nyuuzyou/wikis huggingface dataset:
Art Cullagh

Art Cullagh is a Flaming Fist found at abed, unresponsive, and singing about . 
==Involvement==
Over 100 years ago, Grand Duke Eltan assigned Art Cullagh with the mission to investigate the Thorm family and Reithwin's House of Healing to determine whether a Sharran cult was being established in the town. However, once Ketheric Thorm unleashed the Shadow Curse, he became trapped in the Shadowfell for an extended period of time, causing his mental condition to deteriorate. Prior to the arrival of the party, he wandered out of the Shadowfell and was cared for by the Harpers and Flaming Fists within the Last Light Inn. If the party rescued from the burning building in Waukeen's Rest, then will be tending to his wounds.
The party can attempt to speak with Art as he lies unconscious and sings about . He remains unresponsive but bringing this information to will progress Lift the Shadow Curse and unlock the quest to Wake up Art Cullagh. Halsin determines that the party must retrieve Art's from the House of Healing and play its music to wake him up.
If the Battered Lute is recovered from and played for Art, he wakes and desperately asks for Halsin's help. Art explains that he met Thaniel in the Shadowfell and while he can't pinpoint Thaniel's location, he does recall that it always "smelled of lavender" around him. This information allows the party to lift the Shadow Curse.
Alternatively, Art may die during Resolve the Abduction if is kidnapped or killed. Similarly, if Art has been left unconscious before freeing the Nightsong and initiating the raid on Moonrise Towers, he will be left for dead and alone in the Last Light Inn. However, the party can still cast to ask him about Thaniel, which skips Wake up Art Cullagh and the party can progress to lift the Shadow Curse anyway.
After the party has completed Defeat Ketheric Thorm, Art can be found in Ketheric's throne room alongside several other NPCs. He thanks the party profusely if they successfully removed the Shadow Curse, but sadly laments that his health is now rapidly deteriorating since it was sustained by the Shadowfell.
During the epilogue, the party will receive if the Shadow Curse was successfully lifted.
== Speak with Dead ==
Art can be spoken to with .
Party member: Who are you?
* Art Cullagh: Art... Cullagh of... the Flaming Fist,
Party member: What were you doing here?
* Art Cullagh: Investigating... Ketheric Thorm. Rumors of... Sharran cult. Worse... than we thought.
** Party member: What can you tell me about Ketheric Thorm?
*** Art Cullagh: He is... brutal. Cares for nothing... except... his daughter...
Party member: What happened to you?
* Art Cullagh: Curse... darkness... pain. Thaniel... have to help... Thaniel.. 
** Party member: Thaniel? Who is that?
*** Art Cullagh: Spirit... of the Land. In the... Shadowfell. Look for... lavender. He needs... he needs...
== Related Quests ==
* 
* 
== Related items ==
* 
* 
* 
== External links ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Category:Members of the Flaming Fist
Arthus

Harper Arthus is a gruff high half-elf barbarian and Harper in Act Two. Trusted with the possession of a Mind Flayer Parasite, he interrupts the party when they land refugees from the Moonrise Towers Prison at the Last Light Inn docks, checking them for signs of the Absolute's infection.
== Involvement ==
=== Last Light Inn ===
Arthus can only be encountered at Last Light Inn after freeing the prisoners from Moonrise Towers Prison, and escaping with them by boat.
Arthus addresses the party upon their arrival. Arthus clearly expresses disapproval, remarking that there are procedures for every new arrivals. He pulls out a Mind Flayer Tadpole in a jar and addresses the unloaded prison escapees, telling them to get in line as to check them for signs of illithid infections, to the prisoners' utter confusion.
Arthus then proceeds to walk and stand in front of each freed prisoner. After finding no signs of tadpoles within the escaped prisoners, Arthus lets them go and walks away, and then completely disappears from the game once he is out of range.
==Combat==
===Attacks and Abilities===
== Loot ==
*
*
== Related quests==
* 
* 
== Notes ==
* Arthus is an identical one-to-one copy of Bor, and only spawns when the party returns to Last Light Inn, immediately after freeing the prisoners from Moonrise.
** Arthus and Bor are completely identical in every single aspect, bearing the same appearance, equipment, class, and even stats. 
** Arthus and Bor, however, do not share the same voice actor.
** Devnotes refer to Arthus as a "A gruff and suspicious guard".
** Therefore, as of Patch 7, despite having Extra Attack, Arthus is not able to attack twice during his turns.
* Arthus is uniquely trusted among Harpers to hold a ; the only other Harper seen to personally hold a Mind Flayer tadpole to check for potentially infected people is Jaheira.
== References ==
Category:Half-Elves
Category:High Half-Elves
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Category:Members of the Harpers
Category:Barbarians
__INDEX__
Artimezt

