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| | image = Portrait Karlach.png | | | image = Portrait Karlach.png |
| }} | | }} |
| {{SpoilerWarning}}
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| {{Party interactions}} | | {{Party interactions}} |
| {{Companion tab}} | | {{Companion tab}} |
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| === Act One === | | === Act One === |
| {{SpoilerBox|act=1|nograd=1|unhide=1| | | {{SpoilerBox|act=1|nograd=1|unhide=1| |
| '''[[Ravaged Beach]]''' | | |
| * When talking to the corpse of the [[Abducted Nobleman]] in the Crashed Nautiloid ship via [[Speak with Dead]]: | | ◎ '''[[Ravaged Beach]]''' |
| | * When talking to the corpse of the [[Abducted Nobleman]] in the Crashed Nautiloid ship via {{SAI|Speak with Dead}}: |
| ** Playing as a {{Class|Bard}}, ask if he wants you to write his story {{Approval|Karlach|+1}} | | ** Playing as a {{Class|Bard}}, ask if he wants you to write his story {{Approval|Karlach|+1}} |
| ** Playing as a {{Class|Cleric}} or {{Class|Paladin}}, ask if he would like rites to be performed on his body {{Approval|Karlach|+1}} | | ** Playing as a {{Class|Cleric}} or {{Class|Paladin}}, ask if he would like rites to be performed on his body {{Approval|Karlach|+1}} |
| ** Playing as a {{Class|Ranger}} or {{Class|Druid}}, ask if he wants to be buried {{Approval|Karlach|+1}} | | ** Playing as a {{Class|Ranger}} or {{Class|Druid}}, ask if he wants to be buried {{Approval|Karlach|+1}} |
| * Use [[Animal Handling]] to calm the [[Scared Boar]] found near [[Astarion]]'s pod {{Approval|Karlach|+1}} | | * Use {{Skill|Animal Handling}} to calm the [[Scared Boar]] found near [[Astarion|Astarion's]] pod {{Approval|Karlach|+1}} |
| ** OR Tell it that you won't hurt it via [[Speak with Animals]] {{Approval|Karlach|+1}} | | ** OR Tell it that you won't hurt it via {{SAI|Speak with Animals}} {{Approval|Karlach|+1}} |
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| '''[[Roadside Cliffs]]''' | | ◎ '''[[Roadside Cliffs]]''' |
| * Convince the tieflings holding [[Lae'zel]] to leave (using [[Deception]], [[Persuasion]] or [[Intimidation]] lines or unique {{Class|Bard}}, {{Class|Monk}}, {{Class|Paladin}}, {{Race|Drow}}, {{Race|Githyanki}} options). {{Approval|Karlach|+1}} | | * Convince the tieflings holding [[Lae'zel]] to leave (using {{Skill|Deception}}, {{Skill|Persuasion}} or {{Skill|Intimidation}} lines or unique options for {{Class|Bard}}, {{Class|Monk}}, {{Class|Paladin}}, {{Race|Drow}}, {{Race|Githyanki}}). {{Approval|Karlach|+1}} |
| ** Ask [[Lae'zel]] to say '' 'please' '' after convincing the tieflings to leave. {{Approval|Karlach|+1}} | | ** Ask Lae'zel to say '' 'please' '' after convincing the tieflings to leave. {{Approval|Karlach|+1}} |
| * Recruit [[Lae'zel]] {{Approval|Karlach|+1}} | | ** Recruit Lae'zel {{Approval|Karlach|+1}} |
| * Recruit [[Gale]] {{Approval|Karlach|+1}} | | * Recruit [[Gale]] {{Approval|Karlach|+1}} |
| * Speaking to [[Gimblebock]] near [[Chapel Entrance]], choose the '' 'Attack' '' dialogue option {{Approval|Karlach|+1}} | | * Speaking to [[Gimblebock]] near [[Chapel Entrance]], choose to attack the gang {{Approval|Karlach|+1}} |
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| '''[[Emerald Grove]]/[[The Hollow]]''' | | ◎ '''[[Emerald Grove]]/[[The Hollow]]'''<br> |
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| ''In the Hollow'' | | ◆ ''In the Hollow:'' |
| * Convince [[Aradin Beno|Aradin]] and [[Zevlor]] to stop arguing without punching either of them (using [[Persuasion]] or [[Intimidation]]) {{Approval|Karlach|+1}} | | * Convince [[Aradin Beno|Aradin]] and [[Zevlor]] to stop arguing without punching either of them (using {{Skill|Persuasion}} or {{Skill|Intimidation}}) {{Approval|Karlach|+1}} |
| ** Take a swing at Aradin during his argument with [[Zevlor]] {{Approval|Karlach|+1}} | | ** Take a swing at Aradin during his argument with Zevlor {{Approval|Karlach|+1}} |
| * Promise [[Zevlor]] you will talk to [[Kagha]] about stopping the ritual {{Approval|Karlach|+3}} ''(after the scene at the entrance)'' | | * Promise Zevlor you will talk to [[Kagha]] about stopping the ritual {{Approval|Karlach|+3}} ''(either after the scene at the entrance or in his cave)'' |
| ** OR Promise it if you first declined him {{Approval|Karlach|+5}} ''(speaking to him in his cave)'' | | * Agree to kill the goblin horde's leaders for Zevlor {{Approval|Karlach|+5}} |
| * Playing as a {{Class|Cleric}} of [[Deities#Tempus|Tempus]] and after talking to Aradin, tell [[Remira]] that [[Liam]] earned a place in Warriors' Rest {{Approval|Karlach|+1}} | | * Playing as a {{Class|Cleric}} of {{Deity|Tempus}} and after talking to Aradin, tell [[Remira]] that [[Liam]] earned a place in Warriors' Rest {{Approval|Karlach|+1}} |
| * Tell [[Arka]] to seek vengeance and spill some goblin blood over [[Kanon|Kanon's]] death {{Approval|Karlach|+1}} | | * Tell [[Arka]] to seek vengeance and spill some goblin blood over [[Kanon|Kanon's]] death {{Approval|Karlach|+1}} |
| * Convince [[Nadira]] to give you her [[Soul Coin]] after saving her from the bugbear {{Approval|Karlach|+1}} | | * Convince [[Nadira]] to give you her [[Soul Coin]] after saving her from the bugbear {{Approval|Karlach|+1}} |
| * Convince [[Rolan]], [[Lia]] and [[Cal]] to stay and help, using [[Persuasion]] or certain Class- or Race-based options. {{Approval|Karlach|+1}} | | * Convince [[Rolan]], [[Lia]] and [[Cal]] to stay and help, using {{Skill|Persuasion}} or any available class-based or race-based options {{Approval|Karlach|+1}} |
| * Playing as a {{Class|Paladin}}, {{Class|Druid}}, {{Class|Cleric}} or {{Class|Bard}}, offer [[Pandirna]] to heal her (for free) {{Approval|Karlach|+1}} | | * Playing as a {{Class|Paladin}}, {{Class|Druid}}, {{Class|Cleric}} or {{Class|Bard}}, offer [[Pandirna]] to heal her (for free) {{Approval|Karlach|+1}} |
| * Assist [[Guex]] in training (using [[Athletics]], [[Insight]], [[Detect Thoughts]] or unique {{Race|Githyanki}}, {{Class|Barbarian}}, {{Class|Monk}} lines) {{Approval|Karlach|+5}} | | * Playing as [[Wyll]] origin, distract kids trained by [[Asharak]], reciting one of your adventures (either with a yeti, a croc or an owlbear) {{Approval|Karlach|+1}} |
| * Convince [[Arka]] to spare [[Sazza]] (using [[Persuasion]], [[Intimidation]] or [[Detect Thoughts]]) {{Approval|Karlach|+1}} | | * Assist [[Guex]] in training (using {{Skill|Athletics}}, {{Skill|Insight}}, {{SAI|Detect Thoughts}} or unique {{Race|Githyanki}}, {{Class|Barbarian}}, {{Class|Monk}} lines) {{Approval|Karlach|+5}} |
| ** Promise [[Sazza]] that you will free her from her cage {{Approval|Karlach|+1}} | | * Convince Arka to spare [[Sazza]] (using {{SAI|Detect Thoughts}} or any skill-based or class-based option) {{Approval|Karlach|+1}} |
| ▶ '''''Note:''' This option appears only if you previously refused to help Zevlor, skipped talking to him, or he was knocked out by Aradin''
| | ** Promise Sazza to free her from her cage {{Approval|Karlach|+1}} |
| * While talking to/trading with [[Mattis]], catch [[Silfy]] trying to pickpocket you ''(passive [[Perception]] check)'', and tell her to relax (either straightaway or after successful [[Insight]] check). {{Approval|Karlach|+1}} | | * While talking to/trading with [[Mattis]], catch [[Silfy]] trying to pickpocket you ''(passive {{Skill|Perception}} check)'', and tell her to relax (either straightaway or after successful {{Skill|Insight}} check). {{Approval|Karlach|+1}} |
| * In the confrontation with [[Barth]] about the locket, stand for [[Meli]] {{Approval|Karlach|+1}} | | * In the confrontation with [[Barth]] about the locket, stand for [[Meli]] {{Approval|Karlach|+1}} |
| * Agree to kill the goblin horde's leaders for [[Zevlor]] {{Approval|Karlach|+5}}
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| ''In the [[Sacred Pool]] and druid caves:'' | | ◆ ''In the [[Sacred Pool]] and druid caves:'' |
| * Tell [[Arabella]]'s mother [[Komira]] that the druids are overreacting and you'll speak with them {{Approval|Karlach|+1}} | | * Tell [[Komira]] that the druids are overreacting and you'll speak with them {{Approval|Karlach|+1}} |
| * Persuade [[Kagha]] to free [[Arabella]] {{Approval|Karlach|+5}} | | * Save [[Arabella]] by talking to Kagha or to her viper [[Teela]] {{Approval|Karlach|+5}} |
| * After resolving [[Arabella|Arabella's]] fate, talk to [[Kagha]] and call her a monster OR accuse her of killing the child in cold blood {{Approval|Karlach|+5}} ''(either option)'' | | * After resolving Arabella's fate, talk to Kagha and call her a monster OR accuse her of killing the child in cold blood {{Approval|Karlach|+5}} ''(either option)'' |
| ** OR, Playing as a {{Race|Drow}}, say you don't threaten/kill children {{Approval|Karlach|+5}} | | ** OR, Playing as a {{Race|Drow}}, say you don't threaten/kill children {{Approval|Karlach|+5}} |
| ** OR Attack Kagha {{Approval|Karlach|+1}} | | ** OR Attack Kagha {{Approval|Karlach|+1}} |
| * Convince [[Kagha]] to fight against the [[Shadow Druids]] (if uncovered her conspiring with them) {{Approval|Karlach|+5}} | | * Convince Kagha to fight against the [[Shadow Druids]] (if uncovered her conspiring with them) {{Approval|Karlach|+5}} |
| ** OR Choose to attack [[Kagha]] instead of persuading her {{Approval|Karlach|+1}} ''(gains approval regardless of whether you've been successful convincing her to go against them or not)'' | | ** OR Choose to attack Kagha instead of persuading her {{Approval|Karlach|+1}} ''(gains approval regardless of whether you've been successful convincing her to go against them or not)'' |
| * Attack [[Kagha]] after speaking to [[Zevlor]] second time (about her demands) {{Approval|Karlach|+1}} | | * Attack Kagha after speaking to Zevlor second time (about her demands) {{Approval|Karlach|+1}} |
| * While dealing with [[Topaz (Blue Jay)|Topaz]] the bird via [[Speak with Animals]]: | | * While dealing with [[Topaz (Blue Jay)|Topaz]] the bird via {{SAI|Speak with Animals}}: |
| ** Tell him that the key in its nest is dull, OR, playing as a {{Race|Dwarf}}, that the metal is of bad quality {{Approval|Karlach|+1}} ''(either option)'' | | ** Tell him that the key in its nest is dull {{Approval|Karlach|+1}} |
| | ** OR, Playing as a {{Race|Dwarf}}, that the metal is of bad quality {{Approval|Karlach|+1}} ''(either option)'' |
| ** OR Playing as a {{Class|Bard}}, choose the class-specific option about a song {{Approval|Karlach|+1}} | | ** OR Playing as a {{Class|Bard}}, choose the class-specific option about a song {{Approval|Karlach|+1}} |
| ** OR Kick the bird {{Approval|Karlach|+1}} | | ** OR Kick the bird {{Approval|Karlach|+1}} |
| * After [[Nettie]] poisons you, attack her (no need to kill her) {{Approval|Karlach|+1}} | | * After [[Nettie]] poisons you, attack her (no need to kill her) {{Approval|Karlach|+1}} |
| * Tell [[Silver]] the wolf you just wanted to give them your scent (using [[Speak with Animals]]) {{Approval|Karlach|+1}} | | * Tell [[Silver]] the wolf you just wanted to give them your scent (using {{SAI|Speak with Animals}}) {{Approval|Karlach|+1}} |
| ** OR, playing as a {{Class|Ranger}} or {{Class|Druid}}, sit with [[Silver]] (without this spell) {{Approval|Karlach|+1}} | | ** OR, playing as a {{Class|Ranger}} or {{Class|Druid}}, sit with [[Silver]] (without this spell) {{Approval|Karlach|+1}} |
| * Help [[Alfira]] finish her song {{Approval|Karlach|+1}} | | * Help [[Alfira]] finish her song {{Approval|Karlach|+1}} |
| * After being confronted about stealing the [[Idol of Silvanus]], return the idol and apologise {{Approval|Karlach|+1}} | | * After being confronted about stealing the [[Idol of Silvanus]], return the idol and apologise {{Approval|Karlach|+1}} |
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| ''While the Emerald Grove is preparing for the goblin attack'' | | ◆ ''While the Emerald Grove is preparing for the goblin attack'' |
| * Convince [[Memnos]] to join the fight against the goblins {{Approval|Karlach|+1}} | | * Convince [[Memnos]] to join the fight against the goblins {{Approval|Karlach|+1}} |
| * Tell [[Pandirna]] that they have something to fight ''for'' {{Approval|Karlach|+1}} | | * Tell [[Pandirna]] that they have something to fight ''for'' {{Approval|Karlach|+1}} |
| * Convince [[Wyll]] not to attack you, using [[Intimidation]] or [[Persuasion]] {{Approval|Karlach|+1}} | | * Convince [[Wyll]] not to attack you, using {{Skill|Intimidation}} or {{Skill|Persuasion}} {{Approval|Karlach|+1}} |
| ▶ '''''Note:''' This scene appears only if Wyll left the party due to your choices in dialogue with [[Minthara]], '''after''' you have revealed to her the Grove's location'' | | <small>▶ '''''Note:''' This scene appears only if Wyll left the party due to your choices in dialogue with [[Minthara]], '''after''' you have revealed to her the Grove's location''</small> |
| * Refuse to open the gate for [[Minthara]] {{Approval|Karlach|+5}} | | * Refuse to open the gate for [[Minthara]] {{Approval|Karlach|+5}} |
| * Successfully defend the Grove and then talk to [[Zevlor]] {{Approval|Karlach|+10}} | | * Successfully defend the Grove and then talk to Zevlor {{Approval|Karlach|+10}} |
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| '''[[Forest]]'''
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| * Tell [[Scratch]] to follow your scent to the camp, using [[Speak with Animals]]. {{Approval|Karlach|+1}}
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| * Playing as a {{Class|Cleric}} of [[Deities#Helm|Helm]], [[Ilmater]], [[Deities#Oghma|Oghma]], [[Deities#Tempus|Tempus]] or [[Tyr]], say a prayer over the corpses near the bridge to [[Blighted Village]], while talking to Aradin there {{Approval|Karlach|+1}}
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| ▶ '''''Note:''' This scene appears only if Aradin has previously left the grove''
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| '''[[Owlbear Nest]]''' | | ◎ '''[[Forest]]/[[Owlbear Nest]]''' |
| | * Tell [[Scratch]] to follow your scent to the camp, using {{SAI|Speak with Animals}}. {{Approval|Karlach|+1}} |
| | * Playing as a {{Class|Cleric}} of {{Deity|Helm}}, {{Deity|Ilmater}}, {{Deity|Oghma}}, {{Deity|Tempus}} or {{Deity|Tyr}}, say a prayer over the corpses near the bridge to [[Blighted Village]], while talking to Aradin there {{Approval|Karlach|+1}} |
| | <small>▶ '''''Note:''' This scene appears only if Aradin has previously left the grove''</small> |
| * Convince the mother [[Owlbear]] to let you go without fighting {{Approval|Karlach|+1}} | | * Convince the mother [[Owlbear]] to let you go without fighting {{Approval|Karlach|+1}} |
| * Spare the [[Owlbear Cub]] after killing the mother [[Owlbear]] {{Approval|Karlach|+1}} | | * Spare the [[Owlbear Cub]] after killing the mother Owlbear {{Approval|Karlach|+1}} |
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| '''[[Sunlit Wetlands]]/[[Putrid Bog]]''' | | ◎ '''[[Sunlit Wetlands]]/[[Putrid Bog]]''' |
| * When find [[Demir]] and [[Johl]] arguing with [[Auntie Ethel]], tell them all to calm down, and then choose to defend Auntie Ethel {{Approval|Karlach|+1}} ''(immediately starts the fight with brothers)'' | | * When find [[Demir]] and [[Johl]] arguing with [[Auntie Ethel]], tell them all to calm down, and then choose to defend Auntie Ethel {{Approval|Karlach|+1}} ''(immediately starts the fight with brothers)'' |
| ** OR Ask Ethel straightaway what did she do with their sister {{Approval|Karlach|+1}} | | ** OR Ask Ethel straightaway what did she do with their sister {{Approval|Karlach|+1}} |
| ** While talking to [[Demir]] and [[Johl]] after Ethel disappears, offer to help them find their sister {{Approval|Karlach|+1}} | | ** While talking to Demir and Johl after Ethel disappears, offer to help them find their sister {{Approval|Karlach|+1}} |
| * After entering the [[Sunlit Wetlands]], break the illusion by any available means, then say 'BAA' at the Redcaps when you speak to them {{Approval|Karlach|+1}} ''(works twice)'' | | * After entering the Sunlit Wetlands, break the illusion by any available means, then say 'BAA' at the [[Redcap]]s when you speak to them {{Approval|Karlach|+1}} ''(works twice)'' |
| * When talking to [[Auntie Ethel]] and [[Mayrina]] at the [[Riverside Teahouse]]: | | * ''(If [[Astarion]] '''is not''' in your party)'' When talking to [[Gandrel]], tell him that Astarion is under your protection {{Approval|Karlach|+1}}. |
| | ** Further in dialogue, refuse to help the hunter find your camp {{Approval|Karlach|+1}} |
| | * If Astarion kills Gandrel himself, say afterwards that the hunter need not to die OR That you cannot trust him after it {{Approval|Karlach|+1}} ''(either option)'' |
| | <small>▶ '''''Note:''' Available only if you '''don't know''' yet that Astarion is a vampire''</small> |
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| | ◆ ''Dealing with Auntie Ethel:'' |
| | * When talking to Ethel and [[Mayrina]] in the [[Riverside Teahouse]]: |
| ** Don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble" {{Approval|Karlach|+1}} | | ** Don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble" {{Approval|Karlach|+1}} |
| ** OR tell Mayrina straightaway that [[Demir]] and [[Johl]] were killed (by you or Ethel) {{Approval|Karlach|+1}} | | ** OR tell Mayrina straightaway that Demir and Johl were killed (by you or Ethel) {{Approval|Karlach|+1}} |
| * After defeating [[Auntie Ethel]], [[Intimidation|Intimidate]] her into handing over both Mayrina and [[Auntie Ethel's Hair|fey hair]] {{Approval|Karlach|+5}} | | * After defeating Auntie Ethel, {{Skill|Intimidation|Intimidate}} her into handing over both Mayrina and [[Auntie Ethel's Hair|fey hair]] {{Approval|Karlach|+5}} |
| ** OR Order her to let Mayrina go. {{Approval|Karlach|+1}} | | ** OR Order her to let Mayrina go. {{Approval|Karlach|+1}} |
| ** OR Say that the best solution is a dead hag.{{Approval|Karlach|+1}} | | ** OR Say that the best solution is a dead hag.{{Approval|Karlach|+1}} |
| * Resurrect [[Connor Vinderblad]], and then give [[Mayrina]] the [[Bitter Divorce]] wand {{Approval|Karlach|+1}} | | * Resurrect [[Connor Vinderblad]], and then give Mayrina the [[Bitter Divorce]] wand {{Approval|Karlach|+1}} |
| * ''(If [[Astarion]] '''is not''' in your party)'' When talking to [[Gandrel]], tell him that [[Astarion]] is under your protection {{Approval|Karlach|+1}}.
