nyuuzyou/wikis huggingface dataset:
Apikusis

Apikusis is a half-elven druid in the Emerald Grove during Act One.
== Involvement ==
=== Act One ===
Apikusis can be found in the Sacred Pool, removed from the Rite of Thorns. If passing a , she reveals that she disagrees with and has sent to search for their . If attacking or harassing the druids in any way, she does not join the party, and helps her companions instead. After completing , Apikusis is concerned for Kagha and relieved that the party prevented her actions.
== Combat ==
=== Attacks and abilities ===
== Gallery ==
Apikusis Model.png|Apikusis' model.
== External links ==
* 
Category:Half-Elves
Category:High Half-Elves
Category:Humanoids
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Category:Druids
Apostate Destroyer

Apostate Destroyers are reanimated skeletons that serve during Act Two.
== Involvement ==
=== Act Two ===
Apostate Destroyers are created by Balthazar to retrieve the .
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
* 
Apostate Destroyers also carry items from the Generic Skeleton Drop Table:
Category:Creatures
Category:Skeletons
Category:Undead
Apostate Librarian

Apostate Librarians are reanimated skeletons that serve during Act Two.
== Involvement ==
=== Act Two ===
Apostate Librarians are created by Balthazar to retrieve the .
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
Apostate Librarians also carry items from the Generic Skeleton Drop Table:
Category:Creatures
Category:Skeletons
Category:Undead
Apostate Sentinel

Apostate Sentinels are reanimated skeletons that serve during Act Two.
== Involvement ==
=== Act Two ===
Apostle Sentinels are created by Balthazar to retrieve the .
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
Apostle Sentinels also carry items from the Generic Skeleton Drop Table:
Category:Creatures
Category:Skeletons
Category:Undead
Apostle of Myrkul

The Apostle of Myrkul is a powerful enemy that serves as the final boss of Act Two. The refers to him as the Avatar of himself, the god of death, that rises after the death of .
==Combat==
=== Attacks and abilities ===
==== Honour Mode ====
==Achievements==
==Gallery==
Apostle of Myrkul Model.png|Apostle of Myrkul's model
Edward-vanderghote-apostleofmyrkul.webp|Character portrait by Edward Vanderghote
Alex-boca-12.jpg|Concept art by Alex Boca
Alex-boca-3.jpg|Concept sketch by Alex Boca
myrkul-alex-boca-17.jpg|Concept sketch by Alex Boca
myrkul-alex-boca-10.jpg|Concept sketch by Alex Boca
myrkul-alex-boca-18.jpg|Concept sketch by Alex Boca
myrkul-alex-boca-19.jpg|Concept sketch by Alex Boca
Category:Undead
Category:Characters
Category:Characters in the Mind Flayer Colony
Category:Characters in Act Two
Category:Bosses
Category:Followers of Myrkul
Apothecary's Cellar

== Overview ==
=== Main Cellar ===
This section has a share of potions and alchemical ingredients scattered around in several containers and the clutter of bottles and other junk.
On the north wall there is a stack of crates where a passive will happen. If successful, a lever will be marked behind the crates, though it can be found through normal investigation. Pulling it will open a hidden passage behind a bookcase, leading into the next chamber.
=== Graverobber's Cave ===
This natural cavern is cluttered with over half a dozen mouldering caskets. The casket closest to the tunnel entrance holds the along with minor valuables. Using the scroll here in this room, or having the party's wizard learn and cast the spell here, will trigger additional conversation options about the ornate mirror along with the only other opportunity to permanently learn the spell.
Interacting with any of the other caskets, or proceeding too far into the room without interacting any caskets, will cause an Agile Guardian to burst out, the party. It will quickly begin running off to the other caskets, breaking them open and spawning more undead such as Robust Guardians.
Alternatively, if the party breaks a casket rather than interacting with it, a guardian will still appear but will not achieve surprise over the party. However, this option will prevent guardians from appearing in any other caskets, and the xp and loot for the other five guardians will be forfeited.
At the south end of the cave is wooden platform where the magical ornate mirror is. Although its magic is dulled, it still blocks the way forward into the hidden lab. For details on bypassing the mirror, see Ornate Mirror.
=== Necromancer's Lab ===
The lab is full of skeleton displays, mounted heads of beasts and even a stuffed bear. To the west end of the room is a store room with barrels full of alchemy supplies and potions, and a which opens the trapped gate on the east side of the lab. There is also a lever that will open a way back to the main cellar room.
In the south-west corner is a chest near the stuffed bear that is full of scrolls . In a gilded chest in the south-eastern corner of the room holds the .
On the east side there is a gated off area which holds the real prize of this lab, . A can pick the gate lock, or the party can use the Rusted Key from the storeroom shelves. The book is set on a pressure plate that can be disabled with a , or the turn-based mode can be used to take the book, then replace it with any other object or rush out before the fire bolt shooting gargoyle trap is turned on.
== Related locations ==
* 
== Characters ==
* 
* - summoned via the Scroll of Summon Quasit
== Loot ==
* 
* 
* inside a mouldering casket 
=== Hidden treasure ===
* Wooden chest at 
== Related quests ==
* 
* 
* 
== Achievements ==
Category:Locations
Category:Act One Locations
Aranea

