nyuuzyou/wikis huggingface dataset:
The Emperor/Combat

This page focuses on the Emperor's behavior during turn-based combat gameplay. This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.
The Emperor possesses a number of illithid abilities commonly used by other mind flayers, and in some encounters will have other unique abilities with special functions.
== Attacks and Abilities ==
===Class Actions===
===Spells===
If the party chose to give the to the Emperor:
==Conditions==
This information is not specified on the Emperor's Examine page, but has resulted from testing. If this information varies depending on whether the Emperor is hostile, allied, or neutral, then please specify this in the applicable section. 
===Vulnerabilities===
Vulnerabilities include specific named Conditions that can be afflicted onto this character, even if the chance of successfully afflicting this condition on the character is really, really low.
The Emperor can be affected by all of the following Conditions:
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== Encounter details==
This section is a list of specific combat encounters where The Emperor gets added into the initiative, and any specific differences about how The Emperor can behave in each combat encounter. 
===Astral Plane===
This encounter is triggered by the quest Help Your Protector during Act Three.
* Even if friendly, the player cannot control his actions like a companion or summon.
* When the Emperor takes enough damage, they will use at least one . Up to 2 of these potions are available but using them here means the Emperor will not have them during later encounters.
NOTE:
* If The Emperor's hit points reach 0, the combat encounter immediately ends and a cutscene triggers. This results in a "Game Over" screen.
===The Upper City===
When it is finally time to Confront the Elder Brain, the Emperor can proceed as the player's ally during this final mixture of open-world and combat gameplay. The Emperor will be attached to one character like a summon for the duration of this battle.
* When The Emperor's hit points reach 0, they will become "downed" like any other controllable ally, and will make death saving throws.
===Atop the Netherbrain===
====Ally====
* The Emperor can be downed, and can die, but revivify and resurrection methods are allowed. On death then resurrection, for some reason, any unused potions of angelic reprieve will be dropped on the ground.
* The Emperor is capable of casting spells off of some, but not all scrolls, if players open up the group inventory screen while the Emperor is actively selected, and right-mouse-clicks on the scroll item (PC Platforms only). The criteria allowing or disallowing the use of a scroll is unclear.
====Enemy====
* As an enemy, the Emperor will start combat with the condition.
The Festering Cove

== Overview ==
The entrance to The Festering Cove can be found in the Torchstalk field northeast of the Arcane Tower and south-east of the Decrepit Village. There is a Cragged Rock , that can be reached by jumping over two mushrooms growing out of the cliff face. The party must climb down the Cragged Rock to reach The Festering Cove.
The Festering Cove is home to a tribe of Kuo-toa, that are worshipping a figure called , the alleged Kuo-toa God of Murder. A companion can be sacrificed to BOOOAL for the condition . Successfully investigating BOOOAL's nature through dialogue, then becoming his "chosen" will award the item .
=== Notable characters ===
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=== Notable creatures ===
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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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=== Hidden Treasure ===
* Around the shallows to the south there is a submerged chest with some magical arrows.
Category:Locations
Category:Act One Locations
The Fiend

The Fiend is one of the Subclasses of Warlock. These Warlocks are servants of chaotic and destructive beings such as demons or devils and traded their souls to these dark forces in exchange for power. They also have the ability to gain additional Hit Points upon dealing the finishing blow to enemies.
== Subclass features ==
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: Whenever you reduce a hostile creature to 0 Hit Points, this gift from your patron grants you temporary hit points.
; Expanded Spell List
: 1st Level Spells
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; Expanded Spell List
: 2nd Level Spells
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; Expanded Spell List
: 3rd Level Spells
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: Call on your patron to change your fate and add a to an Ability Check. 
; Expanded Spell List
: 4th Level Spells
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; Expanded Spell List
: 5th Level Spells
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: Choose a damage type and gain Resistance to it. You can pick a new damage type each Short Rest. You can only have 1 type of Resistance at a time.
== External links ==
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Category:Subclasses
The Glitter Gala