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| ** Further in dialogue, refuse to help the hunter find your camp {{Approval|Karlach|+1}}
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| '''[[Blighted Village]]''' | | ◎ '''[[Blighted Village]]''' |
| * Gain entrance to the village through the southern gate - by [[Persuasion|Persuading]] the goblin guard, OR, Playing as a {{Class|Bard}}, performing for him {{Approval|Karlach|+1}} | | * Gain entrance to the village through the southern gate - by {{Skill|Persuasion|Persuading}} the goblin guard |
| | ** OR, Playing as a {{Class|Bard}}, {{Skill|Performance|perform}} for him {{Approval|Karlach|+1}} |
| * Persuade [[Fezzerk]] at the windmill to leave peacefully {{Approval|Karlach|+1}} | | * Persuade [[Fezzerk]] at the windmill to leave peacefully {{Approval|Karlach|+1}} |
| ** Untie [[Barcus Wroot]] off the windmill wing and tell him that he owes you nothing {{Approval|Karlach|+1}} | | ** Untie [[Barcus Wroot]] off the windmill wing and tell him that he owes you nothing {{Approval|Karlach|+1}} |
| * Drop and prepare to destroy the [[Necromancy of Thay]] in the [[Apothecary's Cellar]] {{Approval|Karlach|+1}} | | * Drop and prepare to destroy the [[Necromancy of Thay]] in the [[Apothecary's Cellar]] {{Approval|Karlach|+1}} |
| * Convince [[Lump the Enlightened]] to fight alongside you, outbidding goblins {{Approval|Karlach|+1}} | | * Convince [[Lump the Enlightened]] to fight alongside you, outbidding goblins {{Approval|Karlach|+1}} |
| ** Having summoned [[Lump the Enlightened]] to aid and ending your deal afterwards, let him have one lick {{Approval|Karlach|+5}} | | ** Having summoned Lump the Enlightened to aid and ending your deal afterwards, let him have one lick {{Approval|Karlach|+5}} |
| | <small>▶ '''''Note:''' This approval can be gained the same way, too, if the ogres come to your camp to resolve the deal'' </small> |
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| '''[[Goblin Camp]]'''
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| ''At the front gate:'' | | ◎ '''[[Goblin Camp]]'''<br> |
| * Fling worg dung at [[Sentinel Olak]] {{Approval|Karlach|+5}} ''(requires {{Ability check|Athletics|10}} and triggers a fight with gate guards)'' | | ◆ ''At the front gate:'' |
| ** If failed the check, wink and fling dung at all other guards {{Approval|Karlach|+5}} ''(triggers a fight, too)'' | | * Fling worg dung at [[Sentinel Olak]] {{Approval|Karlach|+5}} ''(requires {{Skill|Athletics}} check and triggers a fight with gate guards)'' |
| | ** If failed the roll, wink and fling dung at all other guards {{Approval|Karlach|+5}} ''(triggers a fight, too)'' |
| ** OR Smear the dung over your face {{Approval|Karlach|+1}} | | ** OR Smear the dung over your face {{Approval|Karlach|+1}} |
| * Tap once on the war drum {{Approval|Karlach|+1}} | | * Tap once on the war drum {{Approval|Karlach|+1}} |
| ** OR Use [[Performance]] to play a rhythm on the war drum{{Approval|Karlach|+1}} | | ** OR Use {{Skill|Performance}} to play a rhythm on the war drum {{Approval|Karlach|+1}} |
| ''In the outer camp:'' | | |
| | ◆ ''In the outer camp:'' |
| * Stir the [[Owlbear Cub]] against the goblins through {{Ability check|Animal Handling|15}} or {{Ability check|Persuasion|15}} {{Approval|Karlach|+1}} | | * Stir the [[Owlbear Cub]] against the goblins through {{Ability check|Animal Handling|15}} or {{Ability check|Persuasion|15}} {{Approval|Karlach|+1}} |
| ** OR Playing as a {{Class|Barbarian}}, do it through {{Ability check|Persuasion|10}} {{Approval|Karlach|+1}}. | | ** OR, Playing as a {{Class|Barbarian}}, do it through {{Ability check|Persuasion|10}} {{Approval|Karlach|+1}}. |
| ** OR Start a tour of chicken-chasing and prompt the cub to run to the finish posts, using [[Speak with Animals]] or [[Animal Handling]] {{Approval|Karlach|+1}} | | ** OR, Start a tour of chicken-chasing and prompt the cub to run to the finish posts, using {{SAI|Speak with Animals}} or {{Skill|Animal Handling}} {{Approval|Karlach|+1}} |
| * Tell [[Eight]] that you're sorry for his loss. {{Approval|Karlach|+1}} | | * Tell [[Eight]] that you're sorry for his loss. {{Approval|Karlach|+1}} |
| ''Talking with [[Crusher]]:'' | | |
| | ◆ ''Talking with [[Crusher]]:'' |
| * When he orders you to kiss his foot, obey {{Approval|Karlach|-1}}, then start licking it {{Approval|Karlach|+1}} | | * When he orders you to kiss his foot, obey {{Approval|Karlach|-1}}, then start licking it {{Approval|Karlach|+1}} |
| ** OR Give his foot a long lick straightaway {{Approval|Karlach|+1}} | | ** OR Give his foot a long lick straightaway {{Approval|Karlach|+1}} |
| * Steal the ring from Crusher's toe after you kneel in front of him. {{Approval|Karlach|+1}} | | ** Steal the ring from Crusher's toe after you kneel in front of him. {{Approval|Karlach|+1}} |
| * Make Crusher kneel and kiss your foot, using [[Intimidation]]. {{Approval|Karlach|+1}} | | * Make Crusher kneel and kiss your foot, using [[Intimidation]]. {{Approval|Karlach|+1}} |
| * If Crusher attacks you, defeat him, then say you've made a point and help him up. {{Approval|Karlach|+1}} | | * If Crusher attacks you, defeat him, then say you've made a point and help him up. {{Approval|Karlach|+1}} |
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| '' Inside the [[Shattered Sanctum]]:'' | | ◆ ''Inside the [[Shattered Sanctum]]:'' |
| * After moving with [[Priestess Gut]] to her "private chapel", allow Gut to feel around your head {{Approval|Karlach|+1}} | | * After moving with [[Priestess Gut]] to her "private chapel", allow her to feel around your head {{Approval|Karlach|+1}} |
| * Tell [[Roah Moonglow]] that you killed her friends in the [[Zhentarim Hideout]]. {{Approval|Karlach|+1}} | | * Tell [[Roah Moonglow]] that you killed her friends in the [[Zhentarim Hideout]]. {{Approval|Karlach|+1}} |
| * Attack [[Dror Ragzlin]], straightaway or after interrogating the dead illithid {{Approval|Karlach|+1}} | | * Attack [[Dror Ragzlin]], straightaway or after interrogating the dead illithid {{Approval|Karlach|+1}} |
| ** OR Don't object [[Dror Ragzlin|Ragzlin's]] orders to report to [[Minthara]] {{Approval|Karlach|+1}} | | ** OR Don't object Ragzlin's orders to report to [[Minthara]] {{Approval|Karlach|+1}} |
| * Convince [[Minthara]] to spare [[Sazza]], saying the latter didn't know who you were. {{Approval|Karlach|+1}} | | * Convince Minthara to spare [[Sazza]], saying the latter didn't know who you were. {{Approval|Karlach|+1}} |
| ▶ '''''Note:''' This option is available if you have previously freed Sazza from the cage in Emerald Grove'' | | <small>▶ '''''Note:''' Sazza must be freed from the cage in Emerald Grove''</small> |
| * Tell [[Minthara]] that the prisoner escaped and pass an [[Intelligence]] check to withhold the grove's location {{Approval|Karlach|+5}} | | * Tell Minthara that [[Liam]] escaped and pass an {{Ability|Intelligence}} check to withhold the grove's location {{Approval|Karlach|+5}} |
| ** OR Tell her that [[Liam]] told you everything and pass the [[Deception]] check {{Approval|Karlach|+5}} | | ** OR Tell her that the prisoner told you everything and pass the {{Skill|Deception}} check {{Approval|Karlach|+5}} |
| ▶ '''''Note:''' This option is available only if you spoke to Minthara '''before''' interrogating and freeing [[Liam]]'' | | <small>▶ '''''Note:''' This option is available only if you spoke to Minthara '''before''' interrogating and freeing Liam''</small> |
| :* OR, Playing as a {{Race|Tiefling}}, answer that you won't betray your kind {{Approval|Karlach|+5}} ''(starts a fight with Minthara)''
| | * Provoke a fight with Minthara by any available option {{Approval|Karlach|+5}} |
| * Provoke a fight with [[Minthara]] {{Approval|Karlach|+5}} | | |
| '' In the [[Worg Pens]]:'' | | ◆ '' In the [[Worg Pens]]:'' |
| * Stop the goblin children from throwing stones at [[Halsin|bear]] by any means {{Approval|Karlach|+1}} | | * Stop the goblin children from throwing stones at [[Halsin|bear]] by any means {{Approval|Karlach|+1}} |
| ** OR Make [[Birka|Brawler Birka]] release the bear and then attack the goblins {{Approval|Karlach|+1}} | | ** OR Make [[Birka|Brawler Birka]] release the bear and then choose to attack the goblins {{Approval|Karlach|+1}} |
| * After freeing [[Halsin]], agree to kill goblin leaders to save the grove (either with or without him in bear form). {{Approval|Karlach|+5}} | | * After freeing [[Halsin]], agree to kill goblin leaders to save the grove (either with or without him in bear form). {{Approval|Karlach|+5}} |
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| '''[[The Risen Road]]''' | | |
| | ◎ '''[[The Risen Road]]'''<br> |
| * When dealing with the dying hyena: | | * When dealing with the dying hyena: |
| ** Playing as a Good/Neutral {{Class|Cleric}} or a non-Oathbreaker {{Class|Paladin}}, successfully bless the dying hyena {{Approval|Karlach|+1}} | | ** Playing as a Good/Neutral {{Class|Cleric}} or a non-Oathbreaker {{Class|Paladin}}, successfully bless the dying hyena {{Approval|Karlach|+1}} |
| ** Playing as a {{Class|Ranger}}, mercy-kill the dying hyena {{Approval|Karlach|+1}} | | ** Playing as a {{Class|Ranger}}, mercy-kill the dying hyena {{Approval|Karlach|+1}} |
| ** Playing as a {{Class|Druid}}, choose to "destroy the abomination" {{Approval|Karlach|+1}} | | ** Playing as a {{Class|Druid}}, choose to "destroy the abomination" {{Approval|Karlach|+1}} |
| * Successfully use [[Detect Thoughts]] on [[Anders]] to unveil his true intentions and stand to Karlach {{Approval|Karlach|+10}} ''(she must be in the party)'' | | * Successfully use {{SAI|Detect Thoughts}} on [[Anders]] to unveil his true intentions and stand to Karlach {{Approval|Karlach|+10}} ''(she must be in the party)'' |
| * Save [[Rugan]], then use [[Persuasion]] to convince him to sell his employer's wares {{Approval|Karlach|+1}} | | * Save [[Rugan]], then use {{Skill|Persuasion}} to convince him to sell his employer's wares {{Approval|Karlach|+1}} |
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| '''[[Waukeen's Rest]]''' | | ◎ '''[[Waukeen's Rest]]''' |
| * Agree to rescue Duke Ravengard when prompted by [[Counsellor Florrick]] {{Approval|Karlach|+1}} | | * Agree to rescue [[Duke Ravengard]] when prompted by [[Counsellor Florrick]] {{Approval|Karlach|+1}} |
| ** OR As a paladin swear on your oath to [[Counsellor Florrick]] to rescue [[Duke Ravengard]]. {{Approval|Karlach|+5}} | | ** OR, Playing as a {{Class|Paladin}}, swear on your Oath to do it {{Approval|Karlach|+5}} |
| * Save [[Benryn]] in the burning building {{Approval|Karlach|+1}} | | * Save [[Benryn]] in the burning building {{Approval|Karlach|+1}} |
| ** Find and return him the dowry {{Approval|Karlach|+1}} | | ** Find and return him the dowry {{Approval|Karlach|+1}} |
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| '''[[Zhentarim Hideout]]''' | | |
| * Successfully [[Intimidation|Intimidate]] the guard [[Salazon]] to let you go through the hatch to the hideout {{Approval|Karlach|+1}} | | ◎ '''[[Zhentarim Hideout]]''' |
| | * Successfully {{Skill|Intimidation|Intimidate}} the guard [[Salazon]] to let you go through the hatch to the hideout {{Approval|Karlach|+1}} |
| ** OR, Playing as a {{Class|Rogue}}, show him single-hand sign ''"profit"''{{Approval|Karlach|+1}} | | ** OR, Playing as a {{Class|Rogue}}, show him single-hand sign ''"profit"''{{Approval|Karlach|+1}} |
| * Get access into the hideout peacefully {{Approval|Karlach|+1}}
| | * If you have conspired with Rugan about the shipment, refuse to kill him on [[Zarys|Zarys's]] order. {{Approval|Karlach|+1}} |
| ▶ '''''Note:''' If you've already found the shipment, the dialogue line "I know what became of Rugan" will not give approval.''