Aranea is a spider summoned via a Beast Master's ability, a variant of . Aranea "upgrades" to once the Beast Master reaches level 5, and becomes once the Beast Master reaches level 11.
== Combat ==
=== Attacks and abilities ===
Because of the passive, Beast Master rangers may wish to attack the target marked by for optimal damage.
== Notes ==
* Aranea, as well as other base animal companions, has a proficiency bonus of 0. This is likely a bug.
Category:Spiders
Category:Beasts
Category:Characters
Category:Bugs
Aranea Aculeata

Aranea Aculeata is a spider summoned via a Beast Master's ability, a variant of . Aranea Aculeata is the fully upgraded form of and once the Beast Master has reached level 11.
== Combat ==
=== Attacks and abilities ===
Because of the passive, Beast Master rangers may wish to attack the target marked by for optimal damage.
Category:Spiders
Category:Beasts
Category:Characters
Aranea Major

Aranea Major is a spider summoned via a Beast Master's ability, a variant of . Aranea Major is upgraded from once the Beast Master reaches level 5, and becomes once the Beast Master reaches level 11.
== Combat ==
=== Attacks and abilities ===
Because of the passive, Beast Master rangers may wish to attack the target marked by for optimal damage.
=== At higher levels ===
As the Ranger gains levels, Aranea Major will grow as well until it transforms into Aranea Aculeata at level 11:
==== Level 7 ====
* Lupus Major gains the passive , granting it:
==== Level 8 ====
* Aranea Major has (84 on Explorer difficulty) and 18 .
Category:Spiders
Category:Beasts
Category:Characters
Arcagh

Arcagh is a petrified drow fighter in the Underdark during Act One.
== Involvement ==
=== Act One ===
Arcagh and several other drow are petrified on a battlefield west of the Selûnite Outpost. The can unpetrify them during combat, which causes the drow to become immediately hostile to the party. If the drow are unpetrified after the spectator is killed, the party can itneract with them peacefully.
== Combat ==
=== Attacks and abilities ===
=== Allies ===
* 
* 
* 
* 
* 
=== Loot ===
* 
* 
* - 2x
=== Possible extra loot ===
* 
* (various amounts)
== Related quests ==
* 
== External links ==
* 
Category:Humanoids
Category:Drow
Category:Lolth-Sworn Drow
Category:Characters
Category:Characters in Act One
Category:Characters in the Underdark
Category:Fighters
Arcana

Arcana is an Intelligence-based skill.
It represents an academic understanding of arcane magic and the Weave, but it is not required to cast spells. The higher a creature's Intelligence Score, the more likely they will succeed on Arcana Checks.
==Proficiency==
Characters who are proficient in can add their Proficiency Bonus when making s.
The following backgrounds grant proficiency in Arcana:
* 
The following classes can choose to select Arcana as a proficient skill at Level 1:
* 
* 
* 
* 
* 
Rangers who choose or as a Favoured Enemy gain proficiency in Arcana.
Knowledge Domain clerics can choose to gain proficiency in Arcana at Level 1. If chosen, they can add their proficiency bonus when making Arcana checks.
==Uses==
* Used in dialogue.
* Used to identify or reveal information about magical items and some supernatural creatures, especially those from other planes.
==Related items==
===+1 to Skill Checks===
*
===+1d4 to All Skill Checks===
: while Shapeshifted or Disguised
==Related Spells==
* - Grants Proficiency in all Skills of a chosen Ability.
* - Grants Proficiency in all Intelligence Skills.
* - Grants a +1d4 bonus on all Skill Checks.
* - Grants Advantage on all Intelligence Checks.
* - Grants Disadvantage on all Intelligence Checks.
Category:Skills
Arcane

