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(Created page with "== Act Three == * The following permanent character bonuses can be obtained in Act Three of the game's story. {| class="wikitable" ! Name !! Effect !! How to Obtain !! Notes |- | Partial Ceremorphosis|| Gain access to tier 3 Illithid Powers, and automatically unlock all tier 1 Illithid Powers and the Fly tier 3 Illithid Power || Consume the Astral-Touched Tadpole offered by the Emperor|| |- | Bless || Gain a {{DieIcon|d4|Slashing}} '''+1...")
 
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== Act Three ==
[[File:High Hall Allies Quest.jpg|thumb|The party's allies have gathered to fight the Absolute.]]
* The following permanent character bonuses can be obtained in [[Act Three]] of the game's story.
{{SpoilerWarning}}
{| class="wikitable"
[[File:Action CallForthAllies.png|left|70px]]
! Name !! Effect !! How to Obtain !! Notes
'''Gather Your Allies''' is a main [[Quest]] spanning all three Acts of Baldur's Gate 3. It is obtained in [[Act One]] and completed in [[Act Three]]. Its objectives are completed as various quests are completed during the campaign.
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== Objectives ==
''Objectives and journal entries may vary pending player decisions and outcomes.''
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Recruit allies in the fight against the cult</div>
<div class="mw-collapsible-content">
* Freeing ourselves of the parasite is proving more difficult than we imagined. We should be on the lookout for powerful allies - we'll likely need them in the fight to come.
* Volo has become a most loyal ally. His powerful words of encouragement are sure to be at our backs in the trials to come.
* Auntie Ethel is grateful for us letting her keep the child. We can rely on her help in the trials ahead.
* Halsin is grateful for our help protecting the sanctity of life. We can count on his formidable druidic powers, should the need arise.
* Yurgir, pleased to be free of his contract, will lend us the hellish might of an orthon in the trials to come.
* Mizora is sure to seek revenge for her abduction to Moonrise Towers. When the time comes to face the Absolute, we'll find her on our side.
* Isobel is grateful that, thanks to us, her beloved is safe. We are sure to have the light of Selûne guiding us in the darkness to come.
* Dame Aylin, the fearsome aasimar, is now our sworn ally. She'll have our backs in any fight - no matter the enemy.
* Lorroakan is more powerful than ever with the Nightsong in his possession, thanks to us. The might of Ramazith's Tower will be at our backs, should we ever need it.
* Rolan is grateful for our help securing his position in Ramazith's Tower. We can rely on the tower's full power, should we ever need it.
* Arabella is back from learning how to control her powers. We can trust that her magic will be there to help us when we need it most.
* The strange creature is thankful that we helped it enter the city. No doubt we'll have a powerful ally when we need it most.
* Valeria feels indebted to us for having saved her from an untimely death. She and her City Watch are prepared to support us in the final battle.
* Dammon the weaponsmith has become a staunch ally. We can rely on his ingenuity and the owlbear cub's might in our final battle.
* Wulbren and the Ironhand Gnomes no longer have to contend with the Gondians. We can rely on their aid, should we ever need it.
* The Gondians' lives were saved with our help. We've made loyal allies in them, should we ever need their aid.
* Barcus won't forget that we helped him become the new leader of the Ironhand Gnomes. We can count on his support should we ever need it.
* Grand Duke Ravengard is grateful for us saving him from the Absolute's clutches. He will stand by our side in the final battle.
* Florrick is immensely grateful that we freed her and helped with the threat at Moonrise. We are sure to have her and the Flaming Fist by our side when we need it most.
* The Zhentarim don't like to be in anyone's debt - it's bad for business. For helping them, we are sure to have their blades on our side, should it come to protecting the city. It's their new home, after all.
* Nine-Fingers is grateful that we helped her retain control of the Guild - she's not one to give away what's hers. We can count on her and her Lady's Court in the final battle.
* Mol isn't one to forget those who have helped her along the way. She'll have our back in the fight to come.
* We've made an ally of Kith'rak Voss. He and his mighty steed will aid us when the time comes.
* Astarion is grateful for us helping him become Vampire Ascendant. We can count on his dark magic in the final battle.
* The Gur people are grateful for our role in taking down Cazador Szarr. We are sure to have them by our side, come what may.
* Shadowheart is thankful that we helped her gain her rightful position in the Sharran Cloister. We can count on the dark power of the Sharrans in the battle to come.
* Viconia is grateful that we helped her establish her rightful position. We can count on Viconia and Lady Shar's faithful in the fight to come.
* Jaheira has joined our party. We'll have whatever aid the High Harper can muster in the fight to come.
* Bhaal is most pleased we have embraced him. The Lord's slayer will make for a powerful ally in the battle ahead.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Updates for Deceased/Abandoned Characters</div>
<div class="mw-collapsible-content">
The following objectives are added for characters who leave or are killed:
* Halsin has left, forging his own path. He won't help us in the fight to come.
* We killed Dammon, so he and the owlbear cub can no longer aid us in the battle to come.
* Shadowheart has left, so we will be without her aid in the battle to come.
* We killed Viconia, so have lost the aid of her and Lady Shar's faithful.
* Auntie Ethel would have lent us her aid, but we killed her before she could.
* We killed Ulma, so we will no longer have the help of the Gur people in the final battle.
* Astarion is gone, so we will be without his aid in the fight to come.
* Counsellor Florrick was ready to support us in battle, but we killed her before she could.
* The Guild are leaderless. They're in no condition to help us in our fight.
* The Zhentarim are newly victorious, but leaderless. They will be busy with matters of their own, so will not be able to aid us.
* Jaheira has left us - and with her, any chance of aid from the Harpers in the fight to come.
* With Wyll dead, Mizora has little interest in helping us.
* We sent Yurgir, who could have been a powerful ally in our final battle, back to the Hells.
* We killed the owlbear cub, despite how far it had come. We will no longer have its support in the battle to come.
* The phasm would have aided us in battle, no matter how formidable our foe, but we killed it.
* We killed Grand Duke Ravengard, who can no longer help us in the fight to come.