| |
| * If you have conspired with [[Rugan]] about the shipment, refuse to kill him on [[Zarys|Zarys's]] order. {{Approval|Karlach|+1}} | |
| ** OR Free Rugan, if he survived Zarys's torture and your fight against other [[Zentharim]] {{Approval|Karlach|+5}} | | ** OR Free Rugan, if he survived Zarys's torture and your fight against other [[Zentharim]] {{Approval|Karlach|+5}} |
| * Promise [[Oskar Fevras]] to speak to his captors {{Approval|Karlach|+1}} | | * Promise [[Oskar Fevras]] to speak to his captors {{Approval|Karlach|+1}} |
| * Purchase the artist from [[Brem]] for the price he asks initially {{Approval|Karlach|+1}} | | * Purchase the artist from [[Brem]] for the price he asks initially {{Approval|Karlach|+1}} |
| ** Make Brem lower the price through [[Intimidation]] or [[Persuasion]] {{Approval|Karlach|+1}} | | ** Make Brem lower the price through {{Skill|Intimidation}} or {{Skill|Persuasion}} {{Approval|Karlach|+1}} |
| ** OR Make him let Oskar go for free, using any check-based option {{Approval|Karlach|+1}} | | ** OR Make him let Oskar go for free, using any check-based option {{Approval|Karlach|+1}} |
| * Give Oskar an additional 200 gold after freeing him {{Approval|Karlach|+1}} | | * Give Oskar additional 200 gold after freeing him {{Approval|Karlach|+1}} |
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| '''[[Underdark]]''' | | ◎ '''[[Underdark]]''' |
| * When entering the myconid colony, tell Sovereign [[Spaw]] the truth about the parasite {{Approval|Karlach|+1}} | | * When entering the myconid colony, tell Sovereign [[Spaw]] the truth about the parasite {{Approval|Karlach|+1}} |
| ** OR Succeed an [[Intimidation]], [[Persuasion]] or [[Insight]] roll to enter the colony peacefully {{Approval|Karlach|+1}} | | ** OR Succeed an {{Skill|Intimidation}}, {{Skill|Persuasion}} or {{Skill|Insight}} roll to enter the colony peacefully {{Approval|Karlach|+1}} |
| ** OR, Playing as a {{Race|Drow}}, {{Race|Duergar}} or {{Race|Deep Gnome}}, say that the Underdark is your home and you don't need a permission to pass {{Approval|Karlach|+1}} | | ** OR, Playing as a {{Race|Drow}}, {{Race|Duergar}} or {{Race|Deep Gnome}}, say that the Underdark is your home and you don't need a permission to pass {{Approval|Karlach|+1}} |
| * Give [[Thulla]] an antidote or an [[Elixir of Poison Resistance]] (whichever you have) {{Approval|Karlach|+1}} | | * Give [[Thulla]] an antidote or an [[Elixir of Poison Resistance]] (whichever you have) {{Approval|Karlach|+1}} |
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| * Offer to look for [[Derryth Bonecloak|Derryth's]] husband, for a price or for free {{Approval|Karlach|+1}} | | * Offer to look for [[Derryth Bonecloak|Derryth's]] husband, for a price or for free {{Approval|Karlach|+1}} |
| * Agree to help [[Baelen Bonecloak]] escape from the Bibberbang field {{Approval|Karlach|+1}} | | * Agree to help [[Baelen Bonecloak]] escape from the Bibberbang field {{Approval|Karlach|+1}} |
| * Give the [[Noblestalk]] to [[Derryth Bonecloak]] {{Approval|Karlach|+1}} | | * Give the [[Noblestalk]] to Derryth Bonecloak {{Approval|Karlach|+1}} |
| ** If [[Baelen]] ate the Noblestalk himself, offer Derryth to help leave him {{Approval|Karlach|+1}} | | ** If Baelen ate the Noblestalk himself, offer Derryth help to leave him {{Approval|Karlach|+1}} |
| * Tell [[Gekh Coal]] that you're not going to help a slave-catcher.{{Approval|Karlach|+1}} | | * Tell [[Gekh Coal]] that you're not going to help a slave-catcher.{{Approval|Karlach|+1}} |
| * [[Defeat the Duergar Intruders]] and report back to Sovereign [[Spaw]] {{Approval|Karlach|+1}} | | * Defeat the Duergar intruders and report back to Sovereign Spaw {{Approval|Karlach|+1}} |
| * Tell Sovereign [[Spaw]] that you've killed Sovereign [[Glut]] because the latter conspired to [[Avenge Glut's Circle|usurp]] Spaw's circle {{Approval|Karlach|+1}} | | * Tell Sovereign Spaw that you've killed Sovereign [[Glut]] because the latter conspired to [[Avenge Glut's Circle|usurp]] Spaw's circle {{Approval|Karlach|+1}} |
| * In the [[Dread Hollow]], place autumncrocus on [[Myrna|Myrna’s]] grave {{Approval|Karlach|+1}} | | * In the [[Dread Hollow]], place {{SmRarityItem|Autumncrocus}} on [[Myrna|Myrna’s]] grave {{Approval|Karlach|+1}} |
| ▶ '''''Note:''' this option is available only if you have found and read [[Letter from Amarith]] in the [[Arcane Tower]]'' | | <small>▶ '''''Note:''' this option is available only if you have found and read [[Letter from Amarith]] in the [[Arcane Tower]]''</small> |
| * In [[Festering Cove]], tell [[BOOOAL]] you won't let him enslave the [[Kuo-toa]] any longer {{Approval|Karlach|+1}} | | * In [[Festering Cove]], tell [[BOOOAL]] you won't let him enslave the [[Kuo-toa]] any longer {{Approval|Karlach|+1}} |
| ** If you find out that BOOOAL is a Redcap, bait him with a tale of bloodshed instead of sacrifice {{Approval|Karlach|+1}} | | ** If you find out that BOOOAL is a Redcap, bait him with a tale of bloodshed instead of sacrifice {{Approval|Karlach|+1}} |
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| '''[[Grymforge]]''' | | |
| | ◎ '''[[Grymforge]]''' |
| * Tell [[Ward Magmar]] that he disgusts you {{Approval|Karlach|+1}} | | * Tell [[Ward Magmar]] that he disgusts you {{Approval|Karlach|+1}} |
| * Convince [[Skickpit]] you're going to help him, then ask if he really wants you to kill his slavers (using [[Persuasion|Persuasion]] line) {{Approval|Karlach|+1}} | | * Convince [[Skickpit]] you're going to help him, then ask if he really wants you to kill his slavers (using {{Skill|Persuasion}} line) {{Approval|Karlach|+1}} |
| * Pay respect to the heap of deep gnomes' corpses after killing or deceiving [[Brathwen]] and [[Viss]] {{Approval|Karlach|+1}} | | * Pay respect to the heap of deep gnomes' corpses after killing or deceiving [[Brathwen]] and [[Viss]] {{Approval|Karlach|+1}} |
| * [[Persuasion|Convince]] the Deep Rothé to give in to their rage and attack the duergar {{Approval|Karlach|+1}} | | * {{Skill|Persuasion|Convince}} the [[Deep Rothé]] to give in to their rage and attack [[Skarjall]] and his crew {{Approval|Karlach|+1}} |
| * Promise the deep gnome slaves that you'll do what you can to help them {{Approval|Karlach|+1}} | | * Promise the deep gnome slaves that you'll do what you can to help them {{Approval|Karlach|+1}} |
| * After finding [[Philomeen]] (and letting her go away), talk to Lunkbug and mention she wants Laridda to move on, or tell Laridda directly {{Approval|Karlach|+1}} | | * After finding [[Philomeen]] (and letting her go away), talk to Lunkbug and mention she wants Laridda to move on, or tell Laridda directly {{Approval|Karlach|+1}} |
| * Stand up for the deep gnome slaves when [[Nere]], once freed, is going to kill them {{Approval|Karlach|+5}} | | * Stand up for the deep gnome slaves when [[Nere]], once freed, is going to kill them {{Approval|Karlach|+5}} |
| * Convince [[Elder Brithvar]] to free the deep gnomes after the fight with [[Nere]] {{Approval|Karlach|+5}} | | * Convince [[Elder Brithvar]] to free the deep gnomes after the fight with Nere {{Approval|Karlach|+5}} |
| ** If failed to convince [[Elder Brithvar|Brithwar]], choose the line "I am freeing these gnomes. Just try and stop me." ''(immediately starts the fight with the rest of duergar)'' {{Approval|Karlach|+5}} | | ** If failed to convince Brithwar, choose the line "I am freeing these gnomes. Just try and stop me." ''(immediately starts the fight with the rest of duergar)'' {{Approval|Karlach|+5}} |
| * If you killed the duergar (both rebels and Absolutists) before freeing [[Nere]], plant a thought in Nere's mind about freeing the gnome slaves {{Approval|Karlach|+1}} | | * If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves {{Approval|Karlach|+1}} |
| * After freeing [[Barcus Wroot]], bid him farewell and good luck {{Approval|Karlach|+5}} | | * After freeing [[Barcus Wroot]], bid him farewell and good luck {{Approval|Karlach|+5}} |
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| '''[[Mountain Pass]]''' | | |
| | ◎ '''[[Mountain Pass]]''' |
| * Playing as a {{Race|Githyanki}}, tell [[Ellyka]] that githyanki patrol means nothing to you, getting her to stand down.{{Approval|Karlach|+1}} | | * Playing as a {{Race|Githyanki}}, tell [[Ellyka]] that githyanki patrol means nothing to you, getting her to stand down.{{Approval|Karlach|+1}} |
| ** OR, Being [[Disguise Self|disguised]] as a gith, tell her you're actually not OR that she is safe. {{Approval|Karlach|+1}} | | ** OR, Being {{SAI|Disguise Self|disguised}} as a githyanki, tell her you're actually not them OR that she is safe. {{Approval|Karlach|+1}} |
| * Allow [[Lae'zel]] to speak with the githyanki patrol and [[Kith'rak Voss]] {{Approval|Karlach|+1}} | | * Allow [[Lae'zel]] to speak with the githyanki patrol and [[Kith'rak Voss]] {{Approval|Karlach|+1}} |
| | ** Playing as a {{Race|Githyanki}}, when talking to Lae'zel after Voss departs, call him a heretic {{Approval|Karlach|+1}} |
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| '''[[Crèche Y'llek]]''' | | ◎'''[[Crèche Y'llek]]''' |
| * Upon entering the Créche, first tell [[Gish Far'aag]] that [[Voss]] sent you; then pretend to be an avatar of Vlaakith and succeed a {{Ability check|Performance|30}}. {{Approval|Karlach|+1}} | | * Upon entering the Créche, first tell [[Gish Far'aag]] that [[Voss]] sent you; then pretend to be an avatar of Vlaakith and succeed a {{Ability check|Performance|30}}. {{Approval|Karlach|+1}} |
| * Vandalise the portrait of [[Vlaakith]] {{Approval|Karlach|+1}} | | * Vandalise the portrait of [[Vlaakith]] {{Approval|Karlach|+1}} |
| ''In the Classroom:'' | | ◆ ''In the [[Crèche_Y'llek#Infirmary_and_Dormitories|Infirmary]]:'' |
| | * If Lae'zel is using the '' [[zaith'isk]] '', convince her that the device kills instead of curing {{Approval|Karlach|+1}} |
| | ◆ ''In the [[Crèche_Y'llek#Classroom|Classroom]]:'' |
| * Persuade [[Sa'varsh Kethk]] to let [[Youth Varrl]] go from training.{{Approval|Karlach|+1}} | | * Persuade [[Sa'varsh Kethk]] to let [[Youth Varrl]] go from training.{{Approval|Karlach|+1}} |
| * Playing as a {{Class|Fighter}}, save [[Youth Varrl]] by whatever means, and then tell him: | | * Playing as a {{Class|Fighter}}, save Varrl by whatever means, and then tell him: |
| ** That capacity for mercy is what separates us from feral beasts {{Approval|Karlach|+1}} | | ** That capacity for mercy is what separates us from feral beasts {{Approval|Karlach|+1}} |
| ** That warriors fight ''for'' something, not just to kill {{Approval|Karlach|+1}} | | ** That warriors fight ''for'' something, not just to kill {{Approval|Karlach|+1}} |
| ''In the Hatchery:'' | | ◆ ''In the [[Crèche_Y'llek#Hatchery|Hatchery]]:'' |
| * Successfully persuade [[Varsh Ko'kuu]] to let you take the [[Githyanki Egg|githyanki egg]], telling him: | | * Successfully persuade [[Varsh Ko'kuu]] to let you take the [[Githyanki Egg]], telling him: |
| ** that you'll take it to a better crèche {{Approval|Karlach|+1}} | | ** That you'll take it to a better crèche {{Approval|Karlach|+1}} |
| ** OR that you'll raise it yourself {{Approval|Karlach|+1}} | | ** OR that you'll raise it yourself {{Approval|Karlach|+1}} |
| ** OR, Playing as a {{Race|Githyanki}}, say you'll see it becomes the greatest ''ghaik''-slayer {{Approval|Karlach|+1}}. | | ** OR, Playing as a {{Race|Githyanki}}, say you'll see it becomes the greatest ''ghaik''-slayer {{Approval|Karlach|+1}}. |
| ''In captain's quarters and Inquisitor's chambers:'' | | ''At [[Crèche_Y'llek#Captain's_Quarters|Captain's Quarters]] and [[Crèche_Y'llek#Inquisitor's_Chamber|Inquisitor's Chamber]]:'' |
| * Tell [[Kith'rak Therezzyn]] that you have the [[Mysterious Artefact]], then refuse to surrender it {{Approval|Karlach|+1}}. | | * Tell [[Kith'rak Therezzyn]] that you have the [[Mysterious Artefact]], then refuse to surrender it {{Approval|Karlach|+1}}. |
| * Ask Inquisitor [[W'wargaz]] how he knows so much about you. {{Approval|Karlach|+1}} | | * Ask [[W'wargaz|Ch'r'ai W'wargaz]] how he knows so much about you. {{Approval|Karlach|+1}} |
| * Refuse to hand over the artefact to the Inquisitor [[W'wargaz]], and convince [[Lae'zel]] to trust you by succeeding {{Ability check|Persuasion|21}}.{{Approval|Karlach|+1}} | | ** Refuse to hand over the artefact to W'wargaz, and convince [[Lae'zel]] to trust you by succeeding {{Ability check|Persuasion|21}}.{{Approval|Karlach|+1}} |
| * Refuse [[Vlaakith|Vlaakith's]] demand to enter the [[Mysterious Artefact]] or say you're going to free the person inside {{Approval|Karlach|+1}} | | * Refuse [[Vlaakith|Vlaakith's]] demand to enter the Mysterious Artefact or say you're actually going to free the person inside {{Approval|Karlach|+1}} |
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| '''Camp/Conversation''' | | |
| * When [[Mizora]] first appears in the camp, tell her not to lay a finger on Karlach {{Approval|Karlach|+5}} | | ◎ '''Raphael's Deal''' |
| ** OR Threaten to kill [[Mizora]] during her first appearance {{Approval|Karlach|+1}} | | * When [[Raphael]] briefly takes you to the [[House of Hope]], choose lines: |
| | ** "You're mad if you think I'll make a deal with a devil." {{Approval|Karlach|+5}} ''(If playing as [[Wyll]] origin: "... another devil")'' |
| | ** OR Say "Then fix it. Or die by my hand!" {{Approval|Karlach|+5}} |
| | * After first encounter with Raphael, speak with [[Shadowheart]] and choose dialogue option about distrusting the devil '''twice''' {{Approval|Karlach|+5}} |
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| | ◎ '''[[Campsite|Camp]]/Conversation'''<br> |
| | ◆ ''Interactions with companions and camp followers'' |
| | * Playing as [[Astarion]] origin, confess to her that you are a vampire. {{Approval|Karlach|+10}} |
| | * When [[Wyll]] comes to the camp with the intent to kill Karlach, call the warlock stubborn {{Approval|Karlach|+5}} |
| | ** OR Order him to stand down {{Approval|Karlach|+5}} |
| | ** OR Say that Karlach does not pose any threat to the Sword Coast {{Approval|Karlach|+5}} |
| | * Tell [[Mizora]] she's not leaving your camp alive during her first appearance there {{Approval|Karlach|+1}} |
| | ** OR Tell her not to lay a finger on Karlach {{Approval|Karlach|+5}} |
| | * Playing as [[Wyll]] origin, talking to Mizora: |
| | ** Tell he to do whatever she wants but to leave your friends alone {{Approval|Karlach|+5}} |
| | ** OR Tell her to do her worst {{Approval|Karlach|+5}} |
| | ** OR Say that Karlach is no monster {{Approval|Karlach|+5}} |
| | * Speaking to Karlach as [[Wyll]], after Mizora warps you into a devil for sparing Karlach: |
| | ** Say you save your sword for monsters {{Approval|Karlach|+5}} |
| | ** OR Say she can save your back when it comes to it {{Approval|Karlach|+5}} |
| | ** OR Ask her advice on proper care for horns {{Approval|Karlach|+5}} |
| * When [[Shadowheart]] confesses about her being a Sharran, answer that you don't care, because you all have bigger problems {{Approval|Karlach|+1}} | | * When [[Shadowheart]] confesses about her being a Sharran, answer that you don't care, because you all have bigger problems {{Approval|Karlach|+1}} |
| * After staking [[Astarion]] when he tried to bite you, say that bringing him to the camp was a mistake {{Approval|Karlach|+1}} | | * When [[Astarion]] tries to bite you, either stake him or chase him off the camp. In the morning, tell others that bringing him to the camp was a mistake {{Approval|Karlach|+1}} |
| * After having a romantic night, tell her you'd love to be able to touch her properly {{Approval|Karlach|+5}} | | * When [[Lae'zel]] and Shadowheart have an argument over the Mysterious Artefact: |
| ▶ '''''Note:''' This line can be repeated multiple times until the second upgrade of Karlach' heart, but only the first time gives approval''
| | ** Playing as a {{Race|Half-Orc}}, if Lae’zel attacks sneakily at night, {{Skill|Intimidation|intimidate}} her to stop {{Approval|Karlach|+1}} |
| | * When [[Kith'rak Voss]] wakes you up at the camp during long rest to discuss the [[Mysterious Artefact]] (''after the events at the Crèche''): |
| | ** Encourage Lae'zel to trust him {{Approval|Karlach|+1}} |
| | ** OR tell Lae'zel you'll support any choice of hers {{Approval|Karlach|+1}} |
| | ** OR tell Lae'zel you believe Kith'rak and she should too {{Approval|Karlach|+1}} |
| * Pet [[Scratch]] when he first comes to the camp {{Approval|Karlach|+1}} | | * Pet [[Scratch]] when he first comes to the camp {{Approval|Karlach|+1}} |
| * Feed the [[Owlbear Cub]] when it first comes to the camp {{Approval|Karlach|+1}} ''(requires food in the inventory)'' | | * Feed the [[Owlbear Cub]] when it first comes to the camp {{Approval|Karlach|+1}} ''(requires food in the inventory)'' |
| * Successfully attend to the [[Owlbear Cub|Owlbear Cub's]] wound when it appears again at the camp {{Approval|Karlach|+1}} | | ** Successfully tend to the cub's wound when it appears again at the camp {{Approval|Karlach|+1}} |
| * Pet the [[Owlbear Cub]] when it stays at the camp {{Approval|Karlach|+1}} ''(gains approval only the first time you do it)'' | | ** Pet the Owlbear Cub when it stays at the camp {{Approval|Karlach|+1}} ''(gains approval only the first time you do it)'' |
| | ** Pet both of them when the Owlbear cub sees a nightmare {{Approval|Karlach|+1}} |
| * Having invited [[Barcus Wroot]] to your camp, promise him you will find his friend [[Wulbren]] at [[Moonrise Towers]] {{Approval|Karlach|+1}} | | * Having invited [[Barcus Wroot]] to your camp, promise him you will find his friend [[Wulbren]] at [[Moonrise Towers]] {{Approval|Karlach|+1}} |
| * When [[Kith'rak Voss]] wakes you up at the camp during long rest to discuss the [[Mysterious Artefact]] (''after the events at the Crèche''):
| |
| ** Encourage [[Lae'zel]] to trust him {{Approval|Karlach|+1}}
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| ** OR tell Lae'zel you'll support any choice of hers {{Approval|Karlach|+1}}
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| ** OR tell Lae'zel you believe Kith'rak and she should too {{Approval|Karlach|+1}}
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| '''Raphael's Deal''' | | ◆ ''[[Karlach/romance|Romance]]'' |
| * When [[Raphael]] briefly takes you to the [[House of Hope]], choose lines:
| | * After having a romantic night, tell her you'd love to be able to touch her properly {{Approval|Karlach|+5}} |
| ** "You're mad if you think I'll make a deal with a devil." {{Approval|Karlach|+5}} ''(If playing as [[Wyll]]: "... another devil")'' | | <small>▶ '''''Note:''' This line can be repeated multiple times until the second upgrade of Karlach' heart, but only the first time gives approval''</small> |
| ** OR "Then fix it. Or die by my hand!" {{Approval|Karlach|+5}}
| |
| * After first encounter with [[Raphael]], speak with [[Shadowheart]] and choose dialogue option about distrusting [[Raphael]] '''twice''' {{Approval|Karlach|+5}}
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| '''Any Area'''
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| * Playing as [[Astarion]], confess to her that you are a vampire. {{Approval|Karlach|+10}}
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| '''[[Our Fiery Friend|Personal quest]]''' | | ◎ '''[[Our Fiery Friend|Companion quest]]''' |
| * After defeating [[Anders]] and his crew, and Karlach having rampaged in the Tollhouse, tell her she looks hot. {{Approval|Karlach|+3}} | | * After defeating [[Anders]] and his crew, and Karlach having rampaged in the Tollhouse, tell her she looks hot. {{Approval|Karlach|+3}} |
| * If Karlach is recruited before [[Wyll]], he will show up when ending this day in the camp. Talk him out of fighting Karlach. {{Approval|Karlach|+5}} | | * If you have killed Anders's crew without Karlach in party, tell her about it, then say you always care for your people {{Approval|Karlach|+10}} |
| | ** OR Say you couldn’t allow agents of a devil to roam the area {{Approval|Karlach|+5}} |
| | |
| * Agree to give Karlach a [[Soul Coin]] to power her up in combat {{Approval|Karlach|+5}} | | * Agree to give Karlach a [[Soul Coin]] to power her up in combat {{Approval|Karlach|+5}} |
| * When you first meet [[Dammon]] while already having a piece of infernal iron, Karlach will ask if she can give it to the smith - agree. {{Approval|Karlach|+10}} | | * Agree to let [[Dammon]] upgrade Karlach's heart first time, if you already have a piece of infernal iron {{Approval|Karlach|+10}} |
| * After [[Dammon]] upgrades her heart first time tell her you still can't touch her, and then choose the line "Of course I do" {{Approval|Karlach|+10}} | | * After [[Dammon]] upgrades her heart first time tell her you still can't touch her, and then choose the line "Of course I do" {{Approval|Karlach|+10}} |
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| }} | | }} |
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| * Shoo the [[Owlbear Cub]] out of the camp when it comes wounded {{Approval|Karlach|-1}} | | * Shoo the [[Owlbear Cub]] out of the camp when it comes wounded {{Approval|Karlach|-1}} |
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| {{SpoilerDurge|nograd=1|
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| * Playing as {{Background|Haunted One|The Dark Urge}}, confess to murdering the bard {{Approval|Karlach|-1}} | | * Playing as {{Background|Haunted One|The Dark Urge}}, confess to murdering the bard {{Approval|Karlach|-1}} |
| }}
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| }} | | }} |
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| === Act Two === | | === Act Two === |
| {{SpoilerBox|act=2|nograd=1|unhide=1|
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| '''[[Ruined Battlefield]]'''<br> | | '''[[Ruined Battlefield]]'''<br> |
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| '''Camp/Conversation''' | | '''Camp/Conversation''' |
| * Sleep with [[Karlach]], next morning tell her that it was a mistake, then confirm it {{Approval|Karlach|-100}} | | * Sleep with [[Karlach]], next morning tell her that it was a mistake, then confirm it {{Approval|Karlach|-100}} |
| }}
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| === Act Three === | | === Act Three === |
| {{SpoilerBox|act=3|nograd=1|unhide=1|
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| '''[[Rivington]]''' <br> | | '''[[Rivington]]''' <br> |
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| '''[[Our Fiery Friend|Personal quest]]''' | | '''[[Our Fiery Friend|Personal quest]]''' |
| * Kill [[Gortash]] without having Karlach in the Party {{Approval|Karlach|-20}} | | * Kill [[Gortash]] without having Karlach in the Party {{Approval|Karlach|-20}} |
| }}
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Karlach approves of helping people out. Due to her experiences in Avernus, she distrusts devils.
