nyuuzyou/wikis huggingface dataset:
Marls

Acolyte Marls is an Acolyte of the Absolute within Moonrise Towers, located on the Docks at .
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== Involvement ==
When speaking with Marls, the party can ask him about the crates being shipped. If discovering, that there are crates filled with a thousand tadpoles, the party can use Illithid Persuasion to break down a mental wall Marls put up to block his own knowledge of the contents of the crates. Then, the party can either convince him to jump off the docks to his death, or rebuild the mental wall:
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Telling him to wash off the tadpoles causes him to jump off the dock to his death, which grants Inspiration via the background goal "Swimming with the Shadows". All options except the second option will cause non-Vengeance paladins to break their oath.
=== Defending Moonrise Towers ===
If the is freed and the Harpers launch their assault on Moonrise Towers, Marls (if alive) is part of the remaining forces defending Moonrise Towers. Marls can be found on the rafters above the ground floor's main hall, where he can harass the party and their allies.
His combat dialogue will be different, depending on if the party had previously tore down his mental defences or not.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
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== Notes ==
* Marls also has the abilities of a Zealot of the Absolute, but he is not able to use any Smites since he doesn't carry a melee weapon.
== References ==
Category:Followers of the Absolute
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Humans
Category:Humanoids
Category:Clerics
Marpha Golewits

Marpha Golewits is a Human refugee living in Arfur's Mansion in Act Three. She can be found squatting inside the house along with her husband and daughter .
== Involvement ==
=== Act Three ===
Marpha Golewits can be found squatting in a mansion in Rivington. She and her family have nowhere else to stay due to the influx of refugees at Baldur's Gate. Outside the mansion, the landlord has hired mercenaries from The Guild led by . He has plans to evict the family from his home. The party can convince or force Arfur to allow them refuge or offer the refugees 100 Gold to stay elsewhere.
== Combat ==
=== Attacks and abilities ===
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Humans
Category:Humanoids
Marten (Dead Toll Collector)

Marten is a dead human labeled as "Dead Toll Collector" during Act One. 
== Involvement ==
Marten can be found in the Toll House Basement. He can be spoken to with .
== Related literature ==
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== Speak with Dead ==
Party member: Who are you?
* Dead Toll Collector: ... toll collector... Marten...
Party member: How did you die?
* Dead Toll Collector: ... goblins... laughing... cutting...
Party member: Where is the key to the locked door?
* Dead Toll Collector: ... Vance took it... fled... goblins chasing...
Party member: Why were you in the basement?
* Dead Toll Collector: ... hiding... frightened...
Party member: Were you alone when you died?
* Dead Toll Collector: ... guards... abandoned me... and Vance...
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Act One
Category:Characters in the Risen Road
Category:Available to Speak with Dead
Category:Corpses
Marten (iron consul)

Iron Consul Marten the Hammer is a cultist of Bane.
== Involvement ==
Marten can be found in the lower levels of the Steel Watch Foundry at .
== Combat ==
=== Attacks and abilities ===
=== Tactician/Honour mode only ===
Marten has to spend on Goading Attacks.
=== Loot ===
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Category:Followers of Bane
Category:Characters
Category:Characters in the Steel Watch Foundry
Category:Characters in Act Three
Category:Half-Orcs
Category:Humanoids
Mask of Regret (Overgrown Tunnel)

The Mask of Regret is a Lightfoot Halfling member of flock. She is encountered in the Overgrown Tunnel inside the Riverside Teahouse / Gnarled Teahouse in Act One.
== Involvement ==
Like the other Masks, the Mask of Regret is initially hostile by virtue of wearing a , placing her under the effect of . 
=== Act One ===
If removing her when she is knocked unconscious, her mind collapses and kills her as long as the hag is alive. Her mask cannot be pickpocketed off of her in the Overgrown Tunnel.
If encountering her after Ethel was killed (taking her deal and letting her go does work; taking her deal and killing her does), she is no longer hostile and has regained her sanity. She explains that she initially sought out Ethel's aid to cure her mother's dementia. 
She alludes to the existence of a hag coven and vows to travel to Baldur's Gate to shore up support for other hag victims.
=== Act Three ===
The "Mask of Regret", now named Hydrangea Wubb, can be encountered at Old Garlow's Place in the Lower City as part of the quest .
== Combat ==
=== Attacks and abilities ===
Mask of Regret must succeed a at the start of each of her turns or become affected by . If she succeeds the throw, she passes the turn without harming the party.
=== Act One Allies ===
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=== Loot ===
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== Related literature ==
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== Related quests ==
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Category:Humanoids
Category:Halflings
Category:Lightfoot Halflings
Category:Characters
Category:Characters in Act One
Category:Characters in the Sunlit Wetlands
Category:Characters in Act Three
Category:Characters in the Lower City
Category:Members of the Anti-Hag Support Group
Category:Hag Victims
Mask of Servitude (Overgrown Tunnel)

