nyuuzyou/wikis huggingface dataset:
Tate

Tate is a human child in Lower City in Baldur's Gate 3. 
== Involvement==
Tate can be met in home. He is Jaheira's adoptive child and he lives in Elerrathin's Home along with Jaheira's other children. Tate is described as a little "Sneak Thief" by Jaheira. They keep to themselves upstairs, eavesdropping on conversations. Tate has the Pin needed to access Jaheira's Basement.
==Notable items==
* - is given freely
== Related literature ==
* 
== Gallery ==
Tate Model.png|Tate's model.
== External links ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Children
Teal Slimfit Outfit

==Gallery==
file:Teal Slimfit Outfit Human Body1 Front Model.webp|Body Type 1 Front Human|alt=Teal Slimfit Outfit Human Front
file:Teal Slimfit Outfit Human Body1 Back Model.webp|Body Type 1 Back Human|alt=Teal Slimfit Outfit Human Back
file:Teal Slimfit Outfit High Elf Body4 Front Model.webp|Body Type 4 Front High Elf|alt=Teal Slimfit Outfit High Elf Front
file:Teal Slimfit Outfit High Elf Body4 Back Model.webp|Body Type 4 Back High Elf|alt=Teal Slimfit Outfit High Elf Back
Tecothy

Tecothy is a drow ranger in the Underdark, who is Petrified.
== Involvement ==
=== Act One ===
Tecothy can be found on a battlefield west of the Selûnite Outpost among other drow in the same condition. During the fight with the , he can be unpetrified by the monster and attack the party. If he is unpetrified after the fight, then the situation can be resolved peacefully.
== Combat ==
=== Attacks and abilities ===
=== Allies ===
* 
* 
* 
* 
* 
=== Loot ===
* 
* 
* 
=== Possible extra loot ===
* 
* 
* (various amounts)
* 
* 
== External links ==
* 
Category:Humanoids
Category:Drow
Category:Lolth-Sworn Drow
Category:Characters
Category:Characters in Act One
Category:Characters in the Underdark
Category:Rangers
Teebs

Harper Teebs is a gold dwarven fighter who is part of the Harpers in Act Two. He patrols the southern side of the Last Light Inn docks.
== Involvement ==
=== Last Light Inn ===
Teebs can be first encountered at the Last Light Inn, where he is patrolling the southern side route of the docks area, with patrolling in the opposite direction.
=== Resolve the Abduction ===
When attacks the inn and attempts to kidnap during , Teebs more often than not fails the saving throw and is for the remainder of the battle. If Isobel is not saved, Teens and everyone in Last Light Inn turn into a , save for .
=== Assault Moonrise Towers ===
If Isobel is saved at the Last Light Inn, and once the has been freed from her cage and heads for Moonrise, Teebs follows Jaheira to Moonrise Towers. However, Teebs is killed during the fight against Absolute forces before the party members arrive. His corpse can be found within Moonrise Towers itself, down the staircase leading down from the entrance, in front of Disciple Z'rell.
==Combat==
===Attacks and Abilities===
== Loot ==
*
*
*
*
== Related quests==
* 
* 
== Notes ==
* Teebs wears a set of armor identical to the armor set, but with the shoulder pads from the set.
* As of Patch 7, despite having Extra Attack, Teebs is not able to attack twice during his turns.
== External links ==
* 
Category:Dwarves
Category:Gold Dwarves
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Category:Members of the Harpers
Category:Fighters
__INDEX__
Teela

Teela is death viper snake. She is loyal to Kagha, but may be willing to listen to reason over her owner. She is encountered in the Emerald Grove during Act One.
== Involvement ==
=== Act One ===
Upon entering the Inner Sanctum of the Emerald Grove, Teela, Kagha, and are discussing fate after she was caught stealing the . Teela is poised to intervene if Arabella struggles or tries to escape. The party can intervene to .
If a non-druid character tells Teela to stay at ease, she responds that she only takes orders from Kagha. However, she listens to druids, agreeing that hatchlings can be foolish. She tells Kagha, Kagha si nay. Wux geou fulla wer fanol. which convinces Kagha to relent from punishing the child.
Should Arabella struggle or try to run, Teela bites Arabella, who immediately succumbs to her injury. After the cutscene is resolved, Teela disappears and cannot be interacted with again.
== Related quests ==
* 
== External links ==
* 
Category:Beasts
Teghun

