Best Early Weapon May Surprise You
Most players default to the first blade they find in Baldur's Gate 3, but there's an early-game weapon that's more versatile and powerful than it seems: the humble torch! Torches deal 2-8 damage, plus ability modifiers (1d4 Blugeoning + 1d4 Fire). They can also ignite enemies, causing an additional 1d4 Fire damage per turn. Plus, your party members can "dip" their weapons on your torch to temporarily ignite their weapons as well.
Even better, you can dual wield torches, potentially dishing out 4-16 damage per turn with both hits (plus ability modifiers and the burning effect)! This makes torches not only more deadly than a greatsword or maul in two hands, but also comparable to the Everburn Blade.
If you're worried about looking goofy running around with two torches, here's a pro tip: Swap what you're holding while exploring. It can be quickly done by holding the left button on your d-pad. This will show the ranged weapon on your back, leaving your hands free. Or you can put the torches away altogether by holding the up button .
Torches are especially useful early in Act 1, providing an effective option for characters lacking weapon proficiencies or darkvision. Even as you progress into Act 2, this trick can be a lifesaver for spellcasters in a pinch. Don't underestimate the efficiency of a well-lit path and a foe flailing in agony!