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Gale/Approval: Difference between revisions
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* When [[Raphael]] briefly takes you to the [[House of Hope]], choose lines: | * When [[Raphael]] briefly takes you to the [[House of Hope]], choose lines: | ||
** "I need to think it over" {{Approval|Gale|}} | ** "I need to think it over" {{Approval|Gale|}} | ||
* After first encounter with [[Raphael]], ask Gale for advice on how to deal with the devil {{Approval|Gale|+1}} | * After first encounter with [[Raphael]], ask Gale for advice on how to deal with the devil {{Approval|Gale|+1}} | ||
Revision as of 03:15, 25 October 2024
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
Gale approves of doing good and helping those in need. He approves of solving conflicts with diplomacy and appreciates thoughtful or pragmatic solutions.
He dislikes harming innocents or destroying or wasting valuable knowledge or lore.
The actions and choices listed on this page will raise or lower Gale's Approval.
For more information about the approval system, see Approval.
Contents
Greetings
Depending on their approval rating, Gale may greet the player with:
Negative (<0):
- "Yes?"
- "Did you need something?"
- "What is it?"
- "You need me?"
Neutral and above (19+):
- "How can I help?"
- "Go ahead, I'm listening."
- "What's on your mind?"
When spoken to by someone other than the player character:
- "Sorry, if I'm to engage in banter, I prefer it to be with the leader of our troupe."
Romance
Flirting:
- "Always a delight to speak with you. What can I do?"
- "I do enjoy our conversations. What do you need?"
- "Tell me - What can I do for you?"
Partnered:
- "My time is yours. What do you need?"
- "Whatever you need, you have only to ask."
- "Anything I can do for you - consider it most enthusiastically done."
Partnered - After Act Three romance scene:
- "Is something on your mind? You can always unburden yourself with me."
- "Are you alright? If you have need me, just say the word."
- "Yes, my love?"
Broken up:
- "Yes. What is it?"
- "You need something of me?"
- "What do you need?"
Approval
When he is a companion character in your active party, the following interactions will cause Gale to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Demand more than apologies from Astarion after the spawn tries to attack you +1
- Use Animal Handling to calm the Scared Boar found near Astarion's pod +1
- OR Tell it that you won't hurt it via Speak with Animals +1
- Convince the tieflings holding Lae'zel to leave (using Deception, Persuasion or Intimidation lines or unique Bard, Monk, Paladin, Drow, Githyanki options). +1
- Recruit Lae'zel into the party +1
- Resolve the encounter with Gimblebock near the Chapel Entrance without violence +1
In the Hollow:
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +8
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +1 (either after the scene at the entrance or in his cave)
- After talking to Kagha, agree with Zevlor to kill the goblin horde's leaders +1
- Recruit Wyll into the party +1
- Convince Rolan, Lia and Cal to stay and help, using Persuasion or certain Class- or Race-based options. +1
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +1
- In the confrontation with Barth about the locket, stand for Meli +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Shield Sazza from Arka with your body +8
▶ Note: This works, too, if Gale has been recruited but is not an active member of your party
- Convince Arka to spare Sazza (using Persuasion, Intimidation, Detect Thoughts or any class-based option) +1
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you (passive DC 10 Perception check), and tell her to relax (either straightaway or after successful DC 5 Insight check). +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
- Agree to kill the goblin horde's leaders for Zevlor +1
In the Sacred Pool and druid caves:
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- Talking to Volo about the goblins, say you're a student of the page +1
- Save Arabella by talking to Kagha or to her viper Teela +8
▶ Note: This works, too, if Gale has been recruited but is not an active member of your party
- After resolving Arabella's fate, talk to Kagha and call her a monster OR accuse her of killing the child in cold blood +1 (either option)
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Help Alfira finish her song +1
While the Emerald Grove is preparing for the goblin attack
- Convince Memnos to join the fight against the goblins +1
- Tell Pandirna that they have something to fight for +1
- Convince Wyll not to attack you, using Intimidation or Persuasion +1
▶ Note: This scene appears only if Wyll left the party due to your choices in dialogue with Minthara, after you have revealed the Grove's location
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Mystra, 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
- Upon finding Demir and Johl arguing with Auntie Ethel, tell them all to calm down, and then tell them you know the woman +1 (immediately starts a fight with brothers)
- Drink from the well outside the Riverside Teahouse while the illusion is still intact +1
- When talking to Auntie Ethel and Mayrina don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble" +1
- When Auntie Ethel surrenders, order her to let Mayrina go. +1