Teghun is a sleeping bugbear in the Goblin Camp during Act One.
== Involvement ==
=== Act One ===
Teghun can be found on the northern edge of the Goblin Camp with several other goblins and a bugbear who have fallen into a drunk slumber. Attacking the cracked wall to gain entry into the Shattered Sanctum causes all nearby enemies to wake up and initiate combat.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* - 2x (if unused)
* 
== External links ==
* 
Category:Humanoids
Category:Bugbears
Category:Characters
Category:Characters in Act One
Category:Characters in the Goblin Camp
Category:Followers of the Absolute
Teleporting Trap

A Teleporting Trap is a unique type of Trap encountered in the Creche Y'llek in Act One and/or Act Two of the game. Also, the sigil circles in the Vaults section of the Counting House in Act Three have the same effect if triggering.
A Teleporting Trap is not actually a mechanism, but a unique spell cast on the patch of the ground. Traps of this kind placed in the Hatchery of the crèche are a means of safety for hatching Githyanki Eggs. If the player speaks with one of the Hatchery guards, they may find out that Teleporting Traps in the Hatchery, as well as other defensive devices around like Gas Pits emitting Strange Gas and Repulsion Mines were constructed by the Hatchery caretaker, .
Once triggered, Teleporting Trap has no harmful effect on the trespasser. Instead, it instantly teleports them onto a prerequisited point nearby. In the Crèche Y'llek, the traps move the character into one of the iron cages placed opposite the Hatchery entrance, in the plain sight of the guard. However, the cages themselves stand in the lake of Acid, which levels up to mid-shin to an average-height character. As Repulsion Mines, placed all around, are designed exactly to push the possible trespasser away, the latter will most certainly touch a Teleporting Trap when landing.
Should the party choose to speak with Ko'kuu and upon successfully convincing him to surrender the last egg, the Teleporting Traps around the hatchery lose their function and teleport the party members triggering them into cages no more.
In the Counting House Vaults, the Teleporting Traps simply return the character to the entrance of the section, causing no harm at all.
A Teleporting Trap can be spotted with an check (instead of Perception for regular traps). On detecting, it will be depicted as a several concentric lilac-glowing circles with symbols in it, much resembling the result of casting .
Teleporting Traps, unlike all other types of traps throughout the game, cannot be clicked by the player as a distinctive object and thus cannot be disarmed. However, the traps in the Counting House may be deactivated by pressing two buttons inside the room.
Category:Environmental objects
Category:Traps
Tempest Domain

Tempest Domain is one of the cleric subclasses, with a focus on Thunder and Lightning damage, weather themed spells, and martial combat.
Player selectable Deities associated with this domain: Gruumsh and Talos.
== Subclass features ==
* Gain Proficiency
* Gain Proficiency
; 
: Using a , strike back at an attacking creature, potentially dealing Lightning or Thunder damage if they fail a Dexterity , or otherwise take half damage.
:; : If a nearby enemy attacks you, you can retaliate with a strike of lightning that deals damage.
:; : If a nearby enemy attacks you, you can retaliate with a wave of thunder that deals damage.
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
; 
:; Channel Divinity Action
:: When you roll Thunder or Lightning damage, you can use your Channel Divinity and a to deal maximum damage instead.
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
; 
: When you deal Thunder or Lightning damage to a creature that is Large or smaller, you can also push it up to .
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
; 
: Once per turn, deal in addition to your weapon's weapon damage.
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
== External links ==
Category:Subclasses
Tentacle

