Baldur's Gate Wiki

Militia Guard are seen in various areas within Saradush during Chapter Eight.

Some are posted near the entrance to the Militia Headquarters, and others are atop the city wall battlements. A few are only briefly seen during a cutscene in the HQ (SARIPG01-04).

Gameplay[]

The InfoBox displays the stats for the most common guard type - the second most numerous guard type is a Composite Longbow +1 equipped version, on the battlements.

They don't have too much to say if spoken to and are concentrating on their siege defense duties.

Attacking any of the militia will raise hostile reactions from all the militia guards in the area.

Notes[]

The Composite bow wielding militia guard type (SARGRD12-16) is constantly being respawned near the Militia HQ entrance and steps to the battlements - this is to replace the scripted wall defenders to the left and right of Errard who are periodically slain by off screen missile fire from Yaga Shura's besieging forces - the party may notice these guards ascending the steps to the battlements and moving to the same position. These guards don't drop any equipment nor leave a corpse behind upon death (on purpose), since literally unlimited numbers of these creatures can be killed over time, there would be huge piles of droppable loot and bodies accumulating on top of the battlements - thankfully the game developers thought this event through.

Seven of the (SARGRD03) units spawn in Countess Santele's House if the Ward is evil alignment and undertakes the deal made with Kiser Jhaeri to kill the countess.

There is a chance encounter if the party attempts to rest in the city streets from a Militia Guard interrupting the party, who is labeled as "Saradush Militia", and suggesting they go to an inn, the creature is an innocent and walks away after his warning - SARALEGS.cre.

Gallery[]

Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Mods:[]

The Sword Coast Stratagems mod makes a few revisions to the various militia guards, starting with a new default AI script for smarter warrior tactical behavior.

Base APR is increased to 3/2, and weapon proficiency is boosted, and a fighting style is assigned commensurate with their weaponry.

There is one weird issue with SCS installed here, and that is the bow using replacement guards are furnished with a melee weapon (which the base game units don't have) - the issue is that when these guards are slain by script on the city battlements, they drop Long Sword +1 weaponry when they die - and quite a few of these blades start piling up as recoverable treasure. The mod just needs to select the undroppable flag to fix this.

Gallery:[]

Portraits from Portraits Portraits Everywhere