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== Involvement ==
== Involvement ==
{{Main|Find the Githyanki Crèche}}
When encountered, the party can talk to {{CharLink|Stornugoss|Ghustil Stornugoss}}, the resident doctor, to ask that the zaith'isk be used to remove the tadpole from the party member's head. Once the party lies down in the machine, they must pass three saving throws in order to successfully complete the procedure, a {{Saving Throw|Intelligence|12}}, a DC 15 {{Saving Throw|Wisdom|15}}, and a DC 18 {{Saving Throw|Constitution / Wisdom / Charisma / Intelligence|18}} depending on the class.


When you first talk to {{CharLink|Stornugoss|Ghustil Stornugoss}}, the resident doctor, selecting ''"I'd prefer Lae'zel to speak on my behalf"'' gives you {{Approval|Lae'zel|+1}}.  
If speaking to {{CharLink|Stornugoss|Ghustil Stornugoss}} and then killing her, then the party cannot interact with the '''zaith'isk'''. To use the machine the party must either interact with it before speaking with her or leave her alive until after using it, if speaking with her.


If {{CharLink|Lae'zel}} is an active party member, the player character will gain {{Approval|Lae'zel|+5}} and she will insist on using the machine first. If selecting ''"Stand back. I'm going first,"'' followed by ''"You would still be hunting for this place without my guidance. I will be cured first,"'' the player character will gain {{Approval|Lae'zel|+3}}. Alternatively, allowing her to be purified will gain the player character {{Approval|Lae'zel|+10}}. If instead selecting ''"Make way, Lae'zel. I am purging myself of this damned parasite"'' and subsequently committing to that decision, she will turn hostile against the party along with the Ghustil.
=== Outcome ===


It is necessary to pass three saving throws in order to successfully complete the procedure.
The failed saving throw, respectively, give -2 to {{Pass|Weakened Intelligence|Intelligence}}, {{Pass|Weakened Wisdom|Wisdom}}, and {{Pass|Weakened Constitution|Constitution}}. Consuming a {{SmRarityItem|Mind Flayer Parasite Specimen}} with the affected character, either through the inventory or by unlocking an Illithid Power, gets rid of these debuffs. One specimen gets rid of all three debuffs; multiple specimen are not needed.


* {{SavingThrow|INT|dc=12}}
If passing all three saving throws, the parasite strengthens and gives the {{Pass|Awakened}} buff, which allows using all Illithid powers as a bonus action instead of a regular action.
* {{SavingThrow|WIS|dc=15}}
* {{SavingThrow|CON|dc=18}} or {{SavingThrow|INT|dc=18}}
** [[Paladin|Paladins]], [[Bard|Bards]], Fiend or Great Old One [[Warlock|Warlocks]] and [[Sorcerer|Sorcerers]] may make a {{SavingThrow|CHA|dc=18}} instead
** [[Barbarian|Barbarians]] may make the {{SavingThrow|CON|dc=18}} with advantage
** [[Cleric|Clerics]] and [[Monk|Monks]] may make a {{SavingThrow|WIS|dc=18}} with advantage


Several classes have an additional choice for the third save, letting them use their main ability stat to more easily overcome the DC 18.
Regardless of whether succeeding or failing, the ''zaith'isk'' is destroyed by the [[Dream Visitor]], who may exclaim, "Enough!".  


After the third step of the procedure, Clerics can select ''"Pray for deliverance, Flood the creature with divine power"'' for {{Approval|Lae'zel|+1}}. Finishing the procedure gains the party {{Approval|Lae'zel|+8}}.
If passing a {{SkillCheck|Deception|15}} (or a {{SkillCheck|Performance|15}} if the player character was in the machine) Ghustil Stornugoss lets the party leave. Otherwise, she fetches assistants, locking the door ({{SkillCheck|Sleight of Hand|10}}) behind her. After some time passes, some Githyanki barge in and attack the party. This does not cause the other characters in the creche to turn hostile, and it is possible to safely fast travel to avoid the fight.


If Lae'zel is the one in the machine, the saving throws happen automatically without player input. Lae'zel will often fail some of them due to usually having relatively low Intelligence and Wisdom scores, and there being no way to add bonuses. Regardless, the player character will gain {{Approval|Lae'zel|+1}}.
== Special interactions with Lae'zel ==
 
== Secrets of the Zaith'isk ==


[[File:Zaith'isk in use.jpeg|thumb|The Zaith'isk in use.|alt=Lae'zel in the zaith'isk, eyes glowing and in agony.]]
[[File:Zaith'isk in use.jpeg|thumb|The Zaith'isk in use.|alt=Lae'zel in the zaith'isk, eyes glowing and in agony.]]
If {{CharLink|Lae'zel}} is an active party member, the player character gains {{Approval|Lae'zel|+5}} and she insists on using the machine first. The party can opt to demand to go first by selecting ''Stand back. I'm going first'', but Lae'zel objects. The party can convince her using a [[Persuasion]] or [[Investigation]] check. Succeeding a check grants {{Approval|Lae'zel|+3}} while failing results in {{Approval|Lae'zel|-3}}.