Artimezt is a petrified drow ranger in the Underdark during Act One.
== Involvement ==
=== Act One ===
Artimezt and several other drow are petrified on a battlefield west of the Selûnite Outpost. The can unpetrify them during combat, which causes the drow to become immediately hostile to the party. If the drow are unpetrified after the spectator is killed, the party can interact with them peacefully.
== Combat ==
=== Attacks and abilities ===
=== Allies ===
* 
* 
* 
* 
* 
=== Loot ===
* 
* 
* 
=== Possible extra loot ===
* (various amounts)
* 
== Related quests ==
* 
== External links ==
* 
Category:Humanoids
Category:Drow
Category:Lolth-Sworn Drow
Category:Characters
Category:Characters in Act One
Category:Characters in the Underdark
Category:Rangers
Arves

Arves Silvermount is a human found outside the House of Grief in the Lower City of Baldur's Gate. 
== Involvement==
=== Act Three ===
Arves is a splendidly-dressed merchant with a profoundly absent mind. Speaking to him is one way to initiate the quest Investigate the House of Grief.
Despite his apparent wealth, he does not remember any details about his own life. Using reveals, that his memories are scrambled, but that the name "Moyra" occasionally peeks through the mess. 
It is possible to pass a to take advantage of his condition and convince him to give the party some of his gold. Knowing about Moyra will give on this check.
Arves initially came to the House of Grief out of mourning after the death of his wife Moyra. They in turn removed all his memories of her — and many more, it would seem. According to the , this is because he was through Mapping of the Heart determined to have a "melancholy heart".
If interacting with the Mirror of Loss within the Cloister of Sombre Embrace, it is possible to become imbued with Arve's memory of his lost wife. However, speaking to Arves after acquiring his lost memory yields no new dialogue options.
== Notable loot ==
* 
* 
== Related quests ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Asharak

Asharak is one of the tiefling refugees seeking shelter at the Emerald Grove in Act One. He is a combat and weapons trainer for the children.
==Involvement==
===Act One===
Asharak can first be encountered in the training area of The Hollow inside the Emerald Grove, training , , and to fight near . Asharak asks the player character to inspire the children to fight.
If dies during Act One, Asharak is one of his possible replacements.
If travelling to the Rosymorn Monastery Trail or Shadow-Cursed Lands before resolving ritual the Rite of Thorns, the tieflings are expelled from the Emerald Grove and Asharak's corpse can be found among the pile of refugees near the bridge to the Blighted Village.
In the event that and her raiding party is primed to assault the Emerald Grove, Asharak is among the first line of defence atop the gate, alongside , , and Zevlor.
=== Act Two ===
If Asharak survives the events at Emerald Grove, his body can be found in the Shadow-Cursed Lands at among the tiefling refugees that did not make it to Last Light Inn. testimony reveals that he was caring for the children when the fighting stopped, and was tortured by the Absolutists with the removal of his tongue and eyes before he was eventually killed or succumbed to his wounds.
== Combat ==
=== Attacks and abilities ===
===Loot===
*
*
== Companion approval ==
Interaction: Player talks to Asharak after talking to Wyll in The Hollow:
* 
* If the party kills Asharak: 
== Related quests ==
* 
* 
== External links ==
* 
Category:Tieflings
Category:Asmodeus Tieflings
Category:Tiefling Refugees
Category:Humanoids
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Category:Replacement characters
Category:Fighters
Ask the Goblin Priestess for Help