Tentacles are aberration creatures encountered in Act Three. They are found Atop the Netherbrain, lurking in the grey matter to ambush characters who dare to reach the Crown of Karsus.
==Involvement ==
Tentacles pop up from within the Netherbrain when a party member draws within 3m / 10ft, putting the party member immediately in danger of an opportunity attack. There are four different aesthetic variations to the tentacle, changing the number of branching limbs, but there are no functional differences between them.
They will die instantaneously if landed on by the Dominated Red Dragon after it flies.
==Combat==
===Attacks and abilities===
Tentacles have an extended melee range of .
==Locations==
There are sixteen tentacles that can pop up on the local map of the Netherbrain. Their spawn points are fixed and predetermined, and they will reveal themselves when a character travels within 3m / 10ft.
The coordinates of their locations are:
==Gallery==
Tentacle Grappling.PNG|A grappling tentacle.
Terradissia

Harper Terradissia is a half elven wizard who is part of the Harpers in Act Two. She guards the entrance to the Last Light Inn, standing atop the guard tower by the entry bridge.
== Involvement ==
=== Last Light Inn ===
Terradissia can be first encountered at the Last Light Inn, where she guards the entrance to the sanctuary and main plaza atop a guard tower, just above Elifer and Darragh.
If rescued the party but is exposed by them as a True Soul, Terradissia gets and joins the fight against his summoned Crawling Claws.
=== Resolve the Abduction ===
When Marcus attacks the inn and attempts to kidnap Isobel during Resolve the Abduction, Terradissia frequently is amongst the Harpers who avoid being ; she then either runs up to fight the Winged Horrors, or stays out of range of the battle. If Isobel is not saved, Terradissia and everyone save for in Last Light Inn turns into a .
=== Assault Moonrise Towers ===
If Isobel is saved at the Last Light Inn, and the once the is freed from her cage and heads for Moonrise Towers, Terradissia follows Jaheira to the Assault on Moonrise Towers. However, Terradissia is killed during the fight against Absolute forces before the party members arrive. Her corpse can be found in the Moonrise Towers Prison, surrounded by a Death Shepherd and a horde of Necromites.
== Combat ==
===Attacks and Abilities===
=== Notable loot ===
*
== Related quests ==
* 
* 
== External links ==
* 
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:Wizards
__INDEX__
Terse Torvalt

Terse Torvalt is a halfling member of The Guild.
== Involvement ==
Terse can be found guarding the Guildhall entrance in the Lower City of Baldur's Gate.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
* 
=== Allies ===
* 
* 
* 
* 
* 
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Members of the Guild
Category:Halflings
Category:Humanoids
Category:Rangers
Thadwick

Fist Thadwick is a gruff gold dwarven fighter and member of the Flaming Fist. He is under the command of Counsellor Florrick and on a mission to rescue Duke Ravengard.
== Involvement ==
=== Last Light Inn ===
Initially on a mission led by to rescue , Thadwick 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. Thadwick can initially be found within the inn, in the same room as several other Fists, and . He regards the party with disdain, due to their infected nature and them not being a Flaming Fist.
If Florrick is not rescued from Waukeen's Rest in Act One, Thadwick never appears in the game.
=== Resolve the Abduction ===
When attacks the inn and attempts to kidnap during , Thadwick is not affected by the condition and is instead . He may join the battle on his own without being affected by any conditions if the door to the room he is in is opened after the encounter starts. If Isobel is not saved, Thadwick and everyone in Last Light Inn, save , turn into .
=== Leaving for Baldur's Gate ===
After a Long Rest, Thadwick, and depart Last Light Inn for Baldur's Gate with Florrick to seek reinforcements unaffected by the Shadow Curse: the .
Thadwick is never seen again after this.
==Combat==
===Attacks and Abilities===
== Loot ==
* 
* 
* 
== Related quests==
* 
* 
== Notes and references ==
== External links ==
* 
Category:Dwarves
Category:Gold Dwarves
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Category:Members of the Flaming Fist
Category:Fighters
Thamberg

Cashguard Artillerist Thamberg 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 in the off-limits area on the main floor, behind the clerks.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
* 
* 
== Related literature ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Act Three
Category:Characters in The Counting House
Thaniel

