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Choosing a Heretical dialogue option in Warhammer 40,000: Rogue Trader usually does two things: it adds points to your Heretical conviction path and can make later story or gameplay elements react to that path. The points are not all worth the same amount, and at least one documented Heretical decision permanently sacrifices a companion. That is a serious consequence, but it does not mean every Heretical choice removes a companion or that one selection fixes your entire ending.
Owlcat’s Patch 1.3 also changed the pace of conviction progression by increasing many Dogmatic, Heretical, and Iconoclast awards in Acts III and IV. The practical result is that the same style of choice can move a later-act character through conviction ranks faster than it did in earlier builds. Exact outcomes still depend on the individual choice, your current conviction totals, and the game version you are playing.
What the Heretical path actually tracks
Rogue Trader records three conviction alignments: Dogmatic, Iconoclast, and Heretical. Every tagged decision adds points to one of those tracks. Heretical choices therefore have a measurable effect even when the immediate conversation appears to end normally. Your total contributes to your Heretical rank, and conviction rank can be relevant to both narrative reactivity and gameplay effects.
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The system is separate from a simple good-versus-evil meter. A character can accumulate points in more than one path, so selecting an occasional Dogmatic or Iconoclast response does not automatically erase Heretical progress. However, mixed totals make it more important to inspect the requirement attached to a later option or item instead of assuming that a few dramatic choices have already committed the whole campaign.
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Some item properties are tied to a conviction or rank. In practice, that means a Heretical-heavy character can eventually interact with equipment or effects that are not available, or are less useful, to a character who has invested elsewhere. The documentation confirms that conviction-specific item properties exist, but it does not establish a complete current catalog of those items or every rank threshold.
Immediate effects of selecting a Heretical option
You receive Heretical conviction points
The direct, predictable result is an increase to the Heretical track. The amount is attached to the specific decision, not to the word “Heretical” as a universal value. Two options carrying the same path label can award different numbers of points. Treat the amount shown by the game for that choice as authoritative for your build.
Your future reactivity can change
Conviction is used as a narrative and gameplay signal. As your rank changes, later content can check that state, and some interactions or effects may respond differently. The broad mechanic is documented; a single public list of every affected conversation, encounter, item, and ending condition is not. Do not assume that every Heretical choice produces an immediately visible scene or that every later branch is controlled by conviction alone.
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A conviction point award and a story consequence are not the same thing. A dialogue option can add points, set another quest state, alter a relationship, or do more than one of those things. The Heretical label tells you which conviction receives credit; it does not by itself describe all other flags attached to the selection.
How Heretical compares with the other conviction paths
The available documentation supports a high-level comparison, not a ranking of which path is strongest or which produces the best ending.
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| Path | Documented function | What you should not assume |
|---|---|---|
| Dogmatic | Receives points from Dogmatic choices and can participate in narrative, gameplay, and conviction-linked item reactions. | That it has a universally better combat or ending outcome than the other paths. |
| Iconoclast | Receives points from Iconoclast choices and is part of the same tracked conviction system. | That an Iconoclast selection has the same point value as a Heretical or Dogmatic selection in a comparable scene. |
| Heretical | Receives points from Heretical choices and can affect narrative, gameplay, and conviction-linked item properties. At least one documented choice also permanently sacrifices a companion. | That every Heretical choice has a permanent-loss consequence or determines the complete ending by itself. |
Point values are decision-specific
Conviction planning fails when players count labels instead of points. The choice appendix maintained on GameFAQs lists individual awards, showing that the values differ from decision to decision. Because the complete current choice table and every later-build adjustment are not established in the available documentation, it is unsafe to publish a universal claim such as “you need to make a fixed number of Heretical choices.”
Use the displayed award as the unit you track. A practical record can include:
- the act and quest where you made the choice;
- the exact option text and its Heretical tag;
- the points shown before confirmation;
- your total Heretical rank immediately afterward; and
- any warning about a companion, quest, or irreversible state.
This approach also protects you from patch differences. A save created under one balance version may not progress at the same pace as a new character under another version, even if you select similar dialogue options.
The documented permanent consequence: sacrificing a companion
The strongest confirmed warning is a Heretical choice listed in the conviction-choice appendix that sacrifices a companion and permanently removes that companion. This is not merely a temporary disagreement or a character leaving until a later quest. Once the decision is accepted, the documented outcome is permanent loss of that companion.
The available material does not identify that example as a universal rule for Heretical decisions. Most Heretical selections should therefore be evaluated individually. A path label is not a substitute for reading the consequence text attached to the option.
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How to protect a campaign before a high-stakes choice
- Create a manual save before opening the conversation. Use a separate slot rather than overwriting your only recent save.
- Read every visible tag and warning. Check whether the game names a companion, removal, sacrifice, or other irreversible action in addition to the conviction award.
- Check your party and active quests. Note which companion is present and whether a companion-specific objective is in progress.
- Confirm the result after selecting the option. Verify the conviction total and whether the companion or quest state changed immediately.
- Keep the pre-choice save until the next major story transition. A consequence may not become obvious in the same dialogue.
