nyuuzyou/wikis huggingface dataset:
Nadira

Nadira is one of the tiefling refugees seeking shelter at the Emerald Grove in Act One.
== Overview ==
Nadira escaped Elturel in possession of a . She first appears during a cutscene at the end of the Prologue, peering through a telescope as the Nautiloid crashes onto the Ravaged Beach.
Nadira credits her mother for her ability to see through Fiends and their servants.Dialogue with Wyll: "My mother's a warlock. Taught me when a fiend's tongue is twisting.". When Nadira was sixteen, she ran away from home, presumably because of her difficult relationship with her mother.Dialogue with Wyll: Wyll: "Your mother and I have a lot in common." Nadira: "Gods, I hope not. I left home at sixteen for a reason.". It is unknown whether their strained relationship was due to her mother being a warlock.
== Involvement ==
=== Act One ===
Nadira can be found above the entrance to the Emerald Grove, where a is stalking her. Speaking with Nadira after the assassin is killed grants 35 XP. Although the party saves her life, she accuses them of being hires from Avernus, sent to retrieve her .
Nadira's survival is time sensitive. If approaching close enough to her location but not intervening, the Bugbear Assassin kills her, and her corpse can be looted for the Soul Coin.
Peering through Nadira's telescope shows a glimpse of a red dragon, possibly , circling near the Mountain Pass. The telescope can rotate left or right, bringing into focus the Nautiloid Wreck and Waukeen's Rest, respectively.
== Companion approval ==
If speaks with Nadira, these two dialogue options cause Nadira to immediately part with the Soul Coin out of pity:
* 
* 
Otherwise, the party must pass an ability check to Persuade or Intimidate her into offering the coin:
* 
* 
* 
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* 
If the party fail the Deception check, she realises they are lying. This results in one last ability check to obtain the coin peacefully:
* 
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* 
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
== Related quests ==
* 
* 
== Gallery ==
File:Nadira-intro.png|200px|thumb|left|Nadira seeing the Nautiloid crash during the cinematic intro to Act One.
== References ==
Category:Tieflings
Category:Asmodeus Tieflings
Category:Tiefling Refugees
Category:Humanoids
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Nafula

Nafula is a human in Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Nafula can be found in The Blushing Mermaid in the Lower City. Her father, , is trying to convince her to meet with the Nielsens' son for marriage because creditors are clawing at their door. Nafula insists that she is already happy with Sasha, the peddler's daughter.
== Idle banter ==
Nafula can be heard trying to refuse her father's insistence that she marry the Nielsens' son.
Madalitso: Honey, we're desperate. We need the Nielsens' money.
* Nafula: I don't even know him, dad.
** Madalitso: But you know me. Do you think I would choose a poor match for my daughter?
*** Nafula: Dad, you're picking a husband for me, not a new dress!
Nafula: What about what I want? Does that not matter?
* Madalitso: Choice is a luxury, honey. One your family cannot afford.
Madalitso: Your mother and I had an arranged marriage, honey - it's not so bad.
* Nafula: Wow - you're really selling it, dad.
** Madalitso: Don't be petulant.
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Act Three
Category:Characters in the Lower City
Naiske

Servant Naiske is a staff member in Wyrm's Rock Fortress, present at the ceremony of Gortash's ordaining as an Archduke of the city. 
== Involvement==
She accompanies and after the ceremony can be found in the northern nave of the Audience hall. Naiske patiently forbears her mistress' constantly changing whims on refreshments that she would like to try.
Category:Characters
Category:Characters in Wyrm's Rock Fortress
Category:Characters in Act Three
Category:Half-Elves
Category:High Half-Elves
Category:Humanoids
Nansi Gretta

Nansi Gretta is a character in Act Three, who owns The Bibliophile, a bookstore in the . 
== Involvement ==
=== Act Three ===
Nansi Gretta sells books and scrolls, including . Nansi donated several copies of Lord Gortash's memoirs to the refugees at Baldur's Gate, as recorded in the .
Her Attitude towards the party may change depending on the outcome of .
== Store ==
* 
* Various Books including:
** 
** 
* Various Scrolls
== Related literature ==
* 
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* 
* 
== Notes ==
* Nansi Gretta is an exceptionally easy trader to steal from because she is alone in an isolated room. Her stash of scrolls are potentially valuable, such as or .
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Traders
Category:Authors
Naoise Nallinto

