Ad placeholder
Shadowheart/Approval
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
Shadowheart likes finding pragmatic and efficient solutions to problems. She appreciates discretion, privacy, and open-mindedness. Shadowheart may respond well to acts of heroism, though she also has occasional cruel tendencies and may look favourably on torture and manipulation.
Shadowheart dislikes those that disapprove of her worship or people pressing her for answers or details. She does not like needless cruelty or violence and can respond unfavorably to being too open with untrustworthy or unknown individuals.
Unlike other Companions, Shadowheart has a secondary approval system, influencing the choices in Find the Nightsong and Find Ketheric Thorm's Relic. For more information, see Nightsong Points.
The actions and choices listed on this page will raise or lower Shadowheart's Approval.
For more information about the approval system, see Approval.
Contents
Greetings[edit | edit source]
Depending on their approval rating, Shadowheart may greet the player with:
Negative (<0):
- "What do you want?"
- "What?"
- "What is it?"
Neutral (0 - 19):
- "Something the matter?"
Medium and up - Sharran (20+ approval):
- "May the darkness protect you."
- "Shar's blessing upon you."
- "Lady of Sorrows guide us. Did you want something?"
Medium and up - Selunite (20+):
- "All's well I hope? Aside from the obvious?"
- "Almost pleasant, travelling with company. If you ignore all the... less pleasant aspects."
- "I wasn't expecting it, but I'm glad to have some company on this journey."
When spoken to by someone other than the player character:
- "I don't answer to you - move along."
Romance[edit | edit source]
Flirting (20+ approval):
- "Well, my day just improved. Did you want something?"
- "You know, I've been catching myself smiling more lately. I think that's your fault."
- "I was hoping you'd come to chat. What do you need?"
- "Ah- so that's what people mean when they talk about butterflies in their stomach. Did you want something?"
Flirting - Low approval:
- "Hmm. You wanted something?"
- "In need of attention, I take it?"
- "Oh, you're back."
- "Sometimes I wonder if I should just let the tadpole dictate my love life. Did you want something?"
Partnered (40+ approval):
- "Aren't you a sight for sore eyes."
- "Good. I was just starting to miss the sound of your voice."
- "Did you want something? If not, I'm perfectly happy to just gaze upon you a while."
- "Why hello, lover... that sounded more debonaire in my head, I'll admit. Do you need something?"
Partnered - Low approval:
- "I hope this is important."
- "You know what I really love about you? When you play the strong, silent type. Let's keep this short, shall we?"
- "You know, just because I join you at your bedroll from time to time doesn't mean you need to talk to me quite so much. Is this urgent?"
- "Personality isn't everything, I suppose. Plenty of relationships can limp along on physical attraction alone. What do you want?"
- "Yes?"
Broken Up (40+ approval):
- "You know, I didn't realise it was possible to be so cordial with a former flame. I suppose I'm lucky. Did you want something?"
- "You're a sight for sore eyes, even now. Did you want something?"
- "Careful - keep seeking me out like this and people may think we're rekindling things. Did you want something?"
- "What can I do for you?"
Broken Up - Low approval:
- "You know, I truly do marvel sometimes that I ever had feelings for you. What do you want?"
- "Mmm-hmm? This had better be important."
- "Honestly, I should be grateful that you ended things between us - I dodged a poison tipped arrow there. What do you want?"
- "Spit it out then."
- "I'm listening - though don't ask me why."
Approval[edit | edit source]
As a Companion character, the interactions listed below will cause Shadowheart to gain approval.
Act One[edit | edit source]
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Free her from her pod aboard the Nautiloid, wake her up on the Ravaged Beach and have her join your active group. +10
▶ Note: If there are too many characters and she can't join, these points will not be acquired.
- Accept Astarion's apologies and say you would have done the same +1
- Use Animal Handling to calm the Scared Boar found near Astarion's pod +1
- OR Tell it that you won't hurt it via Speak with Animals +1
- Convince the tieflings holding Lae'zel to shoot her down (using Persuasion option). +1
▶ Note: Taking this course makes you to ultimately choose between losing a companion and gaining disapproval
- Attack Lae'zel +5
- Ask Lae'zel to say 'please' after convincing the tieflings to leave. +1
- Resolve the encounter with Gimblebock near the Chapel Entrance without violence +1
- In the Dank Crypt, successfully open the Book of Dead Gods (using any regular or class-based option) and pass the DC 10 Religion check +1
In the Hollow:
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- Refuse to help Zevlor persuade Kagha to let the tieflings stay. +1
- Convince Nadira to give you her Soul Coin after saving her from the bugbear +1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1
- Tell Rolan, Lia and Cal to leave the grove while they still can +1
- Order Lae'zel to stand down when talking to Zorru +1
- Playing as a Paladin, Druid, Cleric or Bard, offer to heal Pandirna for a price +1
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +1
- Convince Arka to spare Sazza (using Persuasion, Intimidation or Detect Thoughts) +1
- Make Barth pay you for his locket, if you get it back from Meli +1
- Refuse Zevlor to kill the goblin horde's leaders +1
- As a Rogue, pick Mirkon's pockets while he is distracted by the harpies +1
- After successfully stealing the Idol of Silvanus for Mol, tell her you will be keeping it +1
- OR, Playing as a Rogue, advise her not to ask, just take +1
In the Sacred Pool and druid caves:
- Persuade Kagha to free Arabella +5
- OR, Playing as The Dark Urge, do nothing when Kagha is threatening Arabella +1
- After resolving Arabella's fate, talk to Kagha and praise her for protecting her own +5
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Swear to Nettie to take the Wyvern Poison +1
- While dealing with Topaz the bird via Speak with Animals:
While the Emerald Grove is preparing for the goblin attack
- Convince Memnos to join the fight against the goblins +1
- Convince Wyll not to attack you, using Intimidation or Persuasion +1
▶ Note: This scene appears only if Wyll left the party due to your choices in dialogue with Minthara, after you have revealed the Grove's location
- Successfully defend the Grove and then talk to Zevlor +1
- Tell Lakrissa to buy you a drink to be even +1 (this point may be earned either before attack or after defeating goblins)
- Tell Andrick and Brynna to forget the owlbear and go away +1
- OR, If you killed the owlbear already, tell them to go because you've avenged Edowin +1
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Shar, 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
- Convince the mother Owlbear to let you go without fighting +1
- Spare the Owlbear Cub after killing the mother Owlbear +1
- Agree with her when she asks not to loot the Selunite chest +5
- When find Demir and Johl arguing with Auntie Ethel, say that you aren't getting involved or that this has nothing to do with you +1 (either option)
- 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)
- Chasing after Auntie Ethel in her lair, speak to Lorin and roar at him. +1
- Intimidate the Gnarled Door to let you in +1 (Reports of no approval in this instance on PS5 at this time) [Needs Verification]
- After defeating Auntie Ethel, Intimidate her into handing over both Mayrina and fey hair +5
- OR Tell Ethel that the best solution is a dead hag. +5
- If you killed Ethel and spared Mask of Regret, speak to the latter afterwards and choose to attack her +1
- Accept Mayrina's locket as a reward for saving her +1
- (If Astarion is in your party) Speaking with Gandrel, don't turn Astarion in, but further in the dialogue don't allow him to kill the hunter. +1
- After Astarion kills Gandrel himself, say that the hunter need not to die +1
▶ Note: This option is available only if you don't know that Astarion is a vampire
- Gain entrance to the village:
- Through the southern gate - by Intimidating the goblin guard +1
- Through the eastern gate - by successfully using any check-based line on the booyang guard OR by showing them Brand of the Absolute +1
- Persuade Fezzerk at the windmill to leave peacefully +5
- Untie Barcus Wroot off the windmill wing and demand a compensation from him +1
- Convince Lump the Enlightened to fight alongside you, outbidding goblins +1
- Having summoned Lump the Enlightened to aid and ending your deal afterwards, let him have one lick +1
Goblin Camp
At the front gate and in the outer camp:
- Smear the dung over your face on Sentinel Olak's demand +1
- Tell Tracker Grikka that you will get answers from prisoners. +1
- Using Speak with Animals, tell the Dishevelled Chicken to shut up and play. +1
▶ Note: These options are available if you have killed the Owlbear Cub in its nest.
