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Karlach/Approval
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Template:CompanionTab Karlach approves of helping people out. Due to her experiences in Avernus, she distrusts devils. The actions and choices listed on this page will raise or lower Karlach's Approval.
For more information about the approval system, see Approval.
Contents
Greetings
Depending on her approval rating, Karlach may greet the player with:
Low (-1 or less)
- "Yeah?"
- "What?"
- "Out with it."
Neutral
- "Soldier?"
- "Why're we slowing down?"
- "Hm?"
- "What can I do you for?"
- "Yeah?"
- "What's the story?"
- "Heya."
- "Hey, soldier."
Medium approval (20+)
- "Hey, soldier."
- "Soldier?"
- "What's on your mind?"
- "Copper for your thoughts?"
Romanced with less than 20 approval[Needs Verification]
- "Hey, soldier."
- "Uh huh?"
- "What is it?"
Romanced with 20+ approval
- "Hey, you."
- "Oh, hi!"
- "What're you thinking about?"
Romanced with 40+ approval
- "Darling."
- "Hey!"
- "Soldier?"
- "What's on your mind?"
Approval
As a Companion character, the interactions listed below will cause Karlach to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Speak with Dead Ask the Abducted Nobleman on the Crashed Nautiloid ship if he; (Bard) wants you to write his story +1, (Cleric or Paladin) would like rites preformed on his body +1, (Ranger or Druid) wants to be buried +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
- Deceive, persuade or intimidate the tieflings who captured Lae'zel to leave (Bard, Monk, Paladin, Drow, Githyanki have extra options.) +1
- Ask Lae'zel to say 'please' after rescuing her +1
- Recruit Lae'zel +1
- Recruit Gale +1
- Use Persuasion/Intimidation to get Aradin and Zevlor to stop fighting +1
- Take a swing at Aradin during his argument with Zevlor +1
- As a cleric of Tempus and after talking to Aradin, tell Remira Liam earned a warriors rest +1
- Convince Nadira to give you her Soul Coin after saving her from the bugbear +1
- Convince Rolan, Lia and Cal to stay and help. +1
- Offer to heal Pandirna. Must be a Paladin, Druid. Cleric or Bard +1
- Use Athletics/Insight or Detect Thoughts to help Guex train +5
- Use Persuasion/Intimidation or Detect Thoughts to convince Arka to not shoot Sazza +1
- Tell Sazza that you will free her from her cage +1
- Agree to help Zevlor (in his cave) to try to convince to Kagha to stop the ritual. (only if you previously decline to help / skip talking to Zevlor / knockout by Aradin) +5
- While talking/buying from Mattis, catch Silfy trying to pickpocket you, and see her tears as genuine or tell Silfy to relax. +1
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- While using Speak with Animals convince Topaz the bird that the key in its nest is dull OR choose the bard-specific option about a song OR kick at the bird +1
- Help Alfira finish her song +1
- Persuade Kagha to free Arabella +5
- Talking to Kagha after first encounter and calling her a monster +5
- Attack Nettie (no need to kill her) +1
- With Speak with Animals, tell Silver the wolf you just wanted to give them your scent OR as a Ranger or Druid, sit with Silver (without speak with animals) +1
- Agree with Zevlor to kill the goblin horde's leaders +5
- After stopping the ritual, if you are confronted about stealing the Idol of Silvanus return the idol and apologise +1
- Persuade Kagha to fight against the Shadow Druids +5
- If you already have infernal iron with you when you first meet Dammon, tell her "Absolutely - let's see what we can do." when she asks if she can give it to Dammon already. +10
- While using Speak with Animals tell Scratch to follow your scent to the camp. +1
- While talking to Aradin on the bridge, say a prayer over the corpses as a cleric of Helm, Ilmater, Oghma, Tempus or Tyr +1
- Successfully make the Owlbear to let you go peacefully +1
- After killing the Owlbear, spare the Owlbear Cub +1
- Gain entrance to the village by persuading or performing for the guard at the South gate +1
- Hire Lump the Enlightened +1
- Persuade Fezzerk at the Windmill to leave peacefully +1
- Save Barcus Wroot by the windmill in Blighted Village and tell him that he owes you nothing +1
- Drop and prepare to destroy the Necromancy of Thay +1
- Before entering the Sunlit Wetlands, during Demir and Johl arguing with Auntie Ethel, choose "calm down" option then follow by either defending or questioning Auntie Ethel +1