The Mask of Servitude is an Asmodeus Tiefling member of flock. She is encountered in the Overgrown Tunnel inside the Riverside Teahouse / Gnarled Teahouse in Act One.
== Involvement ==
=== Act One ===
Like the other Masks, the Mask of Servitude is initially hostile by virtue of wearing a , placing her under the effect of .
If encountering her after Ethel is dead, she is no longer hostile, but her sanity not intact anymore. She is still hostile if Ethel has been defeated but the party accepted the offer of and let Ethel escape.
== Combat ==
=== Attacks and abilities ===
Mask of Servitude must succeed a at the start of each of her turns or become affected by . If she succeeds the throw, she passes the turn without harming the party.
Mask of Servitude acts as a healer and buffer for Auntie Ethel and the other Masks.
=== Allies ===
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=== Loot ===
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== Related quests ==
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Category:Humanoids
Category:Tieflings
Category:Asmodeus Tieflings
Category:Characters
Category:Characters in Act One
Category:Characters in the Sunlit Wetlands
Category:Hag Victims
Mask of Servitude (The Blushing Mermaid)

Mask of Servitude is a dwarven member of Auntie Ethel's flock. She is encountered in the The Blushing Mermaid - Basement alongside , , and the real .
== Involvement ==
=== Act Three ===
Like the other Masks, the Mask of Servitude wanders around the basement area. If the party either did not discover that Ethel was impersonating Grisly, or antagonized Ethel upstairs, then they all are hostile. However, if the party agreed to Ethel's deal as part of then they are not hostile and can even be spoken to. Mask of Servitude claims that she used to be ugly until "Auntie made her beautiful".
If confronting Auntie Ethel in the basement's next-door room, then she and other the other members of the flock are teleported into the battle as long as they were not previously killed or knocked out. They are hostile by virtue of the , placing them under the effect of . 
If encountering Mask of Servitude after Ethel is dead, she is no longer hostile, but her sanity is not intact anymore. 
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Related quests ==
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== Notes ==
* Despite being labeled a gold dwarf in-game, Mask of Servitude does not possess the passive.
Category:Hag Victims
Category:Dwarves
Category:Gold Dwarves
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Bards
Mask of Terror (Overgrown Tunnel)

The Mask of Terror is a human member of flock. He is encountered in the Overgrown Tunnel inside the Riverside Teahouse / Gnarled Teahouse in Act One.
== Involvement ==
=== Act One ===
Like the other Masks, the Mask of Terror is initially hostile by virtue of wearing a , placing him under the effect of .
If encountering him after Ethel is dead, he is no longer hostile, but his sanity is not intact anymore. He is still hostile if Ethel has been defeated but the party accepted the offer of and let Ethel escape.
== Combat==
=== Attacks and abilities ===
Mask of Terror must succeed a at the start of each of his turns or become affected by . If he succeeds the throw, he passes the turn without harming the party.
=== Allies ===
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=== Loot ===
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== Related quests ==
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== Gallery ==
Mask of Terror Combat.PNG|In combat
Category:Humanoids
Category:Humans
Category:Characters
Category:Characters in Act One
Category:Characters in the Sunlit Wetlands
Category:Hag Victims
Mask of Terror (The Blushing Mermaid)

Mask of Terror is a Human member of Auntie Ethel's flock. He is encountered in the The Blushing Mermaid - Basement alongside , , and the real .
== Involvement ==
=== Act Three ===
Like the other Masks, the Mask of Terror wanders around the basement area. If the party either did not discover that Ethel was impersonating Grisly, or antagonized Ethel upstairs, then they all are hostile. However, if the party agreed to Ethel's deal as part of then they are not hostile and can even be spoken to. Mask of Terror recounts making a deal with Auntie to get back at people who laughed at him.
If confronting Auntie Ethel in the basement's next-door room, then she and other the other members of the flock are teleported into the battle as long as they were not previously killed or knocked out. They are hostile by virtue of the , placing them under the effect of . 
If encountering Mask of Terror after Ethel is dead, he is no longer hostile but his sanity is not intact anymore.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Related literature ==
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== Related quests ==
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Category:Hag Victims
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Monks
Mask of Vengeance (Overgrown Tunnel)

