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=== Act Two === | === Act Two === | ||
{{SpoilerBox|act=2|nograd=1|unhide=1| | {{SpoilerBox|act=2|nograd=1|unhide=1| | ||
'''[[Ruined Battlefield]]''' | '''[[Ruined Battlefield]]'''<br> | ||
* | ''If entering the [[Shadow-Cursed Lands]] from the [[Grymforge]]:'' | ||
* When the shadows warp [[Yonas|Harper Yonas]], choose to run from the fight {{Approval|Karlach|-1}} | |||
''If entering the [[Shadow-Cursed Lands]] from the [[Rosymorn Monastery Trail]]:'' | |||
* Traversing Shadow-Cursed Lands with the convoy and [[Kar'niss]] the drider, protect them from [[Harpers]], thus maintaining your cover as a True Soul {{Approval|Karlach|-1}} | |||
** OR Side with the ambushing Harpers. Then, after defeating the convoy, tell the Harpers' leader you're going to kill them and keep the lantern.{{Approval|Karlach|-1}} ''(Taking this course immediately starts the fight with remaining Harpers)''. | |||
▶''''' Note:''' Works, too, if you managed to pick up the lantern during the battle.'' | |||
* If ambushing the convoy '''with''' the Harpers, start the dialogue with the drider and reveal the ambush to it {{Approval|Karlach|-1}} | |||
''Elsewhere:'' | |||
* When judging with [[He Who Was]], order [[Madeline]] to stab herself {{Approval|Karlach|-1}}, then to continue {{Approval|Karlach|-1}}, and finally succeed a [[Persuasion]] roll to keep her going {{Approval|Karlach|-1}}. | * When judging with [[He Who Was]], order [[Madeline]] to stab herself {{Approval|Karlach|-1}}, then to continue {{Approval|Karlach|-1}}, and finally succeed a [[Persuasion]] roll to keep her going {{Approval|Karlach|-1}}. | ||
*Give up all your gold to [[Gerringothe Thorm]]. {{Approval|Karlach|-1}} | * Give up all your gold to [[Gerringothe Thorm]]. {{Approval|Karlach|-1}} | ||
'''[[Last Light Inn]]''' | '''[[Last Light Inn]]''' |
Revision as of 22:30, 22 November 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
Low approval
Flirting:
- "Hey, soldier."
- "Uh huh?"
- "What is it?"
- "Yeah, honey?"
- "Hmm?"
- "What's on your mind?"
- "What?"
- "Yeah?"
- "Something on your mind?"
Medium and higher approval
Flirting:
- "Hey, you."
- "Oh, hi!"
- "What're you thinking about?"
- "Darling."
- "Hey!"
- "Soldier?"
- "What's on your mind?"
- "Hey, soldier."
- "Yeah?"
- "What's 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 +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
- Ask Lae'zel to say 'please' after convincing the tieflings to leave. +1
- Recruit Lae'zel +1
- Recruit Gale +1
- Speaking to Gimblebock near Chapel Entrance, choose the 'Attack' dialogue option +1
In the Hollow
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- Take a swing at Aradin during his argument with Zevlor +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +3 (after the scene at the entrance)
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest +1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1
- Convince Nadira to give you her Soul Coin after saving her from the bugbear +1
- Convince Rolan, Lia and Cal to stay and help, using Persuasion or certain Class- or Race-based options. +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +5
- Convince Arka to spare Sazza (using Persuasion, Intimidation or Detect Thoughts) +1
- Promise Sazza that you will free her from her cage +1
▶ 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
- Agree to kill the goblin horde's leaders for Zevlor +5
In the Sacred Pool and druid caves:
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- Persuade Kagha to free Arabella +5
- After resolving Arabella's fate, talk to Kagha and call her a monster OR accuse her of killing the child in cold blood +5 (either option)
- OR, Playing as a Drow, say you don't threaten/kill children +5
- OR Attack Kagha +1
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +5
- OR Choose to attack Kagha instead of persuading her +1 (gains approval regardless of whether you've been successful convincing her to go against them or not)
- Attack Kagha after speaking to Zevlor second time (about her demands) +1
- While dealing with Topaz the bird via Speak with Animals:
- After Nettie poisons you, attack her (no need to kill her) +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Help Alfira finish her song +1
- After being confronted about stealing the Idol of Silvanus, return the idol and apologise +1
While the Emerald Grove is preparing for the goblin attack
- 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 to her the Grove's location
