Baldur's Gate: Enhanced Edition

Baldur's Gate: Enhanced Edition

Not enough ratings
Siege of Dragonspear Legacy of Bhaal Difficulty Guide
By PhilosophusRex
This is a detailed walkthrough for Siege of Dragonspear on Legacy of Bhaal Difficulty. It contains a recommended party composition, walkthrough as well as video tutorials for the most challenging fights in the game.
   
Award
Favorite
Favorited
Unfavorite
Character Creation and Party Management
Continuing from our adventures in Baldur's Gate, our Bhaalspawn is ready to lead a new party in Siege of Dragonspear. If you followed my previous guide, then your Bhaalspawn enters with the below stats.

Human Berserker Lv. 7
STR 19
DEX 19
CON 19
INT 16
WIS 21
CHA 3
Proficiencies
Flail/Morningstar ****
Two-Weapon Fighting **

Our Player Character, Darksbane, will serve as the party's front-line tank. If you are playing as a good-aligned party, I recommend the following characters:

Khalid - Khalid retains his spot on the party and serves as a ranged DPS. Equip him as an archer and put all his points into Longbows

Corwin - Similar to Khalid, Corwin grants added Ranged DPS and she should have all her skill points put into Longbows

Jaheria - Jaheria provides access to powerful Druid spells like Summon Nature's Ally and Insect Plague, while also being able to contribute to the party's physical damage output, albeit not as well as Khalid or Corwin.

Glint - Glint serves as our primary Divine spellcaster. He grants the party access to Cleric spells while also being our party's lock picker and trap disabler.

Safana - Safana is our primary Arcane spellcaster. If you want to have the maximum reputation, you only have two mage choices for NPCs. Safana, which requires you to give her an INT tome in BG1 and Dual Class her, or Dynahier. Dynahier has a major weakness over Safana in that as an invoker, Dynahier cannot cast Greater Malison, which is a critical spell in Legacy of Bhaal.
Part 1: Importing your Character
Before you begin Siege of Dragonspear you should know that you will lose all of your gold in the opening act of the game. Go back to your Baldur's Gate Enhanced Edition save and spend all your gold before facing Sarevok. There are late-game enemies in Siege of Dragonspear that have immunity to weapons with +2 modifiers or less, so make sure to bring all your +3 weapons with you. If you've sold them previously, buy them back, and make sure to get the +3 staff from Ulgoth's Beard Inn. I'd also recommend buying out the stock of Arrows of Detonation, as there are parts of Siege of Dragonspear where you won’t be able to cast spells, and Arrows of Detonation give an alternate means of AoE damage in those circumstances. You'll also not get the opportunity to purchase more Arrows of Detonation once you finish Chapter 7.

Finally, you’ll want to spend any remaining gold on wands. The Wand of Paralyzation is a reliable way to disable bosses. Wands of Fire are great for large groups of enemies. Wands of Monster Summoning are useful throughout the game, as summons are buffed on Legacy of Bhaal difficulty. Finally, a Wand of Lightning is helpful for times when enemies have resistance to fire or are in tight hallways.

Once you’ve spent all your gold, we’re ready to beat Sarevok and start Siege of Dragonspear. The enemy AI is much smarter in this game compared to BGEE, so tactics like aggroing enemies one at a time will no longer work. The sheer amount of enemies in each encounter makes this game particularly challenging on Legacy of Bhaal difficulty, so traditional combat is best to be avoided whenever possible. Instead, use Safana to navigate to the end of each floor and negotiate a surrender with the leader of the mercenaries. On the first floor, use Invisibility to go to the northwest corner and navigate the dialogue to get the enemies to surrender. You can repeat this on the second floor, but you’ll need to damage Korlasz first before she agrees to surrender. Safana can accomplish this herself, with proper positioning and timing she can cast a Greater Malison spell and follow it up with the Wand of Polymorphing. Casting Greater Malison on Korlasz before dialogue will not have an effect, so you need to cast the spell and then immediately trigger the dialogue before the spell resolves. When correctly done this reliably brings Korlasz to 1HP and she will surrender.

