nyuuzyou/wikis huggingface dataset:
Tugelnhorn

Tugelnhorn struggles with working conditions but hesitates to join an employee strike in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Tugelnhorn and are members of the Harborhand crew. While Ormont is intent on striking, Tugelnhorn believes that the Absolute's impending approach signals a bad time to strike. The pair can be found in the Lower City, north of Old Garlow's Place.
== Idle banter ==
Tugelnhorn: It ain's so bad - could be a damn sight worse. You've got a job and a place to rest your head -
* Ormont: - When they bloody let me rest my head.
** Tugelnhorn: Well plenty don't even have that, have they? What about all those refugees? They've got nothing.
*** Ormont: What about them? You want them flooding in here, driving down our wages even more?
**** Tugelnhorn: Well... no. Wouldn't want that.
Ormont: It ain't right - they're pushing folk too far.
* Tugelnhorn: I know, but moaning isn't helping anyone, is it?
** Ormont: Helps me - good to get it off your chest. Anyway, we just going to let what's-his-name and his toy soldiers take over the whole city?
*** Tugelnhorn: He's not gone that far. Not even close. And if you keep talking the way you're talking, the Fists will start breaking heads.
**** Ormont: Good - I might get some sleep if I took a crack on the noggin.
Ormont: There ain't no one coming to help us - we ought to be helping ourselves. Tools down, banners up!
* Tugelnhorn: And what if it doesn't work?
** Ormont: We keep going until it does work. They'll give in soon enough, once their coffers run empty.
*** Tugelnhorn: I'm more worried about what happens when my belly runs empty.
Tugelnhorn: Find yourself a stage, why don't you? Always bloody drama with you.
* Ormont: Drama? This is sense. Half the crew are dead on their feet, while the others are ready to drop everything and leave. We need to stand up. The longer they treat us like this, the harder it'll be to force some change.
** Tugelnhorn: There's a right time for a strike - but it ain't now. Not when the whole city's in danger.
*** Ormont: Bah - there'll always be an excuse. Anything to keep us in our place.
Category:Humanoids
Category:Dwarves
Category:Gold Dwarves
Category:Characters
Category:Characters in Act Three
Category:Characters in the Lower City
Tumeril

Harper Tumeril is a young high elf wizard who is part of the Harpers in Act Two. He is stationed within the Last Light Inn, guarding the entrance to the inn proper, behind a barricade.
== Involvement ==
=== Last Light Inn ===
Tumeril can be first encountered at the Last Light Inn, where he guards the entrance to the inn proper and watches over the main plaza from behind a barricade, next to the main door.
If the party did not save from the fire in Waukeen's Rest, then he will instead be guarding the entrance to the room where is lying unconscious. Tumeril explains how Art was found by the Harpers, which can lead to the party starting the quest to Wake up Art Cullagh.
=== Resolve the Abduction ===
When attacks the inn and attempts to kidnap during , Tumeril more often than not fails the save and is for the remainder of the battle. If Isobel is not saved, he and everyone in the Last Light Inn turn into , save for .
=== Assault Moonrise Towers ===
If preventing Marcus from capturing Isobel at the Last Light Inn, and is freed from her cage and heads for Moonrise, Tumeril follows Jaheira to Moonrise Towers. However, Tumeril is killed during the fight against Absolute forces before the party members arrive. His corpse can be found a few steps past the Moonrise Towers main entrance, before the steps leading down to the main battle.
== Combat ==
===Attacks and Abilities===
== Loot ==
*
*
== Related quests ==
* 
* 
== Notes ==
* Tumeril's portrait has him wearing a collar identical in aesthetic to the , although it is not physically present in any way in-game.
== References ==
Category:Elves
Category:High 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__
Turn-based mode