- While talking to Demir and Johl after first encounter, offer to help them find their sister +1
- When entering the Sunlit Wetlands, pass the check to break the illusion, then BAA at the redcaps when you speak to them +1 (up to 3 times)
- When talking to Auntie Ethel and Mayrina, tell Mayrina that Ethel killed Demir and Johl +1
- When talking to Auntie Ethel and Mayrina, don't let Ethel steer the conversation away, and finally say that "this woman is clearly in trouble" +1
- Intimidate Ethel into handing over Mayrina AND the fey hair (which grants +1 ability score) +5
- Give Ethel's Bitter Divorce wand to Mayrina +1
- Resurrect Mayrina's husband then hand her the wand +1
- Tell Gandrel that Astarion is under your protection +1
- Then tell Gandrel that you won't help him find your camp +1
- At the front gate, fling dung at Sentinel Olak (hidden behind other dialogue options; triggers a fight) +5
- Tap once on the War Drum at the front gate +1
- Use Performance to play a rhythm on the War Drum at the front gate +1
- In the chicken-chasing game, convince the Owlbear Cub to run to the gate +1
- Tell Eight "sorry for your loss" +1
- Intimidate Crusher +1
- If you fail to intimidate Crusher, a fight will start. If you defeat him, choose mercy and help him up. +1
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location +5
- After moving with Gut to her "chapel" (adjacent room), allow Gut to feel around your head +1
- In Worg Pens, side with the bear against the goblins +1
- After freeing Halsin, agree to Defeat the Goblins and tell Halsin to get to safety +5
- After freeing Halsin, without having him with you, move in for the kill when speaking to Dror Ragzlin +1
- Speak to Karlach after her rampage in the Tollhouse and tell her she looks 'hot'
- When dealing with the dying hyena:
- (As a Good Cleric or a non-Oathbreaker Paladin only) Successfully bless the dying hyena +1
- (Ranger only) Mercy-kill the dying hyena +1
- (Druid only) Choose to "destroy the abomination" +1
- In the Zhentarim Hideout:
- When trying to enter the hideout:
- Successfully use Detect Thoughts to tell Zarys you're here to help find the missing shipment. (Note: if you've already found it, the "I know what became of Rugan" dialogue will not give approval.) +1
- Use Persuasion to tell Zarys you're just here to trade +1
- Use Intimidation to tell Zarys you "go where you please" +1
- Refuse to kill Rugan when Zarys tells you to +1
- When dealing with Brem and the artist Oskar Fevras:
- Intimidate Brem into lowering the price +1
- Buy Oskar. +1
- Give Oskar an additional 200 gold after freeing him +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +1
- Saving Benryn in the burning building +1
- When entering the Myconid Colony for the first time, be honest with the guard and tell them about your tadpole +1
- Give an antidote to Thulla in the Myconid Colony +1
- Offer to look for Derryth's husband, for a price or for free +1
- Agree to help Baelen Bonecloak +1
- Give the noblestalk to Derryth Bonecloak +1
- Tell Gekh Coal "I'm not helping a slave-catcher."
- Defeat the Duergar Intruders and report back to Sovereign Spaw +1
- Tell Sovereign Spaw you killed Sovereign Glut after the latter decided to usurp the former +1
- Place autumncrocus on Myrna’s grave
- When BOOOAL offers to share his power, say you won't let him enslave the Kuo-toa any longer +1
- Tell Ward Magmar "you disgust me, slaver" +1
- Tell Skickpit you're going to help him, then ask if he really wants you to kill his slavers (using Persuasion line) +1
- Pay respect to the heap of dead Deep Gnome corpses after killing or deceiving Brathwen and Viss +1
- Convince the deep rothé to give in to their rage and attack the duergar +1
- Promise the deep gnome slaves that you'll do what you can (to help them) +1
- After finding Philomeen, talk to Lunkbug and mention she wants Laridda to move on +1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them +5
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +5
- If failed to convince Elder Brithvar to free the deep gnomes after the fight with Nere, choose "I am freeing these gnomes. Just try and stop me." (immediately starts the fight) +5
- After freeing Barcus, bid him farewell and good luck +5
- As Githyanki, tell Ellyka the Gith patrol means nothing to you, getting her to stand down. +1
- Allow Lae'zel to speak with the Gith patrol +1
- Persuade Sa'varsh Kethk to let Youth Varrl go from training.
