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Companions
Companions are playable characters who can join and fight alongside the player character. Each has their own motivations, personality, and approval, which increases or decreases according to choices made throughout the game. At high approval levels, many companions can be romanced. Conversely, a companion may leave the party or even try to kill the player character if their approval becomes too low.
The default class of companions can be changed. However, for story purposes, the game acts as if they still have their original class.
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 which must be followed.
Temporary companions[edit | edit source]
Temporary companions are characters who can be recruited as party members and take up a genuine but temporary party slot during quests or through world interactions.
Attached followers[edit | edit source]
Attached followers are characters that can be attached to the player character or other party members, like summons or allied NPCs during particular quests.
Attached followers in the main game[edit | edit source]
Attached followers in the finale[edit | edit source]
Hirelings[edit | edit source]
There are 12 hirelings available to recruit after level 3 – one for each class. Each has their own name, visuals, and race. Their abilities can be re-specced at any time.
Recruitment locations[edit | edit source]
Origin companions[edit | edit source]
- Astarion can be found standing on the trail west of the crashed Nautiloid on the Ravaged Beach.
- Gale can be met after interacting with the Ancient Sigil Circle east of the Nautiloid.
- Karlach can be found along the Risen Road, south of the Toll House at the end of a trail of blood leading towards the river.
- Lae'zel is a temporary companion in the prologue. She can subsequently be found and recruited in the following locations:
- Trapped in a cage by two tieflings, south of the Emerald Grove
- Confronting the Githyanki patrol as part of the Find the Githyanki Crèche quest
- Dead, in the Shadow-Cursed Lands. Her corpse is too damaged to be spoken to, but she can be resurrected using Revivify or its scroll version.
- Shadowheart is an optional temporary companion during the prologue. She can subsequently be found and recruited in the following locations:
- Unconscious on the Ravaged Beach, close to where the player character landed – if freed from her pod on the Nautiloid
- Unsuccessfully trying to enter the Dank Crypt – if left in her pod on the Nautiloid
- Inside the Hollow of the Emerald Grove
- If not previously recruited, Shadowheart will approach the character at:
- The Goblin Camp
- The Mountain Pass
- Wyll can be found inside the Emerald Grove, training young tieflings.
- He appears in camp if Karlach joins the party before him. While initially hostile, he can be talked down and recruited.
Non-origin companions[edit | edit source]
- Halsin is held prisoner in the Goblin Camp. He joins the party if he is freed and the party did not attack the Grove. He can become a full companion during Lift the Shadow Curse.
- Jaheira can be met at the Last Light Inn. She becomes available as a possible companion during the assault on Moonrise Towers, so long as she is alive and not hostile.
- Minsc can first be encountered in the Counting House. He becomes available as a companion if Jaheira is still alive and he survives the battle in the Lower City Sewers.
- Minthara is one of the three leaders of the Goblin Camp in Act One. Minthara can be recruited by siding with her and raiding the Emerald Grove or by fighting against her and knocking her out. After the other goblin leaders are killed, she shows up at Moonrise Towers facing judgment, able to be rescued and recruited.
Temporary companions[edit | edit source]
- Losiir appears only if Lae'zel is chosen as an origin character, filling her role as tutorial guide on the Nautiloid. His death in the Nautiloid's crash is scripted.
Attached followers[edit | edit source]
- Glut can be found in the Myconid Colony and can be temporarily recruited during the quest Defeat the Duergar Intruders. He remains in the party as long as they remain in the Underdark and as his quest is not completed.
- Sazza can be found being held prisoner in the Hollow. If the party help her, she follows while escaping.
- Us can be found aboard the Nautiloid, in the second room. It can join the party for the prologue, and potentially as a summons near the end of Act Two.
Permanent removal[edit | edit source]
Once they join the party, companions remain by the player character's side in most circumstances and, if killed during battle, can be brought back with Revivify, its scroll, or through Withers. However, there are several instances where a companion may leave, become hostile, or be killed during a cutscene – depending on the player character's choices. In those instances, they are treated as if they are permanently Dead and cannot be brought back under any circumstances.