- Reject Mayrina's locket as a reward for saving her +1
- Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand OR leave keeping the wand +1 (either)
- (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:
- Through the southern gate - by Intimidating the goblin guard +1
- Through the eastern gate - by successfully using any check-based line on the booyang guard OR by showing them Brand of the Absolute +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
At the outer camp:
- Speak to Owlbear Cub via Speak with Animals and suggest him to go to your camp +1 (if you spared him earlier at the cave)
- Then speak to Krolla and convince her to let the cub go with you, using Persuasion or Illithid/Wisdom ability +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 +1
- When Krolla tries to scam you after you won chicken-chasing, demand your gold back and also all of hers, using illithid powers +1
- Persuade Klagga to give you the Dwarf's Poem +1
- OR Tease Klagga about his secret appreciation of poetry (after successful Detect Thoughts check) +1
- Convince Booyahg Piddle to give you the book he's reading without using illithid powers +1
- Tell Eight that you are sorry for the loss of his parents. +1
Talking with Crusher:
- Successfully use Detect Thoughts on Crusher and say you'll let his boss know of his plans +1
- Make Crusher kneel and kiss your foot instead, using Intimidation OR Illithid powers. +1 (either option)
- If initial Wisdom (Illithid) check failed, tell Crusher you'd sooner spit in his face +1
- If Crusher starts a fight, make him kiss your foot after defeating him. +1
In the Shattered Sanctum:
- Pick a fight with Priestess Gut in her chambers. +1
- Don't object Dror Ragzlin's orders to report to Minthara +1
- Convince Minthara to spare Sazza, saying the latter didn't know who you were. +1
▶ Note: This option is available if you have previously freed Sazza from the cage in Emerald Grove
▶ Note: This option is available only if you spoke to Minthara before interrogating and freeing Liam
- OR, Playing as a Tiefling, answer that you won't betray your kind +5 (starts a fight with Minthara)
- Provoke a fight with Minthara +5
- Convince the spiders in the pit that goblins taste better than you +1
- OR, Playing as a Lolth-Sworn Drow, pretend to be Lolth herself in disguise and egg them on goblins +1
In the Worg Pens:
- Stop the goblin children from throwing stones at bear by any means +1
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). +1
- If you first told Halsin to go to safety, tell him to come with you in a bear form. +2 (comes point by point, when you ask and when Halsin agrees)
- Side with Karlach during Wyll's confrontation with her +2
- When dealing with the dying hyena:
- Agree to fight the gnolls to save Rugan +1
- Save Rugan, then use Persuasion to convince him to sell his employer's wares +1
- OR 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
- Order Flind to attack other gnolls instead of you. +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +1
- OR As a paladin swear on your oath to Counsellor Florrick to rescue Duke Ravengard. +1
- Save Benryn from the burning tavern +1
- 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
- Get access into the hideout peacefully +1
- Refuse to help Zarys find her people/missing shipment +1
- If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order. +1
- Free Rugan, if he survived Zarys's torture and your fight against other Zhentarim +1
- 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 an additional 200 gold after freeing him +1
- When entering the myconid colony, tell Sovereign Spaw the truth about the parasite +1
- OR Succeed an Intimidation, Persuasion or Insight roll to enter the colony peacefully +1
- OR, Playing as a Drow, Duergar or Deep Gnome, say that the Underdark is your home and you don't need a permission to pass +1
- Give Thulla an antidote or an Elixir of Poison Resistance (whichever you have) +1
- Agree to Defeat the Duergar Intruders for Sovereign Spaw +1
- Attack Gekh Coal at the beginning of the conversation +1
- Kill the duergar and report back to Sovereign Spaw +1
- Agree to help Baelen Bonecloak escape from the Bibberbang field +1
- If Baelen ate the Noblestalk himself, offer Derryth to help leave him +1
- In Festering Cove, tell BOOOAL he is a fake god and tell him you will kill him and take his power +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
- Tell Ward Magmar that he disgusts you +1
- Convince Skickpit you're going to help him, then tell him to find a place to hide +1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them +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 +1
- Convince the Deep Rothé to give in to their rage and attack the duergar +1
- After freeing Barcus Wroot, bid him farewell and good luck +1
- Playing as a Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down +1
- OR, Being disguised as a gith, tell her you're actually not OR that she is safe. +1
- Speaking to Kith'rak Voss, successfully pass the Deception check to resolve the encounter peacefully +1
Crèche Y'llek At the training room:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- After resolving Varrl's fate, talk to Kethk again and call his 'lessons'/his 'demonstration' reprehensible +1
At 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.