Ask the Goblin Priestess for Help is a sub-quest of Act One's main quest, . It can be initiated by speaking with at the Druid Grove.
__TOC__
==Objectives==
== Walkthrough ==
 can be found in front of the giant throne immediately north of the front entrance of the Shattered Sanctum at . She offers to brand the party with the Brand of the Absolute, which can be accepted or rejected. Regardless of whether the brand is taken, Gut recognizes the party as fellow True Souls. She attempts to probe into the party's minds with her illithid powers. Allowing her to do this, makes her notice that something is amiss. The party can explain that it is the result of the tadpoles and ask if she can help. Gut says that the party should join her in her private chambers where she has a cure for the tadpole. Blocking her mental probing results in Gut saying she cannot help the party.
In her chambers, she says that a special cleansing potion must be taken first. However, an Arcana check reveals this is a . If she is called out on this, or if the party member in question is resistant to sleeping potions (e.g. being a Drow, Elf or Half-Elf), she becomes hostile and triggers several nearby goblins to also become hostile. 
However, if the potion is taken (and works), she chains up the party member and says she intends for them to become her pet squid. 
It is possible to break free with either an or a check, but if nothing is done at all, appears from a portal to assassinate both Gut and her Ogre guard. Then she disappears after a brief conversation, warning the party to be more careful.
== Attitudes ==
* Once the party followed True Soul Gut to her private chambers, they can still refuse her offer and get approval. If having a change of mind again, it's still possible to accept the offer to get approval and disapproval.
Category:Quests
Category:Main Quest
Asparagus Mhallie

Asparagus Mhallie is a recent arrival to Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Asparagus Mhallie is near the main entrance of Basilisk Gate Barracks in the Lower City. She is part of the crowd of farmers who are protesting decree to turn over their livestock to the Flaming Fists. Although Asparagus is not a vocal member in the crowd, she is deeply worried that the Fists will slaughter her dairy goats.
Category:Humanoids
Category:Humans
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Aspect of Athkatla

The Aspect of Athkatla is a unique type of Trap encountered only in the Ramazith's Tower in Act Three of the game.
The Aspect of Athkatla is a defensive measure meant to guard precious items stored nearby. There are two such devices, both standing in the round platform at the bottom floor of the tower apex that can be reached only by using the correct Weave Button ("Below") at the middle floor. 
The Aspect of Athkatla is a metal statue vaguely resembling a winged animal that stands near a table protected by the Arcane Barrier (which is actually spell). The barrier requires successful to disable. If the party member fails or botches the roll to do it, the Aspect of Athkatla will play its part, casting on them.
Note that the damaging spell might hit not necessary the same party member who tried to disable the defensive sphere of the Arcane Barrier. Also, the firing ability of the statue is not repeatable over some period of time, it launches only once after each failed attempt to disable the Arcane Barrier.
The Aspect of Athkatla, unlike most other types of traps, is not an independent trap mechanism, but an attacking part of a larger guarding system. Therefore, it will not be detected via passive Investigation or Perception rolls. Also, it cannot be picked by the player as a distinctive object and thus cannot be disarmed.
Nonetheless, it is a dangerous object that might easily bring death to a careless adventurer.
Category:Environmental objects
Category: Traps
Assassin's Folly

Assassin's Folly is a hostile Countermeasure Aberration in Baldur's Gate 3. 
== Involvement ==
The Assassin's Folly may appear during the final battle Atop the Netherbrain if the player sides with the Emperor. It will appear if a Rogue is present in the party.
==Combat==
===Attacks and abilities=== 
===Loot===
*
*
* - 5x
* - 3x
*
==Notes==
* Assassin's Folly will consume a Potion of Invisibility at the end of each of its turns, only becoming visible again to Sneak Attack or throw Potions of Sleep at enemies.
Category:Countermeasures
Astyl

Youth Astyl is a Githyanki youth found in Act One. She is a member of a new githyanki generation hatched and raised in the Crèche Y’llek.
== Involvement ==
Astyl together with several other githyanki youths and children can be found in the Classroom of the Crèche, watching their mentor, , goading their mate .
After the situation with Varrl is resolved one or another way (with the participation of the party), Astyl continues training with the other mates.
If spoken to, she praises their teacher Kethk and asks whether the player character wants to learn from him, too. If the player character is a Githyanki themselves, Astyl says she feels sorry for some failure in training she has committed prior. 
 