If picking the option ''"Examine the device"'' and passing a {{SkillCheck|Investigation|15}}:
Alternatively, the party can demand to go first, and if sticking to that decision it results in Lae'zel turning hostile against the party along with the Ghustil. Otherwise, letting Lae'zel go first grants {{Approval|Lae'zel|+10}}.


{{q|The device is an ingenious synthesis of illithid anatomy and metal alloys. It hums with psionic energy, hinting at paths into unknown minds and unseen planes.}}
There is a set of three stages as if the player went through the process, however it is slightly different. Instead, the party must convince Lae'zel not to go through the process after realizing the machine is intended to kill her. The first stage is either a {{SkillCheck|Persuasion|30}}, or a {{SkillCheck|Wisdom|30}} (if passing the automatic {{SkillCheck|Perception|14}}). If failing to convince Lae'zel or not trying to stop the process, the second stage is either a {{SkillCheck|Deception|30}}, or a {{SkillCheck|Wisdom|21}} (if failing, a Deception check is still available) followed by a {{SkillCheck|Persuasion|21}}. The final stage is a {{SkillCheck|Wisdom|30}}, or {{SkillCheck|Arcana|30}}, {{SkillCheck|Deception|30}} (if not trying to stop the process or failing a Persuasion check in the second stage), {{SkillCheck|Constitution|21}} (if not rolling a Wisdom check in the second stage; if failing, other checks are still available) followed by a {{SkillCheck|Persuasion|21}}, {{SkillCheck|Persuasion|21}} (if passing a Wisdom check in the second stage but not choosing to stop the process). Succeeding the Arcana check grants the party member access to the {{Pass|Awakened}} passive as though they went through the cure themselves. You can't get this passive if you stopped the process by succeeding any other checks before or during the final stage.


If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain {{Approval|Astarion|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}}.
If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain {{Approval|Astarion|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}}.


=== Stage one ===
== Related quests ==
 
* {{Quest|Find the Githyanki Crèche}}
You can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a {{SkillCheck|Persuasion|30}}. Alternatively, you can let the procedure continue and attempt a {{SkillCheck|Deception|30}} to trick her out of the machine. A passive [[Perception]] check will tell you:
 
{{q|The ''zaith'isk'''s psionic forces batter Lae'zel's thoughts. There is no chance she will survive this unscathed.}}
 
Telling Lae'zel to endure (''"Endure, Lae'zel. The cure is worth the torment."'') gives {{Approval|Lae'zel|+1}}.
 
If the player character is in the machine and passes a passive {{SkillCheck|Perception}}:
 
{{q|You realize the device is ''hunting'' your parasite. But it's doing so blindly. Without direction, your faculties could be permanently damaged.}}
 
=== Stage two ===
 
If Lae'zel being in the machine and picking the option ''"Seek answers within the zaith'isk"'' and passing a {{SkillCheck|Wisdom|21}}:
 
{{q|
Lae'zel's life is laid bare among those that came before. Her thoughts are turned to silver thread and relayed to the Astral Sea.
 
The voices of the dead cry out as one. The ''zaith'isk'' collects memories from the infected - and executes them. It is not for curing. It's for killing.
}}
 
This decreases the difficulty of the Persuasion option to have Lae'zel leave the machine from 30 to 21.  Succeeding will free Lae'zel and give {{Approval|Lae'zel|+1}}.
 
Alternatively, telling her to endure (''Keep focused, Lae'zel. The cure is close.'') gives {{Approval|Lae'zel|+1}}.
 
=== Stage three ===
 
If Lae'zel is in the machine, it's possible to persuade her to leave again. This difficulty will either be 21 or 30, depending on the previous choices. Attempting to deceive her remains a {{SkillCheck|Deception|30}}.
 
Alternatively, a {{SkillCheck|Wisdom|30}} or a {{SkillCheck|Arcana|30}} will allow to force Lae'zel out of the device. The latter will also grant the [[Awakened]] buff.
 
If the player character is in the machine and succeeds on any option, it will give {{Approval|Lae'zel|+3}}.
 
== Outcome ==
 
The failed saving throws will, respectively, give -2 to {{Pass|Weakened Intelligence|Intelligence}}, {{Pass|Weakened Wisdom|Wisdom}}, and {{Pass|Weakened Constitution|Constitution}}. Consuming a {{SmRarityItem|Mind Flayer Parasite Specimen}} with the affected character, either through the inventory or by unlocking an Illithid Power, will get rid of these debuffs. One specimen will get rid of all three debuffs; multiple are not needed.
 
