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Karlach/Approval
Overview | Approval | Disapproval | Banter | Romance |
Karlach approves of helping people out.
She likes displays of kindness and stepping out to protect the weak, especially children, even if this demands rudeness or intimidatory behavior. She values brave and even daredevil moves, as long as the outcome is actually a good deed. At the same time, Karlach appreciates harmless mischiefs. Above all, she likes honesty and supporting friends through dire times.
Due to her experiences in Avernus, she distrusts anybody and anything connected to the Hells in the slightest, and therefore approves when the player character does the same.
The story and dialogue choices listed on this page will raise Karlach's approval.
The entries on this page are brought in accordance to the in-game dialogue files as of Patch 7. There are multiple reasons for some approval entries to not work on any particular game installation, from modding to bugs to simply having max approval already. |
For more information about the approval system, see Approval.
Act One[edit | edit source]
Locations[edit | edit source]
Ravaged Beach and Roadside Cliffs[edit | edit source]
- to the corpse of the Abducted Nobleman in the Crashed Nautiloid ship and use class-based line for a , a , a , a or a ( +1) (either option)
- Use to calm the Scared Boar found near Astarion's pod (+1)
- OR Tell it that you won't hurt it via ( +1)
- Pull Gale out of disturbed waypoint sigil (+1)
Note: The recruitment itself does not give an additional approval point
- Convince the tieflings holding Lae'zel to leave (using , or lines or unique options for , , , , ) ( +1)
- Ask Lae'zel to say 'please' after convincing the tieflings to leave (+1)
- Recruit Lae'zel (+1)
- Speaking to Gimblebock near Chapel Entrance, choose to attack him (+1)
Emerald Grove[edit | edit source]
In the Hollow:
- Convince Aradin and Zevlor to stop arguing without punching either of them (using or ) ( +1)
- Take a swing at Aradin during his argument with Zevlor (+1)
- Promise Zevlor you will talk to Kagha about stopping the ritual (+3) (either after the scene at the entrance or in his cave)
- Agree to kill the goblin horde's leaders for Zevlor (+5)
- Playing as a of and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest (+1)
- Tell Arka to seek vengeance over Kanon's death (+1)
- Convince Nadira to give you her Soul Coin after saving her from the Bugbear Assassin (+1)
- Convince Rolan, Lia and Cal to stay and help, using or any available class-based or race-based options ( +1)
- Playing as a , , or , offer Pandirna to heal her (for free) (+1)
- Playing as Wyll origin, distract kids trained by Asharak, reciting one of your adventures (either with a yeti, a croc or an owlbear) (+1)
- Assist Guex in training (using , , or unique , , lines) ( +5)
- Convince Arka to spare Sazza (using or any skill-based or class-based option) ( +1)
- Promise Sazza to free her from her cage (+1)
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you and tell her to relax (+1) (requires passive check and optionally a check)
- Stand for Meli when Barth confronts him about the locket (+1)
In the Sacred Pool and druid caves:
- Tell Komira that the druids are overreacting and you'll speak with them (+1)
- Persuade Kagha to free Arabella (+5)
- After resolving Arabella's fate, talk to Kagha and call her a monster OR Accuse her of killing the child in cold blood (+5) (either option, depending on outcome of the trial)
- OR Attack Kagha (+1)
- OR, Playing as a , say you don't threaten/kill children ( +5)
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) (+5)
- OR Choose to attack Kagha instead of persuading her (+1) (gains approval regardless of whether you've been successful convincing her to go against them or not)
- Attack Kagha after Zevlor asks you to kill her (+1)
- While dealing with Topaz the bird via :
- Tell him that the key in its nest is dull (+1)
- OR Use class-based lines for a or a ( +1) (either option)
- OR Kick the bird (+1)
- When Nettie asks you to swear to take poison in case of ceremorphosis, attack her (no need to kill her) (+1)
Note: If she has already scratched any party member with the deadly briar, attacking her does not bring approval from Karlach
- Tell Silver the wolf you just wanted to give them your scent (using ) ( +1)
- OR, Playing as a or , sit with Silver (without this spell) (+1)
- Help Alfira finish her song (+1)
- After being confronted about stealing the Idol of Silvanus, return the idol and apologise (+1)
While the Emerald Grove is preparing for the goblin attack
- Convince Memnos to join the fight against the goblins (+1)
- Tell Pandirna that they have something to fight for (+1)
- Convince Wyll not to attack you, using or ( +1)
Note: This scene appears only if Wyll left the party due to your choices in dialogue with Minthara, after you have revealed to her the Grove's location
- Refuse to open the gate for Minthara (+5)
- Successfully defend the Grove and then talk to Zevlor (+10)
Sunlit Wetlands/Putrid Bog[edit | edit source]
- When find Demir and Johl arguing with Auntie Ethel, tell them all to calm down, then choose to defend Ethel (+1) (immediately starts the fight with brothers)
- OR Ask Ethel straightaway about their sister (+1)
- After Ethel disappears, offer brothers help in finding their sister (+1)
- After entering the Sunlit Wetlands, break the illusion by any available means, then say 'BAA' at the Redcaps when you speak to them (+1) (works twice)
- If Astarion is not in your party, tell Gandrel that Astarion is under your protection (+1)
- Then refuse to help the hunter find your camp (+1)
- If Astarion kills Gandrel himself, say afterwards that the hunter need not to die OR That you cannot trust him after it (+1) (either option)
Note: Available only if you don't know yet that Astarion is a vampire
In the Riverside Teahouse and Overgrown Tunnel:
- When talking to Ethel and Mayrina:
- Don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble" (+1)
- OR Tell Mayrina straightaway that Demir and Johl were killed (by you or Ethel) (+1)
- After defeating Auntie Ethel, her into handing over both Mayrina and the fey hair (+5)
- OR Order her to let Mayrina go (+1)
- OR Say that the best solution is a dead hag (+1)
- Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand (+1)
Forest, Owlbear Nest and Blighted Village[edit | edit source]
- Tell Scratch to follow your scent to the camp, using ( +1)
- Playing as a of , , , or , say a prayer over the corpses near the bridge to Blighted Village, while talking to Aradin there (+1)
Note: This scene appears only if Aradin has previously left the grove. Clerics of other deities have unique class-based lines but do not gain approval for using them
- Convince the Mother Owlbear to let you go without fighting (+1)
- Spare the Owlbear Cub after killing the Mother Owlbear (+1)
In the Blighted Village:
- Gain entrance to the village through the southern gate by the goblin guard
- OR, Playing as a , for him ( +1)
- Persuade Fezzerk at the windmill to leave peacefully (+1)
- Untie Barcus Wroot off the windmill vane and tell him that he owes you nothing (+1)
- Drop and prepare to destroy the Necromancy of Thay in the Apothecary's Cellar (+1)
- Convince Lump the Enlightened to fight alongside you, outbidding goblins (+1)
- After ending your deal with the ogres, let Lump have one lick (+5)
Note: This approval can be gained the same way, too, if the ogres come to your camp to resolve the deal
Goblin Camp[edit | edit source]
At the front gate:
- Fling worg dung at Sentinel Olak (+5) (requires check and triggers a fight with gate guards)
