nyuuzyou/wikis huggingface dataset:
Redhammer

Redhammer is a dwarven submarine driver in Flymm Cargo's Basement. He is initially a neutral entity but has the potential to become hostile.
==Involvement==
===Conversation: Flymm Cargo Basement===
On approaching him, Redhammer pulls the party into a conversation and asks what they are doing. The party then has several options to respond:
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Passing one of these ability checks results in Redhammer telling the party about the servants of Umberlee getting in the way and the prisoners at the Iron Throne.
=== Avenge The Drowned ===
If has been accepted, the party can accuse him of killing a servant of Umberlee:
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Redhammer then asks what happens now and the party can respond by requesting he take them to the Iron Throne, and either forgetting they saw anything or saying they will protect him from the servants of Umberlee. The party can also demand he face justice, which will begin combat.
If deciding to hand him over to when returning from the Iron Throne, his corpse can later be found inside the Water Queen's Cellar, in a pool of water behind an iron gate.
=== Save the Gondians ===
If is active, there is the option to say that Redhammer is "as guilty as" the people imprisoning them. This always causes him to become hostile, no matter how the party got there. Redhammer's other dialogue options about the Gondians otherwise mostly overlap with his dialogue about the Iron Throne. 
=== Asking for a Ride ===
Once asking Redhammer for a ride to the Iron Throne, he asks why they need one and is suspicious. There are multiple options for convincing him. Gortash still finds out, no matter which option is chosen.
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== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Related literature ==
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== Gallery ==
Redhammer Model.png|Redhammer's model.
Redhammer.webp|Redhammer talking.
Category:Dwarves
Category:Gold Dwarves
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Authors
Reeling (Condition)

== Notes ==
* The Reeling condition is renewed each time it is triggered.
* All Reeling stacks from Adamantine Backlash and Heavy Hitter are removed after a missed attack, whereas all Reeling stacks from Adamantine Shield are removed after a successful hit.
* If an enemy has a multiattack action then the attack penalty from Reeling will apply to all attacks in the multiattack before removal.
Refugee (The Risen Road)

Refugee is an unnamed corpse in The Risen Road toll house during Act One.
== Involvement ==
=== Act One ===
The unnamed refugee is in the same room as in The Toll House. He was part of group sent to kill . Although his living companions claim allegiance to Tyr, speaking to him via reveals their ruse.
== Speak with Dead ==
The refugee can be spoken to with .
Party member: Who are you?
* Refugee: ... infernal... servant... so long I've forgotten... why...
Party member: How did you die?
* Refugee: ... Zariel's brute... destroyed me...
Party member: You killed a pack of gnolls. How?
* Refugee: ... the pact... power...
** Party member: A pact? Which devil did you deal with?
*** Refugee: ... fallen... lady... Zariel...
** Party member: Why would you sign a pact with a devil?
*** Refugee: ... power... strength...
If the party know they are searching for Karlach:
Party member: Who was the tiefling you sought?
* Refugee: ... infernal... champion... fugitive...
Party member: What did you want with the tiefling?
* Refugee: ... do... Zariel's... will...
Category:Humanoids
Category:Humans
Category:Characters
Category:Characters in Act One
Category:Characters in the Risen Road
Category:Corpses
Category:Available to Speak with Dead
Region

Regions represent the largest Areas of the game; containing all Locations that are included, and connected, under the same Map. They are usually the main setting of an Act. 
The Regions in Baldur's Gate 3, by Act are:
==== Act One ====
* Wilderness
* Underdark
* Rosymorn Monastery Trail
==== Act Two ====
* Shadow-Cursed Lands
==== Act Three ====
* Rivington
* Lower City
* Upper City
Category:Regions
Reithwin Graveyard

==Overview==
Should survive the events of Act One, she can be found at the entrance to the Reithwin Graveyard between The House of Healing and the Mason's Guild in the Shadow-Cursed Lands, searching for her parents. Should the party agree to search for them this will start the quest and the party are able to invite her to Camp. They can also attempt to send her to the Last Light Inn but Arabella will refuse to stay anywhere but the party's camp.
==Waypoints==
This location contains the following :
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==Related Locations==
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==Notable Loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
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==Notable NPCs==
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Category:Locations
Category:Act Two Locations
Reithwin Town

