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Karlach/Approval
Overview | Approval | Banter | Romance |
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:
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?"
- "Yeah, honey?"
- "Hmm?"
- "What's on your mind?"
- "What?"
- "Yeah?"
- "Something on your mind?"
Medium and higher approval
Flirting:
- "Hey, you."
- "Oh, hi!"
- "What're you thinking about?"
- "Darling."
- "Hey!"
- "Soldier?"
- "What's on your mind?"
- "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
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 +1
- OR Tell it that you won't hurt it via Speak with Animals +1
- Convince the tieflings holding Lae'zel to leave (using Deception, Persuasion or Intimidation lines or unique options for Bard, Monk, Paladin, Drow, Githyanki). +1
- Recruit Gale +1
- Speaking to Gimblebock near Chapel Entrance, choose to attack the gang +1
◆ In the Hollow:
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +3 (either after the scene at the entrance or in his cave)
- Agree to kill the goblin horde's leaders for Zevlor +5
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest +1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +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, using Persuasion or any available class-based or race-based options +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +5
- Convince Arka to spare Sazza (using Detect Thoughts or any skill-based or class-based option) +1
- 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
- In the confrontation with Barth about the locket, stand for Meli +1
◆ In the Sacred Pool and druid caves:
- Tell Komira that the druids are overreacting and you'll speak with them +1
- Save Arabella by talking to Kagha or to her viper Teela +5
- After resolving Arabella's fate, talk to Kagha and call her a monster OR accuse her of killing the child in cold blood +5 (either option)
- OR, Playing as a Drow, say you don't threaten/kill children +5
- OR Attack Kagha +1
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +5
- Attack Kagha after speaking to Zevlor second time (about her demands) +1
- While dealing with Topaz the bird via Speak with Animals:
- After Nettie poisons you, attack her (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
- After being 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
- Convince Wyll not to attack you, using Intimidation or Persuasion +1
▶ 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 +5
- Successfully defend the Grove and then talk to Zevlor +10
- 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 +1
▶ Note: This scene appears only if Aradin has previously left the grove
- Convince the mother Owlbear to let you go without fighting +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 defend Auntie Ethel +1 (immediately starts the fight with brothers)
- After entering the Sunlit Wetlands, break the illusion by any available means, then say 'BAA' at the Redcaps when you speak to them +1 (works twice)
- (If Astarion is not in your party) When talking to Gandrel, tell him that Astarion is under your protection +1.
◆ Dealing with Auntie Ethel:
- When talking to Ethel and Mayrina in the Riverside Teahouse:
- After defeating Auntie Ethel, [[Intimidation|Intimidate her into handing over both Mayrina and fey hair +5
- Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand +1
- Gain entrance to the village through the southern gate - by Persuading the goblin guard
- 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
◎ Goblin Camp
◆ At the front gate:
- Fling worg dung at Sentinel Olak +5 (requires Athletics check and triggers a fight with gate guards)
- 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
- 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
◆ 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
- When dealing with the dying hyena:
- 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
- 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
- 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
- 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
- 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
- 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 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
- 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
- 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:
◆ 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
- Playing as Wyll origin, after Mizora warps you into a devil for sparing Karlach:
- 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
▶ 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
- 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
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 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)
- 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. +1
- Convince Kar'niss the drider not to attack you after you killed the convoy before summoning him, using Deception OR Intimidation. +1 (either option)
- 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:
- Playing as a Bard, Druid, Fighter, Monk, Wizard or 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
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. +5
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 calling Dolly's to replenish her blessing, when she asks for some magic words, choose to "SNURL" +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 +1
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 Councellor Florrick:
- Ask whether the Flaming Fist are just going to stand around. +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 tells 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 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 (either option)
- When Bex asks why you helped, answer that you did it because they were in trouble +1 (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 saving 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
- 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
- Playing as The Dark Urge, curb your yearn to tear the Strange Ox apart. +1
- Pay Mattis extra gold for the Tower-Shaped Key +1
- Play the lute to wake up Art Cullagh. +1
- Tell Halsin that he can count on you before he opens the portal into 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 Reithwin Tollhouse:
- Convince Gerringothe Thorm to end herself by any available option. +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. +1
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +2 (comes one point by another subsequently).