- 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 choose to defend Auntie Ethel +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 through the southern gate - by Persuading the goblin guard, OR, Playing as a Bard, performing for him +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 worg dung at Sentinel Olak +5 (requires DC 10 Athletics check and triggers a fight with gate guards)
- Tap once on the war drum +1
- OR Use Performance to play a rhythm on the war drum +1
In the outer camp:
- Stir the Owlbear Cub against the goblins through DC 15 Animal Handling check or DC 15 Persuasion check +1
- OR Playing as a Barbarian, do it through DC 10 Persuasion check +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
- Tell Eight that you're sorry for his loss. +1
Talking with Crusher:
- When he orders you to kiss his foot, obey -1, then start licking it +1
- Steal the ring from Crusher's toe after you kneel in front of him. +1
- Make Crusher kneel and kiss your foot, using Intimidation. +1
- If Crusher attacks you, defeat him, then say you've made a point and help him up. +1
Inside the Shattered Sanctum:
- After moving with Priestess Gut to her "private chapel", allow Gut to feel around your head +1
- Tell Roah Moonglow that you killed her friends in the Zhentarim Hideout. +1
- Attack Dror Ragzlin, straightaway or after interrogating the dead illithid +1
- 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
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location +5
▶ 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
In the Worg Pens:
- Stop the goblin children from throwing stones at bear by any means +1
- OR Make Brawler Birka release the bear and then attack the goblins +1
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). +5
- When dealing with the dying hyena:
- Successfully use Detect Thoughts on Anders to unveil his true intentions and stand to Karlach +10 (she must be in the party)
- Save Rugan, then use Persuasion to convince him to sell his employer's wares +1
- 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. +5
- Save Benryn in the burning building +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
▶ Note: If you've already found the shipment, the dialogue line "I know what became of Rugan" will not give approval.
- If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order. +1
- OR Free Rugan, if he survived Zarys's torture and your fight against other Zentharim +5
- Promise Oskar Fevras to speak to his captors +1
- Purchase the artist from Brem for the price he asks initially +1
- Make Brem lower the price through Intimidation or Persuasion +1
- OR Make him let Oskar go for free, using any check-based option +1
- Give Oskar 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
- Ask Omeluum to tell you more about the tadpole +1
- Offer to look for Derryth's husband, for a price or for free +1
- Agree to help Baelen Bonecloak escape from the Bibberbang field +1
- Give the Noblestalk to Derryth Bonecloak +1
- If Baelen ate the Noblestalk himself, offer Derryth to help leave him +1
- Tell Gekh Coal that you're not going to help a slave-catcher. +1
- Defeat the Duergar Intruders and report back to Sovereign Spaw +1
- Tell Sovereign Spaw that you've killed Sovereign Glut because the latter conspired to usurp Spaw's circle +1
- In the Dread Hollow, place autumncrocus on Myrna’s grave +1
▶ Note: this option is available only if you have found and read Letter from Amarith in the Arcane Tower
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer +1
- 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, or tell Laridda directly +1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them +5
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +5
- If failed to convince Brithwar, choose the line "I am freeing these gnomes. Just try and stop me." (immediately starts the fight with the rest of duergar) +5
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves +1
- After freeing Barcus Wroot, bid him farewell and good luck +5
- 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
- Allow Lae'zel to speak with the githyanki patrol and Kith'rak Voss +1
- Upon entering the Créche, first tell Gish Far'aag that Voss sent you; then pretend to be an avatar of Vlaakith and succeed a DC 30 Performance check. +1
- Vandalise the portrait of Vlaakith +1
In the Classroom:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- Playing as a Fighter, save Youth Varrl by whatever means, and then tell him:
In the Hatchery:
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg, telling him:
- that you'll take it to a better crèche +1
- OR that you'll raise it yourself +1
- OR, Playing as a Githyanki, say you'll see it becomes the greatest ghaik-slayer +1.