Naoise Nallinto is a Wood Elf courtesan working at Sharess' Caress in Wyrm's Crossing. 
==Overview==
Naoise can be found on the third floor of the building at in her room Nymph's Grotto. The party can first learn about her when entering Sharess' Caress and talking with ; she mentions that they have a "nymph", but that she is currently busy with a client.
==Involvement==
Upon entering the room Nymph's Grotto a cutscene will begin. The player character and the client have a moment of tadpole connection. The Fist then proclaims to recognize the player character, as the Absolute has shown her. This triggers Jara's transformation into a mind flayer and a fight starts. 
Afterwards, when talking with Naoise, she expresses admiration of the mind flayer's beauty. Passing a successful check grants additional dialogue choices, allowing the party to comment on her arousal towards the mind flayer. This opens up an option to experience rapture. Accepting Naoise's proposition earns the Inspirational Event Exsanguinated Ecstasy (Haunted One background) or Alternative Vocations (Guild Artisan background).
==Reward==
Default reward:
* 
If rapture was experienced:
* , a temporary passive buff
== Gallery ==
Naoise Model.png|Naoise's ingame model.
Category:Elves
Category:Wood Elves
Category:Humanoids
Category:Characters
Category:Characters in Wyrm's Crossing
Category:Characters in Act Three
Narvass

Narvass can be found in the Goblin Camp in Act One.
== Involvement ==
=== Act One ===
If speaking to Narvass before , Narvass asks them not to interrupt Ragzlin's interrogation of the mind flayer corpse. If spoken to afterwards, Narvass repeats Ragzlin's orders to the player character and advises them not to disappoint .
Narvass and patrol the small gallery above Ragzlin's throne. As part of his retinue, they both join him in combat if a fight breaks out.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
== External links ==
* 
Category:Humanoids
Category:Drow
Category:Lolth-Sworn Drow
Category:Characters
Category:Characters in Act One
Category:Characters in the Goblin Camp
Category:Followers of the Absolute
Nass

Sharp-Eye Nass is a goblin stationed in the Goblin Camp in Act One. 
== Involvement ==
=== Act One ===
Sharp-Eye Nass can be found in the eastern room in the Shattered Sanctum at the entrance to the Worg Pens. During a recent raid, Nass was injured by a Flaming Fist soldier and is still tending to the wound. If discovers the location of the Emerald Grove and launches an attack, Nass participates in the raid.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
== External links ==
* 
Category:Humanoids
Category:Goblins
Category:Characters
Category:Characters in Act One
Category:Characters in the Goblin Camp
Category:Rangers
Category:Followers of the Absolute
Natural Explorer

Rangers are particularly familiar with specific types of natural environments and are adept at traveling and surviving in such regions. They choose one type of favoured terrain every now and then while levelling and receive associated enchancements from doing so.
==List of Natural Explorer Options==
Natural Explorer Options
Archetypes	Description 	Grants
 	You have cultivated a strong bond with animals. You can cast as a ritual. 	
* Cast once per short rest
 	An expert at navigating the wild within the city, you gain Proficiency. 	
* Proficiency
 	You have spent endless days surviving desolate tundras. Gain resistance to damage, taking only half damage from it.	
* Resistance
 	You have spent endless days surviving forbidding deserts. Gain resistance to , taking only half damage from it. 	
* Resistance
 	You have spent endless days surviving fetid swamps. Gain resistance to , taking only half damage from it. 	
* Resistance
Category:Class features
Nature

Nature is an Intelligence-based Skill.
The higher a creature's Intelligence Score, the more likely they will succeed on Nature Checks to recognize plants and natural creatures.
==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:
* 
* 
* 
* 
* 
Knowledge domain Clerics can choose to gain proficiency in Nature at Level 1. If chosen, they can add double their Proficiency Bonus when making Nature checks.
==Uses==
* Used in dialogue.
* Used to harvest Nightlight Fronds.
==Related Items==
===Grants Proficiency===
:
===+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
Nature Domain

