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Adds gear that Larian never enabled to drop in-game proper and allows them to be purchasable at the Act 1 Zhentarim Hideout trader Brem.
List of inaccessible gear that can now be purchased:
(EK/PotB Bound Weapons )
Blood-Bound Blade
Synchronicity: This weapon deals additional (force) damage equal to your Proficiency Bonus.
Shield of Returning
This shield Binds to your being, returning to your hand if thrown.
Rebound Battleaxe
It's All In The Wrists: This weapon has the Thrown property and deals an additional 1d4 Thunder damage when thrown.
Briskwind Boots
Critical Swiftness: After scoring a Critical Hit or killing a hostile creature, movement speed is restored to maximum.
Chain of Liberation
Sprint: Once per turn, the wearer can reduce the duration of their Momentum by 1 turn to SprintArcane Absorption Dagger
Arcane Absorption Dagger (Effect will trigger when killing anything with a health-bar, eg.Candles, Books)
Arcane Absorption:When you kill an enemy with a melee attack, regain one of your spent 1st Level spell Slots.
Torment Drinker Armour
Bolstering Critical: When scoring a Critical Hit or killing a hostile creature, wearer gains 15 temporary hit points.
Combination Axe
Critical Virtuoso When you score a Critical Hit you can spend a Bonus Action to make an additional attack.
Press the Advantage: After scoring a Critical Hit use your Bonus Action to make an additional attack.
Pale Widow Gloves
Ensnaring Strands: Lv 1 Conjuration Spell
Pulling Web: Transmutation Cantrip
Web: Lv 2 Conjuration Spell
Deadly Channeller Gloves
Arcane Critical: Lv 1 Divination Spell
Shadowstep Boots
Shadow Teleportation: Teleport to an unoccupied, obscured spot within 60ft. Area must be lightly or heavily obscured, must have line of sight.
Hag's Ring
Vicious Mockery: Enchantment Cantrip
Headband of Intellect (NOT to be confused with https://bg3.wiki/wiki/Warped_Headband_of_Intellect)
Sets Intelligence score to 19 (NOT 17)
Dagger of Shar (NOT to be confused with https://bg3.wiki/wiki/Ritual_Dagger_of_Shar)
Grip of Shadows: Deals an additional 1d6 Necrotic damage if the target is not standing in sunlight
Edge of Darkness: Create a cloud of Darkness while you attack.
Allandra's Whelm
When the attack hits, apply Frostbite. The creature takes 1d4 Cold damage when making a weapon attack.
Frigid Blade: You add your Proficiency Bonus as Damage Types Cold Damage.
Kruznabir's Asylum Amulet
Crown of Madness: Lv 2 Enchantment Spell
Lofty Sorcerer's Amulet
Lofty Sorcery: The amulet taps deep into your magical bloodline to increase your Sorcery Points by 1
Scarab of Protection
Spell Protection: You have Advantage on Saving Throws against Spells
Necromantic Evasion: When you fail a Saving Throw against necromancy spells or spells cast by undead foes, you can use your reaction to succeed instead.
Dauntless Amulet (Has no icon)
Dauntless: You can't be Frightened, and cannot be afflicted with other emotion-altering conditions.
Intelligence Saving Throws +1
Treacleflow Amulet
Rampart Aura: Costs Force Conduit to remain active. All entities with or in this aura have their movement speed halved.
Sanguine Blade
Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3.
Scarlet Regeneration: If you have a +3 bonus from Scarlet Remittance, consume it to regain 3d10 hitpoints.
A Sparking Promise
Ensnaring Shock: Cantrip
Gargoyle Boots
Gargoyle's Countenance: Lv 4 Abjuration Spell
Dexterity Saving Throws +2
Wavemother's Boots
Watery Rejuvenation: If the wearer is standing in a water surface at the start of their turn, they heal 1d4 hitpoints.
Hat Of Eminent Giggles
Slippery Slapsticky: When knocked Prone, hostile creature with an Intelligence of 5 or more within 9m of you must succeed a Wisdom Saving Throw or become stricken with Laughter.
Helm of Arcane Gate
Arcane Gate: Lv 6 Conjuration Spell
Tightening Orbit Helm
Tightening Orbit: Cantrip
Constitution Saving Throws +1
Executioner Sword
Liberated Spellcasting: When you kill a creature, you can cast a Level 1 spell without expending a spell slot.
(Non-Lethal Gear)
Enforcer Shield
Staunch Blessing: When a creature misses the wielder with an attack, they gain a +1d4 bonus to their next Attack Roll that deals non-lethal Damage.
Enforcer Club
Non-Lethality: This weapon deals only Non-Lethal Damage.
Enforcer Helmet
Shadow Battleaxe
(Hellgloom Set: copies of Flawed Helldusk Set)
Hellgloom Helmet
https://bg3.wiki/wiki/Flawed_Helldusk_Helmet
Hellgloom Armour
https://bg3.wiki/wiki/Flawed_Helldusk_Armour
Hellgloom Gloves
https://bg3.wiki/wiki/Flawed_Helldusk_Gloves
Steadfast Maul
Tenacity: When you miss an attack, you deal Bludgeoning damage anyway.
Steadfast Strike: Slam into a foe, preventing them (and yourself) from being moved involuntarily.
Vampiric Gloves
Vampiric Touch: Lv 3 Necromancy Spell
Staff of Accretion
Accretion: The wearer gains Arcane Charge when they deal damage with close—quarter—range spell or cantrips.
Tough Sunrises
Dawnburst Strike: Deal additional Radiant damage equal to your Proficiency Bonus. On a hit, light erupts around you in an area. Enemies in the light must succeed a DC 13 Constitution Saving Throw or be Blinded.
