nyuuzyou/wikis huggingface dataset:
Illithid Arcanist

Illithid Arcanist is a type of hostile Mind Flayer character in Baldur's Gate 3
== Involvement==
Many Illthid Arcanists will appear during several combat encounters at the High Hall and Atop the Netherbrain. 
Illithid Arcanists have 2 variants: one with and Fire resistance, and another with and Cold resistance. Their version of deals more damage, fires more missiles, and has a significantly longer range. This makes them dangerous if not dealt with quickly. If pushed or thrown off the top of the during the final battle, Illithid Arcanists will simply teleport back to their former position.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* Random gemstone or alchemy ingredient
Category:Creatures
Category:Aberrations
Category:Mind Flayers
Category:Non-playable races
Illusion

Illusion is a school of magic.
== Overview ==
Illusion magic usually involves creating images of things that don not exist. It has some overlap with the Enchantment (school). 
Illusion School is a Wizard subclass that specializes in Illusion spells. 
== List of illusion spells granted by class or through scrolls ==
== List of illusion spells granted by items ==
== List of illusion spells available only to NPCs ==
== External links ==
* 
Category:Schools of magic
Category:Spell-related lists
Category:Lists of spells
Illusion School

Illusion School is one of the Subclasses of Wizard. These Wizards are specialized in illusory magic that can hide where they are, detect the invisible, or trick enemies into wasting actions.
== Subclass features ==
; Illusion Savant
: Halves the cost to learn Illusion spells from Scrolls. Learning these spells will only cost per spell level.
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: You can cast as a Bonus Action. You can remain hidden while casting this spell. This spell can be cast while you are .
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: Once per Short Rest, as an Action, you can cast the spell without consuming a Spell Slot.
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: As a Reaction, you magically fashion an illusory duplicate of yourself when attacked, causing the attack to miss. After use, this ability cannot be used until after a short rest.
Category:Subclasses
Ilmater

Ilmater is the God of endurance and suffering. He is associated with the domains Life and Twilight.
== Overview ==
The Crying God protects the oppressed and persecuted. His clergy the Church of Ilmater is sworn to alleviate suffering, even if that means taking on that pain personally. 
This deity can be selected by player character Clerics.
In Act Three the party can visit a temple of Ilmater in Rivington. The Open Hand Temple has recently lost its first cleric . He was murdered by a cruel killer who escaped undetected. The party can solve this murder case during .
== 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 ==
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== Quotes ==
== Gallery ==
Ilmater Icon.png|Ilmater's Symbol
altar-ilmater.png|An altar in the Open Hand Temple of Ilmater
flag-ilmater.png|Flag of Ilmater in the Open Hand Temple
== Notes ==
* Ilmater is allied with and .
== External links ==
*
Category:Gods
Ilyn Toth

Ilyn Toth was a human who fled with his apprentice. He became an apothecary in Moonhaven sometime before Nightal of 1371 DR.
 
== Overview ==
While at Moonhaven, Ilyn Toth hid his tattoos and locked away his red robes, believing himself to pass as a simple healer. However, the druids of the nearby Emerald Grove noted reports of a red wizard that same year.
Ilyn Toth continued his necromantic research, striving for a true restoration of life rather than simple reanimation. He recorded every instance of a person arriving or leaving Moonhaven, taking pains to note whether they were Thayan.
He possessed the rare magical tome , which he believed contained the knowledge he needed. However, the tome resisted his attempts to unearth its secrets.
At some point, Toth reached out to the library of the High Heralds, claiming to be a researcher with a "casual interest" in studying the Necromancy of Thay. However, the library of the High Heralds denied his request for research material, correctly surmising that his motives were beyond casual interest.
His logbook notes that the key gem for the tome went missing on the 14th of Nightal of an unknown year. One day later, his apprentice disappears near the well. The logbook proceeds to note a raid three days later, on the 18th. On the 20th, in the last entry of the logbook, Ilyn records seeing smoke on the horizon. He was ultimately killed during a Dark Justiciar raid led by the Oathbreaker .
Ilyn knew and despised the lich Szass Tam.
== Related literature ==
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== References ==
Category:Humans
Category:Wizards
Category:Thayan
Category:Red Wizards
Category:Mentioned characters
Category:Authors
Immortal Eternal Debtor

