Mace
Mace is a simple one-handed melee weapon in Baldur's Gate 3 that deals bludgeoning damage. It is a straightforward option for characters who want dependable close-range attacks without martial-weapon proficiency.
Key Takeaways
The Mace is a straightforward Simple melee weapon in Baldur’s Gate 3: its value is dependable one-handed bludgeoning damage and access to mace weapon actions rather than a defining passive or elemental effect.
Simple weapon with straightforward handling
The Mace is a Simple melee weapon whose practical identity is uncomplicated one-handed bludgeoning combat, making it usable without the Martial Weapon Proficiency required by many heavier alternatives.
Proficiency is the key requirement
Using a Mace effectively depends on weapon proficiency; an ordinary Mace should not be presented as requiring a specific Strength or Dexterity minimum.
Its strength is reliable bludgeoning access
The Mace offers a conventional bludgeoning option and its associated weapon actions, but it does not provide the distinctive passive, spell, or conditional effect that makes named magical maces build-defining.
It is a baseline choice rather than a unique upgrade target
The plain Mace is primarily a starting or replacement weapon; named or enchanted maces can be more significant when their separate effects justify choosing them over this basic profile.
Overview
Mace is Baldur’s Gate 3’s standard one-handed blunt weapon: a straightforward choice for characters with Simple Weapon proficiency who want dependable melee damage without relying on a named item effect.
In Baldur’s Gate 3, Mace refers to the ordinary weapon type rather than a single distinctive legendary or quest item. Its role is deliberately practical: it gives a character a conventional melee option while leaving room for a shield, another one-handed weapon, or a different equipment choice in the other hand. The base weapon has no defining named passive or story identity, so its importance comes from accessibility and compatibility rather than special effects.
The weapon’s blunt damage profile makes it a natural fit for close-range attacks against targets for which a character wants ordinary physical damage. Its handling is less specialized than that of a finesse weapon, and it does not occupy the same role as a reach weapon, a two-handed damage weapon, or a named weapon whose value comes primarily from an additional spell or passive. Those distinctions matter more than treating the generic Mace as a universal upgrade over other one-handed choices.
Mace belongs to the game’s standard equipment progression and is most relevant early or when a character needs a simple, reliable weapon without a particular item synergy. Characters who already have access to a stronger enchanted weapon or a weapon with a build-defining effect may have a reason to replace it, but the generic Mace remains a functional baseline rather than a weapon designed around one class, subclass, or combat trick.
This page covers the ordinary Baldur’s Gate 3 weapon type in the base game’s normal player-accessible context. It should not be confused with a named mace variant, a temporary item effect, or a separate weapon that merely shares a blunt-damage role. Exact damage, enchantment, properties, and acquisition details belong to their respective entries and depend on the specific Mace instance or variant.
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 Damage1d6
- Damage TypeBludgeoning
- RarityCommon
- Weight1.8 kg
- Value30 gp
- Entry TypeStandard / enhancement variant
Figures verified against Consolidated Game Weapons Database.
Compared to similar bludgeoning weapons
| Weapon | Base Damage | Damage Type | Enchantment | Weight | Value |
|---|---|---|---|---|---|
| Mace | 1d6 | Bludgeoning | — | 1.8 kg | 30 gp |
| Markoheshkir | 1d6+2 | Bludgeoning | +2 | 1.8 kg | 640 gp |
| Mourning Frost | 1d6+1 | Bludgeoning | +1 | 1.8 kg | 770 gp |
| Staff of Arcane Blessing | 1d6 | Bludgeoning | — | 1.8 kg | 100 gp |
| The Blood of Lathander | 1d6+3 | Bludgeoning | +3 | 1.8 kg | 640 gp |
Damage is the dice expression; weight and value are the game’s own figures. From Consolidated Game Weapons Database.
How to Obtain
- 01In Act 1, enter the Emerald Grove and speak with Arron, the halfling trader in the Hollow. Open his trade inventory and look for the ordinary Mace; it is a standard purchasable weapon rather than a quest reward or boss-drop item. If it is not listed, check another general weapons merchant or ordinary loot instead.
Mechanics and Handling
The standard Mace is a straightforward one-handed bludgeoning weapon. Its handling is defined more by reliable melee access than by a special damage pattern: attacks are made at close range, with no ammunition, reload, charge, or durability loop to manage. It is not a Finesse weapon, so it does not automatically use Dexterity for attack and damage rolls. Characters using it generally rely on Strength unless another game mechanic changes how their attacks are calculated.
Concussive Smash
When the wielder has the relevant Mace proficiency, the weapon provides access to Concussive Smash, a weapon action that turns a normal strike into a control-oriented attack with a chance to Daze the target. This gives the Mace a situational contribution beyond its ordinary attacks, particularly when reducing an enemy's ability to act effectively matters more than adding another damage rider. Its effectiveness depends on the target's saving throw and the encounter context, so it should not be treated as a guaranteed disabling effect.
Close-range handling
The Mace has no reach extension, thrown return, parry stance, or built-in status buildup. It therefore rewards ordinary melee positioning: close distance safely, make the attack, and use Concussive Smash when its control effect is worth spending.
Strengths, Weaknesses and Best Uses
Strengths
- Simple proficiency makes Mace accessible to characters without Martial Weapon proficiency.
- Its one-handed melee use leaves the other hand available for a shield, another item, or spellcasting requirements.
- Bludgeoning damage and the weapon’s Concussive Smash action give it utility beyond ordinary weapon attacks.
Weaknesses
- Its ordinary weapon damage is less competitive with many martial one-handed alternatives.
- It offers limited reach, so ranged enemies and difficult terrain can make closing distance costly.
- Characters already proficient with stronger one-handed weapons may gain more from replacing it than investing in it.
Best uses
- An early-game sidearm for clerics, druids, and other characters relying on Simple Weapon proficiency.
- A shield-bearing melee setup that wants a straightforward one-handed bludgeoning weapon.
- Close-range encounters where Concussive Smash can supplement attacks rather than serving as the build’s primary damage plan.
Compared With Similar Weapons
| Weapon | Damage dice | Proficiency | Properties and role | Distinctive consideration |
|---|---|---|---|---|
| Mace | Simple | One-handed | Straightforward bludgeoning option for characters with Simple weapon proficiency. | — |
| Club | Simple | Light | Lower-damage light alternative, useful when dual wielding is more important than damage die size. | — |
| Morningstar | Martial | One-handed | Higher base die than Mace, but requires Martial weapon proficiency. | — |
| Warhammer | Martial | Versatile | A stronger bludgeoning alternative when the character has Martial proficiency and can use both hands. | — |