Ad placeholder

Mirror of Loss

From bg3.wiki
Jump to navigation Jump to search
A Mirror of Loss, in the House of Grief

The Mirror of Loss is a large mirror found in both the Gauntlet of Shar at X: -645 Y: -735 and the House of Grief at X: -474 Y: -1650. The former is cracked and cannot be used for reflection, however the latter is functional and can be offered a memory by the user.

Overview

A stat screen showing total charisma including modifiers. The base Charisma is 8 and it is decreased to 6 by the Stolen Vigour condition applied by the mirror's sacrifice.
A character with base Charisma 8 being affected by the Stolen Vigour condition from the mirror.

The Mirror of Loss found at the House of Grief can be used to gain a permanent bonus to one ability of the player's choice, and also a +1 to Charisma, in exchange for a temporary penalty. Each character may use the mirror independently, offering a sizable stat increase to your entire party.

Using the mirror

To access the benefits of the mirror, one party member must first pass either an Arcana (DC 25) or Religion (DC 25) check to recognize the purpose of the mirror. If this check was already done for the Mirror in the Gauntlet of Shar, the player will not be prompted to do so again in the House of Grief.

Each party member may then surrender one or more memories to the mirror, optionally attempting a Religion (DC 25) check beforehand to offer a prayer to Shar. The character who underwent the Mapping of the Heart receives advantage on this Religion check. Each party member must pass the Religion check or it won't gain benefits from offering a memory to the mirror (i.e. Never getting the ability bonus response), only 1 party member needs to pass the Arcana check.

Surrendering a memory to the mirror requires choosing one ability to sacrifice,[note 1][note 2] which will be temporarily cursed with Stolen Vigour, a -2 penalty to the chosen ability.[note 3]

If the character made a successful prayer check beforehand, there is a chance that they will be rewarded with a memory that allows them to select an ability to receive a permanent +2 bonus – up to 24.

Details

For more details on the permanent bonus, see permanent bonuses.

When a character offers a memory to the mirror, there is a hidden roll to determine the outcome (possibly a d10). If that roll is...

  • 6 or higher and the character passed the religion check: You feel the presence of something, ancient and unknowable. It has taken notice of you.
    • This option lets you select the +2 ability bonus.
    • You can only get this option after passing the DC 25 religion check for each character that uses the mirror.
    • Once you get this option, you won't be able to use the mirror again with that character.
  • 5 or higher and the character hasn't already received this outcome: Disappointment floods your mind. You were sure to succeed Stelmane, but Lord Enver Gortash has stolen your support. All that charming and cajoling in the parlours of the Upper City, wasted.
  • 4 or higher and the character hasn't already received this outcome: You embody a merchant, deep in mourning. His wife died, and he cannot bear to go on. Only the House of Grief can help him.
    • If the party encountered Arves outside the House of Grief, this narration is modified slightly to include his name.
  • 3 or higher and the character hasn't already received this outcome: You embody a heartbroken heiress, desperate to forget an unrequited love. The sadness flees from you... along with a string of numbers. A safe combination?
  • 2 or higher and the character hasn't already received this outcome: Your mind is that of corrupt alderman, eager to forget his transgressions. You feel them fade away... but your faith in the goddess Selûne is devoured along with them.
  • 1 or higher and the character hasn't already received this outcome: You embody an officer of the City Watch. A comrade died because of you. The dead man's face fades away... but the identities of informants vanish as well.
  • Default outcome: A jumble of memories clamour for your attention. They range from ancient to new. But none are yours.
    • This option can be landed on multiple times once other options are depleted.

In total, each character will have 7 opportunities to roll (1 per ability plus 1 from passing the Deception check, though the Deception option cannot result in any outcome but the default).

If you successfully achieve the best outcome, you will receive the message: *Where once the mirror showed nothing, there is now something. Memories, experiences, skills. All prised from the minds of others, and now offered to you, to choose from.*

  • Claim memories of strength from a long-dead general, who marched under the banner of a vanished kingdom. → gain +2 Strength
  • Help yourself to the memories of seasoned thief's most daring exploits. → gain +2 Dexterity
  • Seize the memories of a barbarian, whose mind and body were tempered against hardship. → gain +2 Constitution
  • Glean the secrets of a wizard who once stalked the library of Candlekeep. → gain +2 Intelligence
  • Turn to the wisdom of a drow. Once of Lolth, then of Shar. → gain +2 Wisdom
  • Warm to the guile of a bard who could charm even a dragon. → gain +2 Charisma

Shadowheart

Disloyal

If no longer loyal to Shar, Shadowheart is entirely denied the mirror's benefits, as she has already surrendered most of her memories to it. She is not given the opportunity to be cursed, nor receive a boon. In addition, she has disadvantage on the Religion check to offer a prayer to the mirror, though passing this difficult check still yields no benefit.

Chosen of Shar

If Shadowheart becomes a Dark Justiciar, overthrows the Mother Superior, and becomes Lady Shar's Chosen, she will automatically receive a permanent +2 bonus to the ability of her choosing without receiving a curse.

Becoming a Dark Justiciar gives her an advantage on the Religion check to offer a prayer to the mirror. Passing it does nothing, though, as it is not required for her to get the +2 bonus.

  1. Claim the Strength found in a spirit who has had to fight for her place in the world.
  2. Steal the deft-handed prowess of someone trained in stealth all her life.
  3. Seize the fortitude that lies in a heart denied a thousand times.
  4. Adopt the curiosity of a young child who hungered for knowledge forbidden to her.
  5. Absorb the wisdom of a novice who weathered harsh lessons and harsher punishments.
  6. Embrace the cunning of a youth who learned to succeed through charm and deceit.

Related literature

Footnotes

  1. If a character has read the Necromancy of Thay and acquired the Forbidden Knowledge condition, they may surrender that instead of an ability. This will guarantee the +2 bonus, regardless of the prayer check.
  2. Characters have the option of attempting to trick the mirror with a false memory (Deception DC: 20). This will result in neither curse nor boon being applied.
  3. The curse lasts until taking a long rest or using the Remove Curse spell.