Arcane most commonly refers to:
* , the skill
* , the location in the Underdark
* , the thief subclass
* , the creature found in the Arcane Tower
__NOTOC__
Arcane may also refer to:
==Items==
===Consumables===
* 
* 
* 
* 
* 
===Equipment===
* 
* 
* 
* 
* 
* 
==Features==
===Actions===
* , the weapon action granted by Crossbow of Arcane Force
* , an inaccessible level 1 divination spell
* , the level 6 abjuration spell
* , the level 2 abjuration spell
* , the Wizard class action
===Passive features===
* , a passive feature granted by Thermoarcanic Gloves
* , a passive feature granted by Markoheshkir and Staff of Spellpower
* , a passive feature granted by Coruscation Ring
* , a passive feature granted by the longbow Spellthief
* , a passive feature granted by the quarterstaff Woe
* , the Abjuration School Wizard passive feature
==Conditions==
* , the condition that grants a bonus +1 to spell attack and save DC
* , the condition that grants +2 damage while Threatened
* , the special condition granted to Gale if he does not absorb a magical item
* , the condition that grants extra weapon damage according to spell attack modifier
Arcane Archer

Arcane Archer is an upcoming subclass of Fighter. It is planned to be released as part of Patch 8 in 2025. 
== Subclass features ==
; Arcane Archer Lore
: Gain proficiency.
: Gain proficiency.
; Gain a Cantrip
: Choose between one of three cantrips:
:* 
:* 
:* 
; : 4
: Resource used to fire an Arcane Shot. Replenished by a Short or Long Rest.
; Arcane Shots: 3
: Choose 3 Arcane Shots.
: One Arcane Shot option can be switched out at every level.
; Available Arcane Shots
:; : Use Evocation magic to make your arrow explode on impact and deal an additional damage to targets within 
:; : Use Necromantic Magic to deal an additional damage. Target must succeed a or become .
:; : Use Enchantment magic to deal an addition damage. Target must succeed a or become .
:; : Use Abjuration magic to potentially your target to the Feywild.
:; : Use Divination magic to make your arrow seek a target. The arrow deals an additional damage and possibly applies .
:; : Use Enchantment magic to deal an addition damage. Target must succeed a or become .
:; : Deal an additional damage. Affected entity's Movement Speed is reduced by 3 and it will take damage when it moves.
:; : Use Transmutation magic to attack all those within the line of your shot. Each target must succed a or be dealt an additional damage.
; : 5
: Gain one additional Arcane Arrow.
; Arcane Shots: 4
: Choose 1 additional Arcane Shot.
; : 6
: Gain one additional Arcane Arrow.
; Arcane Shots: 5
: Choose 1 additional Arcane Shot.
== External links ==
== References ==
Category:Subclasses
Arcane Tower (Map)

A map of all the locations in the Arcane Tower
Navigate the different floors by clicking on the relevant tabs below
<tabber>
|-|(Ground Floor)=
|-|(Mezzanine)=
|-|(1st Floor)=
|-|(2nd Floor)=
|-|(3rd Floor)=
|-|(4th Floor)=
|-|(Basement)=
</tabber>
Category: Map Pages
Category: Location Maps
Arcane Turret

Arcane Turrets are Constructs created by Lenore De Hurst to defend her Arcane Tower. They are immobile turrets that fire at any creature that gets near. Arcane turrets are vulnerable to antimagic.
== Tactics ==
* Arcane Turrets can be temporarily disabled by a , whether it is placed near them or held by a nearby character. However, the game logic which reactivates a turret when a sussur bloom is removed from its vicinity will do so even if the turret had been deactivated by damage.
* If line-of-sight of the Arcane Turret is broken, such as by using a spell, they will be unable to fire.
* Arcane Turrets can be deactivated by reducing them to 0 HP, but means only attacks that deal at least 10 damage can damage it.
** They are vulnerable to damage.
** Strong non-resisted attacks such as with or Two-Handed weapons can also be used to damage them.
* Arcane Turrets will not shoot at invisible targets. They will, however, shoot at a .
Category:Creatures
Category:Races
Category:Non-playable races
Category:Constructs
Archer Velicia

