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* <u>Talking</u> to Karlach after the coronation, call Gortash a fraud in a nice coat | * <u>Talking</u> to Karlach after the coronation, call Gortash a fraud in a nice coat | ||
** <u>OR say</u> you can’t wait to flatten him. | ** <u>OR say</u> you can’t wait to flatten him. | ||
** | ** OR if you agreed to an alliance with Gortash, tell her that you didn't mean it. {{Approval|Karlach|+5}} | ||
'''[[Lower City]]''' | '''[[Lower City]]''' |
Revision as of 05:16, 4 July 2024
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
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.
Contents
Greetings
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."
Romance
Flirting - Low approval:
- "Hey, soldier."
- "Uh huh?"
- "What is it?"
Flirting - 20+ approval:
- "Hey, you."
- "Oh, hi!"
- "What're you thinking about?"
Partnered:
- "Darling."
- "Hey!"
- "Soldier?"
- "What's on your mind?"
Partnered, low approval:
- "Yeah, honey?"
- "Hmm?"
- "What's on your mind?"
Broken Up - 40+ approval:
- "Hey, soldier."
- "Yeah?"
- "What's on your mind?"
Broken Up - Low approval:
- "What?"
- "Yeah?"
- "Something on your mind?"
Approval
As a Companion character, the interactions listed below will cause Karlach to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- When talking to the corpse of the Abducted Nobleman in the Crashed Nautiloid ship via Speak with Dead:
- Use Animal Handling to calm the Scared Boar found near Astarion's pod OR tell it that you won't hurt it via Speak with Animals +1 (any option)
- Convince the tieflings holding Lae'zel to leave (using Deception, Persuasion or Intimidation lines or unique Bard, Monk, Paladin, Drow, Githyanki options). +1
- Ask Lae'zel to say 'please' after rescuing her +1
- Recruit Lae'zel +1
- Recruit Gale +1
- Speaking to Gimblebock near Chapel Entrance, choose the 'Attack' dialogue option +1
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a warriors' rest +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. +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Assist Guex in training (using Athletics, Insight or Detect Thoughts) +5
- Convince Arka to spare Sazza (using Persuasion, Intimidation or Detect Thoughts) +1
- Tell Sazza that you will free her from her cage +1
- Agree to help Zevlor (in his cave) to try to convince Kagha to stop the ritual. +5
▶ Note: This option appears only if you previously refused to help Zevlor, skipped talking to him, or he was knocked out by Aradin
- 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 Grove:
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- After being confronted about stealing the Idol of Silvanus, return the idol and apologise +1
- Help Alfira finish her song +1
- While speaking with Topaz the bird via Speak with Animals:
- Convince him that the key in its nest is dull +1
- OR kick the bird +1
- OR, playing as a Bard, choose unique line about his song +1
In the Druid cave:
- Persuade Kagha to free Arabella +5
- Talk to Kagha after her judging Arabella and call her a monster +5
- Persuade Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +5
- Agree with Zevlor to kill the goblin horde's leaders +5
- Attack Nettie (no need to kill her) +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Helm, Ilmater, Oghma, Tempus or Tyr, say a prayer over the corpses near the bridge to Blighted Village, while talking to Aradin there +1
▶ 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
- When find Demir and Johl arguing with Auntie Ethel, tell them all to calm down, and then tell them you know the woman +1 (immediately starts the fight with brothers)
- 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)
- When talking to Auntie Ethel and Mayrina at the Riverside Teahouse:
- After defeating Auntie Ethel, Intimidate her into handing over both Mayrina and fey hair +5
- Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand +1
- (If Astarion is not in your party) When talking to Gandrel, tell him that Astarion is under your protection +1.
