Ad placeholder
Wyll/Approval
Overview | Approval | Banter | Romance |
Wyll approves acts of heroism and defending the innocent.
He likes expressing courage and calling upon rightful vengeance in the name of wronged and downthrodden. Wyll appreciates being constant to purpose and favors when the player doesn't hesitate to engage in a fight if justice demands so. Lastly, he approves the player's positive opinion of his career as a Blade of Frontiers and appreciates understanding of his complex feelings towards his warlock pact.
Wyll disapproves villainous acts like killing the innocent or defenseless, or refusing to save the abused. He dislikes dishonesty and cruelty towards others. Being a noble born, he despises any unjustice and attempts of gaining profit through deception. Wyll doesn't appreciate helping any evil to sneak into the world, or letting the grief thrive. Finally, he doesn't look good onto any crimes or countering the official authorities.
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
- When talking to the corpse of the Abducted Nobleman in the Crashed Nautiloid ship via :
- Demand more than apologies from Astarion after the spawn attacks you +1
- Use to calm the Scared Boar found near Astarion's pod +1
- Pull Gale out of disturbed waypoint sigil +1
Note: The recruitment itself does not give an additional approval point
- Convince the tieflings holding Lae'zel to leave (using , or lines or unique , , , , options). +1
- Speaking to Gimblebock near Chapel Entrance, choose to attack him +1
- Convince Aradin and Zevlor to stop arguing without punching either of them (using or ) +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +5 (either after the scene at the entrance or in his cave)
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1 [Needs Verification]
- Recruiting Wyll in the Hollow, propose to hunt the devil (i.e. Karlach) together +5
- Assist Guex in training (using , , or unique , , lines) +1
- Order Lae'zel to stand down when talking to Zorru +1 (does not bring approval for characters)
- Playing as a , , or , offer Pandirna to heal her (for free) +1
- Playing as a of 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)
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you (passive check), and tell her to relax (either straightaway or after successful 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
- Persuade Kagha to free Arabella +5
- After resolving Arabella's fate, talk to Kagha and call her a monster OR Accuse her of killing the child in cold blood +1 (either option)
- If Arabella died, talk to Wyll and say that no child deserves such a violent fate OR That you have to break the news to her parents +3 (either option)
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +1
Note: Gives approval regardless of whether you've been successful convincing her to go against Shadow Druids or not
- Attack Kagha after speaking to Zevlor second time (about her demands) +1
- Tell Silver the wolf you just wanted to give them your scent (using ) +1
- Agree to kill the goblin horde's leaders for Zevlor +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 Lakrissa to buy you a drink to be even +1
Note: This point may be earned either before attack or after defeating goblins
- 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 Scratch to follow your scent to the camp, using +1
- Playing as a of , , , , or , 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 Ethel +1
- When talking to Auntie Ethel and Mayrina at the Riverside Teahouse:
In the Overgrown Tunnel:
- When Auntie Ethel surrenders, answer that the best solution is a dead hag. +1
- Refuse to take Mayrina's locket as a reward for saving her +1
- Resurrect Connor Vinderblad, and then hand Mayrina the Bitter Divorce wand OR Leave keeping the wand to yourself +1 (either option)
- Gain entrance to the village by the the goblin guard at the southern gate +1
- Attack Fezzerk and his gang near the windmill +5
- Deliver the final blow to Fezzerk when he surrenders +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
Goblin Camp
At the front gate:
- Fling worg dung at Sentinel Olak +1 (requires check and triggers a fight with gate guards)
At the outer camp:
- 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
Talking with Crusher:
- Successfully use +1 on him and say you'll let his boss know of his plans
- Make Crusher kneel and kiss your foot instead, using OR Illithid powers +1 (either option)
- If Crusher starts a fight, make him kiss your foot after defeating him. +1
In the Shattered Sanctum:
- If Warrior Trinzas questions you about the ruckus, tell her that it was the sound of her friends dying +1
- Pick a fight with Priestess Gut in the throne room +1 OR in her chambers +5
- Attack Dror Ragzlin, straightaway or after interrogating the dead illithid +5
- Tell Minthara that Sazza was too stupid to understand you prior +1
Note: Sazza must be freed from the cage in Emerald Grove
- Tell Minthara that the prisoner escaped and pass an check to withhold the grove location +1
- OR, Tell her that Liam told you everything and pass the check +5
