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Karlach/Approval

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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.

Greetings

Depending on her approval rating, Karlach may greet the player with:

Negative (<0):

  • "Yeah?"
  • "What?"
  • "Out with it."
  • "Hey."

Neutral (0 - 19):

  • "Soldier?"
  • "Why're we slowing down?"
  • "Hm?"
  • "What can I do you for?"
  • "Yeah?"
  • "What's the story?"
  • "Heya."
  • "Hey, soldier."

Medium and up (20+):

  • "Hey, soldier."
  • "Soldier?"
  • "What's on your mind?"
  • "Copper for your thoughts?"

If spoken to by someone other than the player character:

  • "Sorry - haven't fraternised with you much and not sure if I want to start."
  • "Go get boss if you want to talk."
  • "Tell it to the chief."

Romance

Low approval

Flirting:

  • "Hey, soldier."
  • "Uh huh?"
  • "What is it?"
Partnered:
  • "Yeah, honey?"
  • "Hmm?"
  • "What's on your mind?"
Broken Up:
  • "What?"
  • "Yeah?"
  • "Something on your mind?"

Medium and higher approval

Flirting:

  • "Hey, you."
  • "Oh, hi!"
  • "What're you thinking about?"


Partnered:
  • "Darling."
  • "Hey!"
  • "Soldier?"
  • "What's on your mind?"
Broken up:
  • "Hey, soldier."
  • "Yeah?"
  • "What's on your mind?"

Approval

As a Companion character, the interactions listed below will cause Karlach to gain approval.

Act One

Ico knownSpells lvl 01.png Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.

Ravaged Beach


Roadside Cliffs


Emerald Grove/The Hollow

In the Hollow:

  • Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion Persuasion or Intimidation Intimidation) Karlach approves +1
    • Take a swing at Aradin during his argument with Zevlor Karlach approves +1
  • Promise Zevlor you will talk to Kagha about stopping the ritual Karlach approves +3 (either after the scene at the entrance or in his cave)
  • Agree to kill the goblin horde's leaders for Zevlor Karlach approves +5
  • Playing as a Cleric Cleric of Tempus Tempus and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest Karlach approves +1
  • Tell Arka to seek vengeance and spill some goblin blood over Kanon's death Karlach approves +1
  • Convince Nadira to give you her Soul Coin after saving her from the bugbear Karlach approves +1
  • Convince Rolan, Lia and Cal to stay and help, using Persuasion Persuasion or any available class-based or race-based options Karlach approves +1
  • Playing as a Paladin Paladin, Druid Druid, Cleric Cleric or Bard Bard, offer Pandirna to heal her (for free) Karlach approves +1
  • Assist Guex in training (using Athletics Athletics, Insight Insight, Detect Thoughts Detect Thoughts or unique Githyanki Githyanki, Barbarian Barbarian, Monk Monk lines) Karlach approves +5
  • Convince Arka to spare Sazza (using Detect Thoughts Detect Thoughts or any skill-based or class-based option) Karlach approves +1
    • Promise Sazza to free her from her cage Karlach approves +1
  • While talking to/trading with Mattis, catch Silfy trying to pickpocket you (passive Perception Perception check), and tell her to relax (either straightaway or after successful Insight Insight check). Karlach approves +1
  • In the confrontation with Barth about the locket, stand for Meli Karlach approves +1

In the Sacred Pool and druid caves:

  • Tell Komira that the druids are overreacting and you'll speak with them Karlach approves +1
  • Save Arabella by talking to Kagha or to her viper Teela Karlach approves +5
  • After resolving Arabella's fate, talk to Kagha and call her a monster OR accuse her of killing the child in cold blood Karlach approves +5 (either option)
    • OR, Playing as a Drow Drow, say you don't threaten/kill children Karlach approves +5
    • OR Attack Kagha Karlach approves +1
  • Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) Karlach approves +5
    • OR Choose to attack Kagha instead of persuading her Karlach approves +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) Karlach approves +1
  • While dealing with Topaz the bird via Speak with Animals Speak with Animals:
    • Tell him that the key in its nest is dull Karlach approves +1
    • OR, Playing as a Dwarf Dwarf, that the metal is of bad quality Karlach approves +1 (either option)
    • OR Playing as a Bard Bard, choose the class-specific option about a song Karlach approves +1
    • OR Kick the bird Karlach approves +1
  • After Nettie poisons you, attack her (no need to kill her) Karlach approves +1
  • Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals Speak with Animals) Karlach approves +1
  • Help Alfira finish her song Karlach approves +1
  • After being confronted about stealing the Idol of Silvanus, return the idol and apologise Karlach approves +1

While the Emerald Grove is preparing for the goblin attack

Note: This scene appears only if Wyll left the party due to your choices in dialogue with Minthara, after you have revealed to her the Grove's location

  • Refuse to open the gate for Minthara Karlach approves +5
  • Successfully defend the Grove and then talk to Zevlor Karlach approves +10


Forest/Owlbear Nest

Note: This scene appears only if Aradin has previously left the grove

  • Convince the mother Owlbear to let you go without fighting Karlach approves +1
  • Spare the Owlbear Cub after killing the mother Owlbear Karlach approves +1


