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Template:CompanionTab Shadowheart likes finding pragmatic and efficient solutions to problems. She appreciates discretion, privacy, and open-mindedness. Shadowheart may respond well to acts of heroism, though she also has occasional cruel tendencies and may look favourably on torture and manipulation.
Shadowheart dislikes those that disapprove of her worship or people pressing her for answers or details. She does not like needless cruelty or violence and can respond unfavorably to being too open with untrustworthy or unknown individuals.
The actions and choices listed on this page will raise or lower Shadowheart's Approval.
For more information about the approval system, see Approval.
Greetings
Depending on their approval rating, Shadowheart may greet the player with:
Neutral (below 0) to Very Low (-40 or less)
- "What do you want?"
- "What?"
- "What is it?"
Neutral (above 0)
- "Something the matter?"
Medium approval (20+) to Exceptional (80+)
- "All's well I hope? Aside from the obvious?"
- "Almost pleasant, travelling with company. If you ignore all the... less pleasant aspects."
- "I wasn't expecting it, but I'm glad to have some company on this journey."
- After learning about Sharran worship:
- "May the darkness protect you."
- "Shar's blessing upon you."
- "Lady of Sorrows guide us. Did you want something?"
Romanced (70+ approval)
- "Well, my day just improved. Did you want something?"
- "You know, I've been catching myself smiling more lately. I think that's your fault."
- "I was hoping you'd come to chat. What do you need?"
- "Ah- so that's what people mean when they talk about butterflies in their stomach. Did you want something?"
Partnered
- "Aren't you a sight for sore eyes."
- "Good. I was just starting to miss the sound of your voice."
- "Did you want something? If not, I'm perfectly happy to just gaze upon you a while."
- "Why hello, lover... that sounded more debonaire in my head, I'll admit. Do you need something?"
Broken Up
- "You know, I didn't realise it was possible to be so cordial with a former flame. I suppose I'm lucky. Did you want something?"
- "You're a sight for sore eyes, even now. Did you want something?"
- "Careful - keep seeking me out like this and people may think we're rekindling things. Did you want something?"
- "What can I do for you?"
Approval
As a Companion character, the interactions listed below will cause Shadowheart to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Free her from her pod aboard the Nautiloid, wake her up on the Ravaged Beach and have her join your active group. (If there are too many characters and she cant join, these points will not be acquired.) +10
- Accept Astarion's apology when you meet him and say you would have done the same +1
- As Dark Urge, accept Astarion's apology for trying to spill your guts and say you were looking forward to seeing his +1
- Use Animal Handling to calm the Scared Boar found near Astarion or tell it (Speak with Animals) that you will not hurt it +1
- Persuade the Tieflings to shoot open the trap holding Lae'zel. (Warning. This forces you to choose between killing Lae'zel or the tieflings. Making you lose a companion or getting a massive amount of disapproval.) +1
- Attack Lae'zel (Seems to kill her permanently.) +5
- Ask Lae'zel to say 'please' after persuading the tieflings to go away +1
- Solve the encounter with Gimblebock outside the Crypt without violence +1
- Read the Book of Dead Gods inside Dank Crypt and succeed the Religion Check +1
- Use Persuasion/Intimidation to get Aradin and Zevlor to stop fighting or stand back and watch +1
- Refuse to help Zevlor persuade Kagha to let the Tieflings stay +1
- Use Deception/Intimidation (Paladin also works) to Convince Nadira to give you her Soul Coin after saving her from a Bugbear Assassin +1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1
- Tell Rolan, Lia and Cal to leave the Grove while they still can +1
- Order Lae'zel to stand down when talking to Zorru +1
- Tell Lae'zel not to be so rough with everyone after interrogating Zorru +1
- Offer to heal Pandirna for a price +1
- If you get his locket back from Meli, have Barth pay you for handing over the locket +1
- Use Athletics/Insight or Detect Thoughts to help Guex train +1
- Use Persuasion/Intimidation or Detect Thoughts to convince Arka to not shoot Sazza +1
