nyuuzyou/wikis huggingface dataset:
Hasmet Hudd

Hasmet Hudd travelled to Baldur's Gate with two companions during Act Three.
== Involvement ==
=== Act Three ===
Hasmet Hudd arrived in the Lower City with and . The trio fled from the Absolute and are in search of an inn. While Dryfle and Giftu are optimistic about reaching the city, Hasmet remains anxious and glum. He is especially anxious about losing more people close to him.
== Idle banter ==
Hasmet Hudd: You do realise we can't stay here forever, don't you? Those walls might slow the army of the Absolute down, but they'll get through them sooner or later.
* Giftu Hudd: Let's take it one day at a time, eh? You might feel differently after some food and rest.
** Hasmet Hudd: Fools, the pair of you. Just be ready to leave when the time comes - or preferably before.
*** Dryfle Doon: Come on, old chap - I know you're hurting. But it won't bring her back, will it?
**** Hasmet Hudd: I know it won't. I just don't want to lose anyone else, all right?
***** Giftu Hudd: You won't lose us. We've come this far, haven't we? Whatever happens, we'll be right here with you.
****** Hasmet Hudd: I hope so. I really do.
Giftu Hudd: What's the first thing you want to do after we settle in?
* Dryfle Doon: Sleep for a tenday. Or maybe two.
** Giftu Hudd: Aren't you hungry?
*** Dryfle Doon: Pft, I can eat in bed.
**** Hasmet Hudd: I just hope somewhere has good dwarven beer. Don't think I'll be able to sleep without a decent drink.
Dryfle Doon: Look. Just look - we're finally here! We're safe.
* Hasmet Hudd: Safe for now, at least. The army of the Absolute can't be more than a few days away.
** Giftu Hudd: Don't be such a misery guts - we're here now, aren't we? Now they've got city walls and Steel Watchers to get through.
*** Dryfle Doon: That's the spirit! Next stop: Baldur's Gate cushiest inn! I've got aches in bones I didn't know I had...
Category:Humanoids
Category:Dwarves
Category:Gold Dwarves
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Hastar Biggs

Hastar Biggs is a rock gnome member of the Church of Gond, held hostage at the Iron Throne by . 
== Involvement ==
If entering the Iron Throne, triggers explosions that collapse the building. Hastar Biggs is trapped in the southern-most of the two western cells, alongside and . Once freed, he dashes towards the Submersible to escape.
== Combat ==
=== Attacks and abilities ===
Hastar Biggs only uses Dash every turn, with the help of the condition which is applied when the cage is opened.
=== Notable loot ===
* 
=== Explorer only ===
* Hastar Biggs has 50% more HP and cannot be pushed or shoved.
== Related quests ==
* 
Category:Gnomes
Category:Rock Gnomes
Category:Humanoids
Category:Characters
Category:Characters in the Iron Throne
Category:Characters in Act Three
Category:Members of the Church of Gond
Havard

Fist Havard is Human Ranger of the Flaming Fist in Act Three.
== Involvement ==
=== Act Three ===
Havard can usually be found patrolling Rivington with .
== Combat ==
=== Attacks and abilities ===
Category:Humans
Category:Humanoids
Category:Members of the Flaming Fist
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Rangers
Havkelaag

Havkelaag is a member of the Society of Brilliance in the Lower City in Baldur's Gate 3. He can be found at The Lodge in Act Three. 
== Involvement ==
In Baldur's Gate, he can be found inside The Lodge just past the main door. If completing the quest and having the egg in the inventory, then Havkelaag offers to purchase it for 1000 gold to perform an experiment on raising a githyanki child from birth. If having given the egg to his colleague , Havkelaag is dead along with the rest of the members of the Society of Brilliance, having been killed by - the child he raised from the egg.
According to the Sword Coast Couriers address book, Havkelaag has a 'philosophical objection' to postal service, and all letters must be address to instead.
== Combat ==
=== Attacks and abilities ===
=== Notable Loot ===
* 
* 
* 
* 
== Related literature ==
* 
* 
* 
== Speak with Dead ==
Havkelaag may only be spoken to while dead if he had been killed by Ptaris:
Party member: Who are you?
* Havkelaag: Havkelaag... brilliant researcher... philosopher.
Party member: What happened to you?
* Havkelaag: Experiment... gone wrong... not my fault.
Party member: Who killed you?
* Havkelaag: Subject... gith lad... Ptaris.
Party member: What were you doing?
* Havkelaag: Proving theory... genetic morality... I was right.
Party member: Why were you killed?
* Havkelaag: Careless... skipped... precautionary termination.
Party member: Where is your killer now?
* Narrator: *The corpse remains silent. It does not know.*
Category:Duergar
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Members of the Society of Brilliance
Category:Sorcerers
Category:Available to Speak with Dead
He Who Was