Sunlit Wetlands/Putrid Bog

  • When find Demir and Johl arguing with Auntie Ethel, tell them all to calm down, and then choose to defend Auntie Ethel Karlach approves +1 (immediately starts the fight with brothers)
    • OR Ask Ethel straightaway what did she do with their sister Karlach approves +1
    • While talking to Demir and Johl after Ethel disappears, offer to help them find their sister Karlach approves +1
  • After entering the Sunlit Wetlands, break the illusion by any available means, then say 'BAA' at the Redcaps when you speak to them Karlach approves +1 (works twice)
  • (If Astarion is not in your party) When talking to Gandrel, tell him that Astarion is under your protection Karlach approves +1.
    • Further in dialogue, refuse to help the hunter find your camp Karlach approves +1

Dealing with Auntie Ethel:

  • When talking to Ethel and Mayrina in the Riverside Teahouse:
    • Don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble" Karlach approves +1
    • OR tell Mayrina straightaway that Demir and Johl were killed (by you or Ethel) Karlach approves +1
  • After defeating Auntie Ethel, alt=Intimidate her into handing over both Mayrina and fey hair  +5 ** OR Order her to let Mayrina go.  +1 ** OR Say that the best solution is a dead hag. +1 * Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand  +1 ◎ Blighted Village * Gain entrance to the village through the southern gate - by  Persuading the goblin guard ** OR, Playing as a  Bard,  perform for him  +1 * Persuade Fezzerk at the windmill to leave peacefully  +1 ** Untie Barcus Wroot off the windmill wing and tell him that he owes you nothing  +1 * Drop and prepare to destroy the Necromancy of Thay in the Apothecary's Cellar  +1 * Convince Lump the Enlightened to fight alongside you, outbidding goblins  +1 ** Having summoned Lump the Enlightened to aid and ending your deal afterwards, let him have one lick  +5 ◎ Goblin Camp ◆ At the front gate: * Fling worg dung at Sentinel Olak  +5 (requires  Athletics check and triggers a fight with gate guards) ** If failed the roll, wink and fling dung at all other guards  +5 (triggers a fight, too) ** OR Smear the dung over your face  +1 * Tap once on the war drum  +1 ** OR Use  Performance to play a rhythm on the war drum  +1 ◆ In the outer camp: * Stir the Owlbear Cub against the goblins through DC 15 Animal Handling check or DC 15 Persuasion check  +1 ** OR, Playing as a  Barbarian, do it through DC 10 Persuasion check  +1. ** OR, Start a tour of chicken-chasing and prompt the cub to run to the finish posts, using  Speak with Animals or  Animal Handling  +1 * Tell Eight that you're sorry for his loss.  +1 ◆ Talking with Crusher: * When he orders you to kiss his foot, obey  -1, then start licking it  +1 ** OR Give his foot a long lick straightaway  +1 ** Steal the ring from Crusher's toe after you kneel in front of him.  +1 * Make Crusher kneel and kiss your foot, using Intimidation.  +1 * If Crusher attacks you, defeat him, then say you've made a point and help him up.  +1 ◆ Inside the Shattered Sanctum: * After moving with Priestess Gut to her "private chapel", allow her to feel around your head  +1 * Tell Roah Moonglow that you killed her friends in the Zhentarim Hideout.  +1 * Attack Dror Ragzlin, straightaway or after interrogating the dead illithid  +1 ** OR Don't object Ragzlin's orders to report to Minthara  +1 * Convince Minthara to spare Sazza, saying the latter didn't know who you were.  +1 ▶ Note: Sazza must be freed from the cage in Emerald Grove * Tell Minthara that Liam escaped and pass an  Intelligence check to withhold the grove's location  +5 ** OR Tell her that the prisoner told you everything and pass the  Deception check  +5 ▶ Note: This option is available only if you spoke to Minthara before interrogating and freeing Liam * Provoke a fight with Minthara by any available option  +5 ◆ In the Worg Pens: * Stop the goblin children from throwing stones at bear by any means  +1 ** OR Make Brawler Birka release the bear and then choose to attack the goblins  +1 * After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form).  +5 ◎ The Risen Road * When dealing with the dying hyena: ** Playing as a Good/Neutral  Cleric or a non-Oathbreaker  Paladin, successfully bless the dying hyena  +1 ** Playing as a  Ranger, mercy-kill the dying hyena  +1 ** Playing as a  Druid, choose to "destroy the abomination"  +1 * Successfully use  Detect Thoughts on Anders to unveil his true intentions and stand to Karlach  +10 (she must be in the party) * Save Rugan, then use  Persuasion to convince him to sell his employer's wares  +1 ◎ Waukeen's Rest * Agree to rescue Duke Ravengard when prompted by Counsellor Florrick  +1 ** OR, Playing as a  Paladin, swear on your Oath to do it  +5 * Save Benryn in the burning building  +1 ** Find and return him the dowry  +1 ◎ Zhentarim Hideout * 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 * If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order.  +1 ** OR Free Rugan, if he survived Zarys's torture and your fight against other Zentharim  +5 * Promise Oskar Fevras to speak to his captors  +1 * Purchase the artist from Brem for the price he asks initially  +1 ** Make Brem lower the price through  Intimidation or  Persuasion  +1 ** OR Make him let Oskar go for free, using any check-based option  +1 * Give Oskar additional 200 gold after freeing him  +1 ◎ Underdark * When entering the myconid colony, tell Sovereign Spaw the truth about the parasite  +1 ** OR Succeed an  Intimidation,  Persuasion or  Insight roll to enter the colony peacefully  +1 ** OR, Playing as a  Drow,  Duergar or  Deep Gnome, say that the Underdark is your home and you don't need a permission to pass  +1 * Give Thulla an antidote or an Elixir of Poison Resistance (whichever you have)  +1 * Ask Omeluum to tell you more about the tadpole  +1 * Offer to look for Derryth's husband, for a price or for free  +1 * Agree to help Baelen Bonecloak escape from the Bibberbang field  +1 * Give the Noblestalk to Derryth Bonecloak  +1 ** If Baelen ate the Noblestalk himself, offer Derryth help to leave him  +1 * Tell Gekh Coal that you're not going to help a slave-catcher. +1 * Defeat the Duergar intruders and report back to Sovereign Spaw  +1 * Tell Sovereign Spaw that you've killed Sovereign Glut because the latter conspired to usurp Spaw's circle  +1 * In the Dread Hollow, place Autumncrocus on Myrna’s grave  +1 ▶ Note: this option is available only if you have found and read Letter from Amarith in the Arcane Tower * In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer  +1 ** If you find out that BOOOAL is a Redcap, bait him with a tale of bloodshed instead of sacrifice  +1 ◎ Grymforge * Tell Ward Magmar that he disgusts you  +1 * Convince Skickpit you're going to help him, then ask if he really wants you to kill his slavers (using  Persuasion line)  +1 * Pay respect to the heap of deep gnomes' corpses after killing or deceiving Brathwen and Viss  +1 *  Convince the Deep Rothé to give in to their rage and attack Skarjall and his crew  +1 * Promise the deep gnome slaves that you'll do what you can to help them  +1 * After finding Philomeen (and letting her go away), talk to Lunkbug and mention she wants Laridda to move on, or tell Laridda directly  +1 * Stand up for the deep gnome slaves when Nere, once freed, is going to kill them  +5 * Convince Elder Brithvar to free the deep gnomes after the fight with Nere  +5 ** If failed to convince Brithwar, choose the line "I am freeing these gnomes. Just try and stop me." (immediately starts the fight with the rest of duergar)  +5 * If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves  +1 * After freeing Barcus Wroot, bid him farewell and good luck  +5 ◎ Mountain Pass * Playing as a  Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down. +1 ** OR, Being  disguised as a githyanki, tell her you're actually not them OR that she is safe.  +1 * Allow Lae'zel to speak with the githyanki patrol and Kith'rak Voss  +1 ◎Crèche Y'llek * Upon entering the Créche, first tell Gish Far'aag that Voss sent you; then pretend to be an avatar of Vlaakith and succeed a DC 30 Performance check.  +1 * Vandalise the portrait of Vlaakith  +1 ◆ In the Classroom: * Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1 * Playing as a  Fighter, save Varrl by whatever means, and then tell him: ** That capacity for mercy is what separates us from feral beasts  +1 ** That warriors fight for something, not just to kill  +1 ◆ In the Hatchery: * Successfully persuade Varsh Ko'kuu to let you take the Githyanki Egg, telling him: ** That you'll take it to a better crèche  +1 ** OR that you'll raise it yourself  +1 ** OR, Playing as a  Githyanki, say you'll see it becomes the greatest ghaik-slayer  +1. At Captain's Quarters and Inquisitor's Chamber: * Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it  +1. * Ask Ch'r'ai W'wargaz how he knows so much about you.  +1 ** Refuse to hand over the artefact to 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 actually going to free the person inside  +1 ◎ Raphael's Deal * When Raphael briefly takes you to the House of Hope, choose lines: ** "You're mad if you think I'll make a deal with a devil."  +5 (If playing as Wyll origin: "... another devil") ** OR Say "Then fix it. Or die by my hand!"  +5 * After first encounter with Raphael, speak with Shadowheart and choose dialogue option about distrusting the devil twice  +5 ◎ Camp/Conversation ◆ Interactions with companions and camp followers * 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 she's not leaving your camp alive during her first appearance there  +1 ** OR Tell her not to lay a finger on Karlach  +5 * Playing as Wyll origin, after Mizora warps you into a devil for sparing Karlach: ** Say you save your sword for monsters  +5 ** OR Say she can save your back when it comes to it  +5 ** OR Ask her advice on proper care for horns  +5 * When Shadowheart confesses about her being a Sharran, answer that you don't care, because you all have bigger problems  +1 * When Astarion tries to bite you, either stake him or chase him off the camp. In the morning, tell others that bringing him to the camp was a mistake  +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 * Pet Scratch when he first comes to the camp  +1 * Feed the Owlbear Cub when it first comes to the camp  +1 (requires food in the inventory) * Successfully tend to the 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 ◆ Romance * After having a romantic night, tell her you'd love to be able to touch her properly  +5 ▶ Note: This line can be repeated multiple times until the second upgrade of Karlach' heart, but only the first time gives approval ◆ Other interactions * Playing as Astarion origin, confess to her that you are a vampire.  +10 ◎ Companion quest * After defeating Anders and his crew, and Karlach having rampaged in the Tollhouse, tell her she looks hot.  +3 * If you have killed Anders's crew without Karlach in party, tell her about it, then say you always care for your people  +10 ** OR Say you couldn’t allow agents of a devil to roam the area  +5 * Agree to give Karlach a Soul Coin to power her up in combat  +5 * Agree to let Dammon upgrade Karlach's heart first time, if you already have a piece of infernal iron  +10 * After Dammon upgrades her heart first time tell her you still can't touch her, and then choose the line "Of course I do"  +10 [[Intimidation|Intimidate her into handing over both Mayrina and fey hair Karlach approves +5
    • OR Order her to let Mayrina go. Karlach approves +1
    • OR Say that the best solution is a dead hag.Karlach approves +1
  • Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand Karlach approves +1


