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Shadowheart
Loyal Warrior | |||||||
Shadowheart | |||||||
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Stats | |||||||
Level 1 | |||||||
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Race | [[| ]] | ||||||
Type | Humanoid | ||||||
HP | 10 | ||||||
AC | 15 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Medium | ||||||
Weight | 55kg / 110lbs | ||||||
Proficiency Bonus | +2 | ||||||
Initiative | +1 | ||||||
Passive features | |||||||
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Character information | |||||||
Class | |||||||
Background | Acolyte | ||||||
Location | Nautiloid | ||||||
Family | Arnell Hallowleaf (father), Emmeline Hallowleaf (mother) | ||||||
Allies | Shar | ||||||
Enemies | Selûne | ||||||
In-game | |||||||
Shadowheart is an Origin character and Companion in Baldur's Gate 3. She is a Half-Elf Cleric with the Acolyte background.
Origin characters can be played as the main character, otherwise, they can be recruited as a companion early on.
Can be spoken to with Speak with Dead.
“ | We're in this together, but I'll happily go it alone. My faith will keep me company. |
„ |
— Shadowheart's strong devotion. |
Gameplay
As a Cleric, Shadowheart is capable of casting spells, healing and buffing allies, and tanking damage for her party. Her subclass is Trickery Domain, allowing her to cast a variety of stealth and illusion magic not normally available to Clerics.
Proficiencies
Equipment
Saving Throws
Skills
Spells Known
As a Cleric, Shadowheart automatically knows all non-cantrip Cleric spells.
Level 1 Spells Known
Cantrips Known
- Guidance
- Resistance
- Sacred Flame
- Fire Bolt (from High Half-Elf)
Recruitment
Shadowheart can be recruited in Act One.
- Shadowheart is first encountered on the Nautiloid during the Prologue, trapped inside a Mind Flayer pod. She can be freed by interacting with the nearby console or using certain class-restricted dialogue options on the pod. If she is freed, she will join the party as a temporary companion. Upon escaping the Nautiloid, she leaves the party.
- Shadowheart is encountered again a second time at the Ravaged Beach inside the Wilderness. If she was freed from the pod during the Prologue, she will be unconscious on the ground and wake up when interacted with. If she was not freed, she will instead be found attempting to gain entry to the nearby Dank Crypt. Either way, she can be invited to join the party after speaking with her.
- If Shadowheart is not interacted with at the Ravaged Beach, she will move to the Druid Grove on her own in search of a healer. She can be spoken with there and invited to join the party.
- If the player enters the Goblin Camp without having recruited Shadowheart, she will show up and save the party from the Voice of the Absolute. This is the final chance to recruit her, since choosing not to will cause her to become hostile.
Background
A loyal cleric of Shar, Shadowheart is the sole survivor of a holy mission undertaken on the Mistress of the Night's behest. She alone must deliver a relic of immense power to her coven in Baldur's Gate, while threatened by a strange new magic that is burgeoning from within.
Personal Quest
Shadowheart's Companion Quest is: Daughter of Darkness.
Personality
Shadowheart is guarded and hesitant to reveal information about herself, her motives, or the relic she carries. She displays a particular distrust of Githyanki such as Lae'zel. Often, she seems indifferent to the plight of others; however, she does not explicitly take pleasure in their suffering, and will disapprove of unnecessary cruelty and violence. She will usually approve of finding non-violent solutions to situations, and treating animals and children with compassion. Above all, Shadowheart values pragmatism.
Interactions
Approval
Shadowheart likes finding pragmatic and efficient solutions to problems. She appreciates discretion, privacy, and open-mindedness. Shadowheart generally responds well to acts of heroism.
The following story and dialogue choices will cause Shadowheart to gain approval.