- Invite the Owlbear Cub to your camp. +1
- Then speak to Krolla and convince her to let the cub go with you, using any check-based option +1
- OR Start a tour of chicken-chasing and prompt the cub to run to the finish posts, using Speak with Animals or Animal Handling +1
- When Krolla tries to scam you after you won in a tour of chicken-chasing, demand your gold back and also all of hers, using illithid powers. +1
Talking with Crusher:
- When he orders you to kiss his foot, obey +1, then start licking it +1
- Steal the ring from Crusher's toe after you kneel in front of him. +1
- Successfully use Detect Thoughts on Crusher and say you'll let his boss know of his plans +1
- Make Crusher kneel and kiss your foot, using Intimidation OR Illithid powers. +1
- Tell Eight that you're sorry for his loss. +1
- Convince Booyahg Piddle to give you the book he's reading without using illithid powers +1
- Persuade Klagga to give you the Dwarf's Poem +1
- Tease Klagga about his secret appreciation of poetry (after successful Detect Thoughts check) +1
Inside the Shattered Sanctum:
- Pick a fight with Priestess Gut or in her chambers. +1
- Don't object Dror Ragzlin's orders to report to Minthara +1
- Promise Minthara to get information from the captive (i.e. Liam) +1
- Tell Torturer Spike to let you put the prisoner through paces. +1
- OR, Playing as The Dark Urge, propose to show Spike how it's done +1
- OR, Playing as a Drow, tell him that you don't try, you get results +1
- Tell Minthara that the prisoner escaped and then pass an Intelligence check to withhold the grove's location +1
▶ Note: These options are available only if you spoke to Minthara before interrogating and freeing Liam
- Tell Minthara that Sazza was too stupid to understand you prior +1
- OR, Playing as a Lolth-Sworn Drow, tell Sazza she should have see a superior in you at once +1
▶ Note: These options are available if you have previously freed Sazza from the cage in Emerald Grove
- Pick a fight with Minthara +1
- Agree to endure Abdirak's teachings on Loviatar's doctrine. +1
- Convince the spiders in the pit that goblins taste better than you +1
- OR, Playing as a Lolth-Sworn Drow, pretend to be Lolth herself in disguise and egg them on goblins +1
In Worg Pens:
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). +1
- Save Rugan, then use Persuasion to convince him to sell his employer's wares +1
- Side with Karlach during Wyll's confrontation with her +2
- Tell Benryn you'll keep the dowry as a payment for his saving +1
- Successfully Intimidate the guard Salazon to let you go through the hatch to the hideout +1
- OR, Playing as a Rogue, show him single-hand sign "profit" +5
- Get access into the hideout peacefully +1
- Purchasing Oskar Fevras, make Brem lower the price through Intimidation or Persuasion +1
- When entering the myconid colony, tell Sovereign Spaw the truth about the parasite +1
- OR Succeed an Intimidation, Persuasion or Insight roll to enter the colony peacefully +1
- OR, Playing as a Drow, Duergar or Deep Gnome, say that the Underdark is your home and you don't need a permission to pass +1
- Steal the Boots of Speed from Thulla. +1
- Obtain the Ring of Mind-Shielding from Omeluum (either through Intimidation, Persuasion, or providing it with the description of the nautiloid) +1
- Tell Derryth Bonecloak you're going to keep the Noblestalk for yourself +1
- OR Successfully Intimidate her into giving you reward for the finding, then take the reward and keep the mushroom. +1
- In Festering Cove, tell BOOOAL he is a fake god and tell him you will kill him and take his power +1
- When talking to Ward Magmar about travelling to Moonrise Towers, say that Moonrise holds the answers you need. +1
- Convince the Deep Rothé to breathe, focus and excavate for Skarjall +1
- OR Convince the Deep Rothé to give in to their rage and attack the duergar +1
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +1
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves +1
- Give Shadowheart the Idol of Shar and tell her that you'll try to find anything else +5
- Playing as a Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down. +1
- OR, Being disguised as a gith, tell her you're actually not OR that she is safe. +1
- Speak with Voss instead of letting Lae'zel do it +1 (any line of two available)
- Speaking to Voss, successfully pass the Deception check to resolve the encounter peacefully +5
- 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
- OR, Playing as a Ranger, Intimidate Far'aag, saying you're hunting either mind flayers or the gith +1
- Vandalise the portrait of Vlaakith +1
In the infirmary:
- If Lae'zel is chosen to use the zaith'isk, either:
- Save her from the device during the first phase +1 (to do this, succeed a passive DC 14 Performance check, then succeed a DC 30 Wisdom check or DC 30 Persuasion check.).
- Let her proceed to the second phase, then stop the purification +1 (succeed a DC 21 Wisdom check or DC 21 Persuasion check or DC 30 Deception check) This choice will permanently lower Lae'zel's INT by 2.
In the classroom:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- OR Offer to fight Youth Varrl youself -1, then make a successful DC 16 Dexterity check check to stab Varrl non-fatally +1.
At 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 +1
- OR that you'll raise it yourself +1
- OR, Playing as a Githyanki, say you'll see it becomes the greatest ghaik-slayer +1.
In captain's quarters and Inquisitor's chamber:
- Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it. +1 (provokes a fight with Therezzyn)
- Refuse to hand over the artefact to the Inquisitor W'wargaz, and convince Lae'zel to trust you by succeeding DC 21 Persuasion check or by reminding her of the zaith'isk (if you've learned the truth about it prior). +1
- Refuse Vlaakith's demand to enter the Mysterious Artefact or say you're going to free the person inside +1
Camp/Conversation
- At the very first long rest, tell her you agree with her about finding a healer as soon as possible +5
- Say you won't pry when she rebuffs your attempts to know each other better +1
- Agree with Shadowheart that illithid powers cannot be trusted despite the power they grant. +1
▶ Note: This dialogue is available only after using 'illithid' line for the first time in a conversation.
- After speaking with Zorru and learning about the Githyanki Crèche: Remind Shadowheart this could be your last night together, probe her thoughts using Illithid Wisdom, and suggest a tavern to celebrate properly +1
- When Mizora first appears in the camp, tell her not to lay a finger on Karlach +1
- When Lae'zel intends to kill everyone to prevent them transforming, talk her out of it +5
- When Shadowheart fails her Wisdom Saving Throw near wolves and become Frightened, assure her you will try to avoid wolves in the future if possible +5
▶ Note: This works only when Shadowheart comes close to wolves for the first time - either in the Emerald Grove, or in Zhentarim Hideout, or in Creche Y'llek
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1
- Successfully attend to the Owlbear 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)
- During camp romance scene near the waterfall, succeed the passive DC 5 Insight check and then choose to kiss her OR say that she should take what she wants +5
- When you catch her trying to handle with the Mysterious Artefact, successfully pass a Wisdom check, and then:
- When talking to her half-drunk at the goblins' party, offer her "a better distraction", then suggest to sit by the fire OR to tell what's on her mind +10 (either)
- When talking to Halsin on the morning after the camp celebration, say that you prefer to take the route through Underdark. +1
- Use Persuasion to successfully convince her to explore the illithid powers
- Do nothing when Shadowheart tries to kill Lae'zel +5 (Lae'zel permanently dies)
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact (after the events at the Crèche):
- Encourage Lae'zel to trust him +1
- OR tell Lae'zel you'll support any choice of hers +1
- OR tell Lae'zel you believe Kith'rak and she should too +1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- "I need to think this over." +1
- "You're mad if you think I'll make a deal with a devil." +5 (If playing as Wyll: "... another devil")
- After first encounter with Raphael, talk to her and choose dialogue option about distrusting the devil twice +5
- Tell her that you don't care who she worships and do not push her further +1
- After she agrees to discuss Shar wih you:
- Tell her that you have no problems with her worship +5
- OR Persuade her that she should trust you since you are in the same boat. +5
- When Shadowheart asks whether you've heard of Shar, choose lines "Remind me" or "She doesn't sound very appealing". Then continue the dilogue until you can say "You should tell me more sometime." +5
- Talk about her missing memories, and make her promise to point out Night Orchids +1
- After her wound manifests itself, ask her if there's anything you can do to help her +1
- When she has odd magical flare-up, choose to turn the blind eye and leave +5 (gains approval on any stage of conversation)
▶ Note: This dialogue is available only if you haven't ever seen her wound manifesting itself prior
- When Shadowheart wants to speak with you about Sharran worship herself, tell her to continue +1.