Note: These options are available only if you spoke to Minthara before interrogating and freeing Liam
- Provoke a fight with Minthara by any available option +5
- Convince the spiders in the pit that goblins taste better than you +1
At the Worg Pens:
- Stop the goblin children from throwing stones at bear by any means +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:
- Agree to fight gnolls to save Rugan +1
- Side with Karlach when Wyll confronts her and recruit her +20
- OR Tell Karlach you are going to kill her to help Anders +10
- OR Tell Wyll to kill Karlach or attack her yourself straightaway +10 (either option)
- If you spoke both to Karlach and to Anders, tell the latter you believe her, not them +1
- If you have raided the Emerald Grove before recruiting Karlach, fail the roll to convince her it was a necessary move +10 (Karlach turns hostile to the party)
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +10
- Save Benryn from the burning tavern +1
- Successfully the guard Salazon to let you go through the hatch to the hideout +1
- Refuse to help Zarys find her people/missing shipment +1
- Free Rugan, if he survived Zarys's torture and your fight against other Zhentharim +1
- Promise Oskar Fevras to speak to his captors +1
- Purchase the artist from Brem for the price he asks initially +1
- When entering the myconid colony, tell Sovereign Spaw the truth about the parasite +1
- Give Thulla an antidote or an Elixir of Poison Resistance (whichever you have) +1
- Agree to defeat the duergar for Sovereign Spaw +1
- When Glut asks you to help him usurp Sovereign Spaw, refuse, 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)
- Attack Gekh Coal at the beginning of the conversation +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
- If Baelen ate the Noblestalk himself, offer Derryth to help leave him +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
- the Deep Rothé to give in to their rage and attack the duergar +1
- Tell Ward Magmar that he disgusts you +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
- After finding Philomeen, talk to Lunkbug and say she's done for +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
- After freeing Barcus Wroot, bid him farewell and good luck +5
- Upon entering the crèche, playing as a , Gish Far'aag to let you pass, saying you're hunting either mind flayers or the gith +1
- If Lae'zel is using the zaith'isk, convince her that the device kills instead of curing +1
In the Classroom:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- Playing as a , save Varrl by whatever means, and then tell him that warriors fight for something, not just to kill +1
At the Hatchery:
- Successfully persuade Varsh Ko'kuu to let you take the Githyanki Egg, telling him:
In Captain's Quarters and Inquisitor's Chamber:
- 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, tell the devil:
- Discussing his offer afterwards, tell Wyll you have no intention in bargaining with the devil +5
Camp & Conversations
Camp interactions
- At the second night in the camp, talk with Wyll about the banshee’s scream +3
- At the third night, when Wyll expresses hope that you stay allies once cured, answer it sounds great +3
OR Playing as Karlach origin, say you’ll call him a friend for as long as he'll have you +3
- Discussing with Wyll delayed ceremorphosis, choose any option except "digging some poison mushrooms" +3
- After saving Florrick from the burning tavern:
- Talk to Wyll and say you should rescue Grand Duke Ravengard +3
- Ask him if he's worried about his father's abduction +3
- If you haven't helped the Flaming Fist at the Waukeen's Rest:
- Discussing what it's like being a duke's son, choose the line "Good wine? I'd toast to that" +1
Other companions and camp followers
- Playing as Astarion origin, confess to him of being a vampire +3
Note: The same options are available if Wyll confronts you about biting him or anyone other, including enemies
- When Shadowheart comes to the camp all not herself, succeed roll to detect a knife in her belt, and then her to have a rest at the camp +5
Note: This scene occurs only if you have missed all opportunities to recruit the cleric at the beginning of the game
- Playing as Shadowheart origin, confess to Wyll of worshipping and succeed the roll +1
- When Wyll confronts Karlach at the camp, call the warlock stubborn +10
- Tell Mizora not to lay a finger on Karlach during her first appearance in the camp +5
- OR, Playing as Karlach origin, ask Mizora why doesn't she f*ck off +5
- When Lae'zel intends to kill everyone before turning into mind flayers, talk her out of it +5
- When Lae'zel and Shadowheart have an argument over the Mysterious Artefact:
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact, encourage Lae'zel to trust him +1
- Pet Scratch when he comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1
- Having invited Barcus Wroot to your camp, promise him you will find his friend Wulbren at Moonrise Towers +1
- At the camp celebration, find him at the river bank, ask him to guess why you followed him, and then:
Note: If playing as Karlach origin, the last line runs as "Damn right..."
