Ad placeholder
Act One/Approval
Overview | Approval | Inspiration |
This page contains known companion approval that can be gained or lost within Act One of Baldur's Gate 3.
Nautiloid[edit | edit source]
Meeting Shadowheart:
Wilderness[edit | edit source]
Ravaged Beach[edit | edit source]
Waking up Shadowheart if she was rescued on the Nautiloid:
Reviving Lae'zel if she died on the Nautiloid:
Recruiting Shadowheart while Lae'zel is in the party:
- [INTIMIDATION] I'm far worse than her, but you need us both. (DC 7)
- [PERCEPTION] I'm not worried about a traitor. I'm worried about these tadpoles. (DC 10)
- [DECEPTION] We'll just keep her in front as arrow fodder. How about that? (DC 15)
- [PERSUASION] Look around - do you really have any better prospects? (DC 12)
+1
-1
- Leave.
+1
-5
Cast Abducted Nobleman:
on- [BARD] Would you like me to craft you a stunning tale? Lock your memory in legend forever?
+1
+1
- [CLERIC/PALADIN] Are there any rites you'd like performed over your body?
+1
+1
- [DRUID/RANGER] Your body will attract scavengers. Should I bury you?
+1
+1
Meeting Astarion:
- Apology accepted. I might have done the same were the roles reversed.
+1
+1
-1
-1
- [DARK URGE] Can't blame you - I was looking forward to seeing yours.
+1
+1
-1
-1
- You'd better have more to offer than 'apologies'.
+1
+1
-1
-1
Interacting with the Scared Boar:
- [ANIMAL HANDLING] Raise your palms to calm the boar. (DC 10)
+1
+1
+1
+1
- [SPEAK WITH ANIMALS] Calm down. I won't hurt you.
+1
+1
+1
+1
Roadside Cliffs[edit | edit source]
Interacting with the unstable ancient sigil and meeting with Gale:
Approaching Damays and Nymessa discussing captured Lae'zel:
- [DECEPTION] This creature is dangerous. Get out of here - leave it to me! (DC 10)
+1
+1
+1
+1
- [DARK URGE] [DROW] [GITHYANKI] [INTIMIDATION] If you value your life, walk away. (DC 5)
+1
+1
+1
+1
- [BARD] [DECEPTION] Oh, gods! You've caught a scout; the gith invasion force is right behind me - save yourselves! (DC 10)
+1
+1
+1
+1
- [PERSUASION] Shoot the trap down. We must kill it before it harms someone. (DC 5)
+1
- Attack the tieflings.
+5
+1
-1
-1
- Speaking with Lae'zel in the cage:
- Speaking with Lae'zel after freeing her:
Overgrown Ruins[edit | edit source]
Chapel Entrance[edit | edit source]
Approaching Gimblebock and Taman directly:
- [DARK URGE] [STRENGTH] I don't want to hurt you, but provoke me, and I'll keep stabbing long after you're dead. (DC 5)
- [PERSUASION] That ship is full of monsters. I wouldn't go near it. (DC 10)
- [DECEPTION] I think that ship's an invasion force. Run while you can! (DC 12)
- [INTIMIDATION] The only thing you own is your life. Leave before I take that, too. (DC 10)
- [ASTARION] [INTIMIDATION] Just grin, baring your fangs. (DC 10
)
- [BARBARIAN] [INTIMIDATION] Not yours - mine. Leave. Now. (DC 10
)
- [MONK] [INSIGHT] Your loud words hide fear, confusion. Looting that ship will bring you no peace. (DC 10)
- [PALADIN] [INTIMIDATION] Selfish cur - there might be survivors, yet you think only of loot. Leave before I make you leave. (DC 10)
- [FIGHTER] Take your best shot - you'll only get one.
- [WARLOCK] That ship's full of poisonous vapours. Probably demonic. I'd stay away.
- [HALF-ORC] Nothing's yours but your life - and I can take that from you just as easily.
+1
+1
+1
-1
- Attack.
+1
+1
+1
+1
Approaching Gimblebock and Taman when exiting from the chapel door:
- [DECEPTION] You have awoken me from my slumber - now I crave your blood! (DC 12)
- [INTIMIDATION] It's mine now. Leave, before things get ugly. (DC 10)
- [BARBARIAN] [INTIMIDATION] Mine now. Leave. (DC 10)
- [DETECT THOUGHTS] Read the gnome's mind. (Leave, before I gut you like I gutted Mari and Barton.) (DC 10)
+1
+1
+1
- Attack.
+1
+1
+1
Dank Crypt[edit | edit source]
Reading the Book of Dead Gods:
Emerald Grove[edit | edit source]
Ramparts[edit | edit source]
Approaching Zevlor and Aradin Beno during their argument:
- [PASSIVE] [INSIGHT] Success: "The human's eye twitches. He's about to blow./You see the tiefling's jaw clench. He's about to erupt." (DC 7)
- Any dialogue that resolves the argument non-violently.
+8
+1
+1
+1 (If Gale is not in the party
+6)
- Stand back and watch.
+1
Speaking with Zevlor after the argument:
- Any dialogue agreeing to help.
+5
+3
+1
-1
-1
- Any dialogue telling him you have your own problems.
+2
+1
+1
-1
-1
Interacting with Timber:
- [DEXTERITY] Kick the squirrel. (DC 10)
+1
-1
-1
- [DARK URGE] It came right at me!
+1
-1
-1
-1
- [DARK URGE] My instincts are sharp, daggered things. Stay out of their way.
+1
-1
-1
-1
Speaking with Elegis:
- You're scared of a few goblins? Pathetic.
+1
+1
-1
-1
- [GITHYANKI] If a few goblins scare you, you don't deserve to survive.
+1
+1
-1
-1
- [FIGHTER] Best get to digging your own graves then.
