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This article is about gameplay elements – such as characters, quests or mechanics – that have been removed from the game and are no longer available. |
Overview | Unimplemented spells | Helia | Nightsong | Shadowheart |
Baldur's Gate 3 had a long development cycle with many features that were cut or unimplemented, and in some cases implemented differently than it was originally conceived. Most of the contents detailed in this article are therefore not canon to the events of the game.
Removed content
A significant amount of content was removed or reimagined during Early Access or at an earlier stage of development.
Characters
Helia
Helia was datamined during Early Access as a potential origin. Little is known about her, as she has never been officially confirmed, but the datamined content suggests she might have been intended to be a werewolf bard.
Lotan
Lotan was a tiefling child originally planned to act as a Trader in the Emerald Grove, although he was cut during Early Access.[1] His mother was a worshipper of Umberlee who was mistaken for being a cultist, which, as Lotan would have implied, resulted in her murder. Lotan would have traded various "junk" goods with the party in return for shells, which he would have planned to "return to the sea" as a way of appeasing Umberlee. While most of Lotan's goods were uninteresting, he would have offered at least two unique magical items: the Cup of Endless Water, which would have allowed to summon a water surface at will, and the Bitch Queen's Blessing, which would have been a single-use item that acted as an AoE charm spell.
Nerela
Nerela was a tiefling refugee that could have been encountered in the Emerald Grove, on a rocky ledge behind Mattis. She was never finished, and was cut sometime before Early Access, though her model, animations, dialogue and interactions still remain in the game files.[2] She was to be in the possession of a Music Box, playing as the party approached her; Nerela tells the party that her husband used to make music boxes for their daughter in order to keep her distracted. During her family's flight to Baldur's Gate, they stumbled upon a pack of gnolls that soon killed Nerela's husband and daughter, with the music box being one of the few possessions she still has left. She mentions hearing about how entry into Baldur's Gate would require coin and bribes, and how that she doesn't have anything to her name. The party can then offer to buy the music box from her, be charitable and give her gold, or tell her to accept Auntie Ethel's offer of purchase instead.
However, should the party instead inspect the music box and pass an Insight check, it'd reveal that Nerela had been lying the whole time, shedding fake tears and making up an elaborate sob story in order to get the party to part with their coin. The tiefling conwoman reveals her scheme and states that she'd need to coin to enter Baldur's Gate, as guards there fish for bribes. Nerela can then be forced to part with the music box through Intimidation or , applauded for her acting skills, or the party can still give her some gold, to which she'll accept and tell the party to watch out for the tiefling children instead, calling them the real swindlers.
Rurik
Rurik was a dwarven rogue found outside the Risen Road Toll House, in Early Access. He was a member of Anders' group, hunting the origin character Karlach. Unlike Karlach, he was removed from the final game.[3]
Spencer
Spencer was a halfling paladin monster hunter that was cut sometime before Early Access. He could have been situated in or nearby the Emerald Grove,[4] and the currently-existing tiefling called Eramas was once meant to be his associate. He also had interactions with Wyll, could tell the party about his profession, and was at some point involved with a mysterious vampire ambush that would have happened during Act Two, within the Shadow-Cursed Lands. It's unclear as to who his hunt was, but it is possible that his vampire target was Cazador Szarr himself, as he is associated with a deprecated wanted poster for Cazador.[5][6]
Items
- The Blade of Frontiers' Eye - was Wyll's starting eye item. During Early Access, the eyes were an equippable item along with Volo's Ersatz Eye.
- Belts - during Early Access there was a slot for belts on the left side of the equipment doll in the inventory screen. Although there were no belts in the game to obtain, there was at least one non-magical belt in the game files. In the release version of the game there isn't a slot for belts anymore.
- Various other items that were present in the Early Access are now unobtainable in the full release version, among them are the Non-Wizard Scrolls due to the fact that wizards could add these scrolls to their spell list in the Early Access.
Non-Wizard Scrolls
- Scroll of Armour of Agathys
- Scroll of Bane
- Scroll of Barkskin
- Scroll of Bless
- Scroll of Cure Wounds
- Scroll of Guiding Bolt
- Scroll of Healing Word
- Scroll of Heat Metal
- Scroll of Inflict Wounds
- Scroll of Lesser Restoration
- Scroll of Moonbeam
- Scroll of Prayer of Healing
- Scroll of Protection from Poison
- Scroll of Resistance
- Scroll of Shield of Faith
- Scroll of Silence
- Scroll of Spike Growth
- Circlet of Fire
Other Items
See also
The world map
In Early Access, when the party reached the Mountain Pass crossing, they were sent to the Overworld menu with the worldmap, where icons of previously discovered locations could be clicked on akin to Baldur's Gate and Baldur's Gate II. The map for the final version still exists, albeit only as a Digital Deluxe bonus image and isn't actually in the game.