In captain's quarters and Inquisitor's chambers:
- Surrender the Mysterious Artefact to Kith'rak Therezzyn +1
- Ask Inquisitor W'wargaz how he knows so much about you. +1
- Ask Inquisitor W'wargaz what you'll get in return for surrendering the weapon +1
- Refuse Vlaakith's demand to enter the Mysterious Artefact or say you're going to free the person inside +1
Camp/Conversation
- After asking Gale about himself try peering into his mind through Wisdom check -5, but then apologize and tell him you gave in to curiosity +5
- When Gale looking at the flames say "Go to Hell" to you, bid him good evening +3
- At the very first long rest, talk to Shadowheart and tell her you agree to find a healer as soon as possible +1
- When Lae'zel intends to kill everyone before turning into mind flayers, talk her out of it +5
- After staking Astarion when he tried to bite you, say that bringing him to the camp was a mistake +1
- Tell Mizora not to lay a finger on Karlach during her first appearance +1
- Threaten to kill Mizora during her first appearance +1
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1
- Successfully heal the Owlbear Cub's paw when it appears again at the camp
- Having invited Barcus Wroot to your camp, promise him you will find his friend Wulbren at Moonrise Towers
- When you find Gale feasting eyes on conjured image of Mystra, ask about her or say she's pretty, then successfully pass an Insight check +1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- After first encounter with Raphael, ask Gale for advice on how to deal with the devil +1
- Say you're gratified to hear he trusts you +1
- Agree to quench his need for magic items to consume +2
- Sacrifice the first magic item to keep him stable +10
- Sacrifice the second magic item to sate his Arcane hunger +10
- Sacrifice the third magic item to support Gale +10
- After feeding him the third artefact, when he says he has something to tell you, answer that he is among friends +1
- Agree to not ask questions when he asks you not to
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 Grymforge:
- Playing as a Bard, tell Harper Lassandra that the best introductions are made while sitting around a fire. +1
- When the shadows warp Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
- Free Dolly Thrice from the Moonlantern carried by Kar'niss. +1
- When judging with He Who Was, ask Madeline what did the Dark Justiciar do, and then:
- Refuse to drink the spiked wine when talking to Jaheira inside. +1
When you find Mol playing lanceboard with Raphael:
- Suggest her to follow Gale's advice +1 (available if Gale is in the party)
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options +1 (can be added to previous approval point)
▶ Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars
- Playing as The Dark Urge, refuse your urge to kill the Strange Ox. +1
- 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. +1
- Play the lute to wake up Art Cullagh
- Tell Halsin that he can count on you before he opens the portal +1
- After Rolan reproaches you for convincing his siblings 'to play hero', respond that then it's your responsibility to bring them back. +1
- Playing as a Sorcerer, tell drunken Rolan that he soon won't be able to read his spellbook.
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. +1 (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), up to two times +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
- Distract Z'rell with your yearning for Gale +1
▶ Note: This option is available only if you're romancing the wizard
- 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
- Then tell Aylin to stand down, because Ketheric has surrendered.[Needs Verification]
- 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 DC 18 Insight check
- In the Nightsong's Prison, tell Shadowheart that she should spare the Nightsong because the aasimar may know something about her. +1
Camp/Conversation
- When Elminster comes to your camp, ask why the gods wouldn't directly intervene
- Tell Arabella her parents would be proud of her
- Invite Halsin to join your party
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna:
- Offer to go find a guard for Yenna +1
- Give Yenna food OR gold. +1 (either; adds another point after offering to find a guard, too)
- Tell Saer Grotpoll that his own accent sounds more Rivingtonian than Baldurian +1
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people +1
- 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
- Try to help the Dying Stone Lord Thug +1
▶ Note: This option is available only if Orin is not impersonating the Thug
In the kennels of the Sword Coast Couriers:
- 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
Watching Dribbles's show:
- Say 'What a corny joke' +1
- Volunteer for Dribbles' show any companion except Gale himself +1, and then cheer them, telling "Go on!" +1
▶ Note: If volunteering Jaheira, the latter line will have unique formulation When passing Zethino's trial, choose answers:
- First question: ★'Red apple' or ★'Roast onion' +1 (either)
- Second question: ★'Balcony in Waterdeep' +2
- Third question: ★'World would be better with him dead' +2
- Consent to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- At Fraygo's Flophouse, tell Adventurer Drim that the word 'adventurer' doesn't mean anything anymore. +1
- At Carm's Garm, when Naaber pretends to be a dog, choose "nobody likes Naaber" line. +1
▶ Note: It may take several sequential attempts to speak with Naaber to get to this dialogue.