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act One
- Free her from her pod aboard the Nautiloid, wake her up on the Ravaged Beach and have her join your active group. (If there are too many characters and she cant join, these points will not be acquired.) ( +10)
- Accept Astarion's apology when you meet him and say you would have done the same ( +1)
- Use Animal Handling to calm the Scared Boar found near Astarion or tell it (Speak with Animals) that you will not hurt it ( +1)
Roadside Cliffs
- Persuade the Tieflings to shoot open the trap holding Lae'zel. (Warning. This forces you to choose between killing Lae'zel or the tieflings. Making you lose a companion or getting a massive amount of disapproval.)( +1)
- Attack Lae'zel (Seems to kill her permanently.) ( +5)
- Ask Lae'zel to say 'please' after rescuing her ( +1)
- Solve the encounter with Gimblebock outside the Crypt without violence. ( +1)
- Read the Book of Dead Gods inside Dank Crypt and succeed the Religion Check. ( +1)
- Use Persuasion/Intimidation to get Aradin and Zevlor to stop fighting or stand back and watch. ( +1)
- Refuse to help Zevlor persuade Kagha to let the Tieflings stay. ( +1)
- Use Deception/Intimidation to Convince Nadira to give you her Soul Coin after saving her from a Bugbear Assasin. ( +1)
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death. ( +1)
- Tell Rolan, Lia and Cal to leave the Grove while they still can. ( +1)
- Order Lae'zel to stand down when talking to Zorru. ( +1)
- Tell Lae'zel not to be so rough with everyone after interrogating Zorru. ( +1)
- Use Athletics/Insight or Detect Thoughts to help Guex train. ( +1)
- Use Persuasion/Intimidation or Detect Thoughts to convince Arka to not shoot Sazza. ( +1)
- Using the Bard interaction with the bird Topaz, while using Speak with Animals. ( +1)
- Persuade Kagha to free Arabella. ( +5)
- Swear to Nettie to take the Wyvern Poison. ( +1)
- Tell Andrick and Brynna to forget the owlbear and go away. ( +1)
- After sending off Andrick and Brynna express distrust towards the power the parasite grants. ( +1)
- Give scent (Animal Handling) to Scratch so he can come to the Camp or tell Scratch (Speak with Animals) he can come to the Camp
- Successfully make the Owlbear to let you go peacefully. ( +1)
- Spare the Owlbear Cub.
- Agreeing with her on not looting the Selunite chest. ( +5)
- Enter the village by talking with the goblin booyahg at the East gate or intimidate the goblin warrior on the South gate. ( +1)
- Persuade Fezzerk at the Windmill to leave peacefully. ( +5)
- Persuade Lump the Enlightened to fight for you. ( +1)
- When entering the Sunlit Wetlands, pass the check to break the illusion, then BAA at the redcaps when you speak to them.
- When talking with Johl and Demir after Auntie Ethel leaves, tell them "You're on your own. I have enough problems."
- Demand that Crusher kiss your foot.
- Pet the Owlbear Cub or send him to your camp
- Tell Tracker Grikka that you will "get answers for them" when discussing their prisoners.
- Tell Eight "sorry for your loss".
- Tease Klagga about his secret appreciation of poetry (requires Detect Thoughts).
- Agree to Abdirak's ritual for Loviatar.
- Convince the spiders in the pit that goblins taste better than you.
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location.
- Save Rugan, then use Persuasion to convince him to sell his employer's wares
- Recruit Karlach into the party ( +2)
- Pass the Deception Check when speaking to the Githyanki Patrol.
- Successfully intimidate Derryth Bonecloak for a reward in exchange for the Noblestalk, then take the reward and keep the Noblestalk.
- Tell BOOOAL he is a fake god, tell him you are going to kill him and take his power.
- When talking to Ward Magmar about traveling to Moonrise Towers, tell that it holds the answers you need
- Convince the Deep Rothé to excavate for Skarjall via the Persuasion check "Breathe. Focus."
- Convince the Deep Rothé to attack the duergar via the Persuasion check "Give in to your rage.."
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere
- Give Shadowheart the Idol of Shar.
- Do a successful persuade to convince Sa'varsh Kethk to spare Youth Varrl.
- Do a successful Dexterity Ability Check to non-fatality stab Youth Varrl.
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg and suggest you'll take it to a better Creche or raise it yourself.
- If Lae'zel is chosen to use the zaith'isk, succeed a difficult persuasion or Wisdom check to have her get out of the it before it harms her
- If Lae'zel is chosen to use the zaith'isk, succeed a difficult deception check or a Wisdom check followed by a persuasion to have her get out it' during the second phase Will permanently lower Lae'zel's INT by 2.
- If Lae'zel is chosen to use the zaith'isk, succeed a difficult deception check or a Constitution check followed by a persuasion to have her get out of it during the third phase Will permanently lower Lae'zel's INT and WIS by 2.