The actions and choices listed on this page will raise or lower Karlach's Approval.
For more information about the approval system, see Approval.
Depending on her approval rating, Karlach may greet the player with:
Negative (<0):
- "Yeah?"
- "What?"
- "Out with it."
- "Hey."
Neutral (0 - 19):
- "Soldier?"
- "Why're we slowing down?"
- "Hm?"
- "What can I do you for?"
- "Yeah?"
- "What's the story?"
- "Heya."
- "Hey, soldier."
Medium and up (20+):
- "Hey, soldier."
- "Soldier?"
- "What's on your mind?"
- "Copper for your thoughts?"
If spoken to by someone other than the player character:
- "Sorry - haven't fraternised with you much and not sure if I want to start."
- "Go get boss if you want to talk."
- "Tell it to the chief."
Flirting:
- "Hey, soldier."
- "Uh huh?"
- "What is it?"
Partnered:
- "Yeah, honey?"
- "Hmm?"
- "What's on your mind?"
Broken Up:
- "What?"
- "Yeah?"
- "Something on your mind?"
Medium and higher approval[edit | edit source]
Flirting:
- "Hey, you."
- "Oh, hi!"
- "What're you thinking about?"
Partnered:
- "Darling."
- "Hey!"
- "Soldier?"
- "What's on your mind?"
Broken up:
- "Hey, soldier."
- "Yeah?"
- "What's on your mind?"
As a Companion character, the interactions listed below will cause Karlach to gain approval.
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
◎ Ravaged Beach
◎ Roadside Cliffs
◎ Emerald Grove/The Hollow
◆ In the Hollow:
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- Take a swing at Aradin during his argument with Zevlor +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +3 (either after the scene at the entrance or in his cave)
- Agree to kill the goblin horde's leaders for Zevlor +5
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest +1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1
- Convince Nadira to give you her Soul Coin after saving her from the bugbear +1
- Convince Rolan, Lia and Cal to stay and help, using Persuasion or any available class-based or race-based options +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Playing as Wyll origin, distract kids trained by Asharak, reciting one of your adventures (either with a yeti, a croc or an owlbear) +1
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +5
- Convince Arka to spare Sazza (using Detect Thoughts or any skill-based or class-based option) +1
- Promise Sazza to free her from her cage +1
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you (passive Perception check), and tell her to relax (either straightaway or after successful Insight check). +1
- In the confrontation with Barth about the locket, stand for Meli +1
◆ In the Sacred Pool and druid caves:
- Tell Komira that the druids are overreacting and you'll speak with them +1
- Save Arabella by talking to Kagha or to her viper Teela +5
- After resolving Arabella's fate, talk to Kagha and call her a monster OR accuse her of killing the child in cold blood +5 (either option)
- OR, Playing as a Drow, say you don't threaten/kill children +5
- OR Attack Kagha +1
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +5
- OR Choose to attack Kagha instead of persuading her +1 (gains approval regardless of whether you've been successful convincing her to go against them or not)
- Attack Kagha after speaking to Zevlor second time (about her demands) +1
- While dealing with Topaz the bird via Speak with Animals:
- Tell him that the key in its nest is dull +1
- OR, Playing as a Dwarf, that the metal is of bad quality +1 (either option)
- OR Playing as a Bard, choose the class-specific option about a song +1
- OR Kick the bird +1
- After Nettie poisons you, attack her (no need to kill her) +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Help Alfira finish her song +1
- After being confronted about stealing the Idol of Silvanus, return the idol and apologise +1
◆ While the Emerald Grove is preparing for the goblin attack
▶ Note: This scene appears only if Wyll left the party due to your choices in dialogue with Minthara, after you have revealed to her the Grove's location
- Refuse to open the gate for Minthara +5
- Successfully defend the Grove and then talk to Zevlor +10
◎ Forest/Owlbear Nest
▶ Note: This scene appears only if Aradin has previously left the grove
- Convince the mother Owlbear to let you go without fighting +1
- Spare the Owlbear Cub after killing the mother Owlbear +1
◎ Sunlit Wetlands/Putrid Bog
- When find Demir and Johl arguing with Auntie Ethel, tell them all to calm down, and then choose to defend Auntie Ethel +1 (immediately starts the fight with brothers)
- OR Ask Ethel straightaway what did she do with their sister +1
- While talking to Demir and Johl after Ethel disappears, offer to help them find their sister +1
- After entering the Sunlit Wetlands, break the illusion by any available means, then say 'BAA' at the Redcaps when you speak to them +1 (works twice)
- (If Astarion is not in your party) When talking to Gandrel, tell him that Astarion is under your protection +1.
- Further in dialogue, refuse to help the hunter find your camp +1
- If Astarion kills Gandrel himself, say afterwards that the hunter need not to die OR That you cannot trust him after it +1 (either option)
▶ Note: Available only if you don't know yet that Astarion is a vampire
◆ Dealing with Auntie Ethel:
- When talking to Ethel and Mayrina in the Riverside Teahouse:
- Don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble" +1
- OR tell Mayrina straightaway that Demir and Johl were killed (by you or Ethel) +1
- After defeating Auntie Ethel, Intimidate her into handing over both Mayrina and fey hair +5
- OR Order her to let Mayrina go. +1
- OR Say that the best solution is a dead hag. +1
- Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand +1
◎ Blighted Village
- Gain entrance to the village through the southern gate - by Persuading the goblin guard
- Persuade Fezzerk at the windmill to leave peacefully +1
- Untie Barcus Wroot off the windmill wing and tell him that he owes you nothing +1
- Drop and prepare to destroy the Necromancy of Thay in the Apothecary's Cellar +1
- Convince Lump the Enlightened to fight alongside you, outbidding goblins +1
- Having summoned Lump the Enlightened to aid and ending your deal afterwards, let him have one lick +5
▶ Note: This approval can be gained the same way, too, if the ogres come to your camp to resolve the deal
◎ Goblin Camp
◆ At the front gate:
- Fling worg dung at Sentinel Olak +5 (requires Athletics check and triggers a fight with gate guards)
- If failed the roll, wink and fling dung at all other guards +5 (triggers a fight, too)
- OR Smear the dung over your face +1
- Tap once on the war drum +1
◆ In the outer camp:
◆ Talking with Crusher:
- When he orders you to kiss his foot, obey -1, then start licking it +1
- OR Give his foot a long lick straightaway +1
- Steal the ring from Crusher's toe after you kneel in front of him. +1
- Make Crusher kneel and kiss your foot, using Intimidation. +1
- If Crusher attacks you, defeat him, then say you've made a point and help him up. +1
◆ Inside the Shattered Sanctum:
- After moving with Priestess Gut to her "private chapel", allow her to feel around your head +1
- Tell Roah Moonglow that you killed her friends in the Zhentarim Hideout. +1
- Attack Dror Ragzlin, straightaway or after interrogating the dead illithid +1
- OR Don't object Ragzlin's orders to report to Minthara +1
- Convince Minthara to spare Sazza, saying the latter didn't know who you were. +1
▶ Note: Sazza must be freed from the cage in Emerald Grove
- Tell Minthara that Liam escaped and pass an Intelligence check to withhold the grove's location +5
- OR Tell her that the prisoner told you everything and pass the Deception check +5
▶ Note: This option is available only if you spoke to Minthara before interrogating and freeing Liam
- Provoke a fight with Minthara by any available option +5
◆ In the Worg Pens:
- Stop the goblin children from throwing stones at bear by any means +1
- OR Make Brawler Birka release the bear and then choose to attack the goblins +1
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). +5
◎ The Risen Road
- When dealing with the dying hyena:
- Playing as a Good/Neutral Cleric or a non-Oathbreaker Paladin, successfully bless the dying hyena +1
- Playing as a Ranger, mercy-kill the dying hyena +1
- Playing as a Druid, choose to "destroy the abomination" +1
- Successfully use Detect Thoughts on Anders to unveil his true intentions and stand to Karlach +10 (she must be in the party)
- Save Rugan, then use Persuasion to convince him to sell his employer's wares +1
◎ Waukeen's Rest
◎ Zhentarim Hideout
- Successfully Intimidate the guard Salazon to let you go through the hatch to the hideout +1
- OR, Playing as a Rogue, show him single-hand sign "profit" +1
- If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order. +1
- OR Free Rugan, if he survived Zarys's torture and your fight against other Zentharim +5
- Promise Oskar Fevras to speak to his captors +1
- Purchase the artist from Brem for the price he asks initially +1
- Make Brem lower the price through Intimidation or Persuasion +1
- OR Make him let Oskar go for free, using any check-based option +1
- Give Oskar additional 200 gold after freeing him +1
◎ Underdark
- When entering the myconid colony, tell Sovereign Spaw the truth about the parasite +1
- Give Thulla an antidote or an Elixir of Poison Resistance (whichever you have) +1
- Ask Omeluum to tell you more about the tadpole +1
- Offer to look for Derryth's husband, for a price or for free +1
- Agree to help Baelen Bonecloak escape from the Bibberbang field +1
- Give the Noblestalk to Derryth Bonecloak +1
- If Baelen ate the Noblestalk himself, offer Derryth help to leave him +1
- Tell Gekh Coal that you're not going to help a slave-catcher. +1
- Defeat the Duergar intruders and report back to Sovereign Spaw +1
- Tell Sovereign Spaw that you've killed Sovereign Glut because the latter conspired to usurp Spaw's circle +1
- In the Dread Hollow, place Autumncrocus on Myrna’s grave +1
▶ Note: this option is available only if you have found and read Letter from Amarith in the Arcane Tower
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer +1
- If you find out that BOOOAL is a Redcap, bait him with a tale of bloodshed instead of sacrifice +1
◎ Grymforge
- Tell Ward Magmar that he disgusts you +1
- Convince Skickpit you're going to help him, then ask if he really wants you to kill his slavers (using Persuasion line) +1
- Pay respect to the heap of deep gnomes' corpses after killing or deceiving Brathwen and Viss +1
- Convince the Deep Rothé to give in to their rage and attack Skarjall and his crew +1
- Promise the deep gnome slaves that you'll do what you can to help them +1
- After finding Philomeen (and letting her go away), talk to Lunkbug and mention she wants Laridda to move on, or tell Laridda directly +1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them +5
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +5
- If failed to convince Brithwar, choose the line "I am freeing these gnomes. Just try and stop me." (immediately starts the fight with the rest of duergar) +5
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves +1
- After freeing Barcus Wroot, bid him farewell and good luck +5
◎ Mountain Pass
- Playing as a Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down. +1
- OR, Being disguised as a githyanki, tell her you're actually not them OR that she is safe. +1
- Allow Lae'zel to speak with the githyanki patrol and Kith'rak Voss +1
- Playing as a Githyanki, when talking to Lae'zel after Voss departs, call him a heretic +1
◎Crèche Y'llek
◆ In the Infirmary:
- If Lae'zel is using the zaith'isk , convince her that the device kills instead of curing +1
◆ In the Classroom:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- Playing as a Fighter, save Varrl by whatever means, and then tell him:
- That capacity for mercy is what separates us from feral beasts +1
- That warriors fight for something, not just to kill +1
◆ In the Hatchery:
- Successfully persuade Varsh Ko'kuu to let you take the Githyanki Egg, telling him:
- That you'll take it to a better crèche +1
- OR that you'll raise it yourself +1
- OR, Playing as a Githyanki, say you'll see it becomes the greatest ghaik-slayer +1.