Turn-based mode is one of the two gameplay modes in Baldur's Gate 3, in which time passes in turns and rounds, as opposed to real-time mode, where time passes in real-time. Story events and cutscenes could be considered a third gameplay mode, in which nether turn-based nor real-time action are possible, or they could be considered not modes at all, but outside of gameplay altogether. 
Each round, the game cycles through each participating creature's turn, during which each creature may move or actions. One round has passed when all creatures have taken their turn.
== Overview ==
Turn-based mode is automatically activated in combat, as well as when certain traps or environmental effects are activated, or when the player toggles turn-based mode on. It automatically toggles off when combat ends, or when the conditions that triggered it end. Turned-based mode may also automatically return to real-time even when it was toggled on by the player. Entering turn based mode usually, but not always, freezes the world, including the movements or actions of non-player characters or objects. In some cases, the only way to pause real-time events is to enter combat. 
=== Turn order ===
Each creature makes a roll when they enter turn-based mode. This is called rolling for initiative.
Each round, the game cycles through the turns of all participating creatures in descending order of their initiative.
==== Simultaneous turns ====
Allied creatures usually take their turns at the same time when they are in close proximity to each other are directly adjacent to each other in the turn order. Up to a maximum of 10 creatures may take their turns interchangeably in this way.
=== Surprise rounds ===
If an attacked creature is unaware of their attacker at the start of combat – such as if the attacker is hidden – the first round of combat is declared a surprise round, and the attacked creature is surprised. This rule is broken in a few cases, either always giving enemies surprise, or always giving the player surprise. These can be story events, sometimes displaying the words "story event" on screen.
Surprised creatures have the condition for the entirety of the first round, and cannot take actions or reactions until the start of the second round.
Creatures with the Alert feat or feature cannot be surprised.
== Action economy ==
When taking their turns, creatures are able to move a distance up to their movement speed, and can expend their available resources to take actions.
Actions are generally taken in order to deal damage or inflict harmful conditions, but they can also be taken to heal or aid allies.
Most actions require the acting creature to expend one of three resources: 
By default, a creature has 1 charge each of these three resources that always recharges at the start of the creature's turns.
=== Reactions ===
Reactions are a form of action that can be taken by creatures as a response to certain triggers, including on the turns of creatures. These often require the acting creature to spend a Reaction charge.
== Footnotes ==
== References ==
Category:Gameplay mechanics
Turnip Bubbs

Turnip Bubbs is a farmer who recently arrived in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Turnip Bubbs is near the main entrance of Basilisk Gate Barracks in the Lower City. Alongside and , the farmers are distraught that they must turn over their livestock to , who is enforcing decrees.
== Idle banter ==
Fist Kuthbert: Any complaints will be handled after you turn your animals over to the care of the ducal council.
* Turnip Bubbs: And what good is that going to do us? How are we going to support ourselves?
** Drussuvissill: My thoughts exactly - you're sentencing us all to a slow death.
*** Ploughman Zakk: Please, sir - we have children. We need to be able to provide for them.
**** Fist Kuthbert: Not my concern.
***** Turnip Bubbs: Not like we can even turn around and leave now - Absolute's hemmed us in good and proper.
Fist Kuthbert: Please provide a full inventory of any and all livestock before entering Baldur's Gate proper. Smuggling or any other form of deceit will not be tolerated.
* Drussuvissill: What are you going to do - check under my skirt for any stray chickens?
** Fist Kuthbert: All animals must be surrendered. Failure to do so will-
*** Drussuvissill: Result in a good hiding from Lord Gortash, got it. Thank you.
**** Turnip Bubbs: This is out-and-out madness.
***** Ploughman Zakk: Torm help us, what do we do?
Fist Kuthbert: By order of Lord Gortash, all livestock admitted to the city must be surrendered. All livestock is now property of the ducal council for the duration of the ongoing emergency. Failure to comply will result in imprisonment and, if necessary, more severe punishment.
* Turnip Bubbs: Are you having a chuffin' laugh?
** Ploughman Zakk: We lost most of her hed to wolves on the way here. We've got almost nothing left and you want to take that from us?
*** Turnip Bubbs: I've had enough of this. I've got a good mind to-
**** Fist Kuthbert: Problem, citizen?
***** Turnip Bubbs: I... forget I said anything, all right?
Category:Humanoids
Category:Dwarves
Category:Gold Dwarves
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Tusgront