- If failed the roll, wink and fling dung at all other guards (+5) (triggers a fight, too)
- OR Smear the dung over your face (+1)
- Tap once on the war drum (+1)
- OR Use to play a rhythm on the war drum ( +1)
In the outer camp:
- Stir the Owlbear Cub against the goblins through
DC 15 Animal Handling check or
DC 15 Persuasion check (+1)
- OR, Playing as a , do it through
DC 10 Persuasion check (+1)
- OR, Start a tour of chicken-chasing and prompt the cub to run to the finish posts, using or ( +1)
- OR, Playing as a , do it through
- Tell Eight that you're sorry for his loss (+1)
Talking with Crusher:
- Kiss his foot (-1), then start licking it (+1)
- OR Give his foot a long lick straightaway (+1)
- Steal the ring from Crusher's toe after you kneel in front of him (+1)
- Crusher kneel and kiss your foot ( +1)
- If Crusher attacks you, defeat him, then say you've made a point and help him get up (+1)
Inside the Shattered Sanctum:
- In Priestess Gut's "private chapel", allow her to feel around your head (+1)
- Tell Roah Moonglow that you killed her friends in the Zhentarim Hideout (+1)
- Attack Dror Ragzlin straightaway OR after interrogating the dead illithid (+1)
- OR Obey Ragzlin's orders to report to Minthara (+1)
- Convince Minthara to spare Sazza, saying the latter didn't know who you were (+1)
Note: Sazza must be freed from the cage in Emerald Grove
- Tell Minthara that Liam escaped and pass an check to withhold the grove's location ( +5)
- OR Tell her that the prisoner told you everything and pass the check ( +5)
Note: These options are available only if you spoke to Minthara before interrogating and freeing Liam
- Provoke a fight with Minthara by any available option (+5)
In the Worg Pens:
- Stop the goblin children from throwing stones at bear by any means (+1)
- OR Make Brawler Birka release the bear and then choose to attack the goblins (+1)
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form) (+5)
Underdark and Grymforge[edit | edit source]
- Enter the Myconid Colony peacefully, succeeding an , or check OR using a race-based line for a , or ( +1) (either option)
- OR Choose to tell Sovereign Spaw the truth about the parasite (+1)
- Give Thulla an antidote or an Elixir of Poison Resistance (whichever you have) (+1)
- Ask Omeluum to tell you more about the tadpole (+1)
- Offer to look for Derryth's husband, for a price or for free (+1)
- Agree to help Baelen Bonecloak escape from the Bibberbang field (+1)
- Give the Noblestalk to Derryth Bonecloak (+1)
- If Baelen ate the Noblestalk himself, offer Derryth help to leave him (+1)
- Tell Gekh Coal that you're not going to help a slave-catcher (+1)
- Defeat the Duergar intruders and report back to Sovereign Spaw (+1)
- Tell Spaw that you've killed Glut because the latter conspired to usurp the circle (+1)
- In the Dread Hollow, place
Autumncrocus on Myrna's grave (+1)
Note: this option is available only if you have found and read Letter from Amarith in the Arcane Tower
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer (+1)
- If you find out that BOOOAL is a Redcap, bait him with a tale of bloodshed instead of sacrifice (+1)
In Grymforge:
- Tell Ward Magmar that he disgusts you (+1)
- Convince Skickpit you're going to help him, then ask if he really wants you to kill his slavers (using line) ( +1)
- Pay respect to the heap of deep gnomes' corpses after dispatching Brathwen and Viss (+1)
- the Deep Rothé to attack the duergar (+1)
- Promise the deep gnome slaves your help (+1)
- After finding Philomeen (and letting her go away), talk to Lunkbug and mention she wants Laridda to move on, or tell Laridda directly (+1)
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them (+5)
- Convince the duergar to free the deep gnomes after defeating Nere (+5)
- If failed, choose the line "Just try and stop me." (immediately starts the fight with the rest of duergar) (+5)
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in drow's mind about freeing the gnome slaves (+1)
- After freeing the gnomes, bid Barcus Wroot farewell and good luck (+5)
The Risen Road[1][edit | edit source]
- Dealing with the dying hyena, kill her through class-based or options ( +1) (either)
- OR Use class-based or lines to successfully bless it ( +1) (Not available for Evil Clerics and )
- Save Rugan and him to sell his employer's wares ( +1)
Waukeen's Rest and Zhentarim Hideout[edit | edit source]
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick (+1)
- OR, Playing as a , swear on your Oath to do it ( +5)
- Save Benryn in the burning building (+1)
- Find and return him the dowry (+1)
In the Zhentarim Hideout:
- Successfully the guard Salazon to let you into the hideout (+1)
- OR, Playing as a , show him single-hand sign "profit" ( +1)
- If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order. (+1)
- OR Free Rugan, if he survived Zarys's torture and your fight against other Zentharim (+5)
- Promise Oskar Fevras to speak to his captors (+1)
- Purchase the artist from Brem for the initial price (+1)
- Make Brem lower the price through or ( +1)
- OR Make him let Oskar go for free, using any check-based option (+1)
- Give Oskar additional 200 gold after freeing him (+1)
Mountain Pass and Crèche Y'llek[edit | edit source]
- Playing as a , tell Ellyka that githyanki patrol means nothing to you (+1)
- OR, Being as a githyanki, tell her you're actually not them OR that she is safe ( +1)
- Allow Lae'zel to speak with the githyanki patrol and Kith'rak Voss (+1)
- After Voss departs, Lae'zel to save anger for Vlaakith's enemies (+1) (Not available for )
- Playing as a , call Voss a heretic ( +1)
In the Crèche_Y'llek:
- Upon entering the Créche, first tell Gish Far'aag that Voss sent you; then pretend to be an avatar of Vlaakith and succeed a
DC 30 Performance check (+1)
- Vandalise the portrait of Vlaakith (+1)
In the Infirmary:
- If Lae'zel is using the zaith'isk , during the first phase convince her that the device kills instead of curing (+1)
Note: To do this, succeed a passive DC 14 Perception check, then succeed a
DC 30 Wisdom check,
DC 30 Persuasion check or
DC 30 History check (the latter for only)
In the Classroom:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training (+1)
- Playing as a , save Varrl by whatever means, and then tell him:
- That capacity for mercy is what separates us from feral beasts (+1)
- That warriors fight for something, not just to kill (+1)
Note: If you fight Varrl and leave him knocked out, dialogue treats him has unconscious indefinitely, even if he is shown sitting up after a Long Rest, therefore, these points cannot be gained In the Hatchery:
- Successfully persuade Varsh Ko'kuu to let you take the Githyanki Egg, telling him:
- That you'll take it to a better crèche OR That you'll raise it yourself (+1) (either option)
- OR Use a race-based option for a ( +1)
At Captain's Quarters and Inquisitor's Chamber:
- Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it (+1)
- Ask Ch'r'ai W'wargaz how he knows so much about you (+1)
- Refuse to hand over the artefact to W'wargaz, and convince Lae'zel to trust you by succeeding
DC 21 Persuasion check (+1)
- Refuse to hand over the artefact to W'wargaz, and convince Lae'zel to trust you by succeeding
- Refuse Vlaakith's demand to kill the person inside the Mysterious Artefact (+1)
Campsite and Conversations[edit | edit source]
Raphael's Deal:
- When Raphael briefly takes you to the House of Hope, choose lines:
- "You're mad if you think I'll make a deal with a devil." (+5)
- OR Say "Then fix it. Or die by my hand!" (+5)
- Discussing his offer afterwards, tell Wyll you have no intention in bargaining with the devil (+5)