Blighted Village

  • Gain entrance to the village through the southern gate - by Persuading Persuading the goblin guard
  • Persuade Fezzerk at the windmill to leave peacefully Karlach approves +1
    • Untie Barcus Wroot off the windmill wing and tell him that he owes you nothing Karlach approves +1
  • Drop and prepare to destroy the Necromancy of Thay in the Apothecary's Cellar Karlach approves +1
  • Convince Lump the Enlightened to fight alongside you, outbidding goblins Karlach approves +1
    • Having summoned Lump the Enlightened to aid and ending your deal afterwards, let him have one lick Karlach approves +5


Goblin Camp
At the front gate:

  • Fling worg dung at Sentinel Olak Karlach approves +5 (requires Athletics Athletics check and triggers a fight with gate guards)
    • If failed the roll, wink and fling dung at all other guards Karlach approves +5 (triggers a fight, too)
    • OR Smear the dung over your face Karlach approves +1
  • Tap once on the war drum Karlach approves +1
    • OR Use Performance Performance to play a rhythm on the war drum Karlach approves +1

In the outer camp:

Talking with Crusher:

  • When he orders you to kiss his foot, obey Karlach disapproves -1, then start licking it Karlach approves +1
    • OR Give his foot a long lick straightaway Karlach approves +1
    • Steal the ring from Crusher's toe after you kneel in front of him. Karlach approves +1
  • Make Crusher kneel and kiss your foot, using Intimidation. Karlach approves +1
  • If Crusher attacks you, defeat him, then say you've made a point and help him up. Karlach approves +1

Inside the Shattered Sanctum:

  • After moving with Priestess Gut to her "private chapel", allow her to feel around your head Karlach approves +1
  • Tell Roah Moonglow that you killed her friends in the Zhentarim Hideout. Karlach approves +1
  • Attack Dror Ragzlin, straightaway or after interrogating the dead illithid Karlach approves +1
    • OR Don't object Ragzlin's orders to report to Minthara Karlach approves +1
  • Convince Minthara to spare Sazza, saying the latter didn't know who you were. Karlach approves +1

Note: Sazza must be freed from the cage in Emerald Grove

  • Tell Minthara that Liam escaped and pass an Intelligence Intelligence check to withhold the grove's location Karlach approves +5
    • OR Tell her that the prisoner told you everything and pass the Deception Deception check Karlach approves +5

Note: This option is available only if you spoke to Minthara before interrogating and freeing Liam

  • Provoke a fight with Minthara by any available option Karlach approves +5

In the Worg Pens:

  • Stop the goblin children from throwing stones at bear by any means Karlach approves +1
    • OR Make Brawler Birka release the bear and then choose to attack the goblins Karlach approves +1
  • After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). Karlach approves +5


The Risen Road

  • When dealing with the dying hyena:
    • Playing as a Good/Neutral Cleric Cleric or a non-Oathbreaker Paladin Paladin, successfully bless the dying hyena Karlach approves +1
    • Playing as a Ranger Ranger, mercy-kill the dying hyena Karlach approves +1
    • Playing as a Druid Druid, choose to "destroy the abomination" Karlach approves +1
  • Successfully use Detect Thoughts Detect Thoughts on Anders to unveil his true intentions and stand to Karlach Karlach approves +10 (she must be in the party)
  • Save Rugan, then use Persuasion Persuasion to convince him to sell his employer's wares Karlach approves +1


Waukeen's Rest


Zhentarim Hideout

  • Successfully Intimidate Intimidate the guard Salazon to let you go through the hatch to the hideout Karlach approves +1
    • OR, Playing as a Rogue Rogue, show him single-hand sign "profit"Karlach approves +1
  • If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order. Karlach approves +1
    • OR Free Rugan, if he survived Zarys's torture and your fight against other Zentharim Karlach approves +5
  • Promise Oskar Fevras to speak to his captors Karlach approves +1
  • Purchase the artist from Brem for the price he asks initially Karlach approves +1
    • Make Brem lower the price through Intimidation Intimidation or Persuasion Persuasion Karlach approves +1
    • OR Make him let Oskar go for free, using any check-based option Karlach approves +1
  • Give Oskar additional 200 gold after freeing him Karlach approves +1


Underdark

  • When entering the myconid colony, tell Sovereign Spaw the truth about the parasite Karlach approves +1
  • Give Thulla an antidote or an Elixir of Poison Resistance (whichever you have) Karlach approves +1
  • Ask Omeluum to tell you more about the tadpole Karlach approves +1
  • Offer to look for Derryth's husband, for a price or for free Karlach approves +1
  • Agree to help Baelen Bonecloak escape from the Bibberbang field Karlach approves +1
  • Give the Noblestalk to Derryth Bonecloak Karlach approves +1
    • If Baelen ate the Noblestalk himself, offer Derryth help to leave him Karlach approves +1
  • Tell Gekh Coal that you're not going to help a slave-catcher.Karlach approves +1
  • Defeat the Duergar intruders and report back to Sovereign Spaw Karlach approves +1
  • Tell Sovereign Spaw that you've killed Sovereign Glut because the latter conspired to usurp Spaw's circle Karlach approves +1
  • In the Dread Hollow, place Autumncrocus on Myrna’s grave Karlach approves +1

