Baldur's Gate 3

About this mod

Adds over 35 new items and changes over 35 vanilla items to work in Wildshape. Some of them may also be very useful to other classes. Most are specifically designed with Circle of the Moon Druid in mind.

Requirements
Permissions and credits
Translations
  • Spanish
  • Korean
Changelogs
Donations
Syrchalis' Druid Mod Collection


These mods are developed and tested together.


 

Vanilla Items
Open the spoiler to show items that have been edited to work in Wildshape. Some items were also reworked.

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Weapons:
  • Nature's Snare
  • Blade of the Undermountain King (only the crit passive and advantage passive works, rerolls dont work for wild shape)
  • Rhapsody
  • Markoheshkir (only fixed so buff isn't lost when wildshaping)
Headwear:
  • Bonespike Helmet
  • Horns of the Berserker
  • Helmet of Arcane Acuity
Gloves:
  • Sparkle Hands and all +1d4 Monk Gloves
  • Flawed Helldusk Gloves and Helldusk Gloves
  • Tyrants Gauntlets
  • Dark Justicar Gauntlets
  • Gloves of Belligerent Skies
  • Gloves of Soul Catching
  • Bonespike Gloves
Footwear:
  • Boots of Stormy Clamour
  • Boots of Uninhibited Kushigo
  • Boots of Genial Striding
  • Disintegrating Nightwalkers
Cloaks:
  • Cloak of Cunning Brume
  • Cloak of Protection (! since the item has no passive there is no indicator that it works in Wild Shape like on other items !)
  • Fleshmelter Cloak
  • Thunderskin Cloak
  • Cloak of Displacement
  • Derivation Cloak
  • The Deathstalker Mantle
Rings:
  • Crushers Ring (! since the item has no passive there is no indicator that it works in Wild Shape like on other items !)
  • Callous Glow Ring
  • Eversight Ring
  • Ring of Spiteful Thunder
  • Shadowcloaked Ring
  • Strange Conduit Ring
  • Ring of Free Action
  • Ring of Protection (! since the item has no passive there is no indicator that it works in Wild Shape like on other items !)
  • Risky Ring
Amulets:
  • Periapt of Wound Closure
Reworked Items:
  • Pale Oak (redesigned)
  • Shapeshifter Hat (redesigned)
  • Armour of Moonbasking (redesigned)






Tooltip Explanation
You can learn which item effects works in Wild Shape by looking at the tooltip of each effect.

To see this, you need to hover over the passive (either in the 'Item Tooltip' or in your character sheet under 'Notable Features'). This has been added to the vanilla items that were changed by the mod as well. The color of the warning icon can quickly tell you when the item will work.

  • Grey = Works all the time
  • Yellow = Works only in Wild Shape
  • Red = Will not work in Wild Shape (only works outside of Wild Shape)

Extra Note:
Some items have an effect when you use Wild Shape but show the red warning. This is because the effect is only happening when you use Wild Shape from your normal humanoid form, but not when you use a Wild Shape when already inside a Wild Shape (this is possible with my Druid Perfection mod).

Visual Examples:
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Locations
Every item can be found either with a trader, as loot from an enemy or from a treasure, or even as quest reward. Every item has a single fixed location it is found at, like other magic items in the base game. The items are not unique to avoid issues, so traders will restock the ones they sell.

The location for every item can be found here:

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  • Druid Necklace - Rewarded by Nettie after returning Halsin (1.0: Sold by Blurg in the Ebonlake Grotto Act 1)
  • Amulet of Silvanus - Dropped by the Toll Collector (1.0: Sold by Roah Moonglow Act 2)
  • Venomcore Amulet - Found under a Floorboard in Moonrise Inn (same as Snowburst Ring)
  • Pendant of Selûne - Found in the basement of Dammon's Forge Act 3
  • Rime Ice Necklace - Reward for siding with Redhammer against the Waveservants after Iron Throne Rescue

  • Leather of the Grove - Dammon Act 1
  • Shadow-touched Hide - Dammon Act 2
  • Armour of Moonbasking - Vanilla item, same location

  • Forest Cape - Rewarded for saving Volo from the Goblin Camp (1.0: Sold by Arron in the Druid Grove)
  • Dark Cloak - Sold by Lady Esther
  • Cape of the Night Stalker - Found in the Smuggler Cave in Rivington (same as Bonespike Boots)

  • Stormheart Gloves - Sold by Dammon in Act 3
 
  • Rainforest Boots - Rewarded by Zarys for returning the chest (same as Harold) (1.0: Sold by Brem when inventory unlocked by Zarys)
  • Shadowbeast Boots - Looted off a Meenlock in the basement of Last Light Inn (same as Covert Cowl)
  • Forest Shoes - Found in a chest in Balthazar's chambers (same as Derivation Cloak) (1.0: Sold by Lann Tarv in Moonrise Towers)
  • Jungle Leather - Sold by Exxvikyap in Rivington
  • Monsoon Boots - Found upstairs in a chest in the Water Queen's House (same as Wavemother's Cloak)

