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'''Non-player Characters ('''also known as NPCs) are game characters not controlled by the player.
{{hatnote|This article is about the concept. For lists of all characters, see [[List of characters]] and [[:Category:Characters]].}}


For the purposes of keeping this information digestible, only characters with sufficient dialogue or story significance will be listed here.  
'''Non-player characters''' (also known as '''NPCs''') are characters not controlled by the player. They have pre-determined behaviours and defined [[ability score]]s, [[class action]]s, and inventories. NPCs commonly have dialogue and voice lines, and many NPCs in [[Baldur's Gate 3]] are involved in [[quests]].


=== [[Prologue]] ===
Some NPCs, particularly humanoid ones, have sets of abilities that mimic [[Avatar|player character]] progression. A [[ranger]] archetype NPC might have ranger-like abilities such as {{SAI|Hunter's Mark}} or {{SAI|Ensnaring Strike}}. Other NPCs can have class actions that are unique to them and cannot be learned by player characters.


* [[Us]]
== Types of NPC ==
* [[Lae'zel]] (Companion, Origin Character)
NPCs can be divided into a number of archetypes that are not necessarily mutually exclusive.
* [[Shadowheart]] (Companion, Origin Character)


===[[Ravaged Beach]]===
=== Bosses ===
*[[Astarion]] (Companion, Origin Character)
: An informal term used by the [[Baldur's Gate 3]] playerbase to describe unique, particularly strong enemies. Bosses usually have special and powerful abilities, and are often in set-piece areas that play to their strengths. Bosses also often drop plentiful loot, and might have a few unique magic items as well. However, whether an NPC is a boss is ultimately subjective.
*[[Gale]] (Companion, Origin Character)
{{hatnote|See [[Bosses]].}}
*[[Dying Mindflayer]]
===[[Bedchamber]]===
* [[Andorn]]
* [[Barton]]
* [[Cefrey]]
* [[Haseid]]
* [[Mari]]
* [[Torgga]]
===[[Druid Grove]]===
*[[Wyll]] (Companion, Origin Character)
*[[Kagha]]
*[[Rath]]
*[[Nettie]]
*[[Apikusis]]
*[[Auntie Ethel]] (Trader)
*[[Arron]] (Trader)
*[[Dammon]] (Trader)
*[[Zevlor]]
*[[Alfira]]
*[[Aradin]]
*[[Asharak]]
*[[Elegis]]
*[[Kaldani]]
*[[Rikka]]
*[[Arabella]]
*[[Sazza]]
*[[Zorru]]
*[[Mol]]
*[[Volo|Volothamp Geddarm]]


===[[Sunlit Wetlands]]===
=== Companions ===
*[[Johl]]
==== Origin Companions ====
*[[Demir]]
: [[Origin]] companions are playable characters with rich backgrounds and ties to the world and the events of the game. The origin companions can be recruited shortly after completing the [[Prologue]]. Each Origin can also be selected as a player character as an alternative to creating a custom character.
*[[Gur]]
{{hatnote|See [[Companions#Origin Companions|Origin Companions]].}}
===[[The Risen Road]]===
 
*[[Karlach]] (Companion, Origin Character)
==== Non-Origin Companions ====
*[[Anders]]
:Non-Origin companions may be recruited at various points later in the game, and each non-origin companion has specific recruitment scenarios that must be followed.
*[[Rugan]]
{{hatnote|See [[Companions#Non-Origin Companions|Non-Origin Companions]].}}
*[[Olly]]
 
*[[Zarys]]
====Temporary Companions====
===[[Goblin Camp]]/[[Shattered Sanctum]]===
:Temporary companions are characters that can be recruited as party members and take up a genuine but temporary party slot during [[All Quests|Quests]] or through world interactions.
*[[Halsin]] (Companion)
{{hatnote|See [[Companions#Temporary Companions|Temporary Companions]].}}
*[[Minthara]] (Companion)
 
*[[Priestess Gut]]
=== Followers ===
*[[Dror Ragzlin]]
====Attached Followers====
*[[Novice Crusher]]
:Attached Followers are characters that can be attached to the player character or other party members like [[Summon|Summons]] during [[All Quests|Quests]] or through world interactions.
*[[Gribbo]]
{{hatnote|See [[Companions#Attached Followers|Attached Followers]].}}
*[[Abdirak]]
 
*[[Torturer Spike]]
==== Camp Followers ====
*[[Roah Moonglow]] (Trader)
: Camp followers are characters that remain at camp and cannot be invited to the player's party. They usually have [[Quests]] tied to them, provide lore and may provide services.
*[[Liam]]
{{hatnote|See [[Camp Followers]].}}
===[[Underdark]]===
 
*[[Spaw]]
=== Common Citizens ===
*[[Glut]]
: These NPCs populate the game world, creating a sense of a living environment, having limited dialogue options and do not typically provide quests or items.
*[[Blurg]] (Trader)
 
*[[Omeluum]]
=== Hostile NPCs (Enemies) ===
*[[Dhourn]]
: Hostile NPCs - or Enemies - are adversaries that the player encounters during exploration and quests, varying in level of difficulty.
*[[Filro the Forgotten]]
 
===[[Grymforge]]===
=== Traders ===
*[[Nere]]
: A trader is an NPC with an expanded list of items to trade or [[pickpocket]], as well as a large amount of gold. They can be commonly found in what can be considered settlements or cities.
* [[Sergaent Thrinn]]
{{hatnote|See [[Traders]] or [[Trading and item pricing|Trading]].}}
* [[Elder Brithvar]]
 
* [[Philomeen]]
[[Category:Gameplay mechanics]]
* [[Corsair Greymon]] (Trader)
{{NavGameplay/Mechanics}}
{{Character}}

Latest revision as of 17:26, 2 October 2024

This article is about the concept. For lists of all characters, see List of characters and Category:Characters.

Non-player characters (also known as NPCs) are characters not controlled by the player. They have pre-determined behaviours and defined ability scores, class actions, and inventories. NPCs commonly have dialogue and voice lines, and many NPCs in Baldur's Gate 3 are involved in quests.

Some NPCs, particularly humanoid ones, have sets of abilities that mimic player character progression. A ranger archetype NPC might have ranger-like abilities such as Hunter's Mark Hunter's Mark or Ensnaring Strike Ensnaring Strike. Other NPCs can have class actions that are unique to them and cannot be learned by player characters.

Types of NPC[edit | edit source]

NPCs can be divided into a number of archetypes that are not necessarily mutually exclusive.

Bosses[edit | edit source]

An informal term used by the Baldur's Gate 3 playerbase to describe unique, particularly strong enemies. Bosses usually have special and powerful abilities, and are often in set-piece areas that play to their strengths. Bosses also often drop plentiful loot, and might have a few unique magic items as well. However, whether an NPC is a boss is ultimately subjective.
See Bosses.

Companions[edit | edit source]

Origin Companions[edit | edit source]

Origin companions are playable characters with rich backgrounds and ties to the world and the events of the game. The origin companions can be recruited shortly after completing the Prologue. Each Origin can also be selected as a player character as an alternative to creating a custom character.

Non-Origin Companions[edit | edit source]

Non-Origin companions may be recruited at various points later in the game, and each non-origin companion has specific recruitment scenarios that must be followed.

Temporary Companions[edit | edit source]

Temporary companions are characters that can be recruited as party members and take up a genuine but temporary party slot during Quests or through world interactions.

Followers[edit | edit source]

Attached Followers[edit | edit source]

Attached Followers are characters that can be attached to the player character or other party members like Summons during Quests or through world interactions.

Camp Followers[edit | edit source]

Camp followers are characters that remain at camp and cannot be invited to the player's party. They usually have Quests tied to them, provide lore and may provide services.

Common Citizens[edit | edit source]

These NPCs populate the game world, creating a sense of a living environment, having limited dialogue options and do not typically provide quests or items.

Hostile NPCs (Enemies)[edit | edit source]

Hostile NPCs - or Enemies - are adversaries that the player encounters during exploration and quests, varying in level of difficulty.

Traders[edit | edit source]

A trader is an NPC with an expanded list of items to trade or pickpocket, as well as a large amount of gold. They can be commonly found in what can be considered settlements or cities.