The Mask of Vengeance is a Drow Half-Elf member of flock. She is encountered in the Overgrown Tunnel inside the Riverside Teahouse / Gnarled Teahouse in Act One.
== Involvement ==
=== Act One ===
Like the other Masks, the Mask of Vengeance is initially hostile by virtue of wearing a , placing her under the effect of .
If encountering her after Ethel is dead, she is no longer hostile, but her sanity is not intact anymore. She is still hostile if Ethel has been defeated but the party accepted the offer of and let Ethel escape.
== Combat ==
=== Attacks and actions ===
Mask of Vengeance must succeed a DC 17  Wisdom saving throw at the start of each of her turns or become affected by Hag's Pawn. If she succeeds the throw, she passes the turn without harming the party.
=== Allies ===
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=== Loot ===
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== Related quests ==
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== Notes ==
* Her can be made twice in one turn thanks to granting her an extra reaction.
* Contrary to the tooltip stating that it only triggers "when attacked," Vengeful Strike will react to anything that targets Mask of Vengeance within melee range, including spells.
Category:Humanoids
Category:Half-Elves
Category:Drow Half-Elves
Category:Characters
Category:Characters in Act One
Category:Characters in the Sunlit Wetlands
Category:Hag Victims
Mask of Vengeance (The Blushing Mermaid)

Mask of Vengeance is a Human member of Auntie Ethel's flock. He is encountered in the The Blushing Mermaid - Basement alongside , , and the real .
== Involvement ==
=== Act Three ===
Like the other Masks, the Mask of Vengeance wanders around the basement area. If the party either did not discover that Ethel was impersonating Grisly, or antagonized Ethel upstairs, then they all are hostile. However, if the party agreed to Ethel's deal as part of then they are not hostile and can even be spoken to. Mask of Vengeance mentions that he hears a baby crying but then dismisses it because "Auntie got it".
If confronting Auntie Ethel in the basement's next-door room, then she and other the other members of the flock are teleported into the battle as long as they were not previously killed or knocked out. They are hostile by virtue of the , placing them under the effect of . 
If encountering Mask of Vengeance after Ethel is dead, he is no longer be hostile but is utterly distraught as he asks what Ethel has done with his baby boy.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Related quests ==
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Category:Hag Victims
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Barbarians
Mask of the Wild

Mask of the Wild is a wood elf and wood half-elf passive feature that grants them Proficiency in Stealth.
== Description ==
You were raised to blend into your natural surroundings. You gain Proficiency in Stealth.
== Notes ==
The release version of the game doesn't use the term Mask of the Wild anymore, but wood elves and wood half-elves still get the actual bonus.
Category:Racial features
Mason's Guild

==Overview==
The Mason's Guild can be found alongside the river and north of the Reithwin Tollhouse. 
 can briefly be seen spying on the party at the gates of the Mason's Guild. She will teleport away quickly when the party gets too near to her. If the party is fast enough, it is possible to trigger a brief and inconsequential dialogue. 
Inside the main area of the guild is a pile of odd looking bones, declared by a plaque to be the bones of the grand mason. With a perception check, a character can notice that they are a "A pile of crushed bones of varying shapes, sizes, and creatures". For characters, this will grant an inspiration point.
===Mason's Guild Basement===
The party can reach the Mason's Guild Basement in two ways. At , beneath the stairs, is a slightly obscured Ornate Wooden Hatch that leads to the basement. At is a control wheel that services an elevator leading to the basement. 
Inside the basement at there is a Keyholed Herald () that can be lockpicked (DC 18) to access an area with a trapped (DC 18) gilded chest. The Herald can also be opened with the Tower-Shaped Key from at the Last Light Inn
At the end of the hallway there is the Mason's Hall with some shadow enemies: Shadow ×5 and Wraith ×1.
On the table is the Mason's Log, which will complete the quest . (AoE spells that include the mason's log may destroy it, stopping this optional part of the Selunite quest.)
Behind the altar is a trapped (Perception DC 15) Gilded Chest (Disarm DC 21, Lockpick DC 14) that contains 
At there is a button (Perception DC 10) that opens a secret door to an area with two heavy chests: one containing potions and one with scrolls (including ). On a table nearby is a , which marks a secret item stash in the Moonrise dungeon on the map.
===Creatures===
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==Quests==
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==Loot==
* - on the ground level, in the northeast near the iron ladder at 
* - in a chest behind an altar in the basement
* - in the basement at 
* -- in the basement at 
Category:Locations
Category:Act Two Locations
Mattis

