
Poison Mist and Weapon Actions
Argument Solver grants the Poison Mist action, usable once per short rest. It deals extra poison damage and creates a noxious cloud, giving the weapon a limited area-oriented option in addition to its normal melee attacks. Because this resource is tied to a short rest, it is better treated as a tactical encounter tool than as a replacement for the greatclub’s ordinary attacks.
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Strengths, Weaknesses and Best Uses
Strengths
- Tenacity provides bludgeoning damage equal to the wielder’s Strength modifier even when an attack misses, reducing the cost of an unsuccessful attack for a Strength-based user.
- Poison Mist adds a short-rest weapon action that deals extra poison damage and creates a noxious cloud, giving the weapon an area-control option beyond its normal attacks.
- As a two-handed greatclub, Argument Solver supports a committed melee role and also grants access to Concussive Smash and Backbreaker when wielded by a proficient user.
Weaknesses
- Its Tenacity benefit is tied to the wielder’s Strength modifier, so it is less attractive for characters who rely on Dexterity, spellcasting, or another primary ability.
- The two-handed property prevents using a shield alongside it, trading defensive equipment options for its melee weapon package.
- Poison Mist is limited to once per short rest, so its cloud and poison damage cannot be treated as an every-turn effect.
- Its control actions require proficiency; characters without greatclub proficiency cannot rely on the complete weapon-action package.
Best uses
- Strength-based melee characters who want misses to retain some offensive value through Tenacity.
- Encounters where a short-rest area-control action can disrupt clustered enemies or make a dangerous space harder to cross.
- Characters willing to give up shield use for a two-handed weapon with additional control actions and a distinct once-per-rest poison option.
Compared With Similar Weapons
| Weapon | Class and handling | Distinctive effect | Best fit |
|---|---|---|---|
| Argument Solver | Tenacity adds bludgeoning damage equal to the wielder's Strength modifier on a missed attack; Poison Mist and proficiency-based control actions add utility | Strength-based users who value miss insurance, crowd control and a humorous Act 2 weapon rather than peak damage | — |
| Greatclub | Lacks Argument Solver's named passive and additional weapon action package | An early, straightforward simple-weapon option when the unique effects of Argument Solver are unavailable or unnecessary | — |
| Hamarhraft | Jumping can trigger area thunder damage on landing | Characters built around frequent jumping and positioning; it trades Argument Solver's miss benefit for movement-based area pressure | — |
| Corpsegrinder | Uses a thunder-oriented offensive effect rather than Argument Solver's miss-triggered Strength damage | Later-game strength builds seeking stronger direct attack pressure and willing to use a martial maul | — |
Lore and Design
Naming and design
Argument Solver’s documented design hook is its humorous name: it presents a greatclub as a literal answer to an argument, turning brute force into the punchline. That makes the weapon distinct in tone rather than through a recorded connection to a major character, faction, or historical tradition. The available documentation supports reading its identity as comic item design, but does not establish a deeper story role or an officially stated real-world inspiration.
Trivia
- Argument Solver’s Tenacity passive is unusual because a missed melee attack can still deal bludgeoning damage based on the wielder’s Strength modifier. Its Poison Mist action is another distinctive feature: it adds poison damage while creating a noxious cloud, giving the weapon a limited area-control option in addition to its normal melee attacks.