- Successfully persuade Lae'zel to stand by your side when deciding to give the Mysterious Artefact to Ch'r'ai W'Wargaz
- Refuse Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- Say "I won't pry" when she rebuffs your attempts to know each other better ( +1)
- In camp on the first night tell her you agree with her about finding a healer as soon as possible ( +8)
- Talk about her missing memories, make her promise to point out Night Orchids.
- When she has odd magical flare-up, choose to change the subject and ignore it.
- Pet Scratch.
- Feed the Owlbear Cub when it arrives at the Camp.
- Pet the Owlbear Cub when it stays at the Camp.
- At the next long rest after the events at the Crèche, encourage Lae'zel to listen to Kith'rak Voss or make her own choice when he visits the camp and speak about the Mysterious Artefact.
- Use Persuasion to successfully convince her to explore the illithid powers.
Raphael's deal
- Meeting Raphael
- Tell her you would never trust Raphael. ( +5)
Sharran Worship
- Tell her that you don't care who she worships. ( +1)
- Ask her about her faith, then persuade her that you have no problems with it. ( +1)
Act Two
- On entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail, convince the goblin Warrior Gronag to fetch the bone he just threw
- Use Deception to convince Kar'niss to give up his magic lantern
- Use Intimidation or Deception to convince Kar'niss and his group to move on without the magic lantern
- Don't drink the wine when talking to Jaheira inside
- Warn Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn
- As The Dark Urge, tell Isobel that you have the urge to kill her, then deny the urge and ask her to forgive you
- Agree to play hide-and-seek with Oliver
- Persuade Gerringothe Thorm that there's no one to oversee her.
- Drink with Thisobald Thorm.
- Share stories with Thisobald Thorm.
- Perform the blood offering to Shar at the secret altar under the town square of Reithwin Town
- Make Malus Thorm make the Sisters test their skills against each other
- Make Malus Thorm kill himself
- Let Shadowheart step up at the sacrificial bowl at the each of the Gauntlet of Shar trials.
- Persuade Balthazar to give you the bell to summon Flesh
- Agree to peace with the rats after interacting with the broken effigy
- Convince Yurgir to kill himself
- Tell Ketheric Thorm you can help him, that it isn't too late, or to come quietly.
- Tell Dame Aylin that Ketheric Thorm has surrendered.
- Use the Neural Apparatus to release everyone in the Tadpoling Centre.
Camp/Conversation
- Give Shadowheart a Night Orchid
Disapproval
Shadowheart dislikes those that disapprove of her worship or people pressing her for answers or details. She does not like needless cruelty or violence and can respond unfavorably to being too open with untrustworthy or unknown individuals.
The following story and dialogue choices will cause Shadowheart to lose approval.
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act One
- Threaten Astarion in your first encounter with him
Roadside Cliffs
- Attack the Tieflings holding Lae'zel in a cage ( -1)
- Persuade the Tieflings to shoot open the cage ( +1) and then attack them. ( -5)
- Recruit Lae'zel into the party ( -5)
- Make Zorru bow to Lae'zel ( -1)
- Make Zorru kneel before Lae'zel ( -1)
- After the conversation with Zorru tell Lae'zel that she is good at interrogations ( -1)
- Tell Auntie Ethel about the tadpole
- Choose to go closer to the Owlbear cub or attack the Owlbear. ( -1)
- Kill the Owlbear Cub.
- Loot the Selunite chest without successfully Persuading her or failing a Sleight of Hand if you agreed not to.
- Select the option to attack Fezzerk and the goblins by the windmill. ( -1)
- Interrupt the bugbear and ogre lovers in the barn. ( -1)
- When talking with Johl and Demir after Auntie Ethel leaves, tell them "Let me - I'll bring Mayrina home".
- Agree to Auntie Ethel's deal.
- Take her to the Chicken Chase in the Goblin Camp, and tell her not to be hasty.
- Telling Brakkal that Gods are fickle.
- Pick a fight with Priestess Gut while she is still on her throne.
- If you agree to pay the extra 200 gold to the artist Oskar Fevras after you free him
- Decide to attack Morghal and Orgath.
- Express contempt on the dead, skeletal Dark Justiciars.