- In the cave, refuse to help take out the goblin leaders when Zevlor asks +1
- While using Speak with Animals convince Topaz the bird that the key in its nest is dull OR choose the bard-specific option about a song +1
- As a Rogue, pick Mirkon's pockets while he is distracted by the harpies +1
- After agreeing to steal the Idol of Silvanus for Mol and obtaining it, tell her you will be keeping it +1
- As the Dark Urge, do nothing when Kagha is threatening Arabella +1
- Convince Kagha to free Arabella +5
- When speaking to Kagha after Arabella is freed or died, say You're protecting your own/protected your own +5
- If Arabella has died, lie and tell Locke and Komira that Kagha will release her soon +1
- With Speak with Animals, tell Silver the wolf you just wanted to give them your scent OR as a Ranger or Druid, sit with Silver (without speak with animals) +1
- Swear to Nettie to take the Wyvern Poison +1
While the Druid Grove is preparing for the goblin attack
- Tell Andrick and Brynna to forget the owlbear and go away +1
- After sending off Andrick and Brynna express distrust towards the power the parasite grants. +1
- While using Speak with Animals tell Scratch to follow your scent to the camp. +1
- While talking to Aradin on the bridge, say a prayer over the corpses as a cleric Shar +1
- Successfully use Persuasion to convince the Owlbear to let you go peacefully +1
- After killing the Owlbear, spare the Owlbear Cub +1
- Agreeing with her on not looting the Selunite chest +5
- Enter the village peacefully by talking with the goblin booyahg at the East gate or intimidate the goblin warrior on the South gate +1
- Persuade Fezzerk at the Windmill to leave peacefully +5
- Hire Lump the Enlightened +1
- Request to be compensated by Barcus Wroot after saving him from the windmill +1
- When entering the Sunlit Wetlands, pass the check to break the illusion, then "Baa" at the redcaps when you speak to them +1
- Say "Baa" at the redcaps a second time +1
- When talking with Johl and Demir after Auntie Ethel leaves, tell them "You're on your own. I have enough problems."
- When talking with Johl and Demir after Auntie Ethel leaves, ask them to "Trust a more experienced soul." (Ranger only) +5
- Give an Illithid Roar at Lorin
- Ask the Gnarled Door "All Right, is there another way in?" then pass the Intimidation Check to "Open up" (Reports of no approval in this instance on PS5 at this time) +1
- After fighting Auntie Ethel, succeed the Intimidate check for "If you want to live, hand over Mayrina and this power. Right now." +5
- After fighting Auntie Ethel, choose "I think the solution here is a dead hag." +1
- Using speak with animals, tell the Dishevelled Chicken to shut up and play. +1
- Using speak with animals, instruct the chicken to ran to the posts during chicken chasing. +1
- Use Illithid Persuasion to make Krolla pay you after finishing her camp of chicken chasing.
- Intimidate Crusher into kissing your foot or freak him out by licking his foot too enthusiastically. +1
- Make Crusher kiss your feet after beating him and his friends in a fight. +1
- Pet the Owlbear Cub or send him to your camp.
- Tell Tracker Grikka that you will "get answers for them" when discussing their prisoners
- Tell Eight "Sorry for your loss" +1
- Get Booyahg Piddle to give you the book he's reading without using Illithid Powers +1
- Persuade Klagga to give you the Dwarf's Poem +1
- Tease Klagga about his secret appreciation of poetry (requires Detect Thoughts) +1
- Pick a fight with Priestess Gut in her chambers +1
- Agree to Abdirak's ritual for Loviatar +1
- Convince the spiders in the pit that goblins taste better than you
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location
- Tell Minthara that Sazza is just an idiot +1
- Pick a fight with Minthara +1
- Tell Torturer Spike to let you show him how it's done +1
- After rescuing Halsin, ask him to help you kill the three goblin leaders. +1
- Save Rugan, then use Persuasion to convince him to sell his employer's wares +1
- Side with Karlach during Wyll's confrontation with her +2
- Intimidate the bandits into turning off the traps (unsure if other peaceful methods work) +1
- Intimidate Brem into selling Oskar Fevras to you at a discount rate +1
- Pass the Deception Check when speaking to the Githyanki Patrol +5
- Convince the Restless Myconid you are a traveler seeking adventure via the Persuasion check.
