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Template:CompanionTab Gale approves of doing good and helping those in need. He approves of solving conflicts with diplomacy and appreciates thoughtful or pragmatic solutions.
He dislikes harming innocents or destroying or wasting valuable knowledge or lore.
The actions and choices listed on this page will raise or lower Gale's Approval.
For more information about the approval system, see Approval.
Greetings
Depending on their approval rating, Gale may greet the player with:
Negative (<0):
- "Yes?"
- "Did you need something?"
- "What is it?"
- "You need me?"
Neutral and above (29+):
- "How can I help?"
- "Go ahead, I'm listening."
- "What's on your mind?"
When spoken to by someone other than the player character:
- "Sorry, if I'm to engage in banter, I prefer it to be with the leader of our troupe."
Romance
Flirting:
- "Always a delight to speak with you. What can I do?"
- "I do enjoy our conversations. What do you need?"
- "Tell me - What can I do for you?"
Partnered:
- "My time is yours. What do you need?"
- "Whatever you need, you have only to ask."
- "Anything I can do for you - consider it most enthusiastically done."
Partnered - After Act Three romance scene:
- "Is something on your mind? You can always unburden yourself with me."
- "Are you alright? If you have need me, just say the word."
- "Yes, my love?"
Broken up:
- "Yes. What is it?"
- "You need something of me?"
- "What do you need?"
Approval
When he is a companion character in your active party, the following interactions will cause Gale to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Demand more than apologies from Astarion after the spawn attacks you +1
- Use Animal Handling to calm the Scared Boar found near Astarion's pod OR tell it that you won't hurt it via Speak with Animals ( +1 any option)
- Convince the tieflings holding Lae'zel to leave (using Deception, Persuasion or Intimidation lines or unique Bard, Monk, Paladin, Drow, Githyanki options). ( +1)
- Recruit Lae'zel into the party +1
- Resolve the encounter with Gimblebock near the Chapel Entrance without violence +1
- Convince Aradin and Zevlor to stop arguing (using Persuasion or Intimidation) +8
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a warriors' rest +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +1
- Recruit Wyll into the party +1
- Agree to help the Tieflings for Wyll
- Convince Rolan, Lia and Cal to stay and help. +1
- Talk with Rolan about his wizard master Lorroakan and agree to set up an introduction +1
- Assist Guex in training (using Athletics, Insight or Detect Thoughts) +1
- Defend Meli from Barth over Meli stealing the locket +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Shield Sazza from Arka with your body +8 (works if Gale has been recruited but is not an active member of your party)[Needs Verification]
- Convince Arka to spare Sazza (using Persuasion, Intimidation or Detect Thoughts) +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
- After successfully stealing the Idol of Silvanus for Mol, tell her that you will keep it for yourself +1
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- Save Arabella by talking to Kagha or to her viper Teela +8 (works if Gale has been recruited but is not an active member of your party)
After resolving Arabella's fate
- Tell Kagha that she killed a child in cold blood OR call her a monster ( +1 any option)
- Playing as a Drow, say you don't threaten/kill children +1
- Persuade Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +1
- Agree with Zevlor to kill the goblin horde's leaders +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Play with Alfira or convince her to finish her song +1
While the Emerald Grove is preparing for the goblin attack
- Crush the tadpole leaving Edowin's head
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Mystra, say a prayer over the corpses near the bridge to Blighted Village, while talking to Aradin there (Note:this scene appears only if Aradin has previously left the grove) +1
- Convince the 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
- Drink from the well outside the Riverside Teahouse +1 (works regardless of whether illusion is active)
- When talking to Auntie Ethel and Mayrina don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble"
- Resurrect Mayrina's husband, and then hand her the wand
- (If Astarion is not in your party) When talking to Gandrel, tell him that Astarion is under your protection .