+1
+1
-1
-1
Speaking with Nadira:
The Hollow[edit | edit source]
Speaking with Arron:
- Seems like most are Tieflings. They'll be fine. They have devilish powers.(Tieflings are not given this choice)
+1
-1
-1
Speaking with Rolan, Lia, and Cal:
Meeting Wyll while he is training Umi:
Speaking with Asharak and children:
Speaking with Guex:
- Offering to give advice:
+5
+1
+1
+1
+1
- One last thing - don't shout out your moves like that. Spoils the surprise for your foe.
+1
+1
Talking to Zorru:
- Talk to him while Lae'zel is in the party.
+5
- After the conversation:
Talking to Rolan after convincing him to stay in the Grove earlier:
Talking to Auntie Ethel:
- Defend Meli from Barth over stealing the locket.
+1
+1
+1
- Choose to not get involved.
-1
-1
- Tell Meli to hand over the locket and when he says he does not have it, tell him he is on his own.
-1
-1
- Better do what he says, boy. There's already one thief to bury today. If Arabella has died.
+1
-1
- If getting his locket back from the Tiefling Hideout, have Barth pay for handing over the locket.
+1
-1
-1
Talking to Lakrissa:
- Bet 10 Gold on whether they survive the trip to Baldur's Gate - Later at the Tiefling celebration, tell her to buy the player character a drink instead.
+1
+1
+1
Talking to Mattis (and Silfy):
Talking to Pandirna:
- [DARK URGE] Break her legs and kill her.
+1
- [NON-BARBARIAN] Tell her you'll snap her neck if she keeps talking.
+1
+1
-1
-1
-1
- [BARD] [CLERIC] [DRUID] [PALADIN] Offer to heal her paralysis.
+1
+1
+1
- [BARD] [CLERIC] [DRUID] [PALADIN] Offer to heal her paralysis, but only if she pays you.
+1
Talking to Remira:
Makeshift Prison - talking to Arka and Sazza:
- Let her shoot Sazza
+1
+1
-1
- Stand between Arka and Sazza.
+8 (works also if Gale has been recruited but is not an active member of the party)
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death.
+1
Talking to Sazza after saving her from Arka:
- Tell her that she will be freed from her cage.
+1
-1
-1
- Free her from her cage and tell her to follow the party.
-1
-1
-1
Secluded Chamber[edit | edit source]
Talking to Zevlor:
- Agree to help convince Kagha after refusing or ignoring him the first time.
+5
+5
+?
- Agree to kill the goblin horde's leaders without requiring compensation.
+5
+5
+1
-1
- Refuse to kill the goblin horde's leaders.
+1
-1
-1
After fighting the Shadow Druids:
At the end of Defeat the Goblins:
- Talk to Zevlor after defeating the goblin leaders.
+10
Underground Passage[edit | edit source]
Talking to Findal
Tiefling Hideout[edit | edit source]
Talking to Mol after the party's belongings have been stolen by Mattis and Silfy and before befriending the Tiefling children:
- Pay the "inspection fee" to get her to return the party's stolen belongings.
-1
+1
+1
- DC 15 Intimidation check to threaten her into returning the party's belongings for free.
+1
+1
-1
-1
Talking to Mol after stealing the Idol of Silvanus
Talking to Mirkon after you save him:
- While he is trying to give the player character a story for saving him, say that the player character heard enough of his chatter.
-1
Sacred Pool[edit | edit source]
Talking to Arabella's parents Locke and Komira:
- Agree to speak with the druids.
-1
+1
+1
+1
- Tell them that it is their fault and they should have tried parenting her.
-1
- If Arabella has died, lie that Kagha will release her soon.
+1
-1
+1
Talking to Topaz:
- [SPEAK WITH ANIMALS] [DECEPTION] Say its nest is dull. (DC 10)
+1
+1
+1 (Hidden)
- [SPEAK WITH ANIMALS] [INTIMIDATION] Kick at the bird, trying to scare it away. (DC 5)
+1
+1
- [SPEAK WITH ANIMALS] [BARD] "Trinkets will rust, friend. A song shines on forever."
+1
+1
+1
Talking to the squirrels near Alfira:
Talking to Alfira:
- Play along with Alfira or help her to finish her song.
+1
+1
+1
- Take her lute out of her hands and smash it.
+1
-1
+1
-1
-1
- Tell her she should give up on her song.
+1
-1
- Steal Alfira's extra lute.
-1
After stealing the Idol of Silvanus, if confronted by Druids:
Inner Sanctum[edit | edit source]
Talking to Kagha while she's holding Arabella:
- Save Arabella by persuading Kagha.
+8
+5
-1
+5
+5 (Gale gets approval even if not present)
- [NATURE] Don't druids cherish harmony? Jailing the girl disrupts nature's balance. (DC 12)
- [PERSUASION] Release her. I'll see that she stays out of trouble. (DC 12)
- [TIEFLING] [DRUID] [PERSUASION] A seed nobly sown renders the sweetest fruit. Be noble - set her free. (DC 15)
- [BARD] [PERSUASION] Silvanus was more concerned with 'nobly sown seeds' than punishing children, was He not? (DC 15)
- Save Arabella by other conversation routes:
+8
- [SPEAK WITH ANIMALS] Convince the Viper
- [MONK] [PERSUASION] You act rashly - as a cornered viper would. Free the child or more tieflings will interrupt you. (DC 10)
- [INTIMIDATION] Save Arabella by failing the first persuasion attempt but succeed on a secondary (DC 15)
Talking to Kagha after Arabella is gone:
- Say that the player character would have killed Arabella outright.
+1
-5
- Say that the player character just wanted to see what would happen.
+1
-5
-5
- Say that it was quite a show.
+1
-5
- You killed a child in cold blood.
+1
-1
+1
- Only a monster would threaten a child.
+1
+5
-1
+1
- You're protecting your own.
-5
+1
+5
-1
- [DROW/DUERGAR] Say you don't threaten/kill children.