Immortal Eternal Debtor is an Eternal Debtor bound in servitude to Raphael. 
==Involvement==
This debtor can be found within the House of Hope at . He is in pain and wants to die, but cannot.
== Combat ==
=== Attacks and abilities ===
Category:Characters
Category:Characters in the House of Hope
Category:Characters in Act Three
Category:Dwarves
Category:Gold Dwarves
Category:Humanoids
Imp

Imps are a non-playable race of Fiend creatures, a small flying lesser devil with a venom stinger tail. Found primarily in the , Imps are the first enemies encountered in Baldur's Gate 3.
== About Imps ==
Imps are found throughout the game as enemies, including as the very first scripted combat encounter. An allied imp can be summoned by Pact of the Chain Warlocks using .
=== Racial features ===
; Base Racial Speed
: 9m / 30ft (Flying)
; Size
: Small
== Known imp characters ==
* 
== Imp enemy variants==
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== Imp Summons ==
* Conjured Imp
==External Links==
*
Category:Creatures
Category:Races
Category:Non-playable races
Imprudence

Imprudence is a human NPC in the Lower City of Baldur's Gate. She can be found near the Grey Harbour Docks, as part of mob, ready to bring to "justice".
== Involvement ==
When approaching the Steel Watch Foundry, the party can come across Churg Elvek and his mob, as well as Volo who is tied up to some . Upon approaching, a cutscene will play out where Churg accusses Volo of harmful lies, conspiracies and fear mongering. The party can opt to intervene or simply draw their weapons after which Churg and his mob will attack. 
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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=== Allies ===
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Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Impurto Nexim

Impurto Nexim is a halfling noble that can potentially be found in the kitchen of Lady Jannath's Estate in the Lower City.
== Involvement ==
Impurto Nexim can only be found if was never rescued from in Act One. He is gossiping with fellow noble on the first floor.
If Oskar Fevras was rescued, the manor is haunted and the art exhibition does not happen.
== Idle banter ==
Impurto Nexim occasionally chats with Saer Dokksill:
Impurto Nexim: I believe it's your turn to throw the next get-together.
* Saer Dokksill: I think not. How is one to throw a half-decent party without a florist?
** Saer Dokksill: Mine travelled all the way from Neverwinter, to be turned away at the gate. It's outrageous.
*** Impurto Nexim: You must take this to Lord Gortash. He's a man who will see sense.
Impurto Nexim: I came all the way from the Upper City for this little viewing of hers, and she's holding back on us.
* Impurto Nexim: I know for a fact she has an original Yapswurt hidden away. I've seen it.
** Saer Dokksill: Typical. The least she could do is have it on display. How else is one to buy it from her?
Saer Dokksill: I find it hard to believe she's still pining over that commoner.
* Impurto Nexim: She should have married my cousin, as I suggested. He has plenty of land out in Amn.
** Saer Dokksill: An Amnian wedding? Now that would be a party.
Saer Dokksill: Tell me, has anything caught your eye?
* Impurto Nexim: Certainly not the lobster. I haven't seen one in hours!
** Saer Dokksill: Oh, very good. Very good. Yes, Fireliia keeps a rather lax house, doesn't she?
*** Impurto Nexim: I wouldn't stand for it under my roof. Lazy little serfs.
== Related quests ==
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== External links ==
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Category:Halflings
Category:Lightfoot Halflings
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Imwise

Imwise is a Sharran Sentry guarding the Cloister of Sombre Embrace located at .
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
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== Related literature ==
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Category:Followers of Shar
Category:Characters
Category:Characters in the Cloister of Sombre Embrace
Category:Characters in Act Three
Category:Humans
Category:Humanoids
In Case of Death...

In Case of Death... is a quest given when first dies. A magical projection of Gale appears to warn you "many lives" depend on his return within two days. It would be in your best interest to revive him sooner rather than later.
 On the third Long Rest after Gale dies, there will be a special Game Over.
__TOC__
== Objectives ==
==Walkthrough==
If should die for any reason, his body starts to release damage to anyone nearby. A magical projection of Gale pops up and asks the party to resurrect him within three days. To do so a rather elaborate procedure for summoning up a has been prepared. This scroll resurrects any party member with all their hitpoints.
It is not necessary to obtain or use this scroll to resurect Gale, as any resurrection method (including ) satisfies the quest. 
To get the scroll the following steps are to be made:
* Grabbing off his corpse
* Pulling the purple thread in a counter clockwise fashion
* Taking the flute and play the notes D-E-A-D
* Addressing the Magma Mephit with "K'ha'ssji'trach'ash" and hand over Gale's letter
The scroll can now be used to resurrect Gale or saved back for some other occasion. In the latter case Gale must be resurrected by some other way.
The only way to botch the protocol completely is to pull all the threads in the second step and continuing to do so after a warning; the pouch then disappears and Gale has to be resurrected by the some other way. Other errors allow the party to try again.
Once Gale's back among the living, the party can make an ability check to ask Gale about what just happened:
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If the check is successfully passed, he answers one question, but nevertheless remains tight-lipped. Refusing to press him, before or after succeeding the check grants approval:
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Quest complete.
==Reward==
* , if Gale's protocol was followed
Category:Quests
Category:Companion Quests
Incineration Caster

