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Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
Wyll likes acts of heroism and defending the innocent or defenseless.
Wyll dislikes villainous acts like killing the innocent or defenseless.
The actions and choices listed on this page will raise or lower Wyll's Approval.
For more information about the approval system, see Approval.
Greetings
Depending on their approval rating, Wyll may greet the player with:
Negative (<0):
- "You've got something to say?"
- "Go ahead."
Neutral and Medium (0 - 39) or Neutral and up in Act Two:
- "Well met."
High and up (40+) in Act Three
- "Let's talk."
- "Always good to talk, my friend."
When spoken to by someone other than the player character:
- "I'm all chatted out, I'm afraid - though I may have a word with the chief."
Romance
Partnered
- "I'm here for you, always."
Approval
As a Companion character, the interactions listed below will cause Wyll 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:
- 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 +1
- OR Tell it that you won't hurt it via Speak with Animals +1
- Recruit Gale into the party +1
- Convince the tieflings holding Lae'zel to leave (using Deception, Persuasion or Intimidation lines or unique Bard, Monk, Paladin, Drow, Githyanki options). +1
- Speaking to Gimblebock near Chapel Entrance, choose the 'attack' dialogue option +1
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- OR Take a swing at Aradin during his argument with Zevlor +1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1 [Needs Verification]
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +1
- Tell Guex not to shout out his moves after helping him train +1
- Order Lae'zel to stand down when talking to Zorru +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest +1
- Let Arka shoot Sazza +1
- Talk with Rolan about his wizard master Lorroakan and agree to set up an introduction +1 (works if Gale is in your party)
- Agree to help Zevlor (in his cave) to try to convince Kagha to stop the ritual. +5
▶ Note: This option appears only if you previously refused to help Zevlor, skipped talking to him, or he was knocked out by Aradin
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you (passive DC 10 Perception check), and tell her to relax (either straightaway or after successful DC 5 Insight check). +1
- In the confrontation with Barth about the locket, stand for Meli +1
In the Sacred Pool and druid caves:
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- Persuade Kagha to free Arabella +5
- 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
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +1
- OR Choose to attack Kagha instead of persuading her +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Tell Zevlor you'll kill the goblin's leaders +5
- Help Alfira finish her song +1
- If you are 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
- Refuse to open the gate for Minthara +5
- Successfully defend the Grove and then talk to Zevlor +15
- Tell Lakrissa to buy you a drink to be even +1 (this point may be earned either before attack or after defeating goblins)
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Helm, Ilmater, Oghma, Selune, 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
- 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
- When talking to Auntie Ethel and Mayrina at the Riverside Teahouse:
- Reject Mayrina's reward for saving her +1
- Resurrect Connor Vinderblad, and then hand Mayrina the Bitter Divorce wand +1
- OR Attack Connor +1
- Gain entrance to the village by intimidating the the goblin booyahg at the eastern gate +1
- Attack Fezzerk and his gang +5
- Deliver the final blow to Fezzerk when confronting him near the windmill +5
- 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
At the front gate:
- Fling worg dung at Sentinel Olak (triggers a fight with gate guards) +1
At the outer camp:
- Make Crusher kneel and kiss your foot. +1
- Invite the Owlbear Cub to your camp +1 (if you spared him earlier at the his nest)
- Then speak to Krolla and convince her to let the cub go with you, using any check-based option +1
In the Shattered Sanctum:
- Pick a fight with Priestess Gut in the throne room +1 OR in her chambers +5
- Tell Minthara that Sazza was too stupid to understand you prior +1
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location +1
▶ Note: These options are available only if you spoke to Minthara before interrogating and freeing Liam
At the Worg Pens:
- Order goblin children to stop throwing stones at the bear +1 (starts the fight with all goblins in the pens)
- After freeing Halsin, agree to kill goblin leaders for him, with or without his help +5
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +10
- Save Benryn from the burning tavern +1
- Successfully Intimidate the guard Salazon to let you go through the hatch to the hideout +1