If you accepted the sacrifice and want the companion back, the reliable recovery method supported by the documented consequence is loading an earlier save. There is no evidence here for a later recruitment reversal or a universal in-game undo.
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What Patch 1.3 changed
Owlcat Games’ Patch 1.3 announcement states: “Many dialogue choices in the third and fourth Acts of the game that gave Dogmatic, Heretical or Iconoclast points now give significantly more of those points.” This is a developer-described adjustment to the awards, not a promise that every conviction value in every later build remains identical.
The same announcement explains why an existing character did not receive all of the added points retroactively: granting them immediately could make the character switch conviction against the player’s will. In other words, a character who already passed through Acts III or IV was not simply credited with a new batch of points after the patch.
What that means for your save
- New later-act decisions may be worth more than before. The patch specifically calls out many choices in Acts III and IV.
- Your old total is not automatically recalculated. Do not expect a previously completed choice to be replayed in the background with its new value.
- Threshold timing can differ by build. If a guide written before Patch 1.3 predicts a rank at a particular point, compare it with the value and requirement displayed in your current game.
- Patch notes are the strongest source for the adjustment. Community tables remain useful for examples, but they should not override an in-game value that your current version displays.
Can you mix Heretical, Dogmatic, and Iconoclast choices?
Yes, the conviction system tracks the three paths rather than forcing every choice into a single permanent selection at the start of the campaign. That makes a hybrid approach possible: you can role-play a primarily Heretical character while occasionally taking another path, or pursue several tracks until a particular rank or effect becomes important.
The trade-off is predictability. If a later requirement checks a specific conviction rank, points spent on another path do not help that Heretical total. Because the complete thresholds and branch list are not established here, do not plan around an assumed percentage split or a guaranteed “safe” number of off-path decisions.
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Two practical planning styles
Focused Heretical run
Select Heretical-tagged options whenever their personal and story costs fit your role-play. This maximizes the chance of reaching Heretical ranks earlier, but it also exposes you to the path’s most severe documented consequence and leaves less room for corrective choices if a later requirement is missed.
Hybrid run
Choose based on the immediate story or companion result, accepting that your Heretical rank will grow more slowly. This is the safer approach when you do not know which path a later scene will require, because you are not treating an unverified threshold as a guarantee. Keep manual saves before choices with visible warnings.
Do Heretical choices determine the ending?
They can matter to the campaign’s state, but the available documentation does not establish a complete ending guide. It does not verify every current threshold, companion reaction, branch, or ending slide, so it would be misleading to claim that one Heretical choice locks a specific finale or that a fixed total guarantees one.
Use a narrower rule: conviction is one tracked factor that can affect later narrative and gameplay, while each choice may also carry its own quest or companion flags. When a scene displays a conviction requirement, follow that displayed requirement. When a guide claims a universal ending result, check whether it identifies the game version and the other conditions involved rather than relying on the Heretical label alone.
A safe procedure for evaluating every Heretical decision
- Open your conviction or character-progression view. Record your current Heretical total and rank before the conversation.
- Read the complete option text. Look for the Heretical marker, the point award, and any separate warning.
- Identify people and assets at risk. A named companion, quest, item, or faction consequence deserves a manual save.
- Compare the choice with your goal. If you are targeting a rank-linked effect, confirm that the award contributes to Heretical rather than another path.
- Commit and verify. Reopen the conviction display after the dialogue and check that the expected points were added.
- Reassess after Acts III and IV choices. Patch 1.3 increased many awards in those acts, so update your running total instead of copying an older guide’s arithmetic.
Troubleshooting common surprises
“I made several Heretical choices but did not reach the expected rank.”
Check the individual point awards first. Choices with the same label can have different values, and an older guide may predate the Acts III–IV changes in Patch 1.3. Also confirm that a choice you remembered as Heretical was not tagged for another conviction.
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“My old character did not receive the patch’s extra points.”
That behavior matches Owlcat’s explanation. The additional awards were not applied immediately to existing characters because doing so could force an unwanted conviction switch. Your completed decisions therefore should not be assumed to have been recalculated.
“A companion disappeared after a Heretical decision.”
Load the manual save from before the conversation if you want to reverse the documented sacrifice example. The evidence supports permanent loss for that example; it does not support a general claim that every missing companion is caused by Heretical conviction.
“A guide says my ending is guaranteed.”
Treat that as version- and condition-sensitive. The available sources do not document every ending branch or threshold. Verify the current game’s displayed requirement and consider other quest states before treating a conviction total as a guarantee.
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What the available sources establish
Owlcat’s Patch 1.3 announcement is the primary source for the Act III and IV point increase and for the explanation that existing characters were not immediately granted the extra points. The community-maintained Rogue Trader Wiki’s “Convictions” page is useful for the broad three-path system and conviction-linked item behavior, but community documentation should not be treated as a definitive list of current values. GameFAQs’ “Appendix: Conviction Choices” provides choice-level examples, including the documented companion sacrifice, while not establishing a complete, current map of all branches and endings.
Together, these sources support a clear conclusion: Heretical decisions are mechanically tracked, their point values vary, and some carry consequences beyond conviction. They do not support an exhaustive promise about every scene or finale in every build.

