Fans ofBaldur’s Gate 3have eagerly returned to replay the game, thanks to the release ofPatch 7 and all its additional content.
Patch 7 is currentlyonly live on PC, but players can expect to dive back into a fresh version of the game they love, potentially trying new tactics during certain encounters, fully expecting new results — such as talking to the enemy instead.

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Some fights could be completely avoided with a charisma roll (such asPersuasion,Deception,Intimidation, orPerformance), a relatively easy feat for anyone playing aBard,Warlock, orSorcerer(or for those who just took theSkilledFeat, no judgment).

The real treat, however, comes from the fact that this strategy also applies tobossfights.
This article will contain spoilers for Act 1 and Act 2.

8Lump The Enlightened
Blighted Village
Related Quest(s)
Early in Act 1 in theBlighted Village, players encounter a group of ogres eating a tiefling.
They are not immediately hostile, as their leader,Lump the Enlightened, instead asks the player’s Tav if they bear themark of the Absolute. If the players have not been marked byPriestess Gutand are honest, Lump will attack.

However, if the player chooses to lie (DC 10 Deceptionroll), they could befriend Lump and his accompanying ogres, then convince them to fight for the party rather than for the goblins.
Lump would be open to the idea, only if the player makes an offer – two of those offers involve additional charisma rolls (DC 10 DeceptionorDC 20 Persuasion).

