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Shadowheart

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Revision as of 21:58, 17 September 2023 by Kd103 (talk | contribs) (→‎Approval)

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Loyal Warrior
Shadowheart
Shadowheart.png
Stats
Level 1

STR

13
(+1)

DEX

13
(+1)

CON

14
(+2)

INT

10

WIS

17
(+3)

CHA

8
(-1)
Creature Race Icon.png  Race [[High Half-Elf High Half-Elf|High Half-Elf High Half-Elf]]
Creature Type Icon.png  Type Humanoid
HP Icon.png  HP 10
Creature AC Icon.png  AC 15
Creature Speed Icon.png  Movement Speed 9m / 30ft
Creature Size Icon.png  Size Medium
Weight Icon.png  Weight 55kg / 110lbs
Proficiency Icon.png  Proficiency Bonus +2
Initiative Icon.png  Initiative +1
Passive features
Character information
Class Trickery Domain Trickery Domain
Background Acolyte
Location Nautiloid
Family Arnell Hallowleaf (father), Emmeline Hallowleaf (mother)
Allies Shar
Enemies Selûne
In-game
Shadowheartheadshot.jpg

Shadowheart is an Origin character and Companion in Baldur's Gate 3. She is a Half-Elf Cleric with the Acolyte background.

Origin characters can be played as the main character, otherwise, they can be recruited as a companion early on.

We're in this together, but I'll happily go it alone. My faith will keep me company.
Shadowheart's strong devotion.


Gameplay

As a Cleric, Shadowheart is capable of casting spells, healing and buffing allies, and tanking damage for her party. Her subclass is Trickery Domain, allowing her to cast a variety of stealth and illusion magic not normally available to Clerics.

Proficiencies

Equipment
Saving Throws
Skills

Spells Known

As a Cleric, Shadowheart automatically knows all non-cantrip Cleric spells.

Level 1 Spells Known
Cantrips Known

Recruitment

Shadowheart can be recruited in Act One.

  • Shadowheart is first encountered on the Nautiloid during the Prologue, trapped inside a Mind Flayer pod. She can be freed by interacting with the nearby console or using certain class-restricted dialogue options on the pod. If she is freed, she will join the party as a temporary companion. Upon escaping the Nautiloid, she leaves the party.
  • Shadowheart is encountered again a second time at the Ravaged Beach inside the Wilderness. If she was freed from the pod during the Prologue, she will be unconscious on the ground and wake up when interacted with. If she was not freed, she will instead be found attempting to gain entry to the nearby Dank Crypt. Either way, she can be invited to join the party after speaking with her.
  • If Shadowheart is not interacted with at the Ravaged Beach, she will move to the Druid Grove on her own in search of a healer. She can be spoken with there and invited to join the party.
  • If the player enters the Goblin Camp without having recruited Shadowheart, she will show up and save the party from the Voice of the Absolute. This is the final chance to recruit her, since choosing not to will cause her to become hostile.

Background

A loyal cleric of Shar, Shadowheart is the sole survivor of a holy mission undertaken on the Mistress of the Night's behest. She alone must deliver a relic of immense power to her coven in Baldur's Gate, while threatened by a strange new magic that is burgeoning from within.

Personal Quest

Shadowheart's Companion Quest is: Daughter of Darkness.

Personality

Shadowheart is guarded and hesitant to reveal information about herself, her motives, or the relic she carries. She displays a particular distrust of Githyanki such as Lae'zel. Often, she seems indifferent to the plight of others; however, she does not explicitly take pleasure in their suffering, and will disapprove of unnecessary cruelty and violence. She will usually approve of finding non-violent solutions to situations, and treating animals and children with compassion. Above all, Shadowheart values pragmatism.

Interactions

Approval

Shadowheart likes finding pragmatic and efficient solutions to problems. She appreciates discretion, privacy, and open-mindedness. Shadowheart generally responds well to acts of heroism.

The following story and dialogue choices will cause Shadowheart to gain approval.

Concentration Icons.png Spoiler warning! This section reveals details about the story of Baldur's Gate 3.

