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Campsite: Difference between revisions

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== Item persistence ==
== 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.
It is possible to place items, containers, chests in a camp. If returning to the same camp instance those items will persist. However, travelling to a different camp instance, 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.
At a certain points in the story it is not possible anymore to return to camp instances from previous Acts. So leaving storing items in these camps can be dangerous.


The [[Traveller's Chest]] is the only exception; its contents persist across all camps.
The [[Traveller's Chest]] is the only exception; its contents persist across all camps.
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File:Campsite_Wilderness_Empty.png|The Wilderness Campsite
File:Campsite_Wilderness_Empty.png|The Wilderness Campsite
</gallery>
</gallery>
Individual campsites may vary greatly in layout and expanse.
Individual campsites may vary greatly in layout and expanse - Adamantine Forge Camp.
<gallery heights=150px>
<gallery heights=150px>
File:Screen The Adamantine Forge Camp A.jpg|The Adamantine Forge Campsite
File:Screen The Adamantine Forge Camp A.jpg|The Adamantine Forge Campsite
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File:Screen The Adamantine Forge Camp D.jpg|The Adamantine Forge Campsite
File:Screen The Adamantine Forge Camp D.jpg|The Adamantine Forge Campsite
</gallery>
</gallery>
Individual campsites may vary greatly in layout and expanse - Rosymorn Monastery Trail Campsite.
<gallery heights=150px>
<gallery heights=150px>
File:Screen Rosymorn Monastery Trail Camp A.jpg|Rosymorn Monastery Trail Campsite
File:Screen Rosymorn Monastery Trail Camp A.jpg|Rosymorn Monastery Trail Campsite

Latest revision as of 19:38, 21 September 2024

The Campsite is a region in Baldur's Gate 3. This is a special location that the party discovers when they first initiate a long rest, and can subsequently be traveled to similarly or through fast travel.

Purpose and usage[edit | edit source]

The Magic Mirror

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[edit | edit source]

Day-Time Version[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  • Wilderness Campsite: This is the primary campsite the party visit when in the Wilderness or its outdoor locations.
  • 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.

Act Two[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

It is possible to place items, containers, chests in a camp. If returning to the same camp instance those items will persist. However, travelling to a different camp instance, those items will not be moved to the new instance.

At a certain points in the story it is not possible anymore to return to camp instances from previous Acts. So leaving storing items in these camps can be dangerous.

The Traveller's Chest is the only exception; its contents persist across all camps.

Galleries[edit | edit source]

Campsites are often visually distinct between regions.

Individual campsites may vary greatly in layout and expanse - Adamantine Forge Camp.

Individual campsites may vary greatly in layout and expanse - Rosymorn Monastery Trail Campsite.

The Campsite may also host additional characters and animals

Related quests[edit | edit source]

Notable characters[edit | edit source]

The presence of any of the below characters is dependent upon story choices made by the party.

Companions[edit | edit source]

NPCs[edit | edit source]

Notes[edit | edit source]

  • 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:
  • 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.