Baldurs Gate 3 MUST HAVE Mods! | Episode 2

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artificer is finally here thanks to mods and as you can see It's pretty dope [Music] yo what's good it's Miss Torah we're back with episode 2 of must have mods for Baldur's Gate 3. as a quick disclaimer Baldur's Gate 3 is a complete and amazing game all on its own just as a base game in my personal game of the decade not just the year it doesn't need mods per se again if you're deciding to mod in general then these are must-haves also mod your game at your own risk and I've personally had no issues but still you should be extra careful to follow instructions when modding border skate 3. for today's video in addition to the massive artificial mod I'm going to be showcasing most of these mods are actually subclass mods in addition to a few miscellaneous ones at the end so be sure to refer to the timestamps in the description of the video if you want to check out a certain mod specifically but let's kick things off with the biggest mod of today's video the artificer and all subclasses mod by kedarian the GitHub page does mention the that this was a collaborative effort so shout out to everybody who worked together to bring this mod to life as it sounds this adds an entire new class to the game the highly requested artificer in all four of its subclasses which are official to d d 5th edition by the way it's honestly impressive how complete this mod is now there are some changes to the class and subclasses to make them work a bit better within Baldur's Gate 3 Just Like Larry and themselves have done with a lot of classes and subclasses but as far as I can tell and have read pretty much everything is intact as close as possible to rules is written and most importantly for this mod to nail it feels like you're playing a true artificer so the Mainstays are all here you got your infusions that you can buff yourself or your party with you can create magic items all sorts of cool stuff spell casting at level one for a half Caster can trips the whole nine yards right and as with their sub classes like I said all four of them right here you got The Alchemist armorer artillerist and battlesmith all these subclasses offer pretty drastic changes to play style too for The Alchemist think potion Brewer rather than something like Full Metal Alchemist their extra spells lean into healing support and damage dealing and their main feature is creating these experimental elixirs that they can buff themselves or Allies with really useful bonuses are here such as increasing someone's attack rolls and saving throws increasing their AC or even potions or elixirs rather that gives someone the ability to straight up Fly for a time this subclass can thematically range from the party's loving potion Brewer all the way to their mad scientist the armorer is essentially like magical Iron Man okay it's really cool now extra spells provide more damage mostly but a bit of defense and utility as well their main feature though makes it so that any armor they wear can switch between two modes Guardian mode for tanking and keeping enemies attacking you instead of allies and infiltration mode for better stealth and some good range damage a pretty dope subclass thematically in my opinion artillerys they're all about that range damage they get like one extra defensive spell with the rest all of them are about damage their main feature is the Eldritch Cannon which they can either summon as a little companion little construct companion or use as a handheld magical firearm to dish out some great damage with its Force ballista for single Target or flamethrower for AOE the cannon can also provide support using its protector ability to give some temporary health to allies this subclass is for those of us that want to play a magical Gunslinger and lastly the battlesmith is for those that want to rush head first into the heat of battle alongside their inventions their extra spells are a mix of support damage and defense but their primary feature is the steel Defender which is a faithful construct companion they've created via tinkering that charges into battle alongside you growing stronger as the battlesmith increases in level they can also use their intelligence modifier for weapon attack and damage rolls instead of like strength or decks that combined with their construct companion makes them amazing melee or ranged weapon Fighters as you can see there is a lot to the artificial mod but with that overview done let's now take a look at some of the other subclass mods starting with the fan favorite the Divine Soul sorcerer which comes to us from the revised sorcerer subclasses mod by Pierre O'Hare I believe that's how you pronounce it at least for the most part all of the features are here intact rules as written save for the level 6 feature having been tweaked just a bit it's still a work in progress mod this subclass is a fan favorite though because it's a sorcerer that can learn spells from the entire cleric spell list being able to Twin and otherwise alter incredible spells like guiding bowl and healing word is really fun and thematically they're really cool as the source of their magic can be traced back to something Divine in nature like various celestials such as Angels or even Keating for role play purposes they also get access to options and dialogue with the cleric tag keeping with that same theme next up is the celestial warlock mod by fluffy Dragon these warlocks instead of making deals with malevolent forces like Devils or liches have instead made deals with the forces of good in exchange for power you know that being celestials or some other very powerful upper planner creature or and entity these warlocks gained features that let them pump out some decent healing from a distance and they can also learn a few really good cleric spells like guiding bolt and Flame being sphere giving the Warlock an early game summon that they currently lack as well as some other goodies you know up until now the only options for patrons for warlocks are those that are typically up to no good but if you want to play a warlock that does good deeds in exchange for their power it's on the table now next up we'll be taking a look at the Arcane Archer Fighter subclass mod by Shiva Shadow these are Fighters that study a unique Elven method of archery that weaves magic into attacks to produce these Supernatural effects think basically like a Magic based Hawkeye or green arrow their features are all intact here again rules is written for the most part and their Arcane shots can do some pretty cool things there's arrows here that can burst after an attack detonating and dealing Force damage in an AOE other ones that can have a illusion magic weaved into them dealing extra psychic damage and causing foes to go blind and arrows that can entangle