Rivington
◎ Talking to Yenna
- Offer her help:
- Give some coin OR some food
+1 (either option, giving food available for all characters except
Druid)
- OR Suggest to find a guard for her
+1 (available for all characters except
Cleric)
- Playing as a
Druid, conjure some berries and herbs for her
+1
- Playing as a
Cleric, suggest to find the nearest temple
+1
- Playing as a
Ranger, suggest to track her mother down
+1
▶ Note: Offering Yenna food OR promising to look for her mum after using class-based
Ranger line brings another
+1 point
◎ Sword Coast Couriers
◎ Open Hand Temple
◎ Circus of the Last Days
◆ At the entrance:
- Convince Klaus to let you in, bribing him, using
Persuasion,
Intimidation, or any class-based option except pretending to be a friend of Gortash's
+1
- OR, Playing as
The Dark Urge, say you used to be a murderer
+1
- OR, Playing as an
Archfey Warlock, first say that you never pass up a faerie mischief
+1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting
+1
◆ Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD.
+1
- Play the game and accuse the djinni of rigging the wheel
+1
- If successful, play again and try to distract Akabi, letting out a loud fart
+1
- OR, Playing as a
Bard, ask him about his adventures
+1
- OR Provoke him to transform you
+1
- After returning from jungle, talk to the djinni again and say you have had much fun OR promise he will pay for it
+1 (either option)
◆ When passing Zethino's trial, choose answers:
- First question: ★"Red apple" or ★"Roast onion"
+1 (either)
- Second question: ★"Balcony in Waterdeep"
+2
- Third question: ★"World would be better with him dead"
+2
▶ Note: The ★ sign here marks the answers considered correct for the purposes of the test.
◆ Talking to Boney the mephit:
- Call his wife Stoney magnificent
+1
- OR Note that she's a lot bigger than himself
+1
- OR, Playing as a
Druid, say they both are magnificent
+1
◆ Dealing with Popper the kobold trader:
▶ Note: Class-based
Deception lines for
Wizard,
Warlock or
Sorcerer do not give approval [Needs Verification]
- Playing as a
Paladin or a
Cleric, tell him that graverobbing is a profane act
+1
- If talking to Popper after defeating false Dribbles, say that offering 'treatoes' now is a bit callous.
+1
◆ Dealing with caged beasts:
- Talking to Shadow-Whiskers, break the lock on her cage.
+1 (works either with or without
Speak with Animals)
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory)
+1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up.
+1 (either option)
- OR, Say you'd have killed him before he hurts anyone else
+1
◆ Watching Dribbles's show:
- Say 'What a corny joke'
+1
- OR, Playing as a
Bard, interrupt him with your own pun
+1
- Volunteer any companion to the stage as Dribbles's assistant, except Gale himself
+1
- Then insist on your choice and cheer them
+1 (including unique lines for Minthara and Jaheira)
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for
The Dark Urge
+1
◆ Talking to Lucretious:
- When she's training up skeletons, tell her that she is being a little harsh
+1
- After defeating false Dribbles, tell her that killing clowns is a rare treat
+1
- When Lucretious asks you to find real Dribbles, answer that you are expensive
+1
- Then say that Dribbles is probably dead now
+1
- When you deliver her Dribbles's remains, say it was pleasure to meet her
+1
- OR Ask whether she is hiring personnel
+1
◎ Elsewhere in Rivington
▶ Note: This option is available only if tiefling kids survived in Acts One and Two
▶ Note: These options are available only if Orin is not impersonating Rowan or the Thug
◆ Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people
+1
▶ Note: This line goes for the Custom origin (Tav). Any other Origin, except
The Dark Urge, will have unique formulation
- OR Tell her that you're going to report to the commanding officer
+1
- OR, Playing as
The Dark Urge, tell her that mindless slaughter is not the answer
+1
- If Orin is impersonating Dying Stone Lord Thug, succeed a passive
DC 20 Perception check, and then:
- Say you'll stay with him until the end
+1
- OR Say you'll make it quick
+1
- OR, Playing as
The Dark Urge, resist the urge to torment him
+1
▶ Note: Whatever choices while speaking with Orin under Gyldro Angleiron guise do not bring any Approval/Disapproval from Gale (strangely)
Wyrm's Crossing
◎ Sharess' Caress
▶ Note: This option appears only if you're partnered with the wizard
- Agree to invite Halsin, too, if the druid is in the party, or refuse to do it
+1 (either option)
- If you've taken Raphael's deal, tell Gale you only said what the devil wanted to hear
+1
◎ Elsewhere in Wyrm's Crossing
- At the entrance gate, consent to be arrested by the Steel Watcher
+1
- Refuse to deliver the gnome leader's head to Manip Falcäo
+1
- At Fraygo's Flophouse, tell Adventurer Drim that the word "adventurer" means nothing anymore.