- Vandalise the portrait of Vlaakith
- 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.
Camp/Conversation
- If Karlach is recruited before Wyll, he will show up in camp after a long rest. Talk Wyll out of fighting Karlach. +5
- Tell Mizora not to lay a finger on Karlach during her first appearance +5
- Threaten to kill Mizora during her first appearance +1
- Agree to use a Soul Coin on her to power up in combat +5
- Feed the Owlbear Cub when it arrives at the Camp (requires food in inventory) +1
- Successfully skill check to heal the Owlbear Cub when it appears again at the Camp +1
- Pet the Owlbear Cub after adopting it +1
- Pet Scratch
- At camp, promise Barcus Wroot that you will find his friend Wulbren at Moonrise Towers
- At the next long rest after the events at the Creche, 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
- After staking Astarion, say bringing him was a mistake +1
- After having a romantic night, tell her you'd love to be able to touch her properly +5 (Can be repeated but only the first time gives approval)
- After the first upgrade of her heart tell her you still can't touch her and then "Of course I do" +10
Raphael's Deal
- Meeting Raphael "You're mad if you think I'll make a deal with a devil." OR "Then fix it. Or die by my hand!" +5
- After first encounter with Raphael speak with Shadowheart and choose dialogue option to refuse to trust Raphael twice +5
Any Area
- After summoning Lump the Enlightened and telling him your deal is done, let him have one lick +5
- Playing as Astarion, confess to her that you're a vampire. +10
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Convince the hyena in the convoy that they don't belong to the goblins.
- Convince Kar'niss the drider not to attack you after you killed the convoy before summoning him.
- As a Wizard, tell Harper Lassandra that you can aid in traversing the darkness.
- As a Bard, tell Harper Lassandra that the best introductions are made while sitting around a fire.
- Tell Harper Meygan, "Move. I'll take care of this."
- Free Dolly from the Moonlantern carried by Kar'niss.
- When judging with He Who Was, choose any response to Madeline, that judges her actions; either that she is not to be forgiven or that it wasn't her fault (formulation of answer is based on class).
- When judging with He Who Was, choose to stop Madeline from stabing herself.
- Show Jaheira the Mysterious Artefact when you first meet her.
- Give her a hug (or a kiss, if romanced) when she has her second upgrade from Dammon at the Last Light Inn, allowing her to be touched. +5
- Drink the wine when talking to Jaheira inside. +1
- Pay Mattis extra for the Tower-Shaped Key +1
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options, or following Gale's advice (if he is in party) +1
- Tell Raphael to stay away from Mol (this line appears only if Astarion is not in the party, otherwise Raphael'll steer the talk to the spawn's scars). +3
- Ask Counsellor Florrick if the Flaming Fist are just going to stand around. +1
- Warn Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn.
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him.
- As The Dark Urge, tell Isobel that you have the urge to kill her, then deny the urge and ask her to forgive you.
- Play the Lute to wake up Art Cullagh.
- Tell Halsin "You can count on me" before he opens the portal.
- Successfully protect the portal Halsin enters.
- Persuade Malus Thorm to have the Sisters practice on, or spar with each other. +1
- Persuade Malus Thorm to operate on himself. +1
- Drink with Thisobald Thorm up to three times +1
- Tell him your stories up to two times. +1
- Offer Fezzerk a fair fight. +1
- Sever the connection between Linsella and Barnabus +1
- Tell Araj Oblodra that Astarion is his own person. +1
- Invite Minthara to your camp after saving her.
- Invite Jaheira to fight with you in front of Moonrise Towers.
- After the first floor is secured, tell Jaheira you sense a bit of envy and ask her to join the fight against Ketheric.
