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Zaith'isk: Difference between revisions

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Zaith'isk found in the infirmary in [[Crèche Y'llek]]. It is a device that Lae'zel insists is the best way to cure yourself of the tadpole infection. You can speak with [[Ghustil Stornugoss]], the resident doctor, to begin the procedure.
[[File:Zaith'isk.jpeg|thumb|right|The Zaith'isk in Crèche Y'llek]]


You will need to pass three saving throws in order to successfully complete the procedure.
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]].  


* Intelligence (DC10)
== Involvement ==
* Wisdom (DC12)
{{Main|Find the Githyanki Crèche}}
* Constitution (DC15)
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.


These numbers will be larger if Lae'Zel enters the device. If you fail one of the saving throws you will not get the Awakened buff, but will get a debuff to one of your stats.
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.


The Awakened buff allows you to use your Illithid powers with a bonus action instead of a regular action.
=== 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 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!".
 
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.
 
== Special interactions with Lae'zel ==
 
[[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}}.
 
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}}.
 
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}}.
 
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.
 
== Related quests ==
* {{Quest|Find the Githyanki Crèche}}
 
== External links ==
 
* {{FRWiki|Zaith'isk|long}}
 
[[Category:Environmental objects]]

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]