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Gale is an Origin character and Companion in Baldur's Gate 3. He is a Human Wizard with the Sage background.
Wizard Prodigy | |||||||
Gale Dekarios | |||||||
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Stats | |||||||
Level 1 | |||||||
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Race | [[| ]] | ||||||
Type | Humanoid | ||||||
HP | 8 | ||||||
AC | 10 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Medium | ||||||
Weight | 60kg / 120lbs | ||||||
Proficiency Bonus | +2 | ||||||
Initiative | +2 | ||||||
Character information | |||||||
Class | |||||||
Background | Sage | ||||||
Location | Wilderness | ||||||
Allies | Tara, Elminster, Mystra (dependant) | ||||||
In-game | |||||||
Origin characters can be played as the main character, otherwise, they can be recruited as a companion early on.
Can be spoken to with Speak with Dead.
“ | There's a gust of Weave about you, but it's a mere breeze. I need a tempest. |
„ |
— Gale, in search of powerful magic |
Gameplay
As a Wizard, Gale excels at learning and casting a wide variety of arcane Spells. Using his Arcane Recovery ability, he can keep casting spells long after other spellcasters have run out of Spell Slots.
Wizards have the unique ability to learn more spells from spell scrolls they find in their travels, although these spells must be ones they could normally learn on a level-up.
At Level 2, Gale can specialise in a school of magic, allowing him to learn spells from that school of magic for reduced cost. This specialization also grants Gale extremely powerful bonuses to spells cast from that school of magic.
Proficiencies
Equipment
- , , , , , ,
- Light armour, Shields
Saving Throws
Skills
Spells Known
Level 1 Spells Known
Cantrips Known
Recruitment
Gale can be recruited in Act One.
- Gale is first encountered when approaching the Roadside Cliffs Ancient Rune Circle, north of the Ravaged Beach and near the Nautiloid crash site. Upon drawing near the circle, Gale will emerge from it. He will suggest joining forces to increase their chances of finding a solution to their Tadpole infection. If the player agrees, Gale will join the party.
- It is possible to fail the Strength checks needed to pull him out of the portal.
Gale can be recruited in Act One.
When approaching the Roadside Cliffs Ancient Rune Circle, north of the Ravaged Beach, it will appear to be flickering erratically. The player can choose to investigate the circle more closely, or leave it alone. Choosing to investigate the circle has Gale stick his hand out from inside the circle and ask for a helping hand.
- Wizards and Sorcerers will have special options to interact with the circle. (Other classes untested, please add more info.)
- It is possible to fail the Strength checks needed to pull him out of the portal. If this happens, he will fall back in and be unrecruitable.
- If playing as the Dark Urge, there is an additional option to "fantasise about hacking off the hand". If this option is chosen, then Gale will not be recruitable - though you will get Gale's Severed Hand as a souvenir, at least!
Background
From a young age, Gale was a prodigy with magic, manipulating magic like a skilled virtuoso plays music. He lived in Waterdeep. He has a tressym called Tara. His talent drew the attention of the Goddess of Magic herself, Mystra, whom was so taken by his skill that she revealed to him arcane secrets known by few others. They shared an intimate relationship until one day Mystra grew distant and disappeared, seemingly displeased with Gale. Spurned by his goddess, Gale lost most of his incredible magical prowess, although he was still a more than capable wizard.
Determined to gain her affections back, Gale sought out a dangerous tome with the objective of returning some lost magic back to his beloved goddess. Ultimately, Gale failed in his endeavour and his body became an unwitting host to an extremely destructive Netherese orb. To keep the orb inhabiting and corrupting his body in check, Gale must continually sate it with powerful magical artefacts - if he fails, the orb will detonate, bearing enough destructive power to bring down even whole cities, and Gale with them.
Personal Quest
Gale's Companion Quest is: The Wizard of Waterdeep
Personality
Gale can come off as proud or arrogant, but will also treat those in need with kindness. He tends to ponder intellectually and looks at everything with a pragmatic and analytical view. Gale tends to be evasive about himself and his past, often changing topics or asking listeners to remain non-judgmental during his stories.
Interactions
Unique Events
Extra scenes/events you can get if you take Gale to specific locations or do specific things.
