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Submit item ideas here! [G3 Community Item Pack]


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Have an idea for an item? Get it made!

For aspiring modders, one of the things I always recommend as a first project is an item pack. It gives you a little bit of experience making items, creatures, stores, and some basic scripting and dialogue. As part of the Baldur’s Gate Community Creative Craziness Challenge, I will be doing just this.

As a tutorial live stream.

As a collaborative project, creating items submitted by you.

Welcome to the G3 Community Item Pack! I'm looking for item ideas (post them below). If you're an artist or writer, I'm also open to submissions for some basic dialogue for the merchant, or a portrait for the merchant, or item art. I'm primarily looking for items to be placed into BG2, but we can also make the project cross-platform if folks have ideas for items that work better in BG or IWD.

Live stream date and time to be determined later in the month.

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And I'll post an example of how I'd like item submissions to go. This is an item I've recently created for The Calling:

Item Name

Halberd of the Chimera

Item Type

Halberd

Item Description

[Cam note: this is a full description. If you don't know the normal stats/weight.whatever of an item, feel free to write just the flavor text and what it's supposed to do and I can suss out the rest.]

Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has a series of runes along its handle, allowing the wielder to imbue strikes with their choice of additional electrical, cold, or fire damage. It will occasionally release a burst of all three elements on a single strike.

STATISTICS:

Combat abilities:
– 1% chance per hit target will take an additional 3 points each of cold, electrical, and fire damage

THAC0: +1
Damage: 1d10+1, +1 cold, electrical, or fire damage (wielder's choice)
Damage type: Slashing or piercing, whichever is better
Speed Factor: 8
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 14

Art Direction

[Cam note: if the item is supposed to be certain color--a golden hilt, red blade, black armor, etc.--note it here. This also includes details like if you want the item to glow, use a flaming sword animation, &c.]

Standard halberd, no art notes.

Other Notes

[Cam note: Include any other information you feel is relevant, e.g. an item just for bards, higher or lower than normal strength requirements, suggested sell price. Anything not included I'll do my best to slot it in with other items of the sort.]

No further notes.

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Item Name

Akkabar's Battleblade

Item Type

Ring

Item Description

The rulers of the Shoon Imperium possessed unique magical rings known as Qysari Rings. The term "qysar," meaning "emperor," was adopted by Amahl Shoon III, the first in a line of imperial rulers. These rings were a subset of shoonrings, magical rings crafted in the Shoon Imperium during Calimshan's sixth age (27 – 450 DR). Shoonrings were distinguished by their specific construction and enchantment methods. According to the slave scribe Rativ ym Shoon, who documented the rings in 356 DR, there were twelve known Qysari Rings. This information was later included in "The Magics of the South" by Zatan Arrowswift, the Herald of Athkatla. However, only ten rings are currently described, with two of those having uncertain origins. 

Akkabar's legendary ring, known as the battleblade ring, held the distinction of being the inaugural Qysari Ring. This remarkable artifact possessed the ability to conjure a barrier of blades when activated by a specific verbal command.

STATISTICS:

Special Abilities:

Blade Barrier (1x per day)

Equipped Abilities:

Armor Class: +2 bonus

 

Weight: 0

Not Usable By:

Wizard Slayer

Art Direction

Match icon RING33.ITM or whatever would be more fitting. 

Other Notes

This item is for MAGE18Z.CRE (Zallanora). It should be equipped and unidentified. 

It might also be cool to show viewers how to make a short script so that a creature can use their item in combat. 

 

2 hours ago, CamDawg said:

As a tutorial live stream.

I've been hoping for years that one of the senior modders would do something like this. Hopefully, if all goes well, it won't be the last.

Even though creating and handling items is pretty well within the scope of my abilities these days, any type of WeiDU tutorial always feels invaluable. 

Since I started messing with this game back in 2016 there's been so much guesswork and frustration - scouring old forums looking for answers, and digging through setup files to reverse engineer things. Most of the battle is just understanding the structure of the Infinity Engine itself.

I can't imagine what the "dark ages" of IE modding were like. Back when WeiDU didn't exist or had barely any functionality. 

Edited by WanderingScholar
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A few spellbooks! I do have more, but thought I'd limit myself to 3.

-----------------------------------------------------

Item Name

A Caster’s Guide to Self-Defense

Item Type

Book

Item Description

This book contains helpful advice to any spellcaster who finds themself in combat. Such tips include "run away really fast" and "don't get hit". While these would be unhelpful platitudes in any other book, the author has helpfully included a guide on using magic to follow the advice.

STATISTICS:

Special Abilities:

Haste (1x per day)

Mirror Image (1x per day)

NOT USABLE BY WIZARD SLAYER

Art Direction

Standard book is fine, unless the title or description inspires you.

Other Notes

None

-----------------------------------------------------

Item Name

Countability in Summoning Matrices

Item Type

Book

Item Description

This esoteric and advanced tome of arcane theory would be beyond those without magical training. While most of the book is focused on the theoretical nature of summoning rituals in regards to the countable Elemental Planes and the uncountable, infinite layers of the Abyss, it does provide a few practical examples that any spellcaster would find useful.

STATISTICS:

Special Abilities:

Summon Fire Elemental (1x per day)

Summon Air Elemental (1x per day)

ONLY USABLE BY MAGES, BARDS, SORCERERS

Art Direction

Standard book is fine, unless the title or description inspires you.

Other Notes

None

-----------------------------------------------------

Item Name

The Power of Real Change

Item Type

Book

Item Description

The majority of this book is self-help advice, but in the very last chapter contains arcane methodologies for the truly desperate.

STATISTICS:

Special Abilities:

Polymorph Self (1x per day)

NOT USABLE BY WIZARD SLAYER

Art Direction

Standard book is fine, unless the title or description inspires you.

Other Notes

None

-----------------------------------------------------

Also, feel free to nerf/buff these as you see fit. I generally focus on flavor, not balance.

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I just wanted to pop in for a moment:

1 hour ago, WanderingScholar said:

This item is for MAGE18Z.CRE (Zallanora). It should be equipped and unidentified. 

The goal is to make items that are for sale by a merchant, but if you have placement ideas (like the above) this also works.

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Guest ksp

The armor/shield of the door, its an armor made out of one of the indistructible doors. So naturaly whenever the wearer gets hit she/he takes no damage and only the message: "The armor absorbed all damage" appears.
The key sword a sword in the form of a key it can destroy the door armor and it can open every locked door/chest in game.
A throwable spear/two handed sword it can either be one of the magical weapons that come back to the thrower or if you want more of a chalenge try to script it, that they can be taken from the ground of body of the target.
Dagger of teleportation a throwable dagger. that teleports you to the enemy you are throwing it at.
The gloves of punching down, gives monks bonus damage/THAC0 against shorter races, can only be worn by tall races humans/elves/halfelves.
The gloves of punching up, opposite of gloves of punching down.
The helmet of bad breath, whenever the wearer of the helmet encounters someone in close combat they have a chance to get sick/poisened, also lowers charisma.
Midas gloves, whenever the wearer of the gloves hit someone there is a small chance the target gets petrified, if possible they also get a golden colored layer put on them.

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Item Name

Vine Shield (+1?)

 

Item Type

Small Shield

 

Item Description

This extraordinary shield is woven from living vines that twist and writhe as if imbued with a life of their own. Over four centuries ago, it was purchased in Sigil, the City of Doors, by a merchant who dealt with an unknown giant race from a distant realm. The shield made its way to Faerûn, where it was acquired by the ranger Elric of the High Forest. Elric used the shield to protect his village from a band of gnoll raiders, the vines ensnaring his foes and turning the tide of battle.

After years of vigilant service, Elric gifted the shield to his apprentice, a young druid named Sylvana. She carried it into the depths of the Cormanthor, where she defended the sacred glades for many years. Sylvana was later ambushed by drow scouts; though she fought valiantly, she was slain, and the shield was taken into the Underdark. There, the shield was sold to a duergar merchant, who traded it to a surface dwarf named Thrain in exchange for rare gemstones.

Thrain brought the shield back to Mithral Hall, where it was wielded by his brother Balin during skirmishes with goblin tribes. In one fierce encounter, Balin fell, and the shield was lost in the chaos. Years later, it resurfaced in the hands of a human mercenary, Katarina of Amn, who claimed to have won it in a game of Dragon Dice. Katarina utilized the shield's entangling vines to capture bounties alive, increasing her notoriety.

Her luck ran out when she was defeated in combat by the paladin Sir Reginald of Athkatla, who took the shield as a prize but found its wild nature incompatible with his disciplined fighting style. He sold it to a Calishite trader, who in turn lost it to pirates off the Sword Coast. The pirate captain, Redbeard Rufus, used the shield during boarding actions until his ship was sunk by a storm, and the shield was believed lost at sea.

Decades later, the Vine Shield washed ashore near Baldur's Gate and was found by a young adventurer. Its journey continues, the living vines ever eager to ensnare new foes, its history etched in the legends of those who have wielded it.

 

STATISTICS:

  • Armor Class Bonus: +1

  • Combat Abilities:

    • When the wielder is hit in melee combat, the attacker must make a Saving Throw vs. Spell at a -2 penalty or be entangled (held) for 2 rounds.
  • Requires:

    • None
  • Weight: 2

 

Art Direction

A small shield composed of twisting, green vines that subtly writhe even when at rest. Just go with dark green/medium dark green buckler, and modify it as you think best.

 

Other Notes

None.

 

Edited by CamDawg
formatting
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Item Name

Slippery court

Item Type

Boots

Item Description

A pair of worn out boots with good grip.

STATISTICS:

Special Abilities:

+1 luck

Art Direction

Standard unenchanted boots look is fine.

Other Notes

Undocumented effect: every round there's a 3 % chance to play a fart sound and give -1 luck for 1 round.

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Item Name

Golden Hammer +5

Item Type

Hammer

Item Description

< + 5 war hammer description>
But there's something odd with the hammer.

STATISTICS:

Combat abilities:
THAC0: +5
Damage: 1d4+6
Damage type: Smashing
Speed Factor: 1
Proficiency Type: Warhammer
Requires:
 8 Strength

Weight: 1

Art Direction

[A golden hammer]

Other Notes

The item should be sold somewhere, preferedly in the Adventurer Mart, for say 10 000 gold.
When the user places the hammer into their hand, it switches to a cursed hammer. That is not a +5 weapon but has a -2 penalty to thac0 and no damage bonus.
But also it is technically not a magical weapon, but also can hit opponents that are immune to magical and non magical weapons.

Edited by Jarno Mikkola
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Cloak of Sound Rest

Item Type:

Cloak

Item Description:

This cloak is light and travels well, but has a soft, downy appearance. It was created for a Duke Jeffa of Sembia, who enacted cruel policies and feared assassination. Once it is attuned to the wearer, which takes one hour, its protective nature will activate. From that moment, if the wearer is struck by a weapon, the cloak will intercept and absorb the strike. At the same time, it will issue a small explosion of glowing motes, similar to a Glitterdust spell, to disorient the attacker, illuminate invisible assailants, and importantly, wake the wearer. Only one attack will be blocked; the magic will reactivate one hour later.

Sadly for Duke Jeffa, the cloak could not protect him from poison administered by his own cook. 

Statistics: 

Special Abilities:

Block one weapon attack, once per hour. Upon blocking an attack, cast Glitterdust near the wearer. 

Weight: 3

Other notes:

Almost certainly EE-only.

EDIT - power level-wise, this is probably a BG1 item. In fact, it might make a cool replacement for Gorion's robe of acid protection Knave's Robe. (EDIT - I guess the acid cloak is from a mod, normally Gorion gets a Knave’s Robe. I still think this would be a good replacement.) This could even explain why Sarevok doesn't get disemboweled by Sarevok before getting his Stoneskins up in the cut-scene!

Implementation of this is probably a bit tricky:

Spoiler

Something like:

  • On equip, cast spell A (op146 effect with timing 1 in the equipping effects)
  • Spell A has delayed/perm timing, with 'duration' (delay) of 360 seconds; it provides permanent immunity to all weapons a là PfNW and PfMW combined, and applies an op232 contingency casting Spell B when hit. (Contingencies can detect hits even if they are blocked by PfMW.)
  • Spell B op321 cancels Spell A, casts Glitterdust or an innate clone of Glitterdust, and re-casts Spell A (with the same 360 second delay).
  • Probably Spell A also needs a repeating effect casting Spell C, which uses op321 to cancel Spell A...
  • ...and the Cloak needs another equipping effect with op206 protection against Spell C.

I think that would do it. You can confidently walk into battle knowing that the first hit against you will be blocked. But you have to keep the Cloak on all the time - you can't put it on to get the protection and then swap it out for something else.

(For the curious: the "Duke Jeffa" story was inspired by King Joffrey from Game of Thrones.

Edited by subtledoctor
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Item Name

Graze

Item Type

Dagger

Item Description

Once wielded by a duelist of minor note that sought utmost efficiency in combat. The Graze posseses no destructive enchantments and acts as a normal dagger in training. When used in live combat, the dagger reacts to attacks made against the wielder, moving on its own to minorly deflect attacks.

