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Wyll/Approval: Difference between revisions
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* When [[Vidor|Manip Vidor]] says you are meant to be heading towards Moonrise, answer "doing your job, you mean" {{Approval|Wyll|+1}} | * When [[Vidor|Manip Vidor]] says you are meant to be heading towards Moonrise, answer "doing your job, you mean" {{Approval|Wyll|+1}} | ||
* Talking to [[Meygan|Harper Meygan]] mourning [[Yonas]], give her his sword (if you looted his body) {{Approval|Wyll|+1}} | * Talking to [[Meygan|Harper Meygan]] mourning [[Yonas]], give her his sword (if you looted his body) {{Approval|Wyll|+1}} | ||
* Pay [[Mattis]] extra for the [[Tower-Shaped Key]] {{Approval|Wyll|+1}} | * Pay [[Mattis]] extra gold for the [[Tower-Shaped Key]] {{Approval|Wyll|+1}} | ||
* Playing as [[The Dark Urge]], curb your yearn to tear the [[Strange Ox]] apart. {{Approval|Wyll|+1}} | * Playing as [[The Dark Urge]], curb your yearn to tear the [[Strange Ox]] apart. {{Approval|Wyll|+1}} | ||
* Play the lute to wake up [[Art Cullagh]] {{Approval|Wyll|+1}} | * Play the lute to wake up [[Art Cullagh]] {{Approval|Wyll|+1}} |
Revision as of 18:34, 27 November 2024
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
Wyll likes acts of heroism and defending the innocent or defenseless.
Wyll dislikes villainous acts like killing the innocent or defenseless.
The actions and choices listed on this page will raise or lower Wyll's Approval.
For more information about the approval system, see Approval.
Contents
Greetings
Depending on their approval rating, Wyll may greet the player with:
Negative (<0):
- "You've got something to say?"
- "Go ahead."
Neutral and Medium (0 - 39) or Neutral and up in Act Two:
- "Well met."
High and up (40+) in Act Three
- "Let's talk."
- "Always good to talk, my friend."
When spoken to by someone other than the player character:
- "I'm all chatted out, I'm afraid - though I may have a word with the chief."
Romance
Partnered
- "I'm here for you, always."
Approval
As a Companion character, the interactions listed below will cause Wyll 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:
- Demand more than apologies from Astarion after the spawn attacks 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
- Recruit Gale into the party +1
- Convince the tieflings holding Lae'zel to leave (using Deception, Persuasion or Intimidation lines or unique Bard, Monk, Paladin, Drow, Githyanki options). +1
- Speaking to Gimblebock near Chapel Entrance, choose the 'attack' dialogue option +1
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- OR Take a swing at Aradin during his argument with Zevlor +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +5 (either after the scene at the entrance or in his cave)
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1 [Needs Verification]
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +1
- Tell Guex not to shout out his moves after helping him train +1
- Order Lae'zel to stand down when talking to Zorru +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest +1
- Let Arka shoot Sazza +1
- Talk with Rolan about his wizard master Lorroakan and agree to set up an introduction +1 (works if Gale is in your party)
▶ 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 DC 10 Perception check), and tell her to relax (either straightaway or after successful DC 5 Insight check). +1
- In the confrontation with Barth about the locket, stand for Meli +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
- 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 +1 (either option)
- OR, Playing as a Drow, say you don't threaten/kill children +1
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +1
- 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
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Agree to kill the goblin horde's leaders for Zevlor +5
- Help Alfira finish her song +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:
- Convince Memnos to join the fight against the goblins +1
- Tell Pandirna that they have something to fight for +1
- Refuse to open the gate for Minthara +5
- Successfully defend the Grove and then talk to Zevlor +15
- Tell Lakrissa to buy you a drink to be even +1 (this point may be earned either before attack or after defeating goblins)
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Helm, Ilmater, Oghma, Selune, 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
- 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
- When talking to Auntie Ethel and Mayrina at the Riverside Teahouse:
- When Auntie Ethel surrenders, answer that the best solution is a dead hag. +1
- Reject Mayrina's locket as a reward for saving her +1
- Resurrect Connor Vinderblad, and then hand Mayrina the Bitter Divorce wand OR leave keeping the wand +1 (either option)
- OR Attack Connor +1
- Gain entrance to the village by intimidating the the goblin guard at the southern gate +1
