File information

Last updated

Original upload

Created by

Ajax

Uploaded by

Applejaxc

Virus scan

Safe to use

Tags for this mod

About this mod

Restructure/restart of "Degreaser" to separate standalone content from Listo-specific content.

Requirements
Permissions and credits
Translations
  • Mandarin
  • Italian
This mod adds a handful of magic items to Acts 1, 2, and 3 based on previous D&D campaigns I ran, random ideas I've had, or the need to fill certain capability gaps for Listonomicon players.

Requires Goon's Passive Library for everything to function as intended, as well as 5e Spells and PF2e spells for all the magic to work, and the Artificer mod for guns to work. Mage in large part using BG3 Creator's Cauldron. Made with help from Cahoot and Lumaterian, as well as Baldur's Goonsack.

---

The previous version of "Ajax's Degreaser" you may have seen before become a very messy/sloppy product, as I turned into an all-in-one mod for adding new items/content (as advertised) as well as adding fixes and changes specific to the Listonomicon mod list (not adequately advertised). Now that I'm less lazy and dumb, I have separated Listo patch specific items and "BG3 Degreaser game rebalance and new items" items, as described below:

NEW GEAR AND EQUIPMENT:

Mantle of Ajax: Sold by Volo, empowers the wearer to ignore acid and poison resistance of enemies while gaining it for yourself.
Grand Exchange: A rune scimitar, for sale by the alchemist merchant in Moonrise.
Swollentoe's Cloak of Protection: An improved Cloak of Protection, for sale by Ironhand gnomes in Act 3 (if they are still alive).
Jarlaxle's Piwafwa: Like a Cloak of Elvenkind, once owned by the illustrious Jarlaxle. Now in the lost-and-found of a bar in Baldur's Gate.
Shield of Spell Reflection: A discarded shell of a Flail Snail, this shield is for sale by Popper. It effectively grants the user the Mage Slayer Feat, so any mods you use that alter Mage Slayer will alter the shield.
Moghadam: For sale by the Penitent outside the Murder Tribunal. This evil sword seeks the disintegration of the world.
Flamepearl's Greataxe: Crafted by Jadeowyn Flamepearl from an adamantium meteorite, this is for sale from the dwarf weapon merchant near Sorcerous Sundries.
Resplendent Scimitar: This righteous scimitar has a brilliant blade of fire and radiant power. Somehow, it's for sale at the Devil's Fee.
Censor of Orcus: A profane mace that empowers necromancy. For sale by Carrion.
Galloways Goggles of True Sight: Dropped by Grym.
Cloak of Supreme Defenses: Sold at Danthelon's Dancing Axe.
Gloves of Gecko Grip: Sold by Dammon at the grove.
Armor of the Bear: Sold by Aaron. The tooltip does not show that this comes with a 1/SR ability to disarm an enemy.
Adamantine Bow: Found on some mimics somewhere underground.
Devilstring Bow: Sold by duergar.
Sussurstring Bow: Found in the workshop of the Sussur-obsessed.
Rolan's Stolen Spellbook: Sold by a book merchant very close to Rolan's Act 3 destination. Requires JWL trinkets.
Two cloaks, which require Bububull's Monarch Cloak.

And more.

NEW FEATURES FOR COMBAT EXTENDER:

These are passives or "NPC Spells" created for the purpose of assigning to creatures via Combat Extender. If not used in your CX config, this will not affect you:

NPC spells mostly are set to "once per long rest," with no spell slot cost, meaning these can be casted by non-caster enemies and will not use up slots of caster enemies.

"NPC_SummonGildedHellsboar"
"NPC_PromiseOfWealth"
"NPC_Possession"
"NPC_HellfireOrb"
"NPC_TyrantsBindings"
"NPC_FleshToGold"
"NPC_ParalyzingRay"
"NPC_HowlOfTheDead"
"NPC_CircleOfDeath"
"NPC_EyebiteAsleep"
"NPC_EyebitePanicked"
"NPC_EyebiteSickened"
"NPC_BladeBarrier"
"NPC_FleshToStone"
"NPC_Harm"
"NPC_Heal"
"NPC_OttoDance"
"NPC_AllyCambion"
"NPC_AllyDeva"
"NPC_AllyDjinni"
"NPC_Blight"
"NPC_GuardianOfFaith"
"NPC_LightningBolt"
"NPC_MassHealingWord"
"NPC_MonstrosityForm"
"NPC_PolarRay"
"NPC_SummonArchmage"
"NPC_CosmicFormSun"
"NPC_CosmicFormMoon"
"NPC_EclipseBurst"
"NPC_DevilForm"
"NPC_Repulsion"
"NPC_Fissure"
"NPC_BloodFeast"
"NPC_ScouringPulse"
"NPC_DinoForm"
"NPC_Girzanjes"
"NPC_Agonize"
"NPC_FireworkBlast"
"NPC_MoonlightRay"
"NPC_SearingLight"
"NPC_ChillingDarkness"
"NPC_GInvis"
"NPC_PowerWordPain"
"NPC_BladeOfDisaster"
"NPC_IncendiaryCloud"
"NPC_MassPolymorph"
"NPC_PrismaticSpray"
"NPC_MassHeal"

NPC Passives

"NPC_CbD" allows an NPC to apply Castigated By Divinity to player characters when hitting them in combat.
"NPC_DamageReduction" gives the NPC damage resistance equal to their proficiency bonus.