Note: this option is available only if you have found and read Letter from Amarith in the Arcane Tower

  • In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer Karlach approves +1
    • If you find out that BOOOAL is a Redcap, bait him with a tale of bloodshed instead of sacrifice Karlach approves +1


Grymforge

  • Tell Ward Magmar that he disgusts you Karlach approves +1
  • Convince Skickpit you're going to help him, then ask if he really wants you to kill his slavers (using Persuasion Persuasion line) Karlach approves +1
  • Pay respect to the heap of deep gnomes' corpses after killing or deceiving Brathwen and Viss Karlach approves +1
  • Convince Convince the Deep Rothé to give in to their rage and attack Skarjall and his crew Karlach approves +1
  • Promise the deep gnome slaves that you'll do what you can to help them Karlach approves +1
  • After finding Philomeen (and letting her go away), talk to Lunkbug and mention she wants Laridda to move on, or tell Laridda directly Karlach approves +1
  • Stand up for the deep gnome slaves when Nere, once freed, is going to kill them Karlach approves +5
  • Convince Elder Brithvar to free the deep gnomes after the fight with Nere Karlach approves +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) Karlach approves +5
  • If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves Karlach approves +1
  • After freeing Barcus Wroot, bid him farewell and good luck Karlach approves +5


Mountain Pass

  • Playing as a Githyanki Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down.Karlach approves +1
    • OR, Being disguised disguised as a githyanki, tell her you're actually not them OR that she is safe. Karlach approves +1
  • Allow Lae'zel to speak with the githyanki patrol and Kith'rak Voss Karlach approves +1


Crèche Y'llek

In the Classroom:

  • Persuade Sa'varsh Kethk to let Youth Varrl go from training.Karlach approves +1
  • Playing as a Fighter Fighter, save Varrl by whatever means, and then tell him:
    • That capacity for mercy is what separates us from feral beasts Karlach approves +1
    • That warriors fight for something, not just to kill Karlach approves +1

In the Hatchery:

  • Successfully persuade Varsh Ko'kuu to let you take the Githyanki Egg, telling him:
    • That you'll take it to a better crèche Karlach approves +1
    • OR that you'll raise it yourself Karlach approves +1
    • OR, Playing as a Githyanki Githyanki, say you'll see it becomes the greatest ghaik-slayer Karlach approves +1.

At Captain's Quarters and Inquisitor's Chamber:


Raphael's Deal

  • When Raphael briefly takes you to the House of Hope, choose lines:
    • "You're mad if you think I'll make a deal with a devil." Karlach approves +5 (If playing as Wyll origin: "... another devil")
    • OR Say "Then fix it. Or die by my hand!" Karlach approves +5
  • After first encounter with Raphael, speak with Shadowheart and choose dialogue option about distrusting the devil twice Karlach approves +5


Camp/Conversation
Interactions with companions and camp followers

  • If Karlach is recruited before Wyll, he will show up when ending this day in the camp. Talk him out of fighting Karlach. Karlach approves +5
  • Tell Mizora she's not leaving your camp alive during her first appearance there Karlach approves +1
    • OR Tell her not to lay a finger on Karlach Karlach approves +5
  • Playing as Wyll origin, after Mizora warps you into a devil for sparing Karlach:
    • Say you save your sword for monsters Karlach approves +5
    • OR Say she can save your back when it comes to it Karlach approves +5
    • OR Ask her advice on proper care for horns Karlach approves +5
  • When Shadowheart confesses about her being a Sharran, answer that you don't care, because you all have bigger problems Karlach approves +1
  • When Astarion tries to bite you, either stake him or chase him off the camp. In the morning, tell others that bringing him to the camp was a mistake Karlach approves +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 Karlach approves +1
    • OR tell Lae'zel you'll support any choice of hers Karlach approves +1
    • OR tell Lae'zel you believe Kith'rak and she should too Karlach approves +1
  • Pet Scratch when he first comes to the camp Karlach approves +1
  • Feed the Owlbear Cub when it first comes to the camp Karlach approves +1 (requires food in the inventory)
  • Successfully tend to the cub's wound when it appears again at the camp Karlach approves +1
  • Pet the Owlbear Cub when it stays at the camp Karlach approves +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 Karlach approves +1

Romance

  • After having a romantic night, tell her you'd love to be able to touch her properly Karlach approves +5

Note: This line can be repeated multiple times until the second upgrade of Karlach' heart, but only the first time gives approval

Other interactions

  • Playing as Astarion origin, confess to her that you are a vampire. Karlach approves +10


Companion quest

  • After defeating Anders and his crew, and Karlach having rampaged in the Tollhouse, tell her she looks hot. Karlach approves +3
  • If you have killed Anders's crew without Karlach in party, tell her about it, then say you always care for your people Karlach approves +10
    • OR Say you couldn’t allow agents of a devil to roam the area Karlach approves +5
  • Agree to give Karlach a Soul Coin to power her up in combat Karlach approves +5
  • Agree to let Dammon upgrade Karlach's heart first time, if you already have a piece of infernal iron Karlach approves +10
  • After Dammon upgrades her heart first time tell her you still can't touch her, and then choose the line "Of course I do" Karlach approves +10]]