Thralls saving the Mindflayer
In the Ravaged Beach there is a dying mindflayer. During Early Access, it wasn't alone, as there were a few enthralled fishermen trying to rescue it with one of them thinking it's his daughter. [7]
Redesigned Content
A significant amount of content was changed during development. Some were placeholder models, like Karlach's and the Chosen from Early Access Patch 5.
Concept Art of Guardian of Faith's Shields that would have changed depending on deity.
Minsc
Minsc may have at some point been intended to be an origin character available as early as Act One, with datamined dialogue in the Druid Grove of Guex talking with Minsc and mentioning an attack hamster.[8]
- Minsc: [Dialogue not found]
- Guex: A hamster? I'm afraid the armory is fresh out of attack rodents.
- (Followed by Minsc likely telling him to try to rage.)
- Minsc: [Dialogue not found]
- Guex: Rage, you say? RrrrrrrARGH! Step-brace, parry, swing - ugh. Still not landing!
- Minsc: Again! More anger! Make evil quake!
- [Unknown dialogue branch]
- Minsc: Spineless exuses! Cowardice is the manure from which evil grows!
- Guex: Spineless? Well, I'll show you! Brace and step swivel swing! Yes! <...>
- Minsc: Leave
Dream Visitor
In Early Access, the Dream Guardian was known as the Dream Visitor, and was portrayed differently than in the full release, wearing ornate dress similar to the Elegant Robe camp clothing rather than a set of armour.[9]
Named "Daisy" in the game files (even after release), the Dream Visitor would grant the player character visions of domination and power, and became hostile should they resist these visions.[10][11]
The Dream Visitor would also attempt to seduce the player character. It is likely, the song Down by the River was originally based on these interactions as the Dreams took place by the river and the song asks the player to stay there in the dream with them forever (Don't wake me up, Just leave me there dreaming).
Nightsong
The Nightsong plot apparently had significant differences during early development from what appears in the full game.
Isobel was supposed to have been killed by Balthazar, and Aylin was framed for her murder. Isobel's father Ketheric Thorm turned Aylin into Nightsong as an act of revenge. A century later, Ketheric tasked Balthazar with bringing Isobel back. This ritual also bound Isobel's life to Ketheric, sharing his immortality with her. If Ketheric was killed before unthethering Isobel from him, they would both go to the afterlife.[14][15][16]
Nose of the Nautiloid
An entire area of the Nautiloid ship in the Prologue was removed. This area could be visited right after a slightly different imp battle[17] and provided a roundabout way to get to Shadowheart's room. It was available in Early Access but was eventually removed likely to shorten the Prologue chapter to enhance replayability.
When walking out into open air, a short cinematic played, in which the nose of the Nautiloid in front of the party was badly damaged by attacking red dragons. Thankfully this did not affect the party's route.[18]
- Various dead lesser imps and thralls could be looted around this whole area for minor riches and equipment, including a Studded Shield. One incinerated dead thrall all the way towards the nose of the ship had a Potion of Poison Resistance (where the "1" is marked on the map). It was necessary to jump over some fire to reach the body. The thrall also held on to yet another brain in a jar, and this one is called Our Mind.
- Turning back, the party could climb another set of stairs to reach an upper level of the Nautiloid, from either side. An intellect devourer told the party that they must go to the helm of the ship to provide assistance. The party could choose to attack, but the ensuing fight might actually proved difficult as there were also two lively thralls there maintaining some cannons.
- There were also two lesser imps towards the south, having some sort of argument, one of them already wounded. There was a Battleaxe lying on the ground here.
Talking to some of the dying enthralled cultists on the ground around this area granted the party a little insight on how they thought. One talked about red, flying rats in the kitchen clawing at him, clearly referring to the imps who attacked the thralls. Another spoke as if he was talking to his mother, saying that he was tired and wanted to go to sleep early. Although talking to them revealed, rather tragically, that the thralls were just poor victims under mind control.
The path forward was back into the Nautiloid via a corridor to the north, stretching east. There was a mucous membrane the party needed to attack to break through, and then a door leading into the next major room, where Shadowheart was locked up in Mind Flayer pod.
