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Ramazith's Tower

From bg3.wiki
Ramazith's Tower is a Location within the Upper City in Act Three of Baldur's Gate 3. It is the home of the wizard LorroakanLorroakan and can be accessed through a portal in Sorcerous Sundries.

Overview edit

Ramazith's tower is made up of three floors.

Top floor edit

The top floor of Ramazith's tower

The party arrive at the top floor of Ramazith's Tower via a portal in Sorcerous Sundries. This portal returns the party to the same location they entered from in Sorcerous Sundries.

Lorroakan and his elemental myrmidons are on the top floor, awaiting information on the NightsongNightsong. The quest Find the NightsongFind the Nightsong reaches its climactic conclusion here.

Middle floor edit

The middle floor of Ramazith's tower

The middle floor consists of an indoor inner area and an outdoor outer ring, which can be reached by either jumping through the windows on this floor, demolishing the barrier at X: 4960 Y: 688, jumping down a series of floating tables/shelves, or using Feather FallFeather Fall / FlyFly from the top floor balconies.

Weave Buttons edit

Five pillars are scattered around this floor, each with a 'Weave Button' and an invisible plaque in front of them, which can be made visible with See InvisibilitySee Invisibility:

  • The Artillery button (Outer ring), located on the east end of the outside ring, fires a fireball from the top of the tower.
  • The Below button (Northwest) teleports the party to the bottom floor.
  • The Cleanup button (West) activates several CloudkillCloudkill traps around the room.
  • The Security button (Northeast) activates four hostile Arcane Turrets.
  • The Vault button (Southeast) teleports the party member who pressed it to the Sorcerous Vault.

Bottom floor edit

The bottom floor, featuring two Globes of Invulnerability

The bottom floor has two Globe of InvulnerabilityGlobe of Invulnerability arcane barriers protecting  Markoheshkir and the  Robe of the Weave. To disable the barriers, an invisible and magically trapped lever in front of each barrier must be successfully spotted; they can be made visible with See InvisibilitySee Invisibility and disabled by passing a DC 20 Arcana check DC 20 Arcana check. A failed check casts DisintegrateDisintegrate on the party member. If the check is failed and an Inspiration Point is not used, the party member is locked out of being able disable the barrier for that lever; further attempts of this party member always result in disintegrate being cast on them. However, other party members can each make one attempt to disable the trap on each lever. There is also a button marked Above that teleports the party back to the middle floor.

A nearby trapped case (DC 15 Sleight of Hand check DC 15 Sleight of Hand check) contains the  High Security Vault nº1 Key, which opens Vault 1 in the The Counting House. Additionally, a  Sorcerous Sundries Mystery Door Key can be found here, which opens the door leading to the rooms with the portals to the rooms of Elminster, Karsus, and Silverhand in the Sorcerous Vault.

Related locations edit

Related quests edit

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Loot edit

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Gallery edit

Notes edit