nyuuzyou/wikis huggingface dataset:
Water Queen's Cellar

__NOTOC__
== Overview==
The Water Queen's Cellar cannot be explored without trespassing; the use of stealth is recommended.
Towards the back of the cellar is a treasure pile containing ~400 gold and random jewelry. Looting the pile earns the ire, triggering an upon the party and summoning hostile Sahuagin, as well as the party is no longer getting when making an offering at the Offering Chest in the Water Queen's House.
At the back of the cellar, next to Redhammer's body, there is a DC 15 Perception Check to see a Sandstone Wall that can be destroyed. Behind it is another small room that has a couple of waterfalls and a wooden chest with random loot in it. 
==Related locations==
*
==Notable characters==
* 
* 
* 
* 
* 
* 
== Notable creatures ==
* - 2x
* - 3x
==Notes==
* Turning the inhabitants of the cellar hostile will not turn the characters of the Water Queen's House hostile.
* body can be found here if the party sided with the Umberlees and gave him up.
Category:Locations
Category:Act Three Locations
Water Queen's House

__NOTOC__
== Area Information ==
When approaching the temple, will ask if the party is there for the funeral and will allow them to enter. At the back of the temple, is leading a funeral ceremony for . Speaking with Allandra will start the quest Avenge the Drowned.
The temple has an Offering Chest next to the giant fountain. Having a party member place any item, even 1 gold, in it will the party member until the next Long Rest. This can only be done once per party member. This Bless effect will not stack with other instances of Bless, such as . 
Interacting with the chest is not a crime, but taking any of the items out of the chest IS considered theft because those are offerings to placed there by NPCs who wander around the temple. Occasionally , a priestess of Umberlee, will come to empty the chest and bring the offerings to the treasure pile in Water Queen's Cellar. Stealing from the treasure pile in the Water Queen's Cellar will anger Umberlee, causing her to not bless your party anymore!
== Related locations ==
* 
* 
== Related quests ==
* 
== Notable loot ==
* - in the same chest as Wavemother's Cloak
* - in an Opulent Chest in Allandra Grey's quarters, in the western second floor room
* - given by Allandra Grey as a quest reward
* - dropped by Allandra Grey
== Notable characters ==
* 
* 
* 
* 
== External links ==
* 
Category:Locations
Category:Act Three Locations
Waukeen's Rest

== Overview ==
The inn is on fire when the party first arrive here. If the party travel to camp before resolving the fire, the flames will progress.
== Waypoints ==
* 
== Related locations ==
*
*
== Characters ==
*
*
*
=== Available to Speak with Dead ===
* (Flaming Fist Mercenary)
* (Dead Goblin Raider)
* (Wife of Benryn)
* (Dead Drow Raider)
== Loot ==
* 
* 
* 
=== Quest rewards ===
* 
* 
* 
=== Hidden treasure ===
* Buried chest containing gold and camp supplies at 
* Succeeding a Perception check when interacting with the hay bale at reveals a chest containing the 
* Hidden rocky crevice outside the inn walls along the eastern most path at 
== Related quests ==
*
*
*
== External links ==
* 
Category:Locations
Category:Act One Locations
Wavemother's Robe

==Gallery==
File:Wavemother's Robe ingame.png|Wavemother's Robe worn by Shadowheart
file:Wavemother's Robe Human Front Model.webp|Body Type 1 Front Human|alt=Wavemother's Robe Human Front
file:Wavemother's Robe Human Back Model.webp|Body Type 1 Back Human|alt=Wavemother's Robe Human Back
file:Wavemother s Robe Half-Elf Front Model.webp|Body Type 4 Front Half-Elf|alt=Wavemother's Robe Half-Elf Front
file:Wavemother s Robe Half-Elf Back Model.webp|Body Type 4 Back Half-Elf|alt=Wavemother's Robe Half-Elf Back
==Dyed Variations==
File:Wavemothers-robe-uncommon-1.png|Uncommon Dye Colors (Female Body Type 1)
File:Wavemothers-robe-uncommon-2.png|Uncommon Dye Colors (Male Body Type 1)
File:Wavemothers-robe-rare-1.png|Rare Dye Colors (Female Body Type 1)
File:Wavemothers-robe-rare-2.png|Rare Dye Colors (Male Body Type 1)
File:Wavemothers-robe-very-rare-1.png|Very Rare Dye Colors (Female Body Type 1)
File:Wavemothers-robe-very-rare-2.png|Very Rare Dye Colors (Male Body Type 1)
Category:Sources of healing
Way of the Four Elements