- Gain entrance to the village by Persuading or Performing for the booyahg guard on the roof near the southern gate +1
- 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
At the front gate:
- Fling dung at Sentinel Olak (hidden behind other dialogue options; triggers a fight with gate guards) +5
- Tap once on the War Drum +1
- Use Performance to play a rhythm on the War Drum +1
In the outer camp:
- In the chicken-chasing game, convince the Owlbear Cub to run to the camp gate +1
- Successfully Intimidate Crusher +1
- Tell Eight that you're sorry for his loss. +1
Inside the Shattered Sanctum:
- After moving with Priestess Gut to her "private chapel", allow Gut to feel around your head +1
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location +5
- Move in for the kill when speaking to Dror Ragzlin +1 (after freeing Halsin, without having him with you)
In Worg Pens:
- Free the bear and side with him against the goblins +1
- After freeing Halsin, agree to Defeat the Goblins and tell Halsin to get to safety +5
- When dealing with the dying hyena:
Zhentarim Hideout When trying to enter the hideout:
- Successfully use Detect Thoughts to tell Zarys you're here to help find the missing shipment. +1
▶ Note: If you've already found it, the dialogue line "I know what became of Rugan" will not give approval.
- OR Use Persuasion to tell Zarys you're just here to trade +1
- OR Use Intimidation to tell Zarys you "go where you please" +1
- Refuse to kill Rugan when Zarys tells you to +1
When dealing with Brem and the artist Oskar Fevras:
- Intimidate Brem into lowering the price +1
- Buy Oskar. +1
- Give Oskar an additional 200 gold after freeing him +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +1
- Save Benryn in the burning building +1
- When entering the Myconid Colony for the first time, be honest with the guard and tell them about your tadpole +1
- OR Convince the myconid guards you are a traveler seeking adventure (using Persuasion or Intimidation).
- Give an antidote to Thulla in the Myconid Colony +1
- Offer to look for Derryth's husband, for a price or for free +1
- Agree to help Baelen Bonecloak +1
- Give the Noblestalk to Derryth Bonecloak +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 appears after uncovering Myrna's fate in the Arcane Tower)[Needs Verification]
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer +1
- 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 the duergar +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 +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
- After freeing Barcus Wroot, bid him farewell and good luck +5
- Playing as a Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down. +1
- Allow Lae'zel to speak with the githyanki patrol and Kith'rak Voss +1
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- Vandalise the portrait of Vlaakith +1
- 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.
In captain's quarters and Inquisitor's chambers:
- Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it +1.
- Ask Inquisitor W'wargaz how he knows so much about you. +1
- Refuse to hand over the artefact to the Inquisitor W'wargaz, and convince Lae'zel to trust you by succeeding DC 21 Persuasion check. +1
- Refuse Vlaakith's demand to enter the Mysterious Artefact +1
Camp/Conversation
- When Mizora first appears in the camp, tell her not to lay a finger on Karlach +5
- OR Threaten to kill Mizora during her first appearance +1
- After staking Astarion when he tried to bite you, say that bringing him to the camp was a mistake +1
- 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
- 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 heal the Owlbear Cub's paw when it appears again at the camp +1
- Pet the Owlbear Cub after adopting it +1
- Having invited Barcus Wroot to your camp, promise him you will find his friend Wulbren at Moonrise Towers +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 +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
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- After first encounter with Raphael speak with Shadowheart and choose dialogue option about distrusting Raphael twice +5
Any Area
- Playing as Astarion, confess to her that you are a vampire. +10
- After defeating Anders and his crew, and Karlach having rampaged in the Tollhouse, tell her she looks hot. +3
- If Karlach is recruited before Wyll, he will show up when ending this day in the camp. Talk him out of fighting Karlach. +5
- Agree to give Karlach a Soul Coin to power her up in combat +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. +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 Two
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 hyena in the convoy that it doesn't belong to goblins and should leave them. +1
- Convince Kar'niss the drider not to attack you after you killed the convoy before summoning him. +1
- 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:
- As a Wizard, tell Harper Lassandra that you can aid in traversing the darkness. +1
- As a Bard, tell Harper Lassandra that the best introductions are made while sitting around a fire. +1
- As The Dark Urge, decide to stay and help Harpers against shadows (instead of abandoning them) +1
- When the shadows warp Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
- Free Dolly Thrice from the Moonlantern (no matter how you obtain it) +1
- When judging with He Who Was, ask Madeline what did the Dark Justiciar do, and then:
- Show Jaheira the Mysterious Artefact when you first meet her. +1
- Drink the spiked wine when talking to Jaheira inside. +1
- Pay Mattis extra for the Tower-Shaped Key +1
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options, or following Gale's advice (if he is in party) +1
▶ Note: This line appears only if Astarion is not in the party or if you are playing as The Dark Urge, otherwise Raphael will turn the talk to the spawn's scars.