- Tell Shadowheart that the devil cannot be trusted, then confirm it (+5)
- OR Say you might consider his help, then change your mind into distrust (+5)
Other companions and camp followers
- Resurrect a companion with Withers's help (+1) (Works only the first time you do it)
- The first time Shadowheart's mark flares in pain, turn a blind eye and leave (+1)
- When Astarion tries to bite you, either stake him or chase him off the camp. In the morning, tell others that bringing him to the camp was a mistake (+1)
- Speaking with Astarion about Cazador, tell him that you'll watch his back OR Promise you'll keep him safe if he does the same (+1) (either option)
- Playing as Astarion origin, confess to her of being a vampire and success a roll ( +10)
- OR, When your nature comes out, her that you kept secret for your own safety ( +10)
- Then promise not to keep any more important secrets from her (+5)
- When Wyll confronts Karlach at the camp, use any line to convince him to spare Karlach (+5) (either option)
- Tell Mizora she's not leaving your camp alive during her first appearance there (+1)
- OR Tell her not to lay a finger on Karlach (+5)
- After Mizora warps Wyll into a devil, speak to Karlach and call him the best man of you all (+10)
- Playing as Wyll origin, talking to Mizora:
- Tell he to do whatever she wants but to leave your friends alone OR Say that Karlach is no monster (+5) (either option)
- OR Tell her to do her worst (+5)
- Playing as Wyll origin, after Mizora warps you into a devil:
- Tell Karlach you save your sword for monsters (+5)
- OR Say she can save your back when it comes to it (+5)
- OR Ask her advice on proper care for horns (+5)
- When Shadowheart confesses of worshipping , answer that you all have bigger problems ( +1)
- Playing as Shadowheart origin, confess to Karlach of worshipping and succeed a roll ( +5)
- When Lae'zel and Shadowheart have an argument over the Mysterious Artefact:
- If Lae'zel attacks sneakily at night, her to stop ( +1)
- OR, Playing as a , her ( +1)
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact, encourage Lae'zel to trust him (+1)
- OR Tell Lae'zel you have her back in any choice of hers (+1)
- Pet Scratch when he first comes to the camp (+1)
- Feed the Owlbear Cub when it first comes to the camp (+1) (requires food in the inventory)
- Successfully tend to the cub's wound when it appears again at the camp (+1)
- Pet the Owlbear Cub when it stays at the camp (+1) (gains approval only the first time you do it)
- Pet both of them when the Owlbear cub sees a nightmare (+1)
- Having invited Barcus Wroot to your camp, promise him you will find his friend Wulbren at Moonrise Towers (+1)
- After Dammon upgrades her heart first time, tell her you still can't touch her, and then choose the line "Of course I do" (+10)
- After the night talk with Karlach near the campfire, tell her you'd love to be able to touch her properly (+5)
Note: This line can be repeated multiple times until the second upgrade of Karlach's heart, but only the first time gives approval
Companion quest[edit | edit source]
- After recruiting Karlach, promise her to find a cure for the tadpole infection (+5)
- Agree to kill false paladins of Tyr for her (+5)
- Playing as a , a or a of , speak to Anders with Karlach in the party and catch him on a lie (+1)
- OR Successfully use on Anders to unveil his true intentions and stand to Karlach ( +10)
- OR First choose to "leave them in peace", and when Karlach intervenes, choose to do nothing OR attack them (+10) (either option)
- After defeating Anders's crew, Karlach will rampage the Tollhouse. When she stops, tell her she looks hot OR Say you liked the look of it (+3) (either option)
- If you have killed Anders's crew without Karlach in party, tell her about it, then add you always care for your people (+10)
- OR Say you couldn't allow agents of a devil to roam the area (+5)
- Agree to give Karlach a Soul Coin to power her up in combat (+5)
- Agree to let Dammon upgrade Karlach's heart first time, if you already have a piece of infernal iron (+10)
Act Two[edit | edit source]
Locations[edit | edit source]
Ruined Battlefield[edit | edit source]
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the cowardly hyena in the convoy that it doesn't belong to goblins (+1) (requires sequentive check and then either or check)
- Stop Warrior Gronag from killing the hyena. Then, when Kar'niss the drider comes, ask him about his lantern and what is there in the shadows. After that, stop the drider from butchering Brawler Vez by any means (+1)
- Convince Kar'niss not to attack you after you killed the convoy before summoning him, using OR ( +1) (either option)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers (+1)
If entering the Shadow-Cursed Lands from the Grymforge:
- Use a class-based answer for a , a , a , a , a , a or an when Harper Lassandra orders you to come closer (+1)
- When the Shadows warp Harper Yonas, tell Harper Meygan, "Move. I'll take care of this." (+1)
- OR Prepare to fight, using basic or unique , , , or option ( +1)
- OR, Playing as , choose to try and save them instead of abandoning them ( +1)
At the House in Deep Shadows:
- Agree to play hide-and-seek with Oliver (+2) (one point for each round of the game)
- Convince Oliver to reunite with Thaniel (+5)
Dealing with He Who Was:
- Agree to find Madeline's Ledger for him (+1)
- After ordering Madeline to hurt herself as Ben and Marc did (-1), stop her, saying she had done enough (+1)
- OR Say her willing to hurt herself was enough (+1)
- OR Accuse her of cowardice, using basic or unique , , lines ( +1)
- OR Say that it wasn't her fault, using basic or unique , Good or lines ( +1)
Elsewhere:
- Free Dolly Thrice from the Moonlantern carried by Kar'niss (+1)
- After calling Dolly back to replenish her blessing, when she asks for some magic words, choose to "SNURL" (+1)
Note: If choosing this, Dolly then transforms you into a deep rothé instead of blessing
- After saving Rolan from the Shadows, tell him to shut up and be grateful (+1)
- OR Use a class-based line for a , a , a , a or a ( +1) (either option)
- OR Tell him not to be hard on himself (+1)
Last Light Inn[edit | edit source]
Speaking to Jaheira:
- Convince her to let you in, showing the Mysterious Artefact (+1)
- Talking to Jaheira inside the inn, drink the spiked wine (+1)
- If you have talked to Marcus already and know his mission, try to convince Jaheira that he is a spy (+1)
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- Talk to him and say that his mission ends here OR Choose to attack him (+1) (either option)
- OR Warn Isobel, revealing Marcus as a True Soul (+10)
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- After speaking to Marcus telepathically, explain to Isobel that he is going to kidnap her (+10)
- Playing as :
- Tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior (+5) (available after the kidnap attempt AND if you haven't threatened her)
Talking to Counsellor Florrick:
- Ask whether the Flaming Fist are just going to stand around (+1)
Talking to His Majesty via :
- Say you only wanted to admire him close (+1), and then indeed choose to quietly admire him (+1)
- OR, Playing as a , say you do not seek his territory ( +1)
Speaking to Cerys:
- When she tells you about their misfortunes, say that she did the right thing (+1) (use basic line or unique for or )
- Ask her what they are doing here, and tell her not to lose hope to see others alive (+1) (starts the quest, if you don't have it already)
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone, use class-based answer for a ( +1)
- Ask her about others, and then say that running was right call (+1)