+1
- At Carm's Garm, when Naaber pretends to be a dog, choose "Correct. But nobody likes Naaber" line.
+1
- When he tries to imitate a bard, ask him to never sing again
+1
▶ Note: It may take several sequential attempts to speak with Naaber to get to these lines
Wyrm's Rock Fortress
- Get access into Wyrm's Rock Fortress
+1 by either of following options:
◆ At the Flaming Fist barracks:
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you.
+1
- When you spot Fist Reynash trying to open a chest, wake other guards
+1
▶ Note: Waking guards gains approval only after discovering by any available means that Reynash was stealing from others.
- OR Find out that Reynash needs gold, and then give him 300 gold to take the ferry
+1
◆ Speaking to Manip Bakshi:
- Successfully use
Detect Thoughts on him and pretend to be a new recruit
+1
- OR Tell him you've spotted another guard on stealing
+1 (requires
DC 10 Persuasion check if you have spotted Reynash's lockpick or
DC 15 Persuasion check if you didn't)
- Then ask him not to be hard on Reynash
+1
- OR Leave barracks (or let him escort you out)
+1
◆ At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say:
- That you have seen the army of the Absolute and no where's safe.
+1
- That the Steel Watchers will eventually turn on everyone.
+1
- OR, playing as a
Druid, say that there's nothing natural about him
+1
- Pass the Steel Watcher that confronts you at the coronation
+1
▶ Note: This dialogue appears only if Karlach is not in the party
- Playing as
The Dark Urge, when Gortash explains your previous dealings, answer that you've come to end this evil plot
+1
- Refuse to make an alliance with him and confirm your decision
+1
- Tell Gortash that you have no interest in this sham of a coronation
+1
- After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards
+1
◆ Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now
+1
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant
+1
- OR Ask Ravengard whether he knows that he is infected
+1
- As a Baldurian character, ask what has happened to the city's great hero
+1
◆ In the Wyrm's Rock Prison:
- Convince Counsellor Florrick to escape the prison
+1
- After escorting Florrick out, tell her she's proven to be a vital ally
+1
- Talking to the Unusual Skull, ask him to speak plainly
+1 (requires
DC 18 Persuasion check)
- Solve the first riddle
+1
- Solve the second riddle
+1
▶ Note: These options are available only if you were arrested, not if you entered the prison by any other means
Lower City
◎ Basilisk Gate Barracks
◆ Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Outrage at him for stealing from people he is supposed to protect
+1
- OR Pretend to push him off his balance
+1
- OR, Playing as a
Half-Orc, say is he was truly sorry, he'd be willing to die for forgiveness
+1
- OR, Playing as a
Drow, tell him you'd make you cut off his hand were you his master
+1
- OR, Playing as a
Barbarian, tell him to prove Liara Portyr he is not a weakling
+1
- OR, Playing as a
Monk, praise him for a good discipline for a guard
+1
◆ Playing as a
Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and say:
- That you'd do exactly what she is doing
+1
- OR Advise her to double their shifts and dock their pay
+1
- OR Tell her to let it slide, just for once
+1
- Talking to Fist 'Edge' Arensen at the gallows, ask him why don't he wait with threats until you commit a crime
+1
- OR Say a big guy like him makes an easy target
+1
- Talking to Fist Miller after Florrick had been executed, say she didn't deserve to die
+1
- OR Say it's a cruel way of talking about her
+1
- Talking to Thrastle Muria, ask if everyone in her neighbourhood is as friendly as she is
+1
- OR Say that you are no builder but still are handy with a hammer
+1
◆ Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora to calm down and let Liara alone
+1
- OR Tell Lora it wasn't very responsible to take a kid to a tavern
+1
- Promise to help Lora find her daughter
+1 (Unique line for
Paladin)