- Free the artist Oskar Fevras from the Zhentarim hideout +1
- When entering the Myconid Colony for the first time, be honest with the guard and tell them about your tadpole +1
- OR Convince the guards at the Myconid Colony you are a traveller seeking adventure (using Persuasion or Intimidation). +1
- OR Succeed a DC 5 Insight check, and then say you've come to help the myconids. +1
- Give Thulla an antidote or an Elixir of Poison Resistance (whichever you have) +1
- Agree to Defeat the Duergar Intruders for Sovereign Spaw +1
- Refuse Glut to kill Spaw after defeating the duergar, saying that you'll have no part of this OR that you'll kill the treacherous myconid instead. +1 (either option brings approval and immediately starts fight with Glut)
- 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
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer +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
Grymforge When dealing with Ward Magmar:
- Tell Magmar that he disgusts you +1
- Playing as a Dwarf, tell him that the duergar live up to their cruel reputation +1
- Pay respect to the heap of deep gnomes' corpses after killing or deceiving Brathwen and Viss +1
- Promise the deep gnome slaves that you'll do what you can to help them +1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them +5
- Side with Elder Brithvar when confronting Nere +1
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +1
- After freeing Barcus Wroot, bid him farewell and good luck +5
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
At 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
In captain's quarters and Inquisitor's chambers:
- Ask Inquisitor W'wargaz how he knows so much about you. +1
- Refuse to hand over the artefact to the Inquisitor 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 +1
Camp/Conversation
- When discussing the tadpole and its lack of side-effects, choose any option besides the "poison mushroom" one +3
- When Lae'zel intends to kill everyone to prevent them transforming, talk her out of it +5
- Ask him if he's worried about his father's abduction +3
- After talking about what it's like being a duke's son, say "Good wine? I'll toast to that" +1
- Tell Wyll you should rescue Duke Ravengard +3
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1
- Successfully attend to the Owlbear 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
- 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
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, tell the devil:
- Talking to Wyll afterwards, say you are not taking Raphael's deal +1
- Ask him how he came to be the Blade of Frontiers +5
- Ask him how he ended up making a pact +5
- Encourage him to get of out his pact with +5
If Karlach died:
If Karlach was spared:
- Tell Mizora not to lay a finger on Karlach during her first appearance +5
- Ask him how it feels to be a devil +3
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 Grymforge:
- Playing as a Wizard, tell Lassandra that you can aid in traversing the darkness. +1
- When the shadows warp Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the 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)
- Free Dolly Thrice from the Moonlantern carried by Kar'niss
- Accept He Who Was' offer
- Show Jaheira the Mysterious Artefact when you first meet her. +1
- Drink the spiked wine when talking to Jaheira inside. +1
- Pay Mattis extra for the Tower-Shaped Key +1
- After talking to Raphael and Mol (playing lanceboard), say you need to warn her away from Raphael +3
- Ask Counsellor Florrick whether the Flaming Fist are just going to stand around +1
- Playing as The Dark Urge, refuse your urge to kill the Strange Ox. +1
- Tell Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn. +10
- Playing as The Dark Urge, tell Isobel that your blood orders you to kill her, then chase off the urge, and finally ask her to forgive you. +1
- Play the Lute to wake up Art Cullagh
- Tell Halsin that he can count on you before he opens the portal. +1
In the House of Healing:
- Convince Malus Thorm to order his sisters to hone their blades on each other. +1
- Then persuade Malus Thorm to operate on himself. +1
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +1 (comes one point by another subsequently).
- Safely drink with Thisobald Thorm (rolling Saving Throw, either general or class-based) up to three times total +1(each time)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in first round)
- Successfully entertain the brewer with your stories (through Performance roll), up to two times +1 (each time)
▶ Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.
- By any means make the Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst +1
- Tell Araj Oblodra that Astarion is his own person
- At the Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods.
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory agree to purge the mind.