The following is a list of instances where a companion is permanently removed from the party:
- Universal:
- A companion drops to -50 Approval or below
- A companion is sacrificed to BOOOAL
- As the Dark Urge, after Isobel is spared, the player character is instructed to kill their closest companion. If they are not woken up, the companion that is being romanced is killed in their sleep.
- If a companion trapped in a Profane Womb in the Mind Flayer Colony is turned into a Zombie by Balthazar's ritual, they cannot be resurrected after leaving the Colony.
- Orin is not stopped from killing her kidnapped companion
- A companion gives up their body and soul to Haarlep
- As origin Astarion, a cutscene plays during a long rest if the party does not know that Astarion is a vampire. He then has the option to drink a companion's blood, and if he does so and chooses to keep drinking or fails the saving throw to stop, that companion dies permanently. Alternatively, if he fails a Stealth check, then fails a Persuasion or Deception check upon being caught, the companion leaves the party. Gale cannot be fully drained of blood, and so the only way to make him leave in this scene is to drink his blood and then fail a Persuasion check.
- Astarion:
- Telling him to leave or attempting to stake him when he reveals his status as a Vampire Spawn, regardless of the result
- Handing him over to Gandrel or telling Gandrel he is at the party's camp
- Breaking Yurgir's contract, unless a Persuasion or Deception check is passed
- Siding with the Gur against Astarion
- Failing to stop Cazador from becoming a Vampire Ascendant
- Refusing to help him ascend without trying to persuade him out of it
- Interrupting his Rite of Profane Ascension
- Killing Cazador without Astarion in the party, unless the player character has above 40 (High) approval
- Kicking a romanced and Ascended Astarion when he tries to make the player character kneel
- Gale:
- Repeatedly attempting to probe his mind
- Ignoring his need to consume magic items
- Telling him to leave after he reveals his condition
- Choosing to raid the Emerald Grove unless an Insight or Deception check is passed
- Ignoring or killing Elminster, causing Gale to leave after Ketheric is defeated
- As the Dark Urge, becoming Bhaal's chosen if Jaheira is still alive and approval with Gale is not at least 20 (Medium)
- Halsin:
- Leaving the Shadow-Cursed Lands without fully resolving Lift the Shadow Curse
- Jaheira:
- Attacking Isobel in the Shadow-Cursed Lands
- Telling her to leave after Ketheric Thorm is defeated
- Attacking any of her children
- Killing Minsc upon encountering him in the sewers rather than knocking him out
- If the Dark Urge has obtained the Slayer form, Jaheira can appear in a cutscene during the first long rest in Act Three. Succeeding on an Intimidation check causes her to leave
- Sacrificing her or Minsc to Sarevok's Murder Tribunal
- As the Dark Urge, becoming Bhaal's chosen
- Causing Minsc to leave the party
- Karlach:
- Allowing Wyll to kill her when he confronts her at camp, or attacking her under the impression that she is a devil
- Siding with Anders against her
- Heading to Rosymorn Monastery Trail or Shadow-Cursed Lands without resolving Hunt the Devil
- Choosing to raid the Emerald Grove[16]
- As the Dark Urge, becoming Bhaal's chosen if Jaheira is still alive and approval with Karlach is not at least 40 (High)
- Leaving her behind in Wyrm's Rock Prison after she attempts to interrupt Gortash's ceremony
- Lae'zel:
- During the cutscene before meeting the Dream Guardian for the first time, there are multiple ways to permanently kill Lae'zel: Passing a Deception check to trick Lae'zel into killing herself first, attacking her, or letting her kill the player character when she reveals her intent to mercy kill the rest of the companions
- After their confrontation at camp, siding with Shadowheart or doing nothing when she readies to kill Lae'zel while sleeping
- As origin Shadowheart, attacking Lae'zel when she demands an explanation regarding the Mysterious Artefact, or letting her take it
- Long resting, fast travelling, or attacking Voss or any of the Githyanki warriors in the Mountain Pass when she goes to speak with them
- Heading to the Shadow-Cursed Lands before resolving Find the Githyanki Crèche, unless the player character intimidates her into staying
- Letting her wait in the Rosymorn Monastery Trail when entering the Shadowfell
- Refusing to let her use the Zaith'isk without choosing specific dialogue