- If you already know that Vanra died, tell this to Lora, then say you did your best
+1
◎ The Blushing Mermaid
◆ Talking to Bosun Gannet, when he instructs you about the tavern rules, say you'll keep to them
+1
- Then ask him what to do if you want to use the latrine
+1
- Ask Gannet about Vanra, and then:
- Say you didn't think a tough guy would be scared of a little knife
+1
- Tell him you'd love to see him try to kick you out
+1
- After dealing with the hag, if real Captain Grisly died, tell Gannet you are sorry for not saving her
+1
◆ Talking to the hag masking as Captain Grisly:
- Inquire her about Vanra, and then ask how do you know she's not lying
+2
- OR, Playing as a
Rogue or a
Fighter, ask whether a little knife caused such trouble
+1
- When looking for a decision, propose to talk to Lora and calm her down
+1
- OR Say you want to get to the bottom to the story of a missing child
+1
- OR, Playing as a
Half-Orc, say Lora acted out of fear and anger
+1
- When the hag offers you money for killing Lora, refuse to do the dirty work for her
+1 (Unique line for
Devotion Paladin)
- Agree to kill Lora for disguised hag, but then return and say you can't do it
+1
- OR Tell the hag you've changed your mind and she should surrender Vanra
+1
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
- Tell her to surrender the child immediately.
+1
- OR Say you'll leave now
+1
- If you have already killed Lora, tell Ethel to thank you
+1
- OR Say you don't like being used
+1
- When Ethel offers you an alliance in your crusade, agree to have a deal
+1 (Unique line for
Oathbreaker Paladin)
- OR Decline her deal, choosing either "Not a chance" or "Time to die" lines
+1 (either option)
- OR, Playing as a
Warlock, tell her to make a better offer or die
+1
- OR, Playing as a
Paladin, say you will find glory in spilling the guts of a monster
+1
◆ Speaking to Svend and Siggy:
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment
+1
- OR Say Siggy clearly loves him and worries about him
+1
- OR Persuade Svend he would leave the city at the first chance
+1
- OR, Playing as a
Halfling, tell Svend to skip the date for a free drinks
+1
- OR, Playing as a
Rogue, convince Svend to stay, asking what's life without a little danger
+1
- OR, Playing as a
Monk, tell him to forego the date
+1
- OR, PLaying as a
Bard, tell Svend to save the angst for romance novels
+1
- OR Choose to stay out of their debate and do not meddle in
+1
◆ Other patrons of the tavern:
Talking to Nesha Leesha, warn her about the serial killer, then use
Persuasion to insist on it
+1
- OR Say you've probably mistaken her for someone else
+1
◎ Old Garlow's Place
◆ First time visiting the place:
- If you found the group without reading any of their posters, ask Adrielle to calm down
+1
- After the Hag Survivors attacked the party, tell Hydrangea Wubb that all you care about is killing the hag
+1
▶ Note: Hydrangea will be present only if you knocked her out (as the Mask of Regret) in the Overgrown Tunnel AND killed the hag in Act One
◆ Dealing with hexed Mayrina:
- Speaking to Mayrina in the sheep form via
Speak with Animals:
- Tell her you are here to help her
+1
- OR Call her condition hilarious
+1
- Talking to Mayrina without
Speak with Animals, ask how did she get herself turned into a sheep
+1
- Talking to Adrielle, offer to have a look at the hex
+1
- OR Say that she protected Mayrina until now, and that's worth something
+1
- OR Tell her you hate dolls
+1
- Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching"
+1
- When he accuses you of showing up at the convenient moment, call Mayrina an old friend
+1
- OR Tell him to say if they don't want your help
+1
◆ Speaking to Jatlo after you have removed his hex:
- Tell him he has been charmed by hag
+1
- OR, Playing as a
Rogue, say you know ten ways to kill him before he blinks
+1
- OR, Playing as a
Ranger, a
Druid or an
Ancients Paladin, say he is serving a perversion of nature
+1
- OR, Playing as a
Fighter, say he is outnumbered and outmatched
+1
