Baldur's Gate 3

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The Count of Real Numbers

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ABZB

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About this mod

Adds various weapon and armor additions, changes, and crafting options.

Requirements
Permissions and credits
Changelogs
Requires Highmost Scripts.

Spells, Passives, and Statuses Additions & Changes

  • Light of Creation can now also stun non-construct targets it hits (Constitution saving throw, DC is from attacker's Strength)
  • Moonbeam no longer hits neutral entities.
  • Splinters of a Giant's Might increases Strength by 2 if your Strength is 20 or greater.
  • Sussur Silencing effect now has Spell Save DC based on the wielder's Dexterity instead of being fixed to 10.
  • Things that maximize healing done to the wearer now also maximize healing done by the wearer


Weapons Changes

  • Added various buffs unlocked by character level to the stock weapons: Blood of Lathander, Cacophony, Everburn Blade, Gold Wyrmling Staff, Incandescent Staff, Light of Creation, Mourning Frost, Selûne's Spear of Night, Shar's Spear of Evening, The Joltshooter.
  • Added various buffs unlocked by character level to the Sussur Bow.
  • The Giant weapons (Watcher Crossbow and Greatsword, and the three giant clubs) can now be equipped by humanoid characters, but will sap your Dexterity and Strength while equipped unless your Strength is at least 20 (Minotaur Greatclub, Watcher Crossbow) or 21 (Ogre Club and Greatclub). Also, if your Strength is at least 25, on hit with one of those melee weapons the target must make a Constitution saving throw with DC based off of your Dexterity, on failure they are Stunned for 1 turn.
  • Watcher Crossbow is now a heavily upgraded version of the Sussur Crossbow (requiring both hands). It has all of the various buffs thereof, but cannot Silence targets unless the wielder has a Strength of at least 25. They can be looted, but be warned - they are potent in the hands of your enemies!


Weapons Additions

  •  Added Staff of Harmony, Tymora-Blessed Blood of Lathander, & Radiant Tymora-Blessed Blood of Lathander (See Combo Article for their recipes). The images in the gallery reflect their Level 1 stats (note that not all new additions are pictured at this time).
  • Small and Medium Watcher Crossbows. These are Hand Crossbows, only available by crafting. The Small requires a Strength stat of at least 10, and 15 for its Silencing roll to be made. Base damage is 3d4/2d4. The Medium requires 15 and 20, respectively, and uses d6s instead of d4s.


Armor Additions

  • Added Adamantine Robe, Mighty Graceful Adamantine Battlesuit, Mighty Graceful Adamantine Soul-Rejuvenating Battlesuit, Infernal Obsidian Robe, Wavemother's Infernal Obsidian Robe, Potent Robe of the Weave, Supreme Adamantspike Battlesuit.
  • Added Bracers of Harmony
  • Thong of Zoomies: +1 Charisma, grants an additional +3 and Persuasion expertise if this thong is visible. Once per Short Rest, you can cast Haste on yourself as an action without expending a Spell Slot. Whenever you are Hasted, you are affected by a Wild Magic Surge for 10 turns. Also, you cannot be slowed.



Crafting

  • Craft additional Sussur weapons.
  • Craft new weapons and armors.
  • All added weapons and armors must be crafted, and require the JWL Crafting Framework, please reference the Crafting article in this mod for recipes.
  • I strongly recommend that you install any of the options from each of More Sussur Tree Bark and More Mithral Ore, as a number of the crafting recipes call for using one or the either (as more Sussur and Adamantine items were added).
  • I also recommend that you look over the Crafting Recipe article - a couple of previously useless items are useable as crafting ingredients.


Notes

  • Please note that this was developed for and balanced around the use of enemy AI and stat enhancing mods, it will almost certainly be overpowered for a regular campaign.
  • Based on a user question, I reviewed these two mods: Vanilla Weapon OverHaul - Crafting Compatible at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com) and Sussur Weapons Expanded at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com). For both of them, this mod should be placed afterwards in the load order for the changes to existing weapons to apply properly from all of them. It is possible that this applies to other mods that change weapons, but it depends on how they are implemented - this mod calls the existing data for each item and modifies only the pieces changed, while both of those mods essentially redeclare everything from scratch, and will thus override any changes made earlier in the load order. For the former, as long as this mod is afterwards in the load order, no compatibility issues should arise - the changes made to weapons themselves are only in fields that this mod does not touch.
  • The clothing images might show unusual armor classes (8 instead of 10). This is because of other mods I have installed, without them the AC will be 10 as usual for clothing.