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Zaith'isk found in the infirmary in [[Crèche Y'llek]]. It is a device that Lae'zel insists is the best way to cure yourself of the tadpole infection. You can speak with [[Ghustil Stornugoss]], the resident doctor, to begin the procedure.
[[File:Zaith'isk.jpeg|thumb|right|The Zaith'isk in Crèche Y'llek]]


You will need to pass three saving throws in order to successfully complete the procedure.
A '''zaith'isk''' is a partly organic, partly mechanical [[Githyanki]] device that purportedly purifies a [[Mind Flayer Tadpole]] from an infected victim. One can be found in the Infirmary of [[Crèche Y'llek]].  


* Intelligence (DC10)
== Involvement ==
* Wisdom (DC12)
* Constitution (DC15)


These numbers will be larger if Lae'Zel enters the device. If you fail one of the saving throws you will not get the Awakened buff, but will get a debuff to one of your stats.
When you first talk to {{CharLink|Stornugoss|Ghustil Stornugoss}}, the resident doctor, selecting ''"I'd prefer Lae'zel to speak on my behalf"'' gives you {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|-1}}.  


The Awakened buff allows you to use your Illithid powers with a bonus action instead of a regular action.
If {{CharLink|Lae'zel}} is an active party member, the player character will gain {{Approval|Lae'zel|+5}} and she will insist on using the machine first. If selecting ''"Stand back. I'm going first,"'' followed by ''"You would still be hunting for this place without my guidance. I will be cured first,"'' the player character will gain {{Approval|Lae'zel|+3}}. Alternatively, allowing her to be purified will gain the player character {{Approval|Lae'zel|+10}}. If instead selecting ''"Make way, Lae'zel. I am purging myself of this damned parasite"'' and subsequently committing to that decision, she will turn hostile against the party along with the Ghustil.
 
It is necessary to pass three saving throws in order to successfully complete the procedure.
 
* {{SavingThrow|INT|dc=12}}
* {{SavingThrow|WIS|dc=15}}
* {{SavingThrow|CON|dc=18}} or {{SavingThrow|INT|dc=18}}
** [[Paladin|Paladins]], [[Bard|Bards]], Fiend [[Warlock|Warlocks]] and [[Sorcerer|Sorcerers]] may make a {{SavingThrow|CHA|dc=18}} instead
** [[Barbarian|Barbarians]] may make the {{SavingThrow|CON|dc=18}} with advantage
** [[Cleric|Clerics]] and [[Monk|Monks]] may make a {{SavingThrow|WIS|dc=18}} with advantage
 
Several classes have an additional choice for the third save, letting them use their main ability stat to more easily overcome the DC 18.
 
After the third step of the procedure, if Clerics can select ''"Pray for deliverance, Flood the creature with divine power"'' for {{Approval|Lae'zel|+1}}. Finishing the procedure gains the party {{Approval|Lae'zel|+8}}.
 
If Lae'zel is the one in the machine, there won't any saving throw be shown on the screen. Choosing to tell her to remain in the machine each turn seems to cause her to automatically take the corresponding penalty. Regardless, the player character will gain {{Approval|Lae'zel|+1}}.
 
== Secrets of the Zaith'isk ==
 
[[File:Zaith'isk in use.jpeg|thumb|The Zaith'isk in use.|alt=Lae'zel in the zaith'isk, eyes glowing and in agony.]]
 
If picking the option ''"Examine the device"'' and passing a {{SkillCheck|Investigation|15}}:
 
{{q|The device is an ingenious synthesis of illithid anatomy and metal alloys. It hums with psionic energy, hinting at paths into unknown minds and unseen planes.}}
 
If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain {{Approval|Astarion|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}}.
 
=== Stage one ===
 
You can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a {{SkillCheck|Persuasion|30}}. Alternatively, you can let the procedure continue and attempt a {{SkillCheck|Deception|30}} to trick her out of the machine. A passive [[Perception]] check will tell you:
 
{{q|The ''zaith'isk'''s psionic forces batter Lae'zel's thoughts. There is no chance she will survive this unscathed.}}
 
Telling Lae'zel to endure (''"Endure, Lae'zel. The cure is worth the torment."'') gives {{Approval|Lae'zel|+1}}.
 