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 or say you're going to free the person inside +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
- When Shadowheart confesses about her being a Sharran, answer that you don't care, because you all have bigger problems +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 attend to the Owlbear Cub's wound when it appears again at the camp +1
- Pet the Owlbear Cub when it stays at the camp +1 (gains approval only the first time you do it)
- 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 (If playing as Wyll: "... another devil")
- 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
- 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.
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the cowardly hyena in the convoy that it doesn't belong to goblins and should leave them. +1 (requires DC 10 Persuasion check and then DC 14 Persuasion check or DC 14 Intimidation check)
- Stop Warrior Gronag from killing the hyena. Then, when Kar'niss the drider comes, ask him about his lantern and what is there in the shadows. After that, stop the drider from butchering Brawler Vez by any means. +1
- Convince Kar'niss the drider not to attack you after you killed the convoy before summoning him, using Deception OR Intimidation. +1 (either option)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers +1
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a Bard, Druid, Fighter, Monk, Wizard or Paladin ( Oath of Devotion and Oath of the Ancients only), use a class-based answer when Harper Lassandra orders you to come closer. +1
- When the shadows warp Harper Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
- OR Prepare to fight, using basic or unique Fighter, Ranger, Rogue or Paladin ( Oath of Devotion and Oath of the Ancients only) option +1
- OR, Playing as The Dark Urge, choose to try and save them instead of abandoning them +1
At the House in Deep Shadows:
Elsewhere:
- 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:
- 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
- Tell Raphael to stay away from Mol +3
▶ Note: This line appears only if Astarion is not in the party, 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 chase off 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
- Successfully protect the portal while Halsin is looking for Thaniel. +1
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him. +1
- Agree to help Arabella find her parents. +1
- Agree to take Arabella in at your camp. +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
- 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.[Needs Verification]
- 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 Thorm.[Needs Verification]
- 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]
- Playing as a Rogue, tell the Reconstituted Duellist that you do not blunder.[Needs Verification]
- 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.[Needs Verification]
- 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.
- Offer her help:
- Give some coin OR some food +1 (either option, giving food available for all characters except Druid)
- OR Suggest to find a guard for her +1 (available for all characters except Cleric)
- Playing as a Druid, conjure some berries and herbs for her +1
- Playing as a Cleric or a Monk, suggest to find the nearest temple +1
- Playing as a Ranger, suggest to track her mother down +1
▶ Note: Offering Yenna food OR promising to look for her mum after using class-based Ranger line brings another +1 point
At the Sword Coast Couriers:
- Report to Commander Lightfeather that his soldiers fought to the last feather OR that you've found the enemy and pigeons fought bravely against it. +1 (formulation varies depending on whether you have met Tara on the roof or not)
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using Persuasion or Intimidation. +1
In the kennels:
- Say "Woof" to Angry Mar'hyah twice. +1
- Playing as a Druid, tell Mar'hyah that Scratch is not a 'property'. +1
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion, Intimidation or class-based Druid, Fighter or Paladin options. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about. +1
▶ Note: When playing as Wyll origin, this option will have an unique formulation, but still take its place (line 3)
- OR, Playing as The Dark Urge, tell her you do all you can to keep your loved ones safe from your blade +1
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people +1