Mattis is one of the tiefling refugees seeking shelter at the Emerald Grove in Act One.
== Overview ==
Mischievous but good-natured, Mattis works as a scam artist for children gang. His younger sister is .
== Involvement ==
=== Act One ===
Mattis and Silfy have a storefront in the Grove near . When first interacting with Mattis, he offers to sell them a lucky magic ring. The interacting party character can counter with their own magic trick by passing a Sleight of Hand check. Rogues have unique dialogue options to identify the tricks and scams that Mattis is using, which can lead him to encourage the party to leave so as "to make room for the chumps". If deciding to peruse Mattis' wares, Silfy tries to rob them. On a successful Perception saving throw, they catch Silfy in the act and retrieve the stolen goods. On failure, is initiated.
If is completed and the tieflings are preparing to leave the Grove, Mattis and Mol can be found arguing about the items that he wants to bring.
=== Act Two ===
If Mattis survives through Act One and , , and were convinced to stay in the Grove, Mattis can be found inside the Last Light Inn with another storefront.
Although most of his goods are worthless junk with occasional items of note, Mattis can be persuaded to offer or sell a , which can be used to unlock a location.
=== Act Three ===
If the tiefling children were saved by Rolan in Act Two, Mattis moves his shop to the Requisitioned Barn in Rivington. He claims that he looted Moonrise Towers after the party's fight with .
== Store ==
=== Act One ===
In Act One, Mattis' shop is in the Emerald Grove near .
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* Drops 2 - 6 of each kind rolled
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=== Act Two ===
In Act Two, Mattis' shop is near the entrance to the Last Light Inn.
Corresponds to .
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=== Act Three ===
In Act Three, Mattis' shop is outside the Requisitioned Barn in Rivington.
Corresponds to .
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In addition to his old "Magical" items, he will now also stock:
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=== Supplies ===
== External links ==
* 
Category:Tieflings
Category:Tiefling Children
Category:Humanoids
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Rivington
Category:Characters in Act One
Category:Characters in Act Two
Category:Characters in Act Three
Category:Traders
Category:Children
Category:Tiefling Refugees
Maude

Maude is a flower vendor in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Maude's shop is set up along the westernmost edge of the Graveyard in the Lower City. Maude only sells flowers.
== Store ==
Corresponds to .
Rolls 12 times on the table below:
Maude always sells the following flowers:
Category:Elves
Category:High Elves
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Traders
Mayrina

Mayrina is a human who can be encountered initially in Act One. She is the widow of and sister to and .
== Overview ==
Mayrina, who can be found inside the Riverside Teahouse within the Sunlit Wetlands, seeks the help of to resurrect her deceased husband Connor. She is the objective in .
== Involvement ==
=== Act One ===
Upon entering the Riverside Teahouse, Auntie Ethel is force-feeding Mayrina a pie. Inquiring about her or mentioning the fate of her brothers upsets the hag and Ethel teleports Mayrina to the end of the Overgrown Tunnel. If trying to save Mayrina, facing Ethel is necessary. After defeating Ethel or making a deal, Mayrina is upset. It is revealed that Mayrina made a deal with the hag, where she would have traded her unborn child to resurrect her husband.
If using on the hag prior to talking with Mayrina, it is revealed that the hag planned to eat her baby. This unlocks a Persuasion option when talking with Mayrina.
Exploring the Hag's lair can be found. After leaving through the mushroom circle, Mayrina can be encountered again next to the casket containing Connor's body at . With Bitter Divorce in the inventory, it is possible to offer to try resurrecting Connor. The resurrection results in Connor being a Zombie controlled by the wand. If the wand is given to Mayrina, she sets off with zombie Connor for Baldur's Gate.
Mayrina turns hostile if the party try to kill Connor or if a cleric party member calls on their god to "smite the undead".
=== Act Three ===
Mayrina can later be found polymorphed into a sheep at Old Garlow's Place in the Lower City, where she is working with a group of hag survivors. She can be returned to her original form by casting on either herself or the cursed doll that hovers around the room.
Alternatively, the doll can be destroyed without killing Mayrina in the process. High burst damage is necessary to do this, since Mayrina only takes fixed amount of damage.
Mayrina rewards the party upon completing . If Connor travelled with her to Baldur's Gate, she can be convinced to finally bring him peace and snap in two.
== Related literature ==
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== Related quests ==
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== Gallery ==
Mayrina Model.png|Mayrina's model.
Category:Humanoids
Category:Humans
Category:Characters
Category:Characters in Act One
Category:Characters in the Sunlit Wetlands
Category:Characters in Act Three
Category:Characters in the Lower City
Category:Hag Victims
Category:Members of the Anti-Hag Support Group
Category:Authors
Meadows

