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Kyrosa

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Kyrosa1

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About this mod

A work-in-progress mod to add Destiny 2 exotics into Baldur's Gate 3 as Legendary equipment

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A work-in-progress mod to add Destiny 2 exotics into Baldur's Gate 3. These exotics are brought over as Legendary, non-unique items using assets available within BG3. I tried my best to make the exotics as close to Destiny 2 as I reasonably could but also homebrewed some features where needed. As a result, they'll be a bit all over the place in terms of balance and implementation.

My focus for now is on adding armor. Eventually, I'll add in the ability to only equip one exotic at a time. Until then, enjoy the chaos!

Here are the exotics currently available in this mod, along with a short description:

  • ACD/0 Feedback Fence: Dealing melee damage grants 1 stack of Fury Conductors, up to a maximum of 6 stacks. Each stack reduces incoming Bludgeoning, Slashing and Piercing damage by your Proficiency Bonus. Upon taking damage from an enemy or non-zero damage from an ally, your stacks are consumed, dealing lightning damage per each stack consumed
  • An Insurmountable Skullfort: Lightning or Thunder final blows trigger health regeneration and restore a level 1 spellslot. Critical final blows improve these effects
  • Armamentarium: Using Throw grants Throw as a bonus action
  • Assassin's Cowl: Getting a melee kill restores hit points and grants invisibility. Critical melee kills improve this effect
  • Astrocyte Verse: Unlocks Volatile Blink. Teleport to the target location, leaving an explosion of energy behind you. Enemies caught in the explosion take 1d6 damage and become Volatile (On next hit, explodes dealing 1d4 damage in a small area)
  • Celestial Nighthawk: Unlocks Hawkeye Hack. A modified Golden Gun that shoots a single high-damaging shot. Target instantly Ignites (small aoe of fire damage)
  • Cuirass of the Falling Star: Unlocks Thundercrash. Hurtle through the air like a missile and crash into targets, inflicting meteoric damage and leaving an electrified surface at the point of impact
  • Dunemarchers: Moving 5m grants Linear Actuators, unlocking Electric Discharge. Channel your static charge through your weapon to deliver a chain of lightning to enemies, possibly applying Shocked. Chains may hit the same target multiple times
  • Eternal Warrior: Lightning or Thunder final blows grants Resolute (Stacking 1d4 Lightning and Thunder damage buff and temporary hit points). While this buff is active, you become immune to Critical Hits
  • Felwinter's Helm: Weapon final blows create a burst of energy that makes nearby enemies Vulnerable to Bludgeoning, Piercing and Slashing damage until the start of their next turn. Critical weapon final blows extend the duration to 2 turns and also make targets Vulnerable to Fire, Cold and Lightning damage
  • Gemini Jester: Dodging an attack causes the attacker to become Blinded until the start of their next turn
  • Gyrfalcon's Hauberk: Damaging an enemy while Invisible grants Volatile Infusion (weapon attacks make the target Volatile). Weapon final blows while Invisible grant you bonus weapon damage and also grant yourself and nearby allies a small amount of temporary hit points
  • Helm of Saint-14: Unlocks Ward of Dawn. Drops a protective bubble on the ground at your location. Allies gain Armor of Light (Resistance) and Blessing of Light (Temp HP and bonus Radiant weapon damage), while enemies become Blinded
  • Liar's Handshake: Dealing or taking melee damage grants Cross Counter (Your next melee attack is an automatic critical hit and heals you for 1d6 hit points)
  • Mk. 44 Stand Asides: Using a Rush ability (Rush Attack, Force Tunnel, etc) at max health grants you temporary hit points. Hitting at least two enemies restores 1 Action Point
  • Omnioculous: Unlocks Smoke Bomb. Throw a smoke bomb that grants allies Beyond The Veil (Invisibility + Resistance)
  • One-Eyed Mask: Enemies that dare to attack you become Marked For Vengeance for 3 turns. Track down and destroy them to gain Vengeance (Temporary Hit Points). Only one target can be tracked at a time
  • Peregrine Greaves: Your Rush abilities (Rush Attack, Force Tunnel, etc) deal a bonus 1d6 damage
  • Precious Scars: Final blows create a small burst of healing. Using the Help action on allies grants Kintsugi (Aura that grants temporary hit points to self and allies. Last 2 turns or until aura source loses their temporary hit points)
  • Promethium Spur: Final blows while standing in a Rift creates a combination Healing and Empowering Rift at the target's location
  • Radiant Dance Machines: When an attack misses you, you gain The Dance. Forces the next attack against you to be made with disadvantage. Lasts for 2 turns or until an attack misses you. Kills while this buff is active extends the duration by 1
  • Sanguine Alchemy: Standing in an Empowering Rift adds 1d4+Level damage to your equipped weapons. Kills in any Rift allow you to cast another Rift as a bonus action
  • Secant Filaments: Standing in an Empowering Rift grants you Devour (On a kill, restore half your total hit points and sets duration of Devour to 3 turns) as well as bonus Necrotic damage to your equipped weapons
  • Starfire Protocol: While standing in an Empowering Rift, damage an enemy with a fire spell gives them Primed For Ignition (at the start of their next turn, explode dealing 1d6 fire damage in a small area)
  • ST0MP-EE5: Doubles movement and jump distance. Ignores fall damage
  • Sunbracers: On a melee kill, grants a free cast of Fire Bolt with 2 additional targets. Critical melee kills add 4 additional targets
  • Synthoceps: Increases melee damage by 1d4 + Str/Dex (whichever is higher) if there are at least 3 enemies within 8m of you
  • The Stag: Standing in a Rift grants you an nearby allies a flat damage reduction equal to 2 times your level
  • Vesper of Radius: While standing in a Rift, enemies that are also in a Rift take 1d4 Lightning at the start of each round of combat. Enemies that die in a Rift explode, dealing 1d4 Lightning damage in a small area
  • Wormhusk Crown: Dodging an attack restores a small amount of hit points

These exotics can be found in the following treasure tables:
  • TUT_Chest_Potions
  • DEN_Weaponsmith_Trade
  • CRE_GithQuartermistress_Trade
  • MOO_BugBearvendor_Trade
  • WYR_Danthelon_Trader

Visit this YouTube playlist for a quick showcase of each exotic (last updated with version 0.0.1).
Note that this playlist might quickly become outdated as I push out updates. At the very least, it'll give you a general idea of how some of the exotics behave in-game.

Big shout-out to the BG3 modding community for making modding much easier with these tools:

BG3 Modder's Multitool - developed by ShinyHobo
BG3 Mod Manager - developed by LaughingLeader
LSLib - developed by Norbyte

Another shout-out to the following mod, which this relies on:

Baldur's Gate 3 Mod Fixer - credited to Norbyte

Lastly, a monumental thank you to Bungie for creating Destiny 2. Without them, this mod would simply not exist. All of the equipment in this mod is heavily inspired by items existing within Destiny 2. All credit should go to Bungie for the ideas and concepts behind these items--I'm just a person who thought "I would love to Thundercrash a Mindflayer" and ran with the idea.