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act Two
- Bring Gale to the hidden room in Balthazar's chamber and interact with the ritual circle. He will give you unique dialogue. Then control Gale and interact with the ritual circle to combine a Broken Moonlantern and Dead Pixie to create a Shadow Lantern.
Approval
Gale generally approves of doing good and helping those in need. He approves of solving conflicts with diplomacy and appreciates thoughtful or pragmatic solutions.The following story and dialogue choices will cause Gale to gain approval.
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act One Approval
- Demand more than apologies from Astarion when meeting him ( +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
- Solve the encounter with Gimblebock outside the Crypt without violence ( +1)
- Persuade Aradin and Zevlor to stop fighting ( +1)
- Promise Zevlor you will talk to Kagha about stopping the ritual ( +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) ( +1)
- Agree to help the Tieflings for Wyll
- Recruit Wyll into the party ( +1)
- Use Athletics/Insight or Detect Thoughts to help Guex train ( +1)
- Use Persuasion to convince Rolan, Lia, and Cal to stay in the Grove ( +1)
- Talk about Rolan's wizard master Lorroakan and agree to set up an introduction ( +1)
- Step between Arka and Sazza ( +8) (Works even if Gale is not an active member of the party)
- Use Persuasion/Intimidation or Detect Thoughts to convince Arka to not shoot Sazza ( +1)
- While talking/buying from Mattis, catch Silfy trying to pickpocket you, and see her tears as genuine. ( +1)
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them ( +1)
- Save Arabella by talking to Kagha or as a druid tell Kagha's viper to let the child go. (Works even if Gale is not an active member of the party) ( +8)
- Call Kagha a monster. ( +1)
- Persuade Kagha to fight against the Shadow Druids
- Agree with Zevlor to kill the goblin horde's leaders
- Play with Alfira or convince her to finish her song ( +1)
- Successfully make the Owlbear to let you go peacefully. ( +1)
- After killing the Owlbear, spare the Owlbear Cub. ( +1)
- Enter the village by talking with the goblin booyahg at the East gate or intimidate the goblin warrior on the South gate. ( +1)
- Persuade Fezzerk at the Windmill to leave peacefully.
- Save Barcus Wroot by the windmill in Blighted Village and tell him that he owes you nothing
- Help Auntie Ethel when she's confronted by Johl and Demir
- When talking with Johl and Demir after Auntie Ethel leaves, tell them "Let me - I'll bring Mayrina home"
- Drink from the well outside the teahouse (Works even when the illusion is gone)
- Recruit Karlach into the party ( +2)
- Free the artist Oskar Fevras from the Zhentarim hideout
- Agree to pay the artist Oskar Fevras an extra 200 gold after freeing him
- Give an antidote to Thulla
- Successfully persuade Sa'varsh Kethk to spare Youth Varrl
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg and suggest you'll take it to a better Creche or raise it yourself
- Give Kith'rak Therezzyn the Mysterious Artefact
- As a Warlock, try to bargain with Ch'r'ai W'Wargaz in giving him the Mysterious Artefact
- Refuse Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- Sacrifice a magical artefact to keep him stable. ( +10)
- Say that it is gratifying to hear him saying that he has grown to trust you ( +1)
- After speaking to Lae'zel, talk to Shadowheart and tell her you agree
- Say that you are happy to help when he shares that he will need to consume magical items ( +2)
- Agree to not ask questions when he asks you to not ask questions
- Give him the Staff of Crones
- Give him the Necromancy of Thay
- Give him the Amulet of Selûne's Chosen
- Give him the Sword of Justice
- Give him the Idol of Silvanus
- Pet Scratch
- Tell Mizora not to lay a finger on Karlach during her first appearance ( +1)
- Threaten to kill Mizora during her first appearance ( +1)
- Tell him he is among friends when he says he has something to tell you
- Feed the Owlbear Cub when it arrives at the Camp
- Successfully skill check to heal the Owlbear Cub when it appears again at the Camp
- At camp, promise Barcuss Wroot that you will find his friend Wulbren at Moonrise Towers
- Question why the Gods don't directly intervene when Elminster comes to your camp
- Tell Arabella her parents would be proud ( +1)
- After staking Astarion, say bringing him was a mistake. ( +1)
- When you find Gale conjuring an image of Mystra, use Insight on him to say "there's more to it than that". (Note: the Cleric or Paladin-specific option will not give approval.) +1
- When Gale says that Mystra "is all creation"...