Assaulting Moonrise Towers
At some point in development, the Act Two questline called for the inclusion of Counsellor Florrick and the deeper involvement of the Flaming Fists during the Assault on Moonrise Towers.[19] Not only is Florrick involved during the main battle, her usual cohort made up of Fist Cyril, Fist Thadwick, and Manip Vidor can be seen during the assault, accompanied by an unknown masked Harper gnome that bears some resemblance to the failsafe character Lanni. Notably, usual Harper and Fist characters like Lymn, Essius, Ulthred, Helena, and Rhed are nowhere to be seen. In the release versions of the game, Florrick as well as her cohort disappear from Act Two as soon as the party long rests after they encounter them at Last Light Inn.
There are also some very minor differences for Disciple Z'rell, who is instead clothed in white Absolutist robes and missing a Shield in her off-hand.
Rugan at the Guildhall
Rugan had originally been planned to be present at the Guildhall, but his presence in Act Three was seemingly cut from the released version of the game. Despite this, there are still trace amounts of information in the game files that attest to his unimplemented role.
By saving Rugan from the gnolls in Act One, and remaining on friendly terms with the Zhentarim of the Zhentarim Hideout, Rugan will tell the party to look for him once they were in Baldur's Gate, promising to buy them a drink should they ever cross paths again. Nevertheless, in the release version of the game, Rugan is never seen again from this point forward - were his cut content implemented however, the party would've originally been able to find him the Guildhall alongside both members of The Guild and the other Zhents; tipsy and dejected, he'd attempt to celebrate the party's arrival by telling the Zhents around him his rescue from the gnolls, only to elicit no reaction and get ignored by everyone around him.
Rugan then goes on to reveal that the original Zhentarim in Baldur's Gate were backstabbed and put under "new management" in an internal power play, with every single Zhent beneath Waukeen's Rest returning to the city being betrayed, turned to the Steel Watch, and then hanged. He then explains that their new superiors thought they were responsible for the kidnapping of Duke Ravengard, and that he owes his survival to his decision to confess to the lies and accusations as though they were true. Further dialogue elaborates that he is the only original "Gate crew" Zhentarim left and that he'd drink to his fallen comrades. Upon asking who the new Zhent management are, he simply says that he has no idea who they are, but that they impressed Darkhold enough for them to send additional support in the form of reinforcements. As he's still loyal to the Zhentarim after all this, the party could then convince him to leave their ranks.
- [PERSUASION] The Zhentarim have brought you nothing but trouble, Rugan. Cut your losses. (DC 15)
- [ROGUE] [PERSUASION] The Zhentarim sold your friends out. You think they wouldn't do the same to you? (DC 10)
- [ROGUE] [PERSUASION] The Zhentarim made you turn on your people. You really think you owe them loyalty? (DC 10)
Successfully doing so will make him move away from his posting in the Guildhall, and head towards the bar where he'd start drinking incessantly; there, he'd drink to his fallen comrades, like Olly, who he'd rather humorously misremember his name to be Ronnie or Ozzy. During the Zhentarim's attempted takeover of the Guild, Rugan will not join combat and keep drinking. Talking with Rugan after the battle ends simply has him ask the party incredulously if a fight happened.
As Rugan's involvement in Act Three has been cut from the game, much of the story and information concerning the original Risen Road Zhentarim and the Zhents' internal intrigue has been lost. The only piece of information about this that the party can learn comes in the form of an interaction with Slick Inatra, who only reveals it to the party if the latter seized the Caravan Strongbox from Rugan in the first place, received the quest to deliver the strongbox to Inatra from Zarys, and killed Rugan on her orders. Slick Inatra then simply states that the original caretakers of the cargo are already dead, and that there is new Zhentarim leadership in the city, without elaborating any further.
It's unclear as to who the new management refers to, though it may be possible that it may refer to either Roah Moonglow, Boss Friol, or Trinoda as Rugan never seems to acknowledge or is aware of their existence. Likewise, it appears that the rest of the Zhentarim in Act Three are either the new crew, and/or reinforcements from Darkhold.