At Captain's Quarters and Inquisitor's Chamber:
◎ Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- "You're mad if you think I'll make a deal with a devil." +5 (If playing as Wyll origin: "... another devil")
- OR Say "Then fix it. Or die by my hand!" +5
- After first encounter with Raphael, speak with Shadowheart and choose dialogue option about distrusting the devil twice +5
◎ Camp/Conversation
◆ Interactions with companions and camp followers
- Playing as Astarion origin, confess to her that you are a vampire. +10
- When Wyll comes to the camp with the intent to kill Karlach, call the warlock stubborn +5
- OR Order him to stand down +5
- OR Say that Karlach does not pose any threat to the Sword Coast +5
- Tell Mizora she's not leaving your camp alive during her first appearance there +1
- OR Tell her not to lay a finger on Karlach +5
- Playing as Wyll origin, talking to Mizora:
- Tell he to do whatever she wants but to leave your friends alone +5
- OR Tell her to do her worst +5
- OR Say that Karlach is no monster +5
- Speaking to Karlach as Wyll, after Mizora warps you into a devil for sparing Karlach:
- Say you save your sword for monsters +5
- OR Say she can save your back when it comes to it +5
- OR Ask her advice on proper care for horns +5
- When Shadowheart confesses about her being a Sharran, answer that you don't care, because you all have bigger problems +1
- When Astarion tries to bite you, either stake him or chase him off the camp. In the morning, tell others that bringing him to the camp was a mistake +1
- When Lae'zel and Shadowheart have an argument over the Mysterious Artefact:
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact (after the events at the Crèche):
- Encourage Lae'zel to trust him +1
- OR tell Lae'zel you'll support any choice of hers +1
- OR tell Lae'zel you believe Kith'rak and she should too +1
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1 (requires food in the inventory)
- Successfully tend to the cub's wound when it appears again at the camp +1
- Pet the Owlbear Cub when it stays at the camp +1 (gains approval only the first time you do it)
- Pet both of them when the Owlbear cub sees a nightmare +1
- Having invited Barcus Wroot to your camp, promise him you will find his friend Wulbren at Moonrise Towers +1
◆ Romance
- After having a romantic night, tell her you'd love to be able to touch her properly +5
▶ Note: This line can be repeated multiple times until the second upgrade of Karlach' heart, but only the first time gives approval
◎ Companion quest
- After defeating Anders and his crew, and Karlach having rampaged in the Tollhouse, tell her she looks hot. +3
- If you have killed Anders's crew without Karlach in party, tell her about it, then say you always care for your people +10
- OR Say you couldn’t allow agents of a devil to roam the area +5
- Agree to give Karlach a Soul Coin to power her up in combat +5
- Agree to let Dammon upgrade Karlach's heart first time, if you already have a piece of infernal iron +10
- After Dammon upgrades her heart first time tell her you still can't touch her, and then choose the line "Of course I do" +10
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the cowardly hyena in the convoy that it doesn't belong to goblins and should leave them. +1 (requires DC 10 Persuasion check and then DC 14 Persuasion check or DC 14 Intimidation check)
- Stop Warrior Gronag from killing the hyena. Then, when Kar'niss the drider comes, ask him about his lantern and what is there in the shadows. After that, stop the drider from butchering Brawler Vez by any means. +1
- Convince Kar'niss the drider not to attack you after you killed the convoy before summoning him, using Deception OR Intimidation. +1 (either option)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers +1
If entering the Shadow-Cursed Lands from the Grymforge:
At the House in Deep Shadows:
- Agree to play hide-and-seek with Oliver. +2 (one point for each round of the game)
- Convince Oliver to reunite with Thaniel. +5
When dealing with He Who Was:
- Agree to find Madeline's Ledger for He Who Was +1
- After ordering Madeline to hurt herself as Ben and Marc did -1, stop her, saying she had done enough +1
- OR Say her willing to hurt herself was enough +1
- OR Accuse her of cowardice, using basic or unique Barbarian, Bard, Monk lines +1
- OR Say that it wasn't her fault, using basic or unique Bard, Good Cleric or Monk lines +1
Elsewhere:
- Free Dolly Thrice from the Moonlantern carried by Kar'niss. +1
- After calling Dolly's to replenish her blessing, when she asks for some magic words, choose to "SNURL" +1 (Instead of blessing, Dolly will transform you into a deep rothé)
- After saving Rolan from the Shadows, tell him to shut up and be grateful +1
Last Light Inn
Speaking to Jaheira:
- At the very first time you meet, show her the Mysterious Artefact +1
- When talking to Jaheira inside the inn, drink the spiked wine +1
- If you have talked to Marcus already and know his mission, try to convince Jaheira that he is a spy +1
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- Talk to him and say that his mission ends here +1
- OR Choose a dialogue option to attack him +1
- OR Speak to Isobel and warn her, revealing Marcus as a True Soul +10
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- After speaking to Marcus telepathically, explain to Isobel that he is going to kidnap her +10
- Playing as The Dark Urge:
- Tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior +5 (available after the kidnap attempt AND if you haven't threatened her)
Talking to Councellor Florrick:
- Ask whether the Flaming Fist are just going to stand around. +1
- If Wyll is in the party, tell Florrick it's your business what had happened to him +1
- OR, Playing as Wyll, say it was a devil deal that has gone terribly wrong +2
Talking to His Majesty via Speak with Animals:
- Say you only wanted to admire him close +1, and then indeed choose to quietly admire him +1
- OR, Playing as a Ranger, say you do not seek his territory +1
Speaking to Cerys:
- When she tells you about their misfortunes and says they ran until found the inn, say that she did the right thing +1 (use basic line or unique for Cleric or Oathbreaker Paladin)
- Ask her what they are doing here, if they headed for Baldur's Gate, and tell her not to lose hope to see others alive +1 (starts the quest, if you don't have it already)
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Playing as a Half-Orc, tell her to use her anger. +1
- Ask her about others, and then say that running was right call +1
- When Alfira asks you how do you keep going, answer:
- That you take one step at a time +1
- OR That danger is your life +1
- OR, Playing as a Bard, a Fighter, a Druid, a Ranger, or a Rogue, use a class-based line +1
- OR, Playing as a Drow, a Deep Gnome or a Duergar, say that only the strong survive +1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers:
- Promise you will find them +1 (starts the quest, if you don't have it already)
- If you successfully Rescue the Tieflings, speak to Alfira again. When she asks how did you do it, answer that you were being a hero +1
Speaking with Bex and Danis:
- Before trying to saving captured refugees:
- Promise Bex to find Danis, using any of two basic options, or Paladin or Cleric lines +1 (starts the quest, if you don't have it already)
- If Danis survived and reunited with Bex:
- Smile and then say it's wonderful to see them together OR mention that it is all thanks to you +1 (either option)
- When Bex asks why you helped, answer that you did it because they were in trouble +1 (a Cleric character will have a unique line)
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- Promise to rescue them if they are alive OR say that it is your responsibility to bring them back +1 (starts the quest, if you don't have it already)
- OR, Playing as a Sorcerer, tell him he won't be able to read his spellbook if he keeps drinking +1
- If you have already saved him from the Shadows, say you're absolutely going to gloat +1
- If either Cal or Lia (or both) died while saving attempt:
- Tell Rolan that you wanted to save everyone, but couldn't +1
- If both siblings survived, after they thank you, ask Rolan whether he has something to add +1
Talking to Ide after drunken Rolan has snapped on her:
- Say you're sorry, and then add that he is more immature than she is +1
- OR Call Rolan a grump, and when Ide complains he called her a "ragged little devil", tell her next time call him one back +1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Persuasion +1 (requires a DC 14 roll)
Dealing with Raphael and Mol:
- Help Mol win the game of lanceboard against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options, or following Gale's advice (if he is in party) +1
- Then tell Raphael to stay away from Mol +2
▶ Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars.
- After that, tell Raphael to leave you alone +1
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Playing as The Dark Urge, curb your yearn to tear the Strange Ox apart. +1
- Pay Mattis extra gold for the Tower-Shaped Key +1
- Play the lute to wake up Art Cullagh. +1
- Tell Halsin that he can count on you before he opens the portal into Shadowfell. +1
- Successfully protect the portal while Halsin is looking for Thaniel. +1
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him. +1
- If you did it and ended the dialogue, speak to him again and call him a prick second time +1
Reithwin Town
In the Reithwin Tollhouse:
- Convince Gerringothe Thorm to end herself by any available option. +1 (requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options)
In the House of Healing:
- Convince Malus Thorm to order his sisters to hone their blades on each other. +1
- Then persuade Malus Thorm to operate on himself. +1
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +2 (comes one point by another subsequently).
At the cemetery:
- Agree to help Arabella find her parents. +1
- Then offer Arabella shelter at your camp. +1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed Persuasion or Intimidation roll to take her to your camp +1 ( The Dark Urge character will have a unique lines and only Persuasion option)
At The Waning Moon:
- Safely drink with Thisobald Thorm (rolling Constitution, either general or class-based lines) +1(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through Performance roll) +1 (gains approval each time).
▶ Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.
- By any means make Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst +1
Moonrise Towers
- While entering the Moonrise for the first time, tell Zealot Malik that you are here to take his head +1
Witnessing Ketheric's trial (at the very first visit to Moonrise):
- When Z'rell orders you to decide the goblins' fate:
▶ Note: This option will not bring any points for The Dark Urge character
Talking to Disciple Z'rell:
- If you killed the goblins:
- Distract Z'rell with thoughts of your aching for Karlach +1 (gives approval regardless of you romancing the tiefling or not, but halforc's reaction will differ slightly) [Needs Verification]
- If you spared the goblins, fail the Deception roll to explain it and then say you will free the rest of the prisoners +1
- If you have helped Balthazar to retrieve Nightsong:
- Refuse to kidnap Isobel on Z'rell's order +1
- OR Say you have yet to kill Z'rell and other vermin at the Moonrise +1
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Succeed the DC 18 Wisdom check to reach out to Minthara's mind, tell her to play along, and then convince the questioners that you have broken her +1
- OR Say that the only thing you're going to break is them +1 (starts a fight with the questioners, with Minthara taking your side)
- After the fight, escort Minthara out of Moonrise Towers and tell where to find your camp +1
- Speaking to the Warden for the first time, tell her that her face is bland, too +1
- Use Deception to convince the Warden that you are Balthazar's closest confidante +1
- Then try to bribe her +1, and when she takes the money and does nothing, say that you should have see it coming +1
- OR, Playing as a Rogue, say it was so well-played that you are not even mad +1
- OR Refuse to bribe her +1
- Talking to Lia, promise to help the tieflings escape +1
- OR Refuse to help them +1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then promise to help the tieflings +1
- Speaking to Wulbren, say that Barcus Wroot sent you, OR use any of check-based options +1
- If the party found themselves in a cell, accept Wulbren's offer to break out together +1
- Provide Wulbren with any tool capable of destroying a wall +1
- When Wulbren, once freed, takes the boat and sails off without the party, let him go +1
- If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners +1
Elsewhere in Moonrise Towers:
- Sever the connection between Linsella and Barnabus +1
- Tell Araj Oblodra that Astarion is his own person. +1
- Then back Astarion in his refusal to bite Araj, telling her "He said no, what's to discuss". +1
- OR Tell Astarion that he shall not do anything he doesn't want to, when Araj asks you to pressure him into taking her offer +1
- Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without Speak with Animals) +1
Final fight at the Moonrise:
- In front of Moonrise Towers, offer Jaheira to join you in the upcoming fight +5
- If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a friend. +5
- After the first floor is secured, tell Jaheira you sense a bit of envy and ask her to join the fight against Ketheric Thorm. +1
- At the rooftop, tell Ketheric Thorm that you can help, OR that it isn't too late, OR to come quietly +1 (either option)
▶ Note: These lines require first DC 21 Intimidation check or DC 18 Persuasion check, and then any of subsequent DC 30 checks, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
- When Nightsong intervenes, tell her to stand down, because Ketheric has surrendered. +1
Gauntlet of Shar
Dealing with Yurgir and his retinue:
- Lick the dead spider meat +2 (Comes point by point for each lick)
- When speaking to the orthon initially, choose to attack him straightaway. +1
- If you agreed to help Yurgir:
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials, answer that this is a distraction OR that you are actually here to gain Ketheric's trust +1 (either option)
Dealing with Balthazar in his outpost:
- Speaking to Balthazar through Reconstituted Duellist, tell it to leave, because you don't answer to a pile of bones +1
- OR, Playing as a Rogue, say you do not blunder +1
- OR, Playing as a Cleric of Shar or as Shadowheart, say you belong in this place far more than some bone pile +1
- Agree to clear the way for the necromancer, and then:
- Having Mother Dearest in your inventory, ask Balthazar what happened to his mother. Then, tell him you took the urn, and finally say that you'll keep her. +1
- Refuse to help the necromancer and choose to attack him +1
In the Shadowfell:
- If you have defeated Balthazar:
- If Balthazar is present and not hostile to the party:
- Tell him to leave, or he is a dead man +1
- OR, PLaying as a Good or Neutral Cleric, choose to attack him +1
- If Shadowheart is in the party, tell her that she should spare Aylin because the aasimar may know something about her. +1
Mind Flayer Colony
In the Necrotic Laboratory:
- Talking to the Waking Mind, succeed the passive Insight check and choose to purge her mind +1
- Talking to the Fresh Mind, wish them good night +1
- Talking to Balthazar, successfully pretend to be a thrall +1 (This option is available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric)
At the Morgue:
In the Tadpoling Centre:
- Choose to release pod captives +5
After the final fight with Apostle of Myrkul
Talking to Halsin:
- If you still haven't helped him with lifting the curse:
- If you eliminated the curse, ask Halsin to join you +1
Speaking to Jaheira:
- Say that she seems to enjoy herself, then tell you're having the time of your life, too +1
- Agree to have her in the party (either joining you now or waiting at the camp) +3
Talking to Alfira:
- Playing as a Bard, agree to play together a show for the tiefling kids +1
- OR Prompt her to play for them alone +1
Talking to Aylin, if you let Balthazar take her from Shadowfell:
- If Isobel survived, tell them you must apologize to Aylin +1
- If Isobel died:
- Apologize before Aylin +1
- OR Tell her it was a strategic move +1
Speaking to Cerys:
- Tell her you're glad they are safe, and mention that Zevlor did his best +1
- Tell Cerys that other will look up to her +1
- Say you couldn't have done it without Jaheira's help +2
- Then ask her not to speak ill of the dead (i.e. Zevlor) +1
- Tell her the Nightsong is the real hero +1
- Say people get paid for doing jobs, and when she answers that she has no money, say you were joking +1
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
- Assure Ide that Mol is somewhere safe +1
- Tell Mattis that Mol will already be at Baldur's Gate when they arrive +1
- Tell Mattis you will look forward to see him in the city +1
- Promise Umi that Mol is fine +1
Others:
Personal quest
- After Dammon upgrades Karlach's engine second time at the Last Light Inn, prove it worked, giving her a hug (or kissing, if you romance her). +5
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Rivington
Talking to Yenna:
- Offer her help:
- Give some coin OR some food +1 (either option, giving food available for all characters except Druid)
- OR Suggest to find a guard for her +1 (available for all characters except Cleric)
- Playing as a Druid, conjure some berries and herbs for her +1
- Playing as a Cleric or a Monk, suggest to find the nearest temple +1
- Playing as a Ranger, suggest to track her mother down +1
▶ Note: Offering Yenna food OR promising to look for her mum after using class-based Ranger line brings another +1 point
At the Sword Coast Couriers:
- Report to Commander Lightfeather that his soldiers fought to the last feather OR that you've found the enemy and pigeons fought bravely against it. +1 (formulation varies depending on whether you have met Tara on the roof or not)
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using Persuasion or Intimidation. +1
In the kennels:
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about. +1
▶ Note: When playing as Wyll origin, this option will have an unique formulation, but still take its place (line 3)
- OR, Playing as The Dark Urge, tell her you do all you can to keep your loved ones safe from your blade +1
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people +1
▶ Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR Tell her that you're going to report to the commanding officer +1
- OR, Playing as The Dark Urge, tell her that mindless slaughter is not the answer +1
- If Orin is impersonating Dying Stone Lord Thug, succeed a passive DC 20 Perception check, and then:
- Say you'll stay with him until the end +1
- OR Say you'll make it quick +1
- OR, Playing as The Dark Urge, resist the urge to torment him +1
In the Angleiron's Cellar:
- Talking to Wulbren, refuse to take Runepowder Bomb but promise you'll destroy the Steel Watch Foundry your way. +1
- OR Refuse, saying that the real enemy is Gortash, not the Gondians, and you'll find another way +1
- OR Suggest to contact the Gondians first, so that they might see reason. +1
- OR, if Barcus Wroot is nearby and butts in, agree and say it sounds like a mass murder +1
Elsewhere in Rivington:
- Agree to chase refugees out from Arfur's Mansion for half-price, and punch Zenovia Dawg when she tries to extort full sum from you +1 (requires failing Persuasion roll against her first)
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian +1
- Tell Tinker Nayzeem that the way people treat refugees is terrible. +1
- Near Requisitioned Barn, donate some gold to Manip Nestor. +1
- Talking to Mattis outside the barn, tell him to watch himself because Baldur's Gate is big and dangerous. +1
▶ Note: This option is available only if tiefling kids survived in Acts One and Two
- Talk to Fist Rowan outside the barn, and when he asks you to give him "one good reason", answer "Barn". +1
▶ Note: This option is available only if Orin is not impersonating Rowan
▶ Note: These options are available only if Orin is not impersonating the Thug
In the smugglers' cave:
- After defeating Caïros and his thugs, if Farlin survived, ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice +1 (either option)
- OR Continue asking about, and after Farlin says Stone Lord is trouble, answer that so are you, too. +1
Circus of the Last Days
- At the entrance, convince Klaus to let you in, bribing him, using Persuasion, Deception or any class-based option except pretending to be a friend of Gortash's +1
- OR, Playing as The Dark Urge, say you used to be a murderer +1
- OR, Playing as an Archfey Warlock, first say that you never pass up a faerie mischief +1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting +1
Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD. +1
- Play the game and accuse the djinni of rigging the wheel +1
- If successful, play again and try to distract Akabi, letting out a loud fart +1
- OR, Playing as a Bard, ask him about his adventures +1
- OR Provoke him to transform you +1
- After returning from jungle, talk to the djinni again and say you have had much fun OR promise he will pay for it +1 (either option)
When passing Zethino's trial, choose answers:
- First question: ★'Zariel' +1 OR ★'Gortash' +2
- Second question: ★'Bashing and sex' +2
- Third question: ★'Probably dead' +1 OR ★'Settled with partner and kids' +2
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
- Talking to Boney the mephit, call his wife Stoney magnificent +1
- OR Note that she's a lot bigger than himself +1
- OR, Playing as a Druid, say they both are magnificent +1
Dealing with Popper the kobold trader:
▶ Note: Class-based Deception lines for Wizard, Warlock or Sorcerer do not give approval [Needs Verification]
- Playing as a Paladin or a Cleric, tell him that graverobbing is a profane act +1
- If talking to Popper after defeating false Dribbles, say that offering 'treatoes' now is a bit callous. +1
Dealing with caged beasts:
- Talking to Shadow-Whiskers, break the lock on her cage. +1 (either with or without Speak with Animals)
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up. +1 (either option)
- OR, Say you'd have killed him before he hurts anyone else +1
Watching Dribbles's show:
- Say "What a corny joke." +1
- OR, Playing as a Bard, interrupt him with your own pun +1
- Volunteer any companion to the stage as Dribbles's assistant, except Karlach herself, Wyll and Jaheira +1
- Then insist on your choice and cheer them +1 (including Karlach or unique lines for Minthara and Jaheira)
▶ Note: If you volunteer Wyll to the stage, you'll get +2 instead of [+1] each time. If you volunteer Jaheira, you'll get +2 instead of [+1] first time.