==Overview==
Reithwin was a wealthy town, as evidenced by its extensive stonework and elaborate architecture. It sported a large Tollhouse which collected large amounts of tariffs from traffic moving through the river and the Risen Road.
In the distant past the town worshipped Selûne, but at some point followers of Shar gained power and used the town as a center of power from which to launch attacks against the Emerald Grove and other nearby areas. Eventually, the shadow curse killed all of its living inhabitants, leaving Reithwin as a husk.
===Reithwin Tollhouse===
The tollhouse is the first building encountered when travelling across the only remaining intact bridge from the Ruined Battlefield. The tollhouse has two floors and a basement, which can be accessed on the southeast side of the building. On the first floor is Gerringothe Thorm, the current toll collector.
===House of Healing===
The House of Healing is a health facility, located in the north-western corner of the town. The House includes a hospital, and annex; a library upstairs; a graveyard; and most noticeably, a large operating theatre. It is staffed entirely by undead, and led by general surgeon Malus Thorm.
Outside and to the west of the main building is a morgue.
===Mason's Guild===
The Mason's Guild is found in the north-eastern corner of the town, north of the tollhouse and alongside the river. Through a hatch in the northern room is a basement.
===The Waning Moon===
West of the tollhouse is the Waning Moon, an old bar run by Thisobald Thorm.
===Sharran Sanctuary===
The Sharran Sanctuary is located in the centre of town, beneath a statue of Ketheric Thorm . The plaques must be interacted in the order: north, west, east, to open the sanctuary.
===Reithwin Graveyard===
North of the town square, and nestled between the House of Healing and the Mason's Guild is a graveyard. Arabella can be found at the main gate to the graveyard, fighting some shadows. As well, there are several mausoleums with sarcophagi that can be looted. Heading north out of the graveyard leads to the Grand Mausoleum.
===Grand Mausoleum===
Located at the very tip of the town is the Thorm family mausoleum, with Raphael waiting outside. 
===Fishing shack===
To the east of the grand mausoleum is a small riverside fishing shack. The shack can be reached by travelling down the cliffside from the mausoleum entrance, or past the large chasm in the House of Healing's morgue.
Outside the shack are two groups of Kuo-toa waiting in ambush.
===Waypoints===
This location contains the following Waypoints 
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===Related locations===
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===Characters===
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=== Related quests ===
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==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
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* - Dropped by Ch'r'ai Tska'an
* - Inside a Sarcophagus at 
* - Dropped by Cursed Kuo-Toa Chief
* - Dropped by Ch'r'ai Tska'an
* - Inside a Skeleton at 
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== External links ==
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Category:Locations
Category:Act Two Locations
Relics of Deep Duerra's rebellious children

The Relics of Deep Duerra's rebellious children is set of equipment with a connection to the duergar goddess Deep Duerra and the rebellion her children started in order to escape her control.
Name	Slot 	Effect
 	 	
 	 (Non-Armour) 	
 	 	
 	 	
 	 (Shortbow) 	
 	 (Light Armour)	
 	 	
 	 (Non-Armour) 	
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== Descriptions of the Relics of Deep Duerra's Rebellious Children ==
Category:Equipment sets
Religion

Religion is an Intelligence-based Skill. 
The higher a creature's Intelligence Score, the more likely they will succeed on Religion Checks to recognize religious details.
==Proficiency==
Characters who are proficient in can add their Proficiency Bonus when making s.
The following backgrounds grant proficiency in :
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The following classes can choose to select as a proficient skill at Level 1:
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Rangers who choose Sanctified Stalker as a Favoured Enemy gain proficiency in Religion.
Knowledge domain Clerics can choose to gain proficiency in Religion at Level 1. If chosen, they can add double their Proficiency Bonus when making Religion checks.
==Uses==
* Used in dialogue.
==Related Items==
===+1 to Skill Checks===
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===+1d4 to All Skill Checks===
: while Shapeshifted or Disguised
==Related Spells==
* - Grants Proficiency in all Skills of a chosen Ability.
* - Grants Proficiency in all Intelligence Skills.
* - Grants a +1d4 bonus on all Skill Checks.
* - Grants Advantage on all Intelligence Checks.
* - Grants Disadvantage on all Intelligence Checks.
Category:Skills
Remira