=== Attacks and abilities ===
Category: Characters
Category: Characters in the Rosymorn Monastery
Category: Characters in Act One
Category: Githyanki
Category: Humanoids
Athletics

Athletics is a Strength-based Skill.
The higher a creature's Strength Score, the more likely they will succeed Athletics Checks, including resisting being shoved.
==Proficiency==
Characters who are proficient in Athletics can add their Proficiency Bonus when making s.
The following backgrounds grant proficiency in :
* 
* 
The following classes can choose to select as a proficient skill at Level 1:
* 
* 
* 
* 
* 
* 
* 
==Uses==
* Used to other creatures
* Used to resist being (Either Athletics or Acrobatics, whichever is higher)
==Related Items==
*The +1 to Strength Checks from Heavy Armour with the Body Aid passive does not affect Athletics Checks.
===+1 to Skill Checks===
:
:
:
:
:
:
:
:
:
:
===+1d4 to All Skill Checks===
: while Shapeshifted or Disguised
===Advantage on All Strength Checks===
:
==Related Spells==
* - Grants a +1d6 bonus on next Ability Check.
* - Grants Proficiency in all Skills of a chosen Ability.
* - Grants Proficiency in all Strength Skills.
* - Grants a +1d4 bonus on all Skill Checks.
* - Grants Advantage/Disadvantage on all Strength Checks.
* - Grants Advantage on all Strength Checks.
* - Grants Disadvantage on all Strength Checks.
Category:Skills
Attacks

Attacks are attempts by a creature at hitting a target, usually with a weapon or a spell.
The outcome of an attempted attack is determined by the attacker making an attack roll against the target's AC. If the attempt is successful, the attack may deal damage and/or inflict a condition.
Attacks can be made by taking an Attack action, as well by taking any action that requires the attacker to make an attack roll.
Spell attacks are attack rolls made as part of casting a spell.
Result = 
== Attack rolls ==
== Modifiers ==
=== Weapons ===
Melee and ranged weapon attacks use Strength or Dexterity, depending on the weapon: usually Strength for melee weapons and Dexterity for ranged weapons. The exceptions to this rule are Finesse weapons, which automatically select Strength or Dexterity, whichever score is higher; and Thrown weapons, which use Strength for both melee and ranged attacks. If a weapon is both Thrown and Finesse, it uses the higher of Strength and Dexterity for both melee and ranged attacks.
Some examples, to make the possible combinations of Finesse and Thrown easier to understand:
* Using a Maul for a melee attack always uses Strength.
* Using a Rapier (Finesse) for a melee attack uses Strength or Dexterity; whichever the attacking creature has a higher score in.
* Shooting a Longbow for a ranged attack always uses Dexterity.
* Throwing a Handaxe (Thrown) for a ranged attack uses Strength.
* Throwing a Dagger (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever the attacking creature has a higher score in.
=== Spells ===
For spells, the Ability Score used for the Modifier depends on the class of the caster:
In Baldur's Gate 3, the same ability modifiers apply when casting a spell from a Scroll, even when the spell being cast is not normally available to your class. For instance, a Sorcerer casting Guiding Bolt (a Cleric-only spell) from a scroll adds its Charisma modifier to the Attack Roll of the spell.
==== Value of the Modifier ====
Whichever Ability Score ends up being used, the bonus or penalty value is based on this table, depending on how high the used Ability Score is:
=== Proficiency Bonus ===
The attacking creature's Proficiency Bonus is added to the result of the roll if the creature has the correct kind of Proficiency for the attack it's making.
For weapon attacks, the creature must have proficiency with the weapon it is using to make the attack. For spell attacks, every creature is automatically proficient. 
The value of the bonus depends on the attacking creature's Level:
== See Also ==
* List of features and items that affect attack rolls
* List of sources of advantage and disadvantage on attack rolls
== Footnotes ==
Category:Gameplay mechanics
Attitude