 

STATISTICS:
Combat Abilities:
Grants wielder 1 ac bonus (general)
2 ac bonus vs slashing and piercing
Damage: 1d4 piercing
Damage type: piercing
Speed Factor: 2
Proficiency Type:dagger
Type: one-handed
Requires:
 3 Strength

Weight: 1

Art Direction

looks like a standard dagger

 

Other Notes

Can be used by any class/kit able to wield magic daggers. Counts as enchanted for what it can hit, but provides no extra bonuses to thac0 or damage.
I'm not a writer.

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Item Name

Lunar Shards

Item Type

Throwing Daggers

Item Description

Legend tells of a humble shepherd whose life was transformed by praying to Selûne bathed by the full moon. After the prayer, a ball of fire fell from the skies, striking the barn, and killing most of his livestock. The man refused to believe that the Moonmaiden would cause such misfortune, so he looked in the debris to see a sign from the goddess. A meteorite was found to be the cause of the impact, and on it scraps of a metal that he believed to be silver, which he related instantly to Selûne. He brought the metal to the temple, where the monks could bless it. Impressed by the shepherd's unwavering faith, they took him in, and taught him the ways of the servants of Selûne. Over time, the new recruit was able to raise enough wealth for the monastery to commission a holy weapon made from the blessed metal. A blacksmith, combining the meteorite's celestial metal with pure silver, forged seven flawless daggers, each representing one of the seven stars in Selûne’s holy symbol.

STATISTICS:

Combat abilities:

– Can harm all lycanthropes.
– Can be recovered from the target after being used.

THAC0: +1
Damage: 1d4 (missile), +2 vs evil creatures
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 0

Art direction

I think something silver/white/glowing colored should be enough, to the extent in which is possible.

Other notes

I was thinking that a Selune-themed weapon for Rasaad in BG would be useful and fitting (for BG2 is less necessary). He's often seen as a very underwhelming character, and he could benefit by having some good ranged weapon that either only him can use, or that he can use specially well. Daggers and darts are decent enough for him, as he'll have more attacks, and he has Fighter THAC0 progression with a bit of a faster level curve. It's not gonna win any contest, but he can suck less at lower levels. I've leaned to daggers instead of darts because it could benefit from Strength, and it's a bit more fitting to a Monk than darts.

Either the weapon can be used only by good aligned characters, or only by Sun Soul monks. If the latter, the weapon could be buffed a bit in power. I also think it's a bit flavorful that the weapons are made of silver (plus the mystery metal), and that hence could harm all lycanthropes.

To not overpower it, instead of making it a throwing dagger that returns to the hand, it could work like the component in Tweaks Anthology that makes throwing daggers recoverable. Then Rasaad could have a stack of 7 daggers (fitting the theme of the item story), but he would not lose them all in one use. He would have to wait to beat the bad guy to recover them and use them in the next fight. That also adds a bit of tactical choice in how/when to use them (IIRC, you can lose the items if you attack someone, and that someone gets killed while the dagger is still "on the way" to the enemy).

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Item Name

Never Alone

Item Type

Headgear

Item Description

This cowl is made of fur and has the color of a gibberling. There is strength in numbers and whenever you are in trouble, you can call for help.

STATISTICS:

Special abilities:
– Can cast three mirror images (Mirror Image at Level 3) three times a day
– Immunity to Fear, Confusion
– Protects against critical hits

Weight: 1

Art Direction

Similar to the Thieves' Hood.

Other Notes

– No AC bonus
– Can be worn by everyone

-------------------------------------------------------------------------------------------------

Item Name

Tinkerer's Spectacles

Item Type

Headgear

Item Description

This apparatus of gnomish origin has been designed to be easy to use by anyone. Reid Bugwhipper (or some better gnomish-sounding bug-killing name) used the spectacles in his pest and bug extermination practice. Tragically, he perished when a particularly egregious infestation of giant spiders overwhelmed him - he had meticulous preparations but his count of the critters was off by one.

STATISTICS:

Special abilities:
– +25% Find Traps
+25% +5% Open Locks
– +2 Thac0 against Spiders (Thieves only)
– Wearer gets confused for 2 rounds on equipping the item if not a thief or gnome
– Can cast Knock once per day

Weight: 1

Art Direction

Something like Jan's headgear but less techno.

Other Notes

– No AC bonus
– Does not protect from critical hits
– Usable by everyone

Edited by cdx
Change Pick Locks to Open Locks.
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