When you leave the tomb your party will disband. Any unequipped gear will show up in a chest in the next area, while their equipped gear will be lost until you can recruit them again. Coran and Kivan will be leaving the party permanently and thus should be stripped entirely before proceeding. Khalid and Jaheria will not be rejoining us for some time so it’s best to strip them as well. Safana will join us soon so she can keep her gear equipped. The only exception is the Sword of Balduran which carries over to the next section of the game regardless so you can keep that equipped on a party member.

Once you return to Baldur’s Gate, reunite with Safana in the Elfsong Tavern. Safana and Darksbane alone are sufficient to defeat any challenges in the remainder of Chapter 7. The only real challenges are the encounter with Korlasz in the dungeons and the robbers at Sorcerous Sundries. The Wand of Paralyzation will be able to completely disable Korlasz, allowing Darksbane to defeat her easily. Safana should be equipped with the Dagger of Venom so she can contribute to damage against disabled enemies. When facing the robbers in Sorcerous Sundries, use the Wand of Monster Summoning and buff your summons with haste. The summons will provide tanking and damage and make the fight much more manageable. Safana can further contribute by using AoE disable spells that don’t friendly fire, such as Emotion: Hopelessness, Slow and Horror. Once the enemies are disabled the balance of the fight is simple. Make sure to buy more Arrows of Detonation before you leave the Sorcerous Sundries as this is the last chance to get these arrows for the rest of the game.

After completing all the quests in Baldur’s Gate, Darksbane and Safana are off to Chapter 8.

Part 2 - How to Kill the Lich
Continuing on to Chapter 8, we get the opportunity to recruit more party members. Corwin earns a spot as a great archer and source of single-target DPS, while Glint provides Healing and Divine spells. Our core party is now complete with Darksbane as the Tank, Corwin as the DPS, Glint as the support and Safana as the controller. We also have all thievery skills covered with Safana providing Stealth and Pickpocketing and Glint having Open Locks and Find Traps.

Making our way through dungeons in Dragonspear involves large groups of enemies at a time, to navigate this I highly recommend using the spell Animate Dead. Glint gets this as a Level 3 Divine Spell and Safana gets it as a Level 5 Arcane spell. Once your caster is level 7 these summon a skeletal warrior which has good damage, solid magic resistance and physical resistance. These summons make great tanks and allow for dispensable troops when needed.

With extra summons, you get tremendous value out of AoE buff spells like Haste and Bless. With Glint, you also get access to great Cleric spells like Protection from Evil (radius) and Chant to get further value out of your summons. With careful positioning, you can use these summons as a front line to defeat the large groups of enemies as you advance further into the Liches lair.

Clear a path towards to pillar puzzle and ensure you got "The Secret Revealed" from the dwarves before spawning the Lich. Make sure you've cleared any traps on Safana's path to the elemental room and position your party at the entrance of the dungeon. Then have Safana and some Skeletons head towards the LIch's chamber. Use the Skeletons as a distraction to allow Safana to make her way to the Liches chamber. Use pickpocketing to steal the key and open the hidden door to the North, then activate the 2nd pillar to the left to secure the phylactery.

At this point, the Lich will be hostile and cast Time Stop and start heading toward the rest of your party. Fortunately, the time stop will expire before he arrives. Use "The Secret Revealed" to remove the Lich's immunities and inflict Miscast Magic before having your party attack. Meanwhile, Safana makes her way to the elemental chamber to destroy the phylactery. This will cause a cutscene to trigger while your party is fighting the Lich. Once the Lich is defeated and the phylactery destroyed, the quest is completed.

Part 3 - Temple of Cyric
Moving on to Chapter 9, we can reunite with Jaheria and gain an extra divine spellcaster. In Baldur's Gate 1, one divine caster is sufficient but by Seige of Dragonspear, both Clerics and Druids start to get powerful spells exclusive to them. In the previous video, we've already seen how powerful skeleton summons can be, and Jaheria brings the powerful spell Insect Plague which will help us through the rest of Seige of Dragonspear. The next dungeon is the Temple of Cyric, which presents two challenging encounters for players on Legacy of Bhaal difficulty.