▶ Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR Tell her that you're going to report to the commanding officer +1
- OR, Playing as The Dark Urge, tell her that mindless slaughter is not the answer +1
- If Orin is impersonating Dying Stone Lord Thug, succeed a passive DC 20 Perception check, and then:
- Say you'll stay with him until the end +1
- OR Say you'll make it quick +1
- OR, Playing as The Dark Urge, resist the urge to torment him +1
In the Angleiron's Cellar:
- Talking to Wulbren, refuse to take Runepowder Bomb but promise you'll destroy the Steel Watch Foundry your way. +1
- OR Refuse, saying that the real enemy is Gortash, not the Gondians, and you'll find another way +1
- OR Suggest to contact the Gondians first, so that they might see reason. +1
- OR, if Barcus Wroot is nearby and butts in, agree and say it sounds like a mass murder +1
Elsewhere in Rivington:
- Agree to chase refugees out from Arfur's Mansion for half-price, and punch Zenovia Dawg when she tries to extort full sum from you +1 (requires failing Persuasion roll against her first)
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian +1
- Tell Tinker Nayzeem that the way people treat refugees is terrible. +1
- Near Requisitioned Barn, donate some gold to Manip Nestor. +1
- Talking to Mattis outside the barn, tell him to watch himself because Baldur's Gate is big and dangerous. +1
▶ Note: This option is available only if tiefling kids survived in Acts One and Two
- Talk to Fist Rowan outside the barn, and when he asks you to give him "one good reason", answer "Barn". +1
▶ Note: This option is available only if Orin is not impersonating Rowan
- Try and help the Dying Stone Lord Thug. +1
- OR, Playing as a Druid, apply a natural salve to his wound +1
▶ Note: These options are available only if Orin is not impersonating the Thug
- Playing as a Barbarian, in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children +1
In the smugglers' cave:
- After defeating Caïros and his thugs, if Farlin survived, ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice +1 (either option)
- At the entrance, convince Klaus to let you in, bribing him, using Persuasion, Deception or any class-based option except pretending to be a friend of Gortash's +1
- OR, Playing as The Dark Urge, say you used to be a murderer +1
- OR, Playing as an Archfey Warlock, first say that you never pass up a faerie mischief +1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting +1
Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD. +1
- Play the game and accuse the djinni of rigging the wheel +1
- If successful, play again and try to distract Akabi, letting out a loud fart +1
- OR, Playing as a Bard, ask him about his adventures +1
- OR Provoke him to transform you +1
- After returning from jungle, talk to the djinni again and say you have had much fun OR promise he will pay for it +1 (either option)
When passing Zethino's trial, choose answers:
- First question: ★'Zariel' +1 OR ★'Gortash' +2
- Second question: ★'Bashing and sex' +2
- Third question: ★'Probably dead' +1 OR ★'Settled with partner and kids' +2
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
- Talking to Boney the mephit, call his wife Stoney magnificent +1
- OR Note that she's a lot bigger than himself +1
- OR, Playing as a Druid, say they both are magnificent +1
Dealing with Popper the kobold trader:
- Grab Dribbles's' hand from his counter, and then:
- Persuade him to give you the hand for free +1
- Intimidate him to let you go with the hand +1
- Use Deception to make him lower the price +1
▶ Note: Class-based Deception lines for Wizard, Warlock or Sorcerer do not give approval [Needs Verification]
- Playing as a Paladin or a Cleric, tell him that graverobbing is a profane act +1
- If talking to Popper after defeating false Dribbles, say that offering 'treatoes' now is a bit callous. +1
Dealing with caged beasts:
- Talking to Shadow-Whiskers, break the lock on her cage. +1 (either with or without Speak with Animals)
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up. +1 (either option)
- OR, Say you'd have killed him before he hurts anyone else +1
Watching Dribbles's show:
- Say "What a corny joke." +1
- OR, Playing as a Bard, interrupt him with your own pun +1
- Volunteer any companion to the stage as Dribbles's assistant, except Karlach herself, Wyll and Jaheira +1
▶ Note: If you volunteer Wyll to the stage, you'll get +2 instead of [+1] each time. If you volunteer Jaheira, you'll get +2 instead of [+1] first time.