- Refusing to give the Mysterious Artefact to W'wargaz unless choosing the dialogue option that makes only him hostile
- Leaving the Inquisitor's Chamber or attacking the Githyanki after Vlaakith's order to go inside the Mysterious Artefact
- Attacking Voss in Act 3 if she rejected Vlaakith and picking the dialogue option to imply that the player character likes to fight Githyanki
- If she rejected Vlaakith, allowing the Emperor, an illithid player character, or Karlach to consume Orpheus, unless succeeding a Persuasion check as well as another Persuasion or Intimidation check. Alternatively, if she is still loyal to Vlaakith, freeing Orpheus and allying with him, unless the player character convinces her to kill him once the Netherbrain is destroyed
- Minsc:
- Causing Jaheira to leave the party
- Minthara :
- Telling her to leave after Ketheric Thorm is defeated
- Shadowheart:
- Telling her to leave after she reveals her Sharran worship
- Siding against her when she attempts to kill Lae'zel while sleeping
- Attempting to enter the Shadowfell without the Spear of Night[17]
- Entering the Shadowfell without her
- Letting Balthazar capture the Nightsong
- Attempting to plead against her crusade to kill Aylin
- Handing her over to Viconia, if she has rejected Shar
- Killing her parents after they are freed
- Wyll:
- Choosing to defend Karlach from him when he confronts her
- Choosing to raid the Emerald Grove[16]
- Killing a member of the Emerald Grove[verify]
- Choosing to kill or ignore Mizora within the Mind Flayer Colony
- Killing Ulder Ravengard in the Iron Throne or making him hostile in any way once he is in camp
- As the Dark Urge, becoming Bhaal's chosen if Jaheira is still alive
Notes[edit | edit source]
- ↑ Quote source: Minthara_InParty_Nested_PartyMemberThoughts
- ↑ Since the release of patch 7, Alfira can be recruited as a temporary companion. However, per Larian's notes for this patch, she is only recruitable if the Dark Urge is chosen as origin and there is room for her in the active party. Alfira has the level progression of a generic
NPC_Wizardand has less-than-complete functionality as a playable character. - ↑ Losiir is only available if Lae'zel is chosen as origin.
- ↑ Us is available as an attached follower during the prologue and in Act Three if un-mutilated and rescued from the Mind Flayer Colony. During the Early Access Version of the game, Us was a temporary companion.
- ↑ Scratch is available as an attached follower in all three acts.
- ↑ After rescuing Halsin by defeating the Goblins inside the Worg Pens within the Shattered Sanctum, he can be recruited as an attached follower until all the Goblin leaders are defeated.
- ↑ Glut is available as a companion in the Underdark, but not in Grymforge.
- ↑ Sazza can be recruited as an attached follower in the Makeshift Prison and stays with the party until led to the Goblin Camp.
- ↑ Jaheira can be recruited as an attached follower during the assault on Moonrise Towers and will remain as such until after the party's first fight with Ketheric Thorm atop Moonrise Towers. Afterwards, she can be recruited as a permanent companion.
- ↑ If saved from the deep gnome questioners in Moonrise Towers Prison, Minthara can be recruited as an attached follower and must then be led out of the prison to the campsite. After that, she can be recruited as a permanent companion.
- ↑ Boo is only available as a summon to Minsc, who, in turn, is recruitable in Act Three.
- ↑ Counsellor Florrick becomes an attached follower while she is being led to freedom from Wyrm's Rock Prison.
- ↑ Hope is available as an attached follower during the fight against Raphael.
- ↑ 14.0 14.1 Omeluum and Ulder Ravengard are available as attached followers in the Iron Throne.
- ↑ Zanner Toobin is available as an attached follower in the Steel Watch Foundry.
- ↑ 16.0 16.1 An exploit is available to prevent Karlach, Wyll or both from leaving the party if siding with the goblins. Before the battle commences, Wyll and Karlach must be Dead. Afterwards, their corpses must be kept in the inventory of another active party member while making choices which improve their approval. The party member who carries the corpses must be in close vicinity when such events occur (see approval notes for more details on how approval works). Once their approval reaches or rises above -50, revive Karlach, Wyll, or both of them. In this way, Karlach and Wyll can live with this decision and stay, unless, of course, their approval drops below -50 again.
- ↑ She initially warns the player character and only becomes hostile if ignored.