Nature Domain is one of the Subclasses of Cleric.
The player-selectable deities directly associated with this domain are Eilistraee and Mielikki.
== Subclass features ==
* Gain Proficiency
; 
: Choose one skill proficiency between the following:
:* 
:* 
:* 
: Choose one cantrip to learn from the Druid cantrip list:
:* 
:* 
:* 
:* 
; Domain Spells
: You gain spells from your domain. They are Always Prepared.
:* 
:* 
; 
:; Channel Divinity Action
:: Channel fey magic to nearby beasts and plants for 10 turns.
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
; 
: When you or an ally gets hit with Acid, Cold, Fire, Lightning, or Thunder damage, you can use your reaction to halve the attack's damage.
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
; 
: Once per turn, deal additional damage in addition to your weapon's damage using one of the following selectable variations:
:
; Domain Spells
: You gain additional spells from your domain. They are Always Prepared.
:* 
:* 
== External links ==
* 
Category:Subclasses
Nautiloid

== Overview ==
=== Nursery ===
The nursery is the initial area that the player characters awakens in. The room contains scattered mind flayer pods and a nursery at the centre of the room, which is a pool filled with larvae that explodes at the slightest touch.
=== Surgery room ===
In the adjacent room, is undergoing surgery on an elevated platform. The creature can be recruited by removing it from Myrnath's exposed skull. Leaving the surgery room triggers a cutscene with , who joins the party to escape the Nautiloid. If Lae'zel is chosen as origin, joins the party instead.
=== Ceremorphosis chambers ===
The ceremorphosis chambers consist of two adjoining rooms on the northern side of the Nautiloid. In the first room, is trapped in a mind flayer pod, which can be opened with a slate carried by a corpse in the second room. Shadowheart's pod also has a nearby control panel with the following labels, from left to right: "Unleash", "Aggression", and "Annihilate".
In the second ceremorphosis chamber, adjacent to Shadowheart's room, an unresponsive woman is trapped in a mind flayer pod. The console behind her contains a button with the label "Perfect". Pressing the button forces her to undergo ceremorphosis.
=== Helm ===
The ship's helm is past the ceremorphosis chambers, where a battles . Upon entering this area, combat immediately commences, and the party have a maximum of 15 turns to reach the transponder before the ship crashes. After several turns, two cambions spawn at the entrance of the helm. If Zhalk is defeated with his and , the Mind Flayer attacks the party. Interacting with the transponder ends the prologue regardless of the remaining foes and party members' status.
== Related areas ==
* 
== Characters ==
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* 
== Creatures ==
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== Loot ==
* 
* 
* disarmed or looted from 
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* 
* 
== Related quests ==
* 
* 
== Gallery ==
Nautiloid Concept Art.png|Concept Art
Dan-iorgulescu-bg3-nautiloid-mind-draining-device-room-dan-iorgulescu.jpg|Concept art by Dan Iorgulescu
Dan-iorgulescu-baldur-s-gate-3-nautiloid-interior-dan-iorgulescu.jpg|Concept art by Dan Iorgulescu
== Notes ==
* When playing as a custom character, if Lae'zel or Shadowheart are killed before reaching the Helm, they are found dead on the beach in Act One and can be revived.
* Prior to meeting Lae'zel or Losiir, characters cannot cast certain spells that summon controllable entities. The tooltips for such spells state they "can't be cast while your new parasite adjusts to your mind and magic". This is known to affect and . Casting is allowed, possibly because the entity cannot be moved around like the others. The affected spells become available at the start of the first combat encounter with the Lesser Imps.
== External links ==
* 
Category:Locations
Category:Act One Locations
Nautiloid (Creature)

The Nautiloid is a ship used by Mind Flayers to travel between worlds and through the Astral Plane. They can be encountered at several points during the events of Baldur's Gate 3; ridden on during the Prologue, sighted at the Mind Flayer Colony, and as a combatant during Confront the Elder Brain.
== Attacks and abilities ==
The nautiloid will target several areas on the ground, then attack during the next round.
== External links ==
*
Nautiloid Wreck

== Overview ==
* A trio of Intellect Devourers can be found at . If is chosen as an Origin character, only two are present.
* can be found in the northern section of the Nautiloid Wreck at . Killing it earns To Sleep, Perchance to Dream, Tentacled Dreams for the Haunted One. Sparing it and succumbing to its influence will kill the party character that interacts with it.
== Waypoints ==
The closest Waypoint to this location is:
* 
== Related locations ==
* 
* 
==Related quests==
* 
== Notable loot ==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* containing random loot 
* carried by an Abducted Nobleman 
* Random loot from a dead mind flayer / / / 
=== Ingredients ===
Ingredients for Alchemy that can be found in this location:
* (1)
* (1)
Category:Locations
Category:Act One Locations
Naysa