▶ Note: This option is available only after successful passive DC 18 Insight check
- In the Tadpoling Centre, tell Mizora you'll help her if she releases Wyll from his pact (Perception check required)
▶ Note: This option gains approval only if Wyll is in party when saving Mizora
- Then pass any skill check in response to Mizora asking why she should let her pet go
- When Wyll tells you his story about entering the pact with Mizora:
Camp/Conversation
- After talking to Florrick at Last Light Inn, tell Wyll you can't let the Absolutists take Grand Duke Ravengard +5
- When Wyll invites you for a dance with him, smile and bow. +5
- Wish Wyll a good night or ask if he wants to spend the night together with you. +10
- Recruit Halsin to your party after the fight with Apostle of Myrkul.
- When Arabella says she misses her parents, tell her that her pain will heal with time. +1
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna:
- Give her some coin +1
- Give her some food +1
- Playing as a Cleric, tell her to try and find help in the nearest temple. +1
In the kennels of the Sword Coast Couriers:
- Say "Woof" to Angry Mar'hyah twice. +1
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion or Intimidation. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
Elsewhere:
- Tell Saer Grotpoll that his own accent sounds more Rivingtonian than Baldurian +1
▶ Note: This option is available only if your character is a Baldurian themselves, or has successfully deceived Grotpoll into believing so, if they're not
- Donate gold to Manip Nestor. +1
- Playing as The Dark Urge, refuse your urge to kill the Strange Ox. +1
▶ Note: Available if you haven't resolved interactions with the Ox in the Act Two
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people +1
- OR Tell her that you're going to report to the commanding officer +1
- OR, Playing as The Dark Urge, tell her that mindless slaughter is not the answer +1
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you care about. +1
▶ Note: When playing as Karlach origin, this option will have an unique formulation, but still take its place (line 3)
- Try to help the Dying Stone Lord Thug. +1
▶ Note: This option is available only if Orin is not impersonating the Thug
- When passing Zethino's trial, choose answers:
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
- Offer to help Sister Yannis investigate Brilgor's death and prove his innocence.
- Tell Brother Clements his god would be proud of Father Lorgan.
- Consent to be arrested when speaking to the Steel Watcher at the South Span checkpoint. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- At Carm's Garm, when Naaber pretends to be a dog, choose "nobody likes Naaber" line. +1
▶ Note: It may take several sequential attempts to speak with Naaber to get to this dialogue.
- At Fraygo's Flophouse, tell Adventurer Drim that the word 'adventurer' doesn't mean anything anymore. +1
- Get into Wyrm's Rock Fortress by either: showing the Admission Pass, showing Lower City Pass obtained from Valeria, using Nashkellan's report, bribing Blaze Elin ( DC 25 Persuasion check required), or passing any of class-based checks. +1
At the Flaming Fist barracks:
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you. +1
- When you spot Fist Reynash trying to open a chest, give him 300 gold to take the ferry +1
Speaking to Manip Bakshi (regardless if you succeeded a check to discover Reynash's thieving attempt or not):
- Successfully detect his thoughts and pretend to be a new recruit +1
- OR Tell him you've spotted Reynash on stealing +1, and then:
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say that the Steel Watchers will eventually turn on everyone. +1
- Pass the Steel Watcher that confronts you at the coronation +3
▶ Note: This dialogue appears only if Karlach is not in the party
Approaching Duke Ravengard after the coronation:
- Talk to the Duke +1
- Ask what has happened to the city's great hero +1 (a Baldurian option)
- Ask if the current state of the city is what they call tyranny +2
- After using any of these lines, explore Ravengard's mind with illithid check +3, and tell him Florrick sent you +3
- OR Initially tell the Duke that Florrick sent you +3, then probe Ravengard's mind to discover councellor's location and tell him that Gortash is a tyrant +2
Camp/Conversation
Disapproval
As a Companion character, the interactions listed below will cause Wyll 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.
