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Zaith'isk: Difference between revisions

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(Great Old One warlocks can also make the last check with charisma.)
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* {{SavingThrow|WIS|dc=15}}
* {{SavingThrow|WIS|dc=15}}
* {{SavingThrow|CON|dc=18}} or {{SavingThrow|INT|dc=18}}
* {{SavingThrow|CON|dc=18}} or {{SavingThrow|INT|dc=18}}
** [[Paladin|Paladins]], [[Bard|Bards]], Fiend [[Warlock|Warlocks]] and [[Sorcerer|Sorcerers]] may make a {{SavingThrow|CHA|dc=18}} instead
** [[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
** [[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
** [[Cleric|Clerics]] and [[Monk|Monks]] may make a {{SavingThrow|WIS|dc=18}} with advantage

Revision as of 01:25, 18 October 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

When you first talk to Stornugoss Ghustil Stornugoss, the resident doctor, selecting "I'd prefer Lae'zel to speak on my behalf" gives you Lae'zel approves +1 Shadowheart disapproves -1.

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. 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 Lae'zel approves +3. Alternatively, allowing her to be purified will gain the player character Lae'zel approves +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.

It is necessary to pass three saving throws in order to successfully complete the procedure.

Several classes have an additional choice for the third save, letting them use their main ability stat to more easily overcome the DC 18.

After the third step of the procedure, if Clerics can select "Pray for deliverance, Flood the creature with divine power" for Lae'zel approves +1. Finishing the procedure gains the party Lae'zel approves +8.

If Lae'zel is the one in the machine, there won't any saving throw be shown on the screen. Choosing to tell her to remain in the machine each turn seems to cause her to automatically take the corresponding penalty. Regardless, the player character will gain Lae'zel approves +1.

Secrets of the Zaith'isk

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

If picking the option "Examine the device" and passing a DC 15 Investigation check:

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 Astarion approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1 Karlach approves +1.

Stage one

You can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a DC 30 Persuasion check. Alternatively, you can let the procedure continue and attempt a DC 30 Deception check to trick her out of the machine. A passive Perception check will tell you:

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 Lae'zel approves +1.

If the player character is in the machine and passes a passive Perception check:

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 DC 21 Wisdom check:

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 Lae'zel approves +1.

Alternatively, telling her to endure (Keep focused, Lae'zel. The cure is close.) gives Lae'zel approves +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 DC 30 Deception check.

Alternatively, a DC 30 Wisdom check or a DC 30 Arcana check 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 Lae'zel approves +3.

Outcome

Each failed saving throw 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 succeeding the DC 30 Arcana check saving throw in the stage three, or if the player character succeeds all saving throws, the parasite will strengthen and it will give the Awakened buff, which allows to use the 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 or if player character were 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.

External links