* We killed Isobel despite all we did for her and Dame Aylin. She can no longer help us in the final battle.
* We killed Dame Aylin despite all we did for her and Isobel. She can no longer help us in the final battle.
* We killed Lorroakan, so no longer have his support from the heights of Ramazith's Tower.
* We killed Rolan, despite having helped him accomplish his goals. He can no longer aid us when the time comes.
* We killed Wulbren. He can no longer aid us in our final battle.
* We killed Barcus, an unfortunate gnome until the end. He can no longer aid us in our final battle.
* We killed Valeria, despite having saved her so recently. She can no longer aid us in our final battle.
* We killed Volo, just a humble bard and documentarian at the core. He can no longer help us in the fight to come.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Quest Compete</div>
<div class="mw-collapsible-content">
* The allies we've made on our journey have all gathered together - ready to lend us their power in the battle ahead. It is time to finish this - once and for all.
</div></div>
== Factors ==
*Objectives for this quest are often mutually exclusive (i.e. those who choose to side with Minthara over Halsin would not receive these objectives in their quest log.)
*For all companions, they must be recruited in Act One and their personal story quests must be resolved for their objectives to be completed in Gather Your Allies.
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{| class="wikitable" style="margin:auto"
! Ally
! style="width: 60%;" |Recruitment
! Boon
|-
|-
| Partial Ceremorphosis|| Gain access to tier 3 Illithid Powers, and automatically unlock all tier 1 Illithid Powers and the Fly tier 3 Illithid Power || Consume the [[Astral-Touched Tadpole]] offered by [[the Emperor]]||
| style="text-align:center;" | [[File:Volo-facePatch7.png|150px|link=Volo]] {{clear}} [[Volo]]
| style="text-align:left;" |
*During Act One, complete [[Rescue Volo]] to free him from the goblins at the [[Goblin Camp]].
*During Act Three, Volo is encountered again near the [[Steel Watch Foundry]] in the [[Lower City]], tied to a chair in front of several Smokepowder barrels. After battling Volo's captors and saving him before the barrels explode, he will join your camp.
| [[File:Book Tome M Image.png|center|150px]] '''Volo's Guide to Monsters''': +2 to [[Attack Rolls]], [[Saving Throws]] and [[Ability Check]]s.
|-
|-
| [[Bless (Condition)|Bless]] || Gain a {{DieIcon|d4|Slashing}} '''+1d4''' bonus to {{Attack Roll}}s and {{SavingThrow}}s. || Pay [[Boney]] in the [[Circus of the Last Days]] 5000 gold to construct a statue of yourself.|| Can only construct a statue for a single character. The effect begins once you long rest.
| style="text-align:center;" | [[File:Auntie Ethel.jpg|150px|link=Auntie Ethel]] {{clear}} [[Auntie Ethel]]
| style="text-align:left;" |
*Complete [[Get Help from Auntie Ethel]] and following part of the [[Save Mayrina]] questline. After fighting Auntie Ethel and reducing her health a sufficient amount, Ethel tries to make a deal for a permanent stat boost in exchange for keeping Mayrina, leaving their deal intact.
*If the party killed Ethel, they can still work with her by finding her disguised as [[Captain Grisly]] during [[Save Vanra]]. If the party kills [[Lora]], then Ethel is willing to strike a deal with them, even if they killed her previously, as she is so amused by the turn of events.  
| style="text-align:center;" | [[File:Action EndGame HagInvisibility.png|center|150px]] Veil of the Weird: Channel Auntie Ethel's magic to render 5 creatures withing range Invisible.
|-
|-
|Monk's Hideous Laughter
| style="text-align:center;" | [[File:Rolan.png|150px|link=Rolan]] {{clear}} [[Rolan]]
|Gain casting of [[Tasha's Hideous Laughter]] per long rest
| style="text-align:left;" |
|Carry the [[Sentient Amulet]] from [[Grymforge]] to a casket under the [[Open Hand Temple]] in [[Wyrm's Crossing]], completing [[Help the Cursed Monk]]. Must choose to accept the curse yourself.
* In Act One, complete [[Save the Refugees]] by siding with the Tieflings.
|Possible wisdom loss if you fail Constitution/Wisdom saves. The sentient amulet seems to lose all of its abilities after the quest completion.
* In Act Two, don't let [[Isobel]] be killed or kidnapped during [[Resolve the Abduction]], then complete [[Find Rolan in the Shadows]] by saving Rolan.
* In Act Three, Rolan is found in [[Sorcerous Sundries]]. Complete [[Find the Nightsong]] by siding with [[Dame Aylin]] against [[Lorroakan]] to have Rolan take over [[Ramazith's Tower]].
| style="text-align:center;" | [[File:Action EndGame RolanArtillery.png|center|150px]] '''Rolan's Firestorm''': Call upon Rolan, to unleash a fiery barrage from the Ramazith's Tower, 10d6 {{DamageType|Fire}} + 10d6 {{DamageType|Force}} dmg.
|-
|-
|The Tharchiate Codex: Blessing
| style="text-align:center;" | [[File:Halsin headshot.jpg|150px|link=Halsin]] {{clear}} [[Halsin]]
|Once per long rest, gain temporary hit points
| style="text-align:left;" |
|Read [[The Tharchiate Codex]] (found at the end of the Vault puzzle in [[Ramazith's Tower]])
* In Act One, complete [[Rescue the Druid Halsin]] with Halsin alive.
|Remains active if [[The Tharchiate Codex]] is also used to obtain Danse Macabre
* In Act One, [[Save the Refugees]] must be completed by rescuing the Tieflings and stopping the ritual in the Grove. After this Halsin comes with the party to the [[Shadow-Cursed Lands]].
* In Act Two, don't let [[Isobel]] be killed or kidnapped during [[Resolve the Abduction]].
* In Act Two, speak with [[Art Cullagh]] at [[Last Light Inn]] then visit Halsin in camp and tell him that Art mentioned Thaniel. From this point, [[Wake up Art Cullagh]] and [[Lift the Shadow Curse]] must be completed. Halsin will then join your party as a permanent companion.
| style="text-align:center;" | [[File:Fast Movement Icon.png|center|150px]] '''Spirit of the Land''': Affected entities gain +1 to all [[Ability Scores]], +2m [[Movement Speed]].
|-
|-
| [[Danse Macabre]]|| Create 4 ghouls that fight alongside you || Read The Tharchiate Codex (found at the end of the Vault puzzle in Ramazith's Tower), then read the last page of the [[Necromancy of Thay]] (from Act 1) and pass a 20 Wisdom Saving Throw || Comes with a curse that lowers Constitution by 5, but can be removed with the [[Remove Curse]] spell while keeping Danse Macabre
| style="text-align:center;" | [[File:Arabella.png|150px|link=Arabella]] {{clear}} [[Arabella]]
|- {{anchor|Mirror of Loss}}
| style="text-align:left;" |
| [[Mirror of Loss]]|| Gain +2 to an [[Ability Score]] of your choice (and optionally +1 to Charisma)  || Offer a prayer (DC 25 Religion Check) to the [[Mirror of Loss]] in the [[House of Grief]], then sacrifice one of the following: Constitution, Wisdom, Charisma, or your knowledge of the [[Necromancy of Thay]]. You'll receive the option to choose a +2 bonus to any ability.
* In Act One, complete [[Save the Refugees]] by siding with the Tieflings.
 
