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{{Legacy Content}}
{{Legacy Content}}
{{Tab
|one=Cut and unimplemented content
|one-name=Overview
|two=Unimplemented spells
|two-name=Unimplemented spells
|three=Helia
|three-name=Helia
|four=Aylin/Cut content
|four-name=Nightsong
}}[[File:Early_Chosen.png|Early models of the Chosen|thumb]]
''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 {{em|not canon}} to the events of the game.


'''Baldur's Gate 3''' had a long develompent with many features that were cut or reimagined. Most of what you see here is '''not canon'''.
== Removed content ==
A significant amount of content was removed or reimagined during [[Early Access]] or at an earlier stage of development.
[[File:Helia Model.png|100px|Helia|right]]
=== Helia ===
{{main|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]].


==Datamined content==
=== Rurik ===
{{main|Rurik}}
Rurik was a [[dwarf]] with the [[rogue]] class found outside the [[The Risen Road#Toll_House|Risen Road Toll House]], in Early Access. He was a member of [[Anders|Anders']] group, hunting the origin character [[Karlach]]. Unlike Karlach, he was cut from the final game.{{ref|''Baldur's Gate 3'' Early Access.|name=ea}}


==Act I==
=== Cut items ===
===[[Origins]]===
* {{RarityItem|The Blade of Frontiers' Eye}} - was [[Wyll]]'s starting eye item. During Early Access, the eyes were an equippable item along with {{RarityItem|Volo's Ersatz Eye}}.
{{SpoilerBoxLite|
* 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.
* [[Helia]] was datamined during [[Early Access]] as a potential origin.|{{:Helia}}{{clear}}}}
* [[Minsc]] was supposed to be an origin character available from Act 1 with datamined dialogue in the Druid Grove of tieflings reacting to the [[Boo|Hamster]].
==Act II==
{{SpoilerBoxLite|
* The [[Aylin|Nightsong]] was completely different as well as the entire Act 2.|{{:Aylin/Cut content}}{{clear}}}}
* [[Isobel]] was supposed to have been killed by [[Balthazar]], and Aylin was framed for her murder. Ketheric 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.


=== The world map ===
In Early Access, when you reached the Mountain Pass crossing, you were sent to the Overworld menu with the worldmap letting you click on icons of previously discovered locations akin to ''Baldur's Gate'' and ''Baldur's Gate II''. The map for the final version [[:File:BG3 Map.webp|still exists]], albeit only as a Digital Deluxe bonus image and isn't actually in the game.
<gallery heights="250px">
Over-world.jpg|The world map in Early Access.
BG3 Map.webp|Digital Deluxe Map
</gallery>


===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. {{cite web
|work = YouTube Video
|author = Shirrako
|date =
|url = https://youtu.be/TVw1GDlTq8U?si=_seGLKe1TSiJXFbo&t=3624
|title = Walkthrough Part 1 - Prologue (Early Access): 1:00:24}} They will initiate combat if you fail Persuasion check.


==Unimplimented Spells==
== Redesigned content ==
Some spells were at one point in development considered to be included in the game but ultimately were cut. The icons for them are present in the game files.
A significant amount of content was changed during development.


The following sections are '''''recreations''''' based on [https://upload.wikimedia.org/wikipedia/commons/c/c6/Dungeons_%26_Dragons_System_Reference_Document.pdf D&D 5th edition SRD]. Some stats were modified to make them feel more like the versions that would work in the game, such as changing spell duration of "1 hour" to "until long rest", as Larian did with other similar spells.
=== Minsc ===
===Magic Jar===
[[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 [[Boo|hamster]].{{cite web
{{SpellPage
|work = YouTube Video
| name =Magic Jar
|author = Chubblot
| image =Magic Jar.webp
|date =  
| level =6
|url = https://youtu.be/-g9nAqpa-jE?si=CxiggWm-W4cUSZYS&t=254
| school =Necromancy
|title = Origin Tags: Karlach, Helia and Minsc! }}
| ritual =
{{Dialogue start}}
| class learns at level 11 = Wizard
{{dcond|Minsc is probably proposing that Guex gets himself an attack hamster.}}
| summary =It lets you posess a humanoid and control their body as your own.
*{{dopt|'''Minsc:''' [Dialogue not found]}}
| description =Your body falls into a catatonic state as your soul leaves it and enters the jar.
* {{dopt|'''Guex:''' A hamster? I'm afraid the armory is fresh out of attack rodents.}}
** {{dcond|Followed by Minsc likely telling him to try to rage.}}
** {{dopt|'''Minsc:''' [Dialogue not found]}}
** {{dopt|'''Guex:''' Rage, you say? RrrrrrrARGH! Step-brace, parry, swing - ugh. Still not landing!}}
** {{dopt|'''Minsc:''' Again! More anger! Make evil quake!}}
*** {{dopt|[Unknown dialogue branch]}}
** {{dopt|'''Minsc:''' Spineless exuses! Cowardice is the manure from which evil grows!}}
*** {{dopt|'''Guex:''' Spineless? Well, I'll show you! Brace and step swivel swing! Yes! <...>}}
*** {{dcond|{{Approval|Wyll|+1}} {{Approval|Laezel|+1}}  {{Approval|Gale|+1}} {{Approval|Shadowheart|+1}}}}
** {{dopt|'''Minsc:''' ''Leave''}}
{{Dialogue end}}