Thaniel is an unaging nature-spirit, appearing as a tiefling child, who embodies the spirit of the Shadow-Cursed Lands.
== Involvement ==
If joins the camp in Act One, he ultimately tells the party about how the spirit of the Shadow-Cursed Lands take the shape of a Tiefling boy -- Thaniel. 
Halsin reveals that Thaniel was his friend as a child: as Halsin grew into an adult, Thaniel stayed the same, and Halsin realised he had to become a protector instead of merely a friend. 
As a result of the Shadow Curse, Thaniel has been separated into two beings: an injured form of himself, who is unresponsive and asleep when first rescued by Halsin, and another who goes by the name of . Thaniel has been in contact with over the time that Art has been trapped in the Shadow Curse, and Art can be heard singing about Thaniel until is completed. Art, much like Halsin, worries about Thaniel once he is awoken.
Through the events of , Halsin works with the party to rescue Thaniel, upon which he stays in the party's Campsite for the remainder of Act Two. Rescuing Thaniel is a prerequisite for recruiting Halsin as a Companion.
== Related quests==
* 
== Gallery ==
Thaniel_3Dmodel.png|Thaniel's model.
Category:Tieflings
Category:Tiefling Children
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Tharchiate Withering (Condition)

== Notes ==
* Curable via .
* Once cured, and after each Long Rest thereafter, this condition is replaced by .
* Can be negated by equipping Amulet of Greater Health which sets your Constitution score to 23 despite the effect of the curse. This amulet allows you to keep the curse and continue to sport the aesthetics of the curse from its accompanying sickly green aura without the health penalty. 
**The Fiend Warlocks especially might prefer the aesthetics of the curse over considering by this stage of the game provides comparable Temporary Hit Points from every kill.
That Which Guards

That Which Guards is a death knight guarding the entrance to the Hall of The Murder Tribunal, located in Bhaalist Crypt.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
* 
== Gallery ==
That Which Guards Model.png|That Which Guards' model.
== External links ==
* 
Category:Undead
Category:Death Knights
Category:Characters
Category:Characters in the Undercity
Category:Characters in Act Three
That Which Lurks

That Which Lurks is a death knight guarding the entrance to the Hall of The Murder Tribunal, located in Bhaalist Crypt.
== Spells and abilities ==
== Notable loot ==
* 
== Gallery ==
That Which Lurks Watches Model.png|That Which Lurks' model.
== External links ==
* 
Category:Undead
Category:Death Knights
Category:Characters
Category:Characters in the Undercity
Category:Characters in Act Three
That Which Watches

That Which Watches is a death knight guarding the entrance to the Hall of The Murder Tribunal, located in Bhaalist Crypt.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
== Gallery ==
That Which Lurks Watches Model.png|That Which Lurks' model.
== External links ==
* 
Category:Undead
Category:Death Knights
Category:Characters
Category:Characters in the Undercity
Category:Characters in Act Three
Thauniel Rusk

Fist Rusk is a Flaming Fist soldier guarding the stairs to the second floor of the Elfsong Tavern in the Lower City of Baldur's Gate.
== Involvement ==
Rusk can be seen alongside guarding the stairs at the behest of to block access to a crime scene. When approached by the party, Rusk will try to be strict and dismissive while turning away the party, but Aguta will allow the party through depending on the dialogue option chosen.
== Combat==
===Attacks and Abilities ===
=== Notable loot ===
* 
* 
* 
* 2x 
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Humanoids
Category:Humans
Category:Members of the Flaming Fist
Category:Fighters
The Approachable East

The Approachable East is a book series describing the eastern lands of Faerun. The books in the series are as follows:
== The Approachable East, Vol. 1 ==
== The Approachable East, Vol. 2 ==
== The Approachable East, Vol. 3 ==
== The Approachable East, Vol. 4 ==
== The Approachable East, Vol. 5 ==
 
== The Approachable East, Vol. 6 ==
== The Approachable East, Vol. 7 ==
The Archfey

