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Purpose and usage
The campsite provides a location to swap or speak to party members, store or retrieve items from the Traveller's Chest, change class or revive fallen Companions via Withers, or take a Long Rest. Through interacting with the Magic Mirror, Custom, Dark Urge, and Hireling characters (not Origins, or Companions) can change their appearance. In Multiplayer, Withers' Wardrobe of Wayward Friends will spawn there when player characters are dismissed.
When travelling to camp, all attached party members will travel also if they are not too far away from the traveller. Fleeing combat will also move the fleeing character to camp.
Day and Night Versions
Day-Time Version
The day-time version of the camp is accessed whenever the party chooses to go to it through fast travel. The party may also appear here instead of in the World Map after resting if certain camp cutscenes that don't trigger automatically are available. It is also possible to reform the party composition here.
Night-Time Version
The night-time version of the campsite serves as the manadatory location for Long Resting. It is also a key location to progress the main and companion stories through camp conversations. The party composition can reformed here in the same way as in the day-time version.
Waypoints
This location does not contain any waypoints, but can be fast travelled to at any point when fast travel in general is allowed. Arriving at the campsite this way will show the daytime version of the location.
Instances
The appearance of the Campsite (tents, furniture, characters, etc.) may change as the story progresses, provided the player character gathers companions and allies. The campsite has several instance variants that are used when travelling to camp from certain game locations. Like the open world it is possible to loot containers and take items to be sold. These can be looted from each instance.
Act One
- Wilderness Campsite: This is the primary campsite the party visit when in the Wilderness or its outdoor locations.
- Overgrown Chapel Campsite: This is campsite is visited when in the interior of the Overgrown Ruins or inside the Shattered Sanctum of the Goblin Camp.
- Basement Campsite: This campsite is visited when in the basement / cellar of any home in the Blighted Village or in the basement of the Toll House at the Risen Road.
- Cavern Campsite: This campsite is visited when resting in the Whispering Depths.
- Underdark Campsite: This campsite is visited when in the primary Underdark region.
- Underdark (Grymforge) Campsite: This campsite is visited when in the Grymforge area of the Underdark.
- Underground Campsite: This campsite is visited when in underground over-land regions such as the Zhentarim Basement or the Underground Passage.
- Rosymorn Monastery Trail Campsite: This campsite is visited when resting in the main area of Rosymorn Monastery Trail.
- Crèche Y'llek Campsite: This campsite is visited when resting inside Crèche Y'llek.
Act Two
- Shadow-Cursed Lands Campsite: This campsite is visited when resting while in many of the areas within the Shadow-Cursed Lands.
- The Last Light Inn Campsite: This campsite is visited when resting while in the Last Light Inn location of the Shadow-Cursed Lands.
- The Gauntlet of Shar Campsite: This campsite is visited when resting in the Gauntlet of Shar.
- Moonrise Towers Campsite: This campsite is visited when resting in Moonrise Towers.
Act Three
- Wyrm's Lookout Campsite: A one-time campsite visited during an intermission after completing Act Two.
- Rivington Campsite: This campsite is visited when resting while in Rivington or Wyrm's Rock.
- Baldur's Gate Alley Campsite: This campsite is visited when resting while in the Lower City.
- Elfsong Tavern Suite: This campsite is different from the others in that it is not automatically obtained by resting. Instead, the party must speak to Alan Alyth in the Elfsong Tavern and unlock the option to stay at the Inn, either by paying gold or via a dialogue check. Once unlocked the room will be available on rest, and replaces the Alley Campsite as the main camp while resting in Baldur's Gate.
Item persistence
You can place items, containers, chests in a camp. If you return to the same camp instance those items will persist. However, if you travel to a different camp instance type, those items will not be moved to the new instance.
At a certain point in the story you can not return to camp instances from previous Acts. So storing items in these camps can be dangerous.
The Traveller's Chest is the only exception; its contents persist across all camps.
Galleries
Campsites are often visually distinct between regions.
Individual campsites may vary greatly in layout and expanse.
The Campsite may also host additional characters and animals
Related quests
Notable characters
The presence of any of the below characters is dependent upon story choices made by the party.
Companions
NPCs
Notes
- Some campsites contain Easter Eggs in the form of "singing spots," locations where a character can stand and hear alternate music. The known singing spots include:
"Singing" rock above Astarion's tent in the Wilderness camp, X: -643 Y: -199. Plays a fully orchestrated and vocalized version of "I Want To Live."
"Singing" vista overlooking Wyrm's Rock at the Wyrm's Lookout camp, X: 363 Y: 51. Plays a fully orchestrated and vocalized version of "I Want To Live."
- The Elfsong Tavern camp also features unique music, "Song of Balduran", though it is not necessary to stand in any particular spot to hear it.