Firstly, we face the Neothelid, this powerful serpent is an excellent candidate for a charge from the Wand of Polymorphing. Send in your Skeleton Warriors to trigger the encounter, and wait until you hear the "roar" sound effect when the Neothelid emerges from below ground. Send in Safana, Glint, and Jaheria then have them cast Greater Malison and Doom to lower the creatures' saves. Once the saves have been lowered hit it with a Wand of Polymorphing for a quick victory.

The real challenge in this fight is the Mind Flayer Darkshelin. This powerful creature is surrounded by minions and taking on the whole group at once is fatal at this difficulty. Use the Level 5 Arcane Spell Chaos to confuse the minions so they fight each other, allowing you to aggro and isolate Darkshelin to advance on your party alone. Use your Skeletons to tank the Mind Flayer while your party focuses it down. Defeat it quickly and then retreat before the Chaos spell wears off and the minions advance on you.

Part 4 - Battle of Bridgefort
It's finally time to face the Crusaders! Darksbane finds Khalid defending Bridgefort from the Crusaders and coordinates the armies of Bridgefort and the Flaming Fist against the invaders. There will be many casualties in this battle, so I highly recommend having Khalid join the party, otherwise, he'll be right on the front lines. I had levelled up Khalid's Longbow Proficiency in Baldur's Gate 1 and equipped him with the Dead Shot + 2, and he becomes a welcome addition to the party as an additional ranged DPS.

When the battle begins you'll want to exit the keep via the Teleport Circle and meet up with the Flaming Fist army attacking from the Southeast. There are far more allies with the Flaming Fist than with the Bridgeport defenders so you get more value out of AoE buffs like Haste, Chant and Bless.

The main tactic we want to employ is to utilize choke points to get the enemy to group up and then cast Greater Malison, Slow and Web for maximum value. Once the enemy is immobilized as much as possible, cast Cloudkill for damage over time against the enemy. This works well with the Skeleton Warriors from Glint's Animate Dead spell as they are not affected by the poison damage from Cloud Kill. Follow this up with blasts from Wands of Fire, and be liberal with them, this is why we imported so many from Baldur's Gate 1.

Jaheria also has a lot to contribute to this battle. Enemy mages will be aggressive with their offensive spells, so be careful to keep the party out of the main battle, as a single fireball will kill your weaker party members. One great way to disable them is with Jaheria's new spell Insect Plague. This powerful AoE spell causes fear and prevents spellcasting on enemy mages. Jaheria is also the best healer for your large army, as her spell Call Woodland Beings allows you to summon a Nymph which can cast Mass Cure to keep your front lines healthy.

Despite all our best efforts, eventually, the Flaming Fist will fall and the enemy will advance on us, at this point the best thing to do is retreat and go back to the Teleport Circle. The game allows you to rest in the castle before re-engaging the enemy. However, the same tactics should allow you to finish them off this time. Once all enemies are defeated you need to save the bridge before it's destroyed. The enemy will summon powerful monsters who will attack the explosive barrels, if they succeed the game ends. Cloudkill and Insect Plague will shut down the enemy mage, preventing them from summoning and allowing you to defeat the enemy before they destroy the bridge.

Part 5 - Maximize Armor Class
Before we leave Bridgefort I highly recommend speaking with Jegg and securing both the Rhino Beetle Plate as well as the Voidstone Arrows. Getting +3 Arrows for Khalid and Corwin will be very important for the endgame battle. Once we get to the Coalition Camp in Chapter Ten, head to the southeast corner of the camp and use the Spectacles of Spectacle to summon Nazramu. This is one of the best merchants in the game and will pay more for your items than other vendors. I recommend picking up the Wizzard Hat for faster casting on Safana, and for Darksbane grab the Ring of Purity and the Cloverleaf belt.

In the underground river entrance, there is a group of Ogres fighting for leadership. There is an opportunity for you to solo 2 Ogres and convince the tribe to join your campaign against the Crusaders. This is the perfect opportunity to see how tanky we can make Darksbane.