- After passing the persuasion check, and a second set of dialogue, tell Ketheric either:
- That you can help him if he lets you.
- That it isn't too late and his story doesn't end here.
- To come quietly and he'll be spared.
- Tell the Nightsong / Aylin to stand down, Ketheric has surrendered.
- As a Rogue, tell the Reconstituted Duellist that you do not blunder.
- Lick the Spider meat twice. +2
- Tell Balthazar to leave or he's a dead man. +1
- Tell Shadowheart that she should spare the Nightsong because the Nightsong may know something about her. +1
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory agree to "purge" the mind.
- At Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods.
Camp/Conversation
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Give Yenna some Food. +1
- Tell Brother Clements his god would be proud of Father Lorgan.
- Tell Yannis you'll look into the murder for her +1
- While at the Circus of the Last Days, tell Dribbles "What a corny joke". +1
- If the player approaches the stage, say "I treat everyone around me with kindness", if Karlach was volunteered say "Go on, Karlach", or volunteer some other companion. +1
- If Orin is impersonating Gyldro Angleiron, tell him you would never kill someone you cared about. +1
- As a Baldurian, tell Saer Grotpoll that his accent sounds more Rivington than Baldur's Gate +1
- Woof at Angry Mar'hyah a second time. +1
- Tell Wulbren Gortash is the enemy -not the Gondians -or- You'll contact the Gondians and maybe they'll see reason. ( +1)
- If contacting the Gondians, insist on refusing the bomb. ( +1)
- If you opened the bundle, get more money out of Danzo Arkwright by using any check when returning the Zhentarim letters +1
- Bear the madness from Shirra Clarwen's Curse. ( +1)
- Successfully resist the Curse after taking it from Shirra Clarwen. ( +3)
- Try and help the Dying Stone Lord Thug. +1
- Donate 500 gold for refugees to Manip Nestor. ( +1)
- Consent to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
- Get into Wyrm's Rock by showing the Admission Pass at the gate. +1
- Refuse to deliver the gnome leader's head to the Flaming Fist
- When Naaber pretend to be a dog, tell him "But nobody likes Naaber" +1
- Tell Hoots Hooligan you'll try her new brew
- Show yourself immediately to Dolor in the Facemaker's Boutique
- X: -166 Y: -75 Play with the children.
- Refuse Gortash’s offer to become allies.
- Say “I have no interest in this sham of a coronation” when Gortash’s coronation is about to start.
- Call Gortash a fraud in a nice coat or say you can’t wait to flatten him when talking to Karlach after the coronation.
Disapproval
As a Companion character, the interactions listed below will cause Karlach to lose approval. This list is most likely incomplete.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Roadside Cliffs
- Attack the tieflings holding Lae'zel in a cage -1
- As the Dark Urge, tear off Gale's hand -1
- Refuse to help Zevlor
- Take a swing at Zevlor during his argument with Aradin -1
- Tell the Tiefling kids trained by Asharak that they are going to die -1
- Scold Elegis for being scared of a few goblins OR tell her to get to digging their own graves -1
- Kick Timber the squirrel -1.
- Make Zorru kneel before Lae'zel -1
- After the conversation with Zorru tell Lae'zel that she is good at interrogations -1
- Offer to heal Pandirna for a price but pocket the money and leave -1
- As a Barbarian, tell Pandirna to hush or you will snap her neck -1
- Let Arka shoot Sazza -1
- Free Sazza from her cage and tell her to follow you -1
- Attack Findal after healing him -1
- Tell Arron "Seems like most are tieflings. They'll be fine. They have devilish powers" -1
- Prod Nettie's bird twice -1
- Swear to Nettie that you will take the wyvern poison if you start turning -1
- Let Barth hit Meli for stealing his locket
- As a Rogue, pick Mirkon's pockets while he is distracted by the harpies -1
- After saving Mirkon from the harpies, tell him to stop snivelling or the harpies will return -1
- While Mirkon is trying to give you a story for saving him, say you've heard enough of his chatter -1
- After agreeing to steal the Idol of Silvanus for Mol and obtaining it, tell her you will be keeping it -1
- Tell Locke and Komira (Arabella's parents) that it's their fault and they should have tried parenting her -1
- If Arabella has died, lie and tell Locke and Komira that Kagha will release her soon -1
- While using Speak with Animals to talk with Scratch, start shouting at the corpse to prove Gomwick is dead. -1
- While talking to Aradin on the bridge, say you don't waste your time with devil spawn -5
- Choose to go closer to the Owlbear cub or attack the Owlbear -1
- After killing the Owlbear, kill it's cub as well -1
- Read the Necromancy of Thay -1
- Interrupt Buthir and Grukkoh's private moment by opening the doors to the barn north of the Blighted Village -1
- Pay Fezzerk a lot of gold to let you pass -1
- Yell "Boo, get off the stage!" at Volo in the goblin camp
- When talking to Tracker Grikka, suggest getting answers out of the prisoner yourself -1
- When talking to Minthara, suggest visiting the prisoner yourself -1
- Using speak with animals, instruct the chicken to ran to the posts during chicken chasing.
