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Ramazith's Tower

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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 Lorroakan Lorroakan and can be accessed through a portal in Sorcerous Sundries.

Overview

Ramazith's tower is made up of three floors.

Top floor

The party will arrive here from a portal in Sorcerous Sundries, and the portal on this level leads back to the same portal the party entered there.

Lorroakan and his elemental myrmidons are found on the top floor of the tower, waiting for information about the Aylin Nightsong. This is where the quest Find the Nightsong reaches its climactic conclusion.

Middle floor

This floor consists of an indoor inner area and an outdoors outer ring, which can be reached by jumping through the windows on this floor, demolishing the barrier X: 4960 Y: 688, jumping down a series of floating tables/shelves, or Feather Fall Feather Fall / Fly Fly from the top floor balconies.

Scattered around this floor are five pillars, each with a 'Weave Button' and an invisible labelled plaque in front of them.

  • The Below button (Northwest) teleports the party to the bottom floor.
  • The Cleanup button (West) activates several Cloudkill Cloudkill 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.
  • The Artillery button (Outer ring), located on the east end of the outside ring, fires a fireball off the top of the tower.

Bottom floor

The bottom floor has two Globe of Invulnerability Globe of Invulnerability arcane barriers protecting Markoheshkir and the Robe of the Weave. To disable the barriers, an invisible lever in front of each barrier must be successfully spotted (they are always visible with See Invisibility See Invisibility) and disabled ( DC 20 Arcana check). A failed check casts Disintegrate Disintegrate on the party member. There is also a button marked Above that teleports the party back to the middle floor.

Inside a trapped case (DC 15) nearby, the Counting House Safe n°1 Key can be found, 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 "Elminster/Karsus/Silverhand" room in the Sorcerous Vault.

Related locations

Related quests

Notable characters

Notable Creatures

Notable Loot

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

Gallery

Notes