- Then, when she tells you about her dream of becoming a Dark Justiciar, ask if Mother Superior would ever relent, and then thank her for sharing +1
- When Shadowheart shares with you her memories about becoming a Sharran through the tadpole ('girl in the woods' cutscene), agree, then say this can't have been easy to her +5
Any Area
- Playing as Astarion, confess to her that you are a vampire +10
Act Two[edit | edit source]
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Order Warrior Gronag to fetch the bone, after he orders the hyena to do the same. +1
- Convince Kar'niss the drider not to attack you if you killed the convoy before summoning him, using Deception OR Intimidation. +1 (either option)
- If ambushing the convoy with the Harpers, start the dialogue with the drider and deceive it into giving you the lantern +1
When dealing with He Who Was:
- Speaking to He Who Was, say you doubt that he is here for the goodness of his heart +1
- Then agree to find Madeline's Ledger for him +1
- Order Madeline to hurt herself as Ben and Marc did +1 (Evil Cleric will have a unique line)
- Then tell her to stab herself and don't stop OR to prove she is sorry +1 (either option)
- Finally succeed a Persuasion roll to keep her going +1
Elsewhere:
- When talking to Dolly Thrice, ignore her pleads two times and keep the Moonlantern. +1
- At the House in Deep Shadows, agree to play hide-and-seek with Oliver +2 (one point for each round of the game)
- After saving Rolan from the Shadows, tell him to shut up and be grateful +1
Last Light Inn
Speaking to Jaheira:
Dealing with Isobel and Marcus:
- When she mocks Shadowheart about Shar not protecting her, answer that the Dark Lady's works aren't for you to question +1
- Playing as an Evil Cleric, after Isobel casts protecting spell on the party, say that you hope it is worth its sickly radiance +1
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- Playing as The Dark Urge:
Talking to Councellor Florrick:
Talking to His Majesty via Speak with Animals:
- Say you only wanted to admire him close +2, and then indeed choose to quietly admire him +2 (This no longer seems to be the case (Dec 2024), only Astarion approves).
- OR, Playing as a Ranger, say you do not seek his territory +2
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, say:
- That she abandoned others +1 (use basic line or unique for Barbarian, Fighter, Monk or Paladin (except Oathbreaker))
- OR That she did the right thing +1 (use basic line or unique for Cleric or Oathbreaker Paladin)
- Ask her what they are doing here, if they headed for Baldur's Gate, and then:
- Tell her not to lose hope to see others alive +1 (starts the quest, if you don't have it already)
- OR Say she did the right mess of things. +1
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Tell her to stop whining +1
- OR, Playing as a Half-Orc, tell her to use her anger. +1
- Ask her about others, and then say that running was right call +1
- When Alfira asks you how do you keep going, answer:
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, promise you will find them +1 (starts the quest, if you don't have it already)
- If you successfully Rescue the Tieflings, speak to Alfira again. When she asks how did you do it, answer that you were being a hero +1
- Talk to Alfira after rescuing the tieflings from Moonrise Towers and take the reward +1 (If Lakrissa survived, talking to her starts the same cutscene)
- Before trying to saving captured refugees:
- If Danis died while saving attempt, tell Bex that he is better off dead than abandoned in Moonrise +1
- 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
- When Bex asks why you helped, answer that you did it because they were in trouble +1 (a Cleric character will have a unique line)
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving 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 Tell him that his siblings are better off dead than in cult's hands +1
- OR Tell him to stop whining and do something about it +1
- OR, Playing as a Sorcerer, 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 rescue attempt:
- If both siblings survived:
- If Rolan died in battle with Shadows, tell either Cal or Lia that he died as he lived - stupidly +1
Talking to Ide after drunken Rolan has snapped on her:
- Say you're sorry, and 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, convince her to give it to you, using Deception, Intimidation or Persuasion +1 (either option, requiring a DC 14 roll)
Elsewhere in the inn:
- Talking to the Strange Ox via Speak with Animals, promise to keep its secret. +1
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
In the Reithwin Tollhouse:
- Convince Gerringothe Thorm to end herself by any available option. +1 (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
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +1 (comes one point by another subsequently).
At the cemetery:
- Agree to help Arabella find her parents. +1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed Persuasion or Intimidation roll to take her to your camp +1 ( The Dark Urge character will have a unique lines and only Persuasion option)
At The Waning Moon:
- Safely drink with Thisobald Thorm (rolling Constitution, either general or class-based lines) +1(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through Performance roll) +1 (gains approval each time).
▶ Note: If Performance roll failed, successful subsequent Deception 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
In Sharran Sanctuary under the town square:
Talking to Disciple Z'rell:
- If you killed the goblins:
- Distract Z'rell with thoughts of your care for Shadowheart +1
▶ Note: This option is available only if you're romancing the cleric
- If you spared the goblins, use Deception to explain that they are more useful alive +1
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- After the fight, escort Minthara out of Moonrise Towers and tell where to find your camp +1
- Speaking to the Warden for the first time, tell her that her face is bland, too +1
- Use Deception to convince the Warden that you are Balthazar's closest confidante, and then:
- Try to bribe her, and when she takes the money and does nothing, say that you should have see it coming +1
- OR, Playing as a Rogue, say it was so well-played that you are not even mad +1
- OR Refuse to bribe her +1
- Talking to Lia, promise to help the tieflings escape +1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then promise to help the tieflings +1
- Speaking to Wulbren, say that Barcus Wroot sent you, OR use any of check-based options +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:
Elsewhere in Moonrise Towers:
- Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without Speak with Animals) +1
- OR Ask if it would be all right to give her a scratch (using Speak with Animals) +1
- At the Moonrise Towers docks, use illithid Wisdom check on Acolyte Marls, and then tell him to wash the worms off. +1
Final fight at the Moonrise:
- At the Moonrise Towers 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 DC 21 Intimidation check or DC 18 Persuasion check and any of subsequent DC 30 checks first, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
Dealing with Yurgir and his retinue:
- When speaking to the orthon initially, choose to attack him straightaway. +1
- OR Talk to Yurgir about his pact, pass a passive Insight check and three subsequent Persuasion checks to make him kill Merregons, shoot his Displacer Beast Nessa, and finally off himself. +1
▶ Note: The Insight check is not needed when playing as a Bard or a Warlock
- If you agreed to help Yurgir:
▶ Note: If Shadowheart has already denied Shar, this option will bring -1 instead
- Successfully Detect Thoughts of the Hoarding Merregon and ask for the potions used to charm Nessa. +1
- Talking to Nessa without Speak with Animals, pass the DC 16 Animal Handling check and give the beast a scratch behind the ears +1
- Speak to Yurgir again, ask him about Nessa, then say it is wrong to treat her like this +1
Dealing with Lyrthindor:
- After killing any three rats in the temple, speak with any other rat:
- Using Speak with Animals, bargain their lives for a treasure +1
- Without Speak with Animals, choose to hold your hands up in peace +1
- When Lyrthindor appears after you continue killing rats, tell him you were trying to humour Yurgir (if you persuaded the orthon to help him) +1
Dealing with Balthazar in his outpost:
- Speaking to Balthazar through Reconstituted Duellist, tell it to leave, because you don't answer to a pile of bones +1
- Agree to clear the way for the necromancer, and then persuade him to assign Flesh to your help +1
- 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)
- Refuse to help the necromancer and choose to attack him +5
- OR, Playing as a Paladin (except Oathbreaker), say you will smite him where he stands +5
Mind Flayer Colony
In the Necrotic Laboratory:
- Talking to Balthazar, successfully pretend to be a thrall +1 (This option is available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric)
At the Morgue:
- Speak to Chop and ask why not to send him to all other butchered victims +1
In the Tadpoling Centre:
After the final fight with Apostle of Myrkul
Speaking to Minthara:
- When Minthara tells you she is going to kill Orin and seize the cult leadership, say eradicating the Elder Brain may be wiser +1
- OR Declare you will be the saviours of Baldur's Gate, and then say her vision of future is shaped by violence +1
- OR Say that her idea is madness, and you need to eradicate the cult and the brain +1
Talking to Alfira:
- Playing as a Bard, agree to play together a show for the tiefling kids +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, tell Aylin your betrayal 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 +1
- Tell her the Nightsong is the real hero +2
- Say people get paid for doing jobs +1 (A Rogue character has a unique line here)
Talking to others:
- Talk to Halsin and, if you eliminated the curse, ask him to join you +1
- Speak to Jaheira and agree to have her in the party (either joining you now or waiting at the camp) +1
- Tell Mattis about Mol's eyepatch you have found down in the colony, and then say that death happens +1
Camp/Conversation
- Give Shadowheart a Night Orchid
- When Shadowheart (Selûnite) asks you what you think of her new look, tell her you're all for it if it helps her put the past behind.