Darksbane's Loadout looks like this:
Weapon: The Thresher
Shield: The Suncatcher +2
Armour: Rhino Beetle Plate
Helmet: Helm of Balduran
Cloak: Cloak of Balduran
Gauntlets: Legacy of the Masters
Belt: Destroyer of the Hill
Boots: Star-Strewn Boots
Necklace: Lon's Amulet
Ring: Ring of Purity
Ring: The Guard's Ring

This puts our AC at a respectable -10. However, we can push our combat abilities even further with the use of potions and some special abilities. I used Potion of Defense, Potion of Heroism, and Oil of Speed to increase AC, Hit Points, THAC0, Movement speed, and attacks per round. Further, I used the Protection from Evil Radius Spell from Glint to further increase my AC vs. Evil creatures. Finally, I used my Bhaalspawn ability Draw Upon Holy Might to increase my Strength, Dexterity, and Constitution and my Berserker ability Enrage to give me a further -2 to AC.

Altogether this puts our AC at an incredible -14. With an additional -4 against the crushing attacks of the Ogre's weapons, plus an additional -4 against Evil creatures, that puts our AC for this battle at -22! Which is enough to secure victory in the duel and win over the support of the Ogre tribe.

Part 6 - How to Kill the Necromancers
Heading into the Underground River we make our way to the ruins of Kanaglym. The ghost of a dragon threatens us not to continue, but the shrewd adventurer can discover that the Ghost is acting against her will. Proceed past the ghost dragon into Kanaglym and the Dragon reveals that she is under the spell of the Necromancer Kherriun. Our best strategy for this encounter is to do a sneak attack and focus Kherruin with all our damage, killing her frees the dragon to fight as our ally. This is a good opportunity to demonstrate the power of spell sequencing. Head over to the Coalition Camp and purchase Minor Sequencer, Secret Word and Invisibility 10' Radius from Belegarm if you haven't already. Invisibility 10' Radius will allow our party to get in the perfect position for a sneak attack. Minor Sequencer lets us store two spells of level two or lower to be cast simultaneously, in order to do a high amount of burst damage, let's prepare two Magic Missiles. Secret Word is a good spell that can strip mage protection that Kherriun uses.

Summon your Skeletons and cast your buffs before getting your party into position, then hit Kherriun with everything you've got. With a little luck, you should be able to take her down quickly with the blast of Magic Missiles, Secret Word and regular attacks from your archers and skeletons. Once she's down we retreat with the party, leaving the skeletons behind to cover our escape. The Dragon is now our ally and should have little difficulty finishing the battle, and Safana can assist safely from a distance with spells like Cloudkill and Slow. Be careful not to hit any of the innocent 'sacrifices" trying to escape.

Spell Sequencing opens up powerful spell combinations for a mage, and this tactic will be very helpful in the endgame battle. However, just using level two spells or lower limits our options. Hopefully, you've got one more charge left in the Spectacles of Spectacle because once Kanaglym is cleared there is an opportunity to use it to pull the Lich Zhadroth into the Prime. Use 'The Secret Revealed' Gem on the LIch, just like we did in part 2, to weaken him and make him a much easier challenge. Once the LIch is defeated he drops the Robe of Arcane Aptitude which has the power to cast Spell Sequencer once per day. Spell Sequencer is a level 7 spell that works like Minor Sequencer except you can store 3 spells of level 4 or lower. This will allow for more creative combinations of spells and will be a tremendous asset in the endgame of Seige of Dragonspear.

Part 7 - Siege of the Coalition Camp
We're coming up to the endgame of Seige of Dragonspear. The final encounter of Chapter Ten consists of facing four successive waves of Caelar's forces as they attack the Coalition Camp. During each wave, we have the opportunity to bring in a squad of allies to assist us and in between each wave, we get the opportunity to heal and refresh our spells via the cleric Dosia. Dosia uses her own life energy to restore our spells and utilizing her 3 times results in her death, so to keep her alive, our plan is to not rest between wave 1 and wave 2.

Our primary tactic involves using Safana and Jaheria to disable large numbers of enemies at once. Safana can utilize the Robe of Arcane Aptitude we got in the last episode to get free use of Spell Sequencer. Prep Spell Sequencer before the first wave with Greater Malison and two Web spells. Spell Sequencer will fire these 3 spells simultaneously, lowering the saving throws of the enemies before forcing them to continuously roll saves against the hold effect from the webs. Meanwhile, Jaheria should cast Insect Plague against each wave to create panic in the enemies and cause damage over time, preventing enemy spell casting, which is particularly helpful against wave 2 and wave 4.