The Archfey is one of the Subclasses of Warlock. Graced by a lady or lord of the fey, these warlocks are imbued with all the sumptuous and scary qualities of their patron's extraordinary realm.
== Subclass features ==
; 
: or nearby foes with the feywild's beguiling, disturbing magics. 
: 
; Expanded Spell List
: 1st Level Spells
:* 
:* 
; Expanded Spell List
: 2nd Level Spells
:*
:*
; Expanded Spell List
: 3rd Level Spells
:* 
:* 
; 
: Upon taking damage, become . On your next turn, you can cast , though this will break your invisibility.
: 
; Expanded Spell List
: 4th Level Spells
:* 
:* 
; Expanded Spell List
: 5th Level Spells
:* 
:* 
; 
: You have built stoic barriers in your heart and mind, and cannot be .
== External links ==
* 
Category:Subclasses
The Bibliophile

== Overview ==
The Bibliophile is a book store owned by , located south-east of The Blushing Mermaid and north-east of The Singing Lute at . Nansi sells books and scrolls on the ground level of the building. Her bedroom is accessible via a ladder that leads to the upper floor, where several of her written story drafts can be found.
== Notable characters ==
* 
== Notable loot ==
* Nansi Gretta sells books and very rare scrolls.
* Heavy chest on the upper floor at 
Category:Locations
Category:Act Three Locations
The Blushing Mermaid

== Overview ==
 is waiting outside the tavern. If is not yet completed, the party can warn her that she is one of the victims on the . If was initiated, the party can speak with the tavern owner for more information on disappearance.
The basement can be accessed through either a door near the front of the tavern, or a hatch near Captain Grisly. sells a variety of food and drinks.
== Related locations ==
* 
== Related quests ==
* 
* 
* 
* 
== Characters ==
* 
* 
* 
* 
=== Patrons ===
* 
* 
* 
* 
* 
* 
* 
* 
=== Redcaps ===
* 
* 
* 
* 
* 
* 
=== Outside the building ===
* 
* 
== Notes ==
* The Blushing Mermaid in Baldur's Gate 3 appears to be a combination of two taverns in the first Baldur's Gate game: The first is the extremely rowdy , located in a normal building in the Upper City, and the second is the , located in an old merchant ship at the docks in the Lower City and run by a "captain". 
== External links ==
* 
* 
Category:Locations
Category:Act Three Locations
The Blushing Mermaid - Basement

== Overview ==
There is a room where the party can fight Captain Grisly and the other victims of the Hag.
== Related locations ==
* 
== Related Quests ==
* 
* 
== Notable Loot ==
* - dropped by Captain Grisly
*
*
* - dropped by Captain Grisly
== Notable NPCs ==
* 
* 
* 
* 
* 
Category:Locations
Category:Act Three Locations
The Darkening Hunt

The Darkening Hunt is a hostile Countermeasure Aberration in Baldur's Gate 3 
== Involvement ==
The Darkening Hunt may appear during the final battle Atop the Netherbrain if the player sides with the Emperor. It will appear if a Ranger is present in the party.
==Combat==
===Attacks and abilities=== 
==Loot==
* x3
* x3
* x1
*
*
Category:Countermeasures
The Dragon's Sanctum

==Overview==
This long-forgotten cave deep under Baldur's Gate is the final resting place of , protector of Baldur's Gate. It lies at the end of the Wyrmway in Act Three.
The sanctum can be entered from the Wyrmway after completing all of Balduran's trials during quest-line. The exit leads back to Wyrm's Rock Prison.
Ansur's body can be interacted with, initiating a conversation between the player character, Ansur and , with the player character's body being used as a conduit. Afterwards, the party must fight Ansur and two Water Myrmidons.
== Locations ==
The Dragon's Sanctum is a fairly straightforward location with an entry hall, open area, and then an exit to the north. The body of Ansur can be found in the centre of the sanctum, and the on an altar north of him.
== Related quests ==
* 
== Notable characters ==
* 
== Creatures==
* Water Myrmidon
== Notable loot ==
* looted from Ansur
* on an altar behind Ansur 
Category:Locations
Category:Act Three Locations