You can attempt to possess any humanoid that you can see within 100 feet of your jar. The target must make a [[Charisma]] [[saving throw]]. Upon success, this creature's soul is stuck in the jar and you have full control of their body.
=== Daisy ===
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.{{note|The Dream Visitor still uses the ornate dress in one of the dreams, likely as a callback.}}


Your game statistics are replaced by the statistics of the creature, though you retain your {{Ability|Intelligence}}, {{Ability|Wisdom}}, and {{Ability|Charisma}} scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.
Called ''Daisy'' in the game files,{{note|The Dream Guardian is still called Daisy in the game files.}} the Dream Visitor would grant the player character visions of domination and power, and became hostile should they resist these visions.{{cite web
|work = YouTube Video
|author = Drowsy
|date =
|url = https://www.youtube.com/watch?v=n6b4ov51sFg
|title = Baldur's Gate 3 EA Dreams 1 - 3 All Dialogue Options (Drow)}}{{cite web
|work = YouTube Video
|author = DanaDuchy
|date =
|url = https://www.youtube.com/watch?v=1LWTytZcsWk
|title = Dreams Baldur's Gate 3 Early Access}}


{{Prereq|Can only be used outside of combat.}}
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'').
| action type =action
| range =self
| notes =
* [https://www.dndbeyond.com/spells/magic-jar Magic Jar] on D&D Beyond.
| this is an example = yes
}}
==Dispel Magic==
{{SpellPage
| name =Dispel Magic
| image =Dispel Magic.webp
| level =3
| school =Abjuration
| ritual =
| class learns at level 5 =Bard, Cleric, Druid, Sorcerer, Wizard, Warlock
| class learns at level 9 =Paladin
| summary =It lets you remove any magical effects from a creature or an object.
| description =Choose one creature, object, or magical effect within range. Any [[List of 3rd level spells|Level 3 spell]] or lower on the target ends. For each [[List of 3rd level spells|Level 4 spell]] or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
| action type =action
| range m =36
| range ft =120
| higher levels = [[Spells#Upcasting|Upcast]]: You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
| notes =
* [https://www.dndbeyond.com/spells/dispel-magic Dispel Magic] on D&D Beyond.
| this is an example = yes
}}
== Magic Circle ==
{{SpellPage
| name =Magic Circle
| image =Magic Circle.webp
| level =3
| school =Abjuration
| ritual =
| class learns at level 5 =Cleric, Warlock, Wizard
| class learns at level 9 =Paladin
| summary =This spell protects you fron a creature type, or prevents a creature type from leaving it.
| description =You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.


Choose one type of a creature: [[elemental]]s, [[fiend]]s, or [[undead]].  
<gallery heights="200px">
Early_Access_Daisy.webp|''Tell me. Who do you dream of at night?'' - Narrator
Daisy 1.webp|Waking up in a dream<ref>https://www.youtube.com/watch?v=n6b4ov51sFg</ref>
Daisy 2.webp|Watching Baldur's Gate burn<ref>https://www.youtube.com/watch?v=1LWTytZcsWk</ref></gallery>
[[File:Nightsong EA.png|100px|right]]
=== Nightsong ===
{{main|Aylin/Cut content}}
The Nightsong plot apparently had significant differences during early development from what appears in the full game.