During the first wave, we face trolls so instruct the archers to light their arrows and assist you. Safana and Jaheria should be able to disable the enemies and allow you to move on to wave 2 without taking damage or using too many spells. So we don't need to use Dosia until before wave 3.

During the second wave, we face wizards, so we'd be best assisted by the wizard slayers. Jaheria's Insect Plague is invaluable during this encounter. Her summons Nymphs from the spell Call Woodland Beings grant access to a Mass Cure which can be useful when you get hit by a fireball. Glint can disable enemy spell castings by use of the level 2 priest spell Silence 15-Radius. Enemy mages will attempt to Silence you as well so ensure Safana has Vocalize prepared.

During the third wave, we face elite crusader troops. Bring the War Mages to assist you and use the same tactics as wave 1 to disable and immobilize the enemy, allowing the AoE spells from your mages to have the maximum effect.

During the final wave, we move out with our remaining troops. Since we've done the relevant sidequests the thieves and dwarves will both assist which makes this final battle much easier. Greater Malison, Web, and Insect Plague will once again serve you well. Once this final wave is defeated the chapter ends. Now it's time to take the fight to Caelar!

Part 8 - Beating Belhifet
In this final chapter, we'll face the two most challenging encounters in the endgame. Chapter 12 begins when we arrive at Dragonspear Castle after defending the coalition camp. A cutscene is triggered where our forces breach the castle walls and advance. Instead of joining the battle, our PC Berserker will drink various potions to buff himself. I recommend using the Potion of Mind Focusing, Potion of Fire Giant Strength, Potion of Heroism, Potion of Defense, and Oil of Speed. With all of these potions and then a further buff from casting Draw Upon Holy Might we will have the maximum Strength and Dexterity score of 25.

Once fully buffed and within the castle walls, we head north to trigger an encounter with Ashateil. Ashateil challenges our Player Character to a dual; if she loses, she will surrender the Crusader forces to ours. We agree to her challenge and when it begins, utilize The Stone Ally and Amulet of Abnormally Awesome Ankheg Summoning to summon both the Golem and two Ankhegs. Once our summons are on the field, we trigger Berserk and engage in melee. Ashateil will attack with fire spells so having a Batalista's Passport equipped gives us some needed fire resistance. When Ashateil gets low she'll cast Sanctuary, we'll use the time to heal and buff before finishing her once Sanctuary expires.

The last challenge of this game is Belhifet, the final boss of Siege of Dragonspear. Before the encounter begins we have three waves of enemies on the lift. Prior to making the ascent, we'll drink all the potions with 12-hour durations, as well as long-lasting defence spells like Stoneskin and Iron Skins. After the first wave, we'll drink all the potions with 2-hour durations, then after the second wave, we drink all the potions with 1-hour durations. Then after the final wave, we cast all our buffs, and right before the encounter starts we have Safana cast Spell Immunity: Abjuration. Before the battle begins we must ensure that all our damage dealers have +3 weapons or ammunition as Belehifet will ignore any damage from lower-tier weapons. Belhifet also has a fear aura and fire attacks so Potions of Fire Resistance and Potions of Clarity will be critical as well.

When the battle begins Belhifet will cast Dispel Magic against the closest party member, so have Safana advance while the rest of the party retreat. Safana will block the spell with Spell Immunity. Belhifet will be invisible but we can use Glint's Detect Illusion skill to target him anyway, The plan for this encounter is to have our party retreat and use summons to hold aggro, keeping the rest of our party alive while Safana disables Belhifet. Safana first casts Lower Resistance to reduce Belhifets Magic Resistance before following up with blasts from the Wand of Polymorphing. With luck and enough attempts, we should be able to reduce Belhifet's HP to 1, allowing our archers or Safana with a Wand of Frost to finish him off from range. Once Belhifet is done his minions will disappear, allowing us to focus fire Hephernaan.

2 Comments
johnny sausage 6 Jun @ 11:10am 
Thanks for the guide! If there is any chance, waiting for the same one for BG2
halforc 20 Apr @ 6:45am 
Cool guide. I'm looking forward to the Baldur's Gate 2 guide ^^