At the cemetery:
- Agree to help Arabella find her parents. +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 +1 ( 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) +1(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through Performance roll) +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 +1
- While entering the Moonrise for the first time, tell Zealot Malik that you are here to take his head +1
Witnessing Ketheric's trial (at the very first visit to Moonrise):
- When Z'rell orders you to decide the goblins' fate:
- Offer them a fair fight to death, using basic or unique Barbarian, Berserker, Paladin or Oathbreaker options +1
▶ Note: This option will not bring any points for The Dark Urge character
- Set them free (basic or The Dark Urge option) +1
Talking to Disciple Z'rell:
- If you killed the goblins:
- Distract Z'rell with thoughts of your aching for Karlach +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 +1
- If you have helped Balthazar to retrieve Nightsong:
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- After the fight, escort Minthara out of Moonrise Towers and tell where to find your camp +1
- Speaking to the Warden for the first time, tell her that her face is bland, too +1
- Use Deception to convince the Warden that you are Balthazar's closest confidante +1
- Then try to bribe her +1, and when she takes the money and does nothing, say that you should have see it coming +1
- OR, Playing as a Rogue, say it was so well-played that you are not even mad +1
- OR Refuse to bribe her +1
- Talking to Lia, promise to help the tieflings escape +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 +1
- Speaking to Wulbren, say that Barcus Wroot sent you, OR use any of check-based options +1
- Provide Wulbren with any tool capable of destroying a wall +1
- When Wulbren, once freed, takes the boat and sails off without the party, let him go +1
- If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners +1
Elsewhere in Moonrise Towers:
- Sever the connection between Linsella and Barnabus +1
- Tell Araj Oblodra that Astarion is his own person. +1
- Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without Speak with Animals) +1
- OR Ask if it would be all right to give her a scratch (using Speak with Animals) +1
Final fight at the Moonrise:
- In front of Moonrise Towers, offer Jaheira to join you in the upcoming fight +5
- If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a friend. +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. +1
- At the rooftop, tell Ketheric Thorm that you can help, OR that it isn't too late, OR to come quietly +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. +1
Dealing with Yurgir and his retinue:
- Lick the dead spider meat +2 (Comes point by point for each lick)
- When speaking to the orthon initially, choose to attack him straightaway. +1
- If you agreed to help Yurgir:
- Speak to Nessa via Speak with Animals and convince her that her love to the orthon is caused by dosed meat +1 (Available if the party have investigated the dead spider or detected thoughts of the merregon)
- Without Speak with Animals, pass the DC 16 Animal Handling check and give the beast a scratch behind the ears +1
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 +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 +1
- OR, Playing as a Rogue, say you do not blunder +1
- OR, Playing as a Cleric of Shar or as Shadowheart, say you belong in this place far more than some bone pile +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. +1
- Refuse to help the necromancer and choose to attack him +1
- OR, Playing as a Paladin (except Oathbreaker), say you will smite him where he stands +1
In the Shadowfell:
- If you have defeated Balthazar:
- Free Aylin +1
- If Balthazar is present and not hostile to the party:
- Tell him to leave, or he is a dead man +1
- OR, PLaying as a Good or Neutral Cleric, choose to attack him +1
- If Shadowheart is in the party, tell her that she should spare Aylin because the aasimar may know something about her. +1
Mind Flayer Colony
In the Necrotic Laboratory:
- Talking to the Waking Mind, succeed the passive Insight check and choose to purge her mind +1
- Talking to the Fresh Mind, wish them good night +1
- Talking to Balthazar, successfully pretend to be a thrall +1 (This option is available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric)
At the Morgue:
- If Us survived the Nautiloid and is kept in the cage, convince Chop to let it go with you through Persuasion, Deception or Intimidation +1
In the Tadpoling Centre:
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 +1
Speaking to Jaheira:
- Say that she seems to enjoy herself, then tell you're having the time of your life, too +1
- Agree to have her in the party (either joining you now or waiting at the camp) +3
Talking to Alfira:
- Playing as a Bard, agree to play together a show for the tiefling kids +1
Talking to Aylin, if you let Balthazar take her from Shadowfell:
- If Isobel survived, tell them you must apologize to Aylin +1
- If Isobel died:
Speaking to Cerys:
- Tell her you're glad they are safe, and mention that Zevlor did his best +1
- Tell Cerys that other will look up to her +1
- Say you couldn't have done it without Jaheira's help +2
- Tell her the Nightsong is the real hero +1
- Say people get paid for doing jobs, and when she answers that she has no money, say you were joking +1
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
Others:
- Speaking to Art Cullagh, thank him for his help. +1
- 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). +5
Act Three
Disapproval
As a Companion character, the interactions listed below will cause Karlach to lose approval. This list is most likely incomplete.