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(→‎Involvement: Added note about the machine becoming locked out if the doctor is killed after speaking with her.)
 
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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 DC 12 [[Intelligence]] saving throw, a DC 15 [[Wisdom]] saving throw, and a DC 18 [[Constitution]], [[Wisdom]], [[Charisma]], or [[Intelligence]] saving throw 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}}.  
Warning: If speaking to {{CharLink|Stornugoss|Ghustil Stornugoss}} and then killing her, then the party will be unable to 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 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.


* {{SavingThrow|INT|dc=12}}
If the party passes all three saving throws, the parasite will strengthen and give 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'' will be 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 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.


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 ==
 
Warning: If you speak to {{CharLink|Stornugoss|Ghustil Stornugoss}} and then kill her, you will be unable to interact with the '''zaith'isk'''. To use the machine you must either interact with it before speaking with her or leave her alive until after using it if you speak with her.
 
== 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 will gain {{Approval|Lae'zel|+5}} and she will insist 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 will object. 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 will result in Lae'zel turning hostile against the party along with the Ghustil. Otherwise, letting Lae'zel go first will grant {{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.}}
 
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 ===
 
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.
The party can then go through a similar 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. 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 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.
Lastly, on the last stage, the party member can try to take control of the zaith'isk and absorb its power by passing a {{SkillCheck|Arcana|30}} to gain the {{Pass|Awakened}} passive themselves.


Regardless of whether succeeding or failing, the ''zaith'isk'' will be destroyed by the [[Dream Visitor]], who may exclaim, "Enough!".
== Related quests ==
 
* {{Quest|Find the Githyanki Crèche}}
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 10:55, 20 November 2024

The Zaith'isk in Crèche Y'llek

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.

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 DC 12 Intelligence saving throw, a DC 15 Wisdom saving throw, and a DC 18 Constitution, Wisdom, Charisma, or Intelligence saving throw depending on the class.

Warning: If speaking to Stornugoss Ghustil Stornugoss and then killing her, then the party will be unable to 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 throws will, 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, will get rid of these debuffs. One specimen will get rid of all three debuffs; multiple are not needed.

If the party passes all three saving throws, the parasite will strengthen and give 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 will be 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 will let the party leave. Otherwise, she will fetch assistants, locking the door ( DC 10 Sleight of Hand check) 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.

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 will gain Lae'zel approves +5 and she will insist 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 will object. 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 will result in Lae'zel turning hostile against the party along with the Ghustil. Otherwise, letting Lae'zel go first will grant Lae'zel approves +10.

The party can then go through a similar 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. 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.

Lastly, on the last stage, the party member can try to take control of the zaith'isk and absorb its power by passing a DC 30 Arcana check to gain the Awakened Awakened passive themselves.

Related quests[edit | edit source]

External links[edit | edit source]