Ad placeholder
Gale: Difference between revisions
Line 176: | Line 176: | ||
* Play the Lute to wake up [[Art Cullagh]]. | * Play the Lute to wake up [[Art Cullagh]]. | ||
* Warn [[Isobel]] that [[Flaming Fist Marcus|Marcus]] plans to kidnap her. | * Warn [[Isobel]] that [[Flaming Fist Marcus|Marcus]] plans to kidnap her. | ||
* Tell [[Halsin]] "You can count on me" before he opens the portal ({{Approval|Gale|+1}}) | |||
* Successfully protect the portal [[Halsin]] enters ({{Approval|Gale|+1}}) | |||
'''[[Reithwin Town]]''' | '''[[Reithwin Town]]''' |
Revision as of 22:19, 2 September 2023
Wizard Prodigy | |||||||
Gale Dekarios | |||||||
---|---|---|---|---|---|---|---|
Stats | |||||||
Level 1 | |||||||
| |||||||
Race | [[| ]] | ||||||
Type | Humanoid | ||||||
HP | 8 | ||||||
AC | 10 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Medium | ||||||
Weight | 60kg / 120lbs | ||||||
Proficiency Bonus | +2 | ||||||
Initiative | +2 | ||||||
Character information | |||||||
Class | |||||||
Background | Sage | ||||||
Location | Wilderness | ||||||
Allies | Tara, Elminster, Mystra (dependant) | ||||||
In-game | |||||||
Gale is an Origin character and Companion in Baldur's Gate 3. He is a Human Wizard with the Sage background.
Origin characters can be played as the main character, otherwise, they can be recruited as a companion early on.
“ | There's a gust of Weave about you, but it's a mere breeze. I need a tempest. |
„ |
— Gale, in search of powerful magic |
Gameplay
As a Wizard, Gale excels at learning and casting a wide variety of arcane Spells. Using his Arcane Recovery ability, he can keep casting spells long after other spellcasters have run out of Spell Slots.
Wizards have the unique ability to learn more spells from spell scrolls they find in their travels, although these spells must be ones they could normally learn on a level-up.
At Level 2, Gale can specialise in a school of magic, allowing him to learn spells from that school of magic for reduced cost. This specialization also grants Gale extremely powerful bonuses to spells cast from that school of magic.
Proficiencies
Equipment
- , , , , , ,
- Light armour, Shields
Saving Throws
Skills
Spells Known
Level 1 Spells Known
Cantrips Known
Recruitment
Gale can be recruited in Act One.
- Gale is first encountered when approaching the Roadside Cliffs Ancient Rune Circle, north of the Ravaged Beach and near the Nautiloid crash site. Upon drawing near the circle, Gale will emerge from it. He will suggest joining forces to increase their chances of finding a solution to their Tadpole infection. If the player agrees, Gale will join the party.
- It is possible to fail the Strength checks needed to pull him out of the portal.
Background
From a young age, Gale was a prodigy with magic, manipulating magic like a skilled virtuoso plays music. He lived in Waterdeep. He has a tressym called Tara. His talent drew the attention of the Goddess of Magic herself, Mystra, whom was so taken by his skill that she revealed to him arcane secrets known by few others. They shared an intimate relationship until one day Mystra grew distant and disappeared, seemingly displeased with Gale. Spurned by his goddess, Gale lost most of his incredible magical prowess, although he was still a more than capable wizard.
Determined to gain her affections back, Gale sought out a dangerous tome with the objective of returning some lost magic back to his beloved goddess. Ultimately, Gale failed in his endeavour and his body became an unwitting host to an extremely destructive Netherese orb. To keep the orb inhabiting and corrupting his body in check, Gale must continually sate it with powerful magical artefacts - if he fails, the orb will detonate, bearing enough destructive power to bring down even whole cities, and Gale with them.
Personal Quest
Gale's Companion Quest is: The Wizard of Waterdeep
Personality
Gale can come off as proud or arrogant, but will also treat those in need with kindness. He tends to ponder intellectually and looks at everything with a pragmatic and analytical view. Gale tends to be evasive about himself and his past, often changing topics or asking listeners to remain non-judgmental during his stories.
Interactions
Approval
Gale generally approves of doing good and helping those in need. He approves of solving conflicts with diplomacy and appreciates thoughtful or pragmatic solutions.The following story and dialogue choices will cause Gale to gain approval.