- Tell Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn. +10
- Playing as The Dark Urge, tell Isobel that your blood orders you to kill her, then deny the urge, and finally ask her to forgive you. +5
- Ask Counsellor Florrick whether the Flaming Fist are just going to stand around. +1
- Play the Lute to wake up Art Cullagh. +1
- Tell Halsin that he can count on you before he opens the portal. +1
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him. +1
In the Reithwin Tollhouse:
- Successfully convince Gerringothe Thorm to end herself. +1
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 Waning Moon:
- Safely drink with Thisobald Thorm (rolling Saving Throw, either general or class-based) up to three times total +1(each time)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in first round)
- Successfully entertain the brewer with your stories (through Performance roll) +1 (each time).
▶ Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.
- By any means make the Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst +1
- Offer Fezzerk a fair fight. +1
- Sever the connection between Linsella and Barnabus +1
- Tell Araj Oblodra that Astarion is his own person. +1
- Invite Minthara to your camp after saving her.
- Invite Jaheira to fight with you in front of Moonrise Towers. +1
- After the first floor is secured, tell Jaheira you sense a bit of envy and ask her to join the fight against Ketheric.
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that you can help, or that it isn't too late, or to come quietly +1 (either choice)
▶ Note: This option requires DC 21 Intimidation check and any of subsequent DC 30 checks first, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
- Playing as a Rogue, tell the Reconstituted Duellist that you do not blunder.
- Lick the Spider meat twice. +2
- Tell Balthazar to leave or he's a dead man. +1
- Tell Shadowheart that she should spare the Nightsong because the aasimar may know something about her. +1
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory choose to purge the mind. +1
▶ Note: This option is available only after successful passive DC 18 Insight check
- When talking to the Fresh Mind via the Slack-Skinned Head in the Necrotic Laboratory, wish them good night. +1
- At the Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods. +5
Camp/Conversation
- Recruit Halsin to your party after the fight with Apostle of Myrkul.
- Recruit Jaheira to your party or invite her to your camp after the fight with Apostle of Myrkul. +5
- 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 Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Rivington
At the Sword Coast Couriers:
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using any check-based option. +1
In the kennels:
- Say "Woof" to Angry Mar'hyah twice. +1
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion or Intimidation. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
In the Angleiron's Cellar:
Elsewhere:
- Give Yenna some food. +1
- Tell Saer Grotpoll that his own accent sounds more Rivingtonian than Baldurian +1
- Donate 500 gold for refugees to Manip Nestor. +1
- If Orin is impersonating Gyldro Angleiron, tell him you would never kill someone you care about. +1
- Try and help the Dying Stone Lord Thug. +1
Circus of the Last Days
Watching Dribbles's show:
- Say 'What a corny joke' +1
- Volunteer Karlach or any other companion to the stage. +1 (either) [Needs Verification]
- If going on stage yourself, say you're special because you treat the people around you with kindness. +1
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
- Tell Sister Yannis you'll look into the murder for her +1
- Tell Brother Clements his god would be proud of Father Lorgan.
- Agree to bear the curse +1 and withstand Monk Manifestation's madness. +3
- Consent to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
- Gain entrance into Wyrm's Rock Fortress via the gate showing the Admission Pass. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo
- When Naaber pretends to be a dog, tell him "But nobody likes Naaber" +1
- Tell Hoots Hooligan you'll try her new brew
- Reject Gortash’s offer to become allies.
- Say “I have no interest in this sham of a coronation” when the ceremony is about to start.
