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Sage

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Sage is a character background with skills and inspirations themed around the pursuit of scholarly knowledge. Gale and the hireling Sir Fuzzalump have this background.

Background features[edit section | visual editor]

Background goals[edit section | visual editor]

Performing certain actions that align with this background rewards Inspiration. These goals can be accomplished by any member of the active party, and Inspiration points are pooled, up to a maximum of 4. Completing an inspiration event also grants experience to characters with this background. While not necessarily all-inclusive, listed below are known events which grant inspiration points.

Location XP Reward Name Description
General
Anywhere 20 Reanimator[1] Correctly follow Gale's instructions to resurrect him.
  • Only the party member interacting with Gale's flute gets the inspiration.
  • Alternatively, the Scroll (Gale's Pouch) can be thrown into the lava at Grymforge while a Sage character is within 6 meters of that spot.
26 Whispers from the Grave[1] Glean some wisdom from speaking with the dead.
Act 1
Blighted Village 30 A Natural Alliance Recognise the druid and Harper armour.
  • A party member must interact with either of the two skeletons under the broken bridge at X: -9 Y: 498 and pass a DC 10 History Check DC 10 History Check.
  • If the party had passed a History check on the "Union" fresco in the Inner Sactum, the inspiration is gained without another check.[2]
25 A Solitary Spider[1] Read the arachnomancer's journals at the bottom of the well.
25 Secrets of the Necromancer[1] Discover the strange nature of the Thayan tome.
Dank Crypt 20 Secrets of the Sundering[1] Unlock and read the Book of Dead Gods.
Druids Grove 20 Roots of the Grove Learn local history from the druidic frescos.
20 Secrets of the Shadow Druids[1] Discover and read Faldorn's Canticle.
Goblin Camp 25 Secrets of the High Chieftain[1] Read Volo's Guide To Goblins.
  • This book is owned by Booyahg Piddle on the top of one of the towers in the central part of the outer camp.
25 The Phases Unfold Solve the moon puzzle sealing the door to the Underdark.
  • The puzzle can be solved even after opening the passage to the Underdark via the hidden lever and the inspiration will still be granted.
Underdark 30 If I Can't Have It...[1] Discover the secrets of the the Adamantine Forge from all three drow wizards.
30 Secrets of the Matron[1] Read the obscure text by a drow matron.
  • This book is in the forgotten drow stash at X: 84 Y: -207.
30 Secrets of the Sussur Tree Disable an arcane turret using a sussur flower.
30 The Forbidden Arcane[1] Read Omeluum's notes on illithid magic.
Act 2
Gauntlet of Shar 60 History Never Forgets Open the way into the Gauntlet of Shar.
  • The inspiration is granted after successfully solving the fresco puzzle in the Grand Mausoleum.
75 Emblem of the Moonmaiden Discover the truth about the Nightsong.
75 Rat King Discover the truth behind the numerous rats in the Gauntlet of Shar.
Last Light Inn 50 Theskan Tactician Help Mol win the game of lanceboard.
60 Waking the Sleeper Wake Art from his catatonic slumber.
Mind Flayer Colony 95 Brain Blast! Successfully complete the mind puzzle in the mind flayer colony.
Moonrise Towers 60 A Little Too Familiar with the Grotesque... Solve Balthazar's secret study puzzle without making a mistake.[3]
50 Secrets of the Necromancer Solve Balthazar's secret study puzzle.[3]
50 They're in the Walls! Discover what the 'meat sound' is.
60 Thorm Family Secrets Discover the fate of Ketheric's family members.
60 To Have Loved and Lost[1] Discover the source of Ketheric's shame.
Reithwin Town 60 Hippocratic No More[1] Find the Surgeon's Research Notes.
60 Partaking in Local Customs Perform the ritual in the Sharran Sanctuary.
60 Snuffed Spark[1] Find the dead aasimar's journal.
60 Tenets of Loss Open the way into the Sharran Sanctuary.
Shadow-Cursed Lands 50 Corrupted Beyond Recognition[1] Find and read the Dead Druid's Journal about how the shadow curse came to be.
  • The journal is on the skeleton at X: 109 Y: 183.
Act 3
House of Hope 170 An Exotic Charter Obtain access to the House of Hope portal.
  • Granted after actually entering the House of Hope through the portal.
  • Shared with the Horizon WalkerHorizon Walker inspiration.
Lower City 30 All Knowledge Is Worth Having[1] Finish reading the Thayan tome of necromancy.
170 A Foul and Awesome Display Use the Runepowder Bomb given by Wulbren.
170 Blood of the Covenant Find out how Araj's blood experiments are going.
170 Membership Admittance Ask Havkelaag to join the Society of Brilliance.
170 Rennaissant Ingenuity Uncover the machinery powering the printing press.
220 The Returned Cap'n Behold the true Captain Grisly in all her piratical glory.
  • To obtain the inspiration, the party must permanently kill Auntie Ethel without first fighting her pawns separately in The Blushing Mermaid - Basement, and spare Grisly in the fight. If Grisly is knocked out before Ethel dies, the inspiration is not granted, even if talking to her afterwards in the tavern.
220 Using the Proper Means Find and use the Torch of Revocation.
Rivington 170 A Grand Prize! Figure out Akabi's scheme and obtain the 'grand' prize.
  • Pickpocket the Djinni Ring from Akabi and then win the jackpot. The inspiration is granted after Akabi awards you the "prize".
  • Bards have an option to win the game without pickpocketing the djinni.
135 Assistant to the Extra-Planar Agent Take up Valeria's serial killer investigation.
135 Knowledge of the Heart Get a fresh perspective on your relationship with a companion.
  • Get the best possible outcome from Zethino's relationship quiz.[4]
  • The Sage character is not necessarily either the one taking the quiz or their romantic partner.
Upper City 220 Stopping the Repetition of History Defeat Lorroakan.
220 The Karsus of Our Times Give Nightsong to Lorroakan.
Wyrm's Crossing 135 New Normal Let yourself be scanned by a Steel Watcher.
  • The inspiration can be obtained only at the South Span Checkpoint when first interacting with a Steel Watcher. If the party gain access to the Wyrm's Crossing by any means of bypass, it cannot be gained anymore.
Wyrm's Rock Fortress 170 Coronation of the Dreadmaster Meet Gortash in Wyrm's Rock and witness his coronation.
170 Crossing's Namesake Find the undying sentinel underneath Wyrm's Crossing.
170 Heavy is the Head Find the Helm of Balduran.

Notes[edit section | visual editor]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 This goal is linked to interacting with a specific item. The item can be stored and used strategically at any location and time for an 'on-demand' inspiration point, provided that a character with the Sage background (such as Gale) is in the party. Alternatively, Sir Fuzzalump can be recruited from Withers at camp before interacting with this item to receive the inspiration point.
  2. Due to a coding bug, the inspiration does not trigger if the Dark Urge interacts with the skeletons.
  3. 3.0 3.1 If solving the puzzle without mistakes, the Sage characters gain both this inspiration and the Secrets of the NecromancerSecrets of the Necromancer as well, while if a mistake is made - only the latter one.
  4. To achieve this, the interacting player character must choose for each romantic partner the answers marked with a star in a correspondent section on Zethino's page.