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Sage

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

Background features[edit section | visual editor]

Background goals[edit section | visual editor]

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

Location XP Reward Name Description
General
Anywhere/Multiple Locations 20 Reanimator Correctly follow Gale's instructions to resurrect him.
  • If Gale is played as an Origin, he earns this inspiration as soon as the Scroll of True Resurrection is received. If he is a companion, it is necessary to have another Sage character in the party.
  • The scroll from opened pouch can be thrown into lava stream at Grymforge to bypass notes and talking with a mephit.
26 Whispers from the Grave Glean some wisdom from speaking with the dead.
  • Granted for the first time any party member uses Speak with Dead in a playthrough, regardless of the spell source.
  • If the first interrogation of a corpse happened with no Sage character in the party, it cannot be obtained anymore.
30 The Forbidden Arcane[1] Read Omeluum's notes on illithid magic.
  • The book can actually be found in following places:
    • In Act One: Bought from Omeluum itself after completing his mushroom quest.
    • In Act Three: Bought from Nansi Gretta in Lower City.
Act One
Multiple Locations
in Act One
25 Secrets of the Necromancer[1] Discover the strange nature of the Thayan tome.
Blighted Village 25 A Solitary Spider[1] Read the arachnomancer's journals at the bottom of the well.
Dank Crypt 20 Secrets of the Sundering[1] Unlock and read the Book of Dead Gods.
  • This one is granted for passing any ability check or use class-based dialogue option to simply unlock the book.
  • Available to gain only in the initial interaction with the book.
Emerald Grove 20 Roots of the Grove Learn local history from the druidic frescos.
  • Requires passing ability checks on all four frescos (a DC 5 History, a DC 10 Intelligence, and two DC 10 Religion checks) in the Inner Sanctum of the Emerald Grove (not necessary one party member to pass them all).
20 Secrets of the Shadow Druids[1] Discover and read Faldorn's Canticle.
Goblin Camp 25 Secrets of the High Chieftain[1] Read Volo's Guide To Goblins.
  • This book is owned by Booyahg Piddle on the top of one of the towers in the central part of the outer camp.
  • As the goal is to read the book, this time Illithid Persuasion works.
Shattered Sanctum 25 The Phases Unfold Solve the moon puzzle sealing the door to the Underdark.
  • Rotating floor plates must be moved until four black dots come into the spot of light.
  • The inspiration is granted for solving the puzzle, not for opening the way to Underdark. It can be gained as well after using a lever or entering the Underdark through other points.
The Risen Road 30 A Natural Alliance Recognise the druid and Harper armour.
  • A party member must interact with either of the two skeletons under the broken bridge at X: -9 Y: 498 and succeed a passive History check.[See: Bugs]
  • If the party had already passed a History check on the "Union" fresco in the Inner Sactum, the inspiration is gained without another check.
Underdark 30 If I Can't Have It...[1] Discover the secrets of the the Adamantine Forge from all three drow wizards.
30 Secrets of the Matron[1] Read the obscure text by a drow matron.
  • This book is in the forgotten drow stash at X: 84 Y: -207.
30 Secrets of the Sussur Tree Disable an arcane turret using a sussur flower.
  • A fresh bloom from Dread Hollow or the tower's garden must be placed or thrown close enough to affect the turret.
  • Alternatively, a character carrying it in the inventory must come close to the turret.
Act Two
Multiple Locations
in Act Two
60 Thorm Family Secrets Discover the fate of Ketheric's family members.
Gauntlet of Shar 60 History Never Forgets Open the way into the Gauntlet of Shar.
  • Solve the puzzle in the room with Isobel's sarcophagus, pressing the buttons under frescos in correct order: "Moonrise Towers", "Grief", "General".
75 Emblem of the Moonmaiden Discover the truth about the Nightsong.
  • Granted by simply reaching Aylin's trappings down in the Shadowfell.
75 Rat King Discover the truth behind the numerous rats in the Gauntlet of Shar.
  • Make Lyrthindor take his human form. Granted after the dialogue with him ends. Bargaining with him while he is still a rat locks the party out of gaining the inspiration.
  • Available regardless of dealings with Yurgir.
Last Light Inn 50 Theskan Tactician Help Mol win the game of lanceboard.
  • This inspiration is granted if using any available method, including rigging the board.
  • Available only if Mol survived the events if Act One, and only before Marcus assaults the Last Light Inn.
60 Waking the Sleeper Wake Art from his catatonic slumber.
Mind Flayer Colony 95 Brain Blast! Successfully complete the mind puzzle in the mind flayer colony.
Moonrise Towers 50 Secrets of the Necromancer Solve Balthazar's secret study puzzle.[2]
  • Succeed a passive DC 10 Perception Check, interact with the "Musty Tomes", and then place a Heart on the activated altar. Some similar objects, like Severed Heads, work as well.
  • This inspiration is given if the party interacted first with any other active book except the "Musty Tomes", but survived the consequences and opened the study.
60 A Little Too Familiar with the Grotesque... Solve Balthazar's secret study puzzle without making a mistake.[2]
