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Zaith'isk

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The Zaith'isk in Crèche Y'llek

A zaith'isk is a partly organic, partly mechanical Githyanki device that purportedly purifies a Mind Flayer Tadpole from an infected victim. One can be found in the Infirmary of Crèche Y'llek.

Involvement[edit | edit source]

When encountered, the party can talk to Stornugoss Ghustil Stornugoss, the resident doctor, to ask that the zaith'isk be used to remove the tadpole from the party member's head. Once the party lies down in the machine, they must pass three saving throws in order to successfully survive the procedure without ill effects, a DC 12  Intelligence saving throw, a DC 15  Wisdom saving throw, and finally a DC 18  Constitution / Wisdom / Charisma / Intelligence saving throw depending on the class.

If speaking to Stornugoss Ghustil Stornugoss and then killing her, the party cannot interact with the zaith'isk. To use the machine the party must either interact with it before speaking with her or, if speaking with her, leave her alive until after using it.

Outcome[edit | edit source]

The failed saving throw, respectively, give -2 to Intelligence Intelligence, Wisdom Wisdom, and Constitution Constitution. Consuming a single Mind Flayer Parasite Specimen with the affected character, either through the inventory or by unlocking an Illithid Power, rids them of all debuffs.

If passing all three saving throws, the parasite strengthens and gives the Awakened Awakened buff, which allows using all Illithid powers as a bonus action instead of a regular action.

Regardless of whether succeeding or failing, the zaith'isk is destroyed by the Dream Visitor, who may exclaim, "Enough!".

If passing a DC 15 Deception check (or a DC 15 Performance check if the player character was in the machine) Ghustil Stornugoss lets the party leave. Otherwise, she fetches assistants, locking the door ( DC 10 Sleight of Hand check) behind her. After some time passes, some Githyanki barge in and attack the party. This does not cause the other characters in the creche to turn hostile, and it is possible to safely fast travel to avoid the fight.

Special interactions with Lae'zel[edit | edit source]

Lae'zel in the zaith'isk, eyes glowing and in agony.
The Zaith'isk in use.

If Lae'zel Lae'zel is an active party member, the player character gains Lae'zel approves +5 and she insists on using the machine first. The party can opt to demand to go first by selecting Stand back. I'm going first, but Lae'zel objects.

Alternatively, the player character can demand to go first, and if sticking to that decision it results in Lae'zel turning hostile against the party along with the Ghustil. If the player character is also a githyanki, there is an option to convince her to let them go first. Otherwise, letting Lae'zel go first grants Lae'zel approves +10.

There is a set of three stages as if the player went through the process, however it is slightly different. Instead, the party must convince Lae'zel not to go through the process after realizing the machine is intended to kill her. The first stage is either a DC 30 Persuasion check, or a DC 30 Wisdom check (if passing the automatic DC 14 Perception check). If failing to convince Lae'zel or not trying to stop the process, the second stage is either a DC 30 Deception check, or a DC 21 Wisdom check (if failing, a Deception check is still available) followed by a DC 21 Persuasion check. The final stage is a DC 30 Wisdom check, or DC 30 Arcana check, DC 30 Deception check (if not trying to stop the process or failing a Persuasion check in the second stage), DC 21 Constitution check (if not rolling a Wisdom check in the second stage; if failing, other checks are still available) followed by a DC 21 Persuasion check, DC 21 Persuasion check (if passing a Wisdom check in the second stage but not choosing to stop the process). Succeeding the Arcana check grants the party member access to the Awakened Awakened passive as though they went through the "cure" themselves. This passive cannot be acquired if the process is halted by succeeding any other checks before or during the final stage.

If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character gains approval with certain companions: Astarion approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1 Karlach approves +1.

If Lae'zel is an active party member in the dialogue interacting with the Zaith'isk and is not the avatar, Lae'zel's dialogue with it progresses without any checks. In doing so, she automatically fails all three saves (thereby acquiring a -2 to Intelligence Intelligence, Wisdom Wisdom, and Constitution Constitution) and the Zaith'isk is destroyed. Normally an avatar takes the active spot; however, being far enough away prevents this.

Notes[edit | edit source]

  • An example of Lae'zel skipping the required checks for saves with the Zaith'isk and failing them all automatically is found here.

Related quests[edit | edit source]

External links[edit | edit source]