- Talking to Karlach after the coronation, call Gortash a fraud in a nice coat
- Show yourself immediately to Dolor in the Facemaker's Boutique
- Play with the children in Bloomridge Park (X: -166 Y: -75)
- Succeed DC 7 Perception check to spot Cinnamon's "Spy Candy". +1
- Allow Punkins to scan you. +1
- In Cazador's Dungeon, when speaking to Sebastian, pass Persuasion or Intimidation check, then promise him to set them free OR ask whether they would be able to control hunger +1
Disapproval
As a Companion character, the interactions listed below will cause Karlach to lose approval. This list is most likely incomplete.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Attack the tieflings holding Lae'zel in a cage -1
- Playing as The Dark Urge, tear off Gale's hand -1
- Convince Gimblebock and his crew to flee (using any Ability or Class-unique option) -1
- Refuse to help Zevlor
- Take a swing at Zevlor during his argument with Aradin -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
- Tell Arron that tieflings will be fine because of their devilish powers. -1
- Kick Timber the squirrel -1.
- Make Zorru kneel before Lae'zel -1
- After the conversation with Zorru tell Lae'zel that she is good at interrogations -1
- Offer to heal Pandirna for a price but pocket the money and leave -1
- As a Barbarian, tell Pandirna to hush or you will snap her neck -1
- Let Arka shoot Sazza -1
- Free Sazza from her cage and tell her to follow you -1
- Prod Nettie's bird twice -1
- Swear to Nettie that you will take the wyvern poison if you start turning -1
- Let Barth hit Meli for stealing his locket
- 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
- While Mirkon is trying to give you a story for saving him, say you've heard enough of his chatter -1
- After agreeing to steal the Idol of Silvanus for Mol and obtaining it, tell her you will be keeping it -1
- Tell Locke and Komira (Arabella's parents) that it's their fault and they should have tried parenting her -1
- If Arabella has died, lie and tell Locke and Komira that Kagha will release her soon -1
- In the Underground Passage, heal Findal, then attack him -1
- Talking with Scratch via Speak with Animals, shout at the Gomwick's corpse to prove he indeed is dead. -1
- While talking to Aradin on the bridge, say you don't waste your time with devil spawn -5
- 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
- When speaking to Gandrel:
- Read the Necromancy of Thay -1
- Interrupt Buthir and Grukkoh's private moment by opening the doors to the barn north of the Blighted Village -1
- Pay Fezzerk a lot of gold to let you pass -1
Goblin Camp In the outer camp:
- Yell "Boo, get off the stage!" at Volo in the goblin camp
- When talking to Tracker Grikka, suggest getting answers out of the prisoner yourself -1
- Playing a tour of chicken-chasing, tell the Owlbear Cub to ran to the posts, using Speak with Animals
- After defeating Crusher, choose the option to finish him. (triggers a fight with the entire camp)).
In the Shattered Sanctum:
- When talking to Minthara, suggest visiting the prisoner yourself -1
- Tell Minthara that Sazza is just an idiot -1
- Convince Flind to attack the other gnolls instead of you -1
- Refuse to give the Noblestalk to Derryth Bonecloak -1
- Agree to be BOOOAL's chosen -1
- Offer to help Gekh Coal hunt down the escaped gnome and the pair of boots -1
- When Lunkbug tells you where to find Philomeen, answer that you'll take her head for a trophy. -1
- Ask Ward Magmar how to get a slave of your own -1
- Convince the Deep Rothé to excavate for Skarjall via the Persuasion line "Breathe. Focus." -1
- Side with Elder Brithvar when confronting Nere -1
- Side with Nere against Elder Brithvar -5
- Let Elder Brithvar take the enslaved deep gnomes after the fight with Nere -5
- Speak with githyanki patrol instead of letting Lae'zel do it -1 (any line of two available)
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger -1, and then indeed kill him -1.