== Overview ==
Omotola sells gems and unenchanted jewelry. The official name of the business is Omotola's Bijoux.Detailed Ledger Whilst Omotola's opening patter suggests that she has magical gems for sale, no such items exist. Upon a successful perception check near the planter to the right of the entrance Omatola's Chest Key will be revealed which can be stolen.
== Basement ==
The basement is accessed through a locked hatch behind the counter.
The hallways has several tripwires and traps. The first room is a storage area for the Chromatic Scale. A storage area for The Glitter Gala is locked behind an Iron Gate (DC 25), with more floor traps and trapped chests (DC up to 25 Perception). There is also a Piano with a Performance check (DC18) that opens a secret door. Inside the secret door is a chest with some common instruments.
== Related Locations ==
* is upstairs
== Notable Characters ==
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== References ==
== External links ==
* 
Category:Locations
Category:Act Three Locations
The Graceful Cloth

== Gallery ==
File:The Graceful Cloth in game female.PNG|alt=The Graceful Cloth worn by Karlach
File:The Graceful Cloth in game male.PNG|alt=The Graceful Cloth worn by Astarion
file:The Graceful Cloth Human Front Model.webp|Body Type 1 Front Human|alt=The Graceful Cloth Human Front
file:The Graceful Cloth Human Back Model.webp|Body Type 1 Back Human|alt=The Graceful Cloth Human Back
file:The Graceful Cloth Half-Elf Front Model.webp|Body Type 4 Front Half-Elf|alt=The Graceful Cloth Half-Elf Front
file:The Graceful Cloth Half-Elf Back Model.webp|Body Type 4 Back Half-Elf|alt=The Graceful Cloth Half-Elf Back
File:The-graceful-cloth-uncommon.png|Uncommon Dye Colors
File:The-graceful-cloth-rare.png|Rare Dye Colors
File:The-graceful-cloth-very-rare.png|Very Rare Dye Colors
Category:Dexterity Equipment
The Great Old One

The Great Old One is one of the Subclasses of Warlock. These Warlocks are acolytes of eldritch entities that are incomprehensible to regular mortals. They are given the ability to channel magic through pacts with these ancient beings in order to control the fabric of reality itself.
== Subclass features ==
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: When you land a Critical Hit against a creature, that creature and any nearby enemies must succeed a or become until the end of their next turn.
; Expanded Spell List
: 1st Level Spells
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; Expanded Spell List
: 2nd Level Spells
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; Expanded Spell List
: 3rd Level Spells
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: Impose on an against you. If the attack misses, you gain on your next against the attacker for 1 turn. 
; Expanded Spell List
: 4th Level Spells
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; Expanded Spell List
: 5th Level Spells
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: An elder being shields your brain. You gain Resistance to damage. 
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: Your patron doesn't appreciate attempts to attack your mind. When you take damage, your attacker takes the same damage.
== External links ==
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Category:Subclasses
The Guild

The Guild is a criminal organization run by Guildmaster , which operates from within Baldur's Gate city. 
== About the Guild ==
The Guild's stronghold, the Guildhall, can be found beneath the Lower City. 
== Related locations ==
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== Members ==
=== Guildmaster ===
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=== Nine-Fingers' Bodyguards ===
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=== Entrance Guards ===
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=== Farlin's Gang ===
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=== Zenovia's Gang ===
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=== Bursar Uktar and his Guards===
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=== Fetcher's Brats ===
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=== Other Guild Members ===
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=== Traders and Affiliates ===
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=== Visitors ===
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== Related items ==
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== Related literature ==
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== External links ==
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Category:Factions
The Hexblade

Hexblade is an upcoming subclass of Warlock. It is planned to be released as part of Patch 8 in 2025. 
== Subclass features ==
; Expanded Spell List
: 1st Level Spells
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;Expanded Spell List
:2nd Level Spells
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; Expanded Spell List
: 3rd Level Spells
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;Expanded Spell List
:4th Level Spells
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;Expanded Spell List
:5th Level Spells
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== Bugs ==
* The Hexblade's level 4 and 5 spell lists contain the The Archfey's level 4 spells. This is likely unintended. 
* The Hexblade's level 5 spell list contains , this is likely meant to be .
== External links ==
== References ==
Category:Subclasses
The High Hall