Way of the Four Elements is one of the subclasses of monk. These monks are more specialized in using their Ki to channel the elements to influence the battlefield. Rather than focusing on physical techniques that the other Monk subclasses focus on, Way of the Four Elements focuses on abilities that mimic Wizard spells, turning monks into a hybrid spellcaster.
==Subclass features==
==== Disciple of the Elements ====
* You can use ki to power magical spells that harness the elements.
* The DC for any of these spells is equal to 8 + your proficiency bonus + your Wisdom modifier. Equipment that increases your Spell Save DC also boosts your Saving Throw DC.
* These spells also trigger .
* While called spells, these Disciple of the Elements abilities are not classified as true Spells and will not interact with features or equipment that only work with proper spells.
** They cannot be .
** They can be used while .
** They can be used while .
** They do not benefit from features that apply only to spells. Examples include:
*** 
*** 
*** Any form of Metamagic
** They do not benefit from items that apply only to spells. Examples include:
*** 
*** 
*** 
*** 
*** 
Choose 3:
*
*
*
*
*
*
*
*
*
*
*
==== ====
* While not in combat, regain half your (rounded down). Restores on long rest.
*Select 1 spell from the spell list.
New Spells:
*
*
*
* Select 1 spell from the spell list.
==== ====
* damage increases to (from 1d10)
* damage increases to (from 2d8)
* damage increases to (from 3d10)
* damage increases to (from 3d6)
* damage increases to (from 1d10)
* damage increases to (from 3d10)
* can hold an additional creature.
* fires an additional ray.
* damage increases to (from 3d8)
*Select 1 spell from the spell list.
New Spells:
* 
* 
* 
==Spell list==
Name	Level	Cost	Ki Points	Damage 	Effect
 	3 	 	 	
:+ 	Creates an ice surface on impact
 	3 	 	 	 	Reduces the target's movement speed by .
 	3 	 	 	
:+ 	Your next melee attacks this turn deal an additional damage.
 	3 	 	 	 	Pushes away all creatures and objects on a failed
 	3 	 	 	 	Push the target back and knock it .
 	3 	 	 	- 	Summon a strong wind that clears all clouds and pushes creatures back , forcing them .
 	3 	 	 	- 	Create a climbable ice cube.
 	3 	 	 	or 2d8 , , , or	-
 	3 	 	 	 	-
 	3 	 	 	 	The target cannot use reactions.
 	3 	 	 	 	Possibly pulls a target toward you or knocks it .
 	6 	 	 	- 	Hold a humanoid enemy still. They can't move, act or react. Attacks from within are always critical hits.
 	6 	 	 	 	-
 	6 	 	 	 	-
 	11 	 	 	 	-
 	11 	 	 	- 	Transform into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
The cloud has on Constitution, Dexterity, and Strength s.
 	11 	 	 	- 	Gain the ability to .
==External links== 
*
Category:Subclasses
Way of the Open Hand

is one of the subclasses of Monk. It can be chosen at level 3. These monks are more specialized in using unarmed attacks to strike their opponents down.
==Subclass features==
Gain unique, upgraded variants of .
Gain three toggleable passives that improve your unarmed damage. Only one of these passives can be active at once.
==External links== 
*
Category:Subclasses
Way of the Profane Ki

