Gear inBaldur’s Gate 3is an integral part of the exploration reward, and the game has tons of it. Each piece ofnamed equipmentis unique, and you won’t find duplicates of the same thing at multiple places — barring some exceptions.

Related:Baldur’s Gate 3: Tips For Inventory Management

The close ties between exploration and gear upgrades give players one more reason to go lookingunder every rockto find the next best thing. Boots, alongside gloves,armor, andhelmets, complete the ensemble with some accessory space left over. Here are the best ones found in Chapter 1.

10Swiresy Shoes

You’ll often find one of your party membersseparated from the partybecause they’re just a little bit short of making a jump to cross the chasm. Having Swiresy Shoes in your inventory to swap to that party member to allow them to cross the distance can save you a spell slot for something like Misty Step.

Martial Classes rarely need these boots because they get increased jump distance just for being better at physical stuff thanspellcasters. Keep these shoes in yourWizard’s inventory and have them put them on when you’re out exploring the map.

swiresy shoes in bg3

9Mystra’s Grace

Feather Fall nullifies fall damage completely. It lasts 10 turns, and no matter how far the caster falls down during those 10 turns, they take no fall damage when they land.

While BG3 does have a lot of verticality, there is usually a way to get down to the lower area without having to resort to simply jumping off. However, there are some parts of the map that are only accessible if you have something like Feather Fall to survive the fall. Having access to the spell for such occasions can pay off massively.

mystra’s grace in bg3

8Springstep Boots

Momentum gives a character an extra 1.5 meters of movement speed, which may not sound like much, but it always comes in handy to be able to move as you wish across the battlefield.

Related:Baldur’s Gate 3: All Permanent Bonuses In The Game

Rogues get the most use out of the Springstep Boots simply because they get Dash as a bonus action. This allows them to Dash and reposition themselves and still have an action to spare for sneak attacks.

7The Speedy Lightfeet

There are a few pieces of gear located in the first act of the game that give players access to the unique mechanic known as Lightning Charges. Having 1 Lightning Charge gives your character an additional 1 Lightning damage and +1 attack. But these charges fade with every turn, meaning you have to constantly generate more to retain the extra damage.

The Speedy Lightfeed generates lightning charges from the Dash Action. Any character wearing multiple pieces of Lightning equipment will benefit from having these boots on, but Rogues take the most advantage due to being able to attack on the same turn as they Dash.

springstep boots in bg3

6The Watersparkers

Electrify Water and Watersparks are complementary skills that feed into one another, generating Lightning Charges at an absurd rate. Have a frontliner with the Lightning Build stand in front of a group of enemies, and if they have a water surface to work with, they keep gaining extra damage turn after turn for no effort.

The hard part about using the Watersparkers is finding a place to stand on to trigger its special effects. Combine this with something like Create Water to have a water surface to work with to gain the most benefit out of it.

the speedy lightfeet in bg3

5Linebreaker Boots

Dashing while wearing Linebreaker Boots gives the user Wrath for two turns. Wrath increases the damage dealt by the user’s melee attacks by +1 for every turn of Wrath remaining. So it gives +2 Damage on turn 1 and +1 Damage on turn 2. Quite straightforward.

Close-range classes who are going to be fighting using melee weapons make use of these boots quite well. However, if your class can attack on the same turn that it dashes, you get to take advantage of the +2 instead of just the +1. Rogue multi-classes are the best at this.

the watersparkers in bg3

4Boots Of Aid And Comfort

Wear these boots on any one of your healers and have them heal someone else using something like Cure Wounds or Healing Word. Clerics and Paladins are the best at this, but Druids and Rangers can also take advantage of the self-heal.

Wapira’s Crownis a headgear that heals the user for 1d6 when they heal someone else. Combining the Boots of Aid and Comfort with Wapira’s Crown can compound the self-healing effect to your healer’s benefit.

3Disintegrating Night Walkers

Disintegrating Night Walkers' special ability, Night Walker, comes into play more often than you would think. Spellcasters often want to cast area denial spells to prevent others from approaching. Wearing these boots allows them to not have to fear their own hazards.

Frontliners like Fighters and Paladins get even more benefit from the Night Walkers simply because it grants Misty Step as a bonus action. Martial classes that don’t often get access to this spell appreciate the utility immensely.

2Boots Of Striding

One of the items Minthara drops when she is killed are the Boots of Striding. Wearing these boots helps the wearer maintain their Concentration by gaining immunity to being shoved or knocked down in addition to gaining Momentum for a turn when you cast a concentration spell.

Unfortunately, Boots of Striding can’t be worn by spellcasters without Medium Armor proficiency like Wizards and Sorcerers. But, something like a Paladin or a Tempest Cleric who wants to cast concentration spells but still stay at melee range loves having these boots on.

1Boots Of Speed

Click Heels is an incredibly useful tool to have on any class regardless of their preferred playstyle. Ranged attackers like bow-wielders and spellcasters can use it as a bonus action to gain double their movement speed and escape from melee range.

Frontliners can also use the extra movement speed to close the gap between them and their quarry while still having an action to spare. Think of Click Heels as an upgraded version of Dash, better in every way.

Next:Baldur’s Gate 3: Best Armors In Chapter 1