- OR, Playing as
The Dark Urge, say that true cruelty rules with fear alone
+1
- OR Ask him to tell the hag you're coming for her
+1 (The option is not available for
Fighter characters)
◆ After removing the hex and killing Jatlo:
- Speaking to Mayrina, ask her how is her husband's condition
+1
- Tell Mayrina she was an adorable sheep
+1
- Offer Mayrina help with the hag
+1 (Unique line for
Devotion Paladin)
- Tell Hydrangea Wubb she coudn't have known him in disguise
+1
- OR Say they need to do a better job protecting Mayrina
+1
- Talking to Kled, tell him that they are safe now
+1
- OR Say the dragonborn was only pretending to be a friend
+1
- OR Say that Mayrina can be very annoying
+1
- Talking to Adrielle, say that hags and their agents are liars and cheats
+1
- After Adrielle says she has discovered an ultimate way to kill a hag, offer to deal with the hag OR say you won't let the hag harm her
+1 (either option)
◆ If you have met Auntie Ethel, but haven’t dealt with her yet:
- After telling Mayrina that Auntie Ethel is back, tell her to just let Connor die
+1
◆ If you have killed Ethel:
- Talking with Mayrina,
persuade her to let Connor go
+1
- OR Tell her to take time and celebrate
+1
- If you haven't raised Connor from dead in Act One, tell Mayrina that killing the hag was even more amazing than revenge
+1
- OR Say you prefer thank-yous of a coin variety
+1
- OR Say it wasn't so amazing when the hag vomited a child
+1
- OR, If Vanra died, say you don't feel amazing because of it
+1
- When Mayrina asks you whether you have saved Vanra, answer that of course you did it
+1
- Playing as a
Ranger or a
Druid, tell EITHER Mayrina OR Kled that you killed a perversion of everything natural
+1
◆ At Lora's House:
- If you haven't resolved the quest yet:
- Ask Lora whether she really did threaten the tavern staff with a knife
+1
- After you have saved Vanra:
- Say the hag was you problem to deal with
+1
- OR Tell her to keep a closer eye on her daughter
+1
- OR Say she is damn lucky you found Vanra
+1
- OR Tell Lora it isn't her fault that she couldn't protect Vanra
+1
◎ The Counting House
- At the bridge leading to the entrance, give Rags Deelarma a handful of coins
+1
- Bargain with Rakath Glitterbeard to return him less money than had been stolen
+1
◎ The Crimson Draughts
- If you are partnered with Astarion and he is in the party, refuse Araj Oblodra's invitation to come in, saying you saw how Araj made him feel
+1
- OR Tell Astarion that you all can leave if he doesn't want to be around Araj
+1
▶ Note: The latter option brings approval if you did not convince the spawn to drink Araj's blood in Act Two AND if his companion quest is not finished yet.
◎ The Devil's Fee
◎ The Elfsong Tavern
▶ Note: Requires various skill checks with DC from 18 to 20
◆ Talking to Lakrissa and Alfira:
- In the hall, remind Lakrissa her about your bet in the druid's grovw, then say she owes you nothing
+1
- OR Ask for a kiss instead
+1
- Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap
+1
- OR Say you missed her
+1
- Speaking to Alfira and Lakrissa on the tavern's roof, say the two of them are very cute together
+1
- When Alfira tells you about her plans of opening a bard school, say you're proud of her
+1
◆ Speaking to Harvard Willoughby:
- Agree to participate in Laff Riot, and then, in the first round:
- Joke about Harvard smelling funny
+1
- Joke about 'Wizard and shatter'
+1
- Playing as a
Barbarian, say "Laugh. Now" to the listeners
+1
- In the second round:
- Joke about 'Vampires'
+1
- Joke about 'Sleeping with a dragonborn'
+1
- Joke about 'Zombie reanimator'
+1
- Intimidate the public
+1 (Requires successful
DC 20 Intimidation check)
- In the third round:
- Joke about 'A cleric and ham'
+1
- Intimidate the public
+1 (Requires successful
DC 25 Intimidation check)
◆ Talking to Dez Kanshaw:
- Say he won't find courage on the bottom of a bottle
+1
- OR Say he has enough left to buy a drink
+1
- OR, Playing as a
Halfling, say the answer is always yes.