  • Helping Ring - Rewarded by Timber (the squirrel) in the Druid Grove after passing its checks - careful, as Dark Urge you HAVE to have Speak With Animals or you will kill it without a chance to stop yourself and also found in the Blighted Village Chest with Haste Helm (1.0: Sold by Arron)
  • Ring of Druidic Persuasion - Found in the chest behind the statue where Alfira sits in the Druid Grove (same as Cap of Curing) (1.0: Sold by Mattis)
  • Ring of Thorns - Found in the harpy nest (same as Ring of Color Spray) (1.0: Sold by Auntie Ethel)

 
  • Druidic Shortbow - Found in the chest behind the Waterfall in front and under the Goblin Camp (1.0: Sold by Grat the Trader in the Goblin Camp)
  • Mocking Bow - Reward for breaking Mayrina's Hex in Act 3

All items are alternatively found in the tutorial chest. I highly recommend using my "Immersive Tutorial Chest Spawning and more" mod to grab items you missed or that weren't where you expected them to.



Displacer Beast
Lunar Fury allows you to wild shape into a Displacer Beast. It is similar to the Tadpole Power but with some differences.

  • At least Level 6 in Druid is required to gain the spell.
  • HP scales between level 6 and 12
  • Illusory copies deal low psychic damage based on your spellcasting modifier (instead of full melee damage)
  • Illusory copies can move and jump (but not far)
  • If an illusory copy is hit, it rolls a check, if failed, enemies realize it is an illusion and prioritize other targets
  • Your jump is an inbetween of the normal jump and the enhanced jump of other cats (your mobility is already massive due to displacement)
  • Your displacement ability can target yourself in order to use it without a target
  • If you target an ally with your displacement ability, they will not take damage from it
  • Your main attack applies on-hit effects only once (vanilla shape has two seperate damage instances)
  • Your main attack and illusions have special interactions with the Tempest Displacer Ring



Temptation
"Dear esteemed mod author, I cannot help myself but grab all the cool stuff that spawns in the Cartilaginous Chest in the Nautiloid (or my co-players can't)"




Hidden Item Details
Some items have hidden effects that didn't fit in the description or would end up too verbose to explain.
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  • Items that mention "unarmed attacks" do not work for Myrmidon Forms, since they use weapons (Earth Myrmidon does not use a weapon and items mentioning unarmed attacks do work on it)
  • Items that mention "unarmed attacks" do not mention "melee unarmed attacks" specifically, meaning that rare ranged unarmed attacks (mainly Dilophosaurus' Corrosive Spit but also Spider's Poison Spit and Urticating Hair if you use my Wildshape Viability mod) gain the bonus as well
  • Notable exceptions to the above are: Bleeding effect of (Flawed) Helldusk Gloves
  • The Ostentatious Fey Ring also activates when re-casting the mentioned spells
  • Its free attack takes priority over bonus-action using attacks from Frenzied Fury from the Mad Hyena Ring
  • Added cloak items mention the Wild Shapes they benefit (=bump their STR/DEX to the next even number) in their flavour description - see Wildshape Strength/Dex Values
  • Both the Shadowcursed Staff's effects are halved in Lightly Obscured areas, no matter which effect you have chosen
  • When applying Radiating Orb, 2 turns will be applied (1 if lightly obscured), but if the target is already affected by it only 1 turn is added - according to my changes to Radiating Orb in Rebalance - Nerfs
  • The Shadowcursed Staff will always default to being shifted to darkness - it will revert to darkness over a long rest, unless a character has it equipped, in which case it will remember the state it was in
  • The Fauna Staff will not slow you with Feral Wrath outside of combat
  • Lifebloom from the two early druid armors heals you even if the buff expires instead of taking damage
  • Lifebloom heals half if it expires outside of combat, this is to prevent it constantly topping off your party, while still rewarding you for taking no damage and making the effect do something if combat ends fast
  • The Mad Hyena Ring's Seething Fury can be accelerated by one turn if you kill an enemy in the turn you cast it at (reducing the timer from 2 turns to 1 turn)
  • The Tempest Displacer Ring does check for your race tag (not the wild shape), so if somehow you transformed into a Displacer Beast via Tadpole Power or another mod it will still work


Script Extender is not required for this mod. If it is installed, all items will be weightless inside the tutorial chest until you move them out. This is a small convenience feature. If you don't have SE, then nothing bad will happen, the status simply won't be applied.