* In Act Two, complete [[Find Arabella's Parents]].
If you sacrificed an ability, you'll receive the '''Stolen Vigour''' curse (-2 to that Ability). This can be cured via {{SmIconLink|Remove Curse Icon.png|Remove Curse}}(this curse as of v4.1.1.3686210 goes away upon a long rest, and you retain the +2 bonus).
* In Act Three, find Arabella in the [[Lower City Sewers]], where she agrees to help the party.
| style="text-align:center;" | [[File:Freedom of Movement Icon.png|center|150px]] '''Weavewalker''': One must remove all obstacles to follow one's destiny. Arabella's favour grants affected entities [[Freedom of Movement]].
|-
| style="text-align:center;" | [[File:Dammon.png|150px|link=Dammon]] {{clear}} [[Dammon]]
| style="text-align:left;" |
* In Act One, complete [[Save the Refugees]] by siding with the Tieflings.
* In Act One, the [[Owlbear Cub]] from the [[Owlbear Nest]] must join your camp.
* In Act Two, don't let [[Isobel]] be killed or kidnapped during [[Resolve the Abduction]].
| style="text-align:center;" | [[File:Action EndGameAlly OwlbearCubSummon.png|center|150px]] '''Battle-Ready Owlbear''': Summon your owlbear cub, all grown up and ready to rage; in full armour.
|-
| style="text-align:center;" | [[File:Mol.png|150px|link=Mol]] {{clear}} [[Mol]]
| style="text-align:left;" |
* In Act One, complete [[Save the Refugees]] by siding with the Tieflings.
* In Act Three, find Mol in the Guildhall and learn about her contract with [[Raphael]]. If her contract is stolen from the [[House of Hope]], she agrees to help in the final fight. If Raphael is killed, the contract can be still given to Mol, but Raphael's death can not be mentioned, and a successfull Persuasion Check must be passed.
| style="text-align:center;" | [[File:Rays of Fire Full Icon.png|center|150px]] '''Fetcher's Favour''': Affected entities can cast [[Rays of Fire]], reduce all {{DamageType|Fire}} damage by 5 and gain additional 1d4 to [[Charisma]] checks and [[Saving Throw]]s.
|-
| style="text-align:center;" | [[File:Yurgir.jpg|150px|link=Yurgir]] {{clear}} [[Yurgir]]
| style="text-align:left;" |
* In Act Three, complete [[Deal with the Devil]] by breaking into the [[House of Hope]]. Yurgir's willingness to help the party depends on whether [[Break Yurgir's Contract]] was completed by in Act Two by defeating the Dark Justiciar [[Lyrthindor]]. He can be convinced to fight against Raphael with a persuasion check of 30, if the party killed him during [[Kill Raphael's Old Enemy]]. If he is persuaded and Raphael is defeated, then he will agree to help in the final fight.
| style="text-align:center;" | [[File:Action_EndGameAlly_OrthonSummon.png|center|150px]] '''Hellstalker Yurgir''': Summon Yurgir to join your side in battle.
|-
| style="text-align:center;" | [[File:Mizoracambion.jpg|150px|link=Mizora]] {{clear}} [[Mizora]]
| style="text-align:left;" |
* In Act Two, complete [[The Blade of Frontiers]] by saving Mizora in the [[Mind Flayer Colony]].
* In Act Three, speak with Mizora at [[Wyrm's Rock]] as part of [[The Grand Duke]]. She will then appear at your camp during the next long rest, and will remain there for the rest of the game. Speak to her and choose "If you're going to be staying, I need something in return." Mizora states that she wishes to take revenge on the Absolute after being kidnapped and agrees to help in the final fight.
| style="text-align:center;" | [[File:Action EndGameAlly_Mizora.png|center|150px]] '''Mizora, Agent of Avernus''': Summon Mizora to join your side in battle.
|-
| style="text-align:center;" | [[File:Isobel.png|150px|link=Isobel]] {{clear}} [[Isobel]]
| style="text-align:left;" |
* In Act Two, complete [[Resolve the Abduction]] without Isobel's death.
* In Act Two, during [[Find the Nightsong]], [[Dame Aylin]] must be spared by [[Shadowheart]]. Isobel and Aylin will join your camp after [[Ketheric Thorm]] has been defeated.
* In Act Three, complete Find the Nightsong with Dame Aylin free.
| style="text-align:center;" | [[File:Action EndGame IsobelHeal.png|center|150px]] '''Balm of the Moonmaiden''': Heal 14d6 up to 6 nearby allies.
|-
| style="text-align:center;" | [[File:Nightsong.png|150px|link=Aylin]] {{clear}} [[Dame Aylin]]
| style="text-align:left;" |
* In Act Two, during [[Find the Nightsong]], [[Dame Aylin]] must be spared by [[Shadowheart]]. Isobel and Aylin will join your camp after [[Ketheric Thorm]] has been defeated. Aylin will join your camp after [[Ketheric Thorm]] has been defeated.
* In Act Three, complete Find the Nightsong with Dame Aylin free.
| style="text-align:center;" | [[File:Action EndGameAlly_NightsongSummon.png|center|150px]] '''Sword of the Silverlight''': Summon Dame Aylin, to join your side in battle.