If succeeding the {{SkillCheck|Arcana|30}} in stage three, or succeeding all three saving throws, the parasite will strengthen and give the [[Awakened]] buff, which allows using all Illithid powers as a bonus action instead of a regular action.
 
Regardless of whether succeeding or failing, the ''zaith'isk'' will be destroyed by the [[Dream Visitor]], who may exclaim, "Enough!".
 
If passing a {{SkillCheck|Deception|15}} (or a {{SkillCheck|Performance|15}} if the player character was in the machine) Ghustil Stornugoss will let the party leave. Otherwise, she will fetch assistants, locking the door ({{SkillCheck|Sleight of Hand|10}}) behind her. After some time passes, some Githyanki will barge in and try to kill the party. This will not cause the other characters in the creche to turn hostile, and it's possible to safely teleport to the nearby Sigil to avoid the fight.


== External links ==
== External links ==

Latest revision as of 16:41, 4 March 2025

A zaith'isk is a partly organic, partly mechanical Githyanki device that purportedly purifies a Mind Flayer Tadpole from an infected victim. One can be found in the Infirmary of Crèche Y'llek.

The Zaith'isk in Crèche Y'llek

Involvement[edit | edit source]

When encountered, the party can talk to Stornugoss Ghustil Stornugoss, the resident doctor, to ask that the zaith'isk be used to remove the tadpole from the party member's head. Once the party lies down in the machine, they must pass three saving throws in order to successfully complete the procedure, a Intelligence saving throw, a DC 15 Wisdom saving throw, and a DC 18 Constitution / Wisdom / Charisma / Intelligence saving throw depending on the class.

If speaking to Stornugoss Ghustil Stornugoss and then killing her, then the party cannot interact with the zaith'isk. To use the machine the party must either interact with it before speaking with her or leave her alive until after using it, if speaking with her.

Outcome[edit | edit source]

The failed saving throw, respectively, give -2 to Intelligence Intelligence, Wisdom Wisdom, and Constitution Constitution. Consuming a Mind Flayer Parasite Specimen with the affected character, either through the inventory or by unlocking an Illithid Power, gets rid of these debuffs. One specimen gets rid of all three debuffs; multiple specimen are not needed.

If passing all three saving throws, the parasite strengthens and gives the Awakened Awakened buff, which allows using all Illithid powers as a bonus action instead of a regular action.

Regardless of whether succeeding or failing, the zaith'isk is destroyed by the Dream Visitor, who may exclaim, "Enough!".

If passing a DC 15 Deception check (or a DC 15 Performance check if the player character was in the machine) Ghustil Stornugoss lets the party leave. Otherwise, she fetches assistants, locking the door ( DC 10 Sleight of Hand check) behind her. After some time passes, some Githyanki barge in and attack the party. This does not cause the other characters in the creche to turn hostile, and it is possible to safely fast travel to avoid the fight.

Special interactions with Lae'zel[edit | edit source]

Lae'zel in the zaith'isk, eyes glowing and in agony.
The Zaith'isk in use.

If Lae'zel Lae'zel is an active party member, the player character gains Lae'zel approves +5 and she insists on using the machine first. The party can opt to demand to go first by selecting Stand back. I'm going first, but Lae'zel objects. The party can convince her using a Persuasion or Investigation check. Succeeding a check grants Lae'zel approves +3 while failing results in Lae'zel disapproves -3.

Alternatively, the party can demand to go first, and if sticking to that decision it results in Lae'zel turning hostile against the party along with the Ghustil. Otherwise, letting Lae'zel go first grants Lae'zel approves +10.

There is a set of three stages as if the player went through the process, however it is slightly different. Instead, the party must convince Lae'zel not to go through the process after realizing the machine is intended to kill her. The first stage is either a DC 30 Persuasion check, or a DC 30 Wisdom check (if passing the automatic DC 14 Perception check). If failing to convince Lae'zel or not trying to stop the process, the second stage is either a DC 30 Deception check, or a DC 21 Wisdom check (if failing, a Deception check is still available) followed by a DC 21 Persuasion check. The final stage is a DC 30 Wisdom check, or DC 30 Arcana check, DC 30 Deception check (if not trying to stop the process or failing a Persuasion check in the second stage), DC 21 Constitution check (if not rolling a Wisdom check in the second stage; if failing, other checks are still available) followed by a DC 21 Persuasion check, DC 21 Persuasion check (if passing a Wisdom check in the second stage but not choosing to stop the process). Succeeding the Arcana check grants the party member access to the Awakened Awakened passive as though they went through the cure themselves. You can't get this passive if you stopped the process by succeeding any other checks before or during the final stage.

If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain Astarion approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1 Karlach approves +1.

Related quests[edit | edit source]

External links[edit | edit source]