Archer Velicia is an undercover Harper posing as a member of The Guild, who can be encountered on the shore west of Rivington in Act Three.
== Involvement ==
Velicia will be with a group from the Guild, arguing with the thugs on a beach in Rivington. This beach is accessed by following the path west of South Span Checkpoint to an area with a ship which sailed from Moonrise Towers at .
If the Guild is assisted, Velicia helps them to unload goods from the ship.
== Speak with Dead ==
If Velicia is killed, she can be spoken to with . Velicia explains that the Stone Lord and the Guild were fighting over territory, control and smuggling valuables. She further reveals that she was a Harper, who infiltrated the Guild to observe their movements.
Party member: Who are you?
* Archer Velicia: Harper... Infiltrated the Guild...
Party member: Who were you fighting?
* Archer Velicia: Stone Lord's thugs... threat to us all...
Party member: What was the fighting about?
* Archer Velicia: Territory... control... smuggling valuables...
Party member: What were you doing here?
* Archer Velicia: Observing... spying... disguised...
==Combat==
=== Attacks and Abilities ===
=== Allies ===
* 
* 
* 
== Loot ==
* 
* 
== External links ==
* 
Category:Elves
Category:Wood Elves
Category:Humanoids
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Available to Speak with Dead
Category:Members of the Guild
Category:Members of the Harpers
Category:Available to Speak with Dead
Category:Rangers
Archivist

The Archivist is a tiefling employed by to watch over his precious collection in the Archives of House of Hope.
== Involvement ==
=== House of Hope ===
Before entering the Archives, warns the party about the Archivist. She says the party must exploit his weakness to get by. She says he fears authority figures, like Verillius Receptor, a High Inquisitor of Zariel who has official permission to audit Raphael's collection. Verillius' true form is so ghastly and mind-scarring that she takes on guises when she comes to visit. The party can exploit this by pretending to be that guise. If Hope fails to get out the name, then a successful use of (DC 10) can be used on the Archivist to reveal the name as well.
 can also introduce herself, saying she's acting as Zariel's High Inquisitor, for a similar effect without needing a check.
Passing a lets the Archivist fully believe in the ruse. Unfortunately, he cannot give access to the / , as they are each surrounded by an impervious sphere. The sphere requires a magic code that only Raphael has. Instead, he refers the party to wait in the Boudoir until Raphael has returned. The Archivist can also relinquish the pass to the Boudoir by succeeding a , or by pickpocketing him.
Attacking the Archivist, even if killing / knocking him out on a single strike and far from any witnesses, instantly breaks the and raises the alarm.
== Items ==
* 
* 
== Speak with Dead ==
Party member: Who are you?
* Archivist: Raphael's... archivist... a most important man...
Party member: What did you do here?
* Archivist: Maintained... the collection... and legal documentation...
Party member: How did you end up in the House of Hope?
* Archivist: Calculated... true value of my soul... then sold it...
Party member: How can I get the Orphic Hammer?
* Archivist: Sweat... blood... tears...
** Archivist: And... every other fluid... look to the boudoir...
Party member: How do I get the contract?
* Archivist: Sweat... blood... tears...
** Archivist: And... every other fluid... look to the boudoir...
== Related literature ==
* 
== Gallery ==
Archivist Model.png|Archivist's model.
== External links ==
* 
Category:Tieflings
Category:Mephistopheles Tieflings
Category:Humanoids
Category:Characters
Category:Characters in the House of Hope
Category:Characters in Act Three
Category:Available to Speak with Dead
Arden

Zealot Arden is a gold dwarven Zealot of the Absolute in Act Two. He can be found at the end of the Moonrise Tower Docks, overseeing the cargo.
== Involvement ==
=== Moonrise Towers ===
Arden is first encountered at the Moonrise Towers Docks, where he oversees the departing cargo from his position at the very end of the docks. Interactions with Arden reveal that he aspires to be a True Soul.
Should jump off into the water, Arden reacts with complete confusion and shock. Further interactions with Arden have him be nervous in front of the party, and he attempts to be on the party's good side under the belief that Marls had disrespected a True Soul. He can then be told to fish Marls out of the water, to which he attempts to no avail and moves away from the , allowing the party to interact with it or steal it.
Listening to Arden reveals that he does not actually care about Marls, and that he is attempting to salvage his armour, and not save the man himself.
=== Defending Moonrise Towers ===
If the is freed and the Harpers launch their assault on Moonrise Towers, Arden is part of the remaining forces defending Moonrise Towers, and can be encountered in the ground floor hall standing behind .
== Combat ==
=== Attacks and Abilities ===
==== Tactician only ====
=== Loot ===
* 
* 
* 
== References ==
Category:Dwarves
Category:Gold Dwarves
Category:Humanoids
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Followers of the Absolute
Category:Paladins
Ardent