== Overview==
===The Watch Citadel===
The Watch Citadel is a small area visited before the High Hall's Courtyard. Any allies gathered during the game will appear here and give short lines of support dialogue. There is also a trader for last minute supplies, .
===The High Hall Courtyard===
The High Hall Courtyard is a large area before the High Hall proper. Entering this area will begin a fight with Absolutist cultists, Winged Horrors, goblins, an Ogre, a Spectator, and several Mind Flayers. It is possible to bypass this battle by approaching the High Hall from the northern or southern routes, or taking the sewers.
===Upper City Sewers===
The Upper City Sewers is an area accessible though metal door in a hidden area, underneath part of the northern pathway around the Courtyard . This area provides a shortcut between the Courtyard entrance and the High Hall. This route features few goblins, a Mind flayer, Absolute cultists, , Necromites and a Death knight named . 
===The High Hall===
The High Hall itself is located just past the courtyard. Once sighted while in this area, the party will enter combat with the intellect devourers, Bhaal cultists, and a nautiloid which will spawn additional intellect gluttons. 
Traversing up the stairs and approaching the stem of the Netherbrain will end combat. Once here, the party can use a restoration pod (not on tactician difficulty) to heal, and then traverse up the stem to the final area .
== Notable characters ==
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== Notable creatures ==
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== Related quests ==
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Category:Locations
Category:Act Three Locations
The Hollow

== Overview ==
The Hollow is a connective hub area for the Emerald Grove. In addition to providing easy access to other areas of the Grove, it is home to several different traders and other important characters. It is also one of the locations where and can be recruited as companions, provided they have not yet joined the party.
== Interactions ==
* Speaking to , , , and , who are training to fight.
* Speaking to and , who are arguing over a stolen locket
* Speaking to , who is trying to sell goods
* Speaking to , andf his crew about why they went to the goblin camp
* Speaking to , , and , who are arguing about if they should leave or not
* Speaking to and about her daughter
* Speaking to the rat using , who has chipped a tooth on an 'evil thing'
== Characters ==
==== Companions ====
* If not previously recruited on the Ravaged Beach, may be recruited near the oxen at 
* can be recruited near the combat training at 
==== Traders ====
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==== Others ====
* after being saved from 
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== Loot ==
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=== Hidden treasures ===
* The haystack near the two oxen tended by . To reveal this location, party members who are under the effect of may talk to the or pass a .
* Past the oxen, where loiters, a pair of are lying on the horse cart. They can be picked up without it counting as stealing. The locked travel-worn chest next to the cart also contains useful loot.
* Behind the storage shed where is located, there is a pouch on the ground containing loot. The player character can access the storage either by lockpicking the front door (a forbidden action) or climbing through the roof along the rear via the Makeshift Prison. Caution: there are exploding plants along this path that are only revealed by an ability check.
== Related quests ==
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Category:Locations
Category:Act One Locations
Category:Locations in Druid Grove
The Jolty Vest

==Gallery==
file:The Jolty Vest Human Front Model.webp|Body Type 1 Front Human|alt=The Jolty Vest Human Front
file:The Jolty Vest Human Back Model.webp|Body Type 1 Back Human|alt=The Jolty Vest Human Back
file:The Jolty Vest High Elf Front Model.webp|Body Type 4 Front High Elf|alt=The Jolty Vest High Elf Front
file:The Jolty Vest High Elf Back Model.webp|Body Type 4 Back High Elf|alt=The Jolty Vest High Elf Back
Category:Sources of damage reduction
Category:Sparkstruck Equipment
The Judge

The Judge is a named Shadow creature found in The Wyrmway in Act Three. 
== Involvement ==
The Judge prevents the party from passing judgement and so must be dealt with. It is immune to all forms of damage so alternative methods must be used.
Known ways to remove the judge:
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* Methods that Control Undead
** (drive the judge out with blindness field avoidance behavior)
** (teleport the judge anywhere outside the circle)
** , , and (push the judge out with the damage field avoidance behavior)
== Related quests ==
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Category:Characters
Category:Characters in Wyrm's Rock Fortress
Category:Characters in Act Three
Category:Shadows
Category:Undead
The Kobold Dinner Guide to Diplomacy