+1
+5
-1
+1
- Attack her.
+1
+1
Talking to Rath after Arabella is gone:
Confronting Kagha after Shadow Druid questline:
Talking to Silver:
- [DRUID/RANGER] Sit with Silver.
+1
+1
+1
+1
- [SPEAK WITH ANIMAL] Tell him you just wanted to give him your scent.
+1
+1
+1
+1
Talking to the Wounded_Bird Nettie is healing:
Talking to Nettie:
Secluded Cove[edit | edit source]
Talking to Mirkon:
If Mirkon survives:
- They're gone. Are you all right?
- Go back to your parents. There's worse in the wilds than harpies.
+8
- Stop snivelling or they'll be back.
+1
-1
-1
-1
Raid the Emerald Grove[edit | edit source]
Talking to Zevlor (or Asharak):
- Confirm turning on the Grove.
+5
-10
-1
-10
- Tell Mirkon that the party mewmbers are not here to save them.
+1
-1
- If starting to attack the tieflings before Minthara arrives, betray her while speaking to her.
+5
+1
- Betray the Grove after blowing the horn.
-5
-?
-10
- Convince Memnos to join the fight against the goblins.
+1
+1
+1
- Refuse to open the gate for Minthara.
+5
+5
- Attack the tieflings.
+?
Forest[edit | edit source]
During Encounter with Brynna and Andrick:
- Tell them to find the Owlbear and avenge their brother.
+1
+1
- Tell them that the player character is a survivor of the crash.
+1
- Tell them to forget the owlbear and go away.
+1
- After sending them off express distrust towards the power which the parasite grants.
+1
- Crush the tadpole leaving True Soul Edowin. [Needs Verification]
+?
+?
While talking to Aradin on the bridge (if Aradin left the Emerald Grove after the argument with Zevlor):
- Say that the party do not waste their time with devil spawn
-1
-5
- [CLERIC] Before you go, I'd like to say a prayer for you crew.
Talking to Scratch near Gomwick's body:
- [SPEAK WITH ANIMAL] Tell him to follow your scent to the camp.
+1
+1
+1
+1
- [SPEAK WITH ANIMAL] Start shouting at Gomwick to prove he is dead.
-1
-1
-1
Owlbear Nest[edit | edit source]
Altar to Selûne:
- Agree with Shadowheart to not loot the Selûnite chest.
+5
-1
-1
- Fail to convince Shadowheart to loot the Selunite chest.
+1
-5
Owlbear and Owlbear Cub encounter:
- Convince the Owlbear mother to let the party go without fighting.
+1
+1
-1
+1
- Attack or Anger the Owlbear mother.
+1
-1
-1
- Kill the Owlbear mother, but spare her cub.
+1
+1
+1
+1
- Kill the cub.
+1
-1
-1
-1
Blighted Village[edit | edit source]
Entering through the East Gate:
- Convince the goblin booyang to let the party in.
+1
+1
+1
+1
+1
-1
- Intimidate the goblin booyang to let the party in.
+1
+1
+1
+1
- [BARD] [PERSUASION/PERFORMANCE] Convince the goblins to be allowed inside.
Entering through the South Gate:
- [PERSUASION] It's a fine day, my friend. Why spoil it with killing? (DC 20)
+1
+1
-1
- [INTIMIDATION] Nice town. I'll wipe my feet on your corpse before entering. (DC 15)
+1
+1
+1
+1
Encounter with Fezzerk and Barcus:
- Convince Fezzerk to leave peacefully.
+5
+1
+1
- Pay Fezzerk a lot of gold to let the party pass.
-1
-1
-1
-1
- Attack the goblins.
+5
+1
-1
If Barcus Wroot was saved:
Talking to Lump the Enlightened and the Ogres:
Interacting with Buthir and Grukkoh in the barn east of the village:
- Interrupt the them in the barn.
+1
-1
-1
-1
- Let Astarion interrupt them.
+5
-1
-1
Apothecary's Cellar[edit | edit source]
Talking to the Ornate Mirror:
Finding the Necromancy of Thay:
- Read the tome.
-5
-1
-1
- Give the tome to Astarion.
+5
-5
- Give the tome to Gale.
-5
- Drop and prepare to destroy the tome.
+1
+1
+1
-5
-5
The Risen Road[edit | edit source]
- Looks like you found your mark, Wyll. Let's send your devil back to the Hells.
+10
- Gods, you're stubborn. Karlach's not a devil, and you know it.
+20
+2
+2
+2
+2
- You saw her thoughts. She poses no danger to the Sword Coast.
+20
+2
+2
+2
+2
- You're right. Cut her down before she causes trouble.
+10
When dealing with the dying hyena:
- [CLERIC/PALADIN] Successfully bless the dying hyena.
+1
- [RANGER] Mercy-kill the dying hyena.
+1
+1
- [DRUID] Destroy the abomination.
+1
+1
+?
Toll House[edit | edit source]
Talking to Cyrel:
Talking to Anders without recruiting Karlach:
Talking to Anders after recruiting Karlach:
- [DETECT THOUGHTS] [INTELLIGENCE] You don't fear Karlach; you want to kill her on Zariel's behalf. (DC 11)
+10
After defeating the paladins and Karlach's rampage is over:
Cave[edit | edit source]
Encounter with Flind the Gnoll warlord:
After the other gnolls / hyenas are dead:
Talking to Rugan if he survived:
Waukeen's Rest[edit | edit source]
Meeting Counsellor Florrick:
- I'll rescue Duke Ravengard. You have my word.
+10
+5
+1
- You'll have to find somebody else for the job.
+1
-1
-5
Encountering Benryn in the the burning building.
Cast Mirileth, retrieve the Dowry Ring, and then:
Talking to the Zhent, who guards the hatch to the Zhentarim Basement.