- Accept Astarion's apologies and say you would have done the same -1
- Playing as The Dark Urge, tear off Gale's hand -1
In the Hollow:
- Take a swing at Zevlor during his argument with Aradin -1
- Refuse to help Zevlor with persuading druids to let the tieflings stay. -1
- Scold Elegis for being scared of a few goblins OR tell her to get to digging their own graves -1
- While speaking with Arron, say the refugees will be fine due to their devilish powers. -1
- Tell the tiefling kids trained by Asharak that they are going to die -1
- Tell Pandirna to hush or you will snap her neck -1 (the line is available for all classes except Barbarian)
- Convince Arka to spare Sazza (using Persuasion, Intimidation or Detect Thoughts) -1
- OR Fail to use Detect Thoughts on Arka -1
- Promise Sazza that you will free her -1
- Free Sazza and tell her to follow you -1
- Refuse Zevlor to kill the goblin horde's leaders -1
- Threaten Mol when first meeting her in the Tiefling Hideout -1
- After successfully stealing the Idol of Silvanus for Mol, tell her you will be keeping it -1
- OR, Playing as a Rogue, advise her not to ask, just take -1
- During Meli and Barth's confrontation about the stolen locket
▶ Note: This line is available only if Arabella has died. -1
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you and grab her by the hand -1
In the Sacred Pool and druid caves:
- Do nothing when Kagha is threatening Arabella -1
- After resolving Arabella's fate, tell Kagha that you would have killed the girl outright. -5
- OR Tell her you just wanted to see what would happen. -5
- OR Tell her that it was quite a show. -5
- OR Say you are protecting/protected your own -1
- Prod Nettie's bird twice -1
- Playing as a Rogue, pick Mirkon's pockets while he is charmed by the harpies. -1
- After saving Mirkon from the harpies, tell him to stop sniveling or the harpies will return -1
- Steal Alfira's extra lute -1
- Take Alfira's lute out of her hands and smash it -1
- Tell Alfira she should give up on her song -1
- Kick Timber the squirrel -1.
- If you miss, try to kick her again -1
- Playing as The Dark Urge, when confronted by a companion about kicking Timber, answer that it came right at you OR that your instincts are sharp -1
While the Druid Grove is preparing for the goblin attack
- Tell Pandirna that you are here for the show -1
- Tell Zevlor (or Asharak if Zevlor is dead) that it was you who led the horde to the grove, and then that this place belongs to the Absolute -10
- OR That the horde is coming, led by the drow - and you are with them -10
- OR, Playing as The Dark Urge, tell Zevlor that the goblin horde is yours. -1
- Tell Mirkon you are not going to save him again OR that he's on his own. -1 (the formulation depends on whether you saved Mirkon from the harpies or not).
- Betray the Grove (open the gate) after blowing the horn -10
- Talking with Scratch via Speak with Animals, shout at the Gomwick's corpse to prove he indeed is dead. -1
- While talking to Aradin on the bridge, say you don't waste your time with devilspawn -1
▶ Note: This scene appears only if Aradin has previously left the grove
- While talking to Demir and Johl after Auntie Ethel disappears, tell them they're on their own -1
- When Auntie Ethel surrenders, let her go and keep Mayrina in exchange for fey hair. -5
- Let Auntie Ethel do her magic on your eye
- Chasing after Auntie Ethel in her lair, speak to Lorin and roar at him. -1
- Interrupt the bugbear and ogre lovers in the barn -1
- Pay Fezzerk a lot of gold to let you pass -1
- Untie Barcus Wroot off the windmill wing and demand a compensation from him -1
- Tell Tracker Grikka that you that you will get answers from prisoners. -1
- Convince Minthara to spare Sazza -1
- Kiss Crusher's foot -1
- Help up Crusher after defeating him in a fight -1
- Using speak with animals, instruct the chicken to ran to the posts during chicken chasing.
