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| * Refuse [[Vlaakith|Vlaakith's]] demand to enter the [[Mysterious Artefact]] {{Approval|Karlach|+1}} | | * Refuse [[Vlaakith|Vlaakith's]] demand to enter the [[Mysterious Artefact]] {{Approval|Karlach|+1}} |
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| |
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| '''Camp/Conversation''' | | '''Camp/Conversation''' |
| * 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}}
| |
| * When [[Mizora]] first appears in the camp, tell her not to lay a finger on Karlach {{Approval|Karlach|+5}} | | * When [[Mizora]] first appears in the camp, tell her not to lay a finger on Karlach {{Approval|Karlach|+5}} |
| ** OR Threaten to kill [[Mizora]] during her first appearance {{Approval|Karlach|+1}} | | ** OR Threaten to kill [[Mizora]] during her first appearance {{Approval|Karlach|+1}} |
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| * After having a romantic night, tell her you'd love to be able to touch her properly {{Approval|Karlach|+5}} | | * After having a romantic night, tell her you'd love to be able to touch her properly {{Approval|Karlach|+5}} |
| ▶ '''''Note:''' This line can be repeated multiple times until the second upgrade of Karlach' heart, but only the first time gives approval'' | | ▶ '''''Note:''' This line can be repeated multiple times until the second upgrade of Karlach' heart, but only the first time gives approval'' |
| * Agree to give Karlach a [[Soul Coin]] to power her up in combat {{Approval|Karlach|+5}}
| |
| * 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)'' |
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| '''[[Our Fiery Friend|Personal quest]]''' | | '''[[Our Fiery Friend|Personal 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}} |
| | * 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}} | | * 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}} |
| * 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}} |
| Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
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.
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.
Ravaged Beach
Roadside Cliffs
Emerald Grove/The Hollow
▶ 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 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
Forest
▶ Note: This scene appears only if Aradin has previously left the grove
Owlbear Nest
Sunlit Wetlands/Putrid Bog
- 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)
- While talking to Demir and Johl after Ethel disappears, offer to help them find their sister +1
- After entering the Sunlit Wetlands, pass the check to break the illusion, then say 'BAA' at the Redcaps when you speak to them +1 (up to 3 times)
- When talking to Auntie Ethel and Mayrina at 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 Ethel killed Demir and Johl +1
- After defeating Auntie Ethel, Intimidate her into handing over both Mayrina and fey hair +5
- Give Ethel's Bitter Divorce wand to Mayrina +1
- Resurrect Connor Vinderblad, and then hand Mayrina the wand +1
- (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
Blighted Village
Goblin Camp
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
- OR After defeating Crusher, choose mercy and help him up. +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
The Risen Road
- When dealing with the dying hyena:
- Playing as a Good 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
Zhentarim Hideout
When trying to enter the hideout:
▶ 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
Waukeen's Rest
Underdark
▶ Note: this option appears after uncovering Myrna's fate in the Arcane Tower)[Needs Verification]
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 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
Mountain Pass
- 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
Crèche Y'llek
- 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:
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:
- "You're mad if you think I'll make a deal with a devil." +5
- OR "Then fix it. Or die by my hand!" +5
- 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
Personal quest
- 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:
- Call her a coward +1, OR tell her it wasn't her fault +1, OR tell her you forgive her (class-based lines) +1
- OR after ordering her to stab herself, let her make a couple of strikes and then say it was enough +1, OR tell her that her readyness to hurt herself is enough to be forgiven +1
Last Light Inn
▶ 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.
Reithwin Town
- Agree to help Arabella find her parents. +1
- Agree to take Arabella in at your camp. +1
In the Reithwin Tollhouse:
In the House of Healing:
- Convince Malus Thorm to order his sisters to hone their blades on each other. +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
House in Deep Shadows
Moonrise Towers
▶ 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
Gauntlet of Shar
Shadowfell
- 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
Mind Flayer Colony
▶ Note: This option is available only after successful passive DC 18 Insight check
Camp/Conversation
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 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:
In the Angleiron's Cellar:
- Tell Wulbren that the real enemy is Gortash, and not the Gondians +1
- OR That you'll talk with the Gondians and maybe they'll see reason. +1
- If contacting the Gondians, insist on refusing the bomb afterwards. +1
Elsewhere:
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
Open Hand Temple
Wyrm's Crossing
- 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
Sharess' Caress
Wyrm's Rock Fortress
- 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
- OR say you can’t wait to flatten him.
Lower City
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.
Roadside Cliffs
- 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
Emerald Grove/The Hollow
- 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.
- If you miss, try to kick her again -1
- As Dark Urge, when you are confronted by a companion about kicking Timber, say she came right at you OR that your instincts are sharp and to stay out of the way -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
Forest
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
- When speaking to Gandrel:
- (if Astarion is not in the party) Tell the hunter where he can find him -1
- (if Astarion is in the party) Reveal Astarion's identity to Gandrel -1
- OR Don't turn Astarion in but further in the dialogue allow him kill the hunter -1
Blighted Village
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
The Risen Road
- Convince Flind to attack the other gnolls instead of you -1
Underdark
Grymforge
Mountain Pass
- Speak with githyanki patrol 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
Spoiler warning! This section reveals interactions with The Dark Urge.
- Playing as The Dark Urge: Confess to murdering the bard -1
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield
- 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
Last Light Inn
- 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)
Moonrise Towers
- 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
Gauntlet of Shar
Mind Flayer Colony
▶ Note: This option is available only after successful passive DC 18 Insight check
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.
Rivington
- 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:
- First question: 'Raphael' -1 OR 'Me' -2
- Second question: 'Going shopping' -1 OR 'Reading' -2
- Third question: 'Worshipping Selune' -1
Wyrm's Crossing
- Refuse to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
Sharess' Caress
- After pointing out how the two drow look alike, call them 'delicious'.
Wyrm's Rock Fortress
- Tell Lord Amber's Bodyguard about the Steel watch 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
- Agree to slay Orin and become allies with Gortash -1
Lower City
Devil's Fee
- Upon returning from House of Hope, intimidate Helsik saying that you've just killed a devil in his own home. -1
House of Hope
▶ 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
- 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