He Who Was is a Shadar-kai found in the Ruined Battlefield at who gives the quest Punish the Wicked. He has a companion.
==Overview==
As a shadar-kai, He Who Was is a servant of the . Shadar-kai were formerly elves before being trapped in the Shadowfell and transformed. The Raven Queen, who is obsessed with collecting memories and essences (typically of loss and grief), sends the shadar-kai to retrieve mementos of tragic events, whether they are physical tokens, memories, or the souls of the dead. They are guided in doing so by ravens; He Who Was's raven companion is one such bird.
Shadar-kai are typically as cold and emotionless as their queen, but for an unknown reason (possibly the effects of the shadow curse) He Who Was has become petty and cruel, taking pleasure in tormenting people while gathering their memories. Ambient dialogue between He Who Was and his raven companion implies that he is no longer following the orders he has been given, which the raven is displeased with.
==Involvement==
He Who Was can be found at a ritual circle he set up to use on a corpse of a dwarven woman called . Approaching him starts . He initially tells the party to clear off, but his white raven suggests they might be able to help. He explains that the dead woman was a murderer. He asks the party to find at the tavern she worked in and bring it back so that the murderer may be brought to justice and her victims given peace.
If giving the ledger over to He Who Was, he is able to channel the spirit of Madeline through his body. The party can ask Madeline about the details of what happened, and then decide what punishment she deserves.
If making Madeline stab herself once, or shaming her for being a coward, He Who Was is satisfied (this causes Paladins with an Oath of the Ancients or an Oath of Devotion to break their oath). If passing the checks to forgive her, or making her stab herself a second time, then He Who Was becomes enraged and attacks the party. Each stabbing inflicts 5 damage which persists into combat. Failing the check on the forgiveness option also satisfies He Who was without breaking the paladin's oath.
== Combat ==
===Attacks and abilities===
===Notable loot===
* - quest reward if Madeline is stabbed or called a coward, cannot be looted if Madeline is forgiven
== Related literature ==
* 
==Related quests==
* 
==Gallery==
He Who Was Model.png|Model
Ritual_Raven_Queen_Circle.webp|The ritual circle with the Raven Queen's symbol
He Who Was Quest.webp|Cinematic
== References ==
Category:Elves
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Headwear

Headwear includes caps, helmets, circlets, and other items worn in the Helmet slot. They can protect the wearer from Critical Hits, provide bonuses to Saving Throws, or grant item-specific actions such as the ability to cast a certain spell.
== List of Headwear ==
=== Non-Armour ===
These pieces of headwear don't require any kind of Armour Proficiency.
=== Light ===
These pieces of headwear require Light Armour Proficiency and generally offer a bonus to Dexterity s.
=== Medium ===
These pieces of headwear require Medium Armour Proficiency and generally offer a bonus to Constitution s. In Early Access, they more often protected against critical hits.
=== Heavy ===
These pieces of headwear require Heavy Armour Proficiency and generally offer protection against critical hits.
=== Legacy content ===
Category:Equipment
Healing

Healing is the process of restoring lost hit points to a creature.
Healing can never restore more hit points than a creature's hit point maximum, and cannot restore temporary hit points. Player characters are generally only able to heal their party members and allies, not hostile or neutral creatures.
Most healing effects use a dice roll, similar to a damage roll, to determine how many hit points are restored; for example the spell cast at level 1 restores + the caster's spellcasting ability modifier. More rarely an effect may heal a fixed amount, like the spell .
Any amount of healing removes the or Bleeding conditions, and many sources of healing also have other beneficial effects; for example healing potions also remove the Burning condition when drunk, and some healing spells also remove diseases.
== Sources of healing ==
There are many ways to heal creatures:
* Resting - a short rest will restore hit points to each party member equal to half of their maximum, while a long rest will restore all of the party's hit points if you have enough Camp Supplies, or restore them to half their maximum hit points without the supplies.
* Healing spells - there are many spells which restore hit points, mostly available to the Cleric, Druid and Bard classes, and (less so) Paladins and Rangers. Most healing spells can target an ally or the caster.
* Healing potions - these are frequently for sale from vendors and found as loot, and can be crafted via Alchemy. Rarer versions restore more hit points. A character can drink one to heal themselves, or throw one to heal creatures in a small area of effect.
* Class features - many classes and subclasses have features that can heal themselves (like the Fighter's ) or others (like the Paladin's ).
* Creature actions - some creatures have inherent healing abilities, such as the Water Myrmidon's .
* Some magic items provide healing, usually through granting access to a healing spell or improving the character's existing ability to heal. Some rare items may automatically heal the bearer in certain circumstances.
* Some conditions, especially those provided by buff spells, improve healing from other sources, and in rare cases provide some healing each turn they are active.
== Notes ==
* Removing a party member and re-adding them to the party restores their hit points
Category:Gameplay mechanics
Healing set