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for The Dark Urge +1
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh +1
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When Lucretious asks you to find real Dribbles, answer that you are expensive +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
- Playing as a Barbarian, when Sister Yannis curses Valeria in the back, say you'd join a church if more priests spoke muck like her +1
- Then offer Yannis help with investigating the double murder and proving Brilgor's innocence +1
- Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan +1
- OR, Playing as a Monk, say that offering alms to those in need is a sign of a noble soul +1
- Agree to bear Monk Manifestation's curse +1 and then withstand his madness. +3
- At the entrance gate, consent to be arrested by the Steel Watcher. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- At Carm's Garm, when Naaber pretends to be a dog, choose "nobody likes Naaber" line. +1
▶ Note: It may take several sequential attempts to speak with Naaber to get to this dialogue.
- At The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" +1 (either option)
- Agree to try Hoots Hooligan's special hooch at Sharess' Caress. +1
- At Sharess' Caress, speaking to Valeria, say you're here just to have a drink, and then propose a toast to ADVENTURE! +1 (The option is available only after you've started Solve the Open Hand Temple Murders quest)
- 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
- Get access 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, or passing any of class-based checks. +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, give him 300 gold to take the ferry +1
Speaking to Manip Bakshi (regardless of whether you succeeded a check to discover Reynash's thievery or not):
- Successfully use Detect Thoughts on him and pretend to be a new recruit +1
- OR Tell him you've spotted another guard on stealing +1 (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
- OR Leave barracks (or let him escort you out) +1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say:
- That you have seen the army of the Absolute and no where's safe. +1
- OR That the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- OR, Playing as a Fighter, say they are tools like any weapon +1
- OR, Playing as a Ranger, say they are blunt tools, useless against more subtle quarry +1
- Playing as The Dark Urge, when Gortash explains your previous dealings, answer that you've come to end this evil plot +1
- Refuse to make an alliance with Gortash and confirm your decision +1
- Tell Gortash that you have no interest in this sham of a coronation +3
- After killing Orin, speaking to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards +3
Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now +2
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant +2
- OR Ask Ravengard whether he knows that he is infected +2
- As a Baldurian character, ask what has happened to the city's great hero +1
Talking to Karlach after the coronation:
- If you agreed to become allies with Gortash:
- If you declined Gortash's offer or chose neutral line:
In the Wyrm's Rock Prison:
- Convince Counsellor Florrick to escape the prison +1
- After escorting Florrick out, tell her she's proven to be a vital ally +1
- 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
- Say "fuck you" to Gortash as you prepare to dock at the Iron Throne. +1
- Refuse to hand over Redhammer to Allandra Grey after you return from the Iron Throne. +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.
- Speaking with the Tieflings holding Lae'zel in a cage, choose the 'attack' option. -1
- Playing as The Dark Urge, tear off Gale's hand -1
- Convince Gimblebock near Chapel Entrance and his crew to flee (using any Ability or Class-unique option) -1
In the Hollow:
- Take a swing at Zevlor during his argument with Aradin -1
- Refuse to help Zevlor persuade Kagha to let the tieflings stay. -1
- Tell the tiefling kids trained by Asharak that they are going to die -1
- Scold Elegis for being scared of a few goblins OR tell her to get to digging their own graves -1 (either)
- Dig out the recently made grave near the gate -1
▶ Note: The grave appears upon long rest after initial scene when approaching the grove. It might be made to bury Kanon, Aradin or Zevlor.
- While speaking with Arron, say the refugees will be fine due to their devilish powers. -1
- Talk to Strange Ox (without Speak with Animals) and call it a hideous cow -1
- Kick Timber the squirrel -1.
- If you miss, try to kick her again -1
- Playing as The Dark Urge, when you are confronted by a companion about kicking Timber, answer that it came right at you OR that your instincts are sharp -1
- Make Zorru kneel before Lae'zel -1
- Offer to heal Pandirna for a price but pocket the money and leave -1
- Let Arka shoot Sazza -1
- Free Sazza from her cage and tell her to follow you -1
- During Meli and Barth's confrontation about the stolen locket
▶ Note: This line is available only if Arabella has died.