This guide describes a build that is designed to give you the best chance of passing dialogue checks in order to bypass combat, or reach desired outcomes. Particularly in honour mode, where there is no ability to save scum, it is valuable to be able to pass dialogue checks on the first try.
== The diplomat (8 bard/2 wizard/1 cleric/1 rogue) == 
This build is heavily focused on increasing skill modifiers for 'soft' skills. When negotiations fail, it plays a supporting role in combat, enhancing survivability through the use of sanctuary.
Race: Strongheart halfling for Halfling Luck which reduces the likelihood of critical failure on rolls. Poison resist is a nice bonus.
Initial stats: 
STR: 8 (-1)
DEX: 8 (-1)
CON: 10 (+0)
INT: 14 (+2)
WIS: 16* (+3)
CHA: 17** (+3)
There is some leeway here, feel free to swap INT and WIS if you prefer having stronger wizard skills, or INT-based skills. Similarly, I put 10 in CON because DEX becomes irrelevant with heavy armour (but costs you initiative).
Level 1: Cleric 1 (Life, Nature, Tempest or War): Critically, this provides access to , and proficiency which will help with survivability if negotiations fail. 
Level 2: Rogue 1 A level of rogue gets us one more skill and two points which we put into persuasion and deception.
Levels 3-12: Wizard (Divination) 2 / Bard (Lore) 8 We take two wizard levels in the divination school. This grants access to spell scribing (giving access to high-level wizard spells) as well as a portent dice which can be used while in Sanctuary. The remaining levels are in Bard, which gives diplomacy boosts at level 2 () and 3 (). Our high Charisma is useful for Bard spell DC while the vast array of wizard spells can be chosen for utility and summons. The exact order of the levels is up to you.
Feats:
* Actor : gives us +1 to Charisma and expertise in deception and performance (make sure you don't choose these for your other expertise picks)
* Lucky : Useful both in- and out- of combat, but primarily used to shore up skill checks.
== Strategy == 
For much of the game, the diplomat can be left in camp. When needed, cast sanctuary and initiate dialogue with them. If negotiations fail, while in sanctuary, you can buff allies, set up combos with , cast summon spells. Alternatively, for encounters in amenable locations, the diplomat can be sent in alone and flee combat if necessary. Then return with the fighting team.
== Combat encounters that can be resolved 'diplomatically' ==
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== Combat encounters that can be made easier through diplomacy == 
* : Can be convinced to throw himself in the pit, bypassing the first phase of combat.
* : Convince Yurgir to chance allegiances.
The Librarian

The Librarian is a magical entity that inhabits The Silent Library in Act Two. 
==Involvement==
The Librarian projects a Silence Aura across the entire library, all creatures that step within. Destroying the Librarian will, in turn, destroy the aura and its effects.
== Attacks and abilities ==
The Librarian physically and mechanically resembles an Umbral Tremor.
Category:Environmental objects
The Lodge

==Overview==
The Lodge is used as the headquarters of the Society of Brilliance.
===Basement Docks===
If is completed by bringing a in Act One, then there will be no one alive at the lodge. Instead, a trail of blood leads to a portal that takes the party to the basement. Several notes from discuss how they magically aged the Githyanki youth and raised them under a different moral code.
===Lower floor===
If the Githyanki Egg was not given to Lady Esther, Havkelaag is present here and requests to purchase it for 1000 gp.
===Upper floor===
 can be found on the upper floor of the split level house. He is able to be traded with, and asking about Omeluum will begin the quest .
===Attic===
In the attic is a painting titled A Magical Journey. Interacting with the painting will transport the party to the lodge's vault. 
===Vault===
This room contains some minor loot and a large, unlocked safe.
==Related locations==
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==Notable 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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* on Havkelaag's corpse.
Category:Locations
Category:Act Three Locations
The Lodge - Basement Docks

== Overview ==
If Steal a Githyanki Egg is completed by bringing a in Act One, then there will be no one alive at the lodge. Instead, a trail of blood leads to a portal that takes the party to the basement. Several notes from discuss how they magically aged the Githyanki youth and raised them under a different moral code.
==Related locations==
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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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==Notable NPCs==
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Category:Locations
Category:Act Three Locations
The Mighty Cloth