- Get into Wyrm's Rock Fortress by either: showing the Admission Pass, showing Lower City Pass obtained from Valeria, using Nashkellan's report, bribing Blaze Elin ( DC 25 Persuasion check required), or passing any of class-based checks. +1
- Tell him his body looks great when he expresses doubts about the drow twins' proposal +1 (available if you're romancing the wizard)
- (If you've taken Raphael's deal) Tell Gale you only said what Raphael wanted to hear +1
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:
▶ Note: Waking guards gains approval only after discovering by any available means that Reynash was stealing from others.
Speaking to Manip Bakshi (regardless if you succeeded a check to discover Reynash's thieving attempt or not):
- Successfully detect his thoughts and pretend to be a new recruit +1
- OR Tell him you've spotted Reynash on stealing +1
- Agree to 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
- That the Steel Watchers will eventually turn on everyone. +1
- Pass the Steel Watcher that confronts you at the coronation +1
▶ Note: This dialogue appears only if Karlach is not in the party
- Tell Gortash that you have no interest in this sham of a coronation +1
Approaching Duke Ravengard after the coronation:
- Ask what has happened to the city's great hero +1 (a Baldurian option)
- Ask if the current state of the city is what they call tyranny +1
- 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 +1
- At the Crimson Draughts, speaking to Araj Oblodra, tell Astarion that you all shall leave if he wishes +1
- At Grey Harbour Docks, persuade Captain Sleam to take the entire Brislen family +1
- At the Devil's Fee, persuade Helsik to offer a free sample +1
- At the Society of Brilliance, refuse to hand the Githyanki egg over to Havkelaag and call his experiment barbaric. +1
At the Sorcerous Sundries:
- Tell Lorroakan you're here to stop him when you bring Dame Aylin to him at Ramazith's Tower +1
- Tell Haarlep you are there to kill them, or attack Haarlep straightaway +1 (either option)
- Refuse to undress for Haarlep +1
- Refuse to vow your body to Haarlep +1
- After obtaining The Annals of Karsus, tell Gale that you won't stand in his way OR that the crown sounds promising +5
- OR convince him not to reforge the Crown of Karsus and reassure him that he can still be a great wizard without it. +1
After Gale speaks with Mystra at Stormshore Tabernacle:
Camp/Conversation
- Tell him going to Sorcerous Sundries sounds like an excellent idea +1
- When Vlaakith projection emerges at the camp, tell Lae'zel to stand her ground +1
- After rescuing Gale from Orin, ask him if he was hurt by Orin or tell him that she made a grave mistake kidnapping him. +1
Disapproval
When he is a companion character in your active party, the following interactions will cause Gale to lose approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Accept Astarion's apologies and say you would have done the same -1
- Tell the tielfling kids trained by Asharak that they are going to die -1
- Tell Pandirna to hush or you will snap her neck -1 (the line is available for all classes except Barbarian)
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you and grab her by the hand -1
- After saving Mirkon from the harpies, tell him to stop snivelling or the harpies will return -1
- Take Alfira's lute out of her hands and smash it -1
- Prod Nettie's bird twice -1
- If you are confronted about stealing the Idol of Silvanus, return the idol and apologise -1
While the Emerald Grove is preparing for the goblin attack
- 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 -5
- Talking with Scratch via Speak with Animals, shout at the Gomwick's corpse to prove he indeed is dead. -1
- In the Underground Passage, heal Findal, then attack him -1
- When Auntie Ethel surrenders, let her go and keep Mayrina in exchange for fey hair. -5
- Talking to Gandrel without Astarion in the party, tell the former how to find your camp -1
- After killing the mother Owlbear, kill the cub as well -1
- Read the Necromancy of Thay yourself -5
- Drop and prepare to destroy the Necromancy of Thay -5
- Give the Necromancy of Thay to Astarion -5
- Tell Tracker Grikka that you will get answers from prisoners. -1
- When Crusher orders you to kiss his foot, obey -1, then start licking it -1
- 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
- After questioning Liam, leave him tied to the rack -1
- Agree to attack the Emerald Grove with Minthara with or without asking for a reward. -5
- Leave Benryn to die under the wreckage -1
- After rescuing Nere, tell him to finish the slaves, OR choose to say nothing -1 (either)
- 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)
- Talking to Vlaakith, say you're a friend who brought the artefact to her -1
- Agree to Vlaakith's request to kill the person inside the Mysterious Artefact -1
- Talking to the Dream Guardian, say you're going to kill them on Vlaakith's command -1, and then indeed stab them -1
- Steal the Blood of Lathander from the Secret Chamber -1
Camp/Conversation
- After asking Gale for initial information about himself, ask to tell more (Gale evades the answer), then try peering into his mind through Wisdom check. -5 (Whether you succeed the check, matters not)
- When Mizora shows up in the camp, ask her whether she will leave if you turn on Karlach -1
- When you find Gale feasting eyes on conjured image of Mystra:
- When Gale offers to help you feel the Weave, turn him down -2
- Agree to Gale's offer, and when he asks you to "picture the concept of harmony", tell him that it's too abstract. -1
- When the other companions find out that Astarion is a vampire:
- Say you think he won't hurt anyone of you -5
- OR Say that if they don't like it, they can leave. -5 [Needs Verification]
- When Gale first tells you about his 'condition', tell him to stop flattering you -1
- Delve into Gale's mind using your tadpole to find out about his need to consume artifacts, and then:
- Fail the second Wisdom check -10
- OR, if succeeded, confess to having used the tadpole afterwards. -5
▶Note: Both these choices may result in Gale permanently leaving the party, if you fail the subsequent DC 12 Persuasion check or DC 12 Insight check.