- him to share a kiss +3 (starts the romance)
- In the morning, talk to him and say you hope you can share more, OR choose to smile coquettishly +3 (either option)
- Ask him how he came to be the Blade of Frontiers +5
- Ask him how he became involved with Mizora +5
- Encourage him to get of out his pact with +5
- Discussing Karlach's death, say "Hail to the Blade!" OR "Hail to us!" +2 (either option)
- After Mizora warps Wyll (if he spared Karlach), ask how does it feel to be a devil +3
Act Two
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a , a , a , a , a , or , 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
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 sequentive check and then or check)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers +1
- When Kar'niss the drider comes to take the convoy to Moonrise Towers, choose to attack it (straightaway or after speaking with it) +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. +1
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 saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family +1
Last Light Inn
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 :
Talking to Counsellor Florrick:
- Ask whether the Flaming Fist are just going to stand around +1
- If Wyll is in the party, tell Florrick it's your business what had happened to him +1
- After talking to Florrick, speak to Wyll and say you can't let the Absolute take Grand Duke Ravengard +5
Talking to His Majesty via :
Speaking to Cerys:
- When she tell 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 or )
- Ask her what they are doing here, if they headed for Baldur's Gate, and then 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 , 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
Note: If Lakrissa survived, talking to her starts the same cutscene
- Before trying to save captured refugees:
- Promise Bex to find Danis, using any of two basic options or or lines +1 (starts the quest, if you don't have it already)
- If Danis survived and reunited with Bex:
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to save 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 , 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 rescue 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
- OR Call Rolan a grump, and when Ide complains he called her a "ragged little devil", tell her next time call him one back +1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using +1
- Help Mol win the game of lanceboard against Raphael using the , , , or 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
- After Raphael disappears, talk to Wyll and say you tried to warn Mol, OR that you should stop her before it’s too late +3 (either option)
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Talking to Harper Meygan mourning Yonas, give her his sword (if you looted his body) +1
- Pay Mattis extra gold for the Tower-Shaped Key +1
- Playing as Strange Ox apart. +1 , curb your yearn to tear the
- Play the lute to wake up Art Cullagh +1
- Tell Halsin that he can count on you before he opens the portal to 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
At the Reithwin Tollhouse:
- Convince Gerringothe Thorm to end herself by any available option. +1 Note: 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 +1 (comes one point by another subsequently)
At the cemetery:
- Agree to help Arabella find her parents. +3
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed or roll to take her to your camp +3
Note: option
character will have a unique lines and only- Safely drink with Thisobald Thorm (rolling , either general or class-based lines) +1(gains approval after first and second rounds)
- Successfully entertain the brewer with your stories (through roll) +1 (gains approval each time).
Note: If roll failed, successful subsequent 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
Talking to Disciple Z'rell after Ketheric's trial:
- If you killed the goblins, distract Z'rell with thoughts of your sweet moments with Wyll +1
Note: This option is available only if you're romancing the warlock
At the Moonrise Towers Prison:
- Speaking to the Warden for the first time, tell her that her face is bland, too +1
- Use to convince the Warden that you are Balthazar's closest confidante +1
- Talking to Lia, promise to help the tieflings escape +1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a or an 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:
- 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 ) +1
Final fight at the Moonrise:
- If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a friend. +1
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that seeing your enemies cowed never gets old +1
Note: This line require first DC 21 Intimidation check or DC 18 Persuasion check and any of subsequent DC 30 checks, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
Gauntlet of Shar
Dealing with Yurgir and his retinue:
- When speaking to the orthon initially, choose to attack him straightaway +1
- If you agreed to help Yurgir:
- Speak to Nessa via and 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 Animal Handling check and give the beast a scratch behind the ears +1 , pass the DC 16
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials:
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 , say you do not blunder +1
- OR, Playing as a Shadowheart origin, say you belong in this place far more than some bone pile +1
- Agree to clear the way for Balthazar, 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 (except Oathbreaker), say you will smite him where he stands +1
In the Shadowfell:
- Before the Verge of Shadows, tell Shadowheart you don't care about the Spear of Night, then confirm it +1 (Shadowheart turns hostile to the party)