|-
| style="text-align:center;" | [[File:JaheiraVGA.png|150px|link=Jaheira]] {{clear}} [[Jaheira]]
| style="text-align:left;" |
* In Act Three, complete [[The High Harper]] with [[Minsc]] left alive. After Minsc is tracked down, he must be defeated with a non-lethal strike, given protection by the Astral Prism, and shown that the real Jaheira is alive. After this, Minsc joins the party as a [[companion]] and Jaheira counts herself as a loyal ally to the party.
| style="text-align:center;" | [[File:Action EndGameAlly_HarperSummon.png|center|150px]] '''Silver Harp Squadron''': Summon 3 elite Harper archers, to join your side in battle.
|-
| style="text-align:center;" | [[File:Valeria.jpg|150px|link=Valeria]] {{clear}} [[Valeria]]
| style="text-align:left;" |
* In Act Three complete [[Solve the Open Hand Temple Murders]] and [[Investigate the Murders]], and reject the [[Murder Tribunal]] during [[Impress the Murder Tribunal]]. Valeria is chained up in an alcove off to the side of the Tribunal, where she can be rescued.
| style="text-align:center;" | [[File:Action EndGameAlly WatchSummon.png|center|150px]] '''The Watch''': Summon two City Watch great weapon fighters.
|-
| style="text-align:center;" | [[File:Lorroakan.png|150px|link=Lorroakan]] {{clear}} [[Lorroakan]]
| style="text-align:left;" |
* In Act Two, [[Dame Aylin]] must be spared by [[Shadowheart]] during [[Find the Nightsong]].
* In Act Three, complete [[Find the Nightsong]] by helping Lorroakan capture [[Dame Aylin]].
| style="text-align:center;" | [[File:Action EndGame RolanArtillery.png|center|150px]] '''Lorroakan's Firestorm''': Lorroakan uses all the arcane might Ramazith's Tower, 10d6 {{DamageType|Fire}} + 10d6 {{DamageType|Force}} damage.
|-
| style="text-align:center;" | [[File:Duke Ulder Ravengard.png|150px|link=Ulder Ravengard]] {{clear}} [[Ulder Ravengard]]
| style="text-align:left;" |
* In Act Three, find the Duke alive at the end of [[Rescue the Grand Duke]]. This can be achieved by Wyll remaining in a pact with Mizora in exchange for the Duke's location, or simply by rescuing the Duke in the Iron Throne prison during the [[Save the Gondians]] quest. If Wyll broke his pact with Mizora, he needs to be protected from explosive spiders in addition to the sahuagin on the exploding prison.
| style="text-align:center;" | [[File:Rally Icon.png|center|150px]] '''Rallied''': Galvanising word and will of Duke Ravengard runs hot through your veins - gain 30 temporary hit points.
|-
| style="text-align:center;" | [[File:Counsellor Florrick.png|150px|link=Counsellor Florrick]] {{clear}} [[Counsellor Florrick]]
| style="text-align:left;" |
* In Act One, rescued her from a burning building in the initial stages of [[Rescue the Grand Duke]] at [[Waukeen's Rest]].
* In Act Three, free her from [[Wrym's Rock Prison]] to complete [[Free Counsellor Florrick]].
| style="text-align:center;" | [[File:Action EndGameAlly FlamingFistSummon.png|center|150px]] '''Florrick's Cohort''': Summon 3 highly defensive melee fighters that utilize reach.
|-
| style="text-align:center;" | [[File:Nine Fingers Keene.png|150px|link=Nine-Fingers Keene]] {{clear}} [[Nine-Fingers Keene]]
| style="text-align:left;" |
* In Act Three, during [[Aid the Underduke]], the Guild is invaded by the [[Zhentarim]], who seek to overthrow them and take control over Baldur's Gate's criminal underbelly. Side with the the Guild and keep Nine-Fingers Keene.
| style="text-align:center;" | [[File:Action EndGameAlly_KeeneSummon.png|center|150px]] '''Guildmaster Keene's Fixers''': Summon two elite assassin mercenaries. (rogues)
|-
| style="text-align:center;" | [[File:Zhentarim.webp|150px|link=Zhentarim]] {{clear}} [[Zhentarim]]
| style="text-align:left;" |
* In Act Three, overthrow the Guild during [[Aid the Underduke]].
* Did not get Zhentarim summons, while sided with; despite getting a journal entry.
| style="text-align:center;" | [[File:Action EndGameAlly_ZhentarimUnits.png|center|150px]] '''Zhent''': '''Summon Zhent''', presumably similar to Keene's.
|-
| style="text-align:center;" | [[File:Wulbren Bongle.png|150px|link=Wulbren]] {{clear}} [[Wulbren]]
| style="text-align:left;" |
* In Act Two, complete [[Rescue Wulbren]] with Wulbren saved.
* In Act Three, complete [[Deal with the Gnomes]] and [[Avenge the Ironhands]] with the Steel Watch disabled. If [[Save the Gondians]] was also completed, Wulbren must be sided with and the Gondians defeated.
| style="text-align:center;" | [[File:Action EndGameAlly GrenadiersSummon.png|center|150px]] ''''Ironhand Grenadier''': Summon 2 Ironhand Gnomes, who can throw blinding bombs and shoot [[Smokepowder Arrow]]s.
|-