If the player character is in the machine and passes a passive {{SkillCheck|Perception}}:
 
{{q|You realize the device is ''hunting'' your parasite. But it's doing so blindly. Without direction, your faculties could be permanently damaged.}}
 
=== Stage two ===
 
If Lae'zel being in the machine and picking the option ''"Seek answers within the zaith'isk"'' and passing a {{SkillCheck|Wisdom|21}}:
 
{{q|
Lae'zel's life is laid bare among those that came before. Her thoughts are turned to silver thread and relayed to the Astral Sea.
 
The voices of the dead cry out as one. The ''zaith'isk'' collects memories from the infected - and executes them. It is not for curing. It's for killing.
}}
 
This decreases the difficulty of the Persuasion option to have Lae'zel leave the machine from 30 to 21.  Succeeding will free Lae'zel and give {{Approval|Lae'zel|+1}}.
 
Alternatively, telling her to endure (''Keep focused, Lae'zel. The cure is close.'') gives {{Approval|Lae'zel|+1}}.
 
=== Stage three ===
 
If Lae'zel is in the machine, it's possible to persuade her to leave again. This difficulty will either be 21 or 30, depending on the previous choices. Attempting to deceive her remains a {{SkillCheck|Deception|30}}.
 
Alternatively, a {{SkillCheck|Wisdom|30}} or a {{SkillCheck|Arcana|30}} will allow to force Lae'zel out of the device. The latter will also grant the [[Awakened]] buff.
 
If the player character is in the machine and succeeds on any option, it will give {{Approval|Lae'zel|+3}}.
 
== Outcome ==
 
Each failed saving throw will, respectively, give -2 to {{Pass|Weakened Intelligence|Intelligence}}, {{Pass|Weakened Wisdom|Wisdom}}, and {{Pass|Weakened Constitution|Constitution}}. Consuming a {{SmRarityItem|Mind Flayer Parasite Specimen}} with the affected character, either through the inventory or by unlocking an Illithid Power, will get rid of these debuffs. One specimen will get rid of all three debuffs; multiple are not needed.
 
If succeeding the {{SkillCheck|Arcana|30}} saving throw in the stage three, the parasite will strengthen and it will give the [[Awakened]] buff, which allows to use the Illithid powers as a bonus action instead of a regular action.
 
Regardless of whether succeeding or failing, the ''zaith'isk'' will be destroyed by the [[Dream Visitor]], who may exclaim, "Enough!".
 
If passing a {{SkillCheck|Deception|15}} or a {{SkillCheck|Performance|15}} or if player character were in the machine, Ghustil Stornugoss will let the party leave. Otherwise, she will fetch assistants, locking the door ({{SkillCheck|Sleight of Hand|10}}) behind her. After some time passes, some Githyanki will barge in and try to kill the party. This will not cause the other characters in the creche to turn hostile, and it's possible to safely teleport to the nearby Sigil to avoid the fight.
 
== External links ==
 
* {{FRWiki|Zaith'isk|long}}
 
[[Category:Environmental objects]]

Latest revision as of 20:01, 7 July 2024

The Zaith'isk in Crèche Y'llek

A zaith'isk is a partly organic, partly mechanical Githyanki device that purportedly purifies a Mind Flayer Tadpole from an infected victim. One can be found in the Infirmary of Crèche Y'llek.

Involvement[edit | edit source]

When you first talk to Stornugoss Ghustil Stornugoss, the resident doctor, selecting "I'd prefer Lae'zel to speak on my behalf" gives you Lae'zel approves +1 Shadowheart disapproves -1.

If Lae'zel Lae'zel is an active party member, the player character will gain Lae'zel approves +5 and she will insist on using the machine first. If selecting "Stand back. I'm going first," followed by "You would still be hunting for this place without my guidance. I will be cured first," the player character will gain Lae'zel approves +3. Alternatively, allowing her to be purified will gain the player character Lae'zel approves +10. If instead selecting "Make way, Lae'zel. I am purging myself of this damned parasite" and subsequently committing to that decision, she will turn hostile against the party along with the Ghustil.

It is necessary to pass three saving throws in order to successfully complete the procedure.

Several classes have an additional choice for the third save, letting them use their main ability stat to more easily overcome the DC 18.

After the third step of the procedure, if Clerics can select "Pray for deliverance, Flood the creature with divine power" for Lae'zel approves +1. Finishing the procedure gains the party Lae'zel approves +8.

If Lae'zel is the one in the machine, there won't any saving throw be shown on the screen. Choosing to tell her to remain in the machine each turn seems to cause her to automatically take the corresponding penalty. Regardless, the player character will gain Lae'zel approves +1.

Secrets of the Zaith'isk[edit | edit source]

Lae'zel in the zaith'isk, eyes glowing and in agony.
The Zaith'isk in use.

If picking the option "Examine the device" and passing a DC 15 Investigation check:

The device is an ingenious synthesis of illithid anatomy and metal alloys. It hums with psionic energy, hinting at paths into unknown minds and unseen planes.


If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain Astarion approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1 Karlach approves +1.

Stage one[edit | edit source]

You can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a DC 30 Persuasion check. Alternatively, you can let the procedure continue and attempt a DC 30 Deception check to trick her out of the machine. A passive Perception check will tell you:

The zaith'isk's psionic forces batter Lae'zel's thoughts. There is no chance she will survive this unscathed.


Telling Lae'zel to endure ("Endure, Lae'zel. The cure is worth the torment.") gives Lae'zel approves +1.

If the player character is in the machine and passes a passive Perception check:

You realize the device is hunting your parasite. But it's doing so blindly. Without direction, your faculties could be permanently damaged.


Stage two[edit | edit source]

If Lae'zel being in the machine and picking the option "Seek answers within the zaith'isk" and passing a DC 21 Wisdom check:

Lae'zel's life is laid bare among those that came before. Her thoughts are turned to silver thread and relayed to the Astral Sea.

The voices of the dead cry out as one. The zaith'isk collects memories from the infected - and executes them. It is not for curing. It's for killing.


This decreases the difficulty of the Persuasion option to have Lae'zel leave the machine from 30 to 21. Succeeding will free Lae'zel and give Lae'zel approves +1.

Alternatively, telling her to endure (Keep focused, Lae'zel. The cure is close.) gives Lae'zel approves +1.

Stage three[edit | edit source]

If Lae'zel is in the machine, it's possible to persuade her to leave again. This difficulty will either be 21 or 30, depending on the previous choices. Attempting to deceive her remains a DC 30 Deception check.

Alternatively, a DC 30 Wisdom check or a DC 30 Arcana check will allow to force Lae'zel out of the device. The latter will also grant the Awakened buff.

If the player character is in the machine and succeeds on any option, it will give Lae'zel approves +3.

Outcome[edit | edit source]

Each failed saving throw will, respectively, give -2 to Intelligence Intelligence, Wisdom Wisdom, and Constitution Constitution. Consuming a Mind Flayer Parasite Specimen with the affected character, either through the inventory or by unlocking an Illithid Power, will get rid of these debuffs. One specimen will get rid of all three debuffs; multiple are not needed.

If succeeding the DC 30 Arcana check saving throw in the stage three, the parasite will strengthen and it will give the Awakened buff, which allows to use the Illithid powers as a bonus action instead of a regular action.

Regardless of whether succeeding or failing, the zaith'isk will be destroyed by the Dream Visitor, who may exclaim, "Enough!".

If passing a DC 15 Deception check or a DC 15 Performance check or if player character were in the machine, Ghustil Stornugoss will let the party leave. Otherwise, she will fetch assistants, locking the door ( DC 10 Sleight of Hand check) behind her. After some time passes, some Githyanki will barge in and try to kill the party. This will not cause the other characters in the creche to turn hostile, and it's possible to safely teleport to the nearby Sigil to avoid the fight.

External links[edit | edit source]