Way of the Profane Ki is a hostile Countermeasure Aberration in Baldur's Gate 3. 
== Involvement ==
The Way of the Profane Ki may appear during the final battle Atop the Netherbrain if the player sides with the Emperor. It will appear if a Monk is present in the party.
==Combat==
===Attacks and Abilities===
==Loot==
*
Category:Countermeasures
Wayne

Fist Wayne is a human member of the Flaming Fist who can potentially be found at the Circus of the Last Days in Rivington.
== Involvement ==
=== Act Three ===
Wayne will only be found along with at the circus if both and the ringmaster are killed and the party takes a long rest. 
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* x2
* 
* 
== Gallery ==
Wayne Model.png|Model
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Humanoids
Category:Humans
Category:Members of the Flaming Fist
Category:Fighters
Wearne

Fist Wearne is a ranger and human member of the Flaming Fist. He patrols just outside the South Span Checkpoint in Rivington.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
Category:Humans
Category:Humanoids
Category:Members of the Flaming Fist
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Rangers
Weave set

The Weave Set is a set that boosts its wearer's spell-related rolls through Arcane Enchantment: Gain bonus to Spell Save DC and Spell Attack Rolls. Previously worn by wizard Tenser and Edith Cluckle.
Name	Slot 	Effect
 	 	
 	 (Non-Armour)	
 	 (Clothing) 	+2
Category:Equipment sets
Welso

Welso is an Ironhand Gnome located in the Grymforge where the rubble has collapsed. 
== Involvement ==
Welso can be encountered while he is working with the other enslaved Gnomes in an effort to free and their fellow trapped Gnomes.
== Related quests ==
*
*
*
== External links ==
* 
Category: Gnomes
Category:Deep Gnomes
Category:Humanoids
Category:Characters
Category:Characters in Grymforge
Category:Characters in Act One
Category:Members of Clan Ironhand
Weneg

Brawler Weneg is a Goblin Brawler in Moonrise Towers in Act One. She is located on main floor just outside the throne room, with and .
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
Category:Humanoids
Category:Goblins
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Followers of the Absolute
Wensleydale

Wensleydale is an Undead Vampire Spawn who is imprisoned in Cazador's Dungeon.
== Interactions ==
As the party progresses through Cazador's Dungeon, they inevitably pass by a prison containing various Vampire spawns, including among them and .
If choosing to free the imprisoned vampire spawns after killing Cazador, then Wensleydale will escape his cell and disappear.
== Combat ==
Wensleydale cannot be fought, but he still retains the abilities of all vampire spawns.
=== Attacks and abilities ===
== Related Quests==
* 
* 
Category:Vampire Spawns
Category:Undead
Category:Characters
Category:Characters in Szarr Palace
Category:Characters in Act Three
Werewolf

Werewolves are a non-playable humanoid race in Baldur's Gate 3.
== About werewolves ==
Werewolves possess the feature Multiattack: Wounded, and have the incredibly rare distinction of being immune to non-magical bludgeoning, slashing, and piercing damage. This makes them dangerous against allies who do not wield magical weapons or cast spells.
Werewolves can be found at Szarr Palace or summoned through as part of the Gather Your Allies quest.
==Combat==
=== Attacks and Abilities ===
==Werewolf characters==
* 
* 
* 
* 
==Werewolf enemy variants==
* Predator Werewolf
== Notes ==
* A potential Werewolf origin character, Helia, was cut during development.
== External links ==
* 
Category:Creatures
Category:Races
Category:Non-playable races
Western Beach