| style="text-align:center;" | [[File:BarcusWroot-face.jpg|150px|link=Barcus]] {{clear}} [[Barcus]]
| style="text-align:left;" |
* In Act One, complete [[Rescue the Gnome]] with Barcus left alive.
* In Act Two, complete [[Save the Grymforge Gnomes]] and [[Rescue Wulbren]] with Wulbren saved.
* In Act Three, complete [[Deal with the Gnomes]], [[Avenge the Ironhands]], and [[Save the Gondians]] with the Gondian's families saved. After Wulbren confronts the Gondians, the party must advocate for the Gondians and Ironhand Gnomes to work together, with Barcus as their leader.
| style="text-align:center;" | [[File:Action EndGameAlly SteelWatcherSummon.png|center|150px]] '''Ironhand Grenadier''': Summon 2 Ironhand Gnomes, who can throw blinding bombs and shoot [[Smokepowder Arrow]]s.
|-
| style="text-align:center;" | [[File:Ulma.png|150px|link=Ulma]] {{clear}} [[Ulma]]
| style="text-align:left;" |
* In Act Three, complete [[Investigate Cazador's Palace]] by defeating Cazador and stopping the Black Mass ritual stopped. The Gur are grateful and agree to help during the final fight.
| style="text-align:center;" | [[File:Action EndGameAlly_GurReinforcement.png|center|150px]] '''Gur Huntwardens''': Summon two Gur warriors and a Sharpshooter.
|-
| style="text-align:center;" | [[File:Astarion.png|150px|link=Astarion]] {{clear}} [[Astarion]]
| style="text-align:left;" |
* In [[Act Three]], defeat [[Cazador]] and complete the Black Mass ritual to help Astarion become an ascended vampire.
| style="text-align:center;" | [[File:Action EndGameAlly_VampireCreatures.png|center|150px]] '''Retinue of the Vampire Lord''': Summon 2 [[Shadow]]s, 2 [[Giant Skeleton]]s, a [[Ghast]], a [[Shadow Mastiff]] and a [[Werewolf]].
|-
| style="text-align:center;" | [[File:Voss.webp|150px|link=Kith'rak Voss]] {{clear}} [[Kith'rak Voss]]
| style="text-align:left;" |
* In Act Three, complete [[Help Kith'rak Voss]] and retrieve the [[Orphic Hammer]] from the [[House of Hope]], then choose to free [[Orpheus]] during [[Free Orpheus]].
| style="text-align:center;" | [[File:Wall of Fire Icon.png|center|150px]] '''Kirh'raki Inferno''': Command the red dragon of Supreme Kith'rak Voss to breathe a wall of fire onto the battlefield. 12d6 {{DamageType|Fire}} dmg.
|-
| style="text-align:center;" | [[File:Viconia.png|150px|link=Viconia]] {{clear}} [[Viconia]]
| style="text-align:left;" |
* In Act Two, [[Dame Aylin]] must be spared by [[Shadowheart]] during [[Find the Nightsong]]. '''Test this.'''
* In Act Three, complete [[Investigate the House of Grief]] and [[Surrender Shadowheart to Viconia]] by betraying Shadowheart and turning her over to Viconia.
| style="text-align:center;" | [[File:Action EndGameAlly ShadowAdepts.png|center|150px]] '''Nightbringer's Shadow Adepts''': Summon two Sharran Novices and two Sharran Fidelian's.
|-
| style="text-align:center;" | [[File:Shadowheart.png|150px|link=Shadowheart]] {{clear}} [[Shadowheart]]
| style="text-align:left;" |
* In Act Two, don't let [[Shadowheart]] spare [[Dame Aylin]] during [[Find the Nightsong]].
* In Act Three, complete [[Investigate the House of Grief]] by helping Shadowheart overthrow [[Viconia DeVir]] to become the leader of the Sharran cloister.
| style="text-align:center;" | [[File:Action EndGameAlly ShadowAdepts.png|center|150px]] '''Nightbringer's Shadow Adepts''': Summon two Sharran Novices and two Sharran Fidelian's.
|-
| style="text-align:center;" | [[File:Bhaal Symbol Cinematic.webp|150px|link=Bhaal]] {{clear}} [[Bhaal]]
| style="text-align:left;" |
* In Act Three, complete [[Impress the Murder Tribunal]] by impressing the Murder Tribunal to become a Bhaalist worshipper.
| style="text-align:center;" | {{Condition|A Most Bloody Inheritance}}
|-
| style="text-align:center;" | [[File:Zevlor-looks.png|150px|link=Zevlor]] {{clear}} [[Zevlor]]
| style="text-align:left;" |
* In Act One, complete [[Save the Refugees]] by siding with the Tieflings.
* In Act Two, complete [[Find Zevlor]] by freeing him from the pod in the [[Mind Flayer Colony]].
| style="text-align:center;" | [[File:Action EndGameAlly VeteranSummon.png|center|150px]] '''The Hellrider Platoon''': Summon Zevlor and a Paladin and a Cleric. This currently has no journal entry.
|-
| style="text-align:center;" | [[File:Strange Ox.png|150px|link=Strange Ox]] {{clear}} [[Strange Ox]]
| style="text-align:left;" |
* Don't attack it during Act One or Two.
* In Act Three, complete [[Help the Devilish Ox]] by smuggling the ox into the [[Lower City]].
| style="text-align:center;" | [[File:GenericIcon Intent Summon.png|center|150px]] '''An Apple a Day''': Summon Zlorb the shapeshifting monstrosity that can change into different types of monsters.
|}
:


Occasionally, when sacrificing an ability to the mirror, you may receive the '''Patriar's Memory''' buff (+1 CHA). If this happens, interact with the mirror again, sacrifice your knowledge of [[Necromancy of Thay]], and choose an ability to receive a +2 bonus. After both interactions, the mirror is sated. Cast {{SmIconLink|Remove Curse Icon.png|Remove Curse}} and you are left with +1 to Charisma and +2 to an ability of your choice. '''(See notes!)'''
== Results ==
| Can be raised above 20 (up to 24, for all memories, including the Patriar's)
[[File:Action_EndGame_NethereseOrbBlast.png|100px|thumb|Gale can also blow himself up]]
If no prayer is offered prior to sacrificing memories, no bonus is received.


As of Hotfix #4, all bonuses from the Necromancy of Thay are retained when you sacrifice its knowledge, along with the Ability Score increase - this is likely a bug.
*After completing [[Free Orpheus]], the final battle begins to [[Confront the Elder Brain]]. The player receives the special skill '''Call Forth Allies''' which summons friendly units in combat based on the characters who have been recruited. The recruited characters also appear in a room in the [[High Hall]], where they give a short dialogue line of support.


As of Hotfix #4, it is unclear whether the '''Patriar's Memory''' buff is a bug, as it doesn't trigger every time. This may require several save-and-load attempts to attain. It is also unclear whether there is a way to gain a +1 bonus to ability scores other than Charisma - possibly a class-specific Arcana check? {{verify}}
*If Orpheus was recruited, player will also have '''Orphic Favour''': While withing 18m of Orpheus, affected entity has Resistance to Psychic damage and +3 bonus to Intelligence, Wisdom, and Charisma Saving Throws.


In order to ensure you receive '''Patriar's Memory''' the story the Narrator tells you must be the following: "Disappointment floods your mind. You were sure to succeed Stelmane, but Lord Enver Gortash has stolen your support. All that charming and cajoling in the parlous of the Upper City, Wasted." You can continue to reload until you receive this specific memory.
== Trivia ==
|-
* Volo's passive buff, '''Volo's Guide to Monsters''', is also a [[wikipedia:Volo's_Guide_to_Monsters|manual]] for the Dungeons and Dragons tabletop game.
| [[Unstable Blood]]|| Your blood is now highly flammable and will explode on contact with fire || Give your blood to [[Araj Oblodra]] in [[Moonrise Towers]] in Act 2, then meet her again east of [[The Blushing Mermaid]] in Act 3 and help her again. She will give you a potion that grants this feature once drunk. ||
:
[[Category:Gameplay Mechanics]]
{{NavQuests}}
|}
[[Category:Quests]]
[[Category:Main Quest]]

Latest revision as of 03:25, 4 October 2023

The party's allies have gathered to fight the Absolute.
Action CallForthAllies.png

Gather Your Allies is a main Quest spanning all three Acts of Baldur's Gate 3. It is obtained in Act One and completed in Act Three. Its objectives are completed as various quests are completed during the campaign.





Objectives[edit | edit source]

Objectives and journal entries may vary pending player decisions and outcomes.

Recruit allies in the fight against the cult
  • Freeing ourselves of the parasite is proving more difficult than we imagined. We should be on the lookout for powerful allies - we'll likely need them in the fight to come.
  • Volo has become a most loyal ally. His powerful words of encouragement are sure to be at our backs in the trials to come.
  • Auntie Ethel is grateful for us letting her keep the child. We can rely on her help in the trials ahead.
  • Halsin is grateful for our help protecting the sanctity of life. We can count on his formidable druidic powers, should the need arise.
  • Yurgir, pleased to be free of his contract, will lend us the hellish might of an orthon in the trials to come.
  • Mizora is sure to seek revenge for her abduction to Moonrise Towers. When the time comes to face the Absolute, we'll find her on our side.
  • Isobel is grateful that, thanks to us, her beloved is safe. We are sure to have the light of Selûne guiding us in the darkness to come.
  • Dame Aylin, the fearsome aasimar, is now our sworn ally. She'll have our backs in any fight - no matter the enemy.
  • Lorroakan is more powerful than ever with the Nightsong in his possession, thanks to us. The might of Ramazith's Tower will be at our backs, should we ever need it.
  • Rolan is grateful for our help securing his position in Ramazith's Tower. We can rely on the tower's full power, should we ever need it.
  • Arabella is back from learning how to control her powers. We can trust that her magic will be there to help us when we need it most.
  • The strange creature is thankful that we helped it enter the city. No doubt we'll have a powerful ally when we need it most.
  • Valeria feels indebted to us for having saved her from an untimely death. She and her City Watch are prepared to support us in the final battle.
  • Dammon the weaponsmith has become a staunch ally. We can rely on his ingenuity and the owlbear cub's might in our final battle.
  • Wulbren and the Ironhand Gnomes no longer have to contend with the Gondians. We can rely on their aid, should we ever need it.
  • The Gondians' lives were saved with our help. We've made loyal allies in them, should we ever need their aid.
  • Barcus won't forget that we helped him become the new leader of the Ironhand Gnomes. We can count on his support should we ever need it.
  • Grand Duke Ravengard is grateful for us saving him from the Absolute's clutches. He will stand by our side in the final battle.
  • Florrick is immensely grateful that we freed her and helped with the threat at Moonrise. We are sure to have her and the Flaming Fist by our side when we need it most.
  • The Zhentarim don't like to be in anyone's debt - it's bad for business. For helping them, we are sure to have their blades on our side, should it come to protecting the city. It's their new home, after all.
  • Nine-Fingers is grateful that we helped her retain control of the Guild - she's not one to give away what's hers. We can count on her and her Lady's Court in the final battle.
  • Mol isn't one to forget those who have helped her along the way. She'll have our back in the fight to come.
  • We've made an ally of Kith'rak Voss. He and his mighty steed will aid us when the time comes.
  • Astarion is grateful for us helping him become Vampire Ascendant. We can count on his dark magic in the final battle.
  • The Gur people are grateful for our role in taking down Cazador Szarr. We are sure to have them by our side, come what may.
  • Shadowheart is thankful that we helped her gain her rightful position in the Sharran Cloister. We can count on the dark power of the Sharrans in the battle to come.
  • Viconia is grateful that we helped her establish her rightful position. We can count on Viconia and Lady Shar's faithful in the fight to come.
  • Jaheira has joined our party. We'll have whatever aid the High Harper can muster in the fight to come.
  • Bhaal is most pleased we have embraced him. The Lord's slayer will make for a powerful ally in the battle ahead.
Updates for Deceased/Abandoned Characters