- After defeating Crusher, choose the option to finish him. Triggers a fight with the entire camp.
- Tell Minthara that Sazza is just an idiot -1
- Convince Flind to attack the other Gnolls -1
- Speak with Gith patrol instead of letting Lae'zel speak (any line of two available) -1
- Refuse to give the noblestalk to Derryth Bonecloak -1
- Agree to be BOOOAL's chosen -1
- Offer to help hunt down the escaped gnome and the pair of boots for Gekh Coal -1
- Ask Ward Magmar how to get a slave of your own -1
- Convince the Deep Rothé to excavate for Skarjall via the Persuasion check "Breathe. Focus." -1
- Side with Elder Brithvar when confronting Nere -1
- Side with Nere against Elder Brithvar -5
- Let Elder Brithvar take the deep gnomes
- Flirt with Mizora when she shows up -1
- Ask Mizora if she will leave if you turn on Karlach -5
- Letting Volo follow through with his attempt to remove the parasite
- When meeting Raphael say "I'll do anything to get rid of the tadpole" -1
- If Karlach is recruited before Wyll, he will show up in camp after a long rest. Escalate the conversation into a fight with Wyll. -1
- Dark Urge Confess to murdering the bard -1
- Agree to Vlaakith's request to kill the person inside the Astral Prism.
- Offer to fight Youth Varrl to the death when Sa'varsh Kethk asks for a challenger.
- Present Kith'rak Therezzyn the Mysterious Artefact
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Side with the convoy against the Harpers.
- If you're traveling with the convoy when it's ambushed, side with the Harpers, and loot the Moonlantern, tell the Harper leader "How about I just kill you and keep the lantern for myself?"
- When judging with He Who Was, tell Madeline to stab herself; and to continue.
- Give up all your gold to Gerringothe Thorm.
- Question her encouragement of Mattis' scamming.
- After Mol is taken, tell Mattis she's probably dead already.
- As The Dark Urge, give in to your urge to kill the Strange Ox. -1
- Reject the 3 soul coins offered by Lann Tarv to Karlach in exchange for hearing about the souls (must have Karlach in the party to get this dialogue). -5
- Kill the Goblins without combat -1
- Tell Shadowheart you will support her becoming a Dark Justiciar when in the Gauntlet of Shar.
- Agree to help Balthazar in the Gauntlet of Shar.
- Offer to search the Gauntlet of Shar to help Yurgir.
- Purge the pods in Tadpoling Centre -5
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory "consume" the mind.
Camp/Conversation
- Sleep with Karlach, tell her that it was a mistake, then confirm it -100
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Accept the Runepowder bomb from Wulbren Bongle -or- This is too messy for you.
- If contacting the Gondians, accept the bomb anyway.
- Tell Farlin that you're happy to help them against Cairos and his men.
- Refuse to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
- Pick "Delicious" after pointing out the two drow look alike.
- Tell News Hawker Luan that his salesmanship is terrible. -1
- Sell the Githyanki egg to the Society of Brilliance.
- Give Redhammer to Allandra Grey at the end of Avenge the Drowned -1
- (Romanced) Take off your clothes when Haarlep asks. -1
- (Romanced) Vow your body to Haarlep when they ask. -1
- Intimidate Helsik to keep the gauntlets -1