Remira is a human adventurer travelling with and in Act One.
== Overview ==
=== Act One ===
Remira is one of the adventurers who is ambushed by goblins at the beginning of Act One outside of the Emerald Grove. If she survives the battle and remains in the Grove, she is regretful and frustrated that they left their companion behind. She believes he is dead but takes solace that he died quickly.
== Companion approval ==
=== Act One: Emerald Grove ===
If Remira survives the goblin attack on the Grove and remains in the sanctuary, the party can speak to her about Liam's fate. She informs the party that Liam charged at the goblin nest.
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== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Idle banter ==
If Remira and Aradin survive the goblin attack on the Grove and decide to stay, they can be found chatting over drinks:
* Remira: You shouldn't have brought Liam along. Lad was too young.
** Aradin: Everyone needs to cut their teeth sometime.
*** Remira: Cut his teeth?! For his sake, I hope he's dead already.
* Remira: What comes next?
** Aradin: We finish this bottle. Got enough dead to toast, anyway.
*** Remira: Not the worst plan you've had lately.
* Aradin: It could be worse.
** Remira: ... how?
*** Aradin: Coulda been us they caught.
== External links ==
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Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Renan

Zealot Renan is a human Zealot of the Absolute located outside Moonrise Towers in Act Two. She can be found patrolling around the towers' docks.
== Involvement ==
=== Moonrise Towers ===
Renan is first encountered at the Moonrise Towers Docks, where she patrols the length of the north side. Should Acolyte Marls jump off into the water, she will react with surprise and reassure the party that she is loyal to the Absolute.
=== Defending Moonrise Towers ===
If the Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Renan is killed during the subsequent battle. Her corpse will be situated on the bridge leading into Moonrise Towers proper, at .
== Combat ==
=== Attacks and Abilities ===
==== Tactician only ====
=== Notable loot ===
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Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Followers of the Absolute
Category:Paladins
Repulsion Mine

A Repulsion Mine is a unique type of Trap that might be encountered in the Rosymorn Monastery Trail and in the Creche Y'llek in Act One and/or Act Two of the game.
A Repulsion Mine is a hidden mechanism, most supposedly of a githyanki design. There are three Repulsion Mines planted on the cliffs of the Rosymorn Monastery Trail (, and ). These mines might be encountered if the party choose to ignore the Cable Car (or fail the Strength check to turn its wheel) and walk down the trail between rocky cliffs. Several more such devices can be spotted within the Hatchery of the crèche.
Once triggered, Repulsion Mine uses a unique type of attack (of the same name), which emits a blast on all targets nearby, pushing them back 5 m. Saving throws from its impact, unlike most other types of traps, are based on Dexterity and have Difficulty Class 13. However, the main danger coming from a Repulsion Mine is that the party member who triggered it risks to fall down into Chasm area (or, in case of launching it in the Hatchery, risks to get into Acid surface, inside a cloud of harmful gas, or landing onto an active Teleporting Trap.)
A Repulsion Mine can be spotted with a check and disarmed with the help of skill, but the character must have a in their inventory. Difficulty Class requirement is a roll.
After disarming, a Repulsion Mine will be depictured as a bunch of inactive metal pieces.
Category:Environmental objects
Category:Traps
Requisitioned Barn

== Overview ==
 is the chief guard of the Requisitioned Barn. He accepts donations of gold (500) or supplies (40) to the refugees. Offering a donation earns the Inspirational Event Food for the Soul (Acolyte background), Sharing the Spoils (Soldier background), Gifts of the Wilds (Outlander background), Spare What You Can (Urchin background), or Alms for the Unfortunate (Noble background).
Nestor can additionally be negotiated with in order to gain passage into the barn, which would otherwise be considered trespassing. Party members can attempt a to convince him that some donations may be dangerous, adavancing the quest . Fighter characters can attempt a to convince him that you are a Flaming Fist reporting for duty.
==Related Locations==
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==Related Quests==
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==Notable Characters==
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==Notable Loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* (x3) found in the locked and trapped crate at 
*Ferg Drogher sells:
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*Asking Ferg Drogher what he plans to do with the items will prompt a persuasion check to unlock his special wares:
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*Mattis sells:
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Category:Locations
Category:Act Three Locations
Rescue the Illithids' Captive