Common Questions
If you ask these questions in the comments I'll not be answering them. You have the ability to write, so you have the ability to read as well. And hopefully the ability to think one step further than just my explanations.


Adding to existing savefiles
The mod is safe to add to existing savefiles. However, loot is generated when a map is loaded, meaning that many items may not appear in their intended location in your current area. They will be there in areas you haven't visited yet. Use a tutorial chest summoning mod (like Immersive Tutorial Chest Spawning and more) to grab items you're missing.


Compatibility
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There is a possibility of issues if you have a mod modifying the same vanilla items as this mod. You can use the load order to control which mod overwrites.

In general:
The main reason for compatibility issues is two mods editing the same thing. Depending on the exact thing this can be very broad or narrow. You don't have to be a modder or understand these terms, just know there is different kinds of ways the game stores information:

  • Root template: Has to be entirely overwritten to be changed, so two mods changing different things still aren't compatible
  • Stats entry: Can be inherited, merged, changed, if the same thing is changed it'll overwrite, otherwise changes merge (unless the entry is entirely overwritten which a lot of novice modders do)
  • Progressions/list entry: Like root templates, but compatibility framework allows merging changes for proper compatibility


Load Order
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Should not matter - if you use mods that edit the same spells there might be conflicts.

In general:
  • The mod loaded later/further down the list overwrites
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) has it set to 1 then Firebolt will only hit 1 target
  • If the mods change different fields and use self-inheritance (recommended) then the changes merge - which can be desired or not
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) changes Firebolt to deal 1d12 damage - if the mods use self-inheritance, you now get a Firebolt that hits 2 targes for 1d12


Feedback
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I appreciate constructive feedback. If you think something is too strong or weak or could be done better you are welcome to comment. Note that I may have a reason (design-wise or functionality wise) why something is the way it is. Also please be aware that maybe your +300% health playthrough with 17 custom classes/races and 15 turn combats of running away and letting enemies rot from damage over time is maybe not the average player experience.

Please try to provide feedback as 'user story'. Tell me what happened, the circumstances, what fight, what difficulty etc. - otherwise its fairly hard for me to judge whether something I designed is problematic in general or just in specific scenarios. That information is very important for me to understand the nature of the issue.

As example: "Your rebalanced blight is way too strong!" is not nearly as helpful as "Blight carried my fight against X entirely by itself, because I lured the enemy out of the room, they clumped up and every hit dealt 3-5 damage to 8+ enemies" - even though the second is still just a single sentence.


Work involved
Wildshape Items took around 200h to make. It is by far the largest mod I've made and the most involved. Most items took at least 1h to create, another 1h to test and implement as well as finding a good loot location for them. Complex items like the Tempest Displacer Ring took over 10h to create. The description for the mod alone took 4h. Reworking all tooltips and taking new screenshots took 10h.
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Often I get questions like "Can you make a version without X?" - I can, but I will not. There is a few things about BG3 mods one might not think about right away. The work involved is high and modders usually make a mod for themselves with the courtesy to make it available to others and maybe spend extra hours to maximize compatibility and make it more broadly appealing.

An additional version means probably at least 1h or 2h of making that alternate version and uploading it, and then several hours maintaining that version, as now every change made to the original mod has the be copied over to that version. Every upload takes twice the effort (packing two files, updating version, updating description, updating changelog, ensuring you are overwriting the correct file etc.).

There is a lot of unfortunately quite popular mods on nexus that are the lowest effort stat overwrites that don't care about any of: Compatibility, fixing tooltips, adding new mechanics, designing well, making anything new or properly testing - they just slap existing passives on something that already exists. Updates aren't required or don't happen. Of course they can have 10 versions of that mod, because it took them almost longer to upload that version than make it and they aren't going to maintain it.

So before you ask "Can you make a seperate version" ask yourself - what are you asking exactly? A stranger to spend multiple hours of their time for free to make a version that barely appeals to a fraction of people over the original mod and even less people that didn't download the original but would download the other version (= minimal gain in quality and popularity).

More importantly, you are asking the person to take that time away from making a new mod, something that far more people would enjoy far more (probably even you).

Now lets talk money for a second. Depending on how passionate a modder is about your request they might make it for free (since they would have done it themselves anyway) or ask a reasonable price of say 40€ (=44$) an hour. Now look at the highlighted numbers again and do the math. An alternate version is most definitely not the former (something the modder is passionate about) or it would exist already. Are you willing to pay that? A fraction of it?

That is all to say, I still appreciate constructive feedback. Many good changes and additions have come from comments. All I want is for people to stop and think for a moment what they are asking.



Syrchalis' Druid Mod Collection



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And also my armors: