This guide provides a breakdown of all the lovable companions in Baldur’s Gate 3 who can accompany you on your journey through the Forgotten Realms.
Larian Studios’ game features a total of ten companions, six of which are Origin characters. The remaining four companions play a crucial role in your group’s dynamics and are introduced at specific points in the narrative.
All the companions in Baldur’s Gate 3, whether they are Origin characters or not, have a distinct class and unique preferences and dislikes that shape their personalities. This can even extend to their relationships with each other. With that in mind, here is all the information we have on the party members of Baldur’s Gate 3.
Shadowheart
Shadowheart, a High Half-elven Cleric of Shar, faithfully serves the neutral-evil goddess of darkness and the night. In addition to the standard Cleric abilities, she also possesses skills in illusion and manipulation magic. Though she initially specializes in the Trickery Domain, you have the option to change her to a more suitable Domain, such as Tempest, by using the magic mirror located in the Camp.
After completing the tutorial, Shadowheart is the first character available for recruitment. Upon waking up from the Nautiloid crash, you will discover her unconscious in the area where you landed. To add her to your party, simply revive her and extend an invitation.
Astarion
Despite his affliction as a vampire, Astarion is still a handsome High-Elf Rogue. This unique combination of traits allows him to utilize stealth attacks and even some magical abilities for those who prefer them.
Early in Act I, Astarion can be located. After recruiting Shadowheart, continue left into the Nautiloid wreckage and defeat the Intellect Devourers. From there, proceed left once more and follow the path along the coast. Astarion will be encountered near a crossroads.
During your first meeting, Astarion will attempt to stab you, but it is simple to escape his grasp and defuse the situation. Once he becomes aware of your shared tadpole issue, he will become a member of the party.
Gale
Gale is a skilled Human Wizard with exceptional hair and formidable spells. He possesses a versatile skillset and a wide array of impressive spells that distinguish him from others in his field.
After encountering Astarion, return to the Nautiloid and continue through it until you reach the Roadside Cliffs on the map. Look for a fast travel portal with a hand emerging from it, which belongs to Gale. He requires assistance in escaping and can be easily pulled out to join the party.
If you are playing as the Dark Urge Origin and wish to retain Gale as a member of the party, refrain from removing his hand when it extends through the portal, as doing so will result in his accidental death.
Wild
One might assume that Wyll’s tendency to associate with demons would make him a rather unpleasant person. However, this Human Warlock with the Fiend Patron subclass is actually a valiant fighter who possesses both impressive sword skills and eldritch magic to support him.
To enlist Wyll’s services, make your way to the Druid Grove during Act I. There, you will witness a cutscene in which he aids in protecting the front gate from goblins. After the battle, enter the Druid Grove and locate the Tiefling camp. Here, Wyll can be found teaching children combat skills. Speak with him to officially recruit him, but be aware that he will have a mission to hunt down Karlach.
You can have both Karlach and Wyll in your party at the same time. Bringing Wyll along when you locate Karlach will make it simple to persuade both of them to back down.
Lae’zel
Lae’zel is a formidable Githyanki Fighter, known for her sharp tongue and snarky demeanor, which balances out her prowess in combat. She excels in bashing enemy heads in, making her an invaluable ally to have around, especially for spellcasters.
During the tutorial, Lae’zel will be a part of your party, but she will disappear once you crash land. However, it won’t take you long to locate her. Just make your way to the Roadside Cliffs (as mentioned in Gale’s recruitment) and proceed to the area behind the fast travel point.
On your journey, you will come across Lae’zel who is being held captive in a cage by some Tieflings. You have the option to either defeat the Tieflings or persuade them to depart. If you decide to engage in battle, use a ranged weapon to release Lae’zel from the bottom of her cage and she will be able to join the fight. This action is also necessary if you successfully convince the Tieflings to leave, as otherwise, Lae’zel will remain trapped.
Once Lae’zel is released, she will quickly join the group, but she will request that the player first seek aid at a nearby Githyanki Creche. It is best to delay this task for the time being, as it involves challenging enemies. Instead, focus on completing the other Act I quests before returning to the Creche when you are prepared to begin Act II.
Karlach
Karlach, a Zariel Tiefling Barbarian, possesses the ability to enter a potent Rage that amplifies her damage. Her infernal lineage grants her access to formidable smiting spells as she progresses in levels, and the player can enhance her damage even more by providing her with Soul Coins.