- Tell Varsh Ko'kuu that if he gives you the githyanki egg you'll sell it at best price OR make yourself an omelette (either choise brings -1 and immediately starts the fight with Ko'kuu and hatchery guards)
- Crush the Githyanki egg -1 (This option is not available if playing as a Githyanki; starts the fight with Ko'kuu and hatchery guards)
- Surrender the Mysterious Artefact to Kith'rak Therezzyn -1
- Agree to Vlaakith's request to kill the person inside the Mysterious Artefact. -1
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
Spoiler warning! This section reveals interactions with The Dark Urge.
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Side with the convoy against the Harpers. -1
- Traversing Shadow-Cursed Lands with the convoy, side with the ambushing Harpers. After defeating the convoy, tell the Harpers' leader you're going to kill them and take the lantern. -1 (Taking this course starts the fight with ambushing Harpers immediately).
- When judging with He Who Was, order Madeline to stab herself -1, then to continue -1, and finally succeed a Persuasion roll to keep her going -1.
- Give up all your gold to Gerringothe Thorm. -1
- When Marcus assaults the inn, concert with him telepathically, then tell Isobel that she's going to meet Ketheric. -10
- After Mol is taken, tell Mattis she's probably dead already. -1
- Question Karlach's encouragement of Mattis' 'scamming with the greats'. -5
- As The Dark Urge, give in to your urge to kill the Strange Ox. -1
- As The Dark Urge, tell Isobel that your blood orders you to kill her, and then give in to your urge -10 (Choosing this course immediately starts a fight with Isobel, and any Harper or Fist who notice this will side with Isobel)
- Refuse to take Soul Coins from Lann Tarv in exchange for hearing about the souls inside them -5
▶ Note: This line appears only if Karlach is in the party.
- Kill Fezzerk without combat (through dialogue options) -1
- When speaking with Minthara after the battle, propose to take the place of Orin once she's dead. -1
- Tell Shadowheart you will support her becoming a Dark Justiciar.
- Agree to help Balthazar.
- Offer to search the Gauntlet of Shar to help Yurgir.
- At the Tadpoling Centre, use the Neural Apparatus to purge the pods. -5
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory choose to consume the mind.
▶ Note: This option is available only after successful passive DC 18 Insight check
- When talking to the Fresh Mind via the Slack-Skinned Head in the Necrotic Laboratory, tell it that they will never wake again. -1
Camp/Conversation
- Sleep with Karlach, tell her that it was a mistake, then confirm it -100
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- After successfully deceiving Saer Grotpoll that you're a Baldurian (if you actually are not), stand for his rumblings about refugees -1
- Take the bomb from Wulbren OR tell him that this is too messy.
- If contacting the Gondians, accept the bomb anyway.
- Tell the Dying Stone Lord Thug that you'll enjoy watching him die slowly -1
- Tell Farlin that you're happy to help them against Cairos and his thugs. -1
- When passing Zethino's trial, choose answers:
- Refuse to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
- After pointing out how the two drow look alike, call them 'delicious'.
- Tell Lord Amber's Bodyguard about the Steel watch that you couldn't feel safer -1
- Agree to slay Orin and become allies with Gortash -1
- Tell Gortash that you can hardly wait for his coronation. -1
- At the Cazador's Dungeon, let Astarion complete the Rite of Profane Ascension -1
- Tell News Hawker Luan that her salesmanship is terrible. -1
- Sell the Githyanki Egg to the Society of Brilliance.
- At Flymm Cargo, let Allandra Grey take Redhammer away after you've returned from the Iron Throne -1
- At Facemaker's Boutique during Investigate the Murders, sneak up on Dolor as he's poised to kill Figaro, thereby letting Figaro die.
- Upon returning from House of Hope, intimidate Helsik saying that you've just killed a devil in his own home. -1
▶ Note: It is possible to detach one of your party companions and foist them on Haarlep to play his 'game'. In that case, 'Clothes removal' point is lost always, while 'Vowing body' point distracts only sometimes, if Karlach stands too close to the scene.
Camp/Conversation
- Kill Gortash without having Karlach in the Party -20