Githyanki ardents are a class-like archetype of githyanki NPC encountered in Crèche Y'llek. Mages that specialize in psionic combat, ardents are the purest githyanki spellcasters encountered in the game.
==Combat==
===Attacks and abilities===
Ardents wield a , though they will always prefer casting a cantrip over swinging their sword, unless forced by silence. Despite this reluctance for swordsmanship, they also benefit from an extra attack.
==Named ardents==
===Crèche Y'llek===
* 
* 
* 
* 
* 
* 
Category:Githyanki
Category:Humanoids
Category:Githyanki Archetypes
Category:Archetypes
Areas

An Area describes a space that has special effects on creatures that enter it. They can be generated by Items, Spells, or creature actions. Areas have properties that describe them.
== Area types ==
There are different types of areas, which have different properties and interactions.
=== Surface ===
An area that exists as a flat layer on the floor. The effects of surfaces can be avoided by flying over them with things like or . Surfaces include surface or surface, and can also include spells such as . These areas can be examined in-game and will display as a Surface.
Examples of surfaces are: 
* 
* 
* 
=== Cloud ===
An area that exists as a cloud above the floor. They can be blown away with . These areas can be examined in-game and will display as a Cloud.
Examples of clouds are:
* 
* 
=== Summoned ===
Areas that show up in the combat log as being summoned. Summoned areas generally work by applying a condition to creatures that enter them. Summoned areas can be placed on top of each other, but cannot stack with identical areas as a creature can only have one instance of the applied conditions at a time. These areas cannot be examined in-game, but may have a condition representing them found on their source spell different from the one applied when entering.
Examples of summoned areas are:
* .
== Area interactions ==
There are multiple types of interactions found in-game that can alter areas. These are found as the function. Not all interactions work with all surfaces, see "Interactions" on an area page to see what it interacts with and how.
These values are from :
Value 	Description 	Example 	Derived from
None 	 	 	
Clear 	 	 	
Condense 	 	 	
CreateWater 	Extinguishes fire 	Can remove Fire 	
Daylight 	 	 	
Deelectrify 	 	 	
DestroyWater 	Destroys water 	Removes Water 	
Douse 	Extinguishes fire 	Can remove Fire 	
Electrify 	Makes the surface electric 	Can turn Water into Electrified Water 	
Freeze 	Freezes the area 	Can turn Water to Ice 	
Ignite 	Explodes the area or sets it on fire	Can explode Smokepowder and turn multiple surfaces into Fire	,
Melt 	Melt a surface 	Can turn Ice to Water 	,
TurnHellfire 	 	 	, , , ,
UnturnHellfire	 	 	
Vaporize 	Vaporizes a surface 	 	
Category:Gameplay mechanics
Arensen

Fist 'Edge' Arensen is a human member of the Flaming Fist who works as an executioner in Act Three.
== Involvement ==
=== Act Three ===
Fist 'Edge' Arensen can be found outside of the Basilisk Gate Barracks in the Lower City. Arensen is stationed at the gallows as the executioner, warning passerby to obey the law.
== Combat ==
=== Attacks and abilities ===
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Humanoids
Category:Humans
Category:Members of the Flaming Fist
Category:Fighters
Arfur's Mansion

== Overview ==
There are two keys of note to be found in Arfur's mansion; the on a bottle shelf in the kitchen, which opens the upstairs bedroom, and the inside a row of books on a bookshelf in the bedroom, which opens the hatch in the workshop.
=== Workshop ===
A set of doors on the northern side of the house leads to Arfur's workshop, where he works on his toys. Partially concealed by a rug is a hatch, spotted with a , which leads to the basement. This can be opened with the Toymaker's Basement Key from the bedroom.
=== Basement ===
The main area of the basement is filled with tripwires and rigged fireworks, which can be exposed with Perception checks. At the back of the basement is another workshop, which has a trapped and locked (DC 20) metal chest, containing a letter which begins or progresses the quest .
==Related locations==
* 
== Notable characters ==
* 
* 
* 
* 
* 
==Related quests==
* 
== Notable loot ==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* , on a table in the back of the basement 
* , inside the row of books on the bookshelf in Arfur's bedroom 
* , inside the kitchen, on the top left shelf filled with bottles 
* 2 , in the basement
* At least 24 can be acquired by disarming the firework traps
Category:Locations
Category:Act Three Locations