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for The Dark Urge +1
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh +1
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When Lucretious asks you to find real Dribbles, answer that you are expensive +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
- OR Ask whether she is hiring personnel +1
Open Hand Temple
Wyrm's Crossing
- At the entrance gate, consent to be arrested by the Steel Watcher. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- At Carm's Garm, when Naaber pretends to be a dog, choose "nobody likes Naaber" line. +1
- When he tries to imitate a bard, ask him to never sing again +1
▶ Note: It may take several sequential attempts to speak with Naaber to get to these lines
Wyrm's Rock Fortress
At the Flaming Fist barracks:
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you. +1
- When you spot Fist Reynash trying to open a chest, give him 300 gold to take the ferry +1
Speaking to Manip Bakshi (regardless of whether you succeeded a check to discover Reynash's thievery or not):
- Successfully use Detect Thoughts on him and pretend to be a new recruit +1
- OR Tell him you've spotted another guard on stealing +1 (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
- Then ask him not to be hard on Reynash +1
- OR Leave barracks (or let him escort you out) +1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say:
- That you have seen the army of the Absolute and no where's safe. +1
- OR That the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- OR, Playing as a Fighter, say they are tools like any weapon +1
- OR, Playing as a Ranger, say they are blunt tools, useless against more subtle quarry +1
- Playing as The Dark Urge, when Gortash explains your previous dealings, answer that you've come to end this evil plot +1
- Refuse to make an alliance with Gortash and confirm your decision +1
- Tell Gortash that you have no interest in this sham of a coronation +3
- After killing Orin, speaking to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards +3
Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now +2
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant +2
- OR Ask Ravengard whether he knows that he is infected +2
- As a Baldurian character, ask what has happened to the city's great hero +1
Talking to Karlach after the coronation:
- If you agreed to become allies with Gortash:
- When Karlach asks whether you intend an alliance, answer "No, but he need not to know it" +5
- OR Say that you need to avoid making enemies, and then that Gortash wasn't a betrayer in pact with Ketheric and Orin +5
- If you declined Gortash's offer or chose neutral line:
- When Karlach asks what you'd make of him, call Gortash a fraud in a nice coat +5
- OR Say you can’t wait to flatten him. +5
In the Wyrm's Rock Prison:
- Convince Counsellor Florrick to escape the prison +1
- After escorting Florrick out, tell her she's proven to be a vital ally +1
Lower City
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Outrage at him for stealing from people he is supposed to protect +1
- OR Pretend to push him off his balance +1
- OR, Playing as a Half-Orc, say is he was truly sorry, he'd be willing to die for forgiveness +1
- OR, Playing as a Drow, tell him you'd make you cut off his hand were you his master +1
- OR, Playing as a Monk, praise him for a good discipline for a guard +1
- Playing as a Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and say:
- That you'd do exactly what she is doing +1
- OR Tell her to let it slide, just for once +1
- Talking to Fist 'Edge' Arensen at the gallows, ask him why don't he wait with threats until you commit a crime +1
- OR Say a big guy like him makes an easy target +1
- Talking to Fist Miller after Florrick had been executed, say she didn't deserve to die +1
- OR Say it's a cruel way of talking about her +1
- Talking to Thrastle Muria, ask if everyone in her neighbourhood is as friendly as she is +1
- OR Say that you are no builder but still are handy with a hammer +1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora to calm down and let Liara alone +1
- Then call Liara a typical Fist who never listens +1
- OR Tell Lora it wasn't very responsible to take a kid to a tavern +1
- Promise to help Lora find her daughter +1 (A Paladin character will have a unique line here)
- If you already know that Vanra died, tell this to Lora, then say you did your best +1
At The Blushing Mermaid:
- Talking to Bosun Gannet, when he instructs you about the tavern rules, say you'll keep to them +1
- Ask Gannet what to do if you want to use the latrine +1
- Ask Gannet about Vanra, and then:
- Say you didn't think a tough guy would be scared of a little knife +1
- Tell him you'd love to see him try to kick you out +1
- After dealing with the hag, if real Quenora Grisly died, tell Gannet you are sorry for not saving her +1
- When Talking to the hag masking as Captain Grisly, inquire her about Vanra, and then ask how do you know she's not lying +1
- OR, Playing as a Rogue or a Fighter, ask whether a little knife caused such trouble +1
- When looking for a decision, propose to talk to Lora and calm her down +1
- OR Say you want to get to the bottom to the story of a missing child +1
- OR, Playing as a Half-Orc, say Lora acted out of fear and anger +1
- OR, Playing as a Vengeance Paladin, say the punishment is in order +1
- When the hag offers you money for killing Lora, refuse to do the dirty work for her +1 (A Devotion Paladin character will have a unique line here)
- OR, Playing as a Rogue, agree to do it if she doubles the price +1
- Agree to kill Lora for disguised hag, but then return and say you can't do it +1
- OR Tell the hag you've changed your mind and she should surrender Vanra +1
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
- Tell her to surrender the child immediately. +1
- If you have already killed Lora, tell Ethel to thank you +1
- OR Say you don't like being used +1
- When Ethel offers you to let her go in exchange of being an ally in your crusade:
- Decline her deal, choosing either "Not a chance" or "Time to die" lines +1 (either option)
- OR, Playing as a Warlock, tell her to make a better offer or die +1
- OR, Playing as a Paladin, say you will find glory in spilling the guts of a monster +1 (This option is available for Oathbreakers, too)
Speaking to Svend and Siggy:
- Tell Svend that Siggy clearly loves him and worries about him +1
- OR Persuade Svend he would leave the city at the first chance +1
- OR, Playing as a Halfling, tell Svend to skip the date for a free drinks +1
- OR, Playing as a Rogue, convince Svend to stay, asking what's life without a little danger +1
- OR, Playing as a Monk, tell him to forego the date +1
- OR, PLaying as a Bard, tell Svend to save the angst for romance novels +1
Other patrons:
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, ask Adrielle to calm down +1
Dealing with hexed Mayrina:
- Speaking to Mayrina in the sheep form via Speak with Animals:
- Tell her you are here to help her +1
- OR Call her condition hilarious +1
- Talking to Mayrina without Speak with Animals, ask how did she get herself turned into a sheep +1
- Talking to Adrielle, offer to have a look at the hex +1
- OR Say that she protected Mayrina until now, and that's worth something +1
- OR Tell her you hate dolls +1
- Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching" +1
- When he accuses you of showing up at the convenient moment, call Mayrina an old friend +1
- OR Tell him to say if they don't want your help +1
Speaking to Jatlo after you have removed his hex:
- Tell him he has been charmed by hag +1
- OR, Playing as a Rogue, say you know ten ways to kill him before he blinks +1
- OR, Playing as a Ranger, a Druid or an Ancients Paladin, say he is serving a perversion of nature +1
- OR, Playing as a Fighter, say he is outnumbered and outmatched +1
- OR, Playing as The Dark Urge, say that true cruelty rules with fear alone +1
- OR Ask him to tell the hag you're coming for her +1 (The option is not available for the Fighter characters)
After removing the hex and killing Jatlo:
- Speaking to Mayrina, ask her how is her husband's condition +1
- Tell Mayrina she was an adorable sheep +1
- Offer Mayrina help with the hag +1 (A Devotion Paladin character will have a unique line here)
- Tell Hydrangea Wubb she coudn't have known him in disguise +1
- OR Say they need to do a better job protecting Mayrina +1
▶ Note: Hydrangea will be present only if you knocked her out (as the Mask of Regret) in the Overgrown Tunnel AND killed the hag in Act One
- Talking to Kled, tell him that they are safe now +1
- Say the dragonborn was only pretending to be a friend +1
- OR Say that Mayrina can be very annoying +1
- Talking to Adrielle, say that hags and their agents are liars and cheats +1
- After Adrielle says she has discovered an ultimate way to kill a hag, offer to deal with the hag OR say you won't let the hag harm her +1 (either option)
If you have met Auntie Ethel, but haven’t dealt with her yet:
- After telling Mayrina that Auntie Ethel is back, tell her to just let Connor die +1
If you have killed Ethel:
- Talking with Mayrina, persuade her to let Connor go +1
- OR Tell her to take time and celebrate +1
- If you haven't raised Connor from dead in Act One, tell Mayrina that killing the hag was even more amazing than revenge +1
- OR Say it wasn't so amazing when the hag was vomiting a child +1
- OR, If Vanra died, say you don't feel amazing because of it +1
- When Mayrina asks you whether you have saved Vanra, answer that of course you did it +1
- Playing as a Ranger or a Druid, tell EITHER Mayrina OR Kled that you killed a perversion of everything natural +1
- Talking to Adrielle, say the hag is finally dead, thanks to you +1
At Crimson Draughts:
- If you are partnered with Astarion and he is in the party, refuse Araj Oblodra's invitation to come in, saying you saw how Araj made him feel +1
- OR Tell Astarion that you all can leave if he doesn't want to be around Araj +1
▶ Note: This option is available and brings approval if you did not convince the spawn to drink Araj's blood in Act Two AND if his personal quest is not finished yet.
At the Baldur's Mouth and interacting with Gazette employees:
- Talking to Ettvard Needle, threaten him with the blackmail letters from Gortash +1
- Speaking to the printing press (Jelliwig) in the basement, ask them "Wouldn't changing the article be delightfully naughty?" +1
- Talking to Falael outside Baldur's Mouth, muddle her count +1
- Talking to Estra Stir after Gortash's defeat, say you'd rather never hear that prick's name again +1
At the Flymm Cargo:
At Flymm's Cobblers, talking to Sally Flymm:
- Say she is the one to blame for the Gortash's rise +1
- Choose to put Sally out of her misery +1 (Sally and Dravo turn hostile to the party)
- At the Flaming Fist cordon near the Upper City gate, when the Emperor warns you about becoming a thrall, choose to turn back +1
▶ Note: This dialogue will occur if you come close to the gate without having all three Netherstones
In the Cazador's Dungeon:
- when speaking to Sebastian, pass Persuasion or Intimidation check, then promise him to set him and the other spawn free OR ask whether they would be able to control hunger +1
At the Counting House:
- At the bridge leading to the entrance, give Rags Deelarma a handful of coins +1
- Bargain with Rakath Glitterbeard to return him less money than had been stolen +1
At the Elfsong Tavern:
- Playing as a Barbarian, a Bard, a Sorcerer, a Rogue or a Wizard, convince Alan Alyth to lower the room price or to rent you it for free, using any available class-based option +1 (Requires various skill checks with DC from 18 to 20)
- Meeting Lakrissa in the tavern hall, remind her about your bet in the druid's grovw, then say she owes you nothing +1
- OR Ask for a kiss instead +1
- Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap +1
- OR Say you missed her +1
- Speaking to Alfira and Lakrissa on the tavern's roof, say the two of them are very cute together +1
- When Alfira tells you about her plans of opening a bard school, say you're proud of her +1
- Talking to Doora Thumbfoot, agree to buy the necklace from her +1
- OR Give her some money and tell to keep the necklace, too +2
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- Joke about Harvard smelling funny +1
- Joke about 'Wizard and shatter' +1
- Playing as a Barbarian, say "Laugh. Now" to the listeners +1
- In the second round:
- Joke about 'Vampires' +1
- Joke about 'Sleeping with a dragonborn' +2
- Joke about 'Zombie reanimator' +1
- Intimidate the public +1 (Requires successful DC 20 Intimidation check)
- In the third round:
- Joke about the Dead Three +1
- Joke about 'A cleric and ham' +1
- Intimidate the public +1 (Requires successful DC 25 Intimidation check)
- Talking to Dez Kanshaw, say he won't find courage on the bottom of a bottle +1
- OR Say he has enough left to buy a drink +1
- OR, Playing as a Halfling, say the answer is always yes. +1
- OR, Playing as a Half-Orc, tell him that deep courage comes from a full belly +1
- When Dez tells you about the job offered to his son by Three-Piece:
- Playing as a Half-Orc, say that the boy must find his own path, as you did +1
Talking to Enforcer Skoona:
- Playing as a Barbarian, say you approve her arms +1
- OR, Playing as a Monk, say it is she who decides her fate, no one else +1
- Speaking to Dame Guisarme, say the Flaming Fist are good only to handling riots +1
At Lora's House:
- If you haven't resolved the quest yet:
- Ask Lora whether she really did threaten the tavern staff with a knife +1
- After you have saved Vanra:
- Say the hag was you problem to deal with +1
- OR Tell her to keep a closer eye on her daughter +1
- OR Say she is damn lucky you found Vanra +1
- OR Tell Lora it isn't her fault that she couldn't protect Vanra +1
Talking to Golbraith Stredivas:
- Ask him whether his son needs any help +1 (A Duergar character will have a unique line here)
- OR, Playing as a Drow, say you're almost impressed by a surface dweller who hunts illithids +1
- OR, Playing as a Ranger, tell Golbraith you see the mark of a true hunter about him +1
- OR, Playing as a Fighter or a Barbarian, tell Golbraith you see the mark of a true warrior about him +1
- OR, Playing as a Wizard, say you've read his book on psionics +1
- Say that mind flayers are dangerous, and then add that you'll take it from here +1
- OR Say that if his son is half a hunter as Golbraith himself, he'll be fine +1
- OR, Playing as a Good/Neutral Cleric, say you'll pray for his son swift return +1
- OR, Playing as an Evil Cleric, say you'll pray that her son murdered the mind flayer brutally and swiftly +1
Talking to Big Huido at the docks:
- Succeed the DC 15 Deception check to pretend a Guild representative +1 ( Bard and Rogue characters will have unique lines here)
- Then say you'll just loot his corpse instead +1
- OR Intimidate him into surrendering the Guild shipment +1 ( Barbarian and Fighter characters will have unique lines here)
- Then Intimidate him again to turn out his pockets, too +1 ( Barbarian and Rogue characters will have unique lines here)
- Ask him what if you just kill him and take everything +1
At Highberry's Home:
The Graveyard
- Speaking to Gothric Rillyn, say that burying alive is an apt punishment for thievery +1
- OR, Playing as a Rogue, say he should have learned the signs of a dangerous mark +1
- OR, If you have already recruited Minsc, say you'll tell the Stone Lord how Gothric called him +1
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask what he was doing in your father's grave +1 Use (Requires DC 25 Deception check
- Playing as a Dragonborn, say you and he are practically kin +1
- Say “Thank goodness, you can keep it”, and then:
- Use Deception to convince him the treasure is cursed +1
- Say the crate was promised for Nine-Fingers, then use Intimidation to convince him to pay the fee for not breaking his snout +1
- Intimidate him into surrendering the loot to you +1
- OR, Playing as a Dragonborn, ask her whether he would loot the corpse despite their shared blood +1
- OR, Playing as a Draconic Sorcerer, warn him not to test the dragon's blood in your veins +1
Dealing with Nina Dortmell and Mortarch Gracie Scyre:
- Speaking with Nina for the first time, tell her to stop, because magic isn't a game +1
- Ask who she wants to raise, then help her by any means or by using any available class-based options +1
- OR Say she must never do it again +1
- OR Tell Nina to let her brother rest in peace +1 (A Monk character will have a unique line here)
- Report Nina's attempts to Mortarch Gracie Scyre +1
- Then tell Nina the Mortarch is right +1
Talking to Valmorba:
- Ask her to give you a shovel (if you don't have one) +1
At the Chromatic Scale:
In the Abandoned Cistern:
- Convince the Emperor to extend his mental defences onto Minsc +1
At the Murder Tribunal:
- Speaking with Sarevok Anchev:
- Tell Sarevok you actually were deciding who should get to kill him +1
- OR Ask either Jaheira, or Minsc, or them both, whether they would like to kill the old man, or you should do it yourself +1
- Being judged, tell Sarevok that you didn’t kill this person, but you will kill him instead +1
In Lady Jannath's Estate:
If Oskar Fevras was not saved in Act One:
- Playing as The Dark Urge, at the entrance ask Tarhun Mnemonis about icons depicting Bhaal, then tell him not to sell “this evil junk” +1
- Speaking with Sir Gorran Penghyst and Lord Delwaer Jeth, tell them to stop or you will stick both their heads through the bloody painting +1 (Requires DC 18 Intimidation check roll)
- OR, Playing as a Half-Orc, tell them to solve the matter with blades +1
- OR, Playing as a Fighter, propose to be a second for them both +1
- OR, Playing as a Vengeance Paladin, tell them that such actions demand retribution OR that the duel is the only answer +1 (either option)
If Oskar Fevras was saved in Act One and the estate is now haunted:
- After initial fight with Poltergeists, speak to Lady Jannath and say you are not one of her servants to order you around +1
In the Heapside Prison:
- Talking to Skittle via Speak with Animals:
- Call him a "rat-ical mercantile rodent" +1
- OR Ask what does obtaining goods in the prison en-tail +1
- OR Ask to have a squeak at what he’s got +1
- Ask him whether his business is rat-ified by the local merchant's league +1
At the Facemaker's Boutique:
Talking to Devella Fountainhead:
- Propose to investigate the cult for her +1
- OR, Playing as The Dark Urge, propose to infiltrate the cult to tear it down from within +1
▶ Note: Both these lines will differ slightly depending on whether you actually have or have not any ritually cut hands in your inventory
In the Lower City Sewers, talking to Lorna Esthelian:
- Tell her that her date was a vampire +1
At the Sorcerous Sundries
Talking to Aradin near the entrance:
- Successfully deceive him, saying you haven’t found the Nightsong +1
- If you let slip to Aradin that you’ve found the Nightsong, tell him that she is immortal and tough +1
- OR Deceive Aradin, saying that you have let the Nightsong go +1
- OR Use Intimidation or Persuasion to make him stop pursuing the Nightsong +1
▶ Note: Good/Neutral/Evil Cleric characters will all have unique lines here. The Persuasion option is available for Monk characters only
Talking to Lorroakan before resolving Dame Aylin’s fate:
- Tell Lorroakan that you’ll ask Nightsong to come to the tower, so that she ripped him to shreds +1
- OR Use Deception to convince Lorroakan that Aylin is dead +1
▶ Note: A Wizard, a Warlock or a Sorcerer characters will have a common unique line here
- OR, Playing as a Bard or a Sorcerer, use a class-based line to mock Lorroakan over his plan +1
Facing Lorroakan along with Dame Aylin:
- Tell the wizard you’ve come to stop him +1
- Tell Lorroakan that Ketheric Thorm already tried to steal Aylin’s immortality and is dead now +1
- OR Tell Lorroakan that one more word about catching Aylin will be his last +1
- OR, PLaying as Gale origin, ask him to reconsider his position +1
If you have betrayed Dame Aylin to Lorroakan:
- Say that this feels wrong +1
At the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
- Demand to release your 'master' or die +1
- Ask him politely to release your companion now +1 (The option is available to all characters except Wizard)
Talking to children playing at X: -166 Y: -75:
- Succeed a passive DC 7 Perception check and ask Cinnamon what is she hiding in her pocket +1
- Ask Punkins to scan you +1
- OR First refuse to be scanned, then say you will comply +1
- OR, If you detected Cinnamon’s “spy candy”, tell Punkins about it +1
At the Grey Harbour Docks:
- Convince Captain Sleam to take aboard the whole Brislen family via Intimidation, Persuasion, or simply paying the sum they’re lacking +1
At the Water Queen's House:
- Attending the funeral of Holli Dylford, tell Allandra Grey you’ve brought gold as an offering +1
- OR Say you’ve brought a prayer +1 (This option is not available for Barbarian and Monk characters)
- OR, Playing as a Cleric, answer Allandra with a class-based line +1
▶ Note: Using this option, the players may choose either a "general" line or a line reflecting exactly the deity their character is allied to
- OR, Playing as a Monk, say you wish her soul the stillness of a calmed ocean. +1
At the Society of Brilliance Lodge:
Talking to Havkelaag:
Talking to Ptaris:
▶ Note: These options are available only if you have sold the Githyanki Egg from the Creche Y'llek to Lady Esther in Act One
- When Ptaris asks you whether you are good or bad person, answer you think yourself good, and then:
Talking to Blurg:
- Tell him that bravery is no bad thing +1
At the Steel Watch Foundry
Talking to Tamia Holzt, if she spotted you in the Foundry:
- Say you’ve come to bathe in Banites’ blood +1
Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, ask whether they will fight if you save their families +1
- If you have killed Banites in the workroom, tell Toobin about it +1
If you failed to switch off an activated Motivator while assaulting the Foundry:
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
▶ Note: According to game files, a Vengeance Paladin Character will have a DC 18 Persuasion check instead of Intimidation for all others
- Take Zanner Toobin’s side and tell Wulbren you won’t let hurt them +1 (Wulbren and other Ironhands become hostile)
- OR Convince Wulbren to let Gondians go away +1 (Requires DC 20 Persuasion check)
▶ Note: A Deep Gnome, a Good Cleric, a Devotion Paladin will have a unique line here and a DC 18 Persuasion check instead of basic one. Deep Gnome characters roll Performance instead of Persuasion
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Gondians:
- Tell Barcus that Wulbren was past saving +1
- If you convinced both factions to make peace:
- Tell Barcus you’re impressed how he stood up to Wulbren OR that he’ll make a great leader of the Clan Ironhand +1 (either option)
The Iron Throne
- When Gortash connects to the Submersible upon you preparing to dock at the prison:
- Tell him that you go where you choose +1
- OR Say you’re going to take whatever he is hiding there +1
- OR, Playing as The Dark Urge, answer you’re going to pillage him for all he is worth +1
▶ Note: This option gives approval only if you did not strike an alliance with Gortash
- OR Say "F*ck you" +1
- After docking at the prison, when Omeluum approaches your mind:
- Convince him that other prisoners must be saved, too +1 (Requires DC 20 Persuasion check)
- Escape the Iron Throne with Ulder Ravengard alive +1
In the House of Hope
Speaking to Hope’s spirit in front of the Archive:
- Say you need to get her out before the jailor kills her +1
After freeing Hope from her chains:
- Speak with Hope +1
- Tell her she is beautiful +1
Speaking to Hope after defeating Raphael:
- Tell Hope you thought Raphael would put up more of a fight +1
- If Korrilla was knocked out, tell Hope she didn’t deserve to die +1
Talking to the Archivist:
- If you have signed the contract with Raphael, ask the Archivist whether he'd like you to break bits of him until he gives it to you +1 (Requires DC 25 Intimidation check)
- If you rejected Raphael’s deal, ask the Archivist whether he'd like you to break bits of him until he changes his mind about the Orphic Hammer +1 (Requires DC 25 Intimidation check)
In the Boudoir:
- Provoke the fight with Haarlep +1 by either way of listed below:
- When Haarlep asks you why you are here, answer you’ve come to kill them
- OR Refuse to undress for Haarlep
- OR Choose to attack the incubus (This option is available either before you shed your clothes or when they prompt you to lie on the bed)
- OR Agree to lie down, then fail a Wisdom or Performance check to resist the incubus and choose to fight your way out
- OR Plead to gods to get you out of here when the incubus approaches you
- OR Refuse to vow your body to the incubus at the climax of the sexual intercourse
The Bhaal Temple
Speaking to Avatar of Bhaal after defeating Orin:
▶ Note: These options are available to The Dark Urge characters only.