- While talking to/trading with Mattis, either pocket his "lucky ring" straightaway OR tell him you've earned it. -1
- Then, catch Silfy trying to pickpocket you and grab her by the hand -1
- Threaten Mol when first meeting her in the Tiefling Hideout -1
- At the Tiefling Hideout, when Mirkon is trying to present you a story, say you've heard enough of his chatter -1
- After successfully stealing the Idol of Silvanus for Mol, tell her that you will keep it for yourself -1
- OR, Playing as a Rogue, advise her not to ask, just take -1
- Refuse Zevlor to kill the goblin horde's leaders -1
In the Sacred Pool and druid caves:
- After resolving Arabella's fate, tell Kagha that you you just wanted to see what would happen. -5
- If Arabella has died, lie and tell Locke and Komira that Kagha will release her soon -1
- Prod Nettie's bird twice -1
- Swear to Nettie that you will take the wyvern poison if you start turning -1
- As a Rogue, pick Mirkon's pockets while he is distracted by the harpies -1
- After saving Mirkon from the harpies, tell him to stop snivelling or the harpies will return -1
- Playing as a Bard, talk to the squirrels listening to Alfira and first hush them not to ruin the song, and only afterwards the class-unique line "Sing along…" -1
While the Emerald Grove is preparing for the goblin attack
- Tell Mirkon you are not going to save him again OR that he's on his own. -1 (the formulation depends on whether you saved Mirkon from the harpies or not).
- Tell Pandirna that you are here for the show -1
- Tell Zevlor (or Asharak if Zevlor is dead) that it was you who led the horde to the grove, and then that this place belongs to the Absolute -10
- OR That the horde is coming, led by the drow - and you are with them -10
- OR, Playing as The Dark Urge, tell Zevlor that the goblin horde is yours. -1
- Betray the Grove (open the gate) after blowing the horn -10
- In the Underground Passage, heal Findal, then tell him you are here to finish the job, and kill 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 devilspawn -5
▶ Note: This scene appears only if Aradin has previously left the grove
- 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 Auntie Ethel surrenders, let her go and keep Mayrina in exchange for fey hair. -1
- In Overgrown Tunnel, if you killed Auntie Ethel:
- If spared Mask of Regret, speak to the latter afterwards and choose to attack her -1
- Playing as a Duergar, take the Petrification off Efrin and laugh at him -1, when he asks to examine him, refuse to do it -1
- When speaking to Gandrel:
- Read the Necromancy of Thay -1
- Interrupt the bugbear and ogre couple in the barn -1
- OR let Astarion interrupt them (if he is in party). -1
- Pay Fezzerk a lot of gold to let you pass -1
In the outer camp:
- Yell "Boo, get off the stage!" at Volo as he performs. -1
- Tell Tracker Grikka that you will get answers from prisoners. -1
- Using Speak with Animals, tell the Dishevelled Chicken to shut up and play. -1
▶ Note: These options are available if you have killed the Owlbear Cub in its nest.