The Healing set is a set of equipment that increases the effects of healing, offers bonuses when you heal/are healed, and provides ways to heal allies or grant them . Interacts with the Self-Heal set, which is not duplicated here.
Name	Slot 	Effect
 	 (Shield) 	
 	 	
 	 	
 	 (Non-Armour) 	
 	 (Non-Armour) 	
 	 (Mace) 	
* Deal an additional damage.
 	 (Longsword) 	
* Charisma +2 (up to 24, see notes)
 	 (Non-Armour) 	
* Strength s +1
 	 (Non-Armour) 	
 	  	
 	 (Medium Armour) 	
 	 (Mace) 	
 	 (Medium Armour)	
* Strength s +1
 	  	
 	 (Non-Armour) 	
 	  	
Category:Equipment sets
Heapside Prison

== Overview ==
The prison cell contains a breakable wall, a breakable barricade behind some crates, and a hole that can aid in an escape attempt. To the east of the prison cell is a manhole and pit latrine that will transport the party member to the Lower City Sewers.
 the rat trader is inside a cell in the prison. They sell Counting House Safe n°2 Key.
==Notable Loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Secret Stash (inside cell wall):
* 
* 
* 
* 
* 
Heavy Chest (inside cell near prison entrance)
* x2
* x2
==Notable characters==
* 
* 
* 
* (Merchant Rat)
** 
** 
==Related Locations==
*
*
Category:Locations
Category:Act Three Locations
Heat (Condition)

== Sources of Heat ==
* : Whenever you an enemy, you gain 2 turns of .
* : Whenever you take damage dealt by another creature, you gain 2 turns of Heat.
* : Whenever you deal damage, you gain 2 turns of .
* : Once per short rest you may set yourself on fire as a to gain for 2 turns.
* : Whenever you deal damage with this weapon, you gain 2 turns of .
* : Whenever you deal damage with this weapon, you gain 2 turns of .
* : When the wielder deals spell damage with the variant of active, they gain 2 turns of .
Heat Set

The Heat Set is a set of equipment that helps the user with the condition. Synergizes with items from the Fire set, which are not duplicated here. The set consists of the following pieces : 
Name	Slot 	Effect
 	 (Non-Armour)	
 	 	
 	 (Greataxe) 	
* Deal an additional damage.
 	  	
 	 (Non-Armour)	
 	 (Battleaxe) 	
Category:Equipment sets
Heavy (weapon property)

For an explanation of all weapon properties, see Weapons.
Heavy is a weapon attribute that denotes a particularly large weapon. Small creatures have on attack rolls with Heavy weapons. A Heavy weapon’s size and bulk make it too large for a Small creature to use effectively. (This penalty is not yet implemented as of EA Patch 9.)
Heavy weapons have special interactions with certain Feats, such as Great Weapon Master.
== List of Heavy Weapons ==
=== Melee ===
* 
* 
* 
* 
* 
* 
=== Ranged ===
* 
*
Heavy Magic Armour Trader Table

The Heavy Magic Armour Trader Table, also known as EquipmentTrader_BodyArmor_Heavy_Magic, is a leveled Treasure Table containing enchanted heavy armour. It only starts dropping items after level 2.
== Drop table ==
Every item that the player is eligible for is dropped. For example, at level 4 Ring Mail Armour +1 and Chain Mail +1 will be dropped.
Category:Drop tables
Category:Vendor tables
Category:Leveled drop tables
Heder Cross

Heder Cross is a Human child watching at the elementals inside the Sorcerous Sundries shop in the Lower City in Act Three.
== Involvement ==
=== Act Three ===
Heder Cross, together with his mother Tamila Cross, watches at the water and lava elementals exposed in the hall of the magic shop. They are discussing elementals and some petty household problems.
If spoken to, Heder tells the party he would like to have an elemental as a home pet. He promises that if that happens, he will not let the new pet die "like a goldfish".
== Notes ==
In the one of the idle talk dialogues the boy is called Jeremy instead of Heder.
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Children
Hedge Wanderer Armour