Zhentarim Basement[edit | edit source]
Encounter at the Gate:
- [PERSUASION/INTIMIDATION] Convince the Zhentharim to turn off the traps. [Needs Verification]
+1
+1
+1
When dealing with Brem and Oskar:
- Free the artist.
+1
- Buy Oskar from Brem
+1
+1
-1
-1
- [PERSUASION/INTIMIDATION] Convince Brem to give you a discount or Oskar for free. (DC 20)
+1
+1
+1
+1
+1
DC 20 Intimidation or Persuasion check Convince Brem to give you a discount or Oskar for free.
+1
+1
+1
+1
+1
- Give Oskar an extra 200 gold after freeing him.
+1
+1
+1
-1
-1
- Tell Oskar he is your slave now and that player character is not joking.
+1
+1
-5
-5
- Buy Oskar from Brem
Talking to Zarys:
- [DETECT THOUGHTS] [INTELLIGENCE] Tell Zarys you're here to help find the missing shipment.
+1
- [PERSUASION] Tell Zarys you're just here to trade.
+1
- [INTIMIDATION] Tell Zarys you, "Go where you please."
+1
- Kill Rugan when Zarys asks the party to do so.
+1
- Refuse to kill Rugan when Zarys tells the party to.
+1
+1
-1
Mountain Pass[edit | edit source]
Encounter with Ellyka:
Encounter with Voss and the patrol:
- Let Lae'zel speak.
+10
+1
- Speak with the patrol instead of letting Lae'zel speak.
+1
-1
-5
- When the artifact comes up:
- [PERSUASION] Mouth a silent command to Lae'zel: 'play along." (DC 10)
+5
+5
+1
- [DECEPTION] (DC 12)
+5
+5
- Produce the odd artefact. "You're looking for this, I take it?"
-1
-5
Talk to Lae'zel after meeting the patrol:
Sunlit Wetlands[edit | edit source]
Encounter with Ethel, Johl and Demir:
- Lower your weapons, I know this lady.
+1
+1
- I won't let you hurt Auntie Ethel.
+1
+1
- This is nothing to do with me. Goodbye.
+1
+1
- I'm not getting involved.
+1
+1
- Ask Ethel what she did with Mayrina.
+1
After Ethel leaves:
- [RANGER] [SORCERER] Trust a more experienced soul.
+5
+1
+1
- You're on your own. I have enough problems.
+5
+1
+1
-1
- Let me - I'll bring Mayrina home.
+1
+1
+1
-1
-1
When entering the Sunlit Wetlands:
Speaking with the redcaps:
Talking to Gandrel:
- Let Astarion kill Gandrel
+10
-1
-1
- Do not let Astarion kill Gandrel.
+1
-5
- Reveal Astarions identity to Gandrel.
+1
-1
-1
-10
Interacting with the well outside the teahouse:
Riverside Teahouse[edit | edit source]
Talking to Ethel inside:
- Disagree with Ethel and tell her that the party believe Mayrina is in trouble.
+1
-?
- Tell Mayrina that Ethel killed Demir and Johl. (Must find them in the swamp)
+1
+1
+1
-1
-1
- Let Ethel have the player character's eye to 'cure' the parasite.
-1
-5
-5
After saving Mayrina from Ethel:
- Reject her reward for saving her. (Must not pickpocket the locket beforehand.)
+1
+1
-1
- Accept her reward.
+1
- Find the Bitter Divorce.
- Keep the wand.
-1
- Give her the wand.
+1
+1
+1
- Attack her husband.
+1
+1
- Tell Astarion that it was funny.
+?
- Tell Astarion that it was funny.
- Keep the wand.
Overgrown Tunnel[edit | edit source]
Talking to Lorin:
Talking to Gnarled Door:
When Ethel surrenders:
- No good can come of this. Let Mayrina go.
+1
+1
-1
-1
-5
- Keep the girl. I'll take the power.
+5
-1
-1
-5
-5
- [INTIMIDATION] If you want to live, hand over Mayrina and this power. Right now. (DC 20)
+5
+5
+5
+5
- [DECEPTION] My reinforcements are nearly here. Give me the girl and the power and they'll spare you. (DC 20)
+5
+5
+5
+5
- I think a dead hag is the answer here.
+5
+1
+1
+1
+1
-5
Goblin Camp[edit | edit source]
Forest Road Checkpoint[edit | edit source]
Stopped at checkpoint:
- Deceive the goblins, say You can't be serious, then fling poo at them. This starts a fight with the guards.
+5
+1
+1
+?
Courtyard[edit | edit source]
War drum:
- Tap once on the War Drum at the front gate.
+1
-5
- [PERFORMANCE] Play a rhythm on the War Drum at the front gate. [Needs Verification]
+1
-5
Watching Volo's performance:
Talking to Grikka:
- [DWARF] Save me a piece.
+1
-?
- Tell her that the party will "get answers for them" when discussing their prisoners.
+1
+1
+?
-1
-1
Talking to Krolla:
- Agree to play Chicken Chase:
- Take Shadowheart to the Chicken Chase and tell her not to be hasty.
+?
-?
- Take Shadowheart to the Chicken Chase and tell her not to be hasty.
- During the Chicken Chase with a Dishevelled Chicken:
- During the Chicken Chase with the Owlbear Cub:
- After playing Chicken Chase:
Talking to Klagga:
- [PERSUASION/DECEPTION] Convince him to give you the Dwarf's Poem. (DC 10/5)
+1
+1
- [DROW] Convince him to give you the Dwarf's Poem.
+1
+1
- [DETECT THOUGHTS] Ah, you're a secret poetry-lover. How cute.
+1
+1
Talking to Crusher:
- [INTIMIDATION] How about you kiss my feet instead? (DC 15)
+1
+1
+1
+1
- Kiss his foot and get it over with.
+1
-1
-1
-1
-1
- Give his foot a long lick.