- Playing a tour of chicken-chasing, tell the Owlbear Cub to run to the posts, using Speak with Animals -1
- When Crusher orders you to kiss his foot, obey -1
In the Shattered Sanctum:
- Promise Minthara to get information from the captive (i.e. Liam) -1
- Tell Torturer Spike to let you put the prisoner through paces. -1
- OR, Playing as The Dark Urge, propose to show Spike how it's done -1
- OR, Playing as a Drow, tell him that you don't try, you get results. -1
- Then torture Liam yourself. -1
- After questioning Liam, leave him tied to the rack -1
- Tell Minthara that Sazza was too stupid to understand you prior -1
- OR, Playing as a Lolth-Sworn Drow, tell Sazza she should have see a superior in you at once -1
▶ Note: These options are available if you have previously freed Sazza from the cage in Emerald Grove
- Agree to attack the Grove with Minthara with or without asking for a reward. -5
In the Worg Pens:
- Tell goblin children to keep at the bear, to aim for his eye, or to use sharper stones. -1 (either option)
- Throw a rock yourself. -1 (Makes Halsin hostile)
- OR Make Brawler Birka release the bear and then attack the animal -1
- Refuse Halsin to help him save the grove after freeing him -1
- Order Flind to attack the other gnolls instead of you -1
- Save Rugan, then tell him to give the cargo to you, using Intimidation or provoking a fight -1
- If you fail to intimidate Rugan into surrendering the cargo to you, say you can harm him no less worse than gnolls would have -1 (makes him hostile)
- At the tollhouse, tell the merchant Cyrel that you'll take the supplies and everything else she owns. -1
- Leave Benryn to die under the wreckage -1
- Kill Rugan, if he survived Zarys's torture and your fight against other Zhentarim -1
- Purchase Oskar Fevras from Brem, then speak to the artist and call him a slave twice -5
- Agree to hunt down Thulla for Gekh Coal, for reward or for free -1
- Steal Boots of Speed from Thulla while she's helpless. -1
- Tell Derryth Bonecloak you're going to keep the Noblestalk for yourself -1
- OR Successfully Intimidate her into giving you reward for the finding, then take the reward and keep the mushroom. -1
- If Baelen ate the Noblestalk himself, tell Derryth you know exactly what you've done -1
- Agree to be BOOOAL's chosen -1
- When Lunkbug tells you where to find Philomeen, answer that you'll take her head for a trophy. -1
- After finding Philomeen, talk to Lunkbug and say she's done for -1
- Ask Ward Magmar how to get a slave of your own -1
- Persuade the Deep Rothé to breathe, focus and excavate for Skarjall -1
- Provoke a fight against Elder Brithvar by either taunting him to try and take your gold OR suggesting to rat him out to Sergeant Thrinn about his conspiracy against Nere -1 (either option)
- Side with Elder Brithvar when confronting Nere -1
- Side with Nere against Elder Brithvar -5
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, kill the gnome slaves as well, when he orders you to -5
- Let Elder Brithvar take the enslaved deep gnomes after the fight with Nere -5
- Attack Ellyka near the point of encounter with githyanki squad -1
- OR, Being disguised as a gith, provoke her to attack you. -1
- Speak with Voss instead of letting Lae'zel do it -1 (any line of two available)
- Upon entering the crèche, playing as a Ranger, Intimidate Gish Far'aag to let you pass, saying you're hunting either mind flayers or the gith -1
- 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
- Talking to Vlaakith, say you're a friend who brought the artefact to her -1
- OR Rat Shadowheart out that it was she who stole it -1 (the line is available only if Shadowheart is in the party)
- 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
- Shoo the Owlbear Cub out of the camp when it comes wounded -1
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
If entering the Shadow-Cursed Lands from the Grymforge:
- When the shadows warp Harper Yonas, choose to run from the fight -1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Traversing Shadow-Cursed Lands with the convoy and Kar'niss the drider, protect them from Harpers, thus maintaining your cover as a True Soul -1
▶ Note: Works, too, if you managed to pick up the lantern during the battle.
- If ambushing the convoy with the Harpers, start the dialogue with the drider and reveal the ambush to it -1
Elsewhere:
- 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
- Playing as The Dark Urge, give in to your urge to kill the Strange Ox. -1
- Playing 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.
Talking to Yenna, be rude to her:
- Ask where did she last see her mum, then say her mother is probably dead. -1
- OR Tell Yenna to get lost. -1
In the Angleiron's Cellar:
- Agree to Wulbren's proposal to blow up the Steel Watch Foundry and take the Runepowder Bomb -1
▶Note: Druid, Rogue and Sorcerer characters will have unique lines for this option
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, say you would kill someone close to you without hesitation. -1
▶ Note: When playing as Lae'zel origin, this option will have an unique formulation, but still take its place (line 4)
- OR, Playing as The Dark Urge, say that you have already done it -1 (This option is available if you have killed either Isobel or your partner in Act Two on demand of your Urge)
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson -1
▶ Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR, Playing as The Dark Urge, propose to kill and kill again -1
- Tell Farlin that you're happy to help them against Cairos and his thugs. -1
- If Orin is impersonating Dying Stone Lord Thug:
- Playing as an Evil Cleric, choose to make him suffer -1
- OR, Playing as The Dark Urge, choose to prod his wound OR to spin the blade -1 (either option)
- If you succeeded a passive DC 20 Perception check, choose to make him scream -1
- OR, Playing as The Dark Urge, say that you'll enjoy watching him die slowly -1
- At the entrance, convince Klaus to let you in, pretending to be a friend of Gortash's (class-based Deception check) -1
- OR Use any Intimidation option -1
- Dealing with Akabi the djinni, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
- Talking to Boney the mephit, say his wife Stoney is not your type -1
- Talking to Lucretious after defeating false Dribbles, tell her that real Dribbles is probably dead now -1
- Talking to Shadow-Whiskers with Speak with Animals, note that her cage looks comfy. -1
- Then tell her to murder whoever she wants OR say "Sure thing, pussycat". -1 (either option)
- Without Speak with Animals, choose the line "Kill them all, kitty". -1
- Talking to Crimson, refuse to feed him via Speak with Animals or mock him for being hungry (without the spell) -1 (either option)
Watching Dribbles's show:
- Yell "Boo! Get off the stage!" -1
- When false Dribbles asks for an assistant, choose to cross your arms and glare. -1
When passing Zethino's trial, choose answers:
Elsewhere in Rivington:
- Stand for Saer Grotpoll protesting against refugees, saying "Out with these interlopers!" -1
- Playing as The Dark Urge, offer Arfur Gregorio to chase the refugees out for free and explain that you just enjoy brutalizing the poor -1
- Leave Scratch with Angry Mar'hyah. -1
- If you let Angry Mar'hyah take Scratch back, speak to him and ask to be a good boy -1
- Talk to Fist Broadhorn inside the barn and say you were just looking for anything worth stealing -1
- OR, Playing as a Rogue, if you are caught inside the Requisitioned Barn by Fist Madigan, tell him this is the only place around worth stealing from -1
In the smugglers' cave:
- In smugglers' cave, defeat Caïros and his thugs, and if Farlin survived, tell her that you were happy to help and ask who did you just kill. -1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause -1
- OR Attack Ulma. -1
- At the entrance gate, refuse to be arrested by the Steel Watcher and prepare to fight. -1
- OR Threaten Gauntlet Edwynna -1
- OR Attack Edwynna -1
- Agree to deliver the gnome leader's head to Manip Falcäo. -1
- At Sharess' Caress, point out how Sorn Orlith and Nym Orlith look alike, and then call them "delicious". -1
- Sign the contract with Raphael at Sharess' Caress -2
- Trying to get access into Wyrm's Rock Fortress, choose to leave when Blaze Elin stops you -1
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 (regardless of whether you succeeded a check to discover Reynash's thievery or not), let him arrest you -1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say that you couldn't feel safer -1
- Playing as The Dark Urge, when Gortash explains your previous dealings:
- Agree to become allies with Gortash and slay Orin -1
- OR, Playing as The Dark Urge, refuse to make an alliance, saying that you'll possess both the brain and the crown and won't share -1
- Tell Gortash that you coudn't dream of missing his coronation. -1
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
Talking to Karlach after the coronation:
- If you agreed to become allies with Gortash:
- If you declined Gortash 's offer:
- When Karlach asks what you'd make of him, say you're impressed how he wormed his way up -5
In the Wyrm's Rock Prison:
- Talking to Counsellor Florrick, when she sinks into despair, say you don't need her -1
- 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
- Undress for Haarlep. -1
- When Haarlep asks you what form he should take for his game, tell him that you always wanted to have sex with Raphael. -1
- Vow your body to Haarlep. -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