Baldur’s Gate 3: Forge a Sussur Weapon
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Take bark from the Underdark
Read Highcliff’s Journal in the Blighted Village blacksmith’s house or take Highcliff’s Blueprints from its basement, then travel to the Underdark’s Dread Hollow. Collect Sussur Tree Bark from the large tree around X: -14, Y: -138. Take it back to the blacksmith forge in the Blighted Village; it is not used at the tree.
There is only one bark for this quest, so decide on the recipient before activating the forge. Your choices are a plain dagger, sickle or greatsword. The base weapon must be ordinary, so do not bring a named magical weapon expecting it to upgrade.
Use the forge in the required order
Use the blacksmith’s bellows to light the furnace. Then combine the Sussur Bark with the active furnace to turn its fire blue. Add the plain weapon last to receive its matching Sussur version. If the furnace is still red, you have missed the bark step; if the weapon cannot be inserted, check that it is one of the three eligible types.
The result is a +1 weapon with a chance to Silence on melee hit. That is useful against enemies relying on spoken spells, but it is not a guaranteed shutdown. The target makes a DC 12 Constitution save; on failure, Silence lasts two turns. Throwing the weapon does not apply that effect.
Pick for the party you have
The greatsword is the strongest straightforward damage option for a two-handed Strength user. The dagger works for a character who can make reliable melee attacks but normally uses a shield or another weapon. The sickle is more niche, so only choose it for a character who will actually equip it.
Treat Silence as the reason to bring the weapon into a caster-heavy fight, not as a substitute for every attack. Check proficiency and attack ability first; a weapon that misses cannot trigger its rider.
Related: Weapons and armour and Combat and concentration.