The Incineration Caster is a device found in Wyrm's Rock Fortress which shoot a cone of fire at enemies standing in front of it. 
==Involvement==
Incineration Casters only become active during combat. After using Incinerate (Incineration Caster) on a target, the Incineration Caster gains for 3 turns and explodes if it is triggered again.
When successfully disarming with a roll, the Incineration Caster immediately uses Incineration Caster: Overheat, forcing the character (and everyone close enough) to make a . As stated in the ability's page, however, everyone affected still takes damage, even if succeeding the Saving Throw.
==Combat==
=== Attacks and abilities ===
If the Incineration Caster is destroyed, it will cast:
Category:Environmental objects
Category:Traps
Indora Ralston

Indora Ralston is a Black Gauntlet of Bane found in the Foundry Lab of the Steel Watch Foundry at . She carries a Motivator and will activate it in combat.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
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Category:Followers of Bane
Category:Clerics
Category:Characters
Category:Characters in the Steel Watch Foundry
Category:Characters in Act Three
Category:Humans
Category:Humanoids
Indra

Indra is one of the wolves in the Zhentarim Basement in Act One.
== Involvement ==
=== Act One ===
Indra follows around the Zhentarim Basement. If interacting via , Indra expresses feeling unnerved about a strange smell in the darkness.
== Combat ==
=== Attacks and abilities ===
== External links ==
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Category:Wolves
Category:Beasts
Category:Characters
Category:Characters in Act One
Category:Characters in the Risen Road
Category:Members of the Zhentarim
Infernal Alloy

== Usage ==
The Infernal Alloy is used in place of Infernal Iron to craft , and . Give this to Dammon at the Last Light Inn in Act 2 and select the dialogue "I found this metal in a place called Grymforge - what do you make of it?". It can be prompted three times and he will craft the entire set for the player, freeing up the Infernal Iron required for Karlach's The Hellion's Heart questline.
== See Also ==
* Infernal Iron
* Infernal Metal
* Enriched Infernal Iron
Infernal Robe

==Gallery==
file:Infernal Robe Human Front Model.webp|Body Type 1 Front Human|alt=Infernal Robe Human Front
file:Infernal Robe Human Back Model.webp|Body Type 1 Back Human|alt=Infernal Robe Human Back
file:Infernal Robe Half-Elf Front Model.webp|Body Type 4 Front Half-Elf|alt=Infernal Robe Half-Elf Front
file:Infernal Robe Half-Elf Back Model.webp|Body Type 4 Back Half-Elf|alt=Infernal Robe Half-Elf Back
Category:Sources of Fire damage
Ingram

Fist Ingram is a Human member of the Flaming Fist in Act Three.
== Involvement ==
=== Act Three ===
Fist Ingram is usually found patrolling Rivington with .
== Combat ==
=== Attacks and abilities ===
== Notes ==
* Fist Ingram grants 200 XP when killed.
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Rivington
Category:Characters in Act Three
Category:Members of the Flaming Fist
Category:Fighters
Initiative