+1
- OR, Playing as a
Half-Orc, tell him that deep courage comes from a full belly
+1
- When Dez tells you about the job offered to his son by Three-Piece:
- Playing as a
Half-Orc, say that the boy must find his own path, as you did
+1
◆ Talking to Enforcer Skoona:
- Playing as a
Barbarian, say you approve her arms
+1
- Playing as a
Monk, say it is she who decides her fate, no one else
+1
◆ Talking to Doora Thumbfoot:
- Agree to buy the necklace from her
+1
- OR Give her some money and tell to keep the necklace, too
+1
◎ Golbraith's Cellar
- Talking to Golbraith Stredivas, ask him whether his son needs any help
+1 (Unique line for
Duergar)
- OR, Playing as a
Drow, say you're almost impressed by a surface dweller who hunts illithids
+1
- OR, Playing as a
Ranger, tell Golbraith you see the mark of a true hunter about him
+1
- OR, Playing as a
Fighter or a
Barbarian, tell Golbraith you see the mark of a true warrior about him
+1
- OR, Playing as a
Wizard, say you've read his book on psionics
+1
- Say that mind flayers are dangerous, and then add that you'll take it from here
+1
- OR Say that if his son is half a hunter as Golbraith himself, he'll be fine
+1
- OR, Playing as a Good/Neutral
Cleric, say you'll pray for his son swift return
+1
- OR, Playing as an Evil
Cleric, say you'll pray that her son murdered the mind flayer brutally and swiftly
+1
◎ The Graveyard
♦ Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask whether he was buried here, and then pay him the "fee" he demands
+1
- OR, Playing as a
Dragonborn, say you and he are practically kin
+1
- Say “Thank goodness, you can keep it”, and then:
- Use
Deception to convince him the treasure is cursed
+1
- Say the crate was promised for Nine-Fingers, then use
Intimidation to convince him to pay the fee for not breaking his snout
+1
- Intimidate him into surrendering the loot to you
+1
- OR, Playing as a
Dragonborn, ask her whether he would loot the corpse despite their shared blood
+1
- OR, Playing as a
Draconic Sorcerer, warn him not to test the dragon's blood in your veins
+1
◆ Dealing with Nina Dortmell and Mortarch Gracie Scyre:
- Speaking with Nina for the first time, ask who she wants to raise, then help her by any means or by using any available class-based options
+2
- Report Nina's attempts to Mortarch Gracie Scyre
+1
- Then advise the girl to practice for a decade, then try again
+1
◆ Talking to Ulkov Sully, pay him for making a coffin for Lily Fischer
+1
◆ Playing as a
Rogue, tell Gothric Rillyn he should have learned the signs of a dangerous mark
+1
- OR, If you have already recruited Minsc, say you'll tell the Stone Lord how Gothric called him
+1
◎ Grey Harbour Docks
◆ Talking to Big Huido:
◆ Other encounters:
◎ The Heapside Prison
- Talking to Skittle via
Speak with Animals, call him a "rat-ical mercantile rodent"
+1
- OR Ask what does obtaining goods in the prison en-tail
+1
- OR Ask to have a squeak at what he’s got
+1
- Ask him whether his business is rat-ified by the local merchant's league
+1
◎ The House of Hope
◆ Talking to the Archivist:
- If you have signed the contract with Raphael, tell the Archivist you’ll leave once you have the paper
+1 (Requires
DC 25 Persuasion check)
- If you rejected Raphael’s deal, tell the Archivist you want to admire the craftsmanship of the Orphic Hammer
+1 (Requires
DC 25 Deception check)
- OR Say you could save the world with it
+1 (Requires
DC 25 Persuasion check)
- Playing as Karlach origin, tell the Archivist you represent your Mistress Zariel
+1
- Pretend to be Zariel’s High Inquisitor, if you found out his name while speaking to Hope’s spirit or through
Detect Thoughts
+1
◆ In the Boudoir:
- Provoke the fight with Haarlep
+1 by either way of listed below:
- When Haarlep asks you why you are here, answer you’ve come to kill them
- OR Refuse to undress for Haarlep
- OR Choose to attack the incubus