The following objectives are added for characters who leave or are killed:

  • Halsin has left, forging his own path. He won't help us in the fight to come.
  • We killed Dammon, so he and the owlbear cub can no longer aid us in the battle to come.
  • Shadowheart has left, so we will be without her aid in the battle to come.
  • We killed Viconia, so have lost the aid of her and Lady Shar's faithful.
  • Auntie Ethel would have lent us her aid, but we killed her before she could.
  • We killed Ulma, so we will no longer have the help of the Gur people in the final battle.
  • Astarion is gone, so we will be without his aid in the fight to come.
  • Counsellor Florrick was ready to support us in battle, but we killed her before she could.
  • The Guild are leaderless. They're in no condition to help us in our fight.
  • The Zhentarim are newly victorious, but leaderless. They will be busy with matters of their own, so will not be able to aid us.
  • Jaheira has left us - and with her, any chance of aid from the Harpers in the fight to come.
  • With Wyll dead, Mizora has little interest in helping us.
  • We sent Yurgir, who could have been a powerful ally in our final battle, back to the Hells.
  • We killed the owlbear cub, despite how far it had come. We will no longer have its support in the battle to come.
  • The phasm would have aided us in battle, no matter how formidable our foe, but we killed it.
  • We killed Grand Duke Ravengard, who can no longer help us in the fight to come.
  • We killed Isobel despite all we did for her and Dame Aylin. She can no longer help us in the final battle.
  • We killed Dame Aylin despite all we did for her and Isobel. She can no longer help us in the final battle.
  • We killed Lorroakan, so no longer have his support from the heights of Ramazith's Tower.
  • We killed Rolan, despite having helped him accomplish his goals. He can no longer aid us when the time comes.
  • We killed Wulbren. He can no longer aid us in our final battle.
  • We killed Barcus, an unfortunate gnome until the end. He can no longer aid us in our final battle.
  • We killed Valeria, despite having saved her so recently. She can no longer aid us in our final battle.
  • We killed Volo, just a humble bard and documentarian at the core. He can no longer help us in the fight to come.
Quest Compete
  • The allies we've made on our journey have all gathered together - ready to lend us their power in the battle ahead. It is time to finish this - once and for all.

Factors[edit | edit source]

  • Objectives for this quest are often mutually exclusive (i.e. those who choose to side with Minthara over Halsin would not receive these objectives in their quest log.)
  • For all companions, they must be recruited in Act One and their personal story quests must be resolved for their objectives to be completed in Gather Your Allies.



