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. ========================================================================================================================================================================================================================== 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 ============================================================================================================================================================================================================================================== 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. ============================================================================================================================================================================================================================================== 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 ==============================================================================================================================================================================================================================================