Initiative determines the order of turns during combat.
== Rolling Initiative ==
When combat begins, every participating combatant rolls D4 + Dexterity Modifier to determine their position in the initiative order. Participants act in order from highest to lowest Initiative. If two participants roll the same Initiative result, the one with a higher Dexterity Score goes first, though characters controlled by the same player with the same Initiative effectively act simultaneously: they can use their collective actions, movement and other turn-based resources in any order they choose.
== Initiative bonuses ==
Many class features, feats, magic items and consumables can improve a character’s initiative by granting additional bonuses to the roll. Many of these are also used by NPCs. Unlike in tabletop rules, it is NOT considered a skill check, and so initiative is not affected by features or effects like Jack of All Trades or Enhance Ability: Cat's Grace (Condition).
 Sources of Initiative bonuses
Source	Value	Type 	Subtype 	Other
 	+5 	Feat 	- 	Cannot be Surprised
 	+5 	Consumable	Elixir 	Cannot be Surprised
 	+3 	Feature 	- 	Cannot be Surprised
 	+3 	Feature 	- 	
 	+3 	Weapon 	Longbow 	
 	+3 	Shield 	- 	
 	+2 	Headwear 	- 	
 	+2 	Headwear 	- 	
 	+2 	Weapon 	Greatsword 	
 	+2 	Armour 	Light Armour 	
 	+2 	Armour 	Light Armour 	
 	+2 	Armour 	Medium Armour	
 	+2 	Armour 	Medium Armour	
 	+1 	Weapon 	Shortsword 	
 	+1 	Weapon 	Shortbow 	
 	+1 	Headwear 	- 	
 	+1 	Weapon 	Halberd 	
 	+1 	Handwear 	- 	
 	+1 	Armour 	Light Armour 	
 	+1 	Armour 	Medium Armour	
 	+1 	Armour 	Medium Armour	
 	+1 	Armour 	Medium Armour	
Category:Gameplay mechanics
Inku Neza

Inku Neza is a member of the Dead Eyes, a bandit group in the Lower City of Baldur's Gate during Act Three.
== Involvement ==
=== Act Three ===
Inku Neza 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 ===
* - 2x
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Category:Humanoids
Category:Dragonborn
Category:Characters
Category:Characters in Act Three
Category:Characters in the Lower City
Category:Barbarians
Category:Replacement characters
Inocente Bramm

Guard Inocente Bramm is a human guard in Baldur's Gate.
== Involvement ==
Bramm can be found on a balcony just outside the rear entrance to the Baldur's Mouth in the Lower City at .
== Combat ==
=== Attacks and abilities ===
=== Tactician/Honour mode only ===
Inocente Bramm receives in order to use Menacing Attack.
=== Notable loot ===
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* Key
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Inquisitor of the Absolute

Inquisitors of the Absolute are ranged combatants of the Absolute army, serving as lookouts and mobile patrollers.
== Overview ==
Inquisitors are long-range combatants and expert marksmen of the Cult of the Absolute. It's not clear if, like the zealots and adepts, the inquisitors are oblivious to the Absolute's standing as a false goddess, or like the Mistresses of Souls, if they are aware of the hoax-like nature of the Absolutist plot.
== Involvement ==
=== Act Three ===
Inquisitors make their first and only appearance during the battle for High Hall as mobile patrollers and lookouts. Two inquisitors can be observed patrolling the northern-most and southern-most sides of High Hall respectively, escorted by a and , and will join combat whenever they are in range of the party. The third and last inquisitor is immediately encountered upon entering through the main gate, stationed by herself on the southern rampart.
== Combat ==
Inquisitors are Dexterity-based rangers, being mobile enemies capable of slowing down and harassing both the party and their summons. They are able to disrupt Concentrations through the use of their , and can render characters immobile through the use of .
=== Attacks and abilities ===
=== Loot ===
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==Notes==
* Some members of this archetype may have slightly different passives, movement speed, weight, and size due to being members of different races.
== Gallery ==
Inquisitor of the Absolute Drow Half-Elf.png|Half-drow variant
Inquisitor of the Absolute Drow.png|Drow variant
Portrait Inquisitor of the Absolute Drow Half-Elf.png|Half-drow portrait
Portrait Inquisitor of the Absolute Drow.png|Drow portrait
Category:Followers of the Absolute
Category:Humanoids
Category:Archetypes
Category:Rangers
Insight

Insight is a Wisdom-based Skill.
The higher a creature's Wisdom Score, the more likely they will succeed on Insight Checks to detect lies and read people's body language.
==Proficiency==
Characters who are proficient in can add their Proficiency Bonus when making s.
The following backgrounds grant proficiency in :
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The following classes can choose to select as a proficient skill at Level 1:
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==Uses==
* Used in dialogue.
==Related Items==
===+1d4 to All Skill Checks===
: while Shapeshifted or Disguised
===Advantage on Skill Checks===
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==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
Intellect Devourer