- Attack Fezzerk and his gang +5
- Deliver the final blow to Fezzerk when confronting him near the windmill +5
- 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
At the front gate:
- Fling worg dung at Sentinel Olak +1 (requires DC 10 Athletics check and triggers a fight with gate guards)
At the outer camp:
- Invite the Owlbear Cub to your camp +1 (if you spared him earlier at the his nest)
- Then speak to Krolla and convince her to let the cub go with you, using any check-based option +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 Crusher starts a fight, make him kiss your foot after defeating him. +1
In the Shattered Sanctum:
- If Warrior Trinzas questions you about the ruckus, tell her, it was the sound of her friends dying. +1
- Pick a fight with Priestess Gut in the throne room +1 OR in her chambers +5
- Attack Dror Ragzlin, straightaway or after interrogating the dead illithid +5
- Tell Minthara that Sazza was too stupid to understand you prior +1
- OR, Playing as a Lolth-Sworn Drow, tell Sazza she should have seen a superior in you at once +1
▶ Note: These options are 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 location +1
▶ Note: These options are 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
At 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). +5
- Side with Karlach when Wyll confronts her and recruit her +20
- When dealing with the dying hyena:
- Agree to fight gnolls to save Rugan +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +10
- OR As a paladin swear on your oath to Counsellor Florrick to rescue Duke Ravengard. +10
- 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
- Refuse to help Zarys find her people/missing shipment +1
- Free Rugan, if he survived Zarys's torture and your fight against other Zhentharim +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
- Refuse Glut to kill Spaw after defeating the duergar, saying that you'll have no part of this OR that you'll kill the treacherous myconid instead. +1 (either option brings approval and immediately starts fight with Glut)
- Attack Gekh Coal at the beginning of the conversation +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
- If Baelen ate the Noblestalk himself, offer Derryth to help leave him +1
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer +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
- Convince the Deep Rothé to give in to their rage and attack the duergar +1
- After finding Philomeen, talk to Lunkbug and say she's done for +1
When dealing with Ward Magmar:
- Tell Magmar that he disgusts you +1
- Playing as a Dwarf, tell him that the duergar live up to their cruel reputation +1
- Pay respect to the heap of deep gnomes' corpses after killing or deceiving Brathwen and Viss +1
- Promise the deep gnome slaves that you'll do what you can to help them +1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them +5
- Side with Elder Brithvar when confronting Nere +1
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +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
- After freeing Barcus Wroot, bid him farewell and good luck +5
- 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
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 that warriors fight for something, not just to kill +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:
- 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 discussing the tadpole and its lack of side-effects, choose any option besides the "poison mushroom" one +3
- When Lae'zel intends to kill everyone to prevent them transforming, talk her out of it +5
- Ask him if he's worried about his father's abduction +3
- After talking about what it's like being a duke's son, say "Good wine? I'll toast to that" +1
- Tell Wyll you should rescue Duke Ravengard +3
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1
- 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, tell the devil:
- Talking to Wyll afterwards, say you are not taking Raphael's deal +1
- Ask him how he came to be the Blade of Frontiers +5
- Ask him how he became involved with Mizora +5
- Encourage him to get of out his pact with +5
If Karlach died:
If Karlach was spared:
- Tell Mizora not to lay a finger on Karlach during her first appearance +5
- Ask him how it feels to be a devil +3
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 Grymforge:
- Playing as a Bard, a Druid, a Fighter, a Monk, a Wizard or a 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
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)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers +1
- When Kar'niss the drider comes to take the convoy to Moonrise Towers, choose to attack it (straightaway or after speaking with it) +1
At the House in Deep Shadows:
- Agree to play hide-and-seek with Oliver +2 (one point for each round of the game)
- Convince Oliver to reunite with Thaniel. +1
When dealing with He Who Was:
- Agree to find Madeline's Ledger for He Who Was +1