Rescue the Illithid's Captive is a quest in the Prologue of Baldur's Gate 3. It can be initiated by approaching Mind Flayer Pod on the Nautiloid.
This quest is not available if the player chooses Shadowheart as their Origin.
__TOC__
== Objectives ==
Objectives and journal entries may vary pending story decisions and outcomes.
== Walkthrough ==
After the first imp fight on the Nautiloid, the player character will enter a room with two unconscious victims of the mind flayers, a high elf and human. Towards the north-east side of the room, Shadowheart is trapped in a mind flayer pod.
If speaking to Shadowheart, she suggests to try opening the pod by using a nearby panel. Warlocks, wizards, and sorcerers can free her by passing a on the panel. Barbarians can free her through passing a . Otherwise, interacting with the console reveals that it has an empty socket.
To open the pod, the party must obtain an from a corpse in the far east room at . After opening the pod, the party can recruit Shadowheart or ignore her.
If the player character fails the to open the pod using the Eldritch Rune, it is possible try again with Lae'zel. If both characters fail the check, Shadowheart remains trapped in the pod but can be found after the Prologue in Act One.
== Quest rewards ==
* as a temporary companion while on the Nautiloid.
Category:Quests
Category:Main Quest
Restless Myconid

Restless Myconids are a creature and a type of Plant found in Baldur's Gate 3.
== Overview ==
Myconids are ambulatory fungus creatures that dwell in the Underdark. They are peaceful, which is a rare trait to find among creatures found there.
== Combat ==
=== Attacks and abilities ===
== Gallery ==
Portrait Restless Myconid 1.png
Portrait Restless Myconid 2.png
Portrait Restless Myconid 3.png
==External links==
Category:Creatures
Category:Races
Category:Non-playable races
Category:Myconids
Category:Plants
Restoration

alt=A large and friendly conch swooshes its neon blue tentacles through the air, expelling a pleasant healing mist.|right|thumb|A restoration device
Restoration is an entity found throughout Baldur's Gate 3. Appearing as biotechnology of Illithid origin with the appearance of a tentacled conch, or as a faucet, party members can interact with the mechanisms to fully replenish their resources. 
== Mechanics ==
Using Restoration provides party members with the full benefits of a long rest. Restoration fully heals the party, restores all spell slots, replenishes class-specific resources such as Bardic Inspiration and Channel Divinity charges, and recharges all actions. It does not end ongoing effects that are described as lasting until the next long rest.
In Honour Mode, Restoration can only be used once before being exhausted. In all other difficulty settings, Restoration can be used an unlimited amount of times.
== Locations ==
=== Act One ===
* On the Nautiloid, in the partially-destroyed room with the mind flayer emblem on the ground at 
* On the Nautiloid, in the room with pod at 
* On the Nautiloid, just outside of the door to the Helm at 
=== Act Two ===
* In the Mind Flayer Colony, next to the lift immediately preceding the fight against at 
=== Act Three ===
* At the pool inside of boudoir in the House of Hope
* Next to the entrance to the courtyard in High Hall
* Next to the brainstem in High Hall, immediately preceding the final fight Atop the Netherbrain
==Notes and references==
Retrieve Omeluum