- Enter the village without violence +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
- Speak to Owlbear Cub via Speak with Animals and suggest him to go to your camp +1 (if you spared him earlier at the cave)
- Then speak to Krolla and convince her to let the cub go with you, using Persuasion or Illithid/Wisdom ability +1
- OR start a tour of chicken-chasing and tell the cub to run to the finish posts +1
- When Krolla tries to scam you after you won chicken-chasing, demand your gold back and also all of hers, using illithid powers +1
- Persuade Klagga to give you the Dwarf's Poem +1
- Don't object Dror Ragzlin's orders to report to Minthara +1
- Convince Minthara to spare Sazza +1
- Pick a fight with Minthara +5
- Side with Karlach during Wyll's confrontation with her +2
- Order Flind to attack other gnolls instead of you. +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +1
- Saving Benryn in the burning building +1
- Successfully intimidate Salazon guarding the hatch to the Zhentarim Basement +1
- Free the artist Oskar Fevras from the Zhentarim hideout
- Give Oskar an additional 200 gold after freeing him
- When entering the Myconid Colony for the first time, choose any peaceful means of resolving the encounter
- In the Dread Hollow, place autumncrocus on Myrna’s grave (Note: this option appears after uncovering Myrna's fate in the Arcane Tower)[Needs Verification]
- Give an antidote to Thulla +1
- Tell Spaw the truth about the parasite
- Agree to kill the duergar intruders for Sovereign Spaw +1
- Defeat the Duergar Intruders and report back to Sovereign Spaw +1
- Attack Gekh Coal at the beginning of the conversation
- In Festering Cove, tell BOOOAL you will kill him and take his power +1
- Tell Ward Magmar that he disgusts you +1
- Convince Skickpit you're going to help him, then tell him to find a place to hide +1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them +1
- Convince the Deep Rothé to give in to their rage and attack the duergar
- Persuade Sa'varsh Kethk to let Youth Varrl go from training.
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg, telling him:
- Give Kith'rak Therezzyn the Mysterious Artefact
- Ask the Inquisitor W'wargaz how he knows so much about you.
- Playing as a Warlock, ask for treasure of immense power
(The approval gain from this option is shared with the Warlock option above; approval is only awarded once if selecting both options)
- Refuse Vlaakith's demand to enter the Mysterious Artefact
Camp/Conversation
- When Gale looking at the flames say "Go to Hell" to you, bid him good evening +1
- After speaking to Lae'zel, talk to Shadowheart and tell her you agree
- When Lae'zel intends to kill everyone before turning into mind flayers, talk her out of it +5
- Tell Mizora not to lay a finger on Karlach during her first appearance +1
- Threaten to kill Mizora during her first appearance +1
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1
- Successfully heal the Owlbear Cub's paw when it appears again at the camp
- At camp, promise Barcus Wroot that you will find his friend Wulbren at Moonrise Towers
- After staking Astarion, say bringing him was a mistake +1
- When you find Gale feasting eyes on conjured image of Mystra, ask about her or say she's pretty, then successfully pass an Insight check +1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- After first encounter with Raphael, ask Gale for advice on how to deal with the devil +1
Dealing with Gale's orb
- Sacrifice the first magic item to keep him stable +10
- Agree to not ask questions when he asks you to not ask questions
- Say you're gratified to hear he trusts you +1
- Tell him you're happy to help him find magic items to consume +2
- After feeding him the third artefact, tell him he is among friends when he says he has something to tell you
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- When Harper Lassandra asks who's there, reply
- "I find the best introductions are made while sitting around a fire, perhaps with drinks?" as a Bard. +1
- When Yonas is captured by the shadows during the first shadow ambush:
- Free Dolly from the Moonlantern carried by Kar'niss.
- 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; at any point.
- Play the lute to wake up Art Cullagh
- Warn Isobel that Marcus plans to kidnap her +10
- As the Dark Urge, after Marcus tries to kidnap Isobel, tell her that your blood is telling you to kill her, resist the urge, and then tell her, "I'm not going to follow my order. You will live." +1
- Tell Halsin he can count on you before he opens the portal +1
- Protect the portal Halsin enters +1
- As a sorcerer, say to Rolan while he is drinking at the bar "Keep drinking like that and you won't be able to read your spellbook, wizard."