Act Two

Ico knownSpells lvl 02.png 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 Rosymorn Monastery Trail:

  • Convince the cowardly hyena in the convoy that it doesn't belong to goblins and should leave them. Karlach approves +1 (requires DC 10 Persuasion check and then DC 14 Persuasion check or DC 14 Intimidation check)
  • Stop Warrior Gronag from killing the hyena. Then, when Kar'niss the drider comes, ask him about his lantern and what is there in the shadows. After that, stop the drider from butchering Brawler Vez by any means. Karlach approves +1
  • Convince Kar'niss the drider not to attack you after you killed the convoy before summoning him, using Deception OR Intimidation. Karlach approves +1 (either option)
  • Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers Karlach approves +1

If entering the Shadow-Cursed Lands from the Grymforge:

At the House in Deep Shadows:

  • Agree to play hide-and-seek with Oliver.Karlach approves +2 (one point for each round of the game)
  • Convince Oliver to reunite with Thaniel.Karlach approves +5

When dealing with He Who Was:

  • Agree to find Madeline's Ledger for He Who Was Karlach approves +1
  • After ordering Madeline to hurt herself as Ben and Marc did Karlach disapproves -1, stop her, saying she had done enough Karlach approves +1
    • OR Say her willing to hurt herself was enough Karlach approves +1
    • OR Accuse her of cowardice, using basic or unique Barbarian Barbarian, Bard Bard, Monk Monk lines Karlach approves +1
    • OR Say that it wasn't her fault, using basic or unique Bard Bard, Good Cleric Cleric or Monk Monk lines Karlach approves +1

Elsewhere:

  • Free Dolly Thrice from the Moonlantern carried by Kar'niss. Karlach approves +1
    • After calling Dolly's to replenish her blessing, when she asks for some magic words, choose to "SNURL" Karlach approves +1 (Instead of blessing, Dolly will transform you into a deep rothé)
  • After saving Rolan from the Shadows, tell him to shut up and be grateful Karlach approves +1
    • OR, Playing as a Barbarian Barbarian, a Bard Bard, a Fighter Fighter, a Sorcerer Sorcerer or a Wizard Wizard, use a class-based option Karlach approves +1
    • OR Tell him not to be hard on himself for trying to save his family Karlach approves +1

Last Light Inn

Speaking to Jaheira:

  • At the very first time you meet, show her the Mysterious Artefact Karlach approves +1
  • When talking to Jaheira inside the inn, drink the spiked wine Karlach approves +1
  • If you have talked to Marcus already and know his mission, try to convince Jaheira that he is a spy Karlach approves +1

Dealing with Isobel and Marcus:

  • If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
    • Talk to him and say that his mission ends here Karlach approves +1
    • OR Choose a dialogue option to attack him Karlach approves +1
    • OR Speak to Isobel and warn her, revealing Marcus as a True Soul Karlach approves +10
  • If Marcus assaults the inn (happens if you gained entrance with Mol's help):
    • After speaking to Marcus telepathically, explain to Isobel that he is going to kidnap her Karlach approves +10
  • Playing as The Dark Urge The Dark Urge:
    • Tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior Karlach approves +5 (available after the kidnap attempt AND if you haven't threatened her)

Talking to Councellor Florrick:

  • Ask whether the Flaming Fist are just going to stand around. Karlach approves +1
    • If Wyll is in the party, tell Florrick it's your business what had happened to him Karlach approves +1
    • OR, Playing as Wyll, say it was a devil deal that has gone terribly wrong Karlach approves +2

Talking to His Majesty via Speak with Animals Speak with Animals:

  • Say you only wanted to admire him close Karlach approves +1, and then indeed choose to quietly admire him Karlach approves +1
    • OR, Playing as a Ranger Ranger, say you do not seek his territory Karlach approves +1

Speaking to Cerys:

  • When she tells you about their misfortunes and says they ran until found the inn, say that she did the right thing Karlach approves +1 (use basic line or unique for Cleric Cleric or Oathbreaker Paladin Oathbreaker Paladin)
  • Ask her what they are doing here, if they headed for Baldur's Gate, and tell her not to lose hope to see others alive Karlach approves +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 Half-Orc, tell her to use her anger.Karlach approves +1
  • Ask her about others, and then say that running was right call Karlach approves +1
  • When Alfira asks you how do you keep going, answer:
    • That you take one step at a time Karlach approves +1
    • OR That danger is your life Karlach approves +1
    • OR, Playing as a Bard Bard, a Fighter Fighter, a Druid Druid, a Ranger Ranger, or a Rogue Rogue, use a class-based line Karlach approves +1
    • OR, Playing as a Drow Drow, a Deep Gnome Deep Gnome or a Duergar Duergar, say that only the strong survive Karlach approves +1
  • When Alfira supposes that surviving tieflings were taken to the Moonrise Towers:
    • Promise you will find them Karlach approves +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 Karlach approves +1

Speaking with Bex and Danis:

  • Before trying to saving captured refugees:
    • Promise Bex to find Danis, using any of two basic options, or Paladin Paladin or Cleric Cleric lines Karlach approves +1 (starts the quest, if you don't have it already)
  • 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 Karlach approves +1 (either option)
    • When Bex asks why you helped, answer that you did it because they were in trouble Karlach approves +1 (a Cleric 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 Karlach approves +1 (starts the quest, if you don't have it already)
    • OR, Playing as a Sorcerer Sorcerer, tell him he won't be able to read his spellbook if he keeps drinking Karlach approves +1
  • If you have already saved him from the Shadows, say you're absolutely going to gloat Karlach approves +1
  • If either Cal or Lia (or both) died while saving attempt:
    • Tell Rolan that you wanted to save everyone, but couldn't Karlach approves +1
  • If both siblings survived, after they thank you, ask Rolan whether he has something to add Karlach approves +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 Karlach approves +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 Karlach approves +1
  • When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Persuasion Karlach approves +1 (requires a DC 14 roll)

