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 or Ensnaring Strike. Other NPCs can have class actions that are unique to them and cannot be learned by player characters. This is particularly often the case for so-called "boss" NPCs.
Types of NPC[edit | edit source]
NPCs can be divided into a number of archetypes that are not necessarily mutually exclusive.
- 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 a subjective.
- camp follower
- A camp follower is an NPC that remains at camp and cannot be invited to the player's party. They may provide services. See Camp followers.
- A companion is an NPC that often has a very large number of interactions. When added to the player's party, they take up one of the four slots available and temporarily become a playable character, albeit with special interactions that a custom player character does not have. They can also still be entered into dialogue with. See Companions.
- A trader is an NPC with an expanded list of items to trade or pickpocket, as well as a large amount of gold. See Traders.
List of articles about NPCs[edit | edit source]
- Camp followers
- Companions, which are NPCs when not in the active party.
- Origin characters, which are NPCs when not in the active party.
|Resources||Action • Bonus action • Reaction • Movement speed • Concentration|
|Dice rolls||Ability check • Ability score modifier • Advantage • Attack roll • Damage roll (Mechanics) • Initiative • Inspiration • Proficiency (Bonus) • Saving throw|
|Other mechanics||Alchemy • Approval • Damage types • Difficult Terrain • Enchantment • Healing • Reactions • Resting • Stealth • Barter ( Attitude • Traders • Trading and item pricing)|
|Items|| Equipment (Weapons • Clothing • Armour • Shields • Headwear • Handwear • Footwear • Amulets • Rings • Cloaks)
Consumables (Arrows • Coatings • Dyes • Elixirs • Grenades • Potions • Scrolls) • Containers • Miscellaneous