- Tell Bhaal that you have no desire to harm anyone else +1
- OR Tell him that every night he possesses you your friends are in danger, and you won’t stand it +1
- Reject your Father’s gift and blessings +1
▶ Note: Through the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
Camp/Conversation
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you’re going to help the aasimar +1
As a Companion character, the interactions listed below will cause Karlach to lose approval. This list is most likely incomplete.
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Roadside Cliffs
Emerald Grove/The Hollow
In the Hollow:
- Take a swing at Zevlor during his argument with Aradin -1
- Refuse to help Zevlor persuade Kagha to let the tieflings stay. -1
- Tell the tiefling kids trained by Asharak that they are going to die -1
- Scold Elegis for being scared of a few goblins OR tell her to get to digging their own graves -1 (either)
- Dig out the recently made grave near the gate -1
▶ Note: The grave appears upon long rest after initial scene when approaching the grove. It might be made to bury Kanon, Aradin or Zevlor.
- While speaking with Arron, say the refugees will be fine due to their devilish powers. -1
- Talk to Strange Ox (without Speak with Animals) and call it a hideous cow -1
- Kick Timber the squirrel -1.
- If you miss, try to kick her again -1
- Playing as The Dark Urge, when you are confronted by a companion about kicking Timber, answer that it came right at you OR that your instincts are sharp -1
- Make Zorru kneel before Lae'zel -1
- After Lae'zel has questioned Zorru, tell her she is good at interrogations. -1
- Offer to heal Pandirna for a price but pocket the money and leave -1
- OR Tell Pandirna to hush or you will snap her neck -1 (the line is available for all classes except Barbarian)
- Let Arka shoot Sazza -1
- Free Sazza from her cage and tell her to follow you -1
- During Meli and Barth's confrontation about the stolen locket
- Choose not to get involved -1
- Let Barth hit Meli for stealing his locket -1
- Tell Meli to return the trinket, because "There's already one thief to bury today." -1
▶ Note: This line is available only if Arabella has died.
- Make Barth pay you for his locket, if you get it back from Meli -1
- While talking to/trading with Mattis, either pocket his "lucky ring" straightaway OR tell him you've earned it. -1
- Then, catch Silfy trying to pickpocket you and grab her by the hand -1
- Threaten Mol when first meeting her in the Tiefling Hideout -1
- At the Tiefling Hideout, when Mirkon is trying to present you a story, say you've heard enough of his chatter -1
- After successfully stealing the Idol of Silvanus for Mol, tell her that you will keep it for yourself -1
- OR, Playing as a Rogue, advise her not to ask, just take -1
- Refuse Zevlor to kill the goblin horde's leaders -1
In the Sacred Pool and druid caves:
- After resolving Arabella's fate, tell Kagha that you you just wanted to see what would happen. -5
- OR Praise Kagha for protecting her own. -5
- OR Tell her that it was quite a show -5
- Tell Locke and Komira that they should have tried parenting Arabella and what's happened is their fault -1
- If Arabella has died, lie and tell Locke and Komira that Kagha will release her soon -1
- Prod Nettie's bird twice -1
- Swear to Nettie that you will take the wyvern poison if you start turning -1
- As a Rogue, pick Mirkon's pockets while he is distracted by the harpies -1
- After saving Mirkon from the harpies, tell him to stop snivelling or the harpies will return -1
- Playing as a Bard, talk to the squirrels listening to Alfira and first hush them not to ruin the song, and only afterwards the class-unique line "Sing along…" -1
- Steal Alfira's extra lute -1
- Take Alfira's lute out of her hands and smash it -1
- Tell Alfira she should give up on her song -1
While the Emerald Grove is preparing for the goblin attack
- Tell Mirkon you are not going to save him again OR that he's on his own. -1 (the formulation depends on whether you saved Mirkon from the harpies or not).
- Tell Pandirna that you are here for the show -1
- Tell Zevlor (or Asharak if Zevlor is dead) that it was you who led the horde to the grove, and then that this place belongs to the Absolute -10
- OR That the horde is coming, led by the drow - and you are with them -10
- OR, Playing as The Dark Urge, tell Zevlor that the goblin horde is yours. -1
- Betray the Grove (open the gate) after blowing the horn -10
Forest
▶ Note: This scene appears only if Aradin has previously left the grove
Owlbear Nest
- Choose to go closer to the Owlbear Cub or attack the mother Owlbear -1
- After killing the mother Owlbear, kill the cub as well -1
Sunlit Wetlands/Putrid Bog
Blighted Village
- Read the Necromancy of Thay -1
- Interrupt the bugbear and ogre couple in the barn -1
- OR let Astarion interrupt them (if he is in party). -1
- Pay Fezzerk a lot of gold to let you pass -1
- OR Attack the gang, and when Fezzerk begs for mercy, deliver the final blow -1
Goblin Camp
In the outer camp:
▶ Note: These options are available if you have killed the Owlbear Cub in its nest.
- Playing a tour of chicken-chasing, tell the Owlbear Cub to run to the posts, using Speak with Animals -1
- When Crusher orders you to kiss his foot, obey -1
- If Crusher attacks you and begs for mercy, finish him -1 (triggers a fight with the entire camp)
In the Shattered Sanctum:
- Promise Minthara to get information from the captive (i.e. Liam) -1
- Tell Torturer Spike to let you put the prisoner through paces. -1
- OR, Playing as The Dark Urge, propose to show Spike how it's done -1
- OR, Playing as a Drow, tell him that you don't try, you get results. -1
- Then torture Liam yourself. -1
- After questioning Liam, leave him tied to the rack -1
- Tell Minthara that Sazza was too stupid to understand you prior -1
- OR, Playing as a Lolth-Sworn Drow, tell Sazza she should have see a superior in you at once -1
▶ Note: These options are available if you have previously freed Sazza from the cage in Emerald Grove
- Agree to attack the Grove with Minthara with or without asking for a reward. -5
In the Worg Pens:
- Tell goblin children to keep at the bear, to aim for his eye, or to use sharper stones. -1 (either option)
- Throw a rock yourself. -1 (Makes Halsin hostile)
- OR Make Brawler Birka release the bear and then attack the animal -1
- Refuse Halsin to help him save the grove after freeing him -1
The Risen Road
- Order Flind to attack the other gnolls instead of you -1
- Save Rugan, then tell him to give the cargo to you, using Intimidation or provoking a fight -1
- If you fail to intimidate Rugan into surrendering the cargo to you, say you can harm him no less worse than gnolls would have -1 (makes him hostile)
- At the tollhouse, tell the merchant Cyrel that you'll take the supplies and everything else she owns. -1
Waukeen's Rest
- Leave Benryn to die under the wreckage -1
- If you saved Benryn, tell him you'll keep the dowry as a payment for his saving -1
Zhentarim Hideout
- Kill Rugan, if he survived Zarys's torture and your fight against other Zhentarim -1
- Purchase Oskar Fevras from Brem, then speak to the artist and call him a slave twice -5
- OR, Having spoken with Oskar AND Brem, return to the artist and say you've got enough problems -1
Underdark
- Agree to hunt down Thulla for Gekh Coal, for reward or for free -1
- Steal Boots of Speed from Thulla while she's helpless. -1
- Tell Derryth Bonecloak you're going to keep the Noblestalk for yourself -1
- OR Successfully Intimidate her into giving you reward for the finding, then take the reward and keep the mushroom. -1
- If Baelen ate the Noblestalk himself, tell Derryth you know exactly what you've done -1
- Agree to be BOOOAL's chosen -1
Grymforge
- When Lunkbug tells you where to find Philomeen, answer that you'll take her head for a trophy. -1
- After finding Philomeen, talk to Lunkbug and say she's done for -1
- Ask Ward Magmar how to get a slave of your own -1
- Persuade the Deep Rothé to breathe, focus and excavate for Skarjall -1
- Provoke a fight against Elder Brithvar by either taunting him to try and take your gold OR suggesting to rat him out to Sergeant Thrinn about his conspiracy against Nere -1 (either option)
- Side with Elder Brithvar when confronting Nere -1
- Side with Nere against Elder Brithvar -5
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, kill the gnome slaves as well, when he orders you to -5
- OR Attack Nere instead of gnomes -1
- Let Elder Brithvar take the enslaved deep gnomes after the fight with Nere -5
Mountain Pass
- Attack Ellyka near the point of encounter with githyanki squad -1
- OR, Being disguised as a gith, provoke her to attack you. -1
- Speak with Voss instead of letting Lae'zel do it -1 (any line of two available)
Crèche Y'llek
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, say that you'll do anything to get rid of the tadpole -1
Camp/Conversation
- If Karlach is recruited before Wyll, he will show up in camp after a long rest. Escalate the conversation into a fight with Wyll. -1
- Flirt with Mizora when she shows up -1
- Ask Mizora whether she leaves if you turn on Karlach -5
- Let Volo follow through with his attempt to remove the parasite
- Shoo the Owlbear Cub out of the camp when it comes wounded -1
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Grymforge:
- When the shadows warp Harper Yonas, choose to run from the fight -1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Traversing Shadow-Cursed Lands with the convoy and Kar'niss the drider, protect them from Harpers, thus maintaining your cover as a True Soul -1
- OR Side with the ambushing Harpers. Then, after defeating the convoy, tell the Harpers' leader you're going to kill them and keep the lantern. -1 (Taking this course immediately starts the fight with remaining Harpers).
▶ Note: Works, too, if you managed to pick up the lantern during the battle.
- If ambushing the convoy with the Harpers, start the dialogue with the drider and reveal the ambush to it -1
When dealing with He Who Was:
- Order Madeline to hurt herself as Ben and Marc did -1 (Evil Cleric will have a unique line)
- Then tell her to stab herself and don't stop OR to prove she is sorry -1 (either option)
- Finally succeed a Persuasion roll to keep her going -1
Elsewhere:
Last Light Inn
Speaking to Jaheira:
- When talking to Jaheira inside the inn, say you drink to darkness that will come when you drag Isobel to Moonrise Towers -10 (This option is available is you have Z'rell's orders to do it)
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- Agree to help him kidnap Isobel OR say that you are going to take the cleric yourself -1 (either option)
- OR Speak to Isobel and say that she is coming with you -10
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- After speaking to Marcus telepathically, tell Isobel that she is going to meet Ketheric face to face -10
- Playing as The Dark Urge:
- Obey your Urge and tell Isobel you crave to kill her -10 (this option is available either before kidnapping attempt, or after assault, or if you return to the inn after freeing Nightsong; turns hostile Isobel and any Harper who sees it)
Talking to His Majesty via Speak with Animals:
- Hiss back at him, say that he is in your territory, and order to get out -1
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, coinclude that she abandoned others -1 (use basic line or unique for Barbarian, Fighter, Monk or Paladin (except Oathbreaker))
- Ask her what they are doing here, if they headed for Baldur's Gate, and then say she did the right mess of things. -1
Talking to Alfira at the inn:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Tell her to stop whining -1
- Ask her about others, and then say that it was a cowardly move -1
- When Alfira asks you how do you keep going, answer that you don't complain constantly -1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, say you imagine the cultists are torturing them right now -1
Speaking with Bex and Danis:
- Before trying to saving captured refugees:
- Tell Bex that Danis is now goblin chow toy OR that they've probably killed and eaten him -1 (either option)
- If Danis died while saving attempt, tell Bex that he is better off dead than abandoned in Moonrise -1
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- Tell him that his siblings are better off dead than in cult's hands -1
- OR Tell him to stop whining and do something about it -1
- If either Cal or Lia (or both) died while rescue attempt:
- Garble their names and say you don't know them -1
- If both siblings survived, after they thank you, ask who is going to pay you -1
- If Rolan died in battle with Shadows, tell either Cal or Lia that he died as he lived - stupidly -1
Talking to Ide after drunken Rolan has snapped on her:
- Call Rolan a grump, and when Ide complains he called her a "ragged little devil", say that he was observant for it's what she really is. -1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Deception or Intimidation -1 (either option, requiring a DC 14 roll)
Talking to Harper Meygan mourning Yonas:
- Say that Yonas was better at joking than at keeping himself alive -1
- OR Say that he'd still be around if spent less time on joking -1
- If you looted Yonas's body, ask Meygan whether she would like to take Yonas's sword, then say you were kidding and keep it -1
Elsewhere in the inn:
Reithwin Town
At the Reithwin Tollhouse:
At the cemetery:
- Refuse to help Arabella find her parents. -1
- If you agreed, refuse to take Arabella in at your camp. -1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and fail Persuasion or Intimidation roll to take her to your camp -1 ( The Dark Urge character will have unique lines and Persuasion option only)
Moonrise Towers
- While entering the Moonrise for the first time, tell Zealot Malik that you have infiltrated Harpers' encampment -1
Witnessing Ketheric's trial (at the very first visit to Moonrise):
- If Minthara is judged:
- Playing as The Dark Urge, after Ketheric declares the sentence, intervene and say you can make Minthara's passing much more creative -1
- Then tell Z'rell to make her suffer until pain is all she knows -1
- When Z'rell orders you to decide the goblins' fate:
- Kill them through illithid powers (A The Dark Urge character will have several options, all gaining points) -1
Talking to Disciple Z'rell:
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Say you expected to see her dismembered -1
- OR, Playing as The Dark Urge, if you failed a Wisdom check to reach out to Minthara's mind, tell the questioners to carve her mind apart -1
- After defeating the questioners, escort Minthara out of Moonrise Towers and tell her you have saved her only for the pleasure of killing her yourself -1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then refuse to help them -1
- Speaking to Wulbren, say that they can die in prison for all you care -1
- Refuse to find tools for Wulbren -1
Elsewhere in Moonrise Towers:
▶ Note: This line appears only if Karlach is in the party.
