Baldur’s Gate 3 Adamantine Forge: Why Most People Craft the Wrong Items

Baldur’s Gate 3 Adamantine Forge: Why Most People Craft the Wrong Items

You’ve finally made it. After surviving the Underdark, dodging those annoying Duergar, and maybe pushing a few people off boats, you’re standing in front of the Baldur’s Gate 3 Adamantine Forge. It looks epic. It feels like the peak of Act 1. But honestly? Most players walk away from this place with gear that ends up sitting in their camp chest by the time they hit the Shadow-Cursed Lands.

The forge is a bit of a trap. Not because the items are bad—they’re actually some of the best mid-game equipment in the entire RPG—but because you only get two pieces of Mithral Ore. That’s it. Two shots at greatness. If you waste them on a shiny new longsword, you might regret it when you realize just how rare "critical hit immunity" actually is.

Finding the Forge (Without Getting Lost)

First off, getting there is half the battle. You’ll find the forge in the southern part of Grymforge, but it’s tucked away behind a series of platforming puzzles that make me wish everyone in my party had Misty Step.

You basically have to find the Ancient Forge Waypoint. To get there, head north from the docks until you see some deep rothe (giant cows) being forced to clear rubble. You can talk to them, kill their masters, or just blast the rocks yourself. Once you're through, follow the high catwalks. You’ll need to use levers to move hanging platforms back and forth.

Pro Tip: Keep one character by the levers and send the rest of the party across. It saves you from having to jump back and forth like a frantic Halfling.

What Should You Actually Craft?

This is where the debate gets heated. There are six moulds scattered around the area: Longsword, Mace, Scimitar, Shield, Scale Mail (Medium), and Splint Armour (Heavy).

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Don't touch the weapons. Seriously.

By the time you’re at the Adamantine Forge, you probably already have weapons that do more damage or have better utility. The "lethal" property of Adamantine weapons (guaranteed crits on objects) sounds cool until you realize you’re rarely fighting a door.

The real MVPs are the armors.

  1. Adamantine Splint Armour: This is a Heavy Armour powerhouse. It gives you a -2 reduction to all incoming damage and makes you immune to critical hits. In a game where a random crit from a boss can end an Honor Mode run, this is massive.
  2. Adamantine Scale Mail: The Medium version. It offers -1 damage reduction and that same sweet crit immunity. Perfect for Karlach, Shadowheart, or a high-Dex Ranger.
  3. Adamantine Shield: If you don't have two heavy/medium armor users, get the shield. It has a "Shield Bash" reaction that can knock enemies prone and makes attackers "Reeling" (a -1 penalty to attack rolls) when they miss you.

How to Use the Adamantine Forge (And Not Bug It Out)

The forge is finicky. If you do things out of order, the levers might jam, or the lava won't flow. It's a nightmare.

Here is the exact rhythm you need to follow:

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  • Insert the Mould: Click the Mould Chamber (the boxy thing on the side) and put your chosen mould in.
  • Insert the Ore: Click the Crucible (the big cylinder in the middle) and drop your Mithral Ore in.
  • Hit the Hammer: Pull the Forge Lever. The platform will drop down into the arena.
  • Flood the Floor: Turn the Lava Valve. This is when the boss, Grym, shows up.

Dealing with Grym (The Easy Way)

Grym is a massive mechanical golem with 300 HP (on Balanced) and a nasty habit of being immune to everything. Except when he’s "Superheated."

You have to keep him standing in the lava to damage him. But here's the trick: he’s vulnerable to Bludgeoning damage. If you have a Monk or a Barbarian with a giant hammer, they can actually melt his health bar pretty quickly.

However, the "intended" way is to lure him into the center of the forge, right under the giant hammer. Once he’s standing on the anvil and he's glowing red from the lava, pull the Forge Lever. THWACK. The hammer drops for massive damage. Do it twice, and he’s scrap metal.

Just watch out for the Magma Mephits that spawn after the first hit. They’re small, but they explode, which is never a fun way to die.

Troubleshooting the "Stuck" Forge

A lot of people think their game is broken when they try to make the second item. If the levers won't budge, it's usually because there's still a tiny bit of lava on the floor or the previous item is still sitting in the mould chamber.

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Follow these steps if you're stuck:

  1. Enter Turn-Based Mode. It forces the game to process the "lava receding" state properly.
  2. Wait 2-3 turns until the floor is completely clear.
  3. Eject the old mould using the lever next to the chamber.
  4. If the platform is still down, use the "Platform Control" button near the lever to raise it back up.

Actionable Next Steps

Before you leave the Underdark, make sure you've actually found both Mithral Ore veins. One is guarded by Magma Mephits near the forge entrance (look for a glowing blue rock), and the other is down a side path filled with lava to the left of the stairs leading to the forge.

Once you have your gear, head back to camp and talk to Dammon if he's still alive. He won't help with the forge, but you'll want to save your scrap metal for him later. Now, go put that Adamantine Splint on your tank and laugh the next time a goblin tries to crit you.


Next Steps:
Locate both Mithral Ore deposits before starting the boss fight. One is located at (X: -642 Y: 257) and the other is across the lava at (X: -555 Y: 277). Once Grym is defeated, ensure you loot the Grymskull Helm from his body—it’s a free third piece of Adamantine gear that doesn't even require ore to "craft."