▶ Note: This option is available either before you shed your clothes or when they prompt you to lie on the bed
- OR Agree to lie down, then fail a
Wisdom or
Performance check to resist the incubus and choose to fight your way out
- OR Plead to gods to get you out of here when the incubus approaches you
- OR Refuse to vow your body to the incubus at the climax of the sexual intercourse
◆ Other:
- Speak to Hope after freeing her from her chains
+1
- When Raphael comes to prevent you from leaving his yield, ask him to let you leave
+1
◎ Lady Jannath's Estate
◆ If Oskar Fevras was not saved in Act One:
◎ Society of Brilliance Lodge
◆ Talking to Havkelaag, sell him the Githyanki Egg that you have obtained in the Creche Y'llek OR Donate it for free
+1 (either option)
◆ Talking to Blurg, advise him to stick to reading books, as this is a safer thing
+1 (Available to all characters except
Ranger)
◆ Talking to Ptaris:
▶ Note: These options are available only if you have sold the Githyanki Egg from the Creche Y'llek to Lady Esther in Act One
- When Ptaris asks you whether you are good or bad person, answer you think yourself good, and then:
◎ Lower City Sewers
◆ In the Abandoned Cistern, convince the Emperor to extend his mental defences onto Minsc
+1
◆ Talking to Lorna Esthelian, tell her that her date was a vampire
+1
◆ At the Guildhall, tell Oskar Fevras that there's nothing like art to soothe a troubled soul.
+1
▶ Note: This option is available If you have not spoken to Oskar in the Zhentarim Hideout in Act One and hence did not save him
◎ The Sorcerous Sundries
◆ Talking to Aradin near the entrance:
- Successfully
deceive him, saying you haven’t found the Nightsong
+1
- If you let slip to Aradin that you’ve found the Nightsong, tell him that she’s immortal and tough
+1
▶ Note: Unique lines for Good/Neutral/Evil
Cleric. The
Persuasion option is available for
Monk characters only
◆ Talking to Lorroakan before resolving Dame Aylin’s fate
- Tell Lorroakan you’ll ask Nightsong to come to the tower, so that she ripped him to shreds
+1
- OR Use Deception to convince Lorroakan that Aylin is dead
+1
▶ Note: Common unique lines for a
Wizard, a
Warlock or a
Sorcerer
- OR, Playing as a
Bard or a
Sorcerer, use a class-based line to mock Lorroakan over his plan
+1
◆ Facing Lorroakan along with Dame Aylin:
- Tell the wizard you’ve come to stop him
+1
- Tell Lorroakan that Ketheric Thorm already tried to steal Aylin’s immortality and is dead now
+1
- OR Tell him that one more word about catching Aylin will be his last
+1
◆ In the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
- Demand to release your 'master' or die
+1
- Ask him politely to release your companion now
+1 (Available to all characters except
Wizard)
◎ The Steel Watch Foundry
◆ Talking to Tamia Holzt, if she spotted you in the Foundry:
- Succeed a
DC 7 Religion check and pretend to be a relief crew for Banite guards
+1
- OR Say you’ve come to bathe in Banites’ blood
+1
- OR Use any of class-based options to inspire Gondians to rebel
+1
▶ Note: Requires
DC 18 Intimidation check or
DC 18 Persuasion check, depending on character class
◆ Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, ask whether they will fight if you save their families
+1
- If you have killed Banites in the workroom, tell Toobin about it
+1
◆ If you failed to switch off an activated Motivator, convince Toobin to move on, using
Intimidation or
Persuasion
+1
◆ Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
▶ Note: According to game files, a
Vengeance Paladin character will have a
Persuasion instead of
Intimidation roll
- Take Zanner Toobin’s side and tell Wulbren you won’t let hurt them
+1 (Wulbren and other Ironhands except Barcus become hostile)
- OR, Convince Wulbren to let the Gondians go away (Requires
DC 20 Persuasion check)
+1
▶ Note: A
Deep Gnome, a Good
Cleric, a
Devotion Paladin will have a unique line here and a
DC 18 Persuasion check instead of basic one.
