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Zaith'isk: Difference between revisions

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(Complete expansion of the sequence with all (or almost all) dialogue options)
 
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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:
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.
 
=== Stage one ===
* {{Dialogue option|''Follow the doctor's instruction. Seek the tadpole.''|roll=Intelligence|dc=12}}
* {{Dialogue option|''Follow the ''ghustil'''s instruction. Seek the tadpole.''|tags=Githyanki|roll=Intelligence|dc=12}}
* {{Dialogue option|''Focus the device on your tadpole.''|roll=Intelligence|dc=12}} (if using it without Stornugoss)
 
=== Stage two ===
* {{Dialogue option|''Stay calm. Guide the device closer.''|roll=Wisdom|dc=15}}
* {{Dialogue option|''Remember your orders. Bring the device closer.''|tags=Githyanki|roll=Wisdom|dc=15}}
 
=== Stage three ===
* {{Dialogue option|''Keep going. Complete the extraction.''|roll=Constitution|dc=18}}
* {{Dialogue option|''Pursue the visions you saw. See where they lead.''|tags=Lae'zel|roll=Constitution|dc=18}}
* {{Dialogue option|''Complete your purification. Surrender to Vlaakith's will.''|tags=Githyanki|roll=Constitution|dc=18}}
* {{Dialogue option|''Channel your ki. Flood the creature with your essence.''|tags=Monk|roll=Wisdom|dc=18}}
* {{Dialogue option|''Seek the tadpole's essence. Flood it with power.''|tags=Druid|roll=Wisdom|dc=18}}
* {{Dialogue option|''Pray for deliverance. Flood the creature with divine power.''|tags=Cleric|roll=Wisdom|dc=18}}
* {{Dialogue option|''Focus on this ancient magic. Feed it with your own.''|roll=Intelligence|dc=18}}
* {{Dialogue option|''Study the ancient magic. Trace its forms. Align yourself with them.''|tags=Wizard|roll=Intelligence|dc=18}}
* {{Dialogue option|''Beseech your patron to lend the tadpole a mote of faerie arcana.''|tags=Archfey|roll=Charisma|dc=18}}
* {{Dialogue option|''Ask your patron to lend the tadpole some diabolic might.''|tags=Fiend|roll=Charisma|dc=18}}
* {{Dialogue option|''Entreat your patron - ask it to lend the tadpole eldritch power.''|tags=Great Old One|roll=Charisma|dc=18}}
* {{Dialogue option|''Harmonise with the tadpole's magic. Amplify it.''|tags=Bard|roll=Charisma|dc=18}}
* {{Dialogue option|''Share your oathbound magics with the tadpole.''|tags=Paladin|roll=Charisma|dc=18}}
* {{Dialogue option|''Follow the strange magic to its source.''|tags=Sorcerer|roll=Charisma|dc=18}}
* {{Dialogue option|''LET THE TADPOLE FEED ON YOUR RAGE. MAKE IT '''STRONG.'''''|tags=Barbarian|roll=Constitution|dc=18|advantage=y}}


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.
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.
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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 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 {{Pass|Awakened}} buff, which allows using all Illithid powers as a bonus action instead of a regular action.
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.


Regardless of whether succeeding or failing, the ''zaith'isk'' will be destroyed by the [[Dream Visitor]], who may exclaim, "Enough!".  
Regardless of whether succeeding or failing, the ''zaith'isk'' will be destroyed by the [[Dream Visitor]], who may exclaim, "Enough!".  
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[[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 an ability check:
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}}.
 
* {{Dialogue option|I have ably commanded this party. I will be cleansed first.|tags=Githyanki|roll=Persuasion|dc=10}} (roll removed if high enough approval)
* {{Dialogue option|You would still be hunting for this place without my guidance. I will be cured first.|roll=Persuasion|dc=10}} (roll removed if high enough approval)
* {{Dialogue option|'''''ROAR!'''''|tags=Barbarian|roll=Investigation|dc=10|advantage=y}}
 
Selecting the following option and sticking to it results in Lae'zel turning hostile against the party along with the Ghustil:
* {{Dialogue option|Make way, Lae'zel. I am purging myself of this damned parasite.}}
 
If Lae'zel is the one in the machine, the party will gain {{Approval|Lae'zel|+10}} and 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}}.
 
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 ===
 
If the party member passes a passive {{Ability check|Perception|14}} check, they will realize the machine will not survive the procedure unscathed. The party member will feel Lae'zel's mind ripping and rupturing and can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a persuasion check:
 
* {{Dialogue option|Get out of there, Lae'zel. You won't survive this anguish.|roll=Persuasion|dc=30}}
* {{Dialogue option|''Call on your parasite. Show Lae'zel what she stands to lose.''|roll=Wisdom|dc=30}} (if passive {{Ability check|Perception|14}} passed)
* {{Dialogue option|Extract yourself. Mother Gith would not wish you to suffer.|tags=Githyanki|roll=History|dc=30}}
 
Alternatively, the party member can let the procedure continue, however this will give her the passive {{Pass|Weakened Intelligence}}:
 
* {{Dialogue option|Endure Lae'zel. The cure is worth the torment.}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|Brace your mind, Lae'zel.Vlaakith tavki na'zin. Vlaakith tavki na'zin...|tags=Githyanki}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|''Wait and watch.''}}
 
=== Stage two ===
 
The party member will see a vision of past deceased githyanki and can try to convince Lae'zel to stop:
 
* {{Dialogue option|''Seek answers within the zaith'isk. What is this vision?''|roll=Wisdom|dc=21}}
** {{Dialogue option|I've seen the truth Lae'zel. This device doesn't cure - it kills.|roll=Persuasion|dc=21}}
* {{Dialogue option|Listen to me. I see your flesh pulsing. The ''zaith'isk'' will make you ''ghaik''!|tags=Githyanki|roll=Deception|dc=30}}
* {{Dialogue option|You must listen! The device is changing you. You are becoming illithid.|roll=Deception|dc=30}}
 
Otherwise, they can do nothing or urge her to continue which will give her the passive {{Pass|Weakened Wisdom}}:
* {{Dialogue option|Keep focused, Lae'zel. The cure is close.}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|Cry our queen's command. ''Lash'a'kla!''|tags=Githyanki}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|''Wait and watch.''}}
 
=== Stage three ===


If Lae'zel is ''still'' 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, 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}}.  


* {{Dialogue option|''Pursue the visions you saw. See where they lead.''|roll=Constitution|dc=21}} (if visions weren't pursued in stage two)
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}}.
* {{Dialogue option|I have seen the truth, Lae'zel. You will be killed, not cured!|roll=Persuasion|dc=21}} (if Perception check passed in stage two or the Constitution check)
* {{Dialogue option|Your tadpole is changing, growing. You have to resist the machine!|roll=Deception|dc=30}} (if Deception not tried yet)
* {{Dialogue option|''Focus your mind. Try to overload the device.''|roll=Wisdom|dc=30}}


Failing the check, or allowing her to continue will give Lae'zel the passive {{Pass|Weakened Constitution}}:
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.
* {{Dialogue option|Abide the pain, Lae'zel. It is Vlaakith's will!|tags=Githyanki}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|Embrace the pain, Lae'zel. Be pure.}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|''Wait and watch.''}}


Alternatively, the party member can try to take control of the zaith'isk and absorb its power to gain the {{Pass|Awakened}} passive themselves:
== Related quests ==
* {{Dialogue option|Draw on the zaith'isk's power, take it as your own.|roll=Arcana|dc=30}}
* {{Quest|Find the Githyanki Crèche}}


== 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]