their foes in these thorny Vines and that's just to name a few a really flavorful and fun subclass if you've been looking to play an Archer that isn't necessarily a ranger or a rogue and is a bit more flashy with their tricks now let's talk about the Wizards Traditions War magic mods by fear off I think I'm saying that correctly this mod adds the war magic subclass to the game which is a wizard that specializes in a blend of evocation and abduration Magic rather than focusing on a single one to be a valuable asset on the battlefield this means that they focus on both offense and defense in the mix these Wizards have some features like increasing their initiative by their intelligence modifier making them much more likely to go first in combat they can raise their AC a bit as a reaction every turn to avoid attacks it would have otherwise hit at the cost of only being able to use cantrips on their next turn now you can also deal a bit of extra damage on a future spell whenever they cast a spell magic or use counterspell this is great for people that have been looking for a wizard that's a bit more unique than just the standard School of magic specialization options that we have for subclasses currently and lastly for the subclass section let's go over the monk subclass way of Mercy mod by platypus Venom monks of the way of Mercy use their key to manipulate Life Force to heal and harm they're these wandering healers to the poor and the hurt but for those that unfortunately can't be saved they deliver death swiftly as an act of Mercy as such they get features allowing them to dish out a bit of healing in unique ways but conversely can also use Ki to do harm dealing extra necrotic damage here and there they eventually become really adept healers learning to cure negative conditions like blindness poison paralysis or even stun effects their later features are are so potent that honestly an adventuring party could be just fine having a way of Mercy monk as their main healer instead of like a cleric or Druid and for this last part of the video I'm just gonna put all these non-sub-class Mods together in no particular order but some of these are really cool so you're still going to want to keep an eye out like the art of imbuing mod by Clint Mitch this is a pretty dope mod that's inspired by rules and d d that can allow players to craft their own magic items full disclosure on this mod however it is currently as of the time of recording this video set to Hidden on Nexus mod so it can't be downloaded at the moment but this is something the mod author has done before only the den you know put the mod back up with an update my guess is they're probably doing the same thing this time around while they fix submission essentially though this mod allows players to imbue mundane weapons with additional damage types there's Elemental ambulance like cold lightning and fire but there's also non-elemental options as well like psychic Force radiant damage and more I think it's pretty balanced as to imbue something there's a cause and I personally couldn't find this one topaz that I needed for the weapon I've been wanting to make until like act two so it's not like you can realistically make a super overpowered weapon early on this recording is in The Druids Grove I know that but I just recorded here for the scenery this character is currently level 8 towards the end of act two and I just now gathered everything I needed to make this weapon finally some of the materials you'll need like anvils of increasing Rarity you can buy from Merchants but they're they're not cheap but other materials you can find while you're just out adventuring like vials of essence containing a certain damage type and the gems that you'll need to correspond with those Essence types the lowest level of imbuements are temp rarely you know and they only Grant this small buff of like a 1d4 but the higher level more costly imbuements go all the way up to making the weapon magical giving it a plus two enchantment and providing it with a 2d4 damage boost of the damage type you're crafting of course every damage type has a corresponding visual effect that you're always going to see on your weapon and many weapon types are supported you can imbue everything from a battle ax to a stick of salami if you want to this is great because throughout the game some weapon types just straight up get no love when it comes to having cool weapons available at least when compared to something like long swords which there's plenty of great options out there next up is a symbol mod that being aether's black dye by Aether Point honestly I'm really surprised that this wasn't in the base game I'm telling you I was hunting for some all black dye in my entire first playthrough and was real disappointed to find that it just wasn't in the base game at least not that I could see but I'm glad it's here now and it turned out pretty amazing this overall looks really good now let's also talk about another simple mod called true initiative by leadfoot89 funnily enough bg3 uses a D4 for initiative this mod makes it so that ed20 is used instead and it's just a nice little touch that has changed up the flow of combat in my game a bit and it makes bg3 feel even closer to a true d d experience to keep things moving we got the no more dirt and blood mod by marjorarch this mod is also real simple just makes it so that your characters don't accumulate blood and dirt on them throughout the adventuring day but they're still going to show signs of sweating again it was cool at first right to see signs of fighting build up over time on the party but I got tired pretty quickly of seeing my melee Fighters just being covered in blood in almost like every dialogue scene and for the last mod of this video we got vessel's hair collection by vestnut this mod adds a good amount of new hairstyles to character creation for humans elves drow getth Yankee half elves and tieflings both for male and female characters I believe as of now there's been an updated half Works might be supported as well don't quote me on that you know I really like this mob I really do the fourth hairstyle in particular for males I've actually decided to use for my next playthrough just keep in mind since these are modded hairstyles they might clip a bit and that's gonna do it for episode two what kind of mods for Baldur's Gate 3 are you most excited for or what existing ones do you want me to talk about I'll be making more videos like this highlighting mods as new ones get released and updated as always I'm Miss Dora I'll catch on the next one y'all be easy Bass
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Channel: Minstora
Views: 62,164
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Length: 13min 41sec (821 seconds)
Published: Sat Sep 02 2023
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