Dealing with Raphael and Mol:

  • Help Mol win the game of lanceboard against Raphael using the Sleight of Hand Sleight of Hand, Bard Bard, Monk Monk, or Wizard Wizard options, or following Gale's advice (if he is in party) Karlach approves +1
    • Then tell Raphael to stay away from Mol Karlach approves +2

Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars.

  • After that, tell Raphael to leave you alone Karlach approves +1

Elsewhere in the inn:

  • When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" Karlach approves +1
  • Playing as The Dark Urge The Dark Urge, curb your yearn to tear the Strange Ox apart. Karlach approves +1
  • Pay Mattis extra gold for the Tower-Shaped Key Karlach approves +1
  • Play the lute to wake up Art Cullagh.Karlach approves +1
  • Tell Halsin that he can count on you before he opens the portal into Shadowfell.Karlach approves +1
    • Successfully protect the portal while Halsin is looking for Thaniel.Karlach approves +1
  • Call Wulbren a prick when Barcus Wroot talks to him after you rescue him. Karlach approves +1
    • If you did it and ended the dialogue, speak to him again and call him a prick second time Karlach approves +1


Reithwin Town

In the Reithwin Tollhouse:

  • Convince Gerringothe Thorm to end herself by any available option. Karlach approves +1 (requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options)

In the House of Healing:

  • Convince Malus Thorm to order his sisters to hone their blades on each other.Karlach approves +1
    • Then persuade Malus Thorm to operate on himself. Karlach approves +1
  • OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. Karlach approves +2 (comes one point by another subsequently).

At the cemetery:

  • Agree to help Arabella find her parents. Karlach approves +1
    • Then offer Arabella shelter at your camp. Karlach approves +1
  • OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed Persuasion or Intimidation roll to take her to your camp Karlach approves +1 (The Dark Urge The Dark Urge character will have a unique lines and only Persuasion option)

At The Waning Moon:

  • Safely drink with Thisobald Thorm (rolling Constitution, either general or class-based lines) Karlach approves +1(gains approval after first and second rounds)
    • OR successfully imitate drinking (rolling Sleight of Hand) Karlach approves +1 (gains approval only in the first round)
  • Successfully entertain the brewer with your stories (through Performance roll) Karlach approves +1 (gains approval each time).

Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.

  • By any means make Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst Karlach approves +1


Moonrise Towers

  • While entering the Moonrise for the first time, tell Zealot Malik that you are here to take his head Karlach approves +1

Witnessing Ketheric's trial (at the very first visit to Moonrise):

Note: This option will not bring any points for The Dark Urge The Dark Urge character

Talking to Disciple Z'rell:

  • If you killed the goblins:
    • Distract Z'rell with thoughts of your aching for Karlach Karlach approves +1 (gives approval regardless of you romancing the tiefling or not, but halforc's reaction will differ slightly) [Needs Verification]
  • If you spared the goblins, fail the Deception roll to explain it and then say you will free the rest of the prisoners Karlach approves +1
  • If you have helped Balthazar to retrieve Nightsong:
    • Refuse to kidnap Isobel on Z'rell's order Karlach approves +1
    • OR Say you have yet to kill Z'rell and other vermin at the Moonrise Karlach approves +1

At the Moonrise Towers Prison:

  • When approaching Minthara being tortured and erased by Jasin and Sumera:
    • Succeed the DC 18 Wisdom check to reach out to Minthara's mind, tell her to play along, and then convince the questioners that you have broken her Karlach approves +1
    • OR Say that the only thing you're going to break is them Karlach approves +1 (starts a fight with the questioners, with Minthara taking your side)
  • After the fight, escort Minthara out of Moonrise Towers and tell where to find your camp Karlach approves +1
  • Speaking to the Warden for the first time, tell her that her face is bland, too Karlach approves +1
  • Use Deception to convince the Warden that you are Balthazar's closest confidante Karlach approves +1
    • Then try to bribe her Karlach approves +1, and when she takes the money and does nothing, say that you should have see it coming Karlach approves +1
    • OR, Playing as a Rogue Rogue, say it was so well-played that you are not even mad Karlach approves +1
    • OR Refuse to bribe her Karlach approves +1
  • Talking to Lia, promise to help the tieflings escape Karlach approves +1
    • OR Refuse to help them Karlach approves +1
  • Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then promise to help the tieflings Karlach approves +1
  • Speaking to Wulbren, say that Barcus Wroot sent you, OR use any of check-based options Karlach approves +1
    • If the party found themselves in a cell, accept Wulbren's offer to break out together Karlach approves +1
  • Provide Wulbren with any tool capable of destroying a wall Karlach approves +1
  • When Wulbren, once freed, takes the boat and sails off without the party, let him go Karlach approves +1
  • If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners Karlach approves +1

Elsewhere in Moonrise Towers:

  • Sever the connection between Linsella and Barnabus Karlach approves +1
  • Tell Araj Oblodra that Astarion is his own person. Karlach approves +1
    • Then back Astarion in his refusal to bite Araj, telling her "He said no, what's to discuss". Karlach approves +1
    • OR Tell Astarion that he shall not do anything he doesn't want to, when Araj asks you to pressure him into taking her offer Karlach approves +1
  • Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without Speak with Animals Speak with Animals) Karlach approves +1

Final fight at the Moonrise:

  • In front of Moonrise Towers, offer Jaheira to join you in the upcoming fight Karlach approves +5
  • If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a friend. Karlach approves +5
  • After the first floor is secured, tell Jaheira you sense a bit of envy and ask her to join the fight against Ketheric Thorm.Karlach approves +1
  • At the rooftop, tell Ketheric Thorm that you can help, OR that it isn't too late, OR to come quietly Karlach approves +1 (either option)

Note: These lines require first DC 21 Intimidation check or DC 18 Persuasion check, and then any of subsequent DC 30 checks, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric

  • When Nightsong intervenes, tell her to stand down, because Ketheric has surrendered. Karlach approves +1


Gauntlet of Shar

Dealing with Yurgir and his retinue:

  • Lick the dead spider meat Karlach approves +2 (Comes point by point for each lick)
  • When speaking to the orthon initially, choose to attack him straightaway. Karlach approves +1
  • If you agreed to help Yurgir:

Near Pedestal of Reckoning and through Shar's trials:

  • When Shadowheart speaks of her need to go through the trials, answer that this is a distraction OR that you are actually here to gain Ketheric's trust Karlach approves +1 (either option)

Dealing with Balthazar in his outpost:

  • Speaking to Balthazar through Reconstituted Duellist, tell it to leave, because you don't answer to a pile of bones Karlach approves +1
    • OR, Playing as a Rogue Rogue, say you do not blunder Karlach approves +1
    • OR, Playing as a Cleric Cleric of Shar or as Shadowheart, say you belong in this place far more than some bone pile Karlach approves +1
  • Agree to clear the way for the necromancer, and then:
    • Having Mother Dearest in your inventory, ask Balthazar what happened to his mother. Then, tell him you took the urn, and finally say that you'll keep her. Karlach approves +1
  • Refuse to help the necromancer and choose to attack him Karlach approves +1
    • OR, Playing as a Paladin Paladin (except Oathbreaker), say you will smite him where he stands Karlach approves +1

In the Shadowfell:

  • If you have defeated Balthazar:
  • If Balthazar is present and not hostile to the party:
    • Tell him to leave, or he is a dead man Karlach approves +1
    • OR, PLaying as a Good or Neutral Cleric Cleric, choose to attack him Karlach approves +1
  • If Shadowheart is in the party, tell her that she should spare Aylin because the aasimar may know something about her. Karlach approves +1


Mind Flayer Colony In the Necrotic Laboratory:

  • Talking to the Waking Mind, succeed the passive Insight check and choose to purge her mind Karlach approves +1
  • Talking to the Fresh Mind, wish them good night Karlach approves +1
  • Talking to Balthazar, successfully pretend to be a thrall Karlach approves +1 (This option is available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric)

At the Morgue:

In the Tadpoling Centre:

  • Choose to release pod captives Karlach approves +5


After the final fight with Apostle of Myrkul

Talking to Halsin:

  • If you still haven't helped him with lifting the curse:
  • If you eliminated the curse, ask Halsin to join you Karlach approves +1

Speaking to Jaheira:

  • Say that she seems to enjoy herself, then tell you're having the time of your life, too Karlach approves +1
  • Agree to have her in the party (either joining you now or waiting at the camp) Karlach approves +3

Talking to Alfira:

  • Playing as a Bard Bard, agree to play together a show for the tiefling kids Karlach approves +1
    • OR Prompt her to play for them alone Karlach approves +1

Talking to Aylin, if you let Balthazar take her from Shadowfell:

  • If Isobel survived, tell them you must apologize to Aylin Karlach approves +1
  • If Isobel died:
    • Apologize before Aylin Karlach approves +1
    • OR Tell her it was a strategic move Karlach approves +1

Speaking to Cerys:

  • Tell her you're glad they are safe, and mention that Zevlor did his best Karlach approves +1
  • Tell Cerys that other will look up to her Karlach approves +1
  • Say you couldn't have done it without Jaheira's help Karlach approves +2
    • Then ask her not to speak ill of the dead (i.e. Zevlor) Karlach approves +1
  • Tell her the Nightsong is the real hero Karlach approves +1
  • Say people get paid for doing jobs, and when she answers that she has no money, say you were joking Karlach approves +1

Talking to Ide, Umi and Mattis:

  • Tell any of them about Mol's eyepatch you have found down in the colony, and then:
    • Assure Ide that Mol is somewhere safe Karlach approves +1
    • Tell Mattis that Mol will already be at Baldur's Gate when they arrive Karlach approves +1
      • Tell Mattis you will look forward to see him in the city Karlach approves +1
    • Promise Umi that Mol is fine Karlach approves +1

Others:


Personal quest

  • After Dammon upgrades Karlach's engine second time at the Last Light Inn, prove it worked, giving her a hug (or kissing, if you romance her). Karlach approves +5

Act Three

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Disapproval

As a Companion character, the interactions listed below will cause Karlach to lose approval. This list is most likely incomplete.

Act One

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Act Two

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Act Three

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