Tusgront is an enforcer for the Guild who can be found in the Lower City in Act Three. 
== Involvement ==
Upon approaching Tusgront, he will immediately engage the party in dialogue and warn them to back off since he and four nearby grunts are guarding the official entrance to the Guildhall. The party can pass one of several dialogue checks in order to get him to stand down and allow them to enter.
If the party sided with during her battle with on the shoreline of Rivington, then Tusgront will remark that she told him about the help they gave her and he will allow entry without any dialogue checks.
==Combat==
===Attacks and abilities===
===Loot===
* 
== External links ==
* 
Category:Half-Orcs
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Members of the Guild
Tusk

Tusk is a boar in the Emerald Grove during Act One.
== Involvement ==
=== Act One ===
Tusk is lusty and frustrated, having been promised a mate by , only for the Archdruid to go missing. Tusk also enjoys basking on sunny days.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
== External links ==
* 
Category:Boars
Category:Beasts
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Tut Thistlebog

Tut Thistlebog is a guest of The Guild who can be found drinking with in the Guildhall at .
== Involvement ==
Passing a passive , or having in the party, reveals Phostlethwaite is not actually drunk but just pretending in order to keep Tut out of trouble. If failing the check, a is needed to resist Tut's belching.
If all checks are passed, Tut reveals the is going after The Counting House, which is a trap by to catch him.
== External links ==
* 
Category:Halflings
Category:Lightfoot Halflings
Category:Humanoids
Category:Characters
Category:Characters in the Undercity
Category:Characters in Act Three
Two-Handed

For an explanation of all weapon properties, see Weapons.
Two-Handed is a weapon attribute; weapons with this property require two hands to use.
== List of Two-Handed Weapons ==
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Versatile weapons can also be wielded with two hands, usually for greater damage.
Category:Weapon Property
Two-Toes Rischer

Two-Toes Rischer, disguised as a Tipplesome Patron, is a Redcap Mystic Cannoneer found in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Rischer is on the second floor of The Blushing Mermaid having a jolly good time. He remains disguised as long as combat doesn't start.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
=== Allies ===
* 
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Category:Characters
Category:Characters in Act Three
Category:Characters in the Lower City
Category:Redcaps
Category:Fey
Ty Willowbrook

Ty Willowbrook is a reporter for the Baldur's Mouth Gazette, found inside their main building; the Baldur's Mouth, Lower City. 
== Involvement==
Ty is usually busy working on his next scoop in the writer's room of the Baldur's Mouth. If a fight breaks out, he won't participate and will cower instead.
==Related literature==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Tylda

Tylda is a Sharran Novice within the Cloister of Sombre Embrace located at .
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
* 
Category:Followers of Shar
Category:Characters
Category:Characters in the Cloister of Sombre Embrace
Category:Characters in Act Three
Category:Humans
Category:Humanoids
Tym Armbrust

Tym Armbrust is a human who works as a tailor in Baldur's Gate in Act Three.
== Involvement ==
=== Act Three ===
Tym can be found with his family inside Armbrust's Home in the Lower City. According to , Tym is an accomplished tailor, who has since fallen behind on his debts because many of his clients are behind payments. This is made clear by a note found upstairs from .
If the newborn in the Rivington windmill was fed a corpse, Tym will be found dead inside his home as the mind flayer wanders around.
== Related literature ==
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== Related quests ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Tyr

Tyr, also known as the Blind God and Maimed God, is the God of Law and Justice. 
__NOTOC__
== Overview ==
Tyr is associated with the domains of Order and War. This deity can be selected by a player character Cleric.
Tyr was once worshipped by and his followers till the day they signed a pact with Zariel to hunt down for her.
== Related Items ==
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== Related literature ==
* 
== Quotes ==
== Gallery ==
File:Tyr Icon.png|Tyr's symbol
File:Tyr Statue.webp|A Shrine to Tyr
== Notes ==
*Tyr is allied with Illmater, Torm and Lathander, and an enemy of Bane, Bhaal, Cyric, Mask, Talona and Talos.
== External links ==
Category:Gods
Ul'mirel

Ul'mirel is a githyanki child who can be found in Act One. She is a member of a new githyanki generation hatched and raised in the Crèche Y’llek.
== Involvement ==
Ul'mirel together with several other githyanki youths and children can be found in the Classroom of the Crèche, watching their teacher, , mocking and kicking another trainee, .
If spoken to, Ul'mirel will wonder why Varrl didn’t fight back when he had been ordered to, and say that she would do quite the opposite. She will also tell the player that she wants to learn a way to crush a rival’s brain with a mindstrike. 
Category: Characters
Category: Characters in the Rosymorn Monastery
Category: Characters in Act One
Category: Githyanki
Category: Humanoids
Category:Children
Ulinn