  • Succeed a passive DC 10 Perception Check, interact with the "Musty Tomes", and then place a Heart on the activated altar. Some similar objects, like Severed Heads, work as well.
50 They're in the Walls! Discover what the 'meat sound' is.
  • Interact with the Cracked wall up over the kitchen area (accessible from the Moonrise_Towers#Rafters). Then, fail the check to free your hand, or choose to "Do nothing".
  • Granted regardless of the result of the subsequent check against being dragged down to the Oubliette.
  • Despite the party can learn about the "meat sound" only from Mig, the inspiration is granted without speaking to her as well.
60 To Have Loved and Lost[1] Discover the source of Ketheric's shame.
  • Read the letter locked in the Opulent Chest near the bed in his room.
  • If exploring the room before witnessing Ketheric's trial, it is not yet guarded by Squire.
Reithwin Town 60 Hippocratic No More[1] Find the Surgeon's Research Notes.
60 Partaking in Local Customs Perform the ritual in the Sharran Sanctuary.
  • Pass DC 10 Religion check on the altar to Shar in the hidden room and sacrifice your blood.
60 Snuffed Spark[1] Find the dead aasimar's journal.
60 Tenets of Loss Open the way into the Sharran Sanctuary.
  • Interact with the three plaques on the sides of the monument in the city square. If started with the wrong one, continue triggering them around until the full line appears.
Shadow-Cursed Lands 50 Corrupted Beyond Recognition[1] Find and read the Dead Druid's Journal about how the shadow curse came to be.
  • The journal is on the skeleton at X: 109 Y: 183.
  • The inspiration is given regardless of whether the concurrent passive Nature check succeeds.
Act Three
Multiple locations
in Act Three
170 A Foul and Awesome Display Use the Runepowder Bomb given by Wulbren.
  • This is granted simply on witnessing the bomb explode, even if it happens due to any NPC's actions.
170 All Knowledge Is Worth Having[1] Finish reading the Thayan tome of necromancy.
House of Hope 170 An Exotic Charter Obtain access to the House of Hope portal.
Lower City 170 Blood of the Covenant Find out how Araj's blood experiments are going.
  • Obtainable only if the player character gave Araj a vial of their blood in Moonrise Towers in Act Two.
  • Granted after initial talk with Araj, regardless of the player character's decision.
170 Membership Admittance Ask Havkelaag to join the Society of Brilliance.
170 Rennaissant Ingenuity Uncover the machinery powering the printing press.
  • Granted upon speaking to Jelliwig initially, before changing the block.
220 The Returned Cap'n Behold the true Captain Grisly in all her piratical glory.
  • To obtain the inspiration, Grisly must be knocked out in the Blushing Mermaid's basement. The inspiration is granted once Ethel is permanently dead.[See: Bugs]
220 Using the Proper Means Find and use the Torch of Revocation.
Rivington 170 A Grand Prize! Figure out Akabi's scheme and obtain the 'grand' prize.
  • Must pickpocket the ring from Akabi, then win the 'jackpot'.
  • Bards have an additional option: succeed first DC 20 Perception check, then DC 15 Performance check.
135 Assistant to the Extra-Planar Agent Take up Valeria's serial killer investigation.
135 Knowledge of the Heart Get a fresh perspective on your relationship with a companion.
  • This one is granted only on obtaining the best possible result.[3]
  • Granted regardless of Orin impersonating the dryad.
  • The Sage character is not necessarily participating one, they can simply witness.
Upper City 220 Stopping the Repetition of History Defeat Lorroakan.
220 The Karsus of Our Times Give Nightsong to Lorroakan.
Wyrm's Crossing 135 New Normal Let yourself be scanned by a Steel Watcher.
  • The inspiration can be obtained only at the South Span Checkpoint when first interacting with a Steel Watcher. If the party gain access to the Wyrm's Crossing by any means of bypass, it cannot be gained anymore.
  • Granted regardless of the further scanning result.
Wyrm's Rock Fortress 170 Coronation of the Dreadmaster Meet Gortash in Wyrm's Rock and witness his coronation.
  • Granted regardless of the party's decision on Gortash's proposition.
170 Crossing's Namesake Find the undying sentinel underneath Wyrm's Crossing.
  • This one is granted immediately upon interacting with Ansur's remains in The Wyrmway.
170 Heavy is the Head Find the Helm of Balduran.
  • It is entirely possible to walk around Ansur's remains and pick up the helm.

Bugs[edit section | visual editor]

  • Due to a coding bug, the A Natural Alliance⁠A Natural Alliance inspiration does not trigger if the Dark Urge interacts with the skeletons.
  • If fighting Ethel's pawns before her, The Returned Cap'n⁠The Returned Cap'n inspiration may not trigger even if Quenora Grisly was spared, for unknown reasons.

Notes[edit section | visual editor]

  1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 This goal is linked to interacting with a specific item. The item(s) can be stored and used strategically at any location and time for an 'on-demand' inspiration point, provided that a Sage character (f.e., Gale or Sir Fuzzalump) is in the party.
  2. ↑ 2.0 2.1 If a party member solves the puzzle without mistakes, Sage characters gain both this inspiration and the A Little Too Familiar with the Grotesque...⁠A Little Too Familiar with the Grotesque... as well, while if a mistake is made - only this one.
  3. ↑ To achieve this, the interacting player character must choose for each romantic partner the answers marked with a star in a correspondent section on Zethino's page.