+5
+1
+1
-1
-1
-5
- [SLEIGHT OF HAND] Kiss his foot - and try to slide the ring off his toe. (DC 10)
+1
+1
+1
Talking to Piddle:
- Convince him to give the book which he is reading without using
Illithid Persuasion check.
+1
+1
Shattered Sanctum[edit | edit source]
At the entrance:
Talking to the torturers:
- Tell Torturer Spike to let the party show him how it is done.
+1
+1
+1
-1
-1
-1
After the torturer and guard leave, talk to the prisoner:
- Tell the prisoner to keep trying, he will figure out how to escape on his own.
-1
-1
-1
- Tell the prisoner that the party leave him to rot.
-1
-1
-1
Talking to Abdirak:
- Agree to endure Abdirak's teachings on Loviatar's love. Selecting "I thought a follover of Loviatar..." option does not grant approval.
+5
+1
Talking to Priestess Gut:
In the Throne room:
- Tell Gut that the party member are here to spill her guts on the floor.
+1
+1
+1
-1
- Allow Gut to brand the player character. (Dark Urge option avoids disapproval.)
-1
-1
In Gut's Chambers:
- Change of plan. I'm going to kill you.
+5
+1
+1
+1
- Tell Priestess Gut that the player charcter is ready to clear their head. (Approval can apply twice if agreeing with the companions in the room, and then agreeing again when they have left.)
+1
-1
Talking to Larger Giant Spider and Smaller Giant Spider in the spider pit:
Talking to Roah Moonglow:
- Tell her that the party killed her friends in the Zhentarim Hideout.
+1
+?
+1
Talking to Minthara:
- Agree to raid the Grove with Minthara.
+1
-5
-5
-5
- Tell her that the prisoner escaped and pass a check to withhold the grove's location.
+5
+1
+1
- Tell her the prisoner already told you everything, then
DC 5 Deception check point to a different location on the map.
+5
+5
+1
+1
- Suggest visiting the prisoner.
+1
-1
- Attack Minthara.
+5
+5
+5
+1
- If Sazza was freed:
Talking to Dror Ragzlin:
- Ask the mind flayer, Who killed you?
+1
+1
+1
- After being ordered to report to Minthara, Consider it done.
+1
+1
+1
- Move in for the kill or Attack.
+5
+1
+1
Talking to Brakkal in his cage: Any of the following options give +1
-1
- [NON-CLERIC] Gods are fickle. Maglubiyet doesn't give a damn about you.
- [GITHYANKI] My people build cities on the corpses of gods. Yours does not impress me.
- [PLANAR] I find all of Faerûn's gods rather tiresome.
Worg Pens[edit | edit source]
Encounter with imprisoned Halsin:
- When the goblin children throw rocks at Halsin, tell them to use sharper stones, to keep at it, or throw a rock.
+1
-1
-1
- Attack the goblins.
+1
+1
+1
Talking with Halsin after the fight:
- Agree to help Halsin kill the goblin leaders.
+5
+5
+1
+1
-1
- Turn down his request to help him save the grove in favour of saving the party first.
+1
-1
-1
-5
- I'll deal with this. You get to safety.
+5
+?
-1
Rosymorn Monastery Trail[edit | edit source]
Lady Esther's Camp[edit | edit source]
Talking to Lady Esther:
- Agree with Lae'zel and attack Esther for trying to Steal a Githyanki Egg.
+1
Crèche Y'llek[edit | edit source]
Entering through the front:
- Let Lae'zel speak for the group when entering the Crèche and being questioned by Gish Far'aag.
+1
-1
- Show Far'aag the Mysterious Artefact to gain entry into the Crèche.
+1
-1
Portrait of Vlaakith:
Infirmary[edit | edit source]
Talking to Ghustil Stornugoss
Using the Zaith'isk:
- Approach the Zaith'isk.
+5
Classroom[edit | edit source]
Talking to Sa'varsh and Varrl:
- [PERSUASION] Convince Sa'varsh to spare Varrl. (DC 21)
+1
+1
+1
+1
- [GITHYANKI] Tell Sa'varsh that he should kill Varrl himself.
+1
- Offer to fight Varrl to the death
+1
-1
-1
-1
- Wait and watch Varrl be killed by a classmate, then praise them for killing him.[Needs Verification]
+2
Talking to Varrl if he is alive and conscious:
- "Compassion? Kindness? I did it for the gold. Now pay up."
+1
- If having found the first chapter in the Arcane Tower, talk about the story of Orpheus.
-?
- Convince Varrl to give the party his slate on Orpheus.
+5
- Ask Lae'zel about the slate.
+3
Hatchery[edit | edit source]
Talking to Varsh:
- When convincing him to give the party the Githyanki egg:
Interacting with the Egg:
Captain's Quarters[edit | edit source]
Talking to Therezzyn. Approval is only given if the player character brings up the artifact, not Therezzyn:
- Give Therezzyn the Mysterious Artefact.
+1
+1
-1
-1
-1
- Refuse to give her the artifact.
+1
+1
+1
-1
Inquisitor's Chamber[edit | edit source]
Talking to Inquisitor Ch'r'ai:
- How do you know so much about me?
+1
+?
+1
+1
- What do I get in return if I give it to you?
+1
-1
- [WARLOCK] Bargain with him over the Mysterious Artefact.
+1
-?
- Produce the artefact.
+3
- Refuse to hand over the artefact.
Talking to Vlaakith:
- Kneel to her.
+3
- Wave at her or remain standing.
-3
- Accept her demands to enter the Mysterious Artefact.
+10
-1
-1
-1
-1
- Refuse her demands to enter the Mysterious Artefact.
+1
+1
+1
+1
-10
Talking to Lae'zel after returning from the Astral Plane:
- All this, and you still stand by Vlaakith? You're as dull as you are stupid.
-1
- An impressive show of faith. Will it be enough for your queen?
+3
Astral Plane[edit | edit source]
After meeting the Dream Visitor:
- Open your mind, let Lae'zel into your memories.