- After Rolan gets upset at you for filling his siblings heads with "all that self-righteous heroic crap" respond with "Then it's my responsibility to bring them back."
- When talking with Mol and Raphael while they are playing lanceboard, if you succeed on a Sleight of Hand check to Jostle the board Mol's way, Gale approves once Mol wins.
- Tell Raphael to stay away from Mol
- Drink with Thisobald Thorm +1 and tell him stories. +1
- Persuade Malus Thorm to have the Sisters practice on each other +1
- Persuade Malus Thorm to have the Sisters practice on on him +1
- Distract Z'rell with your yearning for Gale (relationship) +1
- Purge the Waking Mind +1
Camp/Conversation
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Give Yenna coin, food, or offer to go find a guard +1
- Tell Fist Rowan "They're innocent people. You can't just kill them!"
- Try to help the Dying Stone Lord Thug +1
- Say "What a corny joke" to Dribbles the Clown +1
- Volunteer any companion except Gale for Dribbles' show +1
- Refuse the Deal with the Gnomes quest from Manip Falcäo +1
- Tell him his body looks great when he expresses doubts about the drow twins (romance) +1
- Persuade him to join you in an orgy with the drow twins (romance) +1
- (If you take Raphael's deal) Tell him you only said what Raphael wanted to hear +1
- (Whether you take Raphael's deal or not) Tell him going to Sorcerous Sundries sounds like an excellent idea +1
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you. +1
- When confronting Fist Reynash in the Flaming Fist barracks:
- When asked your opinion about the Steel Watch, tell Lord Amber's bodyguard and the attendants of Lady Durinbold and Lord Shattershield:
- You have seen the army of the Absolute and that no where's safe, Steel Watch or not. +1
- You should not trust the Steel Watchers because they will turn on everyone. +1
- After obtaining The Annals of Karsus, tell Gale "I won't stand in your way" or the "crown sounds promising" +5
- Tell Lorroakan you're here to stop him when you bring the Nightsong to him at Ramazith Tower +1
- Persuade Helsik to offer a free sample +1
- Tell Haarlep you are there to kill them or attack Haarlep +1
- Refuse to remove your clothes for Haarlep +1
- Refuse to pledge your body to Haarlep +1
Camp/Conversation
- After rescuing Gale from Orin, ask him "Are you hurt? Did Orin harm you in any way?" or "She made a grave mistake in taking you. [...]". +1
Disapproval
When he is a companion character in your active party, the following interactions will cause Gale to lose approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Accept Astarion's apology when you meet him and say you would have done the same OR that you likewise wanted to see Astarion's innards on the ground -1
- Tell Zevlor that you have other things to do
- Tell the Tielfling kids trained by Asharak that they are going to die -1
- As a Barbarian, tell Pandirna to hush or you will snap her neck -1
- Attack Findal after healing him -1
- Grab Silfy after you notice her stealing from you -1
- After saving Mirkon from the harpies, tell him to stop snivelling or the harpies will return -1
- Take Alfira's lute out of her hands and smash it -1
- Prod Nettie's bird twice -1
- If you are confronted about stealing the Idol of Silvanus return the idol and apologise -1
While the Druid Grove is preparing for the goblin attack
- As the Dark Urge, tell Zevlor the goblin horde is yours -1
- Tell Zevlor (or Asharak if Zevlor is dead) that you are here to take the grove for the goblins/are here with the goblins -10
- Betray the Grove after blowing the horn -5
- While using Speak with Animals to talk with Scratch, start shouting at the corpse to prove Gomwick is dead. -1
- Kill the owlbear cub -1
- Read the Necromancy of Thay -5
- Drop and prepare to destroy the Necromancy of Thay -5
- Give the Necromancy of Thay to Astarion -5
- Accept Minthara's mission to raid the Emerald Grove -5
- Offer to fight Youth Varrl to the death -1
- Kill Youth Varrl -1
- Suggest you'll cook or sell the Githyanki egg when trying to convince Varsh Ko'kuu to give it to you -1
- Crush the Githyanki egg
- Accept Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- After asking Gale for initial information about himself and receiving the first response, ask the next question, which Gale will refuse to answer, then try peering into his mind. It does not matter if you succeed the Wisdom check, or not. Disapproval will ensue regardless.
- Tell the party that Astarion will remain in the party because you trust him when it is revealed to them he is a vampire, or tell the party that if they don't like [having a vampire in the party], that they can leave -1
- Destroy or give Astarion the Necromancy of Thay -5
- When Elminster visits camp, joke about how you'll be rid of the Absolute and Gale when he uses the orb
- Ask Mizora if she will leave if you turn on Karlach -1
- When Gale offers to help you experience the Weave, turn him down -2
- (Wizard, Warlock, Sorcerer or Bard) When Gale asks if the Weave feels the same way to you as it does to him, tell him you "practice magic, not melodrama" -1
- When experiencing the Weave with Gale, and given a choice of what to imagine:
- When Gale says that Mystra "is all creation", tell him he's deluded -2 (Not available for sorcerers)
- When Gale is helping you experience the Weave and tells you to "picture the concept of harmony", tell him that it's too abstract for your tastes. -1
- As the Dark Urge: Confess to murdering the bard. -1
- If you do not give Gale enough magical artefacts and he tells the player they no longer need to give him any (because he's made a deal with Raphael), use the tadpole's powers to find out why -5
- Use the tadpole's power to delve into Gale's mind for information, why he needs to consume magical artifacts, and either fail the ensuing wisdom check, or confess to having used the tadpole afterwards. The latter leads to a choice which can result in Gale permanently leaving the party.
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- * When judging with He Who Was, order Madeline to stab herself, then to continue -1, and finally succeed a Persuasion roll to keep her going -3.
- Drink the truth serum-spiked wine Jaheira offers you
- Tell Isobel she's going to meet Ketheric face-to-face -10
- Tell Rolan to stop whining and do something about it -1
- Tell Rolan that Cal and Lia are better off dead than in the cult's hands -1
- After Mol is taken, tell Mattis she's probably dead already. -1
- After freeing the goblins, go upstairs and tell Disciple Z'rell that next you will free the prisoners in the jail cells. -1
- Purge the pods in Tadpoling Centre -1
- When speaking to the Fresh Mind, tell them that they will never wake again.
Camp
- Tell him you don't want to listen to him wallow in self-pity if he asks you to stay with him during the star scene -5
- After sleeping with Gale, tell him it was on one-night thing and will not happen again. -5
Astarion origin
- While playing as Astarion, do not tell Gale that you are a vampire during Act One. He will confront you during Act Two:
- Gale: "But as for the rest - well, there can be only one conclusion. You're a vampire."
- Player: "Couldn't be further off the mark." -1
- Gale: "No need to deny it. The bat's out of the bag, so to speak. But why weren't you honest with me? "
- Player: "I'm telling you, I'm not a vampire."
- Gale: "I see. You're a dishonest vampire, and that's far worse. -30
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Tell Sauceman Chorizo you can show him pleasures his husband can't
- (After taking Raphael's deal) Tell Gale that it was a fair trade -1
- Accept the Deal with the Gnomes quest from Manip Falcäo -1
- (Bard-only) Tell Lord Amber's Bodyguard that Waterdeep's walking statues are a bore -2
- Refuse to hand over Redhammer to Allandra Grey at the end of Avenge the Drowned -1
- After obtaining The Annals of Karsus
- Express concern about him delving into this, then tell Gale to forget about the book -20
- Urge Gale to drop the idea to reforge the Crown of Karsus. -1
- Intimidate Helsik after backing out of the deal to give her the Gauntlets of Hill Giant Strength -1