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Karlach/Approval
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Template:CompanionTab 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:
Low (-1 or less)
- "Yeah?"
- "What?"
- "Out with it."
Neutral
- "Soldier?"
- "Why're we slowing down?"
- "Hm?"
- "What can I do you for?"
- "Yeah?"
- "What's the story?"
- "Heya."
- "Hey, soldier."
Medium approval (20+)
- "Hey, soldier."
- "Soldier?"
- "What's on your mind?"
- "Copper for your thoughts?"
Romanced with less than 20 approval[Needs Verification]
- "Hey, soldier."
- "Uh huh?"
- "What is it?"
Romanced with 20+ approval
- "Hey, you."
- "Oh, hi!"
- "What're you thinking about?"
Romanced with 40+ approval
- "Darling."
- "Hey!"
- "Soldier?"
- "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 OR tell it that you won't hurt it via Speak with Animals ( +1 any option)
- 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 rescuing her +1
- Recruit Lae'zel +1
- Recruit Gale +1
- Speaking to Gimblebock, choose the 'Attack' dialogue option +1
- Convince Aradin and Zevlor to stop arguing (using Persuasion or Intimidation) +1
- Take a swing at Aradin during his argument with Zevlor +1
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a warriors' rest +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. +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Assist Guex in training (using Athletics, Insight or Detect Thoughts) +5
- Convince Arka not to shoot Sazza (using Persuasion, Intimidation or Detect Thoughts) +1
- Tell Sazza that you will free her from her cage +1
- 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
- Agree to help Zevlor (in his cave) to try to convince Kagha to stop the ritual. (Note: This option appears only if you previously refused to help Zevlor, skipped talking to him, or he was knocked out by Aradin) +5
- 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
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- After being confronted about stealing the Idol of Silvanus, return the idol and apologise +1
- Persuade Kagha to free Arabella +5
- Talk to Kagha after her judging Arabella and call her a monster +5
- Persuade Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +5
- Agree with Zevlor to kill the goblin horde's leaders +5
- Attack Nettie (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
- While speaking with Topaz the bird via Speak with Animals:
- Convince him that the key in its nest is dull +1
- OR kick the bird +1
- OR, playing as a Bard, choose unique line about his song +1
- 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 (Note:this scene appears only if Aradin has previously left the grove) +1
- Successfully make the Owlbear to let you go peacefully +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 either defend or question Auntie Ethel +1
- While talking to Demir and Johl after Ethel disappears, offer to help them find their sister +1
- After entering the Sunlit Wetlands, pass the check to break the illusion, then say 'BAA' at the Redcaps when you speak to them +1 (up to 3 times)
- 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
- Give Ethel's Bitter Divorce wand to Mayrina +1
- Resurrect Mayrina's husband, and then hand her the wand +1
- (if Astarion is not in your party) When talking to Gandrel, tell him that Astarion is under your protection +1. Further in dialogue, refuse to help the hunter find your camp +1
- Gain entrance to the village by Persuading or Performing for the booyahg guard on the roof near the southern gate +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 'just one lick' +5
At the front gate:
- Fling dung at Sentinel Olak (hidden behind other dialogue options; triggers a fight with gate guards) +5
- Tap once on the War Drum +1
- Use Performance to play a rhythm on the War Drum +1
In the outer camp:
- In the chicken-chasing game, convince the Owlbear Cub to run to the camp gate +1
- Successfully Intimidate Crusher +1
- After defeating Crusher, choose mercy and help him up. +1
- Tell Eight "sorry for your loss" +1
Inside the Shattered Sanctum:
- After moving with Priestess Gut to her "private chapel", allow Gut to feel around your head +1
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location +5
- Move in for the kill when speaking to Dror Ragzlin +1 (after freeing Halsin, without having him with you)
In Worg Pens:
- Free the bear and side with him against the goblins +1
- After freeing Halsin, agree to Defeat the Goblins and tell Halsin to get to safety +5
- After defeating Anders and his crew, and Karlach having rampaged in the Tollhouse, tell her she looks hot. +3
- When dealing with the dying hyena:
Zhentarim Hideout When trying to enter the hideout:
- Successfully use Detect Thoughts to tell Zarys you're here to help find the missing shipment. (Note: if you've already found it, the "I know what became of Rugan" dialogue will not give approval.) +1
