The Blood of Lathander: How to Snag Baldur’s Gate 3’s Best Legendary Without Blowing Up the Map

The Blood of Lathander: How to Snag Baldur’s Gate 3’s Best Legendary Without Blowing Up the Map

You've finally made it to the Rosymorn Monastery. It’s beautiful, honestly. The sun is hitting the ruined stones of the Mountain Pass, the music is swelling, and you’re probably thinking about how to deal with those Gish raiders inside the crèche. But let’s be real. You aren’t just here for Lae'zel’s personal growth or to get yelled at by a Githyanki inquisitor. You’re here for the mace. The Blood of Lathander is arguably the most impactful legendary weapon you can find in the first half of Baldur’s Gate 3, and missing it is basically a rite of passage for players who rush through the dialogue.

Getting this thing is a whole ordeal. It’s not just a "kill a boss, loot a chest" situation. It involves a multi-layered puzzle that starts way up on the roof of the monastery and ends in a secret chamber behind a fake wall in the Githyanki Inquisitor’s office. If you mess it up? Well, let's just say Lathander has a very explosive way of protecting his property.

The Ritual Weapons Puzzle: Don’t Skip This Part

Most people see the stained-glass floor in the monastery and think it’s just flavor text. It’s not. To get the Blood of Lathander safely, you need the Dawnmaster’s Crest. Can you get the mace without it? Sure. But you’ll probably trigger a solar lance that vaporizes your entire party and levels the building. To get the crest, you have to find four ritual weapons and place them on the correct altars in that room with the stained-glass ceiling.

The longsword is already there. You’ll need to find the warhammer, the battleaxe, and the mace. The battleaxe is being guarded by a very grumpy Guardian of Faith in a side room—don't try to talk to him, just hit him. The warhammer is up on the roof in an eagle’s nest. Pro tip: those eagles are incredibly protective, and if you don't have Speak with Animals or a very high Animal Handling check, you’re in for a scrap. Finally, the ritual mace is carried by a drunk kobold in the monastery’s lower levels. Once you have all three, toss them on the pedestals. A secret compartment opens, and you get the Dawnmaster’s Crest. Keep that thing in your inventory. Do not sell it to the first trader you see in the Underdark.

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Finding the Secret Chamber in the Crèche

After you’ve dealt with Inquisitor W'wargaz—whether you sided with Vlaakith or, more likely, told her where to shove her requests—look to the left of the main platform. There are two statues. This is where most people get stuck because the statues are literally stuck. They’re supposed to rotate. One needs to face East (towards the rising sun) and the other West (towards the setting sun).

If they won't budge, hit them with a bottle of grease or use a Grease spell. Seriously. A bit of lubricant is the difference between a legendary mace and a frustrated "alt-f4" moment. Once they’re aligned, the wall slides away. This leads you into a corridor filled with light barriers and traps.

This part is tedious but necessary. You’ll see large crystals powering blue energy walls. If you touch the walls, you get shoved back. Just destroy the crystals. You can use ranged attacks or spells. While you're doing this, keep an eye out for "Dawnbreaker" traps. These are small mechanical devices that emit a cone of light; if you step in it, they’ll blast you off the side of the cliff. Disarm them with a high Sleight of Hand character like Astarion, or just time your movements very carefully.

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Eventually, you'll reach the final chamber. There it is. The Blood of Lathander. It’s floating in a beam of light, looking very holy and very expensive.

Taking the Mace: The Right Way vs. The Wrong Way

Here is the moment of truth. If you have the Dawnmaster’s Crest from earlier, interact with the control panel under the mace. Slot the crest in. The light fades, the mace drops into your hands, and everyone stays alive. It’s smooth. It’s easy.

If you decide to just grab the mace because you forgot the crest or felt like being a chaotic gremlin, things get spicy. A giant magical cage traps your character. An alarm starts blaring. You have four turns to destroy the four solar machines powering the weapon in the corners of the room. If you fail, the Lathander Solar Lance fires. It kills everyone. It destroys the monastery. It even changes the map icon for the area because the building literally isn't there anymore. It’s one of the coolest cinematic failures in the game, honestly.

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Why This Mace Breaks Act 2

So, why go through all this trouble? Because the Blood of Lathander is a cheat code for the Shadow-Cursed Lands.

First, it has an aura called "Lathander's Blessing." If you drop to 0 hit points, you instead regain 2-12 HP, and your allies nearby get a small heal too. This can save a botched honor mode run in a heartbeat. But the real kicker is "Lathander's Light." The mace sheds a constant holy glow. In Act 2, almost every enemy you fight—shadows, wraiths, undead—is sensitive to light. This aura automatically Blinds undead and fiends who stand too close. Imagine walking into a crowd of terrifying shadows and they all just... miss their attacks because your mace is too shiny.

It also gives you access to "Sunbeam," a 6th-level spell, once per long rest. Getting a 6th-level spell in Act 1 or early Act 2 is insane. It’s a massive line of radiant damage that can melt entire groups of enemies. It's basically a handheld tactical nuke.

Actionable Tips for your Blood of Lathander Run

  • Bring Grease: As mentioned, the statues in the Inquisitor’s room are often "stuck" due to age or a low strength check. A Grease bottle or spell fixes this instantly.
  • Misty Step is your friend: If you do trigger the trap by accident, use Misty Step or Dimension Door to get your characters out of the blast zone or closer to the crystals you need to destroy.
  • Give it to Shadowheart: It feels ironic giving a Lathander relic to a Sharran priestess, but her Spirit Guardians combined with this mace makes her an untouchable goddess of death in the mid-game.
  • Check your tags: The mace is a +3 weapon. That’s a huge accuracy boost for where you are in the story. Even if you aren't a Cleric, a Paladin or even a Bard can make great use of it.
  • The Crest is non-negotiable for safety: If you are playing on Honor Mode, do not take the risk of "grabbing and running." Get the ritual weapons. It takes ten minutes and saves your 40-hour save file from a fiery end.

Once you have the mace, you're ready to head into the Shadow-Cursed Lands. The darkness doesn't stand a chance when you're carrying the literal blood of a sun god. Just remember to keep it equipped; the passive blinding effect is often more valuable than the actual damage the mace deals. It turns some of the hardest fights in the next ten hours of gameplay into absolute cakewalks.