Attitude is used to determine the hostility of otherwise non-aggressive Non-Player Characters and the prices they'll accept when trading. Attacking a character, stealing, or interacting with objects without permission may cause a nearby character to lose attitude towards the offending character. The only way to increase attitude is to gift gold or items of value.
== Maximizing trader attitude ==
It can be a good idea to maximize the attitude of certain traders as early in the game as possible, if they reappear in later acts and offer very expensive items. 
For a more in-depth description of the effects of attitude on trading, see the page on Trading and item pricing.
The best way to improve trader attitude seems to be gifting coins rather than items. This is because gifting an item is equivalent to gifting that item's current sell price. If you reach attitude 100 by gifting coins, then sell the items you would have gifted, you will get better value out of those items.
== Notes ==
* Attitude does not reflect a non-player character's opinion of the active character.
* If an offense is committed by a Mage Hand or Familiar, then the Mage Hand or Familiar will take the attitude loss instead.
Category:Gameplay mechanics
Aubree

Aubree is a high half-elven Flaming Fist who appears in Last Light Inn. Initially led by Counsellor Florrick, she and her fellow Fists are on a mission to find and rescue Duke Ravengard. 
== Involvement ==
=== Last Light Inn ===
Initially on a mission led by to rescue , Aubree and the rest of the Fists were waylaid by the dangers of the Shadow-Cursed Lands and found refuge with the Harpers at Last Light Inn. Aubree can initially be found within the inn, in the same room as several other Fists, and . She is deeply loyal to Ravengard, and is concerned for his safety after hearing stories about Moonrise Towers. Aubree expresses her hope that the party will assist in finding him.
If Florrick is not rescued from Waukeen's Rest in Act One, Aubree never appears in the game.
=== Resolve the Abduction ===
When attacks the inn and attempts to kidnap during Resolve the Abduction, Aubree more often than not fails the saving throw and is for the remainder of the battle. If Isobel is not saved, Aubree and everyone in Last Light Inn turn into a , save for .
After the battle, talking with Aubree results in her denouncing Marcus as scum, and swearing that she and the rest of the Flaming Fists are loyal to Ravengard.
=== Assault Moonrise Towers ===
If Isobel was saved at the Last Light Inn, and once the has been freed from her cage and heads for Moonrise, Aubree is among the Fists left by Florrick to follow Jaheira to Moonrise Towers. However, Aubree is killed during the initial fight against Absolute forces before the party members arrive. Her corpse is on the bridge leading to Moonrise Towers, implying she was amongst the first to fall in battle.
==Combat==
===Attacks and Abilities===
== Loot ==
* 
* 
* 
== Related quests==
* 
* 
* 
== Gallery ==
Fist Aubree Model.png|Model
== Notes ==
* Aubree has four level 1 spell slots, and two level 2 spell slots, despite having no spell to cast.
* As of Patch 7, despite having Extra Attack, Aubree is not able to attack twice during her turns.
== References ==
Category:Half-Elves
Category:High Half-Elves
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Category:Members of the Flaming Fist
Category:Rangers
Augur Harxkellan

Augur Harxkellan is a zealous preacher in the Lower City of Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Augur can be found preaching to a crowd between the Elfsong Tavern and Baldur's Mouth.
== Idle banter ==
Augur Harxkellan: Oh wise and merciful Lord Gortash, we give thanks to you! We know you will drive back the army of the Absolute and raise our city to its pinnacle! We stand with you - and for you! Our lives are yours, and our enemies' are forfeit. You shall bring us true children of the Gate into the light!
* Muttonchops Dorryss: Lightbringer Gortash!
** Grent Grintly: Crush our enemies without mercy!
*** Phyria Gollus: Hail Lord Gortash! Hail the Steel Watch!
Augur Harxkellan: Submit to Lord Gortash! Submission is salvation! Only Lord Gortash can protect us from the world-ending monstrosity of the Absolute! As the Absolute's forces stalk ever closer, take solace in his brilliance and know that we will be protected! And know that those who oppose Lord Gortash will burn in the all-consuming radiance of the one true light!
* Grent Grintly: Hail Lord Gortash!
** Muttonchops Dorryss: Death to the Absolute!
*** Phyria Gollus: Long live Lord Gortash and the Steel Watch!
Augur Harxkellan: Who will save us from certain destruction?
* Phyria Gollus: Lord Gortash!
** Augur Harxkellan: And how will we step into his new and brilliant dawn?
*** Muttonchops Dorryss: Lightbringer Gortash will show us the way!
**** Augur Harxkellan: And what will happen to those who oppose us?
***** Grent Grintly: They'll be burned by the one true light! Burned!
Category:Dragonborn
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three