- If you have the spear, tell Shadowheart to find a new purpose for herself, then provoke a fight with her +1
- If you have defeated Balthazar:
- Free Aylin +1
- If Shadowheart is in the party, tell her that she should spare Aylin because the aasimar may know something about her. +1
- OR, Playing as Shadowheart origin, spare Aylin yourself +1
- If Balthazar is present and not hostile to the party:
- In the Necrotic Laboratory, talking to the Fresh Mind, wish them good night +1
- Talking to the Waking Mind, succeed the passive check and choose to purge their mind +1
- At the Morgue, speak to Chop and ask why not to send him to all other butchered victims +1
- In the Tadpoling Centre, choose to release pod captives +5
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
Talking to Alfira:
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, apologize before Aylin +1
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 +1
- Tell her the Nightsong is the real hero +1
- Say people get paid for doing jobs, and when Cerys 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:
Speaking to others:
- Thank Art Cullagh for his help +1
- Speaking to Jaheira, agree to have her in the party (either joining you now or waiting at the camp) +1
Camp & Conversations
- When Wyll invites you for a dance with him, smile and bow +5
- In the morning, speak to Wyll and say there will be more memories to make +3
OR Say you will always cherish this evening +3
- Playing as +5 , after sparing Wyll instead of killing Isobel, ask him how does he know you won't try to kill him again
- When Mizora appears at the camp as a projection and orders Wyll to "save Zariel's asset", tell her you'll do it if she amends Wyll's pact +5 (works only if Wyll is in the party [Needs Verification])
- In the Tadpoling Centre, free Mizora from the pod in exchange for amending Wyll's contract +10
- Convince Mizora to reward Wyll +3
Note: This option gains approval only if Wyll is in the party when saving Mizora
- After saving Mizora, ask Wyll to tell about engaging in the pact +5
- If you failed to convince Mizora to amend the pact, tell Wyll you will find a way to free him +3
Act Three
Talking to Yenna
- Offer her help:
- Give some coin OR some food +1 (either option, giving food available for all characters except )
- OR Suggest to find a guard for her +1 (available for all characters except )
- Playing as a , conjure some berries and herbs for her +1
- Playing as a or a , suggest to find the nearest temple +1
- Playing as a , suggest to track her mother down +1
Note: Offering Yenna food OR promising to look for her mum after using class-based line brings another +1 point
- Agree to Wulbren's proposal to blow up the Steel Watch Foundry and take the Runepowder Bomb +1
Note: Unique lines for , and
- OR Tell him that you'll take the bomb but use it only as a last resort +1
- OR Suggest to contact the Gondians first, so that they might see reason +1
- OR, if Barcus Wroot is nearby and butts in, agree and say it sounds like a mass murder +1
Circus of the Last Days:
At the entrance:
- Convince Klaus to let you in, using , or any class-based option except pretending to be a friend of Gortash's +1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting +1
Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD. +1
- Play the game and accuse the djinni of rigging the wheel +1
- After returning from jungle, talk to the djinni again and say you have had much fun OR promise he will pay for it +1 (either option)
When passing Zethino's trial, choose answers:
- First question: ★"Flagon of ale" +1, OR ★"Memories of our first night" +2
- Second question: ★"His father" +1, OR ★"Balduran" +2
- Third question: ★"Leaving his city" +1, OR "Losing his father" +1, OR ★"Killing Karlach" +2 (the latter is available if Karlach died)
Note: The ★ sign here marks the answers considered correct for the purposes of the test
Talking to Boney the mephit:
- Call his wife Stoney magnificent +1
Dealing with Popper the kobold trader:
- Grab Dribbles's hand from his counter, and then:
- Persuade him to give you the hand for free +1
- Intimidate him to let you go with the hand +1
- Use Deception to make him lower the price +1
Note: Class-based Deception lines for {{Class|Wizard]], {{Class|Warlock]] or {{Class|Sorcerer]] do not give approval [Needs Verification]
- Playing as a {{Class|Paladin]] or a {{Class|Cleric]], tell him that graverobbing is a profane act +1
- If talking to Popper after defeating false Dribbles, say that offering 'treatoes' now is a bit callous. +1
Dealing with caged beasts:
- Talking to Shadow-Whiskers, break the lock on her cage. +1 (works with or without )
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up. +1 (either option)
- OR, Say you'd have killed him before he hurts anyone else +1
Watching Dribbles's show:
- Say "What a corny joke." +1
- OR, Playing as a Bard, interrupt him with your own pun +1
- Volunteer any companion to the stage as Dribbles's assistant, except Wyll himself and Karlach +1
Note: If you volunteer Karlach to the stage, you'll get +2 instead of [+1] each time
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique lines for {{Class|Warlock]] or The Dark Urge +1
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh +1
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When Lucretious asks you to find real Dribbles, say that he is probably dead now +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
- Report to Commander Lightfeather that his soldiers fought to the last feather OR that you've found the enemy and pigeons fought bravely against it +1 (formulation varies depending on whether you have met Tara on the roof or not)