+3
- [WISDOM] Close your mind to Lae'zel. (DC 12)
-3
- [PERSUASION] The Inquisitor is going to kill you, Lae'zel. Is that proof enough of my honour? (DC 12)
-3
Underdark[edit | edit source]
Approaching the Bibberbang field and speaking to Baelen Bonecloak:
- Agree to help him in the field of Bibberbang mushrooms.
+1
+1
+1
- Leave him to figure it out.
+1
-1
-1
- Ask for compensation before throwing him a Scroll of Misty Step to escape.
+1
Dread Hollow[edit | edit source]
Interacting with the grave overlooking the Arcane Tower:
- Place Autumncrocus on Myrna’s grave.
+1
+1
+1
Ebonlake Grotto[edit | edit source]
Speaking to the Restless Myconid at the eastern or western gate:
Talking to Derryth Bonecloak:
- Offer to look for Derryth's husband.
+1
+1
- Give her the Noblestalk.
+1
- Demand a reward in exchange for the Noblestalk, then take the reward and keep the Noblestalk.
+1
-1
- After giving Baelen the Noblestalk:
Talking to Thulla:
- Give her an antidote.
+1
+1
+1
- Steal her Boots of Speed.
+1
+1
-1
-1
Talking to Spaw:
- Tell Spaw the truth about the parasite
+1
+?
+?
- Agree to deal with the Duergar Intruders.
+1
+1
- Tell him Glut that was killed after he tried to usurp Spaw.
+1
+1
Talking to Glut after killing the duergar:
- Agree to kill Spaw for him
+1
-1
- Tell Glut "I'll have no part of this" or "If you're so eager for blood..." option when asked to eliminate Spaw.
+1
+1
+1
Talking to Omeluum:
- Convince him into giving the party the Ring of Mind-Shielding for free at the end of his quest. If the ring was pickpocketed beforehand, Omeluum apologises for not having it and approval is granted.
+1
- Attack.
+1
Decrepit Village[edit | edit source]
Talking to Gekh Coal:
- Attack him at the beginning of the conversation.
+1
+1
- Agree to help him.
-1
-1
- After finishing the conversation, start a new conversation and immediately attack him.
+?
-?
The Festering Cove[edit | edit source]
Speaking with BOOOAL, after revealing him:
- I'll just kill you and claim it for myself.
+5
+1
+1
+1
- [To the Kuo toa priest] Well? Bow before BOOOAL's Chosen!
+1
-1
-1
- I won't let you enslave them any longer.
+1
+1
+1
-1
When boarded by Greymon's patrol while heading to Grymforge:
Grymforge[edit | edit source]
Arriving at Grymforge and meeting Morghal and Orgarth:
- Tell Morghal and Orgath that them keeping slaves is not a problem for the party.
+1
-1
- Tell Morghal that the party got no use for slavers.
+1
-1
- Attack Morghal and Orgath after finding out they use slaves.
+1
+1
-1
Talking to Magmar, Pistle and Skickpit:
- Your captive is most entertaining. How might I get one of my own?
+1
+1
-1
-1
- [DWARF] Enslaving the meek? I see you live up to your cruel reputation.
+1 [Needs Verification]
- [GITHYANKI] Tell Magmar that they're squandering the slave.
+1
+1
-1
-1
- Your slave was made to toil. You're squandering him on mundane tasks
- You disgust me, slaver. How do you live with yourself?
+1
+1
-1
After interacting with the gate, talking with Magmar and Pistle about traveling to Moonrise Towers,
- Moonrise Tower holds the answers we need
+1
+1
+1
- If Nere has not been rescued yet, agree that getting the Moonlantern from him is essential.
+1
-1
-1
- Suggest that Nere is a distraction and to press on.
+1
+1
+1
- If Nere has not been rescued yet, agree that getting the Moonlantern from him is essential.
Talking to Skickpit:
Talking to Skickpit after slavers are dead:
Interacting with the dead deep gnomes:
Talking to Lunkbug:
- Agree to help Lunkbug find Philomeen.
+1
+1
+1
-1
- Excellent. I can add Philomeen's head to my collection.
+1
-1
-1
-1
Talking to Brithvar:
- Instigate a fight against him by either taunting him to take the party's gold or by suggesting involving Thrinn in the conspiracy against Nere.
+1
+1
-1
-1
- After fighting Nere:
Interacting with the remains of Dark Justiciars:
Talking to Deep Rothé with Skarjall:
After finding the Idol of Shar:
After rescuing True Soul Nere:
- Stop! No more innocents will die today, Nere.
+5
+5
+1
-1
- Tell him to finish the slaves or choose to say nothing.
+1
+1
-1
-5
-5
- Side with Nere.
-1
-1
-5
- Side with Brithvar and the rebels.
+1
+1
-1
Talk to Barcus Wroot if he was rescued in the Blighted Village:
Party events[edit | edit source]
Meeting Raphael[edit | edit source]
- I'll do anything to get rid of the tadpole.
-1
-1
-5
- I need to think this over.
+1
+1
+1
- You're mad if you think I'll make a deal with a devil.
+5
+5
+5
+1
+1
- Then fix it - or die by my hand.
+5
+5
+1
+1
+1
After meeting Raphael[edit | edit source]
Talking to Astarion:
- Tell him that the player character is not the devil's plaything in regards to the devil's offer
+1
- You might not be able to outfox him, but I will.
-1
- Warlock Say that he's "Only a cambion" and that you can handle him.
-1
Talking to Gale:
Talking to Shadowheart:
- Tell her that the player character trusts the devil
-5
- Tell her that the player character would never trust him.
+5
+5
- You're mad if you think I'll make a deal with a devil.
+5
Talking to Lae'zel:
Talking to Wyll:
- Say player character is not taking Raphael's deal.
+1
- Say player character is considering Raphael's deal.