- When Alfira asks you how do you keep going, answer that you take one step at a time OR That danger is your life (+1) (either option)
- OR Use a class-based line for a , a , a , a or a ( +1) (either option)
- OR Use a race-based line for a , a or a ( +1) (either option)
- Promise Alfira you will find the surviving tieflings in Moonrise Towers (+1) (starts the quest, if you don't have it already)
- After rescuing the tieflings, speak to Alfira again. When she asks how did you do it, answer that you were being a hero (+1)
- Take the reward from Alfira for rescuing the tieflings (+1)
Note: Works if Lakrissa died. If she survived, talking to any of them starts the same cutscene, but the last two options do not gain approval
- Before trying to save captured refugees:
- Promise Bex to find Danis, using any of two basic options, or class-based or lines ( +1) (starts the quest, if you don't have it already)
- If Danis survived and reunited with Bex:
- Smile and then say it's wonderful to see them together OR Mention that it is all thanks to you (+1) (either option)
- When Bex asks why you helped, answer that you did it because they were in trouble (+1) ( characters have unique line here)
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to save captured refugees:
- Promise to rescue them if they are alive OR Say that it is your responsibility to bring them back (+1) (starts the quest, if you don't have it already)
- OR, Playing as a , tell him he won't be able to read his spellbook if he keeps drinking ( +1)
- If you have already saved him from the Shadows, say you're absolutely going to gloat (+1)
- If either Cal or Lia (or both) died while saving attempt:
- Tell Rolan that you wanted to save everyone, but couldn't (+1)
- If both siblings survived, after they thank you, ask Rolan whether he has something to add (+1)
Talking to Ide after drunken Rolan has snapped on her:
- Say you're sorry, then add that he is more immature than she is (+1)
- OR Call Rolan a grump, and when Ide complains he called her a "ragged little devil", tell her next time call him one back (+1)
- When Ide shows you the book she means to keep for Rolan, her to give it to you ( +1)
- Help Mol win the game of lanceboard against Raphael, using the , , , or options, or following Gale's advice (if he is in party) (+1)
- Then tell Raphael to stay away from Mol (+2)
- After that, tell Raphael to leave you alone (+1)
Note: These lines appear only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" (+1)
- Playing as , curb your yearn to tear the Strange Ox apart (+1)
- Pay Mattis extra gold for the Tower-Shaped Key (+1)
- Play the lute to wake up Art Cullagh (+1)
- When Halsin prepares to open the portal to Shadowfell, tell him he can count on you (+1)
- Successfully protect the portal while Halsin is looking for Thaniel (+1)
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him (+1)
- If you did it and ended the dialogue, speak to him again and call him a prick second time (+1)
Reithwin Town[edit | edit source]
At the Reithwin Tollhouse:
- Convince Gerringothe Thorm to end herself by any available option (+1)
Note: Requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options
In the House of Healing:
- Convince Malus Thorm to order his sisters to hone their blades on each other (+1)
- Then persuade Malus Thorm to operate on himself (+1)
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing (+2) (comes one point by another subsequently)
At the cemetery:
- Agree to help Arabella find her parents (+1)
- Then offer Arabella shelter at your camp (+1)
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed or roll to take her to your camp ( +1)
Note: characters have unique line and option only
At The Waning Moon:
- Safely drink with Thisobald Thorm (rolling , either general or class-based lines) ( +1)(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling ) ( +1) (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through roll) ( +1) (gains approval each time)
Note: If roll failed, successful subsequent roll earns a point of approval, nonetheless
- By any means make Thisobald Thorm drink his "elixir" three times in a row, thus leading him to burst (+1)
Moonrise Towers[edit | edit source]
- While entering the Moonrise for the first time, tell Zealot Malik that you are here to take his head (+1)
Witnessing Ketheric's trial (at the very first visit to Moonrise):
- When Disciple Z'rell orders you to decide the goblins' fate, offer them a fair fight to death, using basic or unique , , or options ( +1)
Note: This option does not bring any points for character
- OR Set them free (basic or option) ( +1)
Talking to Z'rell:
- If you killed the goblins:
- Distract Z'rell with thoughts of your "aching for Karlach" (+1)
Note: Unlike other possible romantic partners in the game, this option grants approval regardless of you actually romancing the tiefling or not, but the half-orc's reaction will differ slightly [Needs Verification]
- If you spared the goblins, fail to it, then say you will free the rest of the prisoners ( +1)
- If you have helped Balthazar to retrieve Nightsong, refuse to kidnap Isobel on Z'rell's order (+1)
- OR Say you have yet to kill Z'rell and other vermin at the Moonrise (+1)
At the Moonrise Towers Prison:
- When approaching Minthara being tortured:
- After the fight, escort Minthara out of Moonrise Towers and tell her where to find your camp (+1)
- Speaking to the Warden for the first time, tell her that her face is bland, too (+1)
- the Warden of being Balthazar's closest confidante (+1)
- Then try to bribe her (+1), and when she takes the money and does nothing, say that you should have see it coming (+1)
- OR, Playing as a , say it was so well-played that you are not even mad ( +1)
- OR Refuse to bribe her (+1)
- Promise Lia or Lakrissa to help the tieflings escape (+1) (either of them; convincing Lakrissa requires a or an roll)
- OR Refuse to help them (+1)
- Tell Wulbren that Barcus Wroot sent you, OR Use any of check-based options (+1)
- If the party found themselves in a cell, accept Wulbren's offer to break out together (+1)
- Provide Wulbren with any tool capable of destroying a wall (+1)
- When Wulbren, once freed, takes the boat and sails off without the party, let him go, using basic option or class-based line for a or a Good ( +1)
- OR Outrage on Wulbren's betrayal, using basic line or class-based/race-based lines for Evil , , , , , or ( +1)
- If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners (+1)
Elsewhere in Moonrise Towers:
- Sever the connection between Linsella and Barnabus (+1)
- After taking Soul Coins from Lann Tarv, talk to Karlach and say she now has a real friend - you (+5)
- Tell Araj Oblodra that Astarion is his own person (+1)
- Then speak up for Astarion when he refuses to bite Araj (+1)
- OR Tell Astarion that he shall not do anything he doesn't want to, when Araj asks you to make him agree (+1)
- Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without ) ( +1)
- OR Ask if it would be all right to give her a scratch (using ) ( +1)
Final fight at the Moonrise:
- In front of Moonrise Towers, offer Jaheira to join you in the upcoming fight (+5)
- If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a friend (+5)
- After the first floor is secured, tell Jaheira you sense a bit of envy and ask her to join the fight against Ketheric Thorm (+1)
- At the rooftop, tell Ketheric Thorm that you can help, OR that it isn't too late, OR to come quietly (+1) (either option)
Note: These lines require first DC 21 Intimidation check or
DC 18 Persuasion check, and then any of subsequent DC 30 checks, OR a
DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
- When Nightsong intervenes, tell her to stand down, because Ketheric has surrendered (+1)
Gauntlet of Shar[edit | edit source]
Dealing with Yurgir and his retinue:
- Lick the dead spider meat (+2) (Comes point by point for each lick)
- When speaking to the orthon initially, choose to attack him straightaway (+1)
- If you agreed to help Yurgir:
- Speak to Nessa via and her that her love to the orthon is caused by dosed meat ( +1) (Available if the party have investigated the dead spider or detected thoughts of the Hoarding Merregon)
- Without , pass the check and give the beast a scratch behind the ears ( +1)
Near Pedestal of Reckoning:
- When Shadowheart speaks of her need to go through the Shar's trials, answer that this is a distraction OR That you are actually here to gain Ketheric's trust (+1) (either option)
Dealing with Balthazar in his outpost:
- Speaking to Balthazar through Reconstituted Duellist, tell it to leave, using basic line or class-based line for a ( +1) (either option)
- OR, Playing as Shadowheart origin, say you belong in this place far more than some bone pile (+1)
- Agree to clear the way for the necromancer, and then:
- Having Mother Dearest in your inventory, ask Balthazar what happened to his mother. Then, tell him you took the urn, and finally say that you'll keep her (+1) (Makes Balthazar and his minions hostile; gives approval even if Karlach is not in the party)
- Refuse to help the necromancer and choose to attack him, using basic line or class-based line for a (except ) ( +1) (either option)
In the Shadowfell:
- Before the Verge of Shadows, tell Shadowheart you don't care about the Spear of Night, then confirm it (+1) (Shadowheart turns hostile to the party)
- OR Choose to attack Shadowheart (+1)
- If you have the spear, tell Shadowheart to find a new purpose for herself, then provoke a fight with her (+1)
- If you have defeated Balthazar:
- Free Aylin (+1)
- If Shadowheart is in the party, tell her that she should spare Aylin because the aasimar may know something about her (+1)
- OR, Playing as Shadowheart origin, spare Aylin yourself (+1)
- If Balthazar is present and not hostile to the party:
- Tell him to leave, or he is a dead man (+1)
- OR, PLaying as a Good or Neutral , choose to attack him ( +1)
Mind Flayer Colony[edit | edit source]
In the Necrotic Laboratory:
- Talking to the Waking Mind via the slack-Skinned Head, succeed the passive check and choose to purge their mind ( +1)
- Wish the Fresh Mind good night (+1)
- Talking to Balthazar, successfully pretend to be a thrall (+1)
Note:Available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric
At the Morgue:
- If Us survived the Nautiloid and is kept in the cage, convince Chop to let it go with you through , or ( +1)
In the Tadpoling Centre, choose to release pod captives (+5)
After the final fight with Apostle of Myrkul[edit | edit source]
Talking to Halsin:
- If you still haven't helped to lift the curse, promise to find Thaniel's cursed half (i.e. Oliver) (+1)
- If you eliminated the curse, ask Halsin to join you (+1)
Speaking to Jaheira:
- Say that she seems to enjoy herself, then tell you're having the time of your life, too (+1)
- Recruit her in the party (either joining you now or waiting at the camp) (+3)
Talking to Alfira:
- Playing as a , agree to play together a show for the tiefling kids ( +1)
- OR Prompt her to play for them alone (+1)
Talking to Aylin, if you let Balthazar take her from Shadowfell:
- If Isobel survived, tell them you must apologize to Aylin (+1)
- If Isobel died, apologize before Aylin (+1)
- OR Tell her it was a strategic move (+1)
Speaking to Cerys:
- Tell her you're glad they are safe, and mention that Zevlor did his best (+1)
- Tell Cerys that other will look up to her (+1)
- Say you couldn't have done it without Jaheira's help (+2)
- Then ask her not to speak ill of the dead (i.e. Zevlor) (+1)
- Tell her the Nightsong is the real hero (+1)
- Say people get paid for doing jobs, and when she answers that she has no money, tell her you were joking (+1)
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
- Assure Ide or Umi that Mol is somewhere safe (+1) (either of them)
- Tell Mattis that Mol will already be at Baldur's Gate when they arrive (+1)
- Tell Mattis you will look forward to see him in the city (+1)
Talking to others:
- Thank Art Cullagh for his help (+1)
Campsite and Conversations[edit | edit source]
- Tell Arabella that her parents are dead (+1) (, , (basic) or of characters have unique line here)
- Then tell Arabella that she'll feel better in time OR Say her parents would be proud of her (+1) (either option)
- Ask Karlach about Gortash after defeating Apostle of Myrkul (+5) (works regardless of whether she was in the party or not)
- After the second upgrade, prove it worked, kissing Karlach (+10)
Note: Moves your relationship into partnered stage
- Then talk to her and say you have never been more excited (+6)
Companion quest[edit | edit source]
- Get Dammon upgrade Karlach's engine second time at the Last Light Inn (+5)
- After the upgrade, prove it worked, laying a hand on her or giving her a hug (+5)
Note: Hugging Karlach starts a romance with her (if it hasn't been started before)
Act Three[edit | edit source]
Locations[edit | edit source]
Rivington[edit | edit source]
Talking to Yenna, offer her help:
- Give some coin OR some food (+1) (either option, giving food available for all characters except )
- OR Suggest to find a guard for her (+1) (available for all characters except )
- OR Use class-based line for a , a or a ( +1) (eithe option)
Note: For characters, offering Yenna either food OR coin after using class-based line brings ( +1) more points
- Refuse to take Runepowder Bomb from Wulbren but promise you'll destroy the Steel Watch Foundry your way (+1)
- OR Say that the real enemy is Gortash, not the Gondians (+1)
- OR Suggest to contact the Gondians first, so that they might see reason (+1)
- OR, If Barcus Wroot is nearby and butts in, agree and say it sounds like a mass murder (+1)
Circus of the Last Days
At the entrance:
- Convince Klaus to let you in, bribing him, using , or any class-based option except pretending to be a friend of Gortash's ( +1)
- OR, Playing as an , first say that you never pass up a faerie mischief ( +1)
- OR, Playing as , say you used to be a murderer ( +1)
- Tell Zara the mummy 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 , 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: ★ "Zariel" (+1) OR ★ "Gortash" (+2)
- Second question: ★ "Bashing and sex" (+2)
- Third question: ★ "Probably dead" (+1) OR ★ "Settled with partner and kids" (+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 , say they both are magnificent ( +1)
Dealing with Popper the kobold trader:
- Grab Dribbles's hand from his counter, and then:
- him to give you the hand for free ( +1)
- him to let you go with the hand ( +1)
- Use to make him lower the price ( +1)
Note: Class-based lines for , or do not give approval [ Needs Verification]
- Playing as a or a , 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:
- Break the lock on displacer beast's cage (+1) (either with or without )
- Give Crimson 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 , interrupt him with your own pun ( +1)
- Volunteer any companion to the stage as Dribbles's assistant, except Karlach herself, Wyll and Jaheira (+1)
- Then insist on your choice and cheer them (+1) (including Karlach or unique lines for Minthara and Jaheira)
Note: If you volunteer Wyll to the stage, you'll get (+2) instead of [+1] each time. If you volunteer Jaheira, you'll get (+2) instead of [+1] first time.