- In the kennels, say "Woof" to Angry Mar'hyah twice +1
- Make Angry Mar'hyah to let you keep Scratch, using , or class-based , or options. +1
- Then force Mar'hyah to leave the kennels via or . +1
Elsewhere:
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian +1
- Tell Tinker Nayzeem that the way people treat refugees is terrible. +1
- Near Requisitioned Barn, donate some gold to Manip Nestor. +1
- Talking to Mattis outside the barn, tell him to watch himself because Baldur's Gate is big and dangerous. +1
Note: This option is available only if tiefling kids survived in Acts One and Two
- Talk to Fist Rowan outside, and when he asks you to give him "one good reason", answer "Barn". +1
Note: This option is available only if Orin is not impersonating Rowan
- Try and help the Dying Stone Lord Thug. +1
- OR, Playing as a Druid, apply a natural salve to his wound +1
Note: These options are available only if Orin is not impersonating the Thug
- 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
- Playing as a Barbarian, in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children +1
In the smugglers' cave:
- After defeating Caïros and his thugs, if Farlin survived, say you don't want gratitude from criminals +1
- OR Ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice +1 (either option)
- OR Continue asking about, and after Farlin says Stone Lord is trouble, answer that so are you, too. +1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about. +1
Note: When playing as Karlach origin, this option will have an unique formulation, but still take its place (line 3)
- OR, Playing as The Dark Urge, tell her you do all you can to keep your loved ones safe from your blade +1
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people +1
Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- 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 Dying Stone Lord Thug, succeed a passive DC 20 Perception check, and then:
- Say you'll stay with him until the end +1
- OR Say you'll make it quick +1
- OR, Playing as The Dark Urge, resist the urge to torment him +1
At the Open Hand Temple
- Offer Yannis help with investigating the double murder and proving Brilgor's innocence +1
- Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan +1
- OR, Playing as a Monk, say that offering alms to those in need is a sign of a noble soul +1
- Agree to bear Monk Manifestation's curse +1 and then withstand his madness. +3
- At the entrance gate, consent to be arrested by the Steel Watcher. +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 "Correct. But nobody likes Naaber" line. +1
Note: It may take several sequential attempts to speak with Naaber to get to these lines
- At The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" +1 (either option)
- At Fraygo's Flophouse, tell Adventurer Drim that the word "adventurer" means nothing anymore. +1
- At Sharess' Caress, when trying to hire both Sorn Orlith and Nym Orlith, say it was a bad idea, when Wyll declines. +1 (This option appears only if you're partnered with the warlock)
- At Sharess' Caress, after trying a swig of Hoots Hooligan's 'special', say that Flaming Fist should lock her up for selling it. +1
- Speaking to Valeria, say you're here just to have a drink, and then propose a toast to ADVENTURE! +1 (The option is available only after you've started Solve the Open Hand Temple Murders quest)
- Get access 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, 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 of whether you succeeded a check to discover Reynash's thievery or not):
- Successfully use +1 on him and pretend to be a new recruit
- OR Tell him you've spotted another guard on stealing +1 (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
- OR Leave barracks (or let him escort you out) +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 the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- Pass the Steel Watcher that confronts you at the coronation +3
Note: This dialogue appears only if Karlach is not in the party
- Playing as The Dark Urge, when Gortash explains your previous dealings, answer that you've come to end this evil plot +1
- Refuse to make an alliance with him and confirm your decision +1
- Agree to witness the ceremony of Gortash's ordain, saying "All right" OR "Let's get over" +1 (either option)
- After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards +3
Talking to Duke Ravengard after the coronation:
- Speak to the Duke +3
- Ask him whether the "new dawn" is what they call tyranny now +2
- As a Baldurian character, ask what has happened to the city's great hero +1
- 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
- OR Ask Ravengard whether he knows that he is infected +2
In the Wyrm's Rock Prison:
- Convince Counsellor Florrick to escape the prison +7
- After escorting Florrick out, tell her she's proven to be a vital ally +10
In the Wyrmway:
- At the entrance, when Balduran's statue requests, say you're worthy +3
- OR Let Wyll answer the statue himself, if he is in the party +7 [Needs Verification]
- Wake Ansur's spirit +10
- Pick up the Helm of Balduran after defeating Ansur +5
Lower City
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Outrage at him for stealing from people he is supposed to protect +2
- OR, Playing as a , say is he was truly sorry, he'd be willing to die for forgiveness +2
- OR, Playing as a , tell him you'd make you cut off his hand were you his master +2
- OR, Playing as a , praise him for a good discipline for a guard +1
- Playing as a , talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and say:
- That you'd do exactly what she is doing +2