-1
After using your illithid powers[edit | edit source]
- Use on Wyll while trying to learn about his eye.
- Use on Goblins in Blighted Village or Goblin Camp.
- Use on Brynna in the forest.
- Such powers of manipulation could be useful.
+1
- If this power comes from these parasites, it can't be trusted.
+1
+1
-1
After summoning Lump the Enlightened[edit | edit source]
- Tell Lump that the deal is done and let him have one lick.
+5
+1
+1
Camp[edit | edit source]
Talking to Astarion[edit | edit source]
After finding out that he is a vampire:
While speaking about Cazador:
- Tell him that the pplayer character watches his back or that the player character and he keep each other safe.
+5
- During the first conversation about Cazador, tell him he's on his own.
-5
When attempting to read his scars (if romanced/flirting):
- "There once was a cleric of Gond, who was cursed with a very small wand..."
-1
When speaking to him after reviving him if he died from the Blood of Lathander blast:
- "I brought you back, didn't I?"
-5
- "I thought the mind flayer parasite protects you from light?"
-5
- "I think I preferred you as a pile of ash."
-5
Talking to Gale[edit | edit source]
Asking Gale to tell the player character a bit more about himself:
When he reaches approval of 20, he wants to talk:
- "Whatever it is, do make it brief."
-1
- Say that the player character is gratified to hear that trusts them.
+1
- Say enough with the flattery.
-1
- "I'd be happy to help."
+2
- "Sounds like no 'condition' I've ever heard of. I'd say you're fishing for loot."
-1
- Use the tadpole's power to delve into Gale's mind for information and fail or confess it.
-5
Keeping him stable:
- Sacrifice a magic item to keep him stable.
+10
- Tell him that the player character is happy to help him find magic items to consume.
+2
- If not giving Gale enough magical artefacts, he tells the player character that they no longer need to give him any because he has made a deal with Raphael. Then use the tadpole's powers to find out why.
-5
When he offers help the player character experience the Weave:
When experiencing the Weave with Gale, and given a choice of what to imagine:
- Picture kissing him.
+10 starts romance
- Picture taking a romantic walk with him.
+5 starts romance
- Picture sharing a meal and friendship.
+2
- Picture kicking him in the gut.
-5
- Picture his head on a spike.
-10
- When he tells the player charcter to "picture the concept of harmony", tell him that it is too abstract.
-1
When he says that Mystra "is all creation":
- [WIZARD] There's no greater deity.
+5
- [CLERIC OF MISTRA] No other god comes close to her divinity.
+5
- Tell him that he is deluded.(Not available for sorcerers.)
-2
- Tell him that he is among friends when he says that he has something to tell you.
+?
When he is conjuring an image of Mystra:
When he asks if the Weave feels the same way to you:
Talking to Shadowheart[edit | edit source]
When saying the player character and her should get to know each other better:
Confronting her about hiding information:
- Convince her to reveal information via any check.
- "I don't care who you worship. We have bigger problems."
+5
- "It sounds evil."
+1
-10
- "I won't cast judgement on your beliefs." or "I'd be lying if I said it didn't sound convincing. You should tell me more some time."
+5
- "I can't trust you. Best if we travel separately for now." (Shadowheart permanently leaves the party.)
+1
-5
-1
- "I don't care who you worship. We have bigger problems."
When discussing her faith:
- [PERSUASION] I have no problems with Shar worshippers, if that's what concerns you. (DC 5)
+5
- [PERSUASION] You should trust me. We're in the same boat, after all. (DC 10)
+5
- After asking more about Shar after successful persuasion:
When she talks about Night Orchids:
After finding the Noblestalk in the Underdark:
- [PERSUASION/INTIMIDATION] Convince her to eat the Noblestalk. (DC 12)
-10 Only if approval is too low [Needs Verification]
Talking about the Tadpoles:
- [PERSUASION] Convince her to explore the illithid powers.
+?
-?
-? [Needs Verification]
Talking to Lae'zel[edit | edit source]
- "Do you know what happens if we don't find a cure?"
- Ask her if she's sure the Creche is the only way for a cure.
- Say "Yuck" in response to her showing interest in you
-2
- Accept her offer to have sex in the future
+5
Talking to Wyll[edit | edit source]
Speaking about Karlach after encountering her:
Ask him how he came to be the Blade of Frontiers +5
- Tell him that he must have been proud of saving a little boy from goblins.
+2
- Be dismissive of him saving a little boy from goblins.
-2
Asking if he lost his eye in battle:
When asking what it's like being Duke Ravengard's son:
- "Good wine? I'll toast to that."
+? [Needs Verification]
When discussing the tadpole and its lack of side-effects:
- Any option besides the poison mushroom one.
+3
- Tell him you could probably dig up some poison mushrooms.
-1
After finding out about Duke Ravenguards abduction:
- Tell Wyll that the party should rescue the duke.
+3
- Ask him if he is worried about his father's abduction.
+3
- After it is revealed he is Duke Ravengard's son, tell him that the playere character does not care about his lineage.
-3
Talking to Karlach[edit | edit source]
- Agree to use a Soul Coin on her to power up in combat.
+5
- After the first upgrade of her heart tell her you still cannot touch her and then "Of course I do."
+10 [Needs Verification]
Talking to Scratch[edit | edit source]
Talking to the Owlbear Cub[edit | edit source]
- Feed the Owlbear Cub when he first arrives at the Camp. (requires food in inventory) [Needs Verification]
+1
+1
+1
+1
+1
- Attack the cub when he first arrives at the Camp.
-1
-1
-1
- Successfully heal the cub when he appears at Camp the second time.
+1
+1
+1
+1
- Yell at the cub when he appears at Camp the second time.
-1
-1
- Attack the cub when he arrives at Camp the second time.
-1
-1
- Pet the cub when he stays at the Camp.