- Use Persuasion to tell Zarys you're just here to trade +1
- Use Intimidation to tell Zarys you "go where you please" +1
- Refuse to kill Rugan when Zarys tells you to +1
When dealing with Brem and the artist Oskar Fevras:
- Intimidate Brem into lowering the price +1
- Buy Oskar. +1
- Give Oskar an additional 200 gold after freeing him +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +1
- Save Benryn in the burning building +1
- When entering the Myconid Colony for the first time, be honest with the guard and tell them about your tadpole +1
- Give an antidote to Thulla in the Myconid Colony +1
- Tell Sovereign Spaw that you've killed Sovereign Glut because the latter conspired to usurp Spaw's circle +1
- Offer to look for Derryth's husband, for a price or for free +1
- Agree to help Baelen Bonecloak +1
- Give the Noblestalk to Derryth Bonecloak +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
- In the Dread Hollow, place autumncrocus on Myrna’s grave (Note: this option appears after uncovering Myrna's fate in the Arcane Tower)[Needs Verification] +1
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer +1
- Tell Ward Magmar "you disgust me, slaver" +1
- Tell 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 +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
- 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
- Allow Lae'zel to speak with the githyanki patrol and Kith'rak Voss +1
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- Vandalise the portrait of Vlaakith +1
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg, telling him:
- Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it +1.
Camp/Conversation
- If Karlach is recruited before Wyll, he will show up when ending this day in the camp. Talk him out of fighting Karlach. +5
- Tell Mizora not to lay a finger on Karlach during her first appearance +5
- Threaten to kill Mizora during her first appearance +1
- After staking Astarion when he tried to bite you, say bringing him to the camp was a mistake +1
- 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
- After having a romantic night, tell her you'd love to be able to touch her properly +5 (Note: the line can be repeated but only the first time gives Approval)
- Agree to give Karlach a Soul Coin to power her up in combat +5
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the Camp (requires food in the inventory) +1
- Successfully heal the Owlbear Cub's paw when it appears again at the camp +1
- Pet the Owlbear Cub after adopting it +1
- 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 her you'll support any choice of hers +1
- OR tell her you believe Kith'rak and she should too +1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- 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're a vampire. +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 Trail:
- Convince the hyena in the convoy that it doesn't belong to goblins and should leave them. +1
- Convince Kar'niss the drider not to attack you after you killed the convoy before summoning him. +1
- 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:
- As a Wizard, tell Harper Lassandra that you can aid in traversing the darkness. +1
- As a Bard, tell Harper Lassandra that the best introductions are made while sitting around a fire. +1
- As The Dark Urge, decide to stay and help Harpers against shadows (instead of abandoning them) +1
- When the shadows warp Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
- Free Dolly Thrice from the Moonlantern (no matter how you obtain it) +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 (this line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars). +3
- After Dammon upgrades Karlach's engine second time at the Last Light Inn, prove it worked, giving her a hug (or kissing, if romanced). +5
- Tell Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn. +10
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him. +1
- Playing as The Dark Urge, tell Isobel that your blood orders you to kill her, then deny the urge, and finally ask her to forgive you. +5
- Ask Counsellor Florrick if the Flaming Fist are just going to stand around. +1
- Play the Lute to wake up Art Cullagh. +1
- Tell Halsin "You can count on me" before he opens the portal. +1
- Successfully protect the portal while Halsin is looking for Thaniel. +1
- Agree to help Arabella find her parents. +1
- Agree to take Arabella in at your camp. +1
- At the Reithwin Tollhouse, successfully convince Gerringothe Thorm to end herself. +1
- Convince Malus Thorm to order his sisters to hone their blades on each other. +1
- Persuade Malus Thorm to operate on himself. +1
- Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +2 (comes one point by another subsequently).