Act One

Ravaged Beach

  • 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.) (Shadowheart approves +10)
  • Accept Astarion's apology when you meet him and say you would have done the same (Shadowheart approves +1)
  • Use Animal Handling to calm the Scared Boar found near Astarion or tell it (Speak with Animals) that you will not hurt it (Shadowheart approves +1)

Roadside Cliffs

  • 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.)(Shadowheart approves +1)
    • Attack Lae'zel (Seems to kill her permanently.) (Shadowheart approves +5)
  • Ask Lae'zel to say 'please' after rescuing her (Shadowheart approves +1)

Chapel Entrance

  • Solve the encounter with Gimblebock outside the Crypt without violence. (Shadowheart approves +1)

Dank Crypt

Druid Grove

Forest

  • Tell Andrick and Brynna to forget the owlbear and go away. (Shadowheart approves +1)
  • After sending off Andrick and Brynna express distrust towards the power the parasite grants. (Shadowheart approves +1)
  • Give scent (Animal Handling) to Scratch so he can come to the Camp or tell Scratch (Speak with Animals) he can come to the Camp

Owlbear Nest

  • Successfully Persuade or Intimidate the Owlbear to let you go.
  • Spare the Owlbear Cub.
  • Agreeing with her on not looting the Selunite chest. (Shadowheart approves +5)

Blighted Village

  • Persuade the goblins to let you pass into the Blighted Village. (Shadowheart approves +1)
  • Persuade Fezzerk at the Windmill to leave peacefully. (Shadowheart approves +5)
  • Persuade Lump the Enlightened to fight for you. (Shadowheart approves +1)

Sunlit Wetlands

  • When entering the Sunlit Wetlands, pass the check to break the illusion, then BAA at the redcaps when you speak to them.
  • When talking with Johl and Demir after Auntie Ethel leaves, tell them "You're on your own. I have enough problems."

Goblin Camp

  • Demand that Crusher kiss your foot.
  • 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".
  • Tease Klagga about his secret appreciation of poetry (requires Detect Thoughts).
  • Agree to Abdirak's ritual for Loviatar.
  • 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.

The Risen Road

  • Save Rugan, then use Persuasion to convince him to sell his employer's wares
  • Recruit Karlach into the party (Shadowheart approves +2)

Mountain Pass

  • Pass the Deception Check when speaking to the Githyanki Patrol.

Underdark

  • 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, tell him you are going to kill him and take his power.

Grymforge

  • 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.."
  • Convince Elder Brithvar to free the deep gnomes after the fight with Nere
  • Give Shadowheart the Idol of Shar.

Creche Y'llek

  • 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.
  • If Lae'zel is chosen to use the zaith'isk, succeed a difficult persuasion or Wisdom check to have her get out of the 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.
  • 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

Camp/Conversation

  • Say "I won't pry" when she rebuffs your attempts to know each other better (Shadowheart approves +1)
  • In camp on the first night tell her you agree with her about finding a healer as soon as possible
  • Tell her that you don't care who she worships. (Shadowheart approves +1)
  • Ask her about her faith, then persuade her that you have no problems with it. (Shadowheart approves +1)
  • 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.
  • Decline the devil's offer to remove the tadpole. (Shadowheart approves +5)
  • Tell her you would never trust a devil. (Shadowheart approves +5)
  • Pet Scratch.
  • 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.

Act Two

Ruined Battlefield

Last Light Inn

House in Deep Shadows

  • Agree to play hide-and-seek with Oliver

Reithwin Town

Reithwin Tollhouse

The Waning Moon

Sharran Sanctuary

  • Perform the blood offering to Shar at the secret altar under the town square of Reithwin Town

House of Healing

Gauntlet of Shar

  • 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
  • Agree to peace with the rats after interacting with the broken effigy
  • Convince Yurgir to kill himself

Moonrise Towers

Mind Flayer Colony

  • Use the Neural Apparatus to release everyone in the Tadpoling Centre.

Camp/Conversation

Disapproval

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 following story and dialogue choices will cause Shadowheart to lose approval.

Concentration Icons.png Spoiler warning! This section reveals details about the story of Baldur's Gate 3.

Act One

Ravaged Beach

  • Threaten Astarion in your first encounter with him

Roadside Cliffs

  • Attack the Tieflings holding Lae'zel in a cage (Shadowheart disapproves -1)
  • Persuade the Tieflings to shoot open the cage (Shadowheart approves +1) and then attack them. (Shadowheart disapproves -5)
  • Recruit Lae'zel into the party (Shadowheart disapproves -5)

Druid Grove

Owlbear Nest

Blighted Village

  • Select the option to attack Fezzerk and the goblins by the windmill. (Shadowheart disapproves -1)
  • Interrupt the bugbear and ogre lovers in the barn. (Shadowheart disapproves -1)

Sunlit Wetlands

  • When talking with Johl and Demir after Auntie Ethel leaves, tell them "Let me - I'll bring Mayrina home".