==Locations==
=== Trail ===
The trail leading to the beach is littered with traps, including mines and tripwires. A dying man is found after the first section, who may transform into if she has not been met at least two times.
=== Rivington cove confrontation ===
In the cove near Rivington, you can encounter members of the Guild, led by , fighting a band of the Stone Lord, led by . Entering the area will cause the party to be dragged into the conflict, where they can either help Farlin or fight both groups. Otherwise, the two groups will start fighting if they are left alone for long enough. 
If standing back and watching or choosing a neutral path, will let the party support the Guild. As a Bard, suggesting that the conflict be resolved by Flyting causes both sides to become hostile. Killing both groups grants the Inspirational Event Cleaning up the Scum (The Dark Urge background). Supporting the guild earns the Inspirational Event Backing the Established Players (Noble background). 
One can be found atop a barrel and two more can be found on the ship .
===Passageway===
Along the southern cliff-side is an opening to a passageway . This passageway was being used for smuggling by the Stone Lord and his men. 
Some paintings and other loot can be found here, along with a trapped chest containing the .
===Ship from Moonrise===
Docked at the beach is a ship that sailed in from Moonrise Towers. On the ship is some loot, including two s.
==Related locations==
*
==Related quests==
* 
==Notable characters==
====The Guild====
* 
* 
* 
* 
====Stone Lord's men====
* 
* 
* 
* 
* 
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* - Inside a trapped chest in the passageway
* - looted from Cairos
* - looted from Farlin
* x3 - Two in the storage container of the ship, one atop a barrel near the stone archway at 
Category:Locations
Category:Act Three Locations
Wet (Condition)

== Notes ==
*Combining this with will replace both conditions and make the target . However, the target must be first chilled, and only then made wet, otherwise it will not freeze.
*Characters who become Wet will wash off any blood and dirt that has accumulated on them and their armour.
*Wet entities who are resistant to and/or damage will have their resistances negated, but vulnerability will not be applied to the respective element.
Wexford

Wexford is a Flaming Fist killed by a githyanki patrol and in the Risen Road at .
== Involvement ==
Wexford is first seen as part of a squad of Flaming Fists opposing a githyanki patrol on the Risen Road, on a bridge nearby the Mountain Pass entrance.
Face to face with the githyanki, demands that the patrol drops their weapons, but is swiftly rebuked by their leader . However, flies overhead and before Wexford and the squad can flee, they are incinerated by his dragon flames, which also destroy the bridge in the process.
== Combat ==
=== Attacks and abilities ===
=== Allies ===
* 
* 
* 
== Loot ==
* 
* 
== Notes ==
* Wexford cannot actually be looted, as she dies during the cutscene and her corpse cannot be found.
** Wexford cannot be interacted with, attacked, or even killed with Area of Effect attacks during the cutscene. Aiming at her will simply show an Invalid Target! prompt.
** None of the Flaming Fist Mercenary corpses by the destroyed bridge resemble her or any of her squad.
Category:Members of the Flaming Fist
Category:Characters
Category:Characters in the Risen Road
Category:Characters in Act One
Category:Dwarves
Category:Gold Dwarves
Category:Humanoids
Whispering Depths

==Overview==
===Access===
The Whispering Depths can be accessed from the Blighted Village, via the well located in the centre of the village at , or through the blacksmith's workshop. 
===Arachnomancer's room===
To the west of the well entrance is a small workshop at (which previously housed a high-elven Lolth fanatic, named Eliette. She has left behind four diaries, which describe her "transcendence" into the Phase Spider Matriarch.
Reading all four journals in the room earns the Inspirational Event A Solitary Spider (Sage background).
A metal chest beside a writing desk contains the , a gift from Lolth to the arachnomancer.
===Centre caves===
North of the well is a section of caves with two Phase Spiders and two Ettercaps. There are also some old backpacks with supplies, left by a group of travellers who were trying to return home to the Underdark.
===Matriarch's den===
At the western end of the depths is a large, open section where the Phase Spider Matriarch can be found.
The Underdark can be accessed by jumping into the central green glowing pit of this room, arriving at an unnamed location dubbed Minotaur Hills at .
On the western edge of the pit is a , needed to open the . Further west and past the pit is the Whispering Depths waypoint.
===Waypoints===
This location contains the following waypoint:
==Creatures==
* s
* s
* s
* 
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* a quest item found just beside the central pit in the matriarch's den
* looted from the phase spider matriarch
* 
* 
=== Literature ===
* 
* 
* 
* 
* 
==Related quests==
* 
* 
== Achievements ==
Category:Locations
Category:Act One Locations
Whitemist