== Gallery ==
File:The Mighty Cloth in game female.PNG|alt=The Mighty Cloth worn by Karlach
File:The Mighty Cloth in game male.PNG|alt=The Mighty Cloth worn by Astarion
file:The Mighty Cloth Human Front Model.webp|Body Type 1 Front Human|alt=The Mighty Cloth Human Front
file:The Mighty Cloth Human Back Model.webp|Body Type 1 Back Human|alt=The Mighty Cloth Human Back
file:The Mighty Cloth Half-Elf Front Model.webp|Body Type 4 Front Half-Elf|alt=The Mighty Cloth Half-Elf Front
file:The Mighty Cloth Half-Elf Back Model.webp|Body Type 4 Back Half-Elf|alt=The Mighty Cloth Half-Elf Back
File:Mightly_cloth_rare.png|Rare Dye Colors
== External links ==
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Category:Strength Equipment
The Oak Father's Embrace

== Gallery ==
File:The Oakfather's Embrace in game female.PNG|alt=The Oakfather's Embrace worn by Karlach
File:The Oakfather's Embrace in game male.PNG|alt=The Oakfather's Embrace worn by Astarion
file:The Oakfather's Embrace Human Front Model.webp|Body Type 1 Front Human|alt=The Oakfather's Embrace Human Front
file:The Oakfather's Embrace Human Back Model.webp|Body Type 1 Back Human|alt=The Oakfather's Embrace Human Back
file:The Oakfather's Embrace High Elf Front Model.webp|Body Type 4 Front High Elf|alt=The Oakfather's Embrace High Elf Front
file:The Oakfather's Embrace High Elf Back Model.webp|Body Type 4 Back High Elf|alt=The Oakfather's Embrace High Elf Back
Category:Sources of Radiant damage
The Professor

The Professor is an elven member of The Guild.
== Involvement ==
The Professor can be found walking around the Guildhall within the Undercity. He comments on the events happening in the Guildhall but as a visitor, he does not take part in any fight.
== Notable loot ==
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== Idle banter ==
The Professor will occasionally chat with :
Slick Inatra: We're all on the same side, friend. Nine-Fingers invited us herself.
* The Professor: The guildmaster hired you, yes - but I think it's best if your Zhentarim keep to themselves. There's not a lot of trust in the Guildhall of late.
** Slick Inatra: You're all scared shitless of this Stone Lord, you mean. Which is exactly why your boss hired us.
Slick Inatra: Look, if your lot could look after themselves, we wouldn't need to be here.
* The Professor: The Guild is a collective of specialists - not a private army.
** Slick Inatra: 'Specialists'. Thieves, con-artists, and killers - nothing so special about that, friend.
*** The Professor: ...There are no killers here, Zhent. Assassins, those are a different matter entirely.
The Professor: As you'll see, there's plenty of space for your people.
* Slick Inatra: Down there in the damp, you mean.
** The Professor: Count yourself lucky. This place is usually so full that you wouldn't find room to sit your padded arse down.
** Slick Inatra: Don't try to flirt with me, boss. We both know this place is like a tomb because your crews are running scared.
Slick Inatra: And what are we meant to do about food?
* The Professor: Talk to Severn at the bar.
** Slick Inatra: What - the bugbear?
*** The Professor: The guildmaster poached him from a minor peer of Parliament. He's quite the cook.
Category:Elves
Category:Wood Elves
Category:Humanoids
Category:Characters
Category:Characters in the Undercity
Category:Characters in Act Three
Category:Members of the Guild
The Protecty Sparkswall

== Gallery ==
File:The Protecty Sparkswall in game female.PNG|alt=The Protecty Sparkswall worn by Karlach
File:The Protecty Sparkswall in game male.PNG|alt=The Protecty Sparkswall worn by Astarion
file:The Protecty Sparkswall Human Front Model.webp|Body Type 1 Front Human|alt=The Protecty Sparkswall Human Front
file:The Protecty Sparkswall Human Back Model.webp|Body Type 1 Back Human|alt=The Protecty Sparkswall Human Back
file:The Protecty Sparkswall Half-Elf Front Model.webp|Body Type 4 Front Half-Elf|alt=The Protecty Sparkswall Half-Elf Front
file:The Protecty Sparkswall Half-Elf Back Model.webp|Body Type 4 Back Half-Elf|alt=The Protecty Sparkswall Half-Elf Back
Category:Sparkstruck Equipment