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Dub, as per our discussion in the other thread, here's what I can recall offhand:

Easthaven:

Bard - gets extra options when talking to the aquatic elf
Drunk Fisherman - you can get a convo option to convince him to stop drinking if the character talking to him has high CHA and INT (15+ for both, I believe).

Kuldahar Pass:

Talk to the Ogre in the silo with a Druid or a FTR/Druid and you can solve his problem right on the spot.

Kuldahar:

Cleric or Paladin: there's a man in orange close to Arundel's house (usually around the bridge to the east) talk to him with the Cleric or Paladin and you can talk about Ilmater and convince him to worship that god for an XP award.

Druid: talk to the same guy with a Druid and you can convince him to worship nature for an XP award plus a gem.

(You can do both of the above in the same game).

Cleric: after helping Mirek escape the yetis, you can talk to any townsperson about Kresselack and the Vale of Shadows (to find out about the bonedancers) and receive a gem.

Kresselack's Tomb:

When you get through the locked door where you meet Mytos the skeletal mage, if you talk to him with a Paladin, you can get a convo sequence that will reward you with extra XPs in addition to the XP you get for trying to find a peaceful resolution. It's a tricky process though. Here's the convo path to follow to get the maximum XP award:

1,1,1,1,1,1,3,1,2,2,1

Dragon's Eye:

Level Three:

Not sure if this is part of the Unfinished Business mod but:

when you encounter the Undead Lieutenants, if you talk with a Paladin, you get the opportunity to eventually challenge Presio to a one-on-one fight. (I believe this is only available to a Paladin, but may be to other characters as well).

Level Four:

Paladin - when you encounter Albion, if you have a Paladin, he'll see right through the deception and the fight is on right away.

If you have a character with high INT and CHA, (and you don't have a Pally ruining things), you can talk tom the librarian after talking to Albion and convince the librarian that Albion wants to talk to him. Once he leaves the library, you can safely unlock the door to the NW and go loot the room. If you check out the descriptive text in the bookshelves, then talk to Albion, you'll get an extra convo option that will lead to revealing the monks and start the fight. Conversely, a character with high INT can catch out Albion in the original convo.

Note: If it's not against your roleplay, you can kill the Waterdeep dudes in the central room that usually help you. They have some nice gear. No reputation loss for doing this.

Wyrm's Tooth

This isn't class-specific, but I thought I'd mention it, as it's easy to miss: in the museum there's a salamander you can talk to that's usually hanging about in the hallway that leads to Vera (the thief hiding in the museum). If you talk to him, you can offer to investigate the noises he hears. Report back once you find Vera and you can either lie to him or reveal Vera (the evil option) for an XP award.

Joril's Cave:

Paladin - if you talk to Joril with a Paladin, you can demand he free the slaves for a big XP award. This immediately turns him hostile though, so it's better to skip this and do things a bit differently if you want to maximize your XP. Here's how:

ignore Joril and go find the slaves. They'll give you several quests in order to get them freed (kill the wyrm that's eating the slaves, kill Kontik and all the trolls/mobs in the secondary cave, kill the giant guard, Gorg). Once you've done that, you can go talk to Joril. Not sure, but you may also even be able to get the reward for demanding he free the slaves at this point.

Lower Dorn's Deep:

Marketh's Lair: If you have a Bard in your party and you've got the portrait of Marketh from the gnome outside (the one with the blind son), go directly to Flozem's room and talk to him with your Bard. You can convince him to give up his evil ways and become an artist for a hefty XP award. He'll even leave his gear behind for you. Good deal.

When talking to Marketh, you can convince him to give you all his gear (except his ring - don't ask for that, it's cursed anyway) and leave. I'm not sure if you need a high INT character for this.

Umber Hulk/Minotaur City:

Paladin - of course, you probably already know about Pale Justice, but I thought I should mention it. You find it here in a cave after some Umber Hulks burst out of the wall.

Malavon's Lair

I think this is part of unfinished business, but just in case, I'll list it here: if you have the manual of golem building (can't recall where it's found, but it's somewhere in Lower Dorn's area), you can deactivate his Iron Golems when talking to Malavon (actually, I'm pretty sure this is an Unfinished Business option - anyway, worth checking out).

Svirfneblin City:

Female characters get slightly different convo options from Dirty Lew. Nothing game-changing though.

Speaking of Dirty Lew, don't forget he can make a shield form the Rhino Beetle shell, which you can then take to Nym to have it enhanced. If you have Unfinished Business (I think this is an UB option only) installed, you can take Lew's shield to Orrick instead to have it enhanced (it's better than Nym's shield).


I believe there are a few race specific convo comments for Elves and Dwarves, but I don't know them offhand. I almost always have either a Human Paladin or 1/2 Elf Bard as my party's 'face', so I can't recall these things offhand.
In Easthaven you can get something if talk to a commoner with a bard and if you talk to another commoner with a little race.


Dirty Lew in the swirfneblin city has actually 2 identical stores, one for males and one for females (cheaper), so you can get everything twice there.


In Lonelywood you get an extra option when talking to the little girl with a bard, evil characters also have other options. To convince her mother you need 15+ cha. If you make the drunk elf bard in the tavern tell you a tale (you get the dialogue option only once) you can do a rewarding hidden sidequest.

If you have a bard talk to the dwarf in gloomfrost first you'll learn something about his past. If the character who approaches and therefore is talked to by the seer first has 14+ int or wis you'll get an additional dialogue option.
Wow, you two surely know a lot about the game. Thanks for sharing. Some I do recognize from my 1st playthrough, where a Paladin did lead the party. And I learned the siren in Easthaven can teach your Bard character a song from a walkthrough I consulted to find out how much xp can be reaped in Easthaven. It makes a Bard an interesting option for starting a single-character playthrough, as he or she can get to level 3, I think, without even leaving Easthaven.

funny: I knew you could talk the drunk fisherman into stopping his drinking habit, but I wasn't aware it was a stat-related option. With my second playthrough, I kept reloading, searching for that option in the dialogue tree, but now I realize the Figther/Illusionist from my second playthrough didn't have the charisma my Paladin from the first time had (he was a really really ugly gnome, a bit too much a powergamer build).
Post edited June 26, 2012 by DubConqueror