Harper Naysa is a tiefling ranger that can be found patrolling Last Light Inn, and is part of the Harpers. She can help the party during the and be a potential ally during .
== Involvement ==
=== Last Light Inn ===
Naysa can be first encountered at the Last Light Inn, where she is patrolling the same northern side route of the docks area as .
=== Resolve the Abduction ===
When attacks the inn and attempts to kidnap during , Naysa is amongst the Harpers who avoided being , and runs up to fight with the Winged Horrors. If Isobel is not saved, Naysa and everyone in Last Light Inn turn into a , save for .
=== Assault Moonrise Towers ===
If Isobel is saved at the Last Light Inn, and once the has been freed from her cage and heads for Moonrise Towers, Naysa follows Jaheira to the Assault on Moonrise Towers, where she, along with Harper , , and survives the first assault and assist the party in the remaining fight against Absolute forces.
After the main battle, if she manages to survive the fight, she guards the first floor of Moonrise Towers with the remaining Harpers.
=== Act Three ===
If alive, Naysa is summonable as an ally through the variant , if is completeled with alive.
==Combat==
===Attacks and Abilities===
=== Items (Act 3)===
*
== Loot ==
*
*
== Related quests==
* 
* 
* 
== Gallery ==
Harper Naysa Model.png|Model
== Notes ==
* Naysa wears a set of armor identical to the set, but with shorter sleeves and a scarf covering the collar of the outfit.
* When summoned during Confront the Elder Brain, Naysa has an unlimited supply to use.
* If killed at any point before the Assault on Moonrise Towers, a replacement Harper (either Olys, Grenywald, Lanni, or Lilineth) will take Naysa's place.
** If killed during the Assault on Moonrise Towers, one of those aforementioned replacement Harpers will take her place as a summon instead.
* Naysa has four level 1 spell slots, and two level 2 spell slots, despite having no spell to cast.
* As of Patch 7, despite having Extra Attack, Naysa is not able to attack twice during her turns.
Category:Tieflings
Category:Asmodeus Tieflings
Category:Humanoids
Category:Characters
Category:Characters in the Shadow-Cursed Lands
Category:Characters in Act Two
Category:Members of the Harpers
Category:Rangers
__INDEX__
Nayzeem

Tinker Nayzeem is a Human businessman in the Rivington refugee camp in Act Three.
== Involvement ==
=== Act Three ===
Nayzeem can be found in the refugee camp at . If the party speak with him, he complains about the bureaucrats that sent him to the camp. The party can listen to him rant to learn more about his business or tell him that they do not care.
== Related literature ==
* 
== Notes ==
* Although listed as a human in-game, his appearance is that of an Elf or Half-Elf due to the pointy ears.
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Humans
Category:Humanoids
Necromancy

Necromancy is a school of magic. 
== Overview ==
Necromancy magic involves the undead, be it negative energy used to harm others or the resurrection of corpses as servants. 
Necromancy School is a Wizard subclass that specializes in Necromancy spells. 
== List of necromancy spells granted by class or through scrolls ==
== List of necromancy spells granted by items ==
== List of necromancy spells available only to NPCs ==
== External links ==
* 
Category:Schools of magic
Category:Spell-related lists
Category:Lists of spells
Necromancy School

Necromancy School is one of the Subclasses of Wizard. These Wizards are specialized in powers of death, allowing them to protect themselves from harm and raise undead minions to serve them.
== Subclass features ==
; Necromancy Savant
: Halves the cost to learn Necromancy spells from Scrolls. Learning these spells will only cost per spell level.
; 
: Once per turn, if you kill a creature with a spell, you regain Hit Points equal to twice the Spell Slot level used - thrice if it's a Necromancy spell. Undead and Constructs are unaffected.
; 
* You gain the spell, if you didn't have it already.
; 
: When you use Animate Dead, you can raise an additional corpse.
; 
: Creatures created with Animate Dead have additional hit points equal to your Wizard level, and your Proficiency Bonus is added to their damage.
; 
: You have steeped yourself so completely in death that you are Resistant to Necrotic damage, and your hit point maximum cannot be reduced.
== Notable Wizards of the Necromancy School ==
* 
* 
* 
* 
Category:Subclasses
Necromite

