This page of the Baldur's Gate 3 guide has the most important information about the party camp. You'll find out, e.g. how to reach the party camp, what is the main purpose of returning to the camp, and what are the main activities you can do at the camp.
- Camp – main roles
- How to reach the camp?
- Main activities at the camp
- New psionic powers
- Additional characters in the camp
- Additional scenes in the camp
Camp – main roles
In Baldur's Gate 3, the camp has two main roles:
- The option to take a longer rest. In addition to restoring the health points of the characters, it also helps you, e.g. get rid of some of the negative statuses, or restore the limit of using certain skills and spells.
- You can meet with companions. This helps you to know them better, build relationships with them for possible romance, or get more accurate information about quests related to specific party members.
How to reach the camp?
There are two main ways of reaching the party camp. The first method involves clicking on the button next to the mini-map in the top right corner of the screen.
The second method is to select the camp from the list of fast travel destinations. It should be at the top of the list.
Main activities at the camp
Every hero you have recruited stays at the camp, not just those who have accompanied you so far during your exploration of the game world. You can talk to each of them, for example, to find out more about a given character or a related quest.
Some companions can have exclamation marks above their heads. It means that you can have a unique conversation with a given character, e.g. about the recent events. It's worth noting that exclamation marks don't just appear in the camp. They can also appear when traveling around the world, e.g. after a major event in a quest.
Note - The list of potential party members can be found on the List of playable characters page.
In the camp, you can change the composition of the active party, i.e. up to 3 heroes accompanying your hero in their journey. When talking to your companion, you can ask them to stay in the camp (example in picture 1) or to join you (example in picture 2) - the latter is possible only if your active party does not count 4 people.
You can put unnecessary items in the chest. It's a good idea if the inventory of all your party members is full, or you simply want to store some weapons, artifacts, and other heavier items for later. This will make space for new items found during the adventure.
You can rest using the mattresses. Interact with one of them after doing other things in the camp. When you sleep you, move to the next day. Your team will automatically return to the same location from which they left earlier for camp.
New psionic powers
Additional information - After one of the first rest in the camp, you will automatically unlock the new Illithid psionic powers, which are associated with the parasites inside the heroes' heads. The game will automatically assign different powers to party members depending on their class:
- Fighter - Psionic Pull - This power allows you to pull characters and objects towards you. It is particularly useful for pushing opponents from high shelves and for reducing the distance to enemies using ranged weapons.
- Cleric - Survival Instinct - This power protects Cleric from being knocked down after losing all health points.
- Wizard - Reflective Shell - Allows you to reflect all projectiles aimed at the Wizard. This includes both arrows and magical projectiles created with spells.
- Rogue - Inkblot - This power creates a dark magical cloud that helps you hide from enemies. Characters inside the cloud are blinded and cannot use ranged attacks.
- Lowca - Force Tunnel - This power allows a Hunter to perform a charge that pushes objects and characters standing in the hero's way. This can have a variety of uses, such as saving your Hunter when they get surrounded or pushing enemies from high places.
- Warlock - Supernatural Attraction - This power allows the Warlock to teleport to another character.
Psionic powers are classified as bonus actions, so you can use them regardless of the main attacks and skills used. Any power needs to be regenerated after use, but all you have to do is to take a short rest.
Additional characters in the camp
Characters and beings who are not members of the party may appear in the camp. This can happen after you encounter them during the exploration of the world and meet any additional requirements to invite them to the camp. Below is a list of these characters.
Hooded Skeleton is an NPC that can be encountered during the exploration of the Dank Crypt beneath the Overgrown Ruins. You must reach the secret chamber in the crypt, find the secret button, defeat the undead, and then examine the large sarcophagus. This will make the Hooded Skeleton appear. When you talk to him, you can choose any dialog options and none of them will lead to a fight or make the Skeleton dislike you.
From now on, the Hooded Skeleton will appear in the party's camp. In addition to having more conversations with him, you can pay him to resurrect fallen party members. This will cost you 200 gold.
Scratch, the dog initially stays in the woods northeast of the Blighted Village. This animal watches over the corpse of its master, Gomwick. You can calm the dog by talking to it (appropriate spell or potion required), or by passing the Animal Handling, Persuasion, or Intimidation test. It'll let you pet Scratch. You can let the dog smell the hero and remember your smell.
The exact location of the dog can be found, e.g. on the M5 map in the World Atlas.
From now on, the dog will start appearing in the camp. You have more chances to pet the animal – doing this can increase support points from other characters.
The Owlbear Cub resides with an adult Owlbear in a nest located west of Druid Grove and northeast of the Blighted Village. You can choose to fight the Owlbear. The clerics you encountered in the forest can help you in this fight – they will want to avenge the death of one of them.
For more information on the location of the Owlbear's Nest, see the M5 map in our world atlas.
If you decide to fight, try to focus on defeating the adult Owlbear and avoid killing the Owlbear cub (you can use skills and spells that will immobilize or scare the cub). When the Owlbear receives a fatal blow, you will have a scene – let the cub feed on its murdered mother. Then leave the lair without killing the Owlbear Cub.
Take a rest to "wake up" the next day. Then reach Goblin camp (M6 map in our world atlas). You will find the Owlbear Cub chased by Goblins. Talk to the goblins first and then make contact with the Owlbear – use the Speak with Animals skill or the Animal Handling potion/spell. The idea is to "invite" the Owlbear to the party's camp. Lastly, talk to the Goblins again and force them to release the Owlbear – use the Illithid power, or pass a persuasion/intimidation skillcheck. After some time, the Owlbear will appear in the camp.
Volo is an NPC imprisoned by Goblins in their camp. Once you get there, you can try talking to Volo. No matter how you behave, he will be sent to prison.
Information on Volo's exact location can be found, e.g. on the M6 map in the world atlas.
Volo is imprisoned in the Shattered Sanctum, in one of the eastern rooms. You can talk to the Goblin who treats Volo as her property – you can pay her for the prisoner, or pass a deception or intimidation skillcheck.
If the conversation was successful, you will be given a key to the cage. Alternatively, you can open it with a lockpick. When you talk to Volo, you can invite him to your camp.
Additional scenes in the camp
Every time you return to the camp, you can witness an additional scene – either immediately or after choosing the option to rest. A few such scenes are listed below.
One of the scenes involves a person from the main character's dreams. This is the person you chose at the very end of the process of creating a new character. The game does not immediately reveal who the character is, although it is revealed that these dreams are caused by the parasite "living" in the protagonist's head.
Another more elaborate scene involves an encounter with Raphael, during which you learn that he is a devil. You can talk to him about wanting to get rid of the parasite.
Subsequent scenes may appear after killing the Goblin leaders (the party will celebrate in the camp) or after you ally with the Goblins. In both cases, you get a chance to spend the night with someone – the choice depends on, e.g. the relationship level with individual characters.
Scenes set in the camp may also involve party members:
- Lae'zel may choose to end the suffering of the main character and all other characters infected with the parasite (including herself). You can attack Lae'zel, agree to her idea (it means death) or change her mind – the easiest way is to use Illithid power, but you can also pass a persuasion, medicine or deception skillcheck.
- Astarion can reveal that he is a vampire and wants to drink the main character's blood. You can let him to that or stop the man.