==Gallery==
file:Hedge Wanderer Armour Human Front Model.webp|Body Type 1 Front Human|alt=Hedge Wanderer Armour Human Front
file:Hedge Wanderer Armour Human Back Model.webp|Body Type 1 Back Human|alt=Hedge Wanderer Armour Human Back
file:Hedge Wanderer Armour High Elf Front Model.webp|Body Type 4 Front High Elf|alt=Hedge Wanderer Armour High Elf Front
file:Hedge Wanderer Armour High Elf Back Model.webp|Body Type 4 Back High Elf|alt=Hedge Wanderer Armour High Elf Back
Heen

Cashguard Artillerist Heen is a human member of the Cashguard who can be found at The Counting House in the Lower City of Baldur's Gate. He can be found patrolling the docks outside.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
* 
* 
== External links ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Act Three
Category:Characters in The Counting House
Helag

Raider Helag is a githyanki raider NPC found in Act One. She is a member of githyanki commune residing in the Crèche Y’llek before arrival of Inquisitor.
==Interactions==
She is a member of a squad that is sent by to search the ‘weapon’ wanted by , at the very moment when the party approaches Captain’s Quarters.
Helag is one of the characters in the Crèche that cannot be spoken with. As soon as the cutscene ends, she runs down the corridor towards the Trade Post and disappears.
== Combat ==
=== Attacks and abilities ===
=== Manoeuvres ===
Helag can spend up to four Superiority Die on Battle Manoeuvers:
=== Notable loot ===
* 
* 
Category:Githyanki
Category:Humanoids
Category:Characters
Category:Characters in the Rosymorn Monastery
Category:Characters in Act One
Category:Fighters
Helena

Fist Helena is a rock gnome Flaming Fist in Act Two. She can help the party during the .
== Involvement ==
=== Assault Moonrise Towers ===
If is saved at the Last Light Inn, and once the has been freed from her cage and heads for Moonrise Towers, Helena, along with the Flaming Fists , and survives the first assault and assists the party in the remaining battle against the Absolute forces. Talking with her will has her sarcastically remark on how they are assaulting a tower with no siege equipment, but she nevertheless acquiesces by making a wry remark about how could help them turn the odds anyway.
After the battle, provided she survives, she and the remaining Flaming Fists scout the Moonrise Towers Prison and enter a second battle against the Myrkulites , , and , aswell as a Death Shepherd and a horde of Necromites. The party can assist the Fists in this optional battle. If the Fists survive, they guard the prison until is defeated.
After Ketheric Thorm is killed and the party leaves for Act Three, Helena disappears from the game entirely.
== Combat ==
=== Attack and abilities ===
== Loot ==
*
*
== Related quests ==
* 
== Gallery ==
Fist Helena Model.png|Helena's ingame model.
== Notes ==
* Fist Helena, along with Nipawa and Rhed, do not appear anywhere in the game before the assault on Moonrise Towers.
** Aubree, Gretta, J'ehlar, Rahir and Ulthred are all present and remain at Last Light Inn, even after Florrick and her retinue of Flaming Fists leave for Baldur's Gate. 
== References ==
Category:Gnomes
Category:Rock Gnomes
Category:Humanoids
Category:Characters in the Shadow-Cursed Lands
Category:Characters
Category:Characters in Act Two
Category:Members of the Flaming Fist
Category:Fighters
__INDEX__
Helena Anchev