Whitemist is a Dire Wolf found in the ballroom of the Szarr Palace in Baldur's Gate 3. He can be spotted initially munching on the remains of a gnome party guest.
== Involvement ==
Whitemist will join the combat after the party speaks to Blaise Hhune upon entering the ballroom.
== Combat ==
=== Attacks and abilities ===
Category:Wolves
Category:Beasts
Category:Characters
Category:Characters in Szarr Palace
Category:Characters in Act Three
Wilbur

Griefguard Wilbur is a Sharran Novice in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Wilbur wanders between the front entrance and front desk of the House of Grief in the Lower City. He guards the Mapping Room with and . If the party interact with him, he welcomes them into the House of Grief, promising that their burdens will be lifted.
If interacts with him, Wilbur lashes out that she is more wretched-looking than the rumours claimed, and that her fate will be determined once she enters through the front doors.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
== External links ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Followers of Shar
Wild Magic (barbarian subclass)

Wild Magic is one of the subclasses of barbarian. These barbarians manifest otherworldy magic to bolster their martial abilities.
__NOTOC__
== Subclass features ==
:; 
:: Rage instantly causes a randomly rolled Wild Magic effect. Some of these effects can be activated every subsequent turn as a bonus action. Effects that trigger a saving throw have a fixed DC of 12.
==== Wild Magic Effects ====
; 
: Anyone within a range adds their Proficiency Bonus to Saving Throws against spells.
; 
: You or an ally receive +1d4 bonus to Attack Rolls and Ability Checks for 10 turns.
; 
: You or an ally recover a level 1 Spell Slot.
; 
: You or an ally recover a level 2 Spell Slot.
; 
: You or an ally recover a level 3 Spell Slot.
; 
: While enraged, when you take damage or fail a Saving Throw, you trigger another Wild Magic effect that replaces the current one. (This counts as a reaction and can be set to ask.)
== External links ==
* 
Category:Subclasses
Wild Magic (sorcerer subclass)

Wild Magic is one of the Subclasses of Sorcerer. These Sorcerers are capable of using the chaos of their magic to unleash various unexpected effects that can be helpful or chaotic. They also have the ability to gain Advantage on rolls, in exchange for their magic becoming more erratic and surging more often.
== Subclass features ==
; 
: Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a Spell of level 1 or higher, your magic might surge and trigger a random magical effect.
; 
: Activate to gain on your next , Ability Check, or . Increased chance of Wild Magic surge afterwards.
: * or Long Rest
; 
: Spend 2 Sorcery Points as a free action to give a target a bonus or a penalty to all Ability Checks for two turns, or spend 2 Sorcery Points as a reaction to give a target a bonus or a penalty on a single or .
; 
: When an enemy casts a spell, spend your reaction to cause a Wild Magic Surge near the enemy spellcaster.
== Wild Magic Surge effects ==
== External links ==
Category:Subclasses
Wild Magic table (Barbarian)