+1
+1
+1
+1
+1
Talking to Volo[edit | edit source]
Long rest events[edit | edit source]
Before crossing bridge or speaking to Zevlor:
Recommended order due to trigger issues: Lae'zel -> Astarion -> Gale -> Shadowheart
Gale[edit | edit source]
Speaking with Gale at the bonfire:
He is speaking to his Mirror Image and discusses with the player character the lack of ceremorphosis symptoms. No relationship change with him, however, speaking to others yields:
- Wyll:
Wyll[edit | edit source]
First night:
- Pick any option to Wyll's question about a noise worse than a banshee scream.
+3
Mizora appears after sparing or killing Karlach:
- Threaten to kill Mizora.
+1
+1
+1
+1
+?
- Tell Mizora not to lay a finger on Karlach.
+5
+5
+1
+1
+?
- Flirt with Mizora.
-1
-1
- Ask Mizora if she will leave if the player character turns on Karlach.
-1
-1
-1
-5
Pact Dialogue
Astarion[edit | edit source]
First night:
- Tell him you'll feel safer knowing he's keeping watch.
+1
- Tell him you're not ready to turn your back on a stranger.
-1
When he asks how the player character likes him to kill them, choose any way he proposes (decapitation, stabbing, or poison). +5
- OR Tell him that player character spills his guts if he tries
-1, then say that player character takes him down with them.
+5
Catch Astarion trying to drink the player character's blood:
- I do. I believe you.
+5
- Attack him with a stake.(Astarion dies or leaves the party.)
-∞
- Tell him to leave the group. (Astarion leaves the party.)
-10
- "Fine. But not a drop more than you need."
+10
- "All right, but go too far and I'll drive a stake through your chest."
+1
The next morning:
- If Astarion remains in the group:
- If Astarion leaves or is killed:
Talk about how the player character will feed him going forward:
- Agree with Astarion that him feeding on your enemies sounds good.
+5
- Forbid him to drink blood from other people.
-5
Lae'zel[edit | edit source]
Lae'zel tries to kill the player character, believing they will turn soon into a Mind Flayer:
After first Dream Visitor dream:
- Agree with her that the dream figure should be ignored.
+1
- Insist to her on continuing to use the illithid powers.
-1
After second visitor dream: [Needs Verification]
After fully advancing Discover the Artefact's Secrets at Crèche Y'llek:
- Encourage her to listen to Kith'rak Voss or say you have her back.
+10
+1
+1
+1
+1
- Encourage her to kill Voss when he visits the camp.
+10
+1
-1
Shadowheart[edit | edit source]
First night:
If having spoken to Gale or Lae'zel first:
"You strike me as the reliable sort, but are you sure this is a good idea?":
*Available if any choice but "Don't question me." is selected.
After learning about any path to a cure, tell her this could be your last night together, then probe her thoughts using illithid Wisdom, and then suggest to find a tavern and celebrate +5
When Shadowheart says to be careful with Lae'zel, say that she is the one who has the player character concerned. -1
Her hand flares up at night:
- Turn a blind eye and leave.
+5
+1
-1
- [PERSUASION] Don't be sorry - just tell me what you're hiding. (DC 18
)
- [WISDOM] 'Use your shared connection. Enter her thoughts. (DC 18)
- "I don't care who you worship. We have bigger problems."
+5
- "It sounds evil."
+1
-10
- "I won't cast judgement on your beliefs." or "I'd be lying if I said it didn't sound convincing. You should tell me more some time."
+5
- "I can't trust you. Best if we travel separately for now." (Shadowheart permanently leaves the party.)
+1
-5
-1
- "I don't care who you worship. We have bigger problems."
When discussing her wound:
When you catch her trying to handle the Mysterious Artefact:
- Agree that it is a beautiful evening.
- [WISDOM] 'Use the parasite - see what she's hiding (DC 5)
- Ask her to admit that there's a cure inside
+5
- OR Say that your lives are intertwined, and then that you won't insist on discussing the matter further
+5
- If you have a rate of approval <0 (Negative) from her, choose to leave her alone
+1 [Needs Verification]After second visitor dream: [Needs Verification]
- Ask her to admit that there's a cure inside
- Insist to Shadowheart on continuing to use the illithid powers.
-?
After Shadowheart and Lae'zel argue about the Artifact:
- Do nothing, (Lae'zel permanently dies) then afterwards tell Shadowheart "It was always an uneasy pairing." or "I'm going to trust you had your reasons."
+10
Tiefling celebration[edit | edit source]
Talking to Karlach:
- After having a romantic night, tell her that the player charcter would love to be able to touch her properly.
+5
Talking to Astarion:
- "Karlach is beautiful. You're fine, though."
+1
- Turn Astarion down if he offers to sleep with the player character.
-1
- Fail the Persuasion roll to make Astarion say 'please' when offering to sleep with player character.
-1
- After he asks the player character to describe his beauty, choose "Is that all you want? Shallow praise?" Or "You're beautiful."
+1
- Agree to sleep with him.
+5
- If already having a partner for the night:
Talking to Zae: (Only if Lakrissa is knocked out or dead.)
Talking to Barcus Wroot:
- At camp, promise Barcus to find his friend Wulbren at Moonrise Towers.
+?
+?
After the celebration, talking to Halsin:
- "I never thought I'd say this, but it sounds like the Underdark is the safer route."
+1 (Does not need to be in active party)
Origin Exclusives[edit | edit source]
Playing as Astarion[edit | edit source]
At any time:
Getting caught as a vampire:
- Successfully explain why not revealing the vampirism.
+1
- Fail to explain why not revealing the vampirism.
-1
- Tell her secrets keep safe.
-5
- Swear not being a vampire after being caught biting.
-10
Playing as The Dark Urge[edit | edit source]
Camp[edit | edit source]
After crossing the bridge to the Blighted Village, a Alfira or Quil appears in the camp. No matter what, the Dark Urge kills them (if Alfira is unconcious or dead):