- Safely drink with Thisobald Thorm (rolling Saving Throw, either general or class-based) OR successfully imitate drinking (rolling Sleight of Hand), up to three times total ( +1 each time).
- Successfully entertain the brewer with your stories (through Performance roll), up to two times ( +1 each time). If Performance roll failed, successful subsequent Deception roll earns a point of Approval, nonetheless.
- 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.
- Invite Jaheira to fight with you in front of Moonrise Towers.
- After the first floor is secured, tell Jaheira you sense a bit of envy and ask her to join the fight against Ketheric.
- After passing the persuasion check, and a second set of dialogue, tell Ketheric either:
- That you can help him if he lets you.
- That it isn't too late and his story doesn't end here.
- To come quietly and he'll be spared.
- Tell Aylin to stand down, because Ketheric has surrendered.
- As a Rogue, tell the Reconstituted Duellist that you do not blunder.
- 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 agree to "purge" the mind.
- At Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods.
Camp/Conversation
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Give Yenna some Food. +1
- Tell Brother Clements his god would be proud of Father Lorgan.
- Tell Yannis you'll look into the murder for her +1
- While at the Circus of the Last Days, tell Dribbles "What a corny joke". +1
- If the player approaches the stage, say "I treat everyone around me with kindness", if Karlach was volunteered say "Go on, Karlach", or volunteer some other companion. +1
- If Orin is impersonating Gyldro Angleiron, tell him you would never kill someone you cared about. +1
- As a Baldurian, tell Saer Grotpoll that his accent sounds more Rivington than Baldur's Gate +1
- Woof at Angry Mar'hyah a second time. +1
- Tell Wulbren Gortash is the enemy -not the Gondians -or- You'll contact the Gondians and maybe they'll see reason. ( +1)
- If contacting the Gondians, insist on refusing the bomb. ( +1)
- If you opened the bundle, get more money out of Danzo Arkwright by using any check when returning the Zhentarim letters +1
- Bear the madness from Shirra Clarwen's Curse. ( +1)
- Successfully resist the Curse after taking it from Shirra Clarwen. ( +3)
- Try and help the Dying Stone Lord Thug. +1
- Donate 500 gold for refugees to Manip Nestor. ( +1)
- Consent to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
- Get into Wyrm's Rock by showing the Admission Pass at the gate. +1
- Refuse to deliver the gnome leader's head to the Flaming Fist
- When Naaber pretend to be a dog, tell him "But nobody likes Naaber" +1
- Tell Hoots Hooligan you'll try her new brew
- Show yourself immediately to Dolor in the Facemaker's Boutique
- X: -166 Y: -75 Play with the children.
- Refuse Gortash’s offer to become allies.
- Say “I have no interest in this sham of a coronation” when Gortash’s coronation is about to start.
- Call Gortash a fraud in a nice coat or say you can’t wait to flatten him when talking to Karlach after the coronation.
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.
- Attack the tieflings holding Lae'zel in a cage -1
- Playing as The Dark Urge, tear off Gale's hand -1
- Convince Gimblebock and his crew to flee (using any Ability or Class-unique option) -1
- Refuse to help Zevlor
- Take a swing at Zevlor during his argument with Aradin -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
- Kick Timber the squirrel -1.
