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