Necromites are an undead creature in Baldur's Gate 3. They are found in Moonrise Towers and the Mind Flayer Colony. 
== About ==
Necromites are skeletal servants and creatures of Myrkul. They can be birthed from a skeletal involucre (see info table to the lower right), created by the spell . The involucre will incubate for one turn then explode, dealing damage and birthing a necromite.
As skeletons, necromites are vulnerable to damage, but resistant to and immune to .
== Combat ==
=== Attacks and abilities ===
Category:Undead
Category:Skeletons
Category:Followers of Myrkul
Necrotic Rat

Necrotic Rats are a type of beast which can be found in the Gauntlet of Shar during Act Two.
== Involvement ==
Necrotic Rats will spawn alongside Soporific Rats while fighting the rat swarm in the Gauntlet of Shar, after killing a certain amount of rats. They spawn more frequently the more rats are killed. They have a slightly higher Strength and Dexterity than regular rats, and their bite deals additional Necrotic damage.
== Combat ==
=== Attacks and abilities ===
Category:Rats
Necrotic set

The Necrotic set is a set of equipment that helps the user deal or resist damage. Synergizes with items from the Dark Justiciar Set, Helldusk Set and the Blackguard Set, which are not duplicated here. The set consists of the following pieces: 
Name	Slot 	Effect
 	 (Shortsword) 	
 	 (Light Armour)	
 	 (Dagger) 	
* Bugged; the weapon action does not appear for the player.
 	 (Dagger) 	
 	 (Longsword) 	
* Bugged; the weapon action does not appear for the player.
 	 (Quarterstaff) 	
 	 (Shortsword) 	
* Deal an additional damage.
Main Hand Only
Off-Hand Only
 	  	
 	 (Dagger) 	
 	 (Rapier) 	
* Deal an additional damage
 	 (Shortsword) 	
 	 (Quarterstaff) 	
* Deal an additional damage.
 	 (War Pick) 	
 	 (Non-Armour) 	
 	 (Mace) 	
 	 (Shortbow) 	
* Deal an additional damage.
* Exploit only.
 	 (Flail) 	
* Deal an additional damage.
 	 (Heavy Armour)	
* Grants Resistance to damage.
* Does not give disadvantage on stealth checks.
 	 (Dagger) 	
* Deal an additional damage.
 	 (Quarterstaff) 	
* Deal an additional damage.
 	 (Greatsword) 	
* Deal an additional damage.
 	 (Shortsword) 	
 	  	
 	 (Shortsword) 	
* Bugged; the weapon action does not appear for the player.
 	 (Club) 	
* Deal an additional damage when lit.
* Deal an additional damage.
 	 (Quarterstaff) 	
Category:Equipment sets
Ned'Cirannis

Ned'Cirannis was an Absolute cultist who died during a scouting mission in Act One. His corpse was brought to the Emerald Grove for dissection.
== Involvement==
=== Act One ===
Ned's corpse is lying on a table in the Enclave Library at . Although he received strict orders from to observe and not engage, Ned attacked and with a group of goblins. The druids killed him and a tadpole crawled out of his head.
== Loot ==
* 
== Related literature ==
* 
* 
* 
== Speak with Dead ==
Ned can be spoken to with .
Party member: Who are you?
* Dissected Drow: Ned'Cirannis... of the Absolute...
Party member: What happened to you?
* Dissected Drow: Scouting... found druids...
Party member: Who killed you?
* Dissected Drow: Druid... Bear...
Party member: How many drow are out there?
* Dissected Drow: Minthara... back at camp...
Party member: Where did you get your tadpole?
* Narrator: *The corpse remains silent. It doesn't understand the question.*
** Party member: Where did you start following the Absolute?
*** Dissected Drow: Moonrise Towers... initiation...
** Party member: Were you abducted by mind flayers?
*** Dissected Drow: No...
* Dissected Drow: Ned'Cirannis... of the Absolute...
** 
*** Dissected Drow: No houses... all equal in Her love...
** 
*** Dissected Drow: We will... Absolute will rule all...
== External links ==
* 
Category:Humanoids
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Category:Available to Speak with Dead
Category:Drow
Category:Lolth-Sworn Drow
Category:Followers of the Absolute
Category:Corpses