- Tell Torturer Spike to let you show him how it's done. -1
- Tell Counceller Florrick that she needs to find someone else to rescue Duke Ravengard. -5
- Agree to Find the Missing Shipment for Zarys. -1 (distracts a point regardless of whether you know the truth about cargo's fate or not)
- After purchasing Oskar Fevras from Brem, speak to the artist and call him a slave twice -5
- Steal Boots of Speed from Thulla while she's helpless. -1
- When speaking with Glut after defeating the duergar, agree to eliminate Spaw for Glut. -1
- Ask Ward Magmar how to get a slave of your own -1
- After killing Magmar and Pistle, tell Skickpit to use the elevator to surface. -1 (further options to convince the gnome won't bring more approval)
- After rescuing Nere, tell him to finish the slaves, OR choose to say nothing -5 (either)
- Side with Nere against Brithvar -1
- After defeating Nere, ask Brithvar about the gnome slaves and tell him that they are a valuable asset. -5
Crèche Y'llek
- Tell Varsh Ko'kuu that if he gives you the githyanki egg you'll sell it at best price OR make yourself an omelette (either choise brings -1 and immediately starts the fight with Ko'kuu and hatchery guards)
- Crush the Githyanki egg -1 (This option is not available if playing as a Githyanki; starts the fight with Ko'kuu and hatchery guards)
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger -1, and then indeed kill him -1
- Agree to Vlaakith's request to kill the person inside the Mysterious Artefact -1
- Steal the Blood of Lathander from the Secret Chamber -1
Camp/Conversation
- When Wyll with other companions finds out that Astarion is a vampire:
- When discussing the tadpole and its lack of side-effects, propose to dig up some poison mushrooms -1
Spoiler warning! This section reveals interactions with The Dark Urge.
- Playing as The Dark Urge, confess to murdering the bard -1
Raphael's deal
- When Raphael briefly takes you to the House of Hope, say that you'll do anything to get rid of the tadpole. -1
- After first encounter with Raphael, tell Wyll you are considering the cambion's deal -1
- When discussing how he came to become The Blade of Frontiers, be dismissive of him saving a little boy from goblins -2
- After it is revealed he is Duke Ravengard's son, tell him you don't care about his lineage -3
- Playing as a Sorcerer, ask him if his false eye is made of sending stone, and pass a passive Insight check. -5
- OR, Playing as a Wizard, ask him, pass the check, and use illithid powers afterwards to find out the truth -5
If Karlach was spared:
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield
- When judging with He Who Was, order Madeline to stab herself -1, then to continue -1, and finally succeed a Persuasion roll to keep her going -1
- When talking to Raphael and Mol (playing lanceboard), say that she should take the bargain if it's a good one -3
- Playing as The Dark Urge, give in to your urge to kill the Strange Ox. -1
- Kill Fezzerk without combat (through dialogue options)
- When talking to Minthara after killing Ketheric Thorm, propose to take Orin's place to lead the cult of Absolute -1
- Lick the dead spider ( -1 for each lick)
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory choose to consume the mind.
▶ Note: This option is available only after successful DC 18 Insight check
- When talking to the Fresh Mind via the Slack-Skinned Head in the Necrotic Laboratory, tell it that they will never wake again.
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna:
- Tell Yenna to get lost. -1
- Tell her that her mother is probably dead -1
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson -1
- OR, Playing as The Dark Urge, propose to kill and kill again -1
- If Orin is impersonating Gyldro Angleiron, tell her you would kill someone close to you without hesitation. -1
When passing Zethino's trial, choose answers:
- Refuse to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing -1
- Agree to deliver the gnome leader's head to Manip Falcäo -1
- Agree to try Hoots Hooligan's special hooch -1
- Hire one of the drow twins -1
- Tell Sauceman Chorizo that you can show him pleasures his husband never could. -1
- Sign the contract with Raphael -2
At the Flaming Fist barracks:
- If failed to convince Arkleia Oloril to trade, attack her -1
When you spot Fist Reynash trying to open a chest:
- Intimidate or blackmail him into giving you his stash -1
- Speaking to Manip Bakshi afterwards (regardless if you succeeded a check to discover Reynash's thieving attempt or not), choose to attack OR let him arrest you -1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say that you feel safer -1
- Speaking to Gortash at the coronation, promise to kill him, and then choose to end the conversation -1 [Needs Verification] (immediately starts the fight with all the guards and Steel Watchers)
- At the Graveyard, tell Gothric Rillyn that being buried alive sounds like apt punishment for thievery. -1
- Tell News Hawker Luan that her salesmanship is terrible. -1
- At Flymm Cargo, let Allandra Grey take Redhammer away after you've returned from the Iron Throne -1
Camp/Conversation
Bugs
- As of Patch #5, Wyll will use his neutral greetings regardless of approval.[Needs Verification]