Illithid powers
In Early Access, illithid powers were much simpler. Instead of consuming other tadpoles to gain points to spend on powers, the tadpole grew more powerful when using Illithid Persuasion options in dialogue. Once Illithid Persuasion were used three times, a special cutscene was triggered during the next long rest and each character gained a single illithid power unique to their class. Some of these abilities were reworked into the current illithid powers. A full list of Early Access powers can be seen below:
Early Access Illithid Powers | |||
---|---|---|---|
Power | Class | Description | How to Obtain |
Barbarian | While Raging, deal an additional 1d4 damage with weapon attacks, but receive 1d4Psychic damage each turn. Prevents Rage from ending early. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Bard | Drown your enemies in an overwhelming fear of failure. They receive Disadvantage on Attack Rolls and take 2d6Psychic damage each time they miss an Attack Roll. Ends when they hit with an Attack Roll. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Cleric | Infuse a creature with psionic force. If it reaches 0 HP, it regains 3d4 HP instead of falling Unconscious. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Druid | Magically assume the shape of an Intellect Devourer that can deal Psychic damage. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Fighter | Pull a creature or object toward you. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Paladin | Invade a target's mind and disrupt its defenses (Reduces target's Armour Class by 1). | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Ranger | Charge forward and push all objects and creatures in your path away from you. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Rogue | Create a cloud of magical darkness and immediately attempt to hide. Creatures within the cloud are Heavily Obscured and Blinded. Creatures cannot make ranged attacks into or out of the darkness. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Sorcerer | Release the eldritch magic within you and terrify a creature with your twisted powers. Regain 2 Sorcery Points and potentially deal 1d4Psychic damage per turn for 3 turns. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Warlock | You are part of a greater whole. Concentrate on your connection to teleport to another tadpole-infected creature. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Wizard | A protective shell envelops you. It reflects any projectiles targeted at you to their point of origin. Does not affect creatures that don't rely on sight or that can see through illusions. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
All Classes | Channel the power of the Absolute, knocking back all creatures and objects and dealing 2d6Force damage. | Help Omeluum investigate the parasite |
Unimplemented Spells
Many spells were never fully implemented in the game, but remnants of them remain in the game files.
Unimplemented Coinage
More Coins - icons for various types of coins from Forgotten Realms can be found in the game files, matching their look from the Fifth Edition of D&D. It's possible the developers were initially going to implement the D&D coin system: copper > silver > gold > electrum > platinum. They were probably cut to make the money system simpler as the previous Baldur's Gate entries didn't have the other types of coin either.
Unimplemented Instruments
Icons for several additional Musical Instruments can be found in the game files.
Unimplemented Jewelry
A few more necklaces, including one with a Harpers symbol on it, can be found in the game files.
Unimplemented D20 dice
GEN_Quest.dds is an item that looks like a D20 dice. The name suggests it to be a generic placeholder image for a quest-related item, possibly for the Mysterious Artefact.
Unimplemented scrolls
Notes and references
- ↑ YouTube Video: Chubblot. Secrets in the Skybox | Baldur's Gate 3 Datamining
- ↑ YouTube Video: SlimX. Nerela, the Poor Tiefling (With a Secret) / Datamined Dialogue
- ↑ Baldur's Gate 3 Early Access.
- ↑ Spencer being labeled as "DEN_MonsterHunter" within the game files, with DEN being the tag used for representing the Emerald Grove.
- ↑ YouTube Video: SlimX. These Dev Secrets Are Hidden Out of Sight in BG3 Act 1: 16:04
- ↑ YouTube Video: SlimX. Secrets in the Skybox | Baldur's Gate 3 Datamining: 6:45
- ↑ YouTube Video: Shirrako. Walkthrough Part 1 - Prologue (Early Access): 1:00:24}} They will initiate combat if you fail Persuasion check
- ↑ YouTube Video: Chubblot. Origin Tags: Karlach, Helia and Minsc
- ↑ The Dream Visitor still uses the ornate dress in one of the dreams, likely as a callback.
- ↑ YouTube Video: Drowsy. Baldur's Gate 3 EA Dreams 1 - 3 All Dialogue Options (Drow)
- ↑ YouTube Video: DanaDuchy. Dreams Baldur's Gate 3 Early Access
- ↑ YouTube Video: Drowsy. Baldur's Gate 3 | EA | Dreams 1 - 3 | All Dialogue Options (Drow)
- ↑ YouTube Video: DanaDuchy. Dreams | Baldur's Gate 3 Early Access
- ↑ YouTube Video: Chubblot. The Nightsong, Halsin and Ketheric City: 3:18
- ↑ YouTube Video: Chubblot. The Nightsong, Halsin and Ketheric City: 2:17
- ↑ Reddit thread: labotor MINOR AND MAJOR ACT1 DATAMINING SPOILERS
- ↑ YouTube Video: Shirrako. Walkthrough Part 1 - Prologue (Early Access): 26:05
- ↑ YouTube Video: Shirrako. Walkthrough Part 1 - Prologue (Early Access): 30:40
- ↑ YouTube Video: Larian Studios. Baldur's Gate 3 - The Game Awards Trailer: 1:18