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Exotic Destiny 2
Category - Weapons and armour for Baldur's Gate 3
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Mod version:2
Game version:3
The mod has been successfully tested for the absence of viruses
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About This Mod
Mod for adding exotic Destiny 2 items to Baldur's Gate 3. These exotic objects are transported as legendary, non-unique objects using the resources available in BG3. I tried my best to make the exotic as close as possible to the Destiny 2, but I also added some features at home where needed. As a result, they will be slightly overloaded in terms of balance and implementation.
At the moment, I'm focused on adding armor. In the end, I will add the ability to use only one exotic item at a time. In the meantime, enjoy the chaos!
Here is the exotic currently available in this fashion, along with a brief description:
- ACD/0 Feedback Fence: When dealing melee damage, you get 1 Fury Wires charge (maximum 6 charges). Each charge reduces incoming damage from blows with a baton, slashing and piercing blows to your skill bonus. When you take damage from an enemy or take non-zero damage from an ally, your charges are depleted, dealing lightning damage for each charge you absorb
- Insurmountable Skull Fortress: Recent lightning or thunder strikes trigger health regeneration and restore a 1st-level spell cell. Critical finishing beats amplify these effects
- Arsenal: Using the Throw gives the Throw as a bonus action
- Killer's Hood: Melee killing restores health points and gives invisibility. Critical melee killings amplify this effect
- Astrocyte Verse: Unlocks The Volatile Leap. It teleports to the designated location, leaving behind an explosion of energy. Enemies hit in the blast area take 1d6 damage and become unstable (the next hit explodes, dealing 1d4 damage in a small area)
- Celestial Nighthawk: Unlocks Hawkeye hacking. A modified gold cannon that fires a single shot with high damage.Ā Target is instantly ignited (minor fire damage)
- Falling Star'S Cuisine: Opens The Thunder Strike. Rush through the air like a rocket and hit targets, dealing meteor damage and leaving an electrified surface at the impact site.
- Dune Marchers: When you move 5 meters, you get linear drives that open an electric charge. Directs a static charge through the weapon to strike enemies with a lightning chain, possibly using a shock effect.Ā Chains can hit the same target multiple times
- Eternal Warrior: The last lightning or thunder strikes "Resolve" (summing up 1d4 damage from Lightning and Thunder and temporary health points). As long as this buff is active, you become immune to critical hits
- Felvinter Helmet: The final weapon strikes create a surge of energy that makes nearby enemies vulnerable to club, piercing, and slashing damage until the next turn begins. Critical kill blows extend the duration of up to 2 turns, and make targets vulnerable to fire, cold, and lightning damage
- Jester Emini: Evading an attack causes the attacker to be blinded until the next turn begins.
- Huberk Craceta: Deals damage to an opponent during Invisibility and gives an Inpermanence effect (weapon attacks make the target unstable). Weapon strikes invisibility increase weapon damage and give you and your closest allies a small amount of temporary hit points
- St. 14 Helmet: opens the Shore of the Dawn. Throws the protection bubble to the ground in your place. Allies gain Light armor (resistance) and blessing of Light (temporary health and additional shining weapon damage), while enemies are blinded.
- Liar Handshake: Dealing or taking melee damage gives Cross Counter (Your next melee attack automatically deals a critical hit and heals you for 1d6 hit points)
- Mk. 44 Stand Asides: Using the ability to Rush (Rush Attack, Force Tunnel, etc.) with maximum health gives you temporary health points. When at least two enemies are hit, 1 action point is restored
- Omnioculus: Opens a smoke bomb. Throw a smoke bomb that gives allies a Behind the Curtain (Invisibility + Resistance) effect.
- One-Eyed Mask: Enemies who dare to attack you become marked for 3 moves of retaliation. Track and destroy them for "Retaliation" (temporary health points). Only one target can be monitored at a time
- Peregrine Legs: Your Rapid Attack, Power Tunnel, etc. abilities deal additional damage of 1d6
- Precious scars: Recent blows cause a slight spike in healing. When using the Help action, Kintsugi (an aura that grants temporary health points to the character and allies) appears on allies. Last 2 moves or until the aura source loses its temporary health points)
- Prometie spur: The finishing hits when you stand in the fault create a combination of healing and amplifying faults at the target location
- Radiant Dance Machines: When an attack misses you, you get Dance. Forces the next attack against you to be made at a disadvantage. The action time is 2 moves or until the attack passes you. Killings, while this buff is active, extend the duration by 1
- Alchemy Sanguinica: Standing in an Augmenting Fault adds 1d4+Level damage to your equipped weapons. Killings in any Portal allow you to play another Portal as a bonus action
- Sectional Threads: Standing in an amplifying fracture, you gain "Eating" (killing restores half of your total health and sets the Eating action time to 3 turns) as well as additional necrotic damage from your equipped weapon
- Star Fire Protocol: Damage to an opponent by fire spell gives him Ignition Ready (explodes at the start of the next turn, dealing 1d6 fire damage in a small area)
- ST0MP-EE5: doubles the range of movement and jump. Ignores crash damage
- Sun Bracers: When killed in melee, gives 2 additional targets for Fire Arrow. Critical melee kills add 4 additional targets
- Synthoceps: Increases melee damage by 1d4 + Str/Dex (whichever is greater) if you have at least 3 enemies within 8 meters of you
- Deer: Standing on a fault reduces nearby ally 2 times less damage than your level
- Vesper Radius: Enemies that are also on a fault receive 1d4 zipper at the start of each round of combat. Enemies killed in the fault explode, dealing 1d4 lightning damage in a small area
- Ormusca Crown: Evading an attack restores a small amount of Health Points
This exoticism can be found in the following treasure tables:
- TUT_Chest_Potions
- DEN_Weaponsmith_Trade
- CRE_GithQuartermistress_Trade
- MOO_BugBearvendor_Trade
- WYR_Danthelon_Trader
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