Ally Recruitment Boon
Volo-facePatch7.png
Volo
  • During Act One, complete Rescue Volo to free him from the goblins at the Goblin Camp.
  • During Act Three, Volo is encountered again near the Steel Watch Foundry in the Lower City, tied to a chair in front of several Smokepowder barrels. After battling Volo's captors and saving him before the barrels explode, he will join your camp.
Book Tome M Image.png
Volo's Guide to Monsters: +2 to Attack Rolls, Saving Throws and Ability Checks.
Auntie Ethel.jpg
Auntie Ethel
  • Complete Get Help from Auntie Ethel and following part of the Save Mayrina questline. After fighting Auntie Ethel and reducing her health a sufficient amount, Ethel tries to make a deal for a permanent stat boost in exchange for keeping Mayrina, leaving their deal intact.
  • If the party killed Ethel, they can still work with her by finding her disguised as Captain Grisly during Save Vanra. If the party kills Lora, then Ethel is willing to strike a deal with them, even if they killed her previously, as she is so amused by the turn of events.
Action EndGame HagInvisibility.png
Veil of the Weird: Channel Auntie Ethel's magic to render 5 creatures withing range Invisible.
Rolan.png
Rolan
Action EndGame RolanArtillery.png
Rolan's Firestorm: Call upon Rolan, to unleash a fiery barrage from the Ramazith's Tower, 10d6 Damage TypesFire + 10d6 Damage TypesForce dmg.
Halsin headshot.jpg
Halsin
Fast Movement Icon.png
Spirit of the Land: Affected entities gain +1 to all Ability Scores, +2m Movement Speed.
Arabella.png
Arabella
Freedom of Movement Icon.png
Weavewalker: One must remove all obstacles to follow one's destiny. Arabella's favour grants affected entities Freedom of Movement.
Dammon.png
Dammon
Action EndGameAlly OwlbearCubSummon.png
Battle-Ready Owlbear: Summon your owlbear cub, all grown up and ready to rage; in full armour.
Mol.png
Mol
  • In Act One, complete Save the Refugees by siding with the Tieflings.
  • In Act Three, find Mol in the Guildhall and learn about her contract with Raphael. If her contract is stolen from the House of Hope, she agrees to help in the final fight. If Raphael is killed, the contract can be still given to Mol, but Raphael's death can not be mentioned, and a successfull Persuasion Check must be passed.
Rays of Fire Full Icon.png
Fetcher's Favour: Affected entities can cast Rays of Fire, reduce all Damage TypesFire damage by 5 and gain additional 1d4 to Charisma checks and Saving Throws.
Yurgir.jpg
Yurgir
  • In Act Three, complete Deal with the Devil by breaking into the House of Hope. Yurgir's willingness to help the party depends on whether Break Yurgir's Contract was completed by in Act Two by defeating the Dark Justiciar Lyrthindor. He can be convinced to fight against Raphael with a persuasion check of 30, if the party killed him during Kill Raphael's Old Enemy. If he is persuaded and Raphael is defeated, then he will agree to help in the final fight.
Action EndGameAlly OrthonSummon.png
Hellstalker Yurgir: Summon Yurgir to join your side in battle.
Mizoracambion.jpg
Mizora
  • In Act Two, complete The Blade of Frontiers by saving Mizora in the Mind Flayer Colony.
  • In Act Three, speak with Mizora at Wyrm's Rock as part of The Grand Duke. She will then appear at your camp during the next long rest, and will remain there for the rest of the game. Speak to her and choose "If you're going to be staying, I need something in return." Mizora states that she wishes to take revenge on the Absolute after being kidnapped and agrees to help in the final fight.
Action EndGameAlly Mizora.png
Mizora, Agent of Avernus: Summon Mizora to join your side in battle.
Isobel.png
Isobel
Action EndGame IsobelHeal.png
Balm of the Moonmaiden: Heal 14d6 up to 6 nearby allies.
Nightsong.png
Dame Aylin
Action EndGameAlly NightsongSummon.png
Sword of the Silverlight: Summon Dame Aylin, to join your side in battle.
JaheiraVGA.png
Jaheira
  • In Act Three, complete The High Harper with Minsc left alive. After Minsc is tracked down, he must be defeated with a non-lethal strike, given protection by the Astral Prism, and shown that the real Jaheira is alive. After this, Minsc joins the party as a companion and Jaheira counts herself as a loyal ally to the party.
Action EndGameAlly HarperSummon.png
Silver Harp Squadron: Summon 3 elite Harper archers, to join your side in battle.
Valeria.jpg
Valeria
Action EndGameAlly WatchSummon.png
The Watch: Summon two City Watch great weapon fighters.
Lorroakan.png
Lorroakan
Action EndGame RolanArtillery.png
Lorroakan's Firestorm: Lorroakan uses all the arcane might Ramazith's Tower, 10d6 Damage TypesFire + 10d6 Damage TypesForce damage.
Duke Ulder Ravengard.png
Ulder Ravengard
  • In Act Three, find the Duke alive at the end of Rescue the Grand Duke. This can be achieved by Wyll remaining in a pact with Mizora in exchange for the Duke's location, or simply by rescuing the Duke in the Iron Throne prison during the Save the Gondians quest. If Wyll broke his pact with Mizora, he needs to be protected from explosive spiders in addition to the sahuagin on the exploding prison.
Rally Icon.png
Rallied: Galvanising word and will of Duke Ravengard runs hot through your veins - gain 30 temporary hit points.
Counsellor Florrick.png
Counsellor Florrick
Action EndGameAlly FlamingFistSummon.png
Florrick's Cohort: Summon 3 highly defensive melee fighters that utilize reach.
Nine Fingers Keene.png
Nine-Fingers Keene
  • In Act Three, during Aid the Underduke, the Guild is invaded by the Zhentarim, who seek to overthrow them and take control over Baldur's Gate's criminal underbelly. Side with the the Guild and keep Nine-Fingers Keene.
Action EndGameAlly KeeneSummon.png
Guildmaster Keene's Fixers: Summon two elite assassin mercenaries. (rogues)
Zhentarim.webp
Zhentarim
  • In Act Three, overthrow the Guild during Aid the Underduke.
  • Did not get Zhentarim summons, while sided with; despite getting a journal entry.
Action EndGameAlly ZhentarimUnits.png
Zhent: Summon Zhent, presumably similar to Keene's.
Wulbren Bongle.png
Wulbren
Action EndGameAlly GrenadiersSummon.png
'Ironhand Grenadier: Summon 2 Ironhand Gnomes, who can throw blinding bombs and shoot Smokepowder Arrows.
BarcusWroot-face.jpg
Barcus
Action EndGameAlly SteelWatcherSummon.png
Ironhand Grenadier: Summon 2 Ironhand Gnomes, who can throw blinding bombs and shoot Smokepowder Arrows.
Ulma.png
Ulma
  • In Act Three, complete Investigate Cazador's Palace by defeating Cazador and stopping the Black Mass ritual stopped. The Gur are grateful and agree to help during the final fight.
Action EndGameAlly GurReinforcement.png
Gur Huntwardens: Summon two Gur warriors and a Sharpshooter.
Astarion.png
Astarion
  • In Act Three, defeat Cazador and complete the Black Mass ritual to help Astarion become an ascended vampire.
Action EndGameAlly VampireCreatures.png
Retinue of the Vampire Lord: Summon 2 Shadows, 2 Giant Skeletons, a Ghast, a Shadow Mastiff and a Werewolf.
Voss.webp
Kith'rak Voss
Wall of Fire Icon.png
Kirh'raki Inferno: Command the red dragon of Supreme Kith'rak Voss to breathe a wall of fire onto the battlefield. 12d6 Damage TypesFire dmg.
Viconia.png
Viconia
Action EndGameAlly ShadowAdepts.png
Nightbringer's Shadow Adepts: Summon two Sharran Novices and two Sharran Fidelian's.
Shadowheart.png
Shadowheart
Action EndGameAlly ShadowAdepts.png
Nightbringer's Shadow Adepts: Summon two Sharran Novices and two Sharran Fidelian's.
Bhaal Symbol Cinematic.webp
Bhaal
A Most Bloody Inheritance A Most Bloody Inheritance
Zevlor-looks.png
Zevlor
Action EndGameAlly VeteranSummon.png
The Hellrider Platoon: Summon Zevlor and a Paladin and a Cleric. This currently has no journal entry.
Strange Ox.png
Strange Ox
GenericIcon Intent Summon.png
An Apple a Day: Summon Zlorb the shapeshifting monstrosity that can change into different types of monsters.

Results[edit | edit source]

Gale can also blow himself up
  • After completing Free Orpheus, the final battle begins to Confront the Elder Brain. The player receives the special skill Call Forth Allies which summons friendly units in combat based on the characters who have been recruited. The recruited characters also appear in a room in the High Hall, where they give a short dialogue line of support.
  • If Orpheus was recruited, player will also have Orphic Favour: While withing 18m of Orpheus, affected entity has Resistance to Psychic damage and +3 bonus to Intelligence, Wisdom, and Charisma Saving Throws.

Trivia[edit | edit source]

  • Volo's passive buff, Volo's Guide to Monsters, is also a manual for the Dungeons and Dragons tabletop game.