- Instigate a fight against Elder Brithvar by either taunting him to take your gold or suggesting involving Sergeant Thrinn in the conspiracy against Nere.
- Let Lae'zel speak for the group when you enter the Gith Creche and questioned by Gish Far'Aag
- Show Gish Far'aag the Mysterious Artefact to gain entry into the Creche
- Offer to fight Youth Varrl to the death
- Kill Youth Varrl
- Suggest you'll cook or sell the githyanki egg when trying to convince Varsh Ko'kuu to give it to you
- Present Kith'rak Therezzyn the Mysterious Artefact
- Accept Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- Tell Astarion you trust him
- When she has the odd magical flare-up, ask if it was some form of Sharran magic.
- Insist on continuing to use the tadpole's power after the second dream.
- Tell her you trust Raphael. ( -5)
- At the next long rest after the events at the Crèche, encourage Lae'zel to kill to Kith'rak Voss when he visits the camp and speak about the Mysterious Artefact This leads into a very difficult optional boss fight.
- Letting Volo follow through with his attempt to remove the parasite
- Persuade her to eat the Noblestalk
Act Two
- Drink the wine Jaheira offers
- Lick the dead spider ( -1)
- Lick the dead spider again ( -1)
- Listen in on her thoughts at the Verge of the Shadows
- Use the Neural Apparatus to purge everyone in the Tadpoling Centre.
Unsorted
- Take the Ritual Dagger of Shar from her secret alter under the town square of Reithwin Town
- Give up all your gold to Gerringothe Thorm
Act Three
- Accept the Deal with the Gnomes quest from Manip Falcäo
Romance
Shadowheart can be romanced.
Romance Spoilers This section reveals details about romance and may contain mature themes.
In Chapter One, Similarly to other characters, her first important romance scene will be unlocked during the Party by proposing to have a drink in private with you. Shadowheart will only propose it to you if you sided with the Tieflings and if you have at least medium approval. You'll meet her away from camp later that night, where you will have a deep conversation. After some dialogue, the camera fades and returns a few hours later showing both of you laying on the ground, holding hands. You can choose to kiss her, and then both will return to camp.
Next day, you can have a conversation with her regarding the previous night. Her dialogue will depend on her level of approval.
Achievements
To Bloom in Darkest Night
Gift Shadowheart a night orchid - her favourite flower. Always knew she was a softie.
Trivia
- Shadowheart is voiced by Jennifer English.
- According to Larian Studios, until Patch 3, Shadowheart was the most romanced female companion and the second most romanced companion overall.
- The cantrip selection Shadowheart has in the beginning is very sub-optimal, which can be frustrating, especially to newer players who may not understand why:
- As the cantrip Shadowheart starts with is a high half-elven racial spell, its attack roll bonus scales off intelligence, an ability Shadowheart is not specialized in. This makes the hit chance of this version of firebolt very low in Shadowheart's hands.
- Her other cantrip, High Ground Rules, Advantage from hidden attack, etc). Furthermore, it is a dexterity save cantrip, and dexterity is an ability many enemies are decent at. is not an attack cantrip, but rather a saving throw cantrip, This means it is not helped by the various bonuses and advantages an attack would enjoy (
- The best way out of this situation is to pick up a better offensive cantrip elsewhere, either by picking when at cleric level 4. Or finding equipment that grant offensive cantrips (in such cases Shadowheart's natural Spellcasting Ability, Wisdom, is used instead)
- And since her Strength and Dexterity isn't high either, early on her best offensive option is likely to be while at range, and while up close. Both of course costs spell slots.
- She can also indirectly contribute to the party's damage output via
- These are both Concentration spells however, so there is a risk in using these. make sure Shadowheart is safe from damage if this is the option chosen. Also note that only one Concentration spell can be maintained at a time by a single caster.
and , the former making the affected enemies 10% more likely to get hit, the latter making the affected allies 10% more likely to land a hit. Note that bane requires its target to fail a saving throw to take effect so it is somewhat less reliable.
- Finally, Wet Condition to the affected targets, making them vulnerable to cold and lightning damage, meaning they will take double damage from those damage types. This also potentially creates a harmful surface for the party's enemies. confers the
Gallery
External Links
- Shadowheart on the Forgotten Realms Wiki