Intellect Devourers are non-playable Aberrations created by mind flayers. They are found in various locations in Baldur's Gate 3.
== About intellect devourers ==
Intellect devourers resemble glistening brains with four short clawed legs. They are drawn to, and feed on, Intelligence. Illithids breed intellect devourers by transforming the brain of a thrall. The subjected brain grows legs and becomes independent of its original body.
Intellect devourers encountered on the Ravaged Beach have the passive Weakened, lowering Armour Class by 5, Hit Points by 6, and removing Darkvision. However, they can still be dangerous if they group up on a single character.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
Chance to drop:
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== Intellect devourer characters ==
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== Intellect devourer enemy variants ==
* Intellect Devourer (Weakened)
* Intellect Glutton
== Gallery ==
Intellect Devourer.jpg|In Early Access
== External links ==
Category:Creatures
Category:Races
Category:Non-playable races
Category:Aberrations
Intellect Devourer (Weakened)

Intellect Devourers are a creature and a type of Aberration created by the Mind Flayers. 
== About ==
Resembling glistening brains with four short clawed legs, they are drawn to, and feed on Intelligence, serving as guard dogs for their Illithid masters. 
The ones encountered on the Ravaged Beach are greatly weakened, lacking their full abilities and having much lower attributes. However, they can still be dangerous if they group up on a single character.
== Attacks and Abilities==
=== See Also ===
* Intellect Devourer
Category: Aberrations
Intellect Glutton

Intellect Gluttons are a type of Aberration creature, that can be found in Baldur's Gate 3.
== About ==
Intellect Gluttons resemble glistening brains with four short clawed legs. They are drawn to, and feed on, Intelligence. When they die they explode, dealing significant damage in an area around them. 
== Involvement ==
Intellect Gluttons only appear during the final stages of Act 3. In the Morphic Pool. Six of them ambush the party on the way to confront the Netherbrain. 
While ascending through High Hall to reach the brain stem, the Netherbrain calls in Nautiloids, that can summon either a pair of Intellect Gluttons or a Mind Flayer on their turn.
During the final battle Atop the Netherbrain, similar Nautoloids can summon Intellect Gluttons if the party members do not reach the crown by a four turn time limit.
==Loot==
* 
Category:Aberrations
Intelligence

Intelligence is an ability score and the primary ability of wizards.
Intelligence affects your Arcana, History, Investigation, Nature, and Religion skills. It also improves spellcasting for wizards, fighters (especially valuable for Eldritch Knights), and rogues (especially valuable for Arcane Tricksters), by increasing the chance of hitting an enemy with spell attack rolls, due to the increased Difficulty Class of spells with saving throws.
== Intelligence modifier chart ==
Baldur's Gate 3 uses the Point Buy ruleset.
== Ways to increase ==
The following sources can permanently increase a character's Intelligence score:
* Auntie Ethel's Hair: +1 to any chosen ability
* Mirror of Loss: +2 to any chosen ability, up to a maximum of 24
* Resilient: +1 to any chosen ability, up to a maximum of 20
== Related items ==
=== Affecting Intelligence ===
* reduces Intelligence by 1 per nearby creature also wearing a mask
* reduces Intelligence by 1
* sets Intelligence to 17
=== Affecting saving throws ===
* grants +1 to Intelligence saves
* provides advantage on Intelligence saves
* applies advantage to Intelligence saving throws
For githyanki characters only:
* provides advantage on Intelligence saves
* grants +1 to Intelligence saves
* provides advantage on Intelligence saves
=== Benefiting from Intelligence ===
* grants a bonus to Persuasion ability checks equal to the wearer's Intelligence modifier
Category:Gameplay mechanics
Category:Ability Scores
Intelligent Sentinel

The Intelligent Sentinel is a unique type of Undead guarding the secret shrine to Shar underneath statue of Ketheric Thorm in Reithwin Town's square. Its abilities mirror that of a Wizard, and fitting of its role it has very high Intelligence.
== Involvement ==
If the party fails to pass any of the three Saving Throw tests for Wisdom, Intelligence and Charisma or takes the Ritual Dagger of Shar it will summon the undead Dark Justiciar. It along with the Wise Sentinel and Charismatic Sentinel will put up a difficult fight considering their large amount of Hit Points and special abilities.
== Combat ==
===Attacks and abilities===
== Gallery ==
Intelligent Sentinel.png|Model
Category:Dark Justiciars
Category:Undead
Category:Characters
Category:Characters in Reithwin Town
Category:Characters in Act Two
Category:Followers of Shar
Category:Wizards