- If you do not give Gale enough magical artefacts and he tells the player they no longer need to give him any (because he's made a deal with Raphael), use the tadpole's powers to find out why -5
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.
- When judging with He Who Was, order Madeline to stab herself, then to continue -1, and finally succeed a Persuasion roll to keep her going -3.
- Drink the spiked wine when talking to Jaheira inside
- Tell Isobel she's going to meet Ketheric face-to-face -10
- Playing as The Dark Urge, give in to your urge to kill the Strange Ox. -1
- Tell Rolan to stop whining and do something about it -1
- Tell Rolan that Cal and Lia are better off dead than in the cult's hands -1
- After Mol is taken, tell Mattis she's probably dead already. -1
- Lick the dead spider twice -1 (each time)
- After freeing the goblins, go upstairs and tell Disciple Z'rell that you're going to free the prisoners in the jail cells next. -1
- At the Tadpoling Centre, use the Neural Apparatus to purge the pods. -1
- 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
- When Elminster visits camp, joke about how you'll be rid of the Absolute and Gale when he uses the orb
- During the stargazing cutscene, tell him you don't want to listen to him wallow in self-pity when he asks you to stay with him -5
- After sleeping with Gale, tell him it was on one-night thing and will not happen again. -5
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson -1
- OR, Playing as The Dark Urge, propose to kill and kill again -1
- Yell 'Boo! Get off the stage!' to Dribbles -1
- Volunteer Gale to the stage as a special assistant to Dribbles, and then cheer him, telling "Go on!" -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 -1
- Agree to deliver the gnome leader's head to Manip Falcäo -1
- Tell Sauceman Chorizo that you can show him pleasures his husband never could. -1
- (After taking Raphael's deal) Tell Gale that it was a fair trade -1
- In the Audience Hall, playing as a Bard, tell Lord Amber's Bodyguard that Waterdeep's walking statues are a bore -2
At the Flaming Fist barracks:
- If failed to convince Arkleia Oloril to trade, attack her -1
When you spot Fist Reynash trying to open a chest:
- Intimidate or blackmail him into giving you his stash -1
- Speaking to Manip Bakshi afterwards (regardless if you succeeded a check to discover Reynash's thieving attempt or not), choose to attack him OR let him arrest you -1 (either)
- In Cazador's Dungeon, let Astarion complete the Rite of Profane Ascension -1
- At the Graveyard, tell Gothric Rillyn that being buried alive sounds like apt punishment for thievery -1
- At the Flymm Cargo, refuse to give Redhammer to Allandra Grey upon returning from the Iron Throne -1
- Upon returning from House of Hope to Devil's Fee, intimidate Helsik saying that you've just killed a devil in his own home. -1
- Tell Silfy he's not a good salesperson when he tries to sell a copy of Baldur's Mouth Gazette to you. -1
- Tell Lorroakan that you know where the Nightsong is.
- Tell Wyll to break the pact OR to let his father die. -1
- After rescuing Gale from Orin, tell him that he is lucky you bothered to save him. -1
- After obtaining The Annals of Karsus
- Urge Gale to drop the idea to reforge the Crown of Karsus. -1
- After Gale speaks with Mystra at Stormshore Tabernacle, and says that probably the Karsite orb has chosen him, answer that he turns coincidence into delusions of grandeur -1