- When Gale offers to help you experience the Weave, tell him you'd like to. (The Cleric-specific options about normally doing so via prayer will also give approval.) +5
- When experiencing the Weave with Gale, and given a choice of what to imagine:
Raphael's deal
- Meeting Raphael "I need to think this over." OR "Then fix it. Or die by my hand!" ( +1)
- Ask him how he proposes to deal with the devil ( +1)
Act Two Approval
- Free Dolly from the Moonlantern carried by Kar'niss.
- Play the Lute to wake up Art Cullagh
- Warn Isobel that Marcus plans to kidnap her
- Tell Halsin "You can count on me" before he opens the portal ( +1)
- Successfully protect the portal Halsin enters ( +1)
Camp/Conversation
Act Three
- Tell Fist Rowan "They're innocent people. You can't just kill them!"
- Try to help the Dying Stone Lord Thug ( +1)
Disapproval
Gale dislikes harming innocents or destroying or wasting valuable knowledge or lore.
The following story and dialogue choices will cause Gale to lose approval.
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act One Disapproval
- Accept Astarion's apology when you meet him and say you would have done the same OR likewise wanted to see Astarion's innards on the ground. ( -1)
- Tell Zevlor that you have other things to do
- Tell the Tielfling kids trained by Asharak that they are going to die ( -1)
- Attack Findal after healing him ( -1)
- After saving Mirkon from the harpies, tell him to stop snivelling or the harpies will return. ( -1)
- Read the Necromancy of Thay.
- Offer to fight Youth Varrl to the death ( -1)
- Kill Youth Varrl ( -1)
- Suggest you'll cook or sell the Githyanki egg when trying to convince Varsh Ko'kuu to give it to you. -1)
- Crush the Githyanki egg.
- Accept Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- Tell the party that Astarion will remain in the party because you trust him when it is revealed to them he is a vampire, or tell the party that if they don't like [having a vampire in the party], that they can leave. ( -1)
- Give Astarion the Necromancy of Thay ( -5) or destroy it.
- When Elminster visits camp, joke about how you'll be rid of the Absolute and Gale when he uses the orb.
- Ask Mizora if she will leave if you turn on Karlach. ( -1)
- When Gale offers to help you experience the Weave, turn him down. -2
- (Wizard, Warlock, Sorcerer or Bard) When Gale asks if the Weave feels the same way to you as it does to him, tell him you "practise magic, not melodrama". -1
- When experiencing the Weave with Gale, and given a choice of what to imagine:
- When Gale says that Mystra "is all creation", tell him he's deluded. (Note: This dialogue option is unavailable to Sorcerers.) -2
- When Gale is helping you experience the Weave and tells you to "picture the concept of harmony", tell him that it's too abstract for your tastes. -1
- As the Dark Urge: Confess to murdering the bard. ( -1)
- If you do not give Gale enough magical artefacts and he tells the player they no longer need to give him any (because he's made a deal with Raphael), use the tadpole's powers to find out why. -5
Act Two Disapproval
Last Light Inn
- Drink the wine when talking to Jaheira inside
Act Three Disapproval
- Tell "I could show you pleasures your husband never could" to Sauceman Chorizo.
Romance
Gale can be romanced.
Romance Spoilers This section reveals details about romance and may contain mature themes.
- As early as Act One (if the player has Medium approval), the player can trigger a scene with Gale where Gale talks to the player about Mystra can be triggered. During the scene, Gale will offer to share with the player being under the weave, and if the player successfully passes all the checks, they may envision holding hands or kissing Gale for approval points.
Achievements
Trivia
- Gale is voiced by Tim Downie.
- According to Larian Studios, until Patch 3 of Early Access, Gale was both the most romanced and most killed companion.
- Gale received an appearance change in Patch 8. Earrings and a tattoo on his chest/collarbone were added, and his face was changed.
- Gale's last name is "Dekarios."
Gallery
External Links
- Gale on the Forgotten Realms Wiki