In the sprawling, choice-driven world of Baldur's Gate 3, players are constantly navigating a moral landscape painted in shades of gray. Yet, amidst these nuanced decisions, there exist a handful of choices so spectacularly misguided, so utterly boneheaded, that they stand out as objectively terrible. These are the decisions that, in 2026, seasoned adventurers still whisper about in taverns—the ones that bring permanent penalties, needlessly slaughter allies, or earn the universal disdain of every companion in camp. From minor acts of gross incompetence to major, world-altering blunders, here are the worst mistakes a Tav can make.
10. Licking the Spider Corpse: A Nasty and Unhinged Thing To Do
Deep within the Gauntlet of Shar, amid the dangers posed by the devil Yurgir and his merregons, lies a peculiar object: a large, decaying spider carcass emanating an enticing smell. This isn't just set dressing; it's coated in a potion used to charm Yurgir's displacer beast. While investigating this detail can yield a tactical advantage, some players get a little too... hands-on. The option to not just smell, but to lick the corpse presents itself. Talk about a bad taste in your mouth! This action has zero positive effects, save for a fleeting taste of the charm potion. However, it is a decision universally hated, causing every party member to lose approval and respect for the player character. You can even do it twice for good measure—a funny but ultimately terrible idea that marks you as the party's weirdo.

9. Having Sex With Mizora: A Costly Devilish Debauchery
Mizora, Wyll's warlock patron and an arrogant fiend, is a constant thorn in the party's side. Later in the game, she may linger in camp and, in a moment of twisted generosity, offer the player the chance to become more... familiar. Players should be wary as hell of this offer. Mizora is entirely self-serving and relishes others' suffering. The post-tryst scene heavily implies she did it solely to mess with you. Worse, if the player is already in a romantic relationship, this may cause their partner to break things off. Wyll is especially gutted by this betrayal. While partners like Astarion or Shadowheart might not immediately dump you, they are deeply hurt. It's a classic case of short-term thrill for long-term chill (of loneliness).
8. Indulging Haarlep the Succubus: Stay Chaste in the House of Hope
While raiding Raphael's House of Hope for the Orphic Hammer, players may stumble into a boudoir occupied by Haarlep, a succubus wearing Raphael's face. Haarlep will offer help in stealing the Hammer, on one condition: intimacy with the player character. It's typically in your best interest to attack immediately. Why? First, the information Haarlep offers can be looted just as easily from the room once the devil is dead, along with a powerful piece of gear they carry. Second, sharing relations grants Haarlep the use of your form, cursing you to feel everything they do with it. While it won't end relationships like Mizora's tryst, most companions will disapprove. Sometimes, the only good devil is a dead one.
7. Insulting Vlaakith: A Quick Ticket to a Game Over
Vlaakith, the Lich Queen of the githyanki, is a secondary villain but packs a godly punch. She can end your life on a whim, and she will if sufficiently insulted. During your first audience in Creche Y'llek, she orders you to enter the Astral Prism and kill your protector. While you shouldn't actually obey, it's best to play along while she's talking. Taunting her angers not only Vlaakith but also Lae'zel if she's present. Push too far, and she'll demonstrate her power, wiping the entire party from existence with a thought for an instant game over. Hilarious for a YouTube clip, disastrous for your Honour Mode run.
6. Attacking Omeluum: Losing a Rare Ally
In the Underdark's Myconid colony, you meet Blurg of the Society of Brilliance. He calls over a friend with insight into your tadpole problem: Omeluum, a mind flayer with a mind of his own. Omeluum is a peaceful illithid—a true diamond in the rough—offering advice, quests, and selling useful magic items. Yet, some players attack on sight, a choice which loses them these opportunities and the trades of both Omeluum and Blurg. This has consequences in Act III, as Omeluum is crucial for a good outcome in a later quest. Killing one of the few friendly mind flayers is a major facepalm moment.
5. Sending Barcus Flying: A Gnomish Catapult
Early in Act One, in the Blighted Village, goblins have tied the deep gnome Barcus Wroot to a windmill. After dispersing the goblins, players face two levers: a brake and a release brake. Pulling the release brake speeds up the windmill, sending Barcus flying off the sail in a comical but fatal arc. While it's a meme-worthy moment, Barcus is a recurring, good-hearted ally involved in several Ironhand Gnome quests. Letting him die for a laugh means missing out on a valuable friend later. Do the right thing and hit the brake.
4. Returning Scratch: An Act of Pure Villainy
Almost every player loves Scratch, the loyal white hound who joins your camp. He's a good boy who helps find treasure. Yet, in Act Three's Rivington, players can do something truly despicable: return Scratch to his former abusive owner. His original caretaker worked for Sword Coast Couriers, and the cruel kennelmaster, Mar'hyah, will demand his return if she learns you have him. Mar'hyah abuses animals and employees. Players can scare her off for good. Choosing to hand Scratch back to a life of misery is an act so cruel even the Dark Urge might balk. Don't be a monster.
3. Killing Mizora in the Oubliette: Dooming Wyll
When Mizora is captured in Act Two, trapped in a pod in the illithid oubliette under Moonrise Towers, players can either free her—or destroy her. Vanquishing a powerless devil seems smart, but doing this damns Wyll to the Hells for failing his contract. As Wyll explains, violation transforms him into a lemure on Avernus's front lines forever. This choice dooms the Blade of Frontiers to an eternity as a shambling mound of flesh, kills a party member, and earns universal disapproval. Resist the temptation; just free the smarmy devil.
2. Letting Orin Kill Her Hostage: A Permanent Loss
In Act Three, the changeling Orin the Red kidnaps a camp member—potentially Gale, Lae'zel, Mizora, Halsin, or the child Yenna. She demands you kill Gortash, or she murders the hostage. If you ignore her or side with Gortash, upon challenging Orin in the Temple of Bhaal, she will likely kill the hostage then and there. While skill checks can prevent this, failure is dire. Companions killed this way cannot be resurrected and are gone forever. Orin doesn't make empty threats.
1. Letting Ethel Take Your Eye: A Super Not Worth It Deal
Seeking a tadpole cure early on, you might encounter Auntie Ethel, who offers to kiss your eye to remove the parasite. She claims no downsides, but that's hogwash. Ethel permanently debuffs the eye, giving disadvantage on Perception checks and attacks against her. It doesn't even cure the tadpole! She gives a paltry reward but leaves your eye permanently scarred, potentially locking you out of getting Volo's Ersatz Eye later. This prosthetic allows you to see invisibility—a powerful buff lost if you've already sacrificed a peeper. It's a raw deal through and through.
In Baldur's Gate 3, your choices define your story. But these ten decisions? They're less about shaping a narrative and more about demonstrating a spectacular lack of common sense. As the game continues to be enjoyed in 2026, remember: think twice before licking, trusting, or maiming. Your party will thank you.