- If playing a Deep Gnome (may also apply to other races from the Underdark), tell the myconids "The Underdark is my home - I don't need permission to pass." +1
- When meeting the Myconids in their settlement, tell the Mysterious Voice/Sovereign the truth of your parasite situation
- Successfully intimidate Derryth Bonecloak for a reward in exchange for the Noblestalk, then take the reward and keep the Noblestalk
- Tell BOOOAL he is a fake god, and you are going to kill him and take his power +1
- Pass the Intimidation when finishing Help Omeluum Investigate the Parasite +1
- Steal Thulla's Boots +1
- When talking to Ward Magmar about traveling to Moonrise Towers, tell that it holds the answers you need +1
- Convince the Deep Rothé to excavate for Skarjall via the Persuasion check "Breathe. Focus."
- Convince the Deep Rothé to attack the duergar via the Persuasion check "Give in to your rage.." +1
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +1
- Give Shadowheart the Idol of Shar +5
- "Very well, let's see if we find anything in future"
- If playing a Selûnite Cleric, "Just accept the gift and kiss me like you hate me."
- Do a successful persuade to convince Sa'varsh Kethk to spare Youth Varrl
- Do a successful Dexterity Ability Check to non-fatality stab Youth Varrl
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg and suggest you'll take it to a better Creche or raise it yourself +1
- If Lae'zel is chosen to use the zaith'isk, succeed a difficult persuasion or Wisdom check to have her get out of it before it harms her
- If Lae'zel is chosen to use the zaith'isk, succeed a difficult deception check or a Wisdom check followed by a persuasion to have her get out it' during the second phase Will permanently lower Lae'zel's INT by 2.
- If Lae'zel is chosen to use the zaith'isk, succeed a difficult deception check or a Constitution check followed by a persuasion to have her get out of it during the third phase Will permanently lower Lae'zel's INT and WIS by 2.
- Refuse to show Kith'rak Therezzyn the Mysterious Artefact.
- Successfully persuade Lae'zel to stand by your side when deciding to give the Mysterious Artefact to Ch'r'ai W'Wargaz
- Refuse Vlaakith's demands to enter the Mysterious Artefact
- In the Captain's Quarters approach the two wolves, if Shadowheart fails her Wisdom Saving Throw she will become Frightened and the player can interact with her about her fear of wolves, then assure her you will try to prevent wolves in the future if possible +5
Camp/Conversation
- Say "I won't pry" when she rebuffs your attempts to know each other better +1
- In camp on the first night tell her you agree with her about finding a healer as soon as possible +8
- Talk about her missing memories, make her promise to point out Night Orchids
- When she has odd magical flare-up, choose to change the subject and ignore it
- Pet Scratch
- Tell Mizora not to lay a finger on Karlach during her first appearance +1
- Feed the Owlbear Cub when it arrives at the Camp
- Pet the Owlbear Cub when it stays at the Camp
- At the next long rest after the events at the Crèche, encourage Lae'zel to listen to Kith'rak Voss or make her own choice when he visits the camp and speak about the Mysterious Artefact
- Use Persuasion to successfully convince her to explore the illithid powers
- Do nothing when Shadowheart tries to kill Lae'zel +10 (Lae'zel permanently dies)
- After Shadowheart Kills Lae'zel, talk to her and tell her "It was always an uneasy pairing. I'm going to trust you had your reasons." +10
Raphael's Deal
- Meeting Raphael
- Tell her you would never trust Raphael. +5
Sharran Worship
- Tell her that you don't care who she worships, without pushing her into telling about Shar +1
- Ask her about her faith, then persuade her that you have no problems with it +1
Any Area
- After summoning Lump the Enlightened and telling him your deal is done, let him have one lick +1
Origin:Astarion
Getting caught as a vampire
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- On entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail, convince the goblin Warrior Gronag to fetch the bone he just threw
- Convince the drider to not attack you after you killed the convoy before summoning him
- Use Deception to convince Kar'niss to give up his magic lantern
- Use Intimidation or Deception to convince Kar'niss and his group to move on without the magic lantern
- Convince Madeline (channeled through He Who Was) to stab herself as atonement for her betrayal; and to continue.
