While has quite a few obvious decisions for an evil playthrough throughout, there are a ton of them that players might not even know are an option. Some of these decisions are simply evil for evil's sake and don't offer any clear rewards, or require playing as specific races to unlock unique evil dialogue choices. There's no shortage of evil opportunities throughout from the Grove early in Act One all the way to the Lower City.
Whether it's the Dark Urge, an evil Origin character, or a built-from-scratch ne'er-do-well, anyone attempting a truly evil playthrough will want to keep these decisions in mind for their next run. Here's a look at easy-to-miss evil decisions in ,and some tips on how not to miss them in the next playthrough.
Players will find Barth in the Hollow after he was pickpocketed by Meli, triggering the "" quest. A few unique dialogue options are made available, but first, players need to get super evil and allow Arabella to be bitten by the snake and die.Then, when Barth accuses Meli of stealing his locket, letting Meli escape gives players the option to intimidate him with a threat that he might share the same fate as Arabella, which will make him give up the locket right away.
Turns out this locket belonged to Barth's deceased mother,and while it would be the right thing to do to simply give it back, why not make him pay for it? Barth will not like this, but will begrudgingly hand over a reward.
During the encounter at the Druid's Grove gate entrance, players will find out that Aradin was on a mission to find the Nightsong at the Goblin's Camp, but things didn't work out the way he planned. Zevlor and Aradin will get into a little tiff afterward, once the party has entered through the gate. Players might not realize it, but Zevlor is wearing a very nice pair of gloves, Hellrider's Pride, that they would otherwise access by completing the or quests. However, it's possible to get Aradin to punch Zevlor first during their argument, knocking Zevlor
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