- Make Zorru kneel before Lae'zel -1
- After the conversation with Zorru tell Lae'zel that she is good at interrogations -1
- Offer to heal Pandirna for a price but pocket the money and leave -1
- As a Barbarian, tell Pandirna to hush or you will snap her neck -1
- Let Arka shoot Sazza -1
- Free Sazza from her cage and tell her to follow you -1
- Attack Findal after healing him -1
- Tell Arron "Seems like most are tieflings. They'll be fine. They have devilish powers" -1
- Prod Nettie's bird twice -1
- Swear to Nettie that you will take the wyvern poison if you start turning -1
- Let Barth hit Meli for stealing his locket
- 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
- While Mirkon is trying to give you a story for saving him, say you've heard enough of his chatter -1
- After agreeing to steal the Idol of Silvanus for Mol and obtaining it, tell her you will be keeping it -1
- Tell Locke and Komira (Arabella's parents) that it's their fault and they should have tried parenting her -1
- If Arabella has died, lie and tell Locke and Komira that Kagha will release her soon -1
- While using Speak with Animals to talk with Scratch, start shouting at the corpse to prove Gomwick is dead. -1
- While talking to Aradin on the bridge, say you don't waste your time with devil spawn -5
- Choose to go closer to the Owlbear cub or attack the Owlbear -1
- After killing the Owlbear, kill it's cub as well -1
- Read the Necromancy of Thay -1
- Interrupt Buthir and Grukkoh's private moment by opening the doors to the barn north of the Blighted Village -1
- Pay Fezzerk a lot of gold to let you pass -1
- When speaking to Gandrel:
- Yell "Boo, get off the stage!" at Volo in the goblin camp
- When talking to Tracker Grikka, suggest getting answers out of the prisoner yourself -1
- When talking to Minthara, suggest visiting the prisoner yourself -1
- Using speak with animals, instruct the chicken to ran to the posts during chicken chasing.
- After defeating Crusher, choose the option to finish him. Triggers a fight with the entire camp.
- Tell Minthara that Sazza is just an idiot -1
- Convince Flind to attack the other Gnolls -1
- Speak with Gith patrol instead of letting Lae'zel speak (any line of two available) -1
- Refuse to give the Noblestalk to Derryth Bonecloak -1
- Agree to be BOOOAL's chosen -1
- Offer to help hunt down the escaped gnome and the pair of boots for Gekh Coal -1
- Ask Ward Magmar how to get a slave of your own -1
- Convince the Deep Rothé to excavate for Skarjall via the Persuasion check "Breathe. Focus." -1
- Side with Elder Brithvar when confronting Nere -1
- Side with Nere against Elder Brithvar -5
- Let Elder Brithvar take the enslaved deep gnomes -5
- Flirt with Mizora when she shows up -1
- Ask Mizora if she will leave if you turn on Karlach -5
- Letting Volo follow through with his attempt to remove the parasite
- When meeting Raphael say "I'll do anything to get rid of the tadpole" -1
- 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
- Dark Urge Confess to murdering the bard -1
- Agree to Vlaakith's request to kill the person inside the Astral Prism. -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)
- Surrender the Mysterious Artefact to Kith'rak Therezzyn -1
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Side with the convoy against the Harpers. -1
- Traversing Shadow-Cursed Lands with the convoy, side with the ambushing Harpers. After defeating the convoy, tell the Harpers' leader you're going to kill them and take the lantern. -1 (Taking this course starts the fight with ambushing Harpers immediately).
- 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
- As The Dark Urge, give in to your urge to kill the Strange Ox. -1
- 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 3 Soul Coins from Lann Tarv in exchange for hearing about the souls inside them (This line appears only if Karlach is in the party). -5
- Kill the Goblins without combat -1
- Tell Shadowheart you will support her becoming a Dark Justiciar when in the Gauntlet of Shar.
- Agree to help Balthazar in the Gauntlet of Shar.
- Offer to search the Gauntlet of Shar to help Yurgir.
- Purge the pods in Tadpoling Centre -5
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory "consume" the mind.
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.
- Accept the Runepowder bomb from Wulbren Bongle -or- This is too messy for you.
- If contacting the Gondians, accept the bomb anyway.
- Tell Farlin that you're happy to help them against Cairos and his men.
- Refuse to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
- Pick "Delicious" after pointing out the two drow look alike.
- Tell News Hawker Luan that his salesmanship is terrible. -1
- Sell the Githyanki egg to the Society of Brilliance.
- Give Redhammer to Allandra Grey at the end of Avenge the Drowned -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.
- Intimidate Helsik to keep the gauntlets -1