Retrieve Omeluum is a quest in Act Three of Baldur's Gate 3. It is triggered when talking to Blurg in The Lodge or when entering the Iron Throne
__TOC__
==Objectives==
== Walkthrough ==
=== Act Three ===
If was resolved without receiving the , the party will meet Omeluum's companion at the Society of Brilliance Lodge. Blurg informs that they both returned to Baldur's Gate to report to the Society of Brilliance their findings about the party's condition. However, shortly afterwards Omeluum decided to investigate the situation on its own… and disappeared. Blurg tells that his friend believed the problem to be connected to the Cult of the Absolute. He seems not to be overly concerned with Omeluum's whereabouts, but shall agree if the party proposes to track the illithid down.
There are no clear hints as to where to start searching, apart from Blurg's vague assumptions. However, if the party decides to help and/or servants of (quests and respectively), Omeluum will connect to the party telepathically upon docking at the Iron Throne. It will altruistically prompt the party to save , who is also held in the underwater prison, and bide the party not to be concerned with its own fate. Nonetheless, it is possible to save the rogue illithid along with Ravengard and some (or all) Gondian captives.
Omeluum is held in a separate cell in the south-west corner of the Iron Throne, restrained to a surgical bed. It will become a temporary companion with the ability to .
Once rescued, Omeluum teleports to the Lodge. Unlike Blurg, it cannot be traded with, although it can be pickpocketed. To finish the quest, the party needs to talk to the illithid once more. Omeluum will tell that the Society won't actively help the party in its further battles, but provides the party with several items selected from the Society' vaults, in gratitude for saving its tentacles.
== Rewards ==
Omeluum will hand you a Pouch containing the following items:
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Category:Quests
Category:Time-Sensitive Quests
Return the Locket

Return the Locket is a quest in Act One of Baldur's Gate 3. It can be started by speaking with or at the Druid Grove.
__TOC__
==Objectives==
== Walkthrough ==
When the party first enters The Hollow, an event occurs with an adventurer, Barth, and a young tiefling child, . Once the party gets near , the child pickpockets him, stealing a . Barth realizes he's been robbed and chases the child. If nothing is done, Barth eventually attacks Meli and is dragged away by guards.
The party can intervene by speaking with Barth or Meli. Meli continuously denies that he has the locket, while Barth insists it was him.
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If Arabella is alive:
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If Arabella was killed:
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If Meli is sided with, Barth is angered and Meli escapes. Successfully intimidating Meli, if Arabella died in results in him instantly giving up the locket. Otherwise, if You better do what he says, boy. is chosen, Meli will need more persuasion to give up the goods:
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Asking why Meli took the locket makes him admit that it reminds him of his deceased mother. Barth tells him to keep it, and seems satisfied, as the locket came from his own mother. He thinks she'd be happy that he gave it to Meli.
If the party fails to intimidate Meli or doesn't get involved, a tiefling guard named approaches. He asks what's going on and the party can either call Meli a thief (and convince the guard on the side of Barth with ) or side with Meli to let him get off free.
An additional option is that the party can pickpocket Meli before speaking to him. A new dialogue option appears:
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If that happens, Meli will be suitably impressed and run off, and the locket can be returned to Barth.
Lastly, if Meli escapes, the locket is stored in a thief's chest inside the Tiefling hideout. Lockpicking the chest and stealing the locket back allows the party to return the locket to Barth. 
Category:Quests
Reverbaration set

The Reverbaration set is a set of equipment that applies or interacts with . Synergizes with items from the Thunder set.
== Items that apply Reverberation ==
Name	Slot 	Effect
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 	 (Quarterstaff)	
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== Items that interact with Reverberation ==
Name	Slot 	Effect
 	 	
 	 	
 	 	
category:Equipment sets
Reverberation (Condition)

==Items that apply Reverberation==
*: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of .
*: When the wielder deals , , or damage, apply 2 turns of to the target(s).
*: Grants which can grant : When you deal spell damage, inflict 2 turns of upon the target. [As well as other benefits]
*: When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of on the target(s).
==Items that interact with Reverberation==
*: If the wearer bears the Absolute's brand, they deal with Thunder damage spells and attacks. [Currently works even if the wearer is not branded]
*: When the wearer deals damage to a creature, it becomes unless it succeeds a Constitution Saving Throw.
*: When a creature with deals damage to the wearer, the creature needs to make a Constitution Saving Throw or become .
*Everything in the Thunder set combos with and . It further fits thematically: 5 stacks of deal damage and creatures immune to cannot receive a stack of .
==Bugs==
* Until Patch #3, Reverberation was bugged. While it applied the stacking penalties to Strength, Dexterity, and Constitution Saving Throws, it did not deal thunder damage and prone. As of Patch #3, now works as described. 
* The different items that can apply Reverberation do not all work as expected from their description.
Category:Bugs
* Creatures knocked by occasionally do skip their next turn unlike other Sources of Prone.