Deep Gnome characters roll
Performance instead of
Persuasion
◆ Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Gondians, tell Barcus that Wulbren was past saving
+1
- If you convinced both factions to make peace, tell Barcus you’re impressed how he stood up to Wulbren OR that he’ll make a great leader of the Clan Ironhand
+1 (either option)
◎ The Water Queen's House
- Attending the funeral of Holli Dylford, tell Allandra Grey you’ve brought gold as an offering
+1
- OR Say you’ve brought a prayer
+1 (This option is not available for
Barbarian and
Monk characters)
- OR, Playing as a
Cleric, answer Allandra with a class-based line
+1
▶ Note: Using this option, the players may choose either a "general" line or a line reflecting exactly the deity their character is allied to
- OR, Playing as a
Monk, say you wish her soul the stillness of a calmed ocean.
+1
◎ Other locations in Lower City
◆ Outside Baldur's Mouth, help Falaelher to keep on counting
+1
◆ In Cazador's Dungeon, tell Sebastian that you have no intention of freeing a bunch of ravenous spawn
+1
◆ At the Chromatic Scale, playing as a
Bard, discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair
+1
◆ At the Facemaker's Boutique, playing as a
Wizard, when Figaro Pennygood tells you that you appear to be lost, answer that you prefer to unravel reality, not cloth
+1
◆ At the Flaming Fist cordon X: -195 Y: -15 near the Upper City gate, when the Emperor warns you about becoming a thrall, choose to turn back
+1
▶ Note: This dialogue will occur if you come close to the gate without having all three Netherstones
◆ At Flymm's Cobblers, talking to Sally Flymm, choose to put her out of her misery
+1 (Sally and Dravo turn hostile to the party)
◆ Outside The Singing Lute, give Manip Leythim a healing potion
+1
◆ In the Stormshore Tabernacle, make an offering to
Oghma, the Lord of Knowledge
+1
▶ Note: Any approval benefits here will be gained only if the offering is enough to receive the blessing
◆ Talking to children playing at X: -166 Y: -75:
- Succeed a passive
DC 7 Perception check and ask Cinnamon what is she hiding in her pocket
+1
- Ask Punkins to scan you
+1
- OR First refuse to be scanned, then say you will comply
+1
- OR, If you detected Cinnamon’s "spy candy", tell Punkins about it
+1
◆ At the Murder Tribunal, after becoming an Unholy Assassin, speak to Echo of Illasera and tell her that she wasn’t quick enough if someone cut her down
+1
◎ The Bhaal Temple
◆ Speaking to Avatar of Bhaal after defeating Orin:
These options are available to
The Dark Urge characters only.
- Tell Bhaal that you have no desire to harm anyone else
+1
- OR Tell him that every night he possesses you your friends are in danger, and you won’t stand it
+1
- Reject your Father’s gift and blessings
+1
▶ Note: Throughout the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
◎ Companion Quest
- After obtaining The Annals of Karsus, tell Gale that you won't stand in his way OR that the crown sounds promising
+5
- OR convince him not to reforge the Crown of Karsus and reassure him that he can still be a great wizard without it.
+1
After Gale speaks with Mystra at Stormshore Tabernacle:
- Tell him you like the sound of him able to control the Karsite orb
+1
- Then, say you share his attitude towards moral issues OR say that morals be damned, he should take the power
+1
- OR Remind him of how he got the orb, and then agree that it chose him, because he was a powerful wizard
+1
◎ Camp/Conversation
- Tell him that going to Sorcerous Sundries sounds like an excellent idea
+1
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you’re going to help the aasimar
+1
- When Vlaakith projection emerges at the camp, tell Lae'zel to stand her ground
+1
- After rescuing Gale from Orin, ask him if he was hurt by Orin OR tell him that she made a grave mistake kidnapping him.
+1