CREATURE CHANGES (please read!)

Grym (and Grym 2.0 if playing with Many More Monsters): More HP. When superheated, Grym is vulnerable to bludgeoning and resistant to slashing and piercing. Grym is neutral vs acid. Grym resists cold, force, and thunder. When not superheated, Grym remains immune/resistant to almost everything. This opens up more ways to fight Grym (acid is viable in addition to bludgeoning) but he has more HP to compensate. Grym also has more passive effects, such as Grym 2.0 having a dangerous knockback effect when melee attacking.

Undead are changed to reflect elements of classic RPG design/older D&D editions. Skeletons are vulnerable to bludgeoning damage (smash them bones!) but resistant to piercing and slashing (no organs). Zombies are resistant to bludgeoning and piercing, but weak to slashing. They both resist necrotic, and are neutral to radiant. Zombies are resistant to poison, skeletons are immune. Undead also resist psychic damage.

Spiders are made into consistent poisonous enemies, as in they all at least resist poison damage (if not being immune). Bigger spiders are also resistant to fall damage and tougher. However, spiders now all share the weakness Aversion of Fire.

All animated armor/golems are made immune to poison; resistant to psychic, slashing, piercing, cold, and fire; neutral to acid; and vulnerable to bludgeoning. Many of them carry passive effects similar to the magic items a player would wear to get lightning charges or otherwise interact with incoming/outgoing lightning damage.

Devas are resistant to nonmagical weapons, radiant damage, and necrotic damage. They are immune to poison (Divine Health).

Merregons are tagged as "Fighters" (so will get any boosts defined in your CX_Fighter_Boost in Combat Extender). Merregons resist nonmagical weapons, and cold damage. They are immune to fire and poison damage. They are vulnerable to radiant damage.

All ogres have the ability to rage at least once like a barbarian, and deal double damage vs objects.

All doppelgangers (the shape shifters all over Act 3) are tagged as "Rogues" (so will get any boosts defined in your CX_Rogue_Boost in Combat Extender), and resist psychic damage. They all have Rogue (Assassin) class features and sneak attack.


All Deathknights are resistant to nonmagical weapons, radiant, poison, fire, and cold damage and immune to necrotic damage. They are tagged as "Paladin" and have the Mage Slayer feat.

Harpies are nerfed and vulnerable to piercing, lightning, and cold damage.

Moonlight Slivers (the things that show up to help Dame Aylin if you side with Lorroakan) are able to give players Castigated By Divinity, are paladins, and in general are much more worthwhile as Act 3 boss fight threats.

Raphael is given 2 reactions per turn. He will resist cold, poison, lightning, necrotic, force, and nonmagical weapons. He is immune to fire. In addition, the soul pillars in Raphael's boss fight are harder to destroy/harder to instantly destroy with pre-stashed powder barrels. They have slightly more HP, and resist most damage, with a necrotic immunity and a vulnerability to bludgeoning and radiant. Force is only neutral.

All sahuagin are made better, with barbarian or ranger or caster CX tags, cold and fire resistance, and some minor passive abilities to be more interesting.

All kuo toa are wild magic barbarians and/or wild magic casters.

If you play Deadlier Honour Mode, the Beldia Dungeon "Mud Puppets" are now resistant or immune to a lot of damage types and vulnerable to cold. They are also rogue-barbarians. The boss undead has similar changes to undead above, two bonus actions, and is tagged Paladin. The three dragonborn are all tagged with appropriate classes.

Halsin's portal (shadowfell defense quest) has more HP and damage resistances/immunities and in general sucks less. However, the enemies that attack Halsin's portal are more dangerous. This whole fight is rebalanced around people playing with a level 20 cap and faster leveling than normal for Act 2.

Jelly Ochres and other oozes are more impressive/noteworthy. The bassic OJs are immune to fire, poison, and acid damage; resist lightning, psychic, and piercing; and are neutral to slashing. They will do more damage and apply noxious fumes and other debuffs. Putrid Oozes (secret act 2 fight) are immune to necrotic damage. And the grease oozes (act 3 sewers) are vulnerable to fire damage.