Personal quest
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials and become a Dark Justiciar, agree to help her if you can +5
- At the beginning of each trial let her start it +5 (Works, too, if you first have pushed her aside but then changed your mind)
- At the Verge of the Shadows suggest to move on +5
▶ Note: This option gives approval points regardless of result of the player's possible attempt to pry in her mind, while she is praying.
In the Shadowfell:
- If Balthazar is present and not hostile to the party AND if Shadowheart is in the party:
- Tell the necromancer to stand down, for your companion has her own plans for this one (i.e. Aylin) +5
- Resolving Aylin's fate, select the option to not interfere. +10
- When talking to Dame Aylin at the camp, tell Shadowheart you'll help her save her parents +5 (This option is available if Shadowheart denied Shar and you have invited Aylin and Isobel to your camp)
Act Three[edit | edit source]
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna:
- Offer her help:
- Give some coin OR some food +1 (either option, giving food available for all characters except Druid)
- OR Suggest to find a guard for her +1 (available for all characters except Cleric)
- Playing as a Druid, conjure some berries and herbs for her +1
- Playing as a Cleric or a Monk, suggest to find the nearest temple +1
- Playing as a Ranger, suggest to track her mother down +1
▶ Note: Offering Yenna food OR promising to look for her mum after using class-based Ranger line brings another +1 point
At the Open Hand Temple:
- Tell Yannis she should worry more about the temple's safety than about Brilgor +1
- Talking to Brother Bill and Brother Clements, say that if Father Lorgan had been pickier, he might still be alive. +1
- Refuse to bear the madness curse instilled by Monk's Manifestation. (starts a fight with crypt corpses) +1
- OR Agree to bear Monk Manifestation's curse and withstand its madness. +3
At the Sword Coast Couriers:
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using Persuasion or Intimidation. +1
- Report to Commander Lightfeather that his soldiers were eaten by a flying cat +1
- OR, Playing as Gale origin, tell him that the enemy responsible is your tressym +1
In the kennels:
- Say "Woof" to Angry Mar'hyah twice. +1
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion, Intimidation or class-based Druid, Fighter or Paladin options. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about. +1
▶ Note: When playing as Karlach or Wyll origin, this option will have an unique formulation, but still take its place (line 3)
- OR, Playing as The Dark Urge, 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 goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR Tell her that you're going to report to the commanding officer +1
- OR, Playing as The Dark Urge, tell her that mindless slaughter is not the answer +1
- If Orin is impersonating Dying Stone Lord Thug, succeed a passive DC 20 Perception check, and then:
- Say you'll stay with him until the end +1
- OR Say you'll make it quick +1
- OR, Playing as The Dark Urge, resist the urge to torment him +1
In the Circus of the Last Days:
- At the entrance, convince Klaus to let you in, bribing him, using Persuasion, Intimidation, or pretending to be a friend of Gortash's +1
- OR Use Deception check on any class-based option +2
- OR, Playing as The Dark Urge, say you used to be a murderer +1
- OR, Playing as an Archfey Warlock, first say that you never pass up a faerie mischief +1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting +1
Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD. +1
- Play the game and accuse the djinni of rigging the wheel +1
- If successful, play again and try to distract Akabi, letting out a loud fart +1
- OR, Playing as a Bard, ask him about his adventures +1
- OR Provoke him to transform you +1
- After returning from jungle, talk to the djinni again and say you have had much fun OR promise he will pay for it +1 (either option)
When passing Zethino's trial, choose answers:
- First question: ★'Good company', OR 'Night itself', OR ★'That she can change' +1 (either; the latter available if she denied Shar [Needs Verification])
- Second question: ★'Being discreet' +2, OR 'Shrewd judgement' +1
- Third question: ★'She doesn't know…', OR ★'She can't swim', OR 'Sacrifice an innocent', OR ★'Failing her goddess' +1 (either; the latter available if she denied Shar)
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
- Talking to Boney the mephit, call his wife Stoney magnificent +1
- OR Note that she's a lot bigger than himself +1
- OR, Playing as a Druid, say they both are magnificent +1
Dealing with Popper the kobold trader:
- Grab Dribbles's' hand from his counter, and then:
- Persuade him to give you the hand for free +1
- Intimidate him to let you go with the hand +1
- Use Deception to make him lower the price +1
▶ Note: Class-based Deception lines for Wizard, Warlock or Sorcerer do not give approval [Needs Verification]
- Playing as a Paladin or a Cleric, tell him that graverobbing is a profane act +1
- If talking to Popper after defeating false Dribbles, say that offering 'treatoes' now is a bit callous. +1
Dealing with caged beasts:
- Talking to Shadow-Whiskers, break the lock on her cage. +1 (works with or without Speak with Animals)
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up. +1 (either option)
- OR, Say you'd have killed him before he hurts anyone else +1
Watching Dribbles's show:
- Say "What a corny joke" OR yell "Boo! Get off the stage!" +1 (either option)
- OR, Playing as a Bard, interrupt him with your own pun +1
- Volunteer any companion to the stage as Dribbles's assistant, except Shadowheart herself and Lae'zel +1
▶ Note: If you volunteer Lae'zel to the stage, you'll get +2 instead of [+1] each time
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for The Dark Urge +1
Talking to Lucretious:
- 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
In the Angleiron's Cellar:
- Agree to Wulbren's proposal to blow up the Steel Watch Foundry and take the Runepowder Bomb +1
▶Note: Druid, Rogue and Sorcerer characters will have unique lines for this option
Elsewhere in Rivington:
- Tell Wulbren you'll take the runepowder bomb but only use it as a last resort.
- Playing as a Cleric, tell Tinker Nayzeem that Divine works in mysterious ways. +1
- Near Requisitioned Barn, donate some gold to Manip Nestor. +1
- Talking to Mattis outside the barn, tell him to watch himself because Baldur's Gate is big and dangerous. +1
▶ Note: This option is available only if tiefling kids survived in Acts One and Two
- Talk to Fist Rowan outside, and when he asks you to give him "one good reason", answer "Barn". +1
▶ Note: This option is available only if Orin is not impersonating Rowan
- Try and help the Dying Stone Lord Thug. +1
- OR, Playing as a Druid, apply a natural salve to his wound +1
▶ Note: These options are available only if Orin is not impersonating the Thug
- Playing as a Barbarian, in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children +1
- At the entrance gate, consent to be arrested by the Steel Watcher. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- At Carm's Garm, when Naaber pretends to be a dog, choose "Correct. But nobody likes Naaber" line. +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:
- When trying to hire both Sorn Orlith and Nym Orlith, agree to invite Halsin, too, if the druid is in the party +1
- Tell Sauceman Chorizo that you can show him pleasures his husband never could. +1
- Speaking to Valeria, say you're here just to have a drink, and then propose a toast to ADVENTURE! +1 (The option is available only after you've started Solve the Open Hand Temple Murders quest)
- Get access into Wyrm's Rock Fortress by either: showing the Admission Pass, showing Lower City Pass obtained from Valeria, using Nashkellan's report, bribing Blaze Elin, or passing any of class-based checks. +1
At the Flaming Fist barracks:
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you. +1
- When you spot Fist Reynash trying to open a chest, wake other guards +1
▶ Note: Waking guards gains approval only after discovering by any available means that Reynash was stealing from others. Speaking to Manip Bakshi (regardless of whether you succeeded a check to discover Reynash's thievery or not):
- Successfully use Detect Thoughts on him and pretend to be a new recruit +1
- OR Tell him you've spotted another guard on stealing +1 (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
- Leave barracks (or let him escort you out) +1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say:
- That you have seen the army of the Absolute and no where's safe. +1
- That the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- Agree to become allies with Gortash and slay Orin +1
- Agree to witness the ceremony of Gortash's ordain, saying "All right" OR "Let's get over" +1 (either option)
- OR Tell Gortash that you have no interest in this sham of a coronation +1
- After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards +1
Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now +2
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant +2
- 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
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
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Outrage at him for stealing from people he is supposed to protect +1
- OR Pretend to push him off his balance +1
- OR, Playing as a Half-Orc, say is he was truly sorry, he'd be willing to die for forgiveness +1
- OR, Playing as a Drow, tell him you'd make you cut off his hand were you his master +1
- OR, Playing as a Barbarian, tell him to prove Liara Portyr he is not a weakling +1
- OR, Playing as a Monk, praise him for a good discipline for a guard +1
- Playing as a Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and say:
- That you'd do exactly what she is doing +1
- Talking to Fist 'Edge' Arensen at the gallows, ask him why don't he wait with threats until you commit a crime +1
- Talking to Fist Miller after Florrick had been executed, say "Good riddance" +1
- Talking to Thrastle Muria, ask if everyone in her neighbourhood is as friendly as she is +1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora to calm down and let Liara alone, then call Liara a typical Fist who never listens +1
- Promise to help Lora find her daughter +1 (A Paladin character will have a unique line here)
- OR Propose to help Lora find her daughter for a certain price +1
- 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 about Vanra, and then:
- 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 +2
- When looking for a decision, propose to talk to Lora and calm her down +1
- OR Suggest to pay Lora off +1
- OR Say you want to get to the bottom to the story of a missing child +1
- OR, Playing as a Half-Orc, say Lora acted out of fear and anger +1
- OR, Playing as a Vengeance Paladin, say the punishment is in order +1
- OR, Playing as a The Dark Urge, mention that killing Lora sounds like the best way +1
- When the hag offers you money for killing Lora, agree to do it +1
- OR Refuse to do the dirty work for her +1 (A Devotion Paladin character will have a unique line here)
- OR, Playing as a Rogue, 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
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
- If you have already killed Lora, tell Ethel to thank you +2
- When Ethel offers you to let her go in exchange of being an ally in your crusade, decline her deal, choosing either "Not a chance" or "Time to die" lines +1 (either option)
- OR, Playing as a Warlock, tell her to make a better offer or die +1
- OR, Playing as a Paladin, say you will find glory in spilling the guts of a monster +1 (This option is available for Oathbreakers, too)
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment +1
- OR Say Siggy clearly loves him and worries about him +1
- OR Persuade Svend he would leave the city at the first chance +1
- OR, Playing as a Halfling, tell Svend to skip the date for a free drinks +1
- OR, Playing as a Rogue, convince Svend to stay, asking what's life without a little danger +1
- OR, Playing as a Monk, tell him to forego the date +1
- OR, PLaying as a Bard, tell Svend to save the angst for romance novels +1
- OR Choose to stay out of their debate and do not meddle in +1
Other patrons:
- Talking to Nesha Leesha, warn her about the serial killer, then use Persuasion to insist on it +1
- Speaking to Zena, tell her that if a child was in this dump, they deserve to be 'nabbed' +1
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, ask Adrielle to calm down +1
- After the Hag Survivors attacked the party, tell Hydrangea Wubb that all you care about is killing the hag +1
▶ Note: Hydrangea will be present only if you knocked her out (as the Mask of Regret) in the Overgrown Tunnel AND killed the hag in Act One
Dealing with hexed Mayrina:
- Speaking to Mayrina in the sheep form via Speak with Animals:
- Talking to Mayrina without Speak with Animals, ask how did she get herself turned into a sheep +1
- Talking to Kled, say Mayrina is sour, not sweet +1
- Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching" +1
Speaking to Jatlo after you have removed his hex:
- Tell him he has been charmed by hag +1
- OR, Playing as a Rogue, say you know ten ways to kill him before he blinks +1
- OR, Playing as a Ranger, a Druid or an Ancients Paladin, say he is serving a perversion of nature +1
- OR, Playing as a Fighter, say he is outnumbered and outmatched +1
- OR, Playing as The Dark Urge, say that true cruelty rules with fear alone +1
- OR Ask him to tell the hag you're coming for her +1 (The option is not available for the Fighter characters)
After removing the hex and killing Jatlo:
- Speaking to Mayrina, ask her how is her husband's condition +1
- Tell Mayrina she was an adorable sheep +1
- Say you're helping her for the last time +1
- Offer Mayrina help with the hag +1 (A Devotion Paladin character will have a unique line here)
- Talking to Kled, tell him that they are safe now +1
- Say the dragonborn was only pretending to be a friend +1
- Talking to Adrielle, tell her to get out there and kill the hag, not act like cowards +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:’’
If you have killed Ethel:
- Talking with Mayrina, persuade her to let Connor go +1
- If you haven't raised Connor from dead in Act One, tell Mayrina that killing the hag was even more amazing than revenge +1
- OR Say you prefer thank-yous of a coin variety +1
- OR Say it wasn't so amazing when the hag was vomiting a child +1
- OR, If Vanra died, say you don't feel amazing because of it +1
- When Mayrina asks you whether you have saved Vanra, answer that of course you did it +1
- Playing as a Ranger or a Druid, tell EITHER Mayrina OR Kled that you killed a perversion of everything natural +1
At 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
▶ 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 personal quest is not finished yet.
At the Baldur's Mouth and dealing with its employees:
- Talking to Ettvard Needle, threaten him with the blackmail letters from Gortash +1
- Speaking to Jelliwig in the Baldur's Mouth basement, ask it wouldn't changing the article be delightfully naughty +1
- Talking to Falael outside Baldur's Mouth, help her to keep on counting +1
At the Flymm Cargo:
- After returning from the Iron Throne, tell Allandra Grey you won't let her execute Redhammer +1
- At Flymm's Cobblers, talking to Sally Flymm, choose to put her out of her misery +1 (Sally and Dravo turn hostile to the party)
- At the Flaming Fist cordon 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
- Talk to Sebastian and say you have no intention of freeing a bunch of ravenous spawn +1
- Talking to Gur children, promise Chessa to set them free once you have Cazador's staff +1
At Devil's Fee:
At the Elfsong Tavern:
- Playing as a Barbarian, a Bard, a Sorcerer, a Rogue or a Wizard, convince Alan Alyth to lower the room price or to rent you it for free, using any available class-based option +1 (Requires various skill checks with DC from 18 to 20)
- Meeting Lakrissa in the tavern hall, remind her about your bet in the druid's grovw, then say she owes you nothing +1
- Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap +1
- Speaking to Alfira and Lakrissa on the tavern's roof, say the two of them are very cute together +1
- When Alfira tells you about her plans of opening a bard school, say you're proud of her +1
- Talking to Doora Thumbfoot, ask her what's her 'good cause' +1 (A Bard and Rogue characters will have a unique lines here)
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- Joke about 'Wizard and shatter' +1
- Playing as a Barbarian, say "Laugh. Now" to the listeners +1
- In the second round:
- Joke about 'Vampires' +1
- Joke about 'Sleeping with a dragonborn' +1
- Joke about 'Zombie reanimator' +1
- Intimidate the public +1 (Requires successful DC 20 Intimidation check)
- In the third round:
- Joke about 'A cleric and ham' +1
- Intimidate the public +1 (Requires successful DC 25 Intimidation check)
- Talking to Dez Kanshaw, say he won't find courage on the bottom of a bottle +1
- When Dez tells you about the job offered to his son by Three-Piece:
- Playing as a Drow, say if the boy can't find his place, he doesn't deserve one +1
- OR, Playing as a Half-Orc, say that the boy must find his own path, as you did +1
Talking to Enforcer Skoona:
- Playing as a Barbarian, say you approve her arms +1
- OR, Playing as a Monk, say it is she who decides her fate, no one else +1
At Lora's House:
- If you haven't resolved the quest yet:
- After you have saved Vanra:
Talking to Golbraith Stredivas:
- Ask him whether his son needs any help +1 (A Duergar character will have a unique line here)
- OR, Playing as a Drow, say you're almost impressed by a surface dweller who hunts illithids +1
- OR, Playing as a Ranger, tell Golbraith you see the mark of a true hunter about him +1
- OR, Playing as a Fighter or a Barbarian, tell Golbraith you see the mark of a true warrior about him +1
- OR, Playing as a Wizard, say you've read his book on psionics +1
- Say that mind flayers are dangerous, and then add that you'll take it from here +1
Talking to Big Huido at the docks:
- OR Intimidate him into surrendering the Guild shipment +1 ( Barbarian and Fighter characters will have unique lines here)
- Ask him what if you just kill him and take everything +1
At Highberry's Home:
- Donate some gold to Roger and Cora Highberry for their orphanage +1
The Graveyard:
- Speaking to Gothric Rillyn, say that burying alive is an apt punishment for thievery +1
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
- Playing as a Dragonborn, say you and he are practically kin +1
- Say "Thank goodness, you can keep it", and then:
- Use Deception to convince him the treasure is cursed +1
- Say the crate was promised for Nine-Fingers, then use Intimidation to convince him to pay the fee for not breaking his snout +1
- Intimidate him into surrendering the loot to you +1
- OR, Playing as a Dragonborn, ask her whether he would loot the corpse despite their shared blood +1
- OR, Playing as a Draconic Sorcerer, warn him not to test the dragon's blood in your veins +1
Dealing with Nina Dortmell and Mortarch Gracie Scyre:
- Speaking with Nina for the first time, 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 (A Monk character will have a unique line here)
- Report Nina's attempts to Mortarch Gracie Scyre +1 and then:
- Tell Nina the Mortarch is right +1
- OR Advise the girl to practice for a decade, then try again +1
- OR, Playing as The Dark Urge, offer Nina to join her brother instead of raising him +1
Talking to Valmorba:
- Ask her to give you a shovel (if you don't have one) +1
- OR, Playing as The Dark Urge, tell her there's usually not much left once you're done with the body +1
- Speaking to Anita and Elias Fischer, suggest a "much cheaper" solution to their problem +1
- Talking to Ulkov Sully, pay him for making a coffin for Lily Fischer +1
- OR Convince him to make it for free and out of turn, using Persuasion, Intimidation or class-based lines for a Barbarian, a Good Cleric, a Devotion Paladin or a Monk characters +1
- Speaking to Maude, ask what use do the dead have with flowers +1
At the Chromatic Scale:
- Playing as a Bard, discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair +1
In the Abandoned Cistern:
At the Murder Tribunal:
- After becoming an Unholy Assassin, speak to Echo of Illasera and tell her that she wasn’t quick enough if someone cut her down +1
In the Lady Jannath's Estate:
If Oskar Fevras was not saved in Act One:
- Playing as The Dark Urge, at the entrance ask Tarhun Mnemonis about icons depicting Bhaal, then tell him not to sell "this evil junk" +1
- Near the Crimson Draughts, give Strange Beggar Sacrum any amount of gold +1
At the Heapside Prison:
- Talking to Skittle via Speak with Animals:
- Ask him whether his business is rat-ified by the local merchant's league +1
At the Facemaker's Boutique:
- Interrupt Dolor when he’s about to kill Figaro Pennygood, saying "Stop right there!", using any of class-based lines or unique Half-Orc line +1
- OR Choose to stay in the shadows and watch Dolor killing Figaro Pennygood +1 (Requires DC 15 Stealth check; a Rogue character will have a unique line here)
In the Lower City Sewers, talking to Lorna Esthelian:
At the Sorcerous Sundries:
Talking to Aradin near the entrance:
- Successfully deceive him, saying you haven’t found the Nightsong +1
- If you let slip to Aradin that you’ve found the Nightsong, tell him that she is immortal and tough +1
- OR Deceive Aradin, saying that you have let the Nightsong go +1
- OR Use Intimidation or Persuasion to make him stop pursuing the Nightsong +1
▶ Note: Good/Neutral/Evil Cleric characters will all have unique lines here. The Persuasion option is available for Monk characters only
Talking to Lorroakan before resolving Dame Aylin’s fate:
- Tell Lorroakan you’ll ask Nightsong to come to the tower, so that she ripped him to shreds +1
- OR Use Deception to convince Lorroakan that Aylin is dead +1
▶ Note: A Wizard, a Warlock or a Sorcerer characters will have a common unique line here
Facing Lorroakan along with Dame Aylin:
- Tell the wizard you’ve come to stop him +1
- Tell Lorroakan that Ketheric Thorm already tried to steal Aylin’s immortality and is dead now +1
- OR Tell 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 Dame Aylin to Lorroakan:
In the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
- Demand to release your 'master' or die +1
- Say you didn't like your 'master' anyway +1
- Ask the djinni for some gold +1
- Ask him politely to release your companion now +1 (The option is available to all characters except Wizard)
At the Grey Harbour Docks:
- Convince Captain Sleam to take aboard the whole Brislen family via Intimidation, Persuasion, or simply paying the sum they’re lacking +1
In the Stormshore Tabernacle:
- Make an offering to Shar, the Lady of Loss +1 (Granted only if Shadowheart remained loyal to Shar)
▶ Note: Any approval benefits here will be gained only if the offering is enough to receive the blessing
At the Water Queen's House:
- Attending the funeral of Holli Dylford, tell Allandra Grey you’ve brought gold as an offering +1
▶ Note: Using this option, the players may choose either a "general" line or a line reflecting exactly the deity their character is allied to
- OR, Playing as a Monk, say you wish her soul the stillness of a calmed ocean. +1
At the Society of Brilliance Lodge:
Talking to Havkelaag:
- Refuse to give the Githyanki Egg to the Society +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 Act One
- 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 (Requires DC 20 Persuasion check for a Githyanki characters, and a DC 25 Persuasion check for all others)
- OR Successfully use Detect Thoughts on him and then say that it’s his conscience that tells him to stop +1
- OR, Playing as a Barbarian, say that you are no more ‘bad’ than he is +1 (Requires DC 20 Persuasion check)
- OR, Playing as a Warlock, tell Ptaris you gave him same that your patron gave you +1 (Requires DC 20 Persuasion check)
- Tell Ptaris you are good at being bad +1
- OR, Playing as a Rogue, answer him that right and wrong don't matter so long as you get the job done +1
Talking to Blurg:
- Advise him to stick to reading books as a safer thing +1 (This option is available to all characters except Ranger)
At the Steel Watch Foundry
Talking to Tamia Holzt, if she spotted you in the Foundry:
- Succeed a DC 7 Religion check and pretend to be a relief crew for Banite guards +2
- OR 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)
Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, ask whether they will fight if you save their families +1
- If you have killed Banites in the workroom, tell Toobin about it +1
If you failed to switch off an activated Motivator while assaulting the Foundry:
- Convince Zanner Toobin to move on, using Intimidation or Persuasion +1
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Persuade Barcus Wroot to take leadership over the Clan Ironhand +1 (A Deep Gnome, a Bard, a Good Cleric or a Rogue character will have a unique line here)
- OR Intimidate Wulbren Bongle to walk away, using basic or any class-based option +1
▶ Note: According to game files, a Vengeance Paladin character will have a DC 18 Persuasion check instead of Intimidation for all others
- Take Zanner Toobin’s side and tell Wulbren you won’t let hurt them +1 (Wulbren and other Ironhands become hostile)
- OR, Convince Wulbren to let the Gondians go away +1 (Requires DC 20 Persuasion check)
▶ Note: A Deep Gnome, a Good Cleric, a Devotion Paladin will have a unique line here and a DC 18 Persuasion check instead of basic one. Deep Gnome characters roll Performance instead of Persuasion
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Gondians:
- Tell Barcus that Wulbren was past saving +1
- OR Say that Wulbren deserved to die +1
- If you convinced both factions to make peace:
The Iron Throne
In the House of Hope
Speaking to Hope’s spirit upon arriving to the House:
- When she says she needs you to ask a single question, answer you won’t tell her anything +1
- After freeing Hope from her chains, tell her she is beautiful +1
Talking to the Archivist:
- If you have signed the contract with Raphael, tell the Archivist you’ll leave once you have the paper +1 (Requires DC 25 Persuasion check)
- If you rejected Raphael’s deal, tell the Archivist you want to admire the craftsmanship of the Orphic Hammer +1 (Requires DC 25 Deception check)
- OR Say you could save the world with it +1 (Requires DC 25 Persuasion check)
- Playing as Karlach origin, tell the Archivist you represent your Mistress Zariel +1
- Pretend to be Zariel’s High Inquisitor, if you found out his name while speaking to Hope’s spirit or through Detect Thoughts +1
Talking to Raphael, when he comes to prevent you from leaving his yield:
The Bhaal Temple
Speaking to Avatar of Bhaal after defeating Orin:
▶ Note: These options are available to The Dark Urge characters only.
- Tell Bhaal that you have no desire to harm anyone else +1
- Reject your Father’s gift and blessings +1
▶ Note: Through the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
Camp/Conversation
- When Lae'zel is threatened by Vlaakith, tell her to stand her ground and not to fall for Vlaakith's lies.
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you’re going to help the aasimar +1
In the House of Grief:
- Let her participate in the Mapping of the Heart. +5
- (If Shadowheart remained a Sharran) Tell the cloister how Shar has blessed her. +5
- (If Shadowheart remained a Sharran) Give her a chance to sway more of Viconia's followers. +1
Disapproval[edit | edit source]
As a Companion character, the interactions listed below will cause Shadowheart to lose approval. This list is most likely incomplete.
Act One[edit | edit source]
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Demand more than apologies from Astarion after the spawn tries to attack you -1
- Speaking with the tieflings holding Lae'zel in a cage, choose the 'attack' option. -1
- Recruit Lae'zel into the party -5
- Playing as The Dark Urge, when confronted by a companion about kicking Timber, answer that it came right at you OR that your instincts are sharp -1
- Make Zorru bow to Lae'zel -1
- Make Zorru kneel before Lae'zel -1
- After Lae'zel has questioned Zorru, tell her she is good at interrogations. -1
- Tell Auntie Ethel about the tadpole in your head -1
While the Emerald Grove is preparing for the goblin attack
- Tell Zevlor (or Asharak if Zevlor is dead) that it was you who led the horde to the grove, and then that this place belongs to the Absolute -1
- Playing as a Cleric of Selûne, 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
- Choose to go closer to the Owlbear Cub or attack mother Owlbear -1
- Fail to persuade or intimidate Shadowheart into looting the Selunite chest -5
- Loot the Selunite chest and fail the Sleight of Hand check if you previously agreed not to do it or failed to convince her -2
- While talking to Demir and Johl after Ethel disappears, offer to help them find their sister -1
- Drink from the well outside the Riverside Teahouse after the illusion has been dispelled -1
- Agree to give Auntie Ethel your eye in exchange for ridding you of the tadpole -5
- After defeating Auntie Ethel, order her to let Mayrina go. -1
- OR, let Ethel go and take Mayrina in exchange for fey hair. -1
- Attack Fezzerk and his gang -1
- Interrupt the bugbear and ogre couple in the barn -1
- OR let Astarion interrupt them (if he is in party). -1
Goblin Camp At the gate and in the outer camp:
- Play the war drum at the front gate -5
- If Crusher attacks you, defeat him, then say you've made a point and help him up. -1
In the Shattered Sanctum:
- Tell Brakkal (the Maglubiyet devotee in the cage) that the gods are fickle. -1
- OR, Playing as a Githyanki, say that your people build cities on the corpses of gods -1
▶ Note: These options are available to all avatars except Cleric
- Accept the Brand of the Absolute from Priestess Gut -1
- OR, Speaking to Warlock Greez, ask him to brand you -1
- Pick a fight with Priestess Gut while she is still in the throne hall -1
In the Worg Pens:
- Make Brawler Birka release the bear and then attack the animal -1
- Refuse Halsin to help him save the grove after freeing him. -1
- If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order. -1
- Promise Oskar Fevras to speak to his captors -1
- Give Oskar an additional 200 gold after freeing him -1
- In Festering Cove, tell Kuo-toa priest to bow before BOOOAL's Chosen -1
On successful completion of Find the Mushroom Picker
- With the Noblestalk in your inventory, intimidate or persuade Shadowheart into consuming it with the intention of restoring some of her memories wiped as a commitment to her mission to Shar -1
- Tell Morghal and Orgarth that them keeping slaves is not a problem for you, and that you'll just kill them -1 (immediately starts a fight with the duergar, both Clan Flameshade and Absolute followers)
- Looking at skeletal remains of Dark Justiciars, say "Better off dead" OR "Die in filth" -5 (either)
- Provoke a fight against Elder Brithvar by either taunting him to try and take your gold OR suggesting to rat him out to Sergeant Thrinn about his conspiracy against Nere -1 (either option)
- Attack Ellyka near the point of encounter with githyanki squad -1
- OR, Being disguised as a gith, provoke her to attack you. -1
- Speaking to Voss, pass the Arcana check to find out he's trying to Detect Thoughts and then attack him -5
- Let Lae'zel speak for the group when you enter the Crèche and questioned by Gish Far'aag -1
- Playing as a Githyanki, Persuade Far'aag to let you in, pretending to act on Voss's orders -1
- OR Show Gish Far'aag the Mysterious Artefact to gain entry into the Crèche -1
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger -1, and then indeed kill him -1
- Tell Varsh Ko'kuu that if he gives you the githyanki egg you'll sell it at best price OR make yourself an omelette (either choice brings -1 and immediately starts the fight with Ko'kuu and hatchery guards)
- Let Lae'zel speak for the group when talking to Ghustil Stornugoss about trying to remove the tadpoles. -1
- Surrender the Mysterious Artefact to Kith'rak Therezzyn -1
- Talking to Vlaakith, say you're a friend who brought the artefact to her -1
- Accept Vlaakith's demand to enter the Mysterious Artefact -1
- Steal the Blood of Lathander from the Secret Chamber -1
Camp/Conversation
- At the very first long rest:
- Tell Astarion you trust him
- When you catch her trying to handle with the Mysterious Artefact, fail a Wisdom check -10
▶ Note: This cutscene is available only if you haven't discussed the artefact with Shadowheart before
- During camp romance scene near the waterfall:
- When talking to her half-drunk at the goblins' party, fail the DC 5 Wisdom check (illithid) to push into her mind -10
- OR, Playing as a Githyanki, tell her to pull herself together -5
- Insist on continuing to use the tadpole's power after the second visit of the Dream Guardian
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact (after the events at the Crèche), tell Lae'zel to kill him -1 (starts the fight with the githyanki knight)
- Let Volo follow through with his attempt to remove the parasite
- Playing as Astarion, after being caught biting:
Raphael's deal
Act Two[edit | edit source]
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Fail to convince the cowardly hyena in the convoy that it do not belong to the goblins. -1
- When Kar'niss the drider comes to take the convoy to Moonrise Towers, choose to attack it (straightaway or after speaking with it) -1
When dealing with He Who Was:
- After ordering Madeline to hurt herself as Ben and Marc did, stop her, saying she had done enough -1
Elsewhere:
- At the House in Deep Shadows, ask Oliver whether he doesn't have anyone else to play with, then about his parents' names, and agree to play with him. Once Oliver explains the rules, tell him that you've changed your mind. -1 (Following this course immediately starts the fight with Oliver's "family")
Last Light Inn Speaking to Jaheira:
- When 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
Talking to His Majesty via Speak with Animals:
- Hiss back at him, say that he is in your territory, and order to get out -2
- OR, Playing as a Barbarian, WOOF at him -2
Talking to Alfira:
- Ask her about others, and then say that it was a cowardly move -1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, say you imagine the cultists are torturing them right now -1
Talking to Ide after drunken Rolan has snapped on her:
- Call Rolan a grump, and when Ide complains he called her a "ragged little devil", say that he was observant for it's what she really is. -1
Elsewhere in the inn:
- If you looted Yonas's body, ask Harper Meygan whether she would like to take his sword, then say you were kidding and keep it -1
- Talking to Councellor Florrick, tell her you have no intentions to go to Moonrise Towers -1
- Let Mol lose the game of lanceboard against Raphael by giving the wrong advice, failing the Sleight of Hand roll or not helping her at all -1
- If either Cal or Lia (or both) died while rescue attempt, speak to Rolan, garble their names and say you don't know them -1
- At the Reithwin Tollhouse, agree to give up all your gold to Gerringothe Thorm. -1
At the cemetery:
- Refuse to help Arabella find her parents. -1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and fail Persuasion or Intimidation roll to take her to your camp -1 ( The Dark Urge character will have unique lines and Persuasion option only)
In the Sharran Sanctuary:
- Steal the Ritual Dagger of Shar from the hidden altar -1
Moonrise Towers
Witnessing Ketheric's trial (at the very first visit to Moonrise):
- If Minthara is judged:
- Playing as The Dark Urge, after Ketheric declares the sentence, tell Z'rell to make her suffer until pain is all she knows -1
Talking to Disciple Z'rell after the trial:
- If you spared the goblins, fail the Deception roll to explain it, and then say you will free the rest of the prisoners -1
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Playing as The Dark Urge, if you failed a Wisdom check to reach out to Minthara's mind, tell the questioners to carve her mind apart -1
- If you defeated questioners, escort Minthara out of Moonrise Towers and tell her you have saved her only for the pleasure of killing her yourself -1
- Speaking to the Warden for the first time, use Deception to convince the Warden that you are Balthazar's closest confidante -1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then refuse to help them -1
- Speaking to Wulbren, say that they can die in prison for all you care -1
- When Wulbren, once freed, takes the boat and sails off without the party, let him go -1
- If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners -1
Dealing with Yurgir and his retinue:
- Talking to Lyrthindor, say you were glad to kill the rats, because the world is better without Shar worshippers -1
- Speaking with Balthazar in his outpost, agree to clear the way for him -1
In the Necrotic Laboratory:
- Talking to the Waking Mind, succeed the passive Insight check and choose to consume her mind -1
In the Tadpoling Centre:
After the final fight with Apostle of Myrkul
- Playing as a Bard, talk to Alfira and decline her proposal to play together a show for the tiefling kids -1
Speaking to Minthara:
- When Minthara tells you she is going to kill Orin, mention the cult might need a new leadership afterwards -1
- Then tell her you are with her -1 (A Rogue character will have an additional unique line)
- OR Declare you will be the saviours of Baldur's Gate, then agree with Minthara that reshaping world would be glorious -1
- When Minthara enquires about one more thing to explain and asks why you slayed the tieflings in the Emerald Grove, say you did it to impress her -1
Personal quest
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials:
- Answer that this is a distraction OR that you are actually here to gain Ketheric's trust -5
- OR, Playing as a Selûne worshipper, say you have no intention of letting her prove her fanaticism -5
- At the beginning of each trial tell her step aside instead of letting her start it -1
- After installing an Umbral Gem into the Pedestal of Reckoning, tell Shadowheart that searching the Spear of Night is nonsence -1
- At the Verge of the Shadows, while Shadowheart is praying:
- In the Shadowfell, let Balthazar take Aylin to Ketheric -10 (Shadowheart leaves the party permanently)
Act Three[edit | edit source]
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna, be rude to her:
- Ask where did she last see her mum, then say her mother is probably dead. -1
- OR Tell Yenna to get lost. -1
In the Angleiron's Cellar:
- Talking to Wulbren, refuse to take the Runepowder Bomb but promise you'll destroy the Steel Watch Foundry your way. -1
- OR Refuse, saying that the real enemy is Gortash, not the Gondians, and you'll find another way -1
- When confronted by Ferg Drogher over Shadowheart's rejection of Shar, tell him that she "turned her back on your wretched goddess". -1
- Leave Scratch with Angry Mar'hyah. -1
- If you let Angry Mar'hyah take Scratch back, speak to him and ask to be a good boy -1
- In the smugglers' cave, defeat Caïros and his thugs, and if Farlin survived, say you don't want gratitude from criminals -1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause -1
- OR Attack Ulma. -1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, say you would kill someone close to you without hesitation. -1
▶ Note: When playing as Lae'zel origin, this option will have an unique formulation, but still take its place (line 4)
- OR, Playing as The Dark Urge, say that you have already done it -1 (This option is available if you have killed either Isobel or your partner in Act Two on demand of your Urge)
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson -1
▶ Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR, Playing as The Dark Urge, propose to kill and kill again -1
- Dealing with Akabi the djinni, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
- Talking to Boney the mephit, say his wife Stoney is not your type -1
- Talk to Lucretious before approaching Dribbles's show (when she's training up skeletons), and say that she is being a little harsh -1
- Talking to Shadow-Whiskers with Speak with Animals, note that her cage looks comfy. -1
- Then tell her to murder whoever she wants OR say "Sure thing, pussycat". -1 (either option)
- Without Speak with Animals, choose the line "Kill them all, kitty". -1
- Talking to Crimson, refuse to feed him via Speak with Animals or mock him for being hungry (without the spell) -1 (either option)
- Volunteer Shadowheart to the stage as an assistant to Dribbles -1, and then cheer her, telling "Go on!" -1.
When passing Zethino's trial, choose answers:
- First question: 'Judging others' OR 'A blanket' -1 (either option)
- Second question: 'Fart on a Selûnite' -1
- Third question: 'Her hair' -1
- At the entrance gate, refuse to be arrested by the Steel Watcher and prepare to fight. -1
- OR Threaten Gauntlet Edwynna -1
- OR Attack Edwynna -1
- Agree to deliver the gnome leader's head to Manip Falcäo. -1
- At Sharess' Caress, when trying to hire both Sorn Orlith and Nym Orlith, refuse to invite Halsin, too, if the druid is in the party -1
At the Flaming Fist barracks, when you spot Fist Reynash trying to open a chest:
- Intimidate OR blackmail him into giving you his stash -1 (either option)
- Speaking to Manip Bakshi afterwards (regardless of whether you succeeded a check to discover Reynash's thievery or not), let him arrest you -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 couldn't feel safer -1
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
In the Wyrm's Rock Prison:
- Talking to Counsellor Florrick, when she sinks into despair, say you don't need her -1
At the Basilisk Gate Barracks:
- Playing as a Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and tell her to let it slide, just for once -1
- Talking to Fist 'Edge' Arensen at the gallows, tell him you'll stay out of trouble -1
- Talking to Fist Miller after Florrick had been executed, say "Good riddance" -1
Speaking to Liara Portyr and Lora Bergauz:
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then say "That’s so evil, even I’m impressed." -1
- When Ethel offers you to let her go in exchange of being an ally in your crusade, agree to have a deal -1 (An Oathbreaker Paladin character will have a unique line here)
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, taunt Adrielle, saying you will "EAT THEIR SOULS, RAAAGH" -1
If you have killed Auntie Ethel:
At the Baldur's Mouth and dealing with its employees:
- Growl at News Hawker Chalara at X: -154 Y: -121, if the Baldur's Mouth Gazette has printed a negative article about you -1
- Talking to News Hawker Luan at X: 122 Y: -69, tell him that his salesmanship is terrible -1
At the Flymm Cargo:
- After returning from the Iron Throne, surrender Redhammer to Allandra Grey -1
- At the Flaming Fist cordon near the Upper City gate, when the Emperor warns you about becoming a thrall, say you don't care, let's go through -1
▶ Note: This dialogue will occur if you come close to the gate without having all three Netherstones
- Talk to Sebastian and promise to set him and other spawn free -1
- Let Astarion complete the Rite of Profane Ascension -1
At the Sorcerous Sundries:
- Betray Dame Aylin and hand her over to Lorroakan. -1
At the Elfsong Tavern:
- Meeting Lakrissa in the tavern hall, spur her to work instead of talking -1
- Speaking to Alfira and Lakrissa on the tavern's roof, tell Lakrissa to get back to work, or you will tell Alan about it -1
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- In the third round:
Talking to Golbraith Stredivas:
At Highberry's Home:
- Tell Timmy the Orphan that there are bigger problems at the city now -1
- Ask Molly the Orphan whether she knows her father is dead -1
The Graveyard:
Dealing with Bugthimble at the "M.Kurwin" grave:
At the Murder Tribunal:
▶ Note: All these options bring approval only if the victim is indeed your kill. Successful Deception rolls on corresponding options do not give approval points
- After becoming an Unholy Assassin, speak to Echo of Amelyssan and say that every kill is euphoria -1
In the Lady Jannath's Estate:
If Oskar Fevras was saved in Act One and the estate is now haunted:
- After you have dealt with Kerry Evenfield’s ghost, speak to both Lady Jannath and Oskar Fevras and call their cooing “saccharine nonsense” -1
In the Heapside Prison:
- Talking to Skittle via Speak with Animals, say you don’t want more puns -1
- Outside The Singing Lute, give Manip Leythim a healing potion -1
- Meeting Olfaith Olumssdottir for the first time, ask him what you must do to become an avatar of slaughter -1
In the Stormshore Tabernacle:
- Make an offering to Shar, the Lady of Loss -1 (If she rejected Shar)
At the Society of Brilliance Lodge:
Talking to Havkelaag:
- Sell him the Githyanki Egg that you have obtained in the Creche Y'llek -1
Speaking to Omeluum after you have rescued it from the Iron Throne:
- If the rest of the Lodge members had been massacred while Omeluum was imprisoned, tell it you came to finish the job -1 (Omeluum becomes hostile to the party)
At the Steel Watch Foundry
Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, say that killing them all would be a good thing -1
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Side with Wulbren and Ironhands and tell Toobin they have to die for the city OR tell Toobin that the gnomes came for him -1 (either option)
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Wulbren Bongle:
- If you killed both Gondians and Ironhands:
The Bhaal Temple
Talking to Orin:
- Tell her that you’re not interested in abducted companion’s fate -5
- OR Tell her you won’t stop her to kill the abductee -5
Speaking to Avatar of Bhaal after defeating Orin:
▶ Note: These options are available to The Dark Urge characters only.
▶ Note: Throughout the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same