This article is part of a directory: Baldur's Gate 3: Complete Guide And Walkthrough
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Getting more powerful pieces of gear is always a treat in games rich in loot and exploration. Sometimes, this gear can be of a very high rarity or are specified to be unique in some way that puts them apart from other pieces of gear.

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Baldur’s Gate 3 has many pieces of gear like this, but one, in particular, is a must-have for any character with proficiency with a mace in their party. This weapon is called the Blood of Lathander, and is the final reward for completing the quest, Find the Blood of Lathander.

Finding The Secret Room

Baldur's Gate 3 Blood of Lathander Trap

In order to acquire this item, you will first need to have acquired the Dawnmaser’s Crest. Once you have gotten this crest, head through Rosymorn Monastery and through the large doors to the Creche Y’llek. Head on over to the far west side at X: 1330, Y: -660. This will put you into the Inquisitor’s Chamber. Here, you will find two statues. Interact with the one on the right until it is facing the side you came from. Then, interact with the one on the left so it is facing the wall to the west.

A pathway will be revealed through the wall the left statue is now facing. This will reveal a secret passage carved from the surrounding rocks. Head on down the stairs of this secret passageway and you will come to some large doors called Daybreak Gate. Once you pass through these doors, you will find yourself in a room called “Secret Chambers”. This room is much more illuminated thanks to the presence of several sconces about it. Opposite the door you came through will be a door made up of flowing magical energy. You will need to disable this in order to press on. To the left of this magically powered door will be a blue crystal. This is its energy source. Attacking it can destroy it. Keep attacking the energy source until the door disappears.

Getting The Blood Of Lathander

Baldur's Gate 3 Blood of Lathander Room

Head through the deactivated door to come to another room with another door. You will also see a strange device that sends pulses over the floor. Just before this device, you will see a path that leads around the room. Follow this path and you will come to a jump you will need to make. You will also see another energy source. Just like before, destroy this energy source. To the exit, you will see another one of the devices sending out pulses. There was no need to attempt a disable of the first one and risk failing, but this one will need to be shut off. Disarm it and walk to X: 1111, Y: -775. You will see another energy source in the bottom corner of the rocks. Keep attacking this energy source until it breaks and the next door goes down.

Passing through this final door will bring you to a room with two large statues with their arms held out. Past them is a large stairwell with railings and two large flaming sconces at the top. Head on up these stairs and your journal will be updated. This will lead you to a very illustrious platform with the Blood of Lathander in the middle of it. The game goes the extra mile by having heavenly light radiating down on it to emphasize its radiance. Trying to take the mace without using the Crest Panel will trigger a trap. Luckily, you have already gone through all the requirements to obtain The Dawnmaster’s Crest, and when the game prompts you to Insert Item, place The Dawnmaster’s Crest into the panel. This will trigger a cutscene where several rotating rings will descend down toward the Blood of Lathander. The rings will stop spinning and it will show the party leader taking hold of the mace. The mace will then yield and allow itself to be removed from the pedestal it is hovering over. This will mark the quest as completed and you will now have a truly legendary weapon that will decimate many of your foes.

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Blood Of Lathander Damage & Features

Baldur's Gate 3 Blood of Lathander Mace

This weapon has a base damage of 8 to 13 Bludgeoning. With each long rest, any time its user would fall in battle due to their HP hitting 0, they will instead regain 2 to 12 HP, and all nearby allies will gain 1 to 6 HP. This means it is best in the hands of a character that is always on the frontlines, rather than in the hands of a healer that hangs in the back row. This weapon can also expel holy light that will blind all undead and fiends that fail a Constitution Saving Throw against it. It is also able to cast a spell that lets it deal 6 to 48 points of damage in addition to also blinding foes. Put this in the hands of one of your frontliners such as a Paladin or Fighter.

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