Helena Anchev, also known as Orin's Mother Helena, is the daughter of and both the mother and sister to , the latter of whom was born through an incestuous relationship between Sarevok and Helena.
== Involvement ==
The corpse of Orin's Mother Helena is found in The Chosen's Room in the Bhaal Temple.
Using , Helena reveals, that Sarevok Anchev ordered her to kill Orin as a offering to Lord Bhaal. Wanting to become Bhaal's chosen, Helena attacked Orin, when Orin was only seven years old, but Orin retaliated and killed her instead. Helena's corpse was put then on display in Orin's room.
With this information it is possible to prevent Orin from killing whoever she kidnapped, without passing any ability checks. 
== Speak with Dead ==
Helena can be spoken to with .
Party member: Who are you?
* Orin’s Mother Helena: Helena… Anchev… daughter… of… Sarevok…
* Orin’s Mother Helena: Mother… of… Orin…
** Party member: Why did you try to kill your own daughter?
*** Orin’s Mother Helena: I… wanted… to be… Bhaal’s… Chosen…
*** Orin’s Mother Helena: Sarevok… told me… she… must be… my… offering…
*** Orin’s Mother Helena: I… was… close… my hand… around… her throat…
*** Orin’s Mother Helena: I… failed…
**** Party member: Did Orin know that Sarevok ordered you to kill her?
***** Orin’s Mother Helena: No… she… worshipped… him… loved… him…
***** Orin’s Mother Helena: So… did… I…
Party member: Who killed you?
* Orin’s Mother Helena: Orin… my… daughter…
* Orin’s Mother Helena: I tried… to kill… her… but she… killed me… first…
Party member: What happened to you?
* Orin’s Mother Helena: Orin… my… daughter…
* Orin’s Mother Helena: I tried… to kill… her… but she… killed me… first…
Party member: Where are you from?
* Orin’s Mother Helena: Baldur’s… Gate… Brampton… district…
Party member: Why were you put on display like this?
* Narrator: *The corpse remains silent. It does not know.*
== Gallery ==
Orin's Mother Model.png|Helena Anchev's model.
== Footnotes ==
== External links ==
* 
Category:Changelings
Category:Characters
Category:Characters in the Undercity
Category:Characters in Act Three
Category:Available to Speak with Dead
Category:Followers of Bhaal
Helenia

Cashguard Helenia is a human member of the Cashguard who can be found at The Counting House in the Lower City of Baldur's Gate. She can be found patrolling the docks outside.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
* 
* 
== External links ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Act Three
Category:Characters in The Counting House
Helia

Helia was a potential origin character that was removed during development. Any details about her were datamined as Larian never officially confirmed her existence. She was a halfling werewolf bard.
==Known information==
* She had 770 voice lines.
** She calls the Moonmaiden vile and distrusts her, probably due to being a werewolf.
** She used zonks to measure distance.
** There is a line where Karlach mentions her: "Huh? Where's Helia?"
** had lines for her: "Won't have any friends after the full moon, girl" and "You don't scare me, wolf". 
** had a line referring to her in the scene where he considers the taste of the companion's blood. He mentions she's a werewolf. 
** She was initially planned to be a gnome, as evidenced by a changed early access comment from Astarion. 
* She was supposed to be imprisoned in her wolf form in the Goblin Camp where Goblin children would throw rocks at her. It is possible she was replaced with early on, though Halsin is referenced in her voice lines, possibly having a different role in early plot.
Category:Legacy content
* Since her model was never finished it is unknown how she would've actually looked if she were fully developed. For example ended up looking completely different from her initial placeholder look. The placeholder head model for Helia is used in the full game by the Shadow Druid .
Hell Sphere

Hell Spheres are a type of Elemental creature in Baldur's Gate 3. 
==Involvement==
Two Hell Spheres are summoned when the party triggers the alarm within the House of Hope. They will follow the party until they are defeated.
==Combat==
=== Attacks and abilities ===
=== Tactics ===
* , , and attacks are particularly useful against the Hell Spheres, being the only three categories of damage it doesn't have any resistance to.
* Since the Hell Sphere does not make Opportunity Attacks, party members and allies can freely back away after making melee attacks, in order to avoid the effects of the condition.
* Hell Sphere is immune to certain conditions and spells including: , , , , , , , .
* is effective.
==Notes==
* Grants 400 experience when killed.
Category:Elementals
Helldusk Armour

Category:Sources of damage reduction
== Gallery ==
File:Helldusk Armour in game female.PNG|alt=Helldusk Armour worn by Karlach
File:Helldusk Armour in game male.PNG|alt=Helldusk Armour worn by Astarion
file:Helldusk Armour Human Front Model.webp|Body Type 1 Front Human|alt=Helldusk Armour Human Front
file:Helldusk Armour Human Back Model.webp|Body Type 1 Back Human|alt=Helldusk Armour Human Back
file:Helldusk Armour High Elf Front Model.webp|Body Type 4 Front High Elf|alt=Helldusk Armour High Elf Front
file:Helldusk Armour High Elf Back Model.webp|Body Type 4 Back High Elf|alt=Helldusk Armour High Elf Back
File:HellduskArmor-UncommonDyes.webp|Uncommon Dye colors
File:HellduskArmor-RareDyes.webp|Rare Dye colors
File:HellduskArmor-VeryRareDyes.webp|Very Rare Dye colors
Mohamed-abdelfatah-hd1.jpg|Render by Mohamed Abdelfatah
Category:Sources of Fire damage