Riverside Teahouse

Goblin Camp

  • Take her to the Chicken Chase in the Goblin Camp, and tell her not to be hasty.
  • Telling Brakkal that Gods are fickle.

Shattered Sanctum

  • Pick a fight with Priestess Gut while she is still on her throne.

The Risen Road

Zhentarim Basement

  • If you agree to pay the extra 200 gold to the artist Oskar Fevras after you free him

Grymforge

  • Express contempt on the dead, skeletal Dark Justiciars.

Creche Y'llek

Camp/Conversation

  • Tell Astarion you trust him
  • When she has the odd magical flare-up, ask if it was some form of Sharran magic.
  • Insist on continuing to use the tadpole's power after the second dream.
  • 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 This leads into a very difficult optional boss fight.
  • Letting Volo follow through with his attempt to remove the parasite
  • Persuade her to eat the Noblestalk

Act Two

Last Light Inn

Gauntlet of Shar

  • Lick the dead spider (Shadowheart disapproves -1)
  • Lick the dead spider again (Shadowheart disapproves -1)
  • Listen in on her thoughts at the Verge of the Shadows

Mind Flayer Colony

  • Use the Neural Apparatus to purge everyone in the Tadpoling Centre.

Unsorted

Act Three

Wyrm's Crossing

Romance

Shadowheart can be romanced.

Charm Person Icon.png Romance Spoilers This section reveals details about romance and may contain mature themes.

In Chapter One, Similarly to other characters, her first important romance scene will be unlocked during the Party by proposing to have a drink in private with you. Shadowheart will only propose it to you if you sided with the Tieflings and if you have at least medium approval. You'll meet her away from camp later that night, where you will have a deep conversation. After some dialogue, the camera fades and returns a few hours later showing both of you laying on the ground, holding hands. You can choose to kiss her, and then both will return to camp.

Next day, you can have a conversation with her regarding the previous night. Her dialogue will depend on her level of approval.

Achievements

A-To Bloom in Darkest Night.jpg

To Bloom in Darkest Night
Gift Shadowheart a night orchid - her favourite flower. Always knew she was a softie.

Trivia

  • Shadowheart is voiced by Jennifer English.
  • According to Larian Studios, until Patch 3, Shadowheart was the most romanced female companion and the second most romanced companion overall.
  • The cantrip selection Shadowheart has in the beginning is very sub-optimal, which can be frustrating, especially to newer players who may not understand why:
    • As the Fire Bolt Fire Bolt cantrip Shadowheart starts with is a high half-elven racial spell, its attack roll bonus scales off intelligence, an ability Shadowheart is not specialized in. This makes the hit chance of this version of firebolt very low in Shadowheart's hands.
    • Her other cantrip, Sacred Flame Sacred Flame is not an attack cantrip, but rather a saving throw cantrip, This means it is not helped by the various bonuses and advantages an attack would enjoy (High Ground Rules, Advantage from hidden attack, etc). Furthermore, it is a dexterity save cantrip, and dexterity is an ability many enemies are decent at.
    • The best way out of this situation is to pick up a better offensive cantrip elsewhere, either by picking Produce Flame Produce Flame when at cleric level 4. Or finding equipment that grant offensive cantrips (in such cases Shadowheart's natural Spellcasting Ability, Wisdom, is used instead)
    • And since her Strength and Dexterity isn't high either, early on her best offensive option is likely to be Guiding Bolt Guiding Bolt while at range, and Inflict Wounds Inflict Wounds while up close. Both of course costs spell slots.
    • She can also indirectly contribute to the party's damage output via Bane Bane and Bless Bless, the former making the affected enemies 10% more likely to get hit, the latter making the affected allies 10% more likely to land a hit. Note that bane requires its target to fail a saving throw to take effect so it is somewhat less reliable.
      • These are both Concentration Concentration spells however, so there is a risk in using these. make sure Shadowheart is safe from damage if this is the option chosen. Also note that only one Concentration Concentration spell can be maintained at a time by a single caster.
    • Finally, Create Water Create Water confers the Wet Condition to the affected targets, making them vulnerable to cold and lightning damage, meaning they will take double damage from those damage types. This also potentially creates a harmful surface for the party's enemies.

Gallery

External Links