Baldur's Gate 3

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loki

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lokia2

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About this mod

This magic hammer can disenchant a magical weapon by absorbing its magic and transferring it to another weapon. When disenchanted, the source weapon is destroyed, the target enchanted weapon receives magic of source weapon. Also the hammer can be used to create new items from blueprints. Currently there are 5 new legendary items and new 6 arrows.

Requirements
Permissions and credits
Translations
  • Mandarin
Description
The game is full of weapons that are practically not used or used very rarely: about 50 uncommon, about 70 rare and about 25 very rare melee weapons.
There are no options for creating your own weapons. On the one hand, this maintains a balance: you cannot create something incredibly powerful, but on the other hand, there is no intrigue when replaying: you will still equip your archer with Gontr Mael and equip a barbarian with Nyrulna, etc.
This mod was made to add some variety. You can create your own weapon by combining two weapons and transfer the magical properties of both to the new one. In total, the number of possible combinations is very large.
The mod has a certain balance, the number of enchantments is limited by the resource that is used for enchantment. Also, each weapon can only be enchanted once.
- Hammer can also be used for creating new items from blueprints. There are 5 blueprints for  5 new legendary items, one of them Ring is presented on screenshot. 
- Also there are 2 blueprints for creating new 6 arrows. These arrows blueprints are available in Act2 from Araj Oblodra and in Act3 in Sorcerous Sundries.  New arrows can only be crafted from blueprints and aren't available from traders.
- For arrows crafting the Arrow of Piercing is overhauled, and  added to traders.

Mod has several options:
1. Quest - all further description will be about this option. .
2. Tutorial chest/Traders - no story just summon the hammer,the book and buy blueprints from trader.

How to obtain
As it is the quest mod, all information about how to find hammer and blue prints is contained in notes that could be found during  the exploration.
It is not ingame quest mechanic, it means that you won't see any quest logs in your journal.

1.First step starts in Act1 in the Blacksmith where you will find an additional notes about infernal iron and the clue where to look next.
The clue is related to the world of Faerun.
2.The clue will bring you to the book "Secrets of enchantment", enchanted infernal iron and next clue. You will need to find out how to read the book, as it is encrypted. The book contains information about weapons enchantments. Use active furnace to create Hammer of Disenchatment from Enchanted Infernal Iron.
The Hammer of Disenchatment  can be used only after reading the book.
3.In Act3 from the second clue you will find the first blueprint and clues for other blueprints.

All mod items, except one note, are stored in non-story chests. I mean you don't need to check NPC, for looting or pickpocketing.
One note is stored with other notes and could be highlighted.

Requirements

Due to the fact that the Enchanted Infernal Iron and  the book "Secrets of enchantment" are located in ACT 1 area, 
this mod requires  to start a new game or to use saves which are made immediately after the crash landing of the Nautiloid, before visiting the Blacksmith.

Combination (Please read the limitation)
there are two option for quest mod with less disbalance and more disbalance
- more rare weapon can be enchanted by less rare weapon in one step

- any magic weapon can be  enchanted by another magic weapon in 2 steps, first absorb weapon's magic then enchant a magic weapon
all instructions re in the book Secrets of enchantment.


The tutorial chest mod option uses only two step combination.


Limitation
Weapons enchantment works only for unique original weapons available in the BG3, except legendary weapons.
Weapons enchantment doesn't work
- for new custom weapons from other mods (including copies of original weapons from "All items Mods"),
- for original generic weapons without magic properties like Dagger+1, Mace+2 or like Steelforged Sword.
- for unique inaccessible original weapons like Arcane Absorption Dagger,Allandra's Whelm,Executioner Sword and etc
Melee weapons can't be enchanted by ranged weapons and vice versa.
House of Healing weapons as TrepanArtificial LeechSyringeBonesaw can be enchanted by other weapons, but can't be used for enchanting others.
For creation new items from blueprints are used ingame original  ingredients that could be find in game or bought from traders.


Installation
BG3 Mod Manager is recommended.

Additional
this mod Digital Deluxe Items (DLC) Unleashed uses the hammer of disenchantment.

Other mods
There is the my mod for armour sets Armour Sets Unleashed