Whichever option is chosen will also grantLump’s War Hornto the player, which allows the players to summon Lump and additional ogres to fight for the party whenever it is blown in Act 1. And yes, this includes theGoblin Camp. Go crazy.
Emerald Grove
Investigate Kagha
Kaghaisn’t really one that cares about first impressions, as when the party first encounters her in Act 1, she’s threatening a tiefling child with a snake. Due to this, she can end up as a boss fight for a multitude of quests, most of which end violently for the inhabitants of theEmerald Grove.
In a more peaceful route, players can snoop around theInner Sanctumand find a hidden chest with an incriminating letter inside, the questInvestigate Kagha.
Following the investigation, players can find thatKagha has been working with the Shadow Druids, which they can confront her about.
They then have the option to try and cast doubt on Kagha (DC 15 Persuasionroll), which, if successful, will finally be able to convince her to return to the light (DC 10 PersuasionorReligionroll).
Instead of beginning a boss fight, Kagha will renounce the shadows and join sides with Tav as an ally during combat against the remaining threeCloakwood Druids.
If the player is a druid, they will receive a special item from her after the fight:Pale Oak, a rare staff that prevents the wielder from beingEnsnaredby vines, and can castFaithwarden’s Vinesonce per long rest.
6The Owlbear
Quest(s) Attached
When encountering theOwlbear, it’s important to remember that charisma options are only available if Tav hasSpeak with Animalscast.
While exploring the Forest in Act 1, players can stumble upon anOwlbear Cavethat’s east of (and in a sense, under) the Blighted Village.
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In this cave, players can find asmall shrine to Selûne, while deeper into the cave, they can find an Owlbear, influenced by a deadly combination of being injured, hungry, angry, and protective. In true Mama Bear fashion, she’s guardingher cubas well asan egg in a nest.
Immediately, she will approach the party and threaten them, in which the player can try and calmly defuse the situation (DC 10 Persuasionroll) and leave without killing the mother Owlbear.
If successful, this prevents the entire boss fight and potentially losing the cub as a companion later on in the game.
5Thisobald Thorm
The Waning Moon
Find Ketheric Thorm’s Relic; Punish The Wicked
In an entertaining (and also surprisingly pleasant) interaction atThe Waning Moonin Act Two, instead ofThisobald Thormmeeting the party with hostility, he actually invites Tav for adrinking game. Refusing or failing the game, however, results in a fairly toughboss fight.
The drinking game is simple enough: Tav drinks with Thisobald (DC 14 Constitution Savethat increases by 2 with every round that comes next) or mimics drinking (DC 18 Sleight of Handcheck), tells a story (DC varies depending on which story is told, but they arePerformancerolls), and then Thisobald answers a question in a unique quid pro quo.
If they fail the Performance check, players will have one more chance to tell a better story, even if they have to lie (DC 18 Deception). Failing or refusing to tell stories also results in Thisobald’s hostility.
Upon completing the drinking game, however, Thisobald will have had so much to drink that his stomach explodes open, killing him.
4Gerringothe Thorm
Reithwin Tollhouse
To do this, all players will need is a single gold piece.
In theReithwin Tollhousein Act Two, players can run intoGerringothe Thorm, the toll collector, also called the “coin lady,” as that’s all she demands from the party.
Of course, the players could refuse, which would make her hostile. However,fighting her is not ideal, since herJealous Avariceability can absolutely devastate a character’s HP, not including all the other difficult actions she can take.
Instead, simply toss her one gold piece, and this will open a few different Charisma options while she’ll demand more. Specifically, she’ll requireall the gold that the player has, to which can be answered with either the “I’ve already paid” or “I don’t hand out so much gold for so little in return” dialogue options.
This opens up two options, either by lying to her that she’s being replaced as toll collector (DC 18 Deception) or by convincing her to take her gold and be free (DC 18 Persuasion).
After this, players can choose to either fire/threaten her (DC 21 Intimidation), lie to her about her gold/position (DC 21 Deception), or convince her to leave (DC 18 Persuasion).
Finally, she will have a moment of clarity, saying she’ll give back all the gold, which kills her, preventing a boss that’s immensely challenging.
3Malus Thorm
House of Healing
Wake Up Art Cullagh
In theHouse of Healingin Act Two, players meetMalus Thorm, a deranged doctor ofSharteaching a small group of undead nurses (called theSisters of Mercy)wielding bonesaws, trepans, and syringes.
Malus is carryingArt Cullagh’s lute, which is essential forremoving the Shadow Curse, soMalus has to be defeated in one way or another, but Tav won’t have to lift a finger if the dice rolls in their favour.
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Upon interrupting his lesson (which is basically mutilating a poor man they have strapped to a table), Malus will try and teach this doctrine to Tav as well. Which, considering the state the previous poor patient was in, is probably not something that would end well.
Upon claiming that the Sisters of Mercy aren’t ready (DC 16 Persuasion), Malus will wonder how to train them in Shar’s teachings. This then opens up two pathways: having the sisters kill each other, or having them kill Malus (DC 21 Persuasionfor either route).
Having the nurses kill Malus is the easiest way to get around things, as the nurses don’t become hostile as he dies.
The Gauntlet of Shar
Kill Raphael’s Old Enemy
Perhaps one of the more challenging charisma rolls in the game,Yurgircan be found in theGauntlet of Sharin Act Two. Before entering, players run intoRaphael, who warns the party about anold enemy he wants them to kill, in exchange for telling Astarion what his scars mean.
However, he didn’t sayhowthe Orthon had to be killed.
Upon meeting Yurgir, he’s been driven mad by his contract, which is a song — and the constant singing he’s been exposed to for centuries since. After asking about his contract, he’d sing it for the party.
In order for the Charisma options to be unlocked, Tav has to pass aDC 14 Insightcheck after the song is complete, so it may take a couple of tries. It’s also worth noting thatWarlocksandBardsboth get special dialogue here that makes it much easier to pass.
Players will have to point out the loophole in the contract, convincing Yurgir to kill the Merregons (DC 16 Persuasion), his pet Displacer Beast Nessa (DC 21 Persuasion), and then, himself (DC 21 Persuasion). Successful rolls for each will result in completely slaughtering the room just by mentioning it.
Doing this will also make him available later again in theHouse of Hope, where he can be convinced (DC 30 Persuasion) to side with the party whilefightingRaphael. It’s a win-win all around.
1Ketheric Thorm
Moonrise Towers
Defeat Ketheric Thorm
Every single Thorm that the party meets can be talked out of a fight, and that, surprisingly, includesKetheric Thorm, one of the best villains in the entire game. Specifically, this avoids the first phase of his final fight in Act Two, skipping straight into the second phase, theApostle ofMyrkul.
When confronting him on the rooftop atMoonrise Towers, players have the option tospare himwith aDC 21 Intimidationcheck (or aDC 10 Persuasioncheck that’s only available if the party is thorough exploring the towers and finds out what happened to Ketheric’s wife,Melodia).
Then, players have to succeed another Charisma roll (DC 30for eitherPersuasion,Intimidation, orDeception). Unfortunately, this doesn’t skip the rooftop fight, and this continues in theMind Flayer Colonyunder the towers.
If players passed the previous checks by the time they catch up to him, there is one more option (DC 18 Persuasion) before Ketheric calls for Myrkul. This will completely skip the first phase of Act Two’s final boss.
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Baldur’s Gate 3
WHERE TO PLAY
23 years on from the release of the seminal RPG, Baldur’s Gate 2, the third game in the series has been developed by Larian Studios (of Divinity: Original Sin fame). Set over 120 years after the events of the last game, Baldur’s Gate 3 tasks you and your party of heroes to fight off a mind flayer invasion of Faerun, while seeking a way to remove the tadpole in your brain that’s slowly turning you into the enemy…