Wild Magic Barbarian will unleash one of the listed effects when Rage has been activated. All effects last until end of Rage or until a new effect has been activated. Effects that trigger a saving throw have a fixed DC of 12.
==Barbarian Wild Magic Effects==
Effect	Description
 	Magic infuses your weapon. It deals an additional damage and gains the and properties. If thrown, it reappears in your hand at the end of your turn.
 	You are protected by wild, vengeful magic. Enemies that hit you take damage in retaliation.
 	You, and any allies within of you, have a +1 bonus to .
 	Each turn, as a , choose to summon a spectral flumph within of you. The flumph explodes at the end of your turn, dealing damage to anyone within on a failed DC 12 .
 	Each turn, as a , choose to shoot a Bolt of Light from your chest at a target within of you. Wild Magic: Bolt of Light deals damage and the target on a failed DC 12 for 1 turn.
 	Flowers and vines spread outward from you in a radius of creating for everyone other than you.
 	Each turn, as a , choose to Teleport to an unoccupied space you can see within
 	Shadowy tendrils lash outwards from you. Each creature within of you must succeed a DC 12 or take damage. Additionally, you gain .
Wild Magic table (Sorcerer)

Wild Magic Sorcerers have a chance to unleash one of the following effects after a level 1 or higher spell is cast:
<noinclude>==Wild Magic Sorcerer Effects==
Wild Magic Effects
Effect	Description
 	At the start of each turn, trigger a random magical effect.
 	Each creature and item within starts burning and takes per turn.
 	Until the end of your next turn, you can use a bonus action to teleport up to
 	Enchant the weapon of each creature within . Their next attack is a Critical Hit and deals an additional .
 	Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
 	Create a cloud of fog around yourself. Creatures within are Heavily Obscured and .
 	Each creature within becomes .
 	When you hit a target with a spell, heal all creatures within for per Spell Slot level used.
 	Summon a hostile mephit.
 	Swap positions with a target each time you cast a spell or cantrip.
 	You gain an additional action this turn.
 	You can until the end of the turn.
 	is increased by 5 and you are immune to the effects of
 	Able to lift and throw objects and creatures with your mind until the end of your turn.
 	Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved.
 	Each creature within is randomly or .
 	You are transformed into a beast.
 	Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone.
 	You are .
 	Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes for every it moves.
 	Create a vine surface around yourself, slowing down creatures, possibly them.
 	Gain the ability to comprehend and communicate with beasts.
 	Each creature within is randomly transformed into either a cat or a dog.
Wild Shape: Badger table

This is a table showing the level scaling of .
Druid level	Hit points	Bonus damage	Bonus damage	Bonus damage
Druid level	Hit points	 	 	
2 	13 	0 	0 	
4 	17 	1d6 	1d6 	
6 	22 	1d6 	1d6 	
8 	29 	1d8 	1d8 	
10 	37 	1d8 	1d8 	
12 	49 	1d10 	1d10
Wild Shape: Owlbear table

This is a table showing the level scaling of .
Druid level	Hit points	Bonus damage	Bonus damage	Bonus damage
Druid level	Hit points	 	 	
6 	65 	1d4 	1d4 	1d4
8 	78 	1d6 	1d6 	1d6
10 	94 	1d6 	1d6 	1d6
12 	112 	1d8 	1d8 	1d8
Wild Shape: Panther table

This is a table showing the level scaling of .
Druid level	Hit points	Bonus damage	Bonus damage	Bonus damage
Druid level	Hit points	 	 	
6 	45 	1d4 	1d6 	1d6
8 	54 	1d6 	1d8 	1d8
10 	60 	1d6 	1d8 	1d8
12 	68 	1d8 	1d10 	1d10
Wild Shape: Sabre-Toothed Tiger table

This is a table showing the level scaling of .
Druid level	Hit points	Bonus damage	Bonus damage	Bonus damage
Druid level	Hit points	 	 	
8 	62 	1d8 	1d8 	1d8
10 	74 	1d8 	1d8 	1d8
12 	89 	1d10 	1d10 	1d10
Wild Shape: Spider table

This is a table showing the level scaling of .
{| class="wikitable" style="width: auto; text-align:center"
! Druid level
! Hit points
! Bonus damage
|-
! 2
| 20
| 0
|-
! 4
| 26
| 1d6
|-
! 6
| 34
| 1d6
|-
! 8
| 44
| 1d8
|-
! 10
| 57
| 1d8
|-
! 12
| 74
| 1d10
|}