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for ( +1)
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), 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)
- When you deliver her Dribbles's remains, say it was pleasure to meet her (+1)
- OR Ask whether she is hiring personnel (+1)
- Playing as a , when Sister Yannis curses Valeria in the back, say you'd join a church if more priests spoke muck like her (+1)
- Then offer Yannis help with investigating the double murder and proving Brilgor's innocence (+1)
- Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan (+1)
- OR, Playing as a , say that offering alms to those in need is a sign of a noble soul ( +1)
- Agree to bear Monk Manifestation's curse (+1) and then withstand his madness (+3)
Around the Requisitioned Barn
- Donate some gold to Manip Nestor (+1)
- Outside the barn, tell Mattis to watch himself (+1)
Note: This option is available only if tiefling kids survived in previous Acts
- Outside the barn, when Fist Rowan asks you to give him "one good reason", answer "Barn" (+1)
Note: Available only if Orin is not impersonating Rowan
- Report to Commander Lightfeather that his soldiers fought to the last feather OR That you've found the enemy and pigeons fought bravely against it (+1) (formulation varies depending on whether you have met Tara on the roof or not)
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using or ( +1)
In the kennels:
- Say "Woof" to Angry Mar'hyah twice (+1)
- Playing as a , tell Mar'hyah that Scratch is not a "property" (+1)
- Make Angry Mar'hyah to let you keep Scratch, using , or class-based , or options ( +1)
- Then force Mar'hyah to leave the kennels via or ( +1)
In the smugglers' cave
- After defeating Caïros and his thugs, if Farlin survived, ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice (+1) (either option)
- OR Continue asking about, and after Farlin says Stone Lord is trouble, answer that so are you, too (+1)
Elsewhere in Rivington
- Agree to chase refugees out from Arfur's Mansion for half-price, and punch Zenovia Dawg when she tries to extort full sum from you (+1) (requires failing roll against her first)
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian (+1)
- Tell Tinker Nayzeem that the way people treat refugees is terrible (+1)
- Playing as a , in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer (+1)
- Playing as Astarion origin, at the Gur Camp promise Ulma you will do what you can for her tribe's children (+1)
- Try and help the Dying Stone Lord Thug (+1)
- OR, Playing as a , apply a natural salve to his wound ( +1)
Note: Available only if Orin is not impersonating the Thug
Dealing with Orin's guises
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about (+1) (Wyll origin has unique line here)
- OR, Playing as , tell her you do all you can to keep your loved ones safe from your blade ( +1)
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people (+1)
Note: This line belongs to the Custom origin (Tav). Other Origins have unique lines each
- OR Tell her that you're going to report to the commanding officer (+1)
- OR, Playing as , 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 , resist the urge to torment him ( +1)
Wyrm's Crossing[edit | edit source]
- 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)
- Playing as Astarion origin, in Fraygo's Flophouse drag Pale Petras into the sunlight, then choose to let him go (+1)
- At Carm's Garm, when Naaber pretends to be a dog, choose the line "Correct. But nobody likes Naaber" (+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
- At The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" (+1) (either option)
At Sharess' Caress:
- Agree to try Hoots Hooligan's special hooch (+1)
- Speaking to Valeria, propose a toast to ADVENTURE! (+1)
Note: Available only after you've started Solve the Open Hand Temple Murders quest
Wyrm's Rock Fortress[edit | edit source]
- Get access into Wyrm's Rock Fortress (+1) by either of following options:
- Showing the Admission Pass obtained from Arfur Gregorio
- Showing Lower City Pass obtained from Valeria
- Using Nashkellan's report (can be stolen from the Sword Coast Couriers)
- Bribing Blaze Elin
- Passing any of class-based checks
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, give him 300 gold to take the ferry (+1)
Speaking to Manip Bakshi:
- Successfully use 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)
- OR That the Steel Watchers will eventually turn on everyone (+1)
- OR Use class-based line for a , a a ( +1) (either option)
- When Karlach is going to attack Gortash, tell her to lead the charge (+5)
- OR Tell Gortash that he'll pay for all he did to Karlach (+10)
- Playing as , when Gortash explains your previous dealings, answer that you've come to end this evil plot ( +1)
- Refuse to make an alliance with Gortash and confirm your decision (+1)
- Tell Gortash that you have no interest in this sham of a coronation (+3)
- After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards (+3)
- If you have already destroyed the Steel Watch Foundry, too, tell Gortash you do not need much else from him (+10)
Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now (+2)
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover counsellor's location, and tell him that Gortash is a tyrant (+2)
Note: Choosing this option starts the time-sensitive quest Free Counsellor Florrick
- OR Ask Ravengard whether he knows that he is infected (+2)
- As a Baldurian character, ask what has happened to the city's great hero (+1)
Talking to Karlach after the coronation:
- If you agreed to become allies with Gortash:
- When Karlach asks whether you intend an alliance, answer "No, but he need not to know it" (+5)
- OR Say that you need to avoid making enemies, and then that Gortash wasn't a betrayer in pact with Ketheric and Orin (+5)
- If you declined Gortash's offer or chose a neutral track:
- When Karlach asks what you'd make of him, call Gortash a fraud in a nice coat (+5)
- OR Say you can’t wait to flatten him (+5)
Talking to Mizora after the ceremony:
- Say you are not giving up on the Duke Ravengard (+1)
- If the fight occured, and Ravengard died, ask Mizora whether the duke is gone for good (+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)
- Marvin the Unusual Skull to speak plainly (+1)
- 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[edit | edit source]
- Ask Fist Murphy why is he 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 Use a race-based line for a or a , or unique line for a ( +1) (either option)
Note: For Baldurian characters, the initial line will run about "Blaze Portyr's infamous punishments"
- Playing as a , 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 Ask her to let it slide, just for once (+1)
- At the gallows, ask Fist 'Edge' Arensen 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)
- Ask Thrastle Muria whether 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)
- Then call Liara a typical Fist who never listens (+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) ( characters have unique line here)
- If you already know that Vanra died, tell this to Lora, then say you did your best (+1)
- Talking to Bosun Gannet, when he instructs you about the tavern rules, say you'll keep to them (+1)
- Ask Gannet what to do if you want to use the latrine (+1)
- Ask Gannet about the missing kid, 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)
- When Talking to the hag masking as Captain Grisly, inquire her about Vanra, and then ask how do you know she's not lying (+1)
- OR, Playing as a or a , 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 Use unique line for a or a ( +1) (either option)
- Refuse to take money from the hag for killing Lora (+1) ( characters have unique line here)
- OR, Playing as a , agree to do it if she doubles the price ( +1)
- 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, then tell her to surrender the child immediately (+1)
- If you have already killed Lora, tell Ethel to thank you OR Say you don't like being used (+1) (either option)
- When Ethel offers you to become an ally in your crusade:
- Decline her deal, choosing either "Not a chance" or "Time to die" lines (+1) (either option)
- OR Use class-based line for a or a ( +1) (either option)
- Succeed a passive check, then tell Svend that Siggy loves him ( +1) ( characters have unique line here)
- OR Svend he should leave the city at the first chance ( +1)
- OR Use a class-based or race-based line for a , a or a ( +1) (either option)
Other patrons of the tavern:
- Warn Nesha Leesha about the serial killer, then use to insist on it ( +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)
Dealing with hexed Mayrina:
- Using , call Mayrina's condition hilarious OR Tell her you are here to help her ( +1) (either option)
- Without , ask Mayrina how did she get herself turned into a sheep ( +1)
- Offer Adrielle 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 Use a class-based option for a , a , a , a or an ( +1) (either option)
- OR, Playing as , say that true cruelty rules with fear alone ( +1)
- OR Ask him to tell the hag you're coming for her (+1) (Not available for the characters)
After removing the hex and killing Jatlo:
- Ask Mayrina about her husband's condition (+1)
- Tell Mayrina she was an adorable sheep (+1)
- Offer Mayrina help with the hag (+1) ( characters have unique line here)
- Tell Hydrangea Wubb she coudn't have known him in disguise (+1)
- OR Say they need to do a better job protecting Mayrina (+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
- Tell Kled 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)
- Tell Adrielle 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:
- Mayrina 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 it wasn't so amazing (+1) (The line differs depending on whether Vanra survived or not)
- When Mayrina asks you whether you have saved Vanra, answer that of course you did it (+1)
- Playing as a or a , tell either Mayrina or Kled that you killed a perversion of everything natural ( +1)
- Tell Adrielle that the hag is finally dead, thanks to you (+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, talk to Lora and choose any answer except asking for a reward (+1) (either option)
- OR Tell Lora it isn't her fault that she couldn't protect Vanra (+1)
Baldur's Mouth (and interacting with Gazette employees)
- Threaten Ettvard Needle with the blackmail letters from Gortash (+1)
- In the basement, ask the printing press whether changing the article would not be delightfully naughty (+1)
- Outside Baldur's Mouth, muddle Falael's count (+1)
- Talking to Estra Stir after Gortash's defeat, say you'd rather never hear that prick's name again (+1)
- Speaking to Sebastian, pass or check, then promise him to set him and the other spawn free OR Ask whether they would be able to control hunger ( +1) (either option)
- Don't let Astarion finish the Rite of Profane Ascension once he has started it (+1) (Astarion turns hostile to the party)
- 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: This option is available and 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
- Outside Crimson Draughts, give Strange Beggar Sacrum any amount of gold (+1)
The Elfsong Tavern
- Convince Alan Alyth to lower the room price or to rent you it for free, using class-based lines for a , a , a , a or a ( +1) (either option requiring various skill checks with DC from 18 to 20)
Talking to Lakrissa and Alfira:
- In the tavern hall, remind Lakrissa about your bet in the druid's grove, then say she owes you nothing OR Ask for a kiss instead (+1) (either option)
- Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap OR Say you missed her (+1) (either option)
- Speaking to them both on the tavern's roof, say they 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 OR Joke about "Wizard and shatter" (+1) (either option)
- OR, Playing as a , say "Laugh. Now" to the listeners ( +1)
- In the second round, joke about "Vampires" OR Joke about "Zombie reanimator" (+1) (either option)
- OR Joke about "Sleeping with a dragonborn" (+2)
- OR the public to approve ( +1) (Requires
DC 20 Intimidation check)
- In the third round, joke about the Dead Three OR Joke about "A cleric and ham" (+1) (either option)
- OR the public to approve ( +1) (Requires
DC 25 Intimidation check)
- OR the public to approve ( +1) (Requires
Talking to Dez Kanshaw:
- Say he won't find courage on the bottom of a bottle OR Say he has enough left to buy a drink (+1) (either option)
- OR Use race-based line for a or a ( +1) (either option)
- When Dez tells you about the job offered to his son by Three-Piece, answer with a unique line for a ( +1)
Speaking to Devella Fountainhead on the site of Duke Stelmane’s murder:
- If you haven't found the serial killer's list of targets, successfully Devella, pretending to be a trainee of Camber Fosrick [2] (+1)
- OR, Playing as a , her to use your help ( +1)
- If you have found the list of targets, show it/tell about it, then promise to do your best to investigate the Bhaalists' trail (+1)
- Agree to warn the targets for Devella (+1)
- OR Say that Flaming Fists should be protecting not only the patriars (+1)
- Playing as , confess to it to Devella, then say you're working against Bhaal ( +1) (two options depending on whether you actually have or have not the list of targets in the inventory)
- OR Promise to stop your Father (+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 (+2)
Other interactions:
- Cheer Enforcer Skoona up with a class-based line for a or a ( +1)
- Tell Dame Guisarme that the Flaming Fist are good only to handling riots (+1)
- Speaking to Jaheira’s children (automated dialogue), when Rion asks whether you all are doomed, say "Not in this lifetime" (+1)
- OR Say that the fight with the cult won't be easy (+1)
- Speaking to Rion for the second time (not automated dialogue), tell her that refugees behind the wall need protection (+1)
Note: All these options require having Jaheira in your party
- Interrupt Dolor when he's about to kill Figaro Pennygood, saying "Stop right there!", using any of class-based lines or unique line ( +1)
Talking to Devella Fountainhead:
- Propose to investigate the cult for her (+1)
- OR, Playing as , propose to infiltrate the cult to tear it down from within ( +1)
Note: Both these lines will differ slightly depending on whether you actually have or have not any ritually cut hands in your inventory
- Tell Sally Flymm she is the one to blame for the Gortash's rise (+1)
- Choose to "put her out of her misery" (+1) (Sally and Dravo turn hostile to the party)
- Ask Golbraith Stredivas whether his son needs any help (+1) ( characters have unique line here)
- 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 Use a class-based line for a , a , a , a or a , or a race-based line for a ( +1) (either option)
The Graveyard
- Talking to Valmorba, inquire her about the grave of "M.Kurwin", then ask to borrow you a shovel (if you don't have one) (+1)
Note: Available only if you have read the letter about it found on the dead body of Gomwick in Act One
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask what he was doing in your father's grave (+1) Use (Requires
DC 25 Deception check
- him into surrendering the loot to you ( +1)
- OR Use unique lines for a or a ( +1) (either option)
- Say "Thank goodness, you can keep it", and then:
- him the treasure is cursed ( +1)
- Say the crate was promised for Nine-Fingers, then him to pay the fee for not breaking his snout ( +1)
- Playing as a , set to leave, and when he demands a fee, say you and he are practically kin ( +1)
Dealing with Nina Dortmell and Mortarch Gracie Scyre:
- Speaking with Nina for the first time, tell her to stop, because magic isn't a game (+1)
- Ask who she wants to raise, then help her by any means or by using any available class-based options (+1)
- OR Say she must never do it again (+1)
- OR Tell Nina to let her brother rest in peace (+1) ( characters have unique line here)
- Report Nina's attempts to Mortarch Gracie Scyre (+1)
- Then tell Nina the Mortarch is right (+1)
Talking to Ulkov Sully:
- Pay him for making a coffin for little Lily Fischer (+1)
- OR Convince him to make it for free and out of turn, using , or class-based lines for a , a Good , a or a characters ( +1)
Speaking to Gothric Rillyn:
- Say that burying alive is an apt punishment for thievery (+1)
- OR, Playing as a , say 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)
- Convince Captain Sleam to take aboard the whole Brislen family via , , or simply paying the sum they're lacking ( +1)
Talking to Big Huido:
- Successfully him and pretend to be a representative of The Guild (+1) ( and characters have unique line here)
- Then say you'll just loot his corpse instead (+1)
- OR him into surrendering the Guild shipment ( +1) ( and characters have unique line here)
- Then him again to turn out his pockets, too ( +1) ( and characters have unique line here)
- Ask him what if you just kill him and take everything (+1)
In the Iron Throne:
- When Gortash connects to the Submersible upon you preparing to dock at the prison:
- Tell him that you go where you choose (+1)
- OR Say you're going to sack the place (using basic or unique line for ) ( +1) (either option)
Note: This option gives approval only if you did not strike an alliance with Gortash
- OR Say "F*ck you" (+1)
- After docking at the prison, when Omeluum approaches your mind, convince it that other prisoners must be saved, too (+1) (Requires
DC 20 Persuasion check)
- Escape the Iron Throne with Ulder Ravengard alive (+1)
- After saving Ravengard from the Iron Throne, if Wyll is in the party, tell the duke his son is a hero (+1)
- At the Flymm Cargo, after returning from the Iron Throne, tell Allandra Grey you won't let her execute Redhammer (+1)
The Heapside Prison
- Talking to Skittle via , 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
Speaking to Hope or to her spirit:
- In front of the Archive, say you need to get her out before the jailor kills her (+1)
- After freeing Hope from her chains, speak to her (+1) and tell her she is beautiful (+1)
- After defeating Raphael, tell Hope you thought he would put up more of a fight (+1)
- If Korrilla was knocked out, tell Hope she didn't deserve to die (+1)
Ask the Archivist whether he'd like you to break bits of him (+1) (Works regardless you talk about your contract or the Orphic Hammer; Requires DC 25 Intimidation check)
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 plead to gods to get you out of here when the incubus approaches you
- OR Fail a or check to resist the incubus and choose to fight your way out
- OR Refuse to vow your body after the incubus asks for it
Note: Choosing DC 25 Constitution check line at the previous step of the dialogue does not give approval. Additional unique line for Astarion origin
Lady Jannath's Estate
If Oskar Fevras was not saved in Act One:
- Playing as , at the entrance ask Tarhun Mnemonis about icons depicting Bhaal, then tell him not to sell "this evil junk" (+1)
- Speaking with Sir Gorran Penghyst and Lord Delwaer Jeth, them to stop or you will stick both their heads through the bloody painting ( +1)
- OR Provoke a duel, using unique lines for a , a or a ( +1) (either option)
If Oskar Fevras was saved in Act One and the estate is now haunted:
- After initial fight with Poltergeists, tell Lady Jannath you are not one of her servants to order you around (+1)
- Refuse to sell/donate the Githyanki Egg to Havkelaag (+1)
- Tell Blurg that bravery is no bad thing (+1)
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 previous Acts
- When Ptaris asks you whether you are good or bad person, answer you think yourself good, and then:
- Tell him he would be destroyed if you haven't saved him (+1)
Note: Requires DC 20 Persuasion check for a characters, and a
DC 25 Persuasion check for all others
- OR Successfully use on him and then say that it’s his conscience that tells him to stop ( +1)
- OR Use a class-based line for a or a ( +1) (Either option requires
DC 20 Persuasion check and brings equal approval)
- Talking to Lorna Esthelian, tell her that her date was a vampire (+1)
- In the Abandoned Cistern, convince the Emperor to extend its mental defences onto Minsc (+1)
- At the Guildhall, when confronting Roah Moonglow or Friol, tell them that Minsc of Rashemen always knows the right thing to do (+2)
- OR Declare that you side with the Guild (+1)
- After defeating the Zhentarim, convince Minsc to make peace with Nine-Fingers (+1)(requires having him in the party)
The Sorcerous Sundries
Talking to Aradin near the entrance:
- Successfully 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 is immortal and tough (+1)
- OR or Aradin to make him stop pursuing the Nightsong ( +1) (Good, Neutral or Evil characters have unique lines here)
- OR, Playing as a , him ( +1)
Talking to Lorroakan before resolving Dame Aylin’s fate:
- Tell Lorroakan that 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) (, and characters have common unique line here)
- OR Use a class-based line for a or a to mock Lorroakan over his plan ( +1)
Facing Lorroakan along with Dame Aylin:
- Tell the wizard you've come to stop him (+1)
- OR Remind Lorroakan of Ketheric's fate (+1)
- OR Tell Lorroakan that one more word about catching Aylin will be his last (+1)
- OR, PLaying as Gale origin, ask him to reconsider his position (+1)
- If you have betrayed Aylin to Lorroakan, say that this feels wrong (+1)
At 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 )
The Steel Watch Foundry
If Tamia Holzt spots you in the Foundry:
- Say you've come to bathe in Banites' blood (+1)
- OR Use any of class-based options to inspire Gondians to rebel (+1) (Requires
DC 18 Intimidation check or
DC 18 Persuasion check, depending on character class)
- OR Use any of class-based options to inspire Gondians to rebel (+1) (Requires
Talking to Zanner Toobin in the laboratory wing:
- When Toobin tells you about their 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 or ( +1)
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Barcus Wroot to take leadership over the Clan Ironhand (+1) (A , a , a Good or a characters will have a unique line here)
- OR Wulbren Bongle to walk away, using basic or any class-based option (+1)
Note: According to game files, a have a roll instead of for all others
- Take Gondians' side and tell Wulbren you won't let hurt them (+1) (All Ironhands except Barcus Wroot become hostile)
- OR Convince Wulbren to let Gondians go away (+1) (Requires
DC 20 Persuasion check)
- OR Convince Wulbren to let Gondians go away (+1) (Requires
Note: , Good , characters have unique lines here and roll DC 18 Persuasion check instead of basic one. characters roll instead of
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 OR That he'll make a great leader of the Clan Ironhand (+1) (either option)
- 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) (Not available for and characters)
- OR, Playing as a , say you wish Holli's soul the stillness of a calmed ocean ( +1)
- OR, Playing as a , answer Allandra with a class-based line ( +1)
Note: Using this option, the players may choose either a common Cleric line or a line reflecting exactly the deity their character is allied to
Other locations in Lower City
- In the Cloister of Sombre Embrace, after defeating Viconia DeVir, tell her to go and vanish (+1)
Note: You need to knock her out in the battle to speak to her afterwards
- At the Chromatic Scale, playing as a , discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair (+1)
- At Highberry's Home, donate some gold to Roger and Cora Highberry for their orphanage (+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
- Outside The Singing Lute, give Manip Leythim a healing potion (+1)
Talking to children playing at X: -166 Y: -75:
- Succeed a passive 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)
The Murder Tribunal
Speaking to Sarevok Anchev:
- Tell Sarevok you actually were deciding who should get to kill him (+1)
- Being judged, tell Sarevok that you didn't kill this person, but you will kill him instead (+1)
After becoming an Unholy Assassin:
- Tell Echo of Illasera she wasn't quick enough if someone cut her down (+1)
- Tell Echo of Amelyssan that killing is merely a tool (+1)
The Bhaal Temple
Speaking to Avatar of Bhaal after defeating Orin:
- 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: These options are available to characters only. Throughout the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
Campsite and Conversations[edit | edit source]
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you're going to help the aasimar (+1)
- When Vlaakith emerges at the camp as a projection, convince Lae'zel to reject her once and for all (+1)
Note: Requires DC 18 Perception check or
DC 18 Intimidation check, or
DC 18 Wisdom check if you have successfully Vlaakith's mind
- When Mizora offers Wyll to rearrange their pact, convince Wyll to pledge his soul eternally so that his father would live (or was brought back if he died) (+1)
- OR Tell Mizora to break the pact immediately, not waiting six months (+1)
Note: The latter option is available if you convinced Mizora to let Wyll go in Mind Flayer Colony
- When Jaheira scolds Minsc after his recruitment, tell her that she could have lost the trail of the cult (+1)
- If Jaheira leaves the party for any reason, tell Karlach you wish she would stay (+1)
Notes[edit | edit source]
- ↑ Technically, some events at the Risen Road add entries (and therefore approval) both to Karlach's Companion quest AND to local quests. These entries have been moved to the "Companion Quest" section and are not doubled here to avoid redundancy
- ↑ A fictional detective who appeared in a series of books and short stories written by a Cormyrian scribe Lodevin Parkar. More about him can be found at
Camber Fosrick on the Forgotten Realms Wiki