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Baldur's Gate 3 Players Are Mass Murderers, and Larian Has the Receipts

Vince MaglayaPublished 2d ago3 min readBased on 5 sources
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Baldur's Gate 3 Players Are Mass Murderers, and Larian Has the Receipts
source:steampowered.com

Larian Studios has published a data-dive marking Baldur's Gate 3's third anniversary, and the numbers reveal a player base with an enthusiastic taste for virtual homicide.

The most-killed story character in the game is Zevlor, a tiefling — a horned, tailed humanoid — from an early-game refugee camp called the Druid's Grove. Zevlor died 12.31 million times across players' games, according to stats shared by Larian on 6 August 2026. Behind him on the kill count sit Rolan, a tiefling wizard dispatched 8.62 million times, and Isobel, a cleric killed 7.2 million times (Polygon).

Then there is Alfira, a tiefling bard who joins the player's camp. Under a specific character origin called Dark Urge — a story path built around violent impulses — Alfira is slaughtered in her sleep automatically if she stays overnight. Larian's data shows 2.62 million Alfira murders in total. The twist: more players who were not on the Dark Urge path killed her than players who were. Those players made a deliberate choice, every single time.

Combat preferences are equally lopsided. The most-chosen weapon in Baldur's Gate 3's final battle is the Gontr Mael bow, selected by 33.4 million players. That is nearly 10 million more than the runner-up, the Baldurian's Giantslayer greatsword — a heavy blade that, on paper, looks far more dramatic for a climactic fight.

Some players approached the game's economy with similar obsessiveness. Fewer than one percent of players amassed 180,000 gold in a single playthrough. Fewer than one percent managed to spend more than 120,000. A handful of players kept upwards of 560 manual saves per run — a habit that suggests either deep paranoia or a genuine fear of a single wrong dialogue choice unravelling hours of progress.

The screen-aspect ratios were the strangest detail. More than 9,000 people played the game in a 9:16 vertical ratio — a portrait orientation, the shape of a phone screen held upright. Another 114 people played in a perfect 1:1 square. Baldur's Gate 3 is a sprawling role-playing game designed for widescreen displays. Those 114 players found a way to play it in a format last popular on tube televisions (PC Gamer).

Larian accompanied the statistics with an infographic detailing the most-killed story NPCs, rounding out a set of figures that paints a picture of millions of players making choices both heroic and gleefully destructive.

For a game built around consequence — where every non-player character can be attacked, robbed, or befriended, and where the story bends around what players do or refuse to do — the data lands as a kind of collective confession. Twelve million Zevlor deaths is not a design failure. It is what happens when you hand millions of people a world full of characters and tell them the rules are theirs to break.