- Don't drink the wine when talking to Jaheira inside
- Warn Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn
- Talk to the Strange Ox in the stables and agree to keep its secret
- As The Dark Urge, tell Isobel that you have the urge to kill her, then deny the urge and ask her to forgive you
- Agree to play hide-and-seek with Oliver
- Persuade Gerringothe Thorm that there's no one to oversee her
- Drink with Thisobald Thorm.
- Share stories with Thisobald Thorm
- Perform the blood offering to Shar at the secret altar under the town square of Reithwin Town
- Make Malus Thorm make the Sisters test their skills against each other
- Make Malus Thorm kill himself
- Let Shadowheart step up at the sacrificial bowl at the each of the Gauntlet of Shar trials
- Persuade Balthazar to give you the bell to summon Flesh +1
- With Mother Dearest in your inventory, ask "What happened to your mother?"
- Agree to peace with the rats after interacting with the broken effigy
- Offer peace when speaking directly with Lyrthindor after interacting with the effigy and defeating the rat horde
- Convince Yurgir to kill himself
- Detect thoughts on the Hoarding Merregon and ask for the potions used to charm the Displacer Beast +1
- After prying into her mind while she prays, say “Fine. Do as you must.”
Nightsong's Prison
- Select the option to Let Shadowheart do as she will. Do not interfere.
- Use Persuasion when Disciple Z'rell asks you to explain yourself, and that the goblins won't get far (if you let the goblins run free earlier)
- Tell Ketheric Thorm you can help him, that it isn't too late, or to come quietly
- Tell Dame Aylin that Ketheric Thorm has surrendered.
- Use the Neural Apparatus to release everyone in the Tadpoling Centre
Camp/Conversation
- Give Shadowheart a Night Orchid
- When Shadowheart (Selûnite) asks you what you think of her new look, tell her if it helps her put the past behind her that you're all for it.
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- As the Dark Urge, tell Gyldro Angleiron that you do all you can to keep your loved ones safe from your blade.
- Tell Wulbren you'll take the runepowder bomb but only use it as a last resort.
- Tell Shirra Clarwen "Gods, no. I don't want to inherit your curse."
- After Dribbles tells his joke about scarecrows, say that the joke was corny, or boo him off the stage.
- In the Circus of the Last Days, talk to Zethino and get each answer correct.
- In the Circus of the Last Days, talk to Dribbles' doppelganger and as a Druid, say that what makes you special is your animal transformation capabilities.
- Tell Sauceman Chorizo that you could show him pleasures his husband never could.
- Gain access to Wyrm's Rock Fortress by showing Elin an Admission Pass
- After becoming an Unholy Assassin, tell the Echo of Illasera "Can't be that quick if someone cut you down."
- Tell Hope you aren't telling her anything when she says she wants to ask a question. +1
- Successfully read the Archivist's thoughts then decieve him by telling him you're Zariel's High Inquisitor. +1
- Let her participate in the Mapping of the Heart. +5
- (Sharran) Tell the cloister how Shar has blessed her. +5
- (Sharran) Give her a chance to sway more of Viconia's followers. +1
- Give gold to Sacrum outside of Crimson Draughts.
Camp/Conversation
Disapproval
As a Companion character, the interactions listed below will cause Shadowheart 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.