- Talking to Fist 'Edge' Arensen at the gallows, ask him why don't he wait with threats until you commit a crime +1
- Talking to Fist Miller after Florrick had been executed, say she didn't deserve to die +2
- Talking to Thrastle Muria, ask if everyone in her neighbourhood is as friendly as she is +1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora to calm down and let Liara alone +2
- Promise to help Lora find her daughter +1 (A character will have a unique line here)
- If you already know that Vanra died, tell this to Lora, then say you did your best +1
- Talking to Bosun Gannet, when he instructs you about the tavern rules, say you'll keep to them +1
- Ask Gannet about Vanra, and then:
- After dealing with the hag, if real Captain Grisly died, tell Gannet you are sorry for not saving her +1
- When Talking to the hag masking as Captain Grisly, inquire her about Vanra, and then:
- When looking for a decision, propose to talk to Lora and calm her down +1
- When the hag offers you money for killing Lora, refuse to do the dirty work for her +1 (A character will have a unique line here)
- Agree to kill Lora for disguised hag, but then return and say you can't do it +1
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, then tell to surrender the child immediately. +1
- If you have already killed Lora, tell Ethel to thank you +1
- When Ethel offers you to let her go in exchange of being an ally in your crusade, decline her deal, choosing either "Not a chance" or "Time to die" lines +2 (either option)
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment +1
- OR Say Siggy clearly loves him and worries about him +1
- OR Persuade Svend he would leave the city at the first chance +1
- OR, Playing as a , tell Svend to skip the date for a free drinks +1
- OR, Playing as a , convince Svend to stay, asking what's life without a little danger +1
- OR, Playing as a , tell him to forego the date +1
- OR, PLaying as a , tell Svend to save the angst for romance novels +1
- OR Choose to stay out of their debate and do not meddle in +1
Other patrons:
- Talking to Nesha Leesha, warn her about the serial killer, then use Persuasion to insist on it +1
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, ask Adrielle to calm down +1
Dealing with hexed Mayrina:
- Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching" +1
Speaking to Jatlo after you have removed his hex:
- Tell him he has been charmed by hag +1
- OR, Playing as a , say you know ten ways to kill him before he blinks +1
- OR, Playing as a , a or an , say he is serving a perversion of nature +1
- OR, Playing as a , say he is outnumbered and outmatched +1
- OR, Playing as +1 , say that true cruelty rules with fear alone
- OR Ask him to tell the hag you're coming for her +1 (The option is not available for the Fighter characters)
After removing the hex and killing Jatlo:
- Speaking to Mayrina, ask her how is her husband's condition +1
- Tell Mayrina she was an adorable sheep +1
- Offer Mayrina help with the hag +1 (A character will have a unique line here)
- Tell Hydrangea Wubb she coudn't have known him in disguise +1
Note: Hydrangea will be present only if you knocked her out (as the Mask of Regret) in the Overgrown Tunnel AND killed the hag in Act One
- Talking to Kled, tell him that they are safe now +1
- Say the dragonborn was only pretending to be a friend +1
- Talking to Adrielle, tell her that hags and their agents are liars and cheats +1
- After Adrielle says she has discovered an ultimate way to kill a hag, offer to deal with the hag OR say you won't let the hag harm her +2 (either option)
If you have killed Auntie Ethel:
- Talking with Mayrina, persuade her to let Connor go +1
- If you haven't raised Connor from dead in Act One, tell Mayrina that killing the hag was even more amazing than revenge +1
- OR Say it wasn't so amazing when the hag was vomiting a child +1
- OR, If Vanra died, say you don't feel amazing because of it +1
- When Mayrina asks you whether you have saved Vanra, answer that of course you did it +1
- Playing as a or a , tell EITHER Mayrina OR Kled that you killed a perversion of everything natural +1
- Talking to Adrielle, say the hag is finally dead, thanks to you +1
At Crimson Draughts:
- If you are partnered with Astarion and he is in the party, refuse Araj Oblodra's invitation to come in, saying you saw how Araj made him feel +1
Note: This option is available and brings approval if you did not convince the spawn to drink Araj's blood in Act Two AND if his personal quest is not finished yet.
At the Baldur's Mouth and dealing with its employees:
- Talking to Ettvard Needle, threaten him with the blackmail letters from Gortash +1
- Talking to Estra Stir after you have defeated Gortash, say you'd rather never hear that prick's name again +1
At the Flymm Cargo:
- After returning from the Iron Throne, tell Allandra Grey you won't let her execute Redhammer +1
- At Flymm's Cobblers, talking to Sally Flymm, choose to put her out of her misery +1 (Sally and Dravo turn hostile to the party)
- Talk to Sebastian and promise to set him and other spawn free +1
- At the Flaming Fist cordon near the Upper City gate, when the Emperor warns you about becoming a thrall, choose to turn back +1
Note: This dialogue will occur if you come close to the gate without having all three Netherstones
At the Counting House:
- At the bridge leading to the entrance, give Rags Deelarma a handful of coins +1
At the Elfsong Tavern:
- Playing as a , a , a , a or a , convince Alan Alyth to lower the room price or to rent you it for free, using any available class-based option +1 (Requires various skill checks with DC from 18 to 20)
- Meeting Lakrissa in the tavern hall, remind her about your bet in the druid's grovw, then say she owes you nothing +1
- Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap +1
- Speaking to Alfira and Lakrissa on the tavern's roof, say the two of them are very cute together +1
- Talking to Doora Thumbfoot, agree to buy the necklace from her +1
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- In the second round:
- Joke about 'Vampires' +1
- Joke about 'Sleeping with a dragonborn' +1
- Joke about 'Zombie reanimator' +1
- Intimidate the public +1 (Requires successful DC 20 Intimidation check)
- In the third round:
- Joke about 'A cleric and ham' +1
- Intimidate the public +1 (Requires successful DC 25 Intimidation check)
- Talking to Dez Kanshaw, say he won't find courage on the bottom of a bottle +1
- When Dez tells you about the job offered to his son by Three-Piece:
Talking to Enforcer Skoona:
- Outside The Singing Lute, give Manip Leythim a healing potion +1
At Lora's House:
- If you haven't resolved the quest yet:
- After you have saved Vanra:
Talking to Golbraith Stredivas:
- Ask him whether his son needs any help +1 (A character will have a unique line here)
- OR, Playing as a , say you're almost impressed by a surface dweller who hunts illithids +1
- OR, Playing as a , tell Golbraith you see the mark of a true hunter about him +1
- OR, Playing as a or a , tell Golbraith you see the mark of a true warrior about him +1
- OR, Playing as a , say you've read his book on psionics +1
- Say that mind flayers are dangerous, and then add that you'll take it from here +1
Talking to Big Huido at the docks:
- OR Intimidate him into surrendering the Guild shipment +1 ( and characters will have unique lines here)
At Highberry's Home:
- Donate some gold to Roger and Cora Highberry for their orphanage +1
The Graveyard:
- Playing as a , tell Gothric Rillyn he should have learned the signs of a dangerous mark +1
- OR, If you have already recruited Minsc, say you'll tell the Stone Lord how Gothric called him +1
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask what he was doing in your father's grave +1 (Requires DC 25 Deception check)
- Playing as a , say you and he are practically kin +1
- Say “Thank goodness, you can keep it”, and then:
- Use Deception to convince him the treasure is cursed +1
- Say the crate was promised for Nine-Fingers, then use Intimidation to convince him to pay the fee for not breaking his snout +1
- Intimidate him into surrendering the loot to you +1
- OR, Playing as a , ask her whether he would loot the corpse despite their shared blood +1
Dealing with Nina Dortmell and Mortarch Gracie Scyre:
- Speaking with Nina for the first time, tell her to stop, because magic isn't a game +1
- Report Nina's attempts to Mortarch Gracie Scyre +1
Talking to Valmorba:
- Talking to Ulkov Sully, pay him for making a coffin for Lily Fischer +1
At the Chromatic Scale:
- Playing as a , discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair +1
In the Abandoned Cistern:
At the Murder Tribunal:
- Speaking with Sarevok Anchev:
- Being judged, tell Sarevok that you didn’t kill this person, but you will kill him instead +1
- After becoming an Unholy Assassin:
- Speaking to Echo of Illasera, tell her that she wasn’t quick enough if someone cut her down +1
- Speaking to Echo of Amelyssan, say that killing is merely a tool +1
In the Lady Jannath's Estate:
If Oskar Fevras was not saved in Act One:
- Playing as Tarhun Mnemonis about icons depicting Bhaal, then tell him not to sell “this evil junk” +1 , at the entrance ask
- Speaking with Sir Gorran Penghyst and Lord Delwaer Jeth, tell them to stop or you will stick both their heads through the bloody painting +1 (Requires DC 18 Intimidation check)
If Oskar Fevras was saved in Act One and the estate is now haunted:
- After initial fight with Poltergeists, speak to Lady Jannath and say you are not one of her servants to order you around +1
In the Bloomridge Park:
- Speaking to Albert, call him a quitter and tell to get his dog +1
- Near the Crimson Draughts, give Strange Beggar Sacrum any amount of gold +1
At the Heapside Prison:
- Talking to Skittle via
- Ask him whether his business is rat-ified by the local merchant's league +1
At the Facemaker's Boutique:
- Interrupt Dolor when he’s about to kill Figaro Pennygood, saying "Stop right there!", using any of class-based lines or unique line +1
Talking to Devella Fountainhead:
Note: Both these lines will differ slightly depending on whether you actually have or have not any ritually cut hands in your inventory
In the Lower City Sewers, talking to Lorna Esthelian:
At the Sorcerous Sundries
Talking to Aradin near the entrance:
- Successfully deceive him, saying you haven’t found the Nightsong +1
- If you let slip to Aradin that you’ve found the Nightsong, tell him that she is immortal and tough +1
- OR Deceive Aradin, saying that you have let the Nightsong go +1
- OR Use Intimidation or Persuasion to make him stop pursuing the Nightsong +1
Note: Good/Neutral/Evil characters will all have unique lines here. The Persuasion option is available for characters only
Talking to Lorroakan before resolving Dame Aylin’s fate:
- Tell Lorroakan you’ll ask her to come to the tower, so that she ripped him to shreds +1
- OR Use Deception to convince Lorroakan that Aylin is dead +1
Note: A , a or a characters will have a common unique line here’’
Facing Lorroakan along with Dame Aylin:
- Tell the wizard you’ve come to stop him +1
- Tell Lorroakan that Ketheric Thorm already tried to steal Aylin’s immortality and is dead now +1
- OR Tell Lorroakan that one more word about catching Aylin will be his last +1
- OR, PLaying as Gale origin, ask him to reconsider his position +1
If you have betrayed Dame Aylin to Lorroakan:
At the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