Fist Meadows is a member of the Flaming Fist in Rivington during Act Three.
== Involvement ==
=== Act Three ===
Meadows is stationed in the guardhouse at the South Span Checkpoint. Meadows interacts with the party and other members of the Flaming Fist through grunts.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Idle banter ==
Fist Meadows can occasionally be heard responding to Fist Azari.
Fist Azari: You felt those quakes? Damn near shook me right out of my boots.
* Fist Meadows: Mm. Mm-hm.
** Fist Azari: That a 'yes' or a 'no'?
*** Fist Meadows: Mm.
**** Fist Azari: Illuminating.
Fist Azari: Two years of training, and I'm still stuck on guard duty. I need some action, Meadows. Boot on ground, blade on shield.
* Fist Meadows: Hm!
** Fist Azari: 'I guarded chests from thieves' hardly makes for a good story.
*** Fist Meadows: Mm-hm.
**** Fist Azari: Thanks, old friend. Just what I needed to hear.
Fist Azari: Ravengard's back from Elturel, did you hear? Place fell clear down to the Hells. What I wouldn't give to grab a flagon with the duke. The man's a living legend.
*** Fist Meadows: Mm hm.
**** Fist Azari: Glad you agree.
Category:Dwarves
Category:Gold Dwarves
Category:Humanoids
Category:Members of the Flaming Fist
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Fighters
Meazel

Meazels are humanoid creatures and a non-playable race found in Act Two. They attack their victims by restraining them with and teleporting them deep into the shadow curse.
== Overview ==
Meazels are encountered in the Ruined Battlefield at the rotting potter's house near . They will be poised to ambush the party, but can be discovered with a passive .
== Combat ==
=== Attacks and abilities ===
=== Tactician and higher ===
==Gallery==
Tan-burci-meazel-concept.jpg|Concept art by Tan Burci
Nikolai-chugunov-meazel-nikolai-chugunov-textures-01.jpg|Render by Nikolai Chugunov
== External Links ==
Category:Creatures
Category:Humanoids
Category:Races
Category:Non-playable races
Medicine

Medicine is a Wisdom-based Skill.
The higher a creature's Wisdom Score, the more likely they will succeed on Medicine Checks to diagnose diseases or recognize illnesses.
==Proficiency==
Characters who are proficient in can add their Proficiency Bonus when making s.
The following classes can choose to select as a proficient skill at Level 1:
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==Uses==
* Used in dialogue.
* Used for crafting extra materials with the Wizard Transmutation School feature Experimental Alchemy
==Related Items==
===+1d4 to All Skill Checks===
: while Shapeshifted or Disguised
==Related Spells==
* - Grants Proficiency in all Skills of a chosen Ability.
* - Grants Proficiency in all Wisdom Skills.
* - Grants a +1d4 bonus on all Skill Checks.
* - Grants Advantage on all Wisdom Checks.
* - Grants Disadvantage on all Wisdom Checks.
Category:Skills
Medium Magic Armour Trader Table

The Medium Magic Armor Trader Table, also known as EquipmentTrader_BodyArmor_Medium_Magic, is a leveled Treasure Table containing enchanted medium armour. It only starts dropping items after level 2.
== Drop table ==
Every item that the player is eligible for is dropped. E.g. at level 4, Hide Armour +1 and Chain Shirt +1 will both be dropped.
Category:Drop tables
Category:Vendor tables
Category:Leveled drop tables