All Mithril Ore Locations In Bg3

All Mithril Veins in Baldur’s Gate 3 and where to find them

There are a total of two different veins of Mithril to find in the entirety of BG3; both of these are located in and around the Adamantine Forge. While you can find tiny bits of Mithril in other places, you’ll need a full chunk of it to make anything useful. This means you can only make two of the six weapons and armor from the Forge. The first of the Mithril Ores is near the Waypoint for the Forge. If you head toward the place where the skeletons attack you near the Forge’s Waypoint, then walk past the ambush point and head down into the lava pit, there is a Mithril Vein below by the giant gear (-641,247). Smack it with piercing or bludgeoning damage to break it, then take the ore from the inside. The other Mithril Ore is along the path to the Forge; as you head down the broken stairs to the Forge itself, there is a turn-off to the left. Hop down; there is a library of sorts down there; fight off the Magma Mephits that spawn, then look for the giant spike of Mithril protruding out of the back wall (-550, 273). I would also suggest a Potion of Fire Resistance for each of your party members for this fight.

Where to find all the Adamantine Forge molds in BG3

There are six different molds located around Grymforge and the Adamantine Forge areas. Two of these are armor, one is a shield, and the rest are weapons. You can make two of the following: medium armor, heavy armor, a shield, a longsword, a scimitar, or a mace; you can also make two of the same kind of armor or weapons if you would like. The first is a Longsword Mold, which is on the catwalk above the Grymforge. The second is located in the inventory of a skeleton near the door on the west side of Grymforge. You will need to head up toward the catwalk, then take the moving platform across to the western upper side of Grymforge. Look for the large, locked double doors near where the Infernals are hiding. Next up, look for a skeleton next to the controls for the rusty moving platform. It is wearing Dark Justiciar Armor, and it has a mold in its inventory. The last three molds are located close to the Waypoint for the Adamantine Forge. The Scale Mail mold can be found right at the foot of the skeletons’ ambush point, at the base of the rope ladder. The Mace Mold is also very close to the ambush point; there is a table close to the Waypoint that has a mold on top of it. The heavy armor mold is located on the opposite side of the Waypoint from the Mace. If you are standing with your back to the Waypoint facing the stairs to the Forge, the mold will be on the ground to the left.

All Adamantine Forge armor and weapons stats

Now you know where to get the molds and where to get the Mithril Ore, so you’ll need to figure out which two of the six molds you’ll use in the Forge. Since there are only two of the ore, you’ll need to figure out which of the following fits your team the best. While they are all great Act 1 items, I prefer two pieces of medium or heavy armor. They seem to be the items that are relevant the longest. Here are all the stats for each item:

Adamantine Splint

Adamantine Scale

Adamantine Mace

There are also a couple of Adamantine weapons, one being the Mace. It’s a bludgeoning weapon with a lot of power in it.

18 Armor Class Magical Plate: All incoming damage is reduced by 2. Intense Adamantine Backlash: When a melee attack hits you, the attacker is sent Reeling for three turns. Disadvantage on Stealth Checks. Attackers can’t land Critical Hits on the wearer. No AC Bonus from Dexterity.

Magical Plate: All incoming damage is reduced by 1. Adamantine Backlash: When a melee attack hits you, the attacker is sent Reeling for two turns. Disadvantage on Stealth Checks. Attackers can’t land Critical Hits on the wearer. AC bonus from Dexterity limited to +3 Medium Armour

1D6+1 Bludgeoning Diamondsbane: If an adamantine weapon hits an object, the hit is always critical. Lethal Weapon: This weapon ignores Bludgeoning Resistance. Weapon Enchantment +1 Equip item in your main hand to gain: Concussive Smash Action

Adamantine Shield

Adamantine Scimitar

Adamantine Longsword

How to use the Adamantine Forge

In order to use the Forge, click on the Mold Chamber; it is located between the stairs down to the Forge and the round Crucible in the center. Put in the chosen mold, then click on the Crucible to put the ore inside. Next, lower the Forge with the Forge Lever on the southern platform.

+2 AC Adamantine Shield (Equipment Feature): When a melee attack misses you, the attacker is sent Reeling for two turns. Shield Bash: When a foe hits you with a melee attack, you can use your reaction to knock it Prone unless it succeeds a Dexterity Saving Throw. Immune to Critical Hits.

1d6 Slashing Diamondsbane: If an adamantine weapon hits an object, the hit is always critical. Lethal Weapon: This weapon ignores Slashing Resistance. Weapon Enchantment +1 Proficiency unlocks: Flourish and Lacerate

1d8+1 Slashing one-handed 1d10+1 Slashing two-handed Diamondsbane: If an adamantine weapon hits an object, the hit is always critical. Lethal Weapon: This weapon ignores Resistance to Slashing Damage. Weapon Enchantment +1 Proficiency unlocks: Pommel Strike, Lacerate, and Rush Attack

Once the Forge has been lowered into place, turn on the Lava Valve on the eastern platform of the Forge. The platform will flood with lava. Then, you’ll need to kill the Grym Construct that spawns. The Mold Chamber will pop open when the item is finished. Grab the item, then interact with the Mold Chamber one more time to remove the mold and put a new one inside.

How to defeat the Adamantine Forge’s guardian construct Grym

Grym is a massive construct that will attack you the moment you try to fire up the Adamantine Forge. It is a construct that isn’t easy to kill unless you know its secret. It is invulnerable to damage when it is not Superheated, and it is only vulnerable to Bludgeoning damage when it is Superheated. The trick to getting rid of this massive construct is to Superheat it by flooding the battlefield with Lava via the Lava Valve wheel. Hit Grym with ranged characters across the field to trigger its Threat Assessment; it will always walk toward the last character that tried to damage it. Position it in the center of the Forge, then pull the lever to smash it under the Forge’s hammer.

Race: Construct Health: 300 (Balanced), 450 (Tactician) AC: 20 (18 Superheated) Movement Speed: 12m Resistances: Thunder, Cold and Force (Superheated) Vulnerable: Bludgeoning (Superheated)

It will take more than one hit, but it’s the only way to do enough damage to get rid of it in a timely manner. For more Baldur’s Gate 3, check out Baldur’s Gate 3 Finesse Weapons Guide on Pro Game Guides.