Talking to children playing at X: -166 Y: -75:
- Succeed a passive DC 7 Perception check and ask Cinnamon what is she hiding in her pocket +1
- Ask Punkins to scan you +1
At the Grey Harbour Docks:
- Convince Captain Sleam to take aboard the whole Brislen family via Intimidation, Persuasion, or simply paying the sum they’re lacking +1
- When you come across the mob preparing to execute Volo, ask Churg Elvek what is the evidence of his crimes +1
In the Stormshore Tabernacle:
Note: Any approval benefits here will be gained only if the offering is enough to receive the blessing
At the Water Queen's House:
- Attending the funeral of Holli Dylford, tell Allandra Grey you’ve brought gold as an offering +1
Note: Using this option, the players may choose either a “general” line or a line reflecting exactly the deity their character is allied to
At the Society of Brilliance Lodge:
Talking to Havkelaag:
- Refuse to give the Githyanki Egg to the Society +1
Talking to Ptaris:
Note: These options are available only if you have sold the Githyanki Egg from the Creche Y’llek to Lady Esther in Act One
- When Ptaris asks you whether you are good or bad person, answer you think yourself good, and then:
- Tell him he would be destroyed if you haven’t saved him +1 (Requires DC 20 Persuasion check for a characters, and a DC 25 Persuasion check for all others)
- OR Successfully use +1 on him and then say that it’s his conscience that tells him to stop
- OR, Playing as a , say that you are no more ‘bad’ than he is +1 ‘’(Requires DC 20 Persuasion check)’’
- OR, Playing as a , tell Ptaris you gave him same that your patron gave you +1 ‘’(Requires DC 20 Persuasion check)’’
Talking to Blurg:
At the Steel Watch Foundry
Talking to Tamia Holzt, if she spotted you in the Foundry:
- Say you’ve come to bathe in Banites’ blood +1
- OR Use any of class-based options to inspire Gondians to rebel +1 (Requires DC 18 Intimidation check or DC 18 Persuasion check, depending on character class)
Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, ask whether they will fight if you save their families +1
- If you have killed Banites in the workroom, tell Toobin about it +1
If you failed to switch off an activated Motivator while assaulting the Foundry:
- Convince Zanner Toobin to move on, using Intimidation or Persuasion +1
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Persuade Barcus Wroot to take leadership over the Clan Ironhand +1 (A , a , a Good or a character will have a unique line here)
- OR Intimidate Wulbren Bongle to walk away, using basic or any class-based option +1
Note: According to game files, a character will have a DC 18 Persuasion check instead of Intimidation for all others
- Take Zanner Toobin’s side and tell Wulbren you won’t let hurt them +1 (Wulbren and other Ironhands become hostile)
- OR, Convince Wulbren to let the Gondians go away +1 (Requires DC 20 Persuasion check)
Note: A , a Good , a will have a unique line here and a DC 18 Persuasion check instead of basic one. characters roll Performance instead of Persuasion
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Gondians:
- Tell Barcus that Wulbren was past saving +1
- OR Say that Wulbren deserved to die +1
- If you convinced both factions to make peace:
The Iron Throne
- When Gortash connects to the Submersible upon you preparing to dock at the prison:
Note: This option gives approval only if you did not strike an alliance with Gortash
- After docking at the prison, when Omeluum approaches your mind:
- Escape the Iron Throne with Ulder Ravengard alive +10
In the House of Hope
Speaking to Hope’s spirit in front of the Archive:
After freeing Hope from her chains:
Speaking to Hope after defeating Raphael:
- If Korilla was knocked out, tell Hope she didn’t deserve to die +1
Talking to the Archivist:
- If you have signed the contract with Raphael, ask the Archivist whether he'd like you to break bits of him until he gives it to you +1 (Requires DC 25 Intimidation check)
- If you rejected Raphael’s deal, ask the Archivist whether he'd like you to break bits of him until he changes his mind about the Orphic Hammer +1 (Requires DC 25 Intimidation check)
In the Boudoir:
- Provoke the fight with Haarlep +1 by either way of listed below:
- When Haarlep asks you why you are here, answer you’ve come to kill them
- OR Refuse to undress for Haarlep
- OR Choose to attack the incubus (This option is available either before you shed your clothes or when they prompt you to lie on the bed)
- OR Agree to lie down, then fail a Wisdom or Performance check to resist the incubus and choose to fight your way out
- OR Plead to gods to get you out of here when the incubus approaches you
- OR Refuse to vow your body to the incubus at the climax of the sexual intercourse
The Bhaal Temple
Speaking to Avatar of Bhaal after defeating Orin:
Note: These options are available to characters only.
- Tell Bhaal that you have no desire to harm anyone else +1
- Reject your Father’s gift and blessings +1
Note: Through the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
Camp/Conversation
- Say that Baldur's Gate has a responsibility to people in need. +3
- When Vlaakith projection emerges at the camp, tell Lae'zel to stand her ground +1
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you’re going to help the aasimar +1
- Accept Mizora's offer for a night of lust but then change your mind and don't completely follow through with it. +10
Disapproval
As a Companion character, the interactions listed below will cause Wyll to lose approval. This list is most likely incomplete.
Act One
Act Two
Act Three
Bugs
- From Patch #7 up to Hotfix #28, Wyll would use his negative greetings regardless of approval.