The chosen creature type can’t willingly enter the cylinder, has disadvantage on attack rolls against targets within, targets within can’t be charmed, frightened, or possessed by this creature type.  
[[Isobel]] was supposed to have been killed by [[Balthazar]], and Aylin was framed for her murder. Ketheric 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.{{cite web
|work = YouTube Video
|author = Chubblot
|date =
|url = https://youtu.be/U0MN5qbkhPM?si=XNloimpjlsueifNb&t=198
|title = The Nightsong, Halsin and Ketheric City: 3:18}}{{cite web
|work = YouTube Video
|author = Chubblot
|date =
|url = https://youtu.be/U0MN5qbkhPM?si=oHLbJg8CDeiNfHtx&t=167
|title = The Nightsong, Halsin and Ketheric City: 2:17}}{{cite web
|work = Reddit thread
|author = labotor
|date =
|url = https://www.reddit.com/r/BaldursGate3/comments/qxfczx/minor_and_major_act1_datamining_spoilers/
|title = **MINOR AND MAJOR ACT1 DATAMINING SPOILERS**}}


When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
===Nose of the Nautiloid===
| range m =3
An entire area of the [[Nautiloid]] ship in the [[Prologue]] was cut. This scene comes right after a slightly different imp battle{{cite web
| range ft =10
|work = YouTube Video
| aoe =radius
|author = Shirrako
| aoe m =3
|date =  
| aoe ft =10
|url = https://youtu.be/TVw1GDlTq8U?si=m-15ml7gQbADD7G1&t=1565
| higher levels =[[Spells#Upcasting|Upcast]]: Duration increases by 1 hour for each slot level above 3rd.
|title = Walkthrough Part 1 - Prologue (Early Access): 26:05}} and provides a roundabout way to get to Shadowheart's room. It was available in Early Access but was eventually cut likely to shorten the Prologue chapter to enhance replayability.
| variants =Magic Circle: Elemental, Magic Circle: Fiend, Magic Circle: Undead
| notes =
* Game files suggest in BG3 version the spell would work on only one creature type at a time, and celestials and fey are missing from that list. In 5e the spell says "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead."
* [https://www.dndbeyond.com/spells/magic-circle Magic Circle] on D&D Beyond.
| this is an example = yes
}}
== Identify ==
{{SpellPage
| name =Identify
| image =Identify.webp
| level =1
| school =Divination
| ritual =yes
| class learns at level 1 =Bard, Wizard, Knowledge Domain
| summary =This spell lets you learn everyting about a magic item or magic effects on a creature.
| description =You choose one object. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them. You learn whether any spells are affecting the object and what they are. If the object was created by a spell, you learn which spell created it.


If you select a creature instead, you learn what spells, if any, are currently affecting it.
A short cinematic will play as you walk out into open air, in which the nose of the Nautiloid in front of you is badly damaged by attacking red dragons. Thankfully this doesn't affect our route.{{cite web
| range =touch
|work = YouTube Video
| higher levels =
|author = Shirrako
| notes =* In BG3 you learn all stats of an item by default and all effects affecting a creature can be seen in the examine window, making this spell useless in BG3, which is probably why it was cut.  
|date =  
* [https://www.dndbeyond.com/spells/identify Identify] on D&D Beyond.
|url = https://youtu.be/TVw1GDlTq8U?si=wZKRyfk3DNXGQx8K&t=1840
| this is an example = yes
|title = Walkthrough Part 1 - Prologue (Early Access): 30:40}}
}}
== Arcane Eye ==
{{SpellPage
| name =Arcane Eye
| image =Arcane Eye.webp
| level =4
| school =Divination
| ritual =
| class learns at level 1 =Wizard, Knowledge Domain
| summary =This spell lets you create an invisible magical spying eye to safely scout around.
| description =You create an invisible, magical eye within range that hovers in the air until long rest.


You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet.
[[File:Prologue-05.jpg|thumb|right|Nose of the Nautiloid]]


You can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
[[File:Prologue-06.jpg|thumb|right|The path forward]]
| range m = 9
| range ft = 30
| higher levels =
| notes =* This may sound similar to the [[Scrying Eye]] NPC in Baldur's Gate 3, however the Scrying Eye is actually a result of another 5e spell - [https://www.dndbeyond.com/spells/scrying Scrying], which is quite differently implemented in BG3, as the Scrying's orb can only be seen with see invisibility and it is invulnerable to damage and only can be destroyed by Dispel Magic (or a similar effect).
* [https://www.dndbeyond.com/spells/arcane-eye Arcane eye] on D&D Beyond.
| this is an example = yes
}}
== Comprehend Languages ==
{{SpellPage
| name =Comprehend