- Threaten Astarion in your first encounter with him
Roadside Cliffs
- Attack the Tieflings holding Lae'zel in a cage -1
- Persuade the Tieflings to shoot open the cage +1 and then attack them -5
- Recruit Lae'zel into the party -5
- As Dark Urge, when you are confronted by a companion about kicking Timber, say she came right at you OR that your instincts are sharp and to stay out of the way -1
- Make Zorru bow to Lae'zel -1
- Make Zorru kneel before Lae'zel -1
- After the conversation with Zorru tell Lae'zel that she is good at interrogations -1
- Tell Auntie Ethel about the tadpole
While the Druid Grove is preparing for the goblin attack
- Tell Zevlor (or Asharak if Zevlor is dead) that you are here to take the grove for the goblins/are here with the goblins -1
- While talking to Aradin on the bridge, say a prayer over the corpses as a cleric Selune -1
- Choose to go closer to the Owlbear cub or attack the Owlbear -1
- After killing the Owlbear, kill its cub as well -1
- Unsuccessfully try to persuade or intimidate Shadowheart into looting the Selunite chest -5
- Loot the Selunite chest and fail the Sleight of Hand if you agreed not to or wasn't able to talk her into letting you do it -2
- Select the option to attack Fezzerk and the goblins by the windmill -1
- Interrupt the bugbear and ogre lovers in the barn -1
- Play the War Drum at the front gate -5
- Take her to the Chicken Chase in the Goblin Camp, and tell her not to be hasty
- Telling Brakkal that Gods are fickle
- Accept the Brand of the Absolute from Priestess Gut -1
- Pick a fight with Priestess Gut while she is still on her throne -1
- If you agree to pay the extra 200 gold to the artist Oskar Fevras after you free him
- When talking with Johl and Demir after Auntie Ethel leaves, tell them "Let me - I'll bring Mayrina home"
- Agree to Auntie Ethel's deal -1
- Decide to attack Morghal and Orgath.
- Express contempt on the dead, skeletal Dark Justiciars
- Instigate a fight against Elder Brithvar by either taunting him to take your gold or suggesting involving Sergeant Thrinn in the conspiracy against Nere
- Let Lae'zel speak for the group when you enter the Gith Creche and questioned by Gish Far'Aag
- Show Gish Far'aag the Mysterious Artefact to gain entry into the Creche
- Offer to fight Youth Varrl to the death
- Kill Youth Varrl
- Suggest you'll cook or sell the githyanki egg when trying to convince Varsh Ko'kuu to give it to you
- Present Kith'rak Therezzyn the Mysterious Artefact
- Accept Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- Tell Astarion you trust him
- Insist on continuing to use the tadpole's power after the second dream
- Tell her you trust Raphael -5
- At the next long rest after the events at the Crèche, encourage Lae'zel to kill to Kith'rak Voss when he visits the camp and speak about the Mysterious Artefact
- Letting Volo follow through with his attempt to remove the parasite
Sharran Worship
- When she has the odd magical flare-up, ask if it was some form of Sharran magic
- Fail to read her mind on why she is against Selune -5
- Tell her to leave after she tells of her worship of Shar -5 (Shadowheart permanently leaves the party)
Origin:Astarion Getting caught as a vampire
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- When judging with He Who Was, choose any response to Madeline, that judges her actions; either that she is not to be forgiven or that it wasn't her fault (formulation of answer is based on class).
- When judging with He Who Was, choose to stop Madeline from stabbing herself.
- Drink the wine Jaheira offers
- Lick the dead spider -1
- Lick the dead spider again -1
- Listen in on her thoughts at the Verge of the Shadows
- Say you're uniquely good at tracking things down when persuating Yurgir
- Tell Lyrthindor the world is better off without Shar worshippers.
- Use the Neural Apparatus to purge everyone in the Tadpoling Centre
- Choosing to consume, rather than purge, the Waking Mind
Unsorted
- Take the Ritual Dagger of Shar from the secret alter under the town square of Reithwin Town
- Give up all your gold to Gerringothe Thorm
Act Three
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- Refusing to help Yenna when she first approaches the party. -1
- When prompted for a special assistant by Dribbles the Clown, choose Shadowheart. -1
- Accept the Deal with the Gnomes quest from Manip Falcäo -1
- Refuse to bring Halsin with you to the orgy (if Halsin is in the party). -1
- Refuse twice to give Gortash the Netherstones. -1
- Intimidate Fist Reynash into handing over everything he stole before fleeing. -1
- When Allandra Grey comes to collect Redhammer after you've completed the Iron Throne, hand Redhammer over to the clerics of Umberlee. -1