Fist Ulinn is a human Flaming Fist healer in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Ulinn can be found patrolling Bloomridge Park in the Lower City with .
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Act Three
Category:Characters in the Lower City
Category:Members of the Flaming Fist
Category:Clerics
Ulkov Sully

Ulkov Sully is a coffin maker in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Ulkov Sully is employed by the Mortuary in the Lower City. Due to recent serial murders in the city, the mortuary has grown overwhelmed with the rush of orders, and Ulkov Sully can be heard grumbling about the sudden demand for caskets. The party can convince the coffin maker to expedite a child-sized coffin for and :
The party can then choose a bunch of options to convince Ulkov:
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If the party convince Ulkov to construct the coffin, they can inform Anita and Elias, who are ecstatic at the good news.
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Ulma

Ulma is the human leader of the Gur. She can be found in the Gur Camp in Rivington in Act 3. 
== Overview ==
Ulma leads the Gur, a group of monster hunters. Their children have been kidnapped by Cazador's spawn, and they have been camped in Rivington trying to mount a rescue or seek revenge.
== Involvement ==
Ulma and her fellow Gur can be found in the Gur Camp attending a funeral for the fallen from a recent offence on Cazador's palace. She will ask the party to help in defeating Cazador and discovering the fate of their stolen children.
Once Cazador is defeated, Ulma and the Gur can be found near the waypoint in Cazador's Dungeon. She will thank the party for their assistance and provide her support for the final battle if the ritual was not completed, or attack if it was.
If Astarion had been turned in to Gandrel in the Act One and kidnapped, then in Act Three Ulma and all her fellow Gur will be dead (except Gandrel) . If spoken to via , she will tell the player that the whole tribe was massacred by Cazador, who assaulted their camp to reclaim Astarion. She will also provide some of the information that could otherwise be acquired through The Pale Elf quest.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* 
== Speak with Dead ==
Ulma can be spoken too with if she was killed by Cazador after Astarion was handed over to the Gur.
Party member: Who were you?
* Ulma: Ulma... Leader... Gur tribe.
Party member: How did you die?
* Ulma: Vampire... Cazador... couldn't stop him...
** Party member: Why would Cazador attack you?
*** Ulma: Reclaimed his property... Astarion...
**** Party member: What does Cazador need Astarion for?
***** Ulma: Dark magic... terrible ritual...
** Party member: Where can I find Cazador?
*** Ulma: Lower city... Mansion... Near park...
== Related Quests ==
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Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Rivington
Category:Characters in Szarr Palace
Category:Characters in Act Three
Category:Available to Speak with Dead
Category:Gur
Ulova

Black Gauntlet Ulova is a cultist of Bane and one of Gortash's bodyguards in his office atop Wyrm's Rock Fortress.
== Involvement ==
If Ulova is killed before Gortash retreats to his office, he will be replaced by .
==Combat==
=== Attacks and Abilities ===
=== Notable loot ===
* 
* 
* 
==Related literature==
* 
Category:Characters
Category:Characters in Wyrm's Rock Fortress
Category:Characters in Act Three
Category:Humans
Category:Humanoids
Category:Followers of Bane
Ulumpha

Ulumpha is a member of the Dead Eyes, a bandit group in the Lower City of Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Ulumpha resides in Old Garlow's Place with the Dead Eyes. If is never completed in Act One, the Dead Eyes replace and her Anti-Hag Support Group. The group is immediately hostile to the party.
== Combat ==
=== Attacks and abilities ===
=== Allies ===
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* 
=== Loot ===
* 
* 
Category:Humanoids
Category:Half-Orcs
Category:Characters
Category:Characters in Act Three
Category:Characters in the Lower City
Category:Paladins
Category:Replacement characters
Umber Trousers