Gloves of Flint and Steel
Hot Little Hands: When the wearer deals Fire damage, the target has to succeed a Constitution Saving Throw or start Burning.
Gloves of Fire Resistance
Chilling Grace: When the wearer has 50% Hit Points or less, they have Fire Resistance.
The Clover
Organ Rearranger: The wielder scores a Critical Hit when rolling a 19. When they roll 2 damage or less, reroll the dice, taking the highest result.
True Strike
Exploit Weakness: Creatures hit with this weapon receive Vulnerability to Piercing damage.
Off Hand Only
True Strike Riposte: When a creature misses you with a melee attack, you may retaliate and gain True Strike.
Planeslayer Flail
Outer-Entity Slayer: When wielding against Fey, Fiends, or Undead foes, this weapon has a +1d4 bonus to Damage and Attack Rolls.
(Infernal Spear/ Mace family weapons)
Infernal Longsword
Infernal Weapon: On a hit, the affected entity deals an additional 3 Poison damage and can possibly Poison its target.
Infernal Warhammer
Infernal Weapon: On a hit, the affected entity deals an additional 3 Poison damage and can possibly Poison its target.
Ilmater's Aid
Strength in Suffering: Non-Cantrip spells deal an additional 1d4 Force damage when the wearer drops to half their hit points or lower.
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Also included in this mod are items that as mutually exclusive of each other and cannot be acquired (to my knowledge) together in the same playthrough.
End of Act 3 mutually exclusive
https://bg3.wiki/wiki/Orphic_Ring
https://bg3.wiki/wiki/Staff_of_the_Emperor
Free the Artist mutually exclusive
https://bg3.wiki/wiki/After_Death_Do_Us_Part
https://bg3.wiki/wiki/Til_Death_Do_Us_Part
Gale Origin exclusive
https://bg3.wiki/wiki/Ring_of_Evasion
Dark Urge exclusive
https://bg3.wiki/wiki/The_Deathstalker_Mantle
Druid exclusive
https://bg3.wiki/wiki/Pale_Oak
One of each attribute Hag Hair
https://bg3.wiki/wiki/Auntie_Ethel%27s_Hair
Strange Ox's loot when you kill it
https://bg3.wiki/wiki/Shapeshifter%27s_Boon_Ring
https://bg3.wiki/wiki/Hat_of_Fire_Acuity
Isobel's Gear when you kill her
https://bg3.wiki/wiki/Moon_Devotion_Robe
https://bg3.wiki/wiki/Jhannyl%27s_Gloves
Stolen from Lucretious in Act 3
https://bg3.wiki/wiki/Hollow%27s_Staff
Zanner Toobin when you kill him
Winkling Gloves: Sleight of Hand +1 Attack +1
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https://bg3.wiki/wiki/The_Spellsparkler
https://bg3.wiki/wiki/The_Joltshooter
https://bg3.wiki/wiki/The_Sparky_Points
I have put these 3 weapons in the Tutorial Chest on the Nautiloid, and they will only ever spawn in the chest ONCE per playthrough, and only before saving Florrick in Act 1.
New playthroughs:
Open the chest on the Nautiloid all 3 weapons should appear grab them.
Save Florrick at Waukeen's Rest at some point, she rewards you with nothing.
Existing Playthroughs:
Make sure you haven't saved Florrick at Waukeen's Rest
Tutorial Chest Summoning Mod, the weapons should be inside the first time you do this, make sure you grab them.
Save Florrick at Waukeen's Rest at some point, she rewards you with nothing.
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Bonus Section
These are items I have chosen to add because they drop too late in the game to be upgrades for your characters, or good against certain enemy types but drop in Act 3.
Also Drunk gear and Druid gear since they don't anything until Act 3. Apart from maybe the Druid gear, nothing should be too aove the power curve.
Anti-undead gear for Act 2
https://bg3.wiki/wiki/The_Undead_Bane
https://bg3.wiki/wiki/Veil_of_the_Morning
https://bg3.wiki/wiki/Pelorsun_Blade
Club of Hill Giant Strength, Elixir of Hill Giant Strength/ Cloud Giant Strength exist in Act 1
https://bg3.wiki/wiki/Handmaiden%27s_Mace
Grymforge has actual targets for this weapon
https://bg3.wiki/wiki/Blightbringer
Shouldn't have to wait until Act 3 to be a little bit better than tall races at DEX
https://bg3.wiki/wiki/Nimblefinger_Gloves
Has an effect that is a downside to the user
https://bg3.wiki/wiki/Clown_Hammer
Amuse yourself sooner
https://bg3.wiki/wiki/Slinging_Shoes
Naaber rewards would be used in Act 1.....maybe
https://bg3.wiki/wiki/Absolute_Confidence_Amulet
https://bg3.wiki/wiki/Seemingly_Gleaming_Ring
For people who don't like CHA party leads maybe?
https://bg3.wiki/wiki/The_Pointy_Hat
You might actually use these in Act 1 and 2
https://bg3.wiki/wiki/Infernal_Mace
https://bg3.wiki/wiki/Infernal_spear
https://bg3.wiki/wiki/Murderous_Cut
Get your niche Drunk build started in Act 1 (Alcohol not included)
https://bg3.wiki/wiki/Punch-Drunk_Bastard
https://bg3.wiki/wiki/Amulet_of_the_Drunkard
https://bg3.wiki/wiki/Drunken_Cloth
Druids no longer have to play without gear not tailored to them for 66% of the game
https://bg3.wiki/wiki/Shapeshifter_Hat
https://bg3.wiki/wiki/Armour_of_Landfall
https://bg3.wiki/wiki/Armour_of_Moonbasking
https://bg3.wiki/wiki/Armour_of_the_Sporekeeper
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