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act One
Unsorted
- Use Animal Handling to calm the Scared Boar found near Astarion or tell it (Speak with Animals) that you will not hurt it ( +1)
- Persuade the Tieflings to let Lae'zel go ( +1)
- Recruit Lae'zel into the party ( +1)
- Recruit Karlach into the party ( +2)
- After speaking to Lae'zel, talk to Shadowheart and tell her you agree
- Solve the encounter with Gimblebock outside the Crypt without violence
- Crush the tadpole leaving True Soul Edowin
- During the scene with Mystra, pass all checks then hold his hands or kiss him
- Help Auntie Ethel when she's confronted by Johl and Demir
- Persuade Aradin and Zevlor to stop fighting
- Promise Zevlor you will talk to Kagha about stopping the ritual
- Agree to help the Tieflings for Wyll
- Recruit Wyll into the party (( +1)
- Use Athletics/Insight or Detect Thoughts to help Guex train ( +1)
- Use Persuasion to convince Rolan, Lia, and Cal to stay in the Grove ( +1)
- Talk about Rolan's wizard master Lorroakan and agree to set up an introduction ( +1)
- Step between Arka and Sazza ( +8)
- Use Persuasion/Intimidation or Detect Thoughts to convince Arka to not shoot Sazza ( +1)
- Tell Arabella's mother that the druids are overreacting
- Persuade Kagha to free Arabella
- Call Kagha a monster if she caused Arabella's death
- Persuade Kagha to fight against the Shadow Druids
- Agree with Zevlor to kill the goblin horde's leaders
- Play with Alfira or convince her to finish her song
- Save the Tiefling child from the harpies
- Convince Scratch to go to the camp
- Free the artist Oskar Fevras from the Zhentarim hideout
- Agree to pay the artist Oskar Fevras an extra 200 gold after freeing him
- Give an antidote to Thulla
- Successfully persuade Sa'varsh Kethk to spare Youth Varrl
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg and suggest you'll take it to a better Creche or raise it yourself
- Give Kith'rak Therezzyn the Mysterious Artefact
- As a Warlock, try to bargain with Ch'r'ai W'Wargaz in giving him the Mysterious Artefact
- Refuse Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- Say that it is gratifying to hear him saying that he has grown to trust you ( +1)
- Say that you are happy to help when he shares that he will need to consume magical items ( +2)
- Agree to not ask questions when he asks you to not ask questions
- Decline the devil's offer to remove the tadpole
- Ask him how he proposes to deal with the devil
- Give him the Staff of Crones
- Give him the Necromancy of Thay
- Give him the Amulet of Selûne's Chosen
- Give him the Sword of Justice
- Give him the Idol of Silvanus
- Pet Scratch.
- Tell him he is among friends when he says he has something to tell you
- When he ask if you want to experience magic, say yes
- Feed the Owlbear Cub when it arrives at the Camp
- Successfully skill check to heal the Owlbear Cub when it appears again at the Camp
- At camp, promise Barcuss Wroot that you will find his friend Wulbren at Moonrise Towers
- Question why the Gods don't directly intervene when Elminster comes to your camp
- Tell Arabella her parents would be proud ( +1)
Act Two
- Free Dolly from the Moonlantern carried by Kar'niss.
- Play the Lute to wake up Art Cullagh.
- Warn Isobel that Marcus plans to kidnap her.
- Tell Halsin "You can count on me" before he opens the portal ( +1)
- Successfully protect the portal Halsin enters ( +1)
Camp/Conversation
- Invite Halsin to join your party.
Disapproval
Gale dislikes harming innocents or destroying or wasting valuable knowledge or lore.
The following story and dialogue choices will cause Gale to lose approval.
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act One
- Tell Zevlor that you have other things to do
- Give Astarion the Necromancy of Thay ( -5) or destroy it
- Tell the Tielfling kids trained by Asharak that they are going to die ( -1)
- Attack Findal after healing him ( -1)
- Tell Astarion you'd have done the same after he apologizes for threatening you
Creche Y'llek
- Offer to fight Youth Varrl to the death ( -1)
- Kill Youth Varrl ( -1)
- Suggest you'll cook or sell the Githyanki egg when trying to convince Varsh Ko'kuu to give it to you (-1)
- Crush the Githyanki egg
- Accept Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- When Elminster visits camp, joke about how you'll be rid of the Absolute and Gale when he uses the orb
Act Two
Last Light Inn
- Drink the wine when talking to Jaheira inside
Romance
Trivia
- Gale is voiced by Tim Downie.
- According to Larian Studios, until Patch 3 of Early Access, Gale was both the most romanced and most killed companion.
- Gale received an appearance change in Patch 8. Earrings and a tattoo on his chest/collarbone were added, and his face was changed.
- Gale's last name is "Dekarios."
Gallery
External Links
- Gale on the Forgotten Realms Wiki