==Gallery==
file:Umber Trousers Human Body1 Front Model.webp|Body Type 1 Front Human|alt=Umber Trousers Human Front
file:Umber Trousers Human Body1 Back Model.webp|Body Type 1 Back Human|alt=Umber Trousers Human Back
file:Umber Trousers High Elf Body4 Front Model.webp|Body Type 4 Front High Elf|alt=Umber Trousers High Elf Front
file:Umber Trousers High Elf Body4 Back Model.webp|Body Type 4 Back High Elf|alt=Umber Trousers High Elf Back
Umberlee

Umberlee, also known as the Bitch Queen or the Wavemother, is the cruel and capricious Goddess of the seas. Umberlee cannot be worshipped by player character Clerics. Her domain is Tempest.
__NOTOC__
== Overview ==
Although seafarers regularly make offerings in her name, worship alone does not guarantee safety. Umberlee is the patron deity of Kuo-toa and Sahuagin, and the latter in particular are thought to carry out her will.
Umberlee is worshipped in the Water Queen's House in the city of Baldur's Gate. This temple is headed by .
== Ranks of the Church of Umberlee ==
From highest to lowest the ranks are
* Flood Tide
* Savage Seawind
* Dark Breaker
* Untaken
== Related items ==
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== Related literature ==
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== Related characters ==
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== Related creatures ==
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==Related locations==
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== Related quests==
* 
== Quotes ==
== External links ==
*
*
Category:Gods
Umbral Tremor

Umbral Tremors are environmental entities found in Act Two. 
== Involvement==
These rumbling portals of darkness serve as the first line of defense of the Gauntlet of Shar, summoning Dark Justiciars through them to battle against invaders.
== Attacks and abilities ==
== Tactics ==
* NPC's will attack Umbral Tremors with the lowest priority, ignoring it until all other enemies are already defeated, and even then occasionally skipping their turns instead of attacking.
* One umbral tremor is an exception, the Deep Umbral Tremor, spawning in at during the final wave of the scripted battle outside of Balthazar's Outpost in the Gauntlet of Shar. This tremor has twice as much health and summons a single Justiciar Crusader before dissipating.
* Since the Tremors themselves do not award Exp for killing them, but the Justiciars they summon do, it may be worthwhile to exhaust them instead of closing them prematurely.
* Each Umbral Tremor (except the Deep Umbral Tremor) can summon at most 3 Dark Justiciars before disappearing.
Category:Environmental objects
Umi

Umi is one of the tiefling refugees seeking shelter at the Emerald Grove in Act One.
== Involvement ==
=== Act One ===
Umi is usually in the training area of the Grove alongside and . Of the three children, Umi seems most afraid and reluctant to train. The party can encourage or discourage him and the other children during an interaction with . If the party successfully dismantle the Goblin Camp, Umi packs for the road to Baldur's Gate and reveals that he left his training sword behind.
=== Act Two ===
If Umi survives into Act Two, he can be found dealing with alongside Ide at Last Light Inn's bar, where it is revealed that Rolan saved him and the other children. If is completed while is at Last Light, is nonetheless kidnapped by a Winged Horror, and the tiefling children will argue about what to do. Umi is reluctant to search for her, stating that they don't know how to reach Moonrise Towers.
=== Act Three ===
Umi can be found in the refugee camp in Rivington with Ide. His attitude has changed dramatically since Act One, as he complains about doing chores when he should be killing cultists. Ide is concerned about his behaviour.
== External links ==
* 
Category:Tieflings
Category:Tiefling Children
Category:Tiefling Refugees
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:Children
Umr'a'ac

Gish Umr'a'ac is a githyanki gish NPC found in Act One.
== Interactions ==
Gish Umr'a'ac can be initially found in the Crèche Y'llek Infirmary, near the bunk beds, pondering over a book. He viciously derides anyone infected with a ghaik tadpole, if spoken to as a non-gith; however, he reveals a softer side to gith characters, expressing concern over a colleague who went missing after using the Zaith'isk. 
He will turn hostile after either of two circumstances:
* If Ghustil Stornugoss is allowed to leave her chamber after the encounter with the Zaith'isk, locking the party inside.
* When the entire crèche becomes hostile after the completion of Discover the Artefact's Secrets.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
Category:Githyanki
Category:Humanoids
Category:Characters
Category:Characters in the Rosymorn Monastery
Category:Characters in Act One