Kidel / BG3_Artificer

Collaborative effort to bring Artificer and its subclasses to Baldur's Gate 3
MIT License
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Magic Item Savant #84

Closed Kidel closed 1 year ago

Kidel commented 1 year ago
Magic Item Savant

At 14th level, your skill with magic items deepens more:

    You can attune to up to five magic items at once.

    You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Useless in BG3. Thinking about the impact many attuned items might have in a campaign I'd say +1 AC if you got a magic armor and +1 attack roll and damage rolls (as well as spell damage rolls) if you're wielding a magic weapon.

Kidel commented 1 year ago

uhm nope, seems no armor in the game got the magical property

edoipi commented 1 year ago

It could give special effects when using magical items that are race restricted. There are plenty of items that has extra effects when used by Githyanki and at least one gloves that work only on Dwarves, Halflings and Goneomes.

Kidel commented 1 year ago

I think that would require redefining those magical items or adding race tags to artificer, which would cause trouble in dialogues.

Those items use data "BoostConditions" "Tagged('GITHYANKI', context.Source)"

edoipi commented 1 year ago

Might be more effort than worth it.

Kidel commented 1 year ago

Only thing I can think of is to give a +1 to spell damage and a +1 to weapon attack if you have a magic weapon equipped.

To appeal to both playstyles.

Kidel commented 1 year ago

we could add an optional file for the "You ignore all class, race, spell and level requirements on attuning to or using a magic item" effect where we override original game items/boosts

Kidel commented 1 year ago

this one only misses the optional addon that overwrites race specific items. Will be done at the very end.

Kidel commented 1 year ago

I also just had a flash of genius of a way to implement magic item savant without replacing all items with racial features we could probably just add a passive that checks if the item X is equipped and just gives a copy of the effect if the tag is missing from the character, like "has gith sword equipped and not tagged gith -> give the same effect the item would have given"