Karlach can be located near a river west of the Druid Grove. Wyll is interested in finding her, as well as some Paladins in the area, but it is best to disregard them. Karlach is a trustworthy individual and a committed member of the party.
Starting at the Emerald Grove fast travel point, travel west towards the large stone bridge that crosses the river. Once you have crossed the bridge, continue north until you reach another river. Follow this river east until you come across Karlach, who can be found hanging out behind a log bridge.
It is possible to easily recruit Karlach into your party even if you already have Wyll. It is recommended to have both of them in your group, so make sure to handle any conflicts between them. Additionally, be sure to eliminate any deceitful Paladins who may have informed you about Karlach.
Halsin
In the first act, Halsin is a Wood Elf Druid who leads the Druid Grove and belongs to the Circle of the Moon subclass. Although you may come across him in Act I, he will not officially join your party until Act II.
At the Druid Grove, you will discover that Halsin is missing. He is currently in his bear form and trapped in the Worg Pens at the Goblin Camp. Before engaging in battle with the Goblins, it would be wise to free him as his presence as a raging bear ally can greatly benefit you.
After defeating the Goblins and the three True Souls, he will accompany you back to the Druid Grove to hopefully resolve the remaining tensions. When that task is finished, he will spend some time in your camp.
To begin the “Art’s Last Orders”quest, make your way to The Last Light Inn in Act 2 and locate Art Cullagh, the individual who is currently trapped in his dreams. Inform Halsin at the camp about Thaniel before returning to Art Cullagh.
Continue playing the game until you encounter Malus Throm at the House of Healing. After defeating Malus, retrieve the lute from his body and use it with Art Cullagh. This will initiate a new quest where you must safeguard Halsin from shadow monsters while he uses a portal.
Be sure to preserve and utilize the Wall of Fire spell scrolls during this battle! This particular spell will easily defeat the quest, as the shadow monsters will be drawn into it and be burned to ashes.
After finishing the quest, make sure to speak with Halsin at the Camp as he will then join the party.
Jaheira
Jaheira, a Half-Elf Druid, possesses the Circle of the Land subclass and is a formidable fighter. She may be familiar to those who have played previous Baldur’s Gate games, as she played a significant role in the Bhaalspawn Saga.
You will first meet Jaheria at The Last Light Inn during Act 2, where she will temporarily join your party for your journey through the Underdark. If Jaheria survives until the end of Act 2 and the defeat of Ketheric Throm, she will officially become a member of your party in Act 3. This may result in a delay before you are able to have Jaheria, the nature’s servant, as a permanent addition to your team.
Minthara
Minthara is a Drow Paladin who is typically portrayed as a villain in positive storylines. She is among the three designated Absolute beings, and if you opt to ally with her, she will join your party as a companion.
If you choose to play the evil route, enter the Goblin Camp on friendly terms and locate Minthara within its depths. Disclose the whereabouts of the Druid Grove to her and pledge to launch an attack on it. Return to the Druid Grove and eliminate its residents. At the celebration afterwards, you will have the opportunity to unlock Minthara’s romantic encounter.
Ensuring the success of your mission, it is crucial that you do not attempt to visit the Githyanki Creche before eliminating the Druid Grove! Doing so will result in the Druids sealing off the area and Minthara will perceive your delay as an attack against you.
After completing Act II and arriving at the Moonrise Towers, you will discover Minthara being interrogated by Ketheric. Persuade the enemy to imprison Minthara and then release her, allowing her to join your party.
If you opt for a peaceful approach, make sure to incapacitate Minthara rather than killing her during the Goblin Camp battle. Upon reaching Moonrise Towers, the same events as the aggressive route will occur, providing you with another opportunity to convince her to join your cause.
Minsk
Minsc, a Human Ranger of the Hunter subclass, is a well-known character in the Baldur’s Gate series and has also become a significant figure in Dungeons & Dragons. He is often accompanied by his trusty companion, Boo, a fierce hamster.
To have Minsc join your party, it is necessary for Jaheria to be a part of it. This requirement means that you will not be able to recruit Minsc until you reach Act 3. Jaheria will assign you the High Harper quest, which must be completed until you reach the Lower City Sewers. Follow the quest markers until you come across Minsc in the sewers.
Just as with Minthara, you are required to use non-lethal methods when dealing with Minsc. In the event that you inadvertently cause his death, Jaheira will depart from the group as well. The Emperor will attempt to persuade you to eliminate Minsc, but you must convince him to provide assistance instead. Once you succeed, Minsc and Boo will become members of your party.
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