Final fight at the Moonrise:
Gauntlet of Shar
Dealing with Yurgir and his retinue:
- If you agreed to help Yurgir:
- Suggest to search the temple for him -1
- Speak to Nessa via Speak with Animals and convince her that the orthon sold her to the party -1
- OR, Playing as The Dark Urge, tell Nessa you didn't think the displacer beasts were slaves. Then discuss her love to the orthon and finally say that love is a disease like any other -1
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials, agree to help her if you can -1
Dealing with Balthazar in his outpost, agree to clear the way for him -1
In the Shadowfell:
- If you have defeated Balthazar:
- If Balthazar is present and not hostile to the party, let him take Aylin to Ketheric -5
Mind Flayer Colony
In the Necrotic Laboratory:
- Talking to the Waking Mind:
- Playing as a Githyanki, tell her that this form fits her much better -1
- Succeed the passive Insight check and choose to consume her mind -1
- Talking to the Fresh Mind, tell them they will never wake again -1
In the Tadpoling Centre:
- Choose to purge the pods -5
After the final fight with Apostle of Myrkul
Speaking to Minthara:
- When Minthara tells you she is going to kill Orin, mention the cult might need a new leadership afterwards -1
Talking to Aylin, if you let Balthazar take her from Shadowfell:
- If Isobel died, tell the aasimar you would betray her again on a whim -1
Speaking to Cerys:
- Say they are better off without Zevlor -1
- OR Say "Good riddance" (i.e. to Zevlor) -1
- Tell her people get paid for doing jobs -1 (A Rogue character has a unique line here)
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
- OR Tell Ide that her friend is dead anyway -1
- OR Tell Mattis that death happens, and that's it -1
- OR Inform Umi that Mol is dead -1
Others:
- Playing as a Bard, talking to Alfira and decline her proposal to play together for the tiefling kids -1
- Speaking to Jaheira, refuse to recruit her -2
Camp/Conversation
- Sleep with Karlach, next morning tell her that it was a mistake, then confirm it -100
Rivington
Talking to Yenna, be rude to her:
- Ask where did she last see her mum, then say her mother is probably dead. -1
- OR Tell Yenna to get lost. -1
In the Angleiron's Cellar:
▶Note: Druid, Rogue and Sorcerer characters will have unique lines for this option
- OR Tell him that you'll take the bomb but use it only as a last resort. -1
- OR Refuse, saying that his plan is too messy and you're out. -1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, say you would kill someone close to you without hesitation. -1
▶ Note: When playing as Lae'zel origin, this option will have an unique formulation, but still take its place (line 4)
- OR, Playing as The Dark Urge, say that you have already done it -1 (This option is available if you have killed either Isobel or your partner in Act Two on demand of your Urge)
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson -1
▶ Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- Tell Farlin that you're happy to help them against Cairos and his thugs. -1
- If Orin is impersonating Dying Stone Lord Thug:
- Playing as an Evil Cleric, choose to make him suffer -1
- OR, Playing as The Dark Urge, choose to prod his wound OR to spin the blade -1 (either option)
- If you succeeded a passive DC 20 Perception check, choose to make him scream -1
- OR, Playing as The Dark Urge, say that you'll enjoy watching him die slowly -1
Circus of the Last Days:
- At the entrance, convince Klaus to let you in, pretending to be a friend of Gortash's (class-based Deception check) -1
- Dealing with Akabi the djinni, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
- Talking to Boney the mephit, say his wife Stoney is not your type -1
- Talking to Lucretious after defeating false Dribbles, tell her that real Dribbles is probably dead now -1
- Talking to Shadow-Whiskers with Speak with Animals, note that her cage looks comfy. -1
- Then tell her to murder whoever she wants OR say "Sure thing, pussycat". -1 (either option)
- Without Speak with Animals, choose the line "Kill them all, kitty". -1
- Talking to Crimson, refuse to feed him via Speak with Animals or mock him for being hungry (without the spell) -1 (either option)
Watching Dribbles's show:
- Yell "Boo! Get off the stage!" -1
- When false Dribbles asks for an assistant, choose to cross your arms and glare. -1
- OR Just answer "No." -1
When passing Zethino's trial, choose answers:
- First question: 'Raphael' -1 OR 'Me' -2
- Second question: 'Going shopping' -1 OR 'Reading' -2
- Third question: 'Worshipping Selûne' -1
Elsewhere in Rivington:
- Stand for Saer Grotpoll protesting against refugees, saying "Out with these interlopers!" -1
- Playing as The Dark Urge, offer Arfur Gregorio to chase the refugees out for free and explain that you just enjoy brutalizing the poor -1
- Leave Scratch with Angry Mar'hyah. -1
- If you let Angry Mar'hyah take Scratch back, speak to him and ask to be a good boy -1
- OR Tell him to stop whining -1
- Talk to Fist Broadhorn inside the barn and say you were just looking for anything worth stealing -1
In the smugglers' cave:
- In smugglers' cave, defeat Caïros and his thugs, and if Farlin survived, tell her that you were happy to help and ask who did you just kill. -1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause -1
Wyrm's Crossing
Wyrm's Rock Fortress
- Trying to get access into Wyrm's Rock Fortress, choose to leave when Blaze Elin stops you -1
At the Flaming Fist barracks:
When you spot Fist Reynash trying to open a chest:
- Intimidate or blackmail him into giving you his stash -1
- OR Fail the Intimidation check to make him surrender his stash -1 (makes him hostile)
- OR Attack Reynash straightaway -1
- Speaking to Manip Bakshi (regardless of whether you succeeded a check to discover Reynash's thievery or not), let him arrest you -1
- OR Attack him straightaway or after speaking with him -1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say that you couldn't feel safer -1
- OR, Playing as a Drow or a Half-Orc, say that you feel safer than with some -1
- Playing as The Dark Urge, when Gortash explains your previous dealings:
- Say that you'll make Orin pay for taking your place -1
- OR Reply that you don't remember a thing, but the plan sounds brilliant -1
- Agree to become allies with Gortash and slay Orin -1
- OR, Playing as The Dark Urge, refuse to make an alliance, saying that you'll possess both the brain and the crown and won't share -1
- Tell Gortash that you coudn't dream of missing his coronation. -1
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
- OR Say you two can be allies, but you'll keep Ketheric's and Orin's stones -3
Talking to Karlach after the coronation:
- If you agreed to become allies with Gortash:
- When Karlach asks whether you intend an alliance, answer that it is your decision, not hers -5
- OR Say you'll do whatever to save the city, and then that Gortash had a pact with Ketheric and Orin OR that you wanted to see where it takes -5 (either option)
- If you declined Gortash 's offer:
- When Karlach asks what you'd make of him, say you're impressed how he wormed his way up -5
In the Wyrm's Rock Prison:
- Talking to Counsellor Florrick, when she sinks into despair, say you don't need her -1
- OR, Convince Florrick to get her bearing, then refuse to help her escape -1
Lower City
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Playing as a Barbarian, tell him to prove Liara Portyr he is not a weakling -1
- Playing as a Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and then:
- Advise her to double their shifts and dock their pay -1
Speaking to Liara Portyr and Lora Bergauz:
- Propose to help Lora find her daughter for a certain price -1
- If you already know that Vanra died, tell this to Lora, saying it's no matter she believes you or not -1
At The Blushing Mermaid:
- Talking to the hag masking as Captain Grisly:
- When looking for a decision, suggest to pay Lora off -1
- OR, Playing as a The Dark Urge, mention that killing Lora sounds like the best way -1
- When the hag offers you money for killing Lora, agree to do it -1
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
- Say you'll leave now -1
- OR Say "That’s so evil, even I’m impressed." -1
- When Ethel offers you to let her go in exchange of being an ally in your crusade, agree to have a deal -1 (An Oathbreaker Paladin character will have a unique line here)
Speaking to Svend and Siggy:
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment -1
- OR Choose to stay out of their debate and do not meddle in -1
Other patrons:
- Speaking to Zena, tell her that if a child was in this dump, they deserve to be 'nabbed' -1
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, taunt Adrielle, saying you will "EAT THEIR SOULS, RAAAGH" -1
- After the Hag Survivors attacked the party, tell Hydrangea Wubb that all you care about is killing Ethel -1
- OR Say you are not getting mixed up in this -1
▶ Note: Hydrangea will be present only if you knocked her out (as the Mask of Regret) in the Overgrown Tunnel AND killed the hag in Act One
Dealing with hexed Mayrina:
- Speaking to Mayrina in the sheep form via Speak with Animals, tell her to SPIT IT OUT -1
- Talking to Adrielle, say her that if they have pissed off a hag, they're screwed -1
After removing the hex and killing Jatlo:
- Speaking to Mayrina, wonder why has she been still dragging this corpse around -1
- Say you're helping her for the last time -1
- OR Say they will have to deal with this themselves -1
- Talking to Kled, tell him you aren't getting mixed up in this -1
- Talking to Adrielle, tell her to get out there and kill the hag, not act like cowards -1
- OR Say you are not getting mixed up in this -1
- OR Tell her that her actions were moronic and she endangered everyone -1
- After Adrielle says she has discovered an ultimate way to kill a hag, say the hag is their problem -1
If you have killed Auntie Ethel:
- Talking with Mayrina, tell her you killed Ethel and expect a reward -1
- If you haven't raised Connor from dead in Act One, tell Mayrina that you prefer thank-yous of a coin variety -1
At the Baldur's Mouth and dealing with its employees:
- Talking to News Hawker Luan at X: 122 Y: -69, tell him that his salesmanship is terrible -1
- Then say you don't care about he's only six -1
At the Flymm Cargo:
- At the Flaming Fist cordon near the Upper City gate, when the Emperor warns you about becoming a thrall, say you don't care, let's go through -1
▶ Note: This dialogue will occur if you come close to the gate without having all three Netherstones
In Cazador's Dungeon:
- Talk to Sebastian and say you have no intention of freeing a bunch of ravenous spawn -1
- Let Astarion complete the Rite of Profane Ascension -1
At Devil's Fee:
- After returning from the House of Hope, refuse to give Helsik the promised item, saying that you have just killed a devil in his own home -1
At the Elfsong Tavern:
- Meeting Lakrissa in the tavern hall, spur her to work instead of talking -1
- OR Tell Lakrissa to get back to work, or you will tell Alan about it -1
- Finding Alfira on the tavern's roof, say you are shocked that she hasn't been arrested for making noise -1
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- Joke about 'Dwarf and bulette' -1
- In the third round:
- Joke about 'Mind flayer and duergar' -1
At Lora's House:
- After you have saved Vanra, tell Lora you have come to collect the reward -1
Talking to Golbraith Stredivas:
- Say that mind flayers are dangerous, and then tell him to leave the city -1
- OR Tell Golbraith that he should be fighting, hot hiding -1
At Highberry's Home:
- If you successfully detected poisoned wine at the Wine Festival, refuse to drink but tell Roger and Cora Highberry you hope they enjoy it -1
▶ Note: This option requires a passive DC 18 Medicine check, or DC 10 Perception check for a Barbarian character
At the House of Grief:
- In front of House of Grief, deceive Arves into giving you money (with or without using Detect Thoughts on him first) -1
▶ Note: Both options require DC 20 Deception check
- Speaking to Viconia DeVir without Shadowheart in party, promise to bring Shadowheart to the Cloister -1
The Graveyard:
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask whether he was buried here, and then pay him the "fee" he demands -1
Dealing with Nina Dortmell and Mortarch Gracie Scyre:
- Report Nina's attempts to Mortarch Gracie Scyre and then:
- OR Advise the girl to practice for a decade, then try again -1
- OR, Playing as The Dark Urge, offer Nina to join her brother instead of raising him -1
Talking to Valmorba:
- Playing as The Dark Urge, tell her there's usually not much left once you're done with the body -1
- Speaking to Anita and Elias Fischer, suggest a "much cheaper" solution to their problem -1
- Speaking to Maude, ask what use do the dead have with flowers -1
In the Abandoned Cistern:
At the Murder Tribunal:
- Speaking with Sarevok Anchev, offer either Jaheira or Minsc, or both as a sacrifice to the Tribunal -10
- Being judged, say you’ve ended your victim and then cut off their hand -1
- OR Say you killed them with a smile on your face and pleasure in your heart -1
- OR Say you killed them slowly and painfully -1
▶ Note: All these options bring approval only if the victim is indeed your kill. Successful Deception rolls on corresponding options do not give approval points
- Agree to sacrifice Valeria in Bhaal’s name, on Sarevok’s order -1
▶ Note: The Dark Urge characters will have four different options in this dialogue, all bringing same amount of points
In the Lady Jannath's Estate:
If Oskar Fevras was saved in Act One and the estate is now haunted:
In the Heapside Prison:
- Meeting Olfaith Olumssdottir for the first time, ask him what you must do to become an avatar of slaughter -1
‘’At the Facemaker's Boutique:’’
▶ Note: This option is available if you have found and read at least one copy of Dolor’s list of victims
- OR Choose to stay in the shadows and watch Dolor killing Figaro -1 (Requires DC 15 Stealth check; a Rogue character will have a unique line here)
Talking to Devella Fountainhead:
- Playing as The Dark Urge, tell Devella you are here to sacrifice her -1
- OR, If you have saved her from Dolor, say you did it only to kill her yourself -1 (Makes Devella and any nearby Flaming Fist hostile to the party)
In the Lower City Sewers, talking to Lorna Esthelian:
- Tell her that her boyfriend will show up eventually -1
At the Sorcerous Sundries
Talking to Aradin near the entrance:
- If you let slip to Aradin that you’ve found the Nightsong, tell him that she is in your camp -1
Talking to Lorroakan before resolving Dame Aylin’s fate:
- Tell Lorroakan you might hand the Nightsong over for a right price -1
- OR Say you know where she is and might be willing to tell him, too -1
Facing Lorroakan along with Dame Aylin:
- Tell Aylin that things will be easier if she goes quietly -1
- OR Tell Lorroakan that he can have the aasimar, but you’re expecting a fine reward in return -1
In the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
- Say you didn't like your 'master' anyway -1
- Ask the djinni for some gold -1
At the Society of Brilliance Lodge:
Talking to Havkelaag:
- Sell him the Githyanki Egg that you have obtained in the Creche Y'llek -1
- OR Donate it for free when Havkelaag says he hasn’t got any money -1
Speaking to Omeluum after you have rescued it from the Iron Throne:
- If you failed to save Ulder Ravengard, say the Duke meant nothing to you -1
- If you have failed to save the majority of Gondian prisoners, say they meant nothing to you -1
- If the rest of the Lodge members had been massacred while Omeluum was imprisoned, tell it you came to finish the job -1 (Omeluum becomes hostile to the party)
At the Steel Watch Foundry
Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, say that killing them all would be a good thing -1
- OR Say it is selfish to value their families more than an entire city -1
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Side with Wulbren and Ironhands and tell Toobin they have to die for the city OR tell Toobin that the gnomes came for him -1 (either option)
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Wulbren Bongle:
- Tell Barcus that there was no other way -1
- OR Ask whether he wants to die, too -1
- If you killed both Gondians and Ironhands:
- Tell Barcus you did what you could -1
- OR Say that it is for the best if no one of them takes Baldur’s Gate -1
- If you have sided with Gondians:
- OR Say that Wulbren deserved to die -1
- If you convinced both factions to make peace:
- Say he should have killed Wulbren -1
In the House of Hope
Speaking to Hope’s spirit upon arriving to the House:
- When her projection flickers, say the last thing you needed was a mad apparition -1
- OR Continue the dialogue, then tell her she’s mad -1
- When she says she needs you to ask a single question, answer you won’t tell her anything -1
Speaking to Hope’s spirit in front of the Archive:
- Say she is as helpful as a blunt dagger -1
- After freeing Hope from her chains, say you barely stand to look at her -1
Speaking to Hope after defeating Raphael:
- If Korilla was knocked out, tell Hope you should have killed her -1
Talking to the Archivist:
In the Boudoir:
- Undress for Haarlep -1
- Tell the incubus you have always dreamt to sleep with Raphael -1
- Tell the incubus they can have your body, but not your mind -1
- Vow your body to Haarlep -1
- When Raphael comes to prevent you from leaving his yield, ask him to let you leave -1
The Bhaal Temple
Talking to Orin:
- Tell her that you’re not interested in abducted companion’s fate -5
- OR Tell her you won’t stop her to kill the abductee -5
- Tell Orin that her vision of the fate of Baldur’s Gate is exquisite -1
Speaking to Avatar of Bhaal after defeating Orin:
- Accept your Father’s gift and blessings -5
▶ Note: This option is available to The Dark Urge characters only. Throughout the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
▶ Note 2: After the dialogue with the Avatar of Bhaal ends, if Jaheira and/or Minsc are in the party, the dialogue with them starts immediately. Throughout it, if Karlach's approval rate is below 40, she -∞ leaves the party and becomes hostile. [Needs Verification]
Camp/Conversation
- If Jaheira leaves the team, tell Karlach she can go with her, if it means so much to her. -1
Personal quest
- Kill Gortash without having Karlach in the Party -20