- After ordering Madeline to hurt herself as Ben and Marc did -1, stop her, saying she had done enough +1
Elsewhere:
- Free Dolly Thrice from the Moonlantern carried by Kar'niss +1
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family +1
Last Light Inn
Speaking to Jaheira:
- At the very first time you meet, show her the Mysterious Artefact +1
- When talking to Jaheira inside the inn, drink the spiked wine +1
- If you have talked to Marcus already and know his mission, try to convince Jaheira that he is a spy +1
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- Playing as The Dark Urge:
Talking to Counsellor Florrick:
- Ask whether the Flaming Fist are just going to stand around +1
- If Wyll is in the party, tell Florrick it's your business what had happened to him +1
Talking to His Majesty via Speak with Animals:
- Say you only wanted to admire him close +1, and then indeed choose to quietly admire him +1
- OR, Playing as a Ranger, say you do not seek his territory +1
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, say that she did the right thing +1 (use basic line or unique for Cleric or Oathbreaker Paladin)
- Ask her what they are doing here, if they headed for Baldur's Gate, and then tell her not to lose hope to see others alive +1 (starts the quest, if you don't have it already)
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Playing as a Half-Orc, tell her to use her anger. +1
- Ask her about others, and then say that running was right call +1
- When Alfira asks you how do you keep going, answer:
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, promise you will find them +1 (starts the quest, if you don't have it already)
- If you successfully Rescue the Tieflings, speak to Alfira again. When she asks how did you do it, answer that you were being a hero +1
- Talk to Alfira after rescuing the tieflings from Moonrise Towers and take the reward +1 (If Lakrissa survived, talking to her starts the same cutscene)
- Before trying to saving captured refugees:
- If Danis survived and reunited with Bex:
- Smile and then say it's wonderful to see them together OR mention that it is all thanks to you +1
- When Bex asks why you helped, answer that you did it because they were in trouble +2 (a Cleric character will have a unique line)
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- Promise to rescue them if they are alive OR say that it is your responsibility to bring them back +1 (starts the quest, if you don't have it already)
- OR, Playing as a Sorcerer, tell him he won't be able to read his spellbook if he keeps drinking +1
- If you have already saved him from the Shadows, say you're absolutely going to gloat +1
- If either Cal or Lia (or both) died while rescue attempt:
- If both siblings survived, after they thank you, ask Rolan whether he has something to add +1
Talking to Ide after drunken Rolan has snapped on her:
- Say you're sorry, and then add that he is more immature than she is +1
- OR Call Rolan a grump, and when Ide complains he called her a "ragged little devil", tell her next time call him one back +1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Persuasion +1 (requires a DC 14 roll)
- Help Mol win the game of lanceboard against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options, or following Gale's advice (if he is in party) +1
▶ Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars.
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Talking to Harper Meygan mourning Yonas, give her his sword (if you looted his body) +1
- Pay Mattis extra gold for the Tower-Shaped Key +1
- Playing as The Dark Urge, curb your yearn to tear the Strange Ox apart. +1
- Play the lute to wake up Art Cullagh +1
- Tell Halsin that he can count on you before he opens the portal to Shadowfell. +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
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).
- 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
- Tell Araj Oblodra that Astarion is his own person
- At the Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods.
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory agree to purge the mind.
▶ Note: This option is available only after successful passive DC 18 Insight check
- In the Tadpoling Centre, tell Mizora you'll help her if she releases Wyll from his pact (Perception check required)
▶ Note: This option gains approval only if Wyll is in party when saving Mizora
- Then pass any skill check in response to Mizora asking why she should let her pet go
- When Wyll tells you his story about entering the pact with Mizora:
Camp/Conversation
- After talking to Florrick at Last Light Inn, tell Wyll you can't let the Absolutists take Grand Duke Ravengard +5
- When Wyll invites you for a dance with him, smile and bow. +5
- Wish Wyll a good night or ask if he wants to spend the night together with you. +10
- Recruit Halsin to your party after the fight with Apostle of Myrkul.
- When Arabella says she misses her parents, tell her that her pain will heal with time. +1
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna:
- 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)
- Say "Woof" to Angry Mar'hyah twice. +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
Elsewhere:
- 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, 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 The Dark Urge, refuse your urge to kill the Strange Ox. +1
▶ Note: Available if you haven't resolved interactions with the Ox in the Act Two
- 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, say you don't want gratitude from criminals +1
- OR Ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice +1 (either option)
- OR Continue asking about, and after Farlin says Stone Lord is trouble, answer that so are you, too. +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 Karlach 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
- At the entrance, convince Klaus to let you in, 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
- 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:
▶ 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 (works 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 Wyll himself and Karlach +1
▶ Note: If you volunteer Karlach to the stage, you'll get +2 instead of [+1] each time
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique lines for Warlock or 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, say that he is probably dead now +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
At the Open Hand Temple
- 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
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
- OR Tell him that you'll take the bomb but use it only as a last resort. +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
- 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)
- At Fraygo's Flophouse, tell Adventurer Drim that the word "adventurer" means nothing anymore. +1
- At Sharess' Caress, when trying to hire both Sorn Orlith and Nym Orlith, say it was a bad idea, when Wyll declines. +1 (This option appears only if you're partnered with the warlock)
- At Sharess' Caress, after trying a swig of Hoots Hooligan's 'special', say that Flaming Fist should lock her up for selling it. +1
- 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 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 the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- Pass the Steel Watcher that confronts you at the coronation +3
▶ Note: This dialogue appears only if Karlach is not in the party
- 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 him and confirm your decision +1
- Agree to witness the ceremony of Gortash's ordain, saying "All right" OR "Let's get over" +1 (either option)
- After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards +3
Talking to Duke Ravengard after the coronation:
- Speak to the Duke +3
- Ask him whether the "new dawn" is what they call tyranny now +2
- As a Baldurian character, ask what has happened to the city's great hero +1
- After using any of these lines, explore Ravengard's mind with illithid check +3, and tell him Florrick sent you +3
- OR Initially tell the Duke that Florrick sent you +3, 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
In the Wyrm's Rock Prison:
- Convince Counsellor Florrick to escape the prison +7
- After escorting Florrick out, tell her she's proven to be a vital ally +10
In the Wyrmway:
- At the entrance, when Balduran's statue requests, say you're worthy +3
- OR Let Wyll answer the statue himself, if he is in the party +7 [Needs Verification]
- Wake Ansur's spirit +10
- Pick up the Helm of Balduran after defeating Ansur +5
Camp/Conversation
Disapproval
As a Companion character, the interactions listed below will cause Wyll 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.
- Accept Astarion's apologies and say you would have done the same -1
- Playing as The Dark Urge, tear off Gale's hand -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
- Scold Elegis for being scared of a few goblins OR tell her to get to digging their own graves -1
- While speaking with Arron, say the refugees will be fine due to their devilish powers. -1
- Tell the tiefling 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)
- Convince Arka to spare Sazza (using Persuasion, Intimidation or Detect Thoughts) -1
- OR Fail to use Detect Thoughts on Arka -1
- Promise Sazza that you will free her -1
- Free Sazza and tell her to follow you -1
- Refuse Zevlor to kill the goblin horde's leaders -1
- Threaten Mol when first meeting her in the Tiefling Hideout -1
- After successfully stealing the Idol of Silvanus for Mol, tell her you will be keeping it -1
- OR, Playing as a Rogue, advise her not to ask, just take -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, catch Silfy trying to pickpocket you and grab her by the hand -1
In the Sacred Pool and druid caves:
- Do nothing when Kagha is threatening Arabella -1
- After resolving Arabella's fate, tell Kagha that you would have killed the girl outright. -5
- OR Tell her you just wanted to see what would happen. -5
- OR Tell her that it was quite a show. -5
- OR Praise Kagha for protecting her own -1
- Prod Nettie's bird twice -1
- Playing as a Rogue, pick Mirkon's pockets while he is charmed by the harpies. -1
- After saving Mirkon from the harpies, tell him to stop sniveling or the harpies will return -1
- Steal Alfira's extra lute -1
- Take Alfira's lute out of her hands and smash it -1
- Tell Alfira she should give up on her song -1
- Kick Timber the squirrel -1.
- If you miss, try to kick her again -1
- Playing as The Dark Urge, when confronted by a companion about kicking Timber, answer that it came right at you OR that your instincts are sharp -1
While the Emerald Grove is preparing for the goblin attack
- 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
- 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).
- Betray the Grove (open the gate) after blowing the horn -10
- 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 -1
▶ Note: This scene appears only if Aradin has previously left the grove
- While talking to Demir and Johl after Auntie Ethel disappears, tell them they're on their own -1
- Chasing after Auntie Ethel in her lair, speak to Lorin and roar at him. -1
- When Auntie Ethel surrenders, let her go and keep Mayrina in exchange for fey hair. -5
- If you killed Auntie Ethel and spared Mask of Regret, speak to the latter afterwards and choose to attack her -1
- Allow Auntie Ethel to take your eye as a payment for ridding you of the tadpole -1
- Resurrect Connor Vinderblad, then pocket the Bitter Divorce wand -1
- Interrupt the bugbear and ogre lovers in the barn -1
- Pay Fezzerk a lot of gold to let you pass -1
- Untie Barcus Wroot off the windmill wing and demand a compensation from him -1
- Smear the dung over your face on Sentinel Olak's demand -1
- 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
- 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.
- 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
- 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
- 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)
- Refuse Halsin to help him save the grove after freeing him -5
- Tell Rugan that you are here for the cargo, not to rescue him. -1
- Tell Counceller Florrick that she needs to find someone else to rescue Duke Ravengard. -5
- Agree to Find the Missing Shipment for Zarys. -1 (distracts a point regardless of whether you know the truth about cargo's fate or not)
- Kill Rugan, if you conspired with him about missing shipment and if he survived Zarys's torture and your fight against other Zhentarim -1
- After purchasing Oskar Fevras from Brem, 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
- When speaking with Glut after defeating the duergar, agree to eliminate Spaw for Glut. -1
- If Baelen Bonecloak ate the Noblestalk himself, tell Derryth Bonecloak you know exactly what you've done -1
- Ask Ward Magmar how to get a slave of your own -1
- After killing Magmar and Pistle, tell Skickpit to use the elevator to surface. -1 (further options to convince the gnome won't bring more approval)
- After rescuing Nere, tell him to finish the slaves, OR choose to say nothing -5 (either)
- Side with Nere against Brithvar -1
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, kill the gnome slaves as well, when he orders you to -5
- After defeating Nere, ask Brithvar about the gnome slaves and tell him that they are a valuable asset. -5
- Attack Ellyka near the point of encounter with githyanki squad -1
- OR, Being disguised as a gith, provoke her to attack you. -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)
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger -1, and then indeed kill him -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
- Steal the Blood of Lathander from the Secret Chamber -1
Camp/Conversation
- When Wyll with other companions finds out that Astarion is a vampire:
- When discussing the tadpole and its lack of side-effects, propose to dig up some poison mushrooms -1
Spoiler warning! This section reveals interactions with The Dark Urge.
- Playing as The Dark Urge, confess to murdering the bard -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
- After first encounter with Raphael, tell Wyll you are considering the cambion's deal -1
- When discussing how he came to become The Blade of Frontiers, be dismissive of him saving a little boy from goblins -2
- After it is revealed he is Duke Ravengard's son, tell him you don't care about his lineage -3
- Playing as a Sorcerer, ask him if his false eye is made of sending stone, and pass a passive Insight check. -5
- OR, Playing as a Wizard, ask him, pass the check, and use illithid powers afterwards to find out the truth -5
If Karlach was spared:
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
When dealing with He Who Was:
- Order Madeline to hurt herself as Ben and Marc did -1 (Evil Cleric will have a unique line)
- Then tell her to stab herself and don't stop OR to prove she is sorry -1 (either option)
- Finally succeed a Persuasion roll to keep her going -1
Elsewhere:
- When talking to Dolly Thrice, ignore her pleads two times and keep the Moonlantern. -1
- After saving Rolan from the Shadows, tell him to shut up and be grateful -1
Last Light Inn
Speaking to Jaheira:
- When talking to Jaheira inside the inn, tell her that you drink to darkness that will come when you drag Isobel to Moonrise Towers -10 (This option is available is you have Z'rell's orders to do it)
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- Playing as The Dark Urge:
- Obey your Urge and tell Isobel you crave to kill her -10 (this option is available either before kidnapping attempt, or after assault, or if you return to the inn after freeing Nightsong; turns hostile Isobel and any Harper who sees it)
Talking to His Majesty via Speak with Animals:
- Hiss back at him, say that he is in your territory, and order to get out -1
- OR, Playing as a Barbarian, WOOF at him -1
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, conclude that she abandoned others -1 (use basic line or unique for Barbarian, Fighter, Monk or Paladin (except Oathbreaker))
- Ask her what they are doing here, if they headed for Baldur's Gate, and then say she did the right mess of things. -1
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone, tell her to stop whining -1
- Ask her about others, and then say that it was a cowardly move -1
- When she asks you how do you keep going, answer that you don't complain constantly -1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers say you imagine the cultists are torturing them right now -1
- Before trying to saving captured refugees:
- If Danis died while saving attempt, tell Bex that he is better off dead than abandoned in Moonrise -1
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- If either Cal or Lia (or both) died while rescue attempt:
- If both siblings survived, after they thank you, ask who is going to pay you -1
- If Rolan died in battle with Shadows, tell either Cal or Lia that he died as he lived - stupidly -1
Talking to Ide after drunken Rolan has snapped on her:
- Call Rolan a grump, and when Ide complains he called her a "ragged little devil", say that he was observant for it's what she really is. -1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Deception or Intimidation -1 (either option, requiring a DC 14 roll)
Talking to Harper Meygan mourning Yonas:
- Say that Yonas was better at joking than at keeping himself alive -1
- If you looted Yonas's body, ask Meygan whether she would like to take Yonas's sword, then say you were kidding and keep it -1
Elsewhere in the inn:
- When talking to Mol after Raphael disappears, say that she should take the bargain if it's a good one -3
- Playing as The Dark Urge, give in to your urge to kill the Strange Ox. -1
- Talking to Councellor Florrick, tell her you have no intentions to go to Moonrise Towers -1
- Kill Fezzerk without combat (through dialogue options)
- When talking to Minthara after killing Ketheric Thorm, propose to take Orin's place to lead the cult of Absolute -1
- Lick the dead spider ( -1 for each lick)
- 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 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.
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
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
In the Angleiron's Cellar:
- Talking to Wulbren, refuse to take the Runepowder Bomb but promise you'll destroy the Steel Watch Foundry your way. -1
- OR Refuse, saying that his plan is too messy and you're out. -1
- OR Refuse, saying that the real enemy is Gortash, not the Gondians, and you'll find another way -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 check -1
- OR Bribe him -1
- Dealing with Akabi, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
- Playing as a Bard, spin the wheel again and try to distract the djinni, asking him about his adventures -1
- Talking to Boney the mephit, say his wife Stoney is not your type -1
- Talk to Lucretious after defeating false Dribbles, and when she asks you to find real clown, answer that you are expensive -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
- OR Just answer "No." -1
- Playing as a Warlock, if going on stage yourself, choose your class-based line as an explanation on why you're special -2
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, 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
- Agree to try Hoots Hooligan's special hooch -1
- At Sharess' Caress, point out how Sorn Orlith and Nym Orlith look alike, and then call them "delicious". -1
- When trying to hire both Sorn Orlith and Nym Orlith, and Wyll declines, ask if he had to spoil the fun. -1 (This option appears only if you're partnered with the warlock)
- Tell Sauceman Chorizo that you can show him pleasures his husband never could. -1
- Sign the contract with Raphael -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 (either option)
- Speaking to Manip Bakshi afterwards (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:
- Refuse to make an alliance with Gortash and then threaten to "end this here" -5 (Immediately starts a combat with Gortash and all the guards and Steel Watchers)
- OR, Playing as The Dark Urge, say that you'll possess both the brain and the crown and won't share -1
- Agree to witness the ceremony of Gortash's ordain, saying "I'd never dream of missing it" -1
- At the climax of the ordaining ceremony, prepare to object, and then do declare that Gortash and Ravengard are with the Absolute -5 (Immediately starts a combat with Gortash and all the guards and Steel Watchers)
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
In the Wyrm's Rock Prison:
- Talking to Counsellor Florrick, when she sinks into despair, say you don't need her -1
- At the Graveyard, tell Gothric Rillyn that being buried alive sounds like apt punishment for thievery. -1
- Tell News Hawker Luan that her salesmanship is terrible. -1
- At Flymm Cargo, let Allandra Grey take Redhammer away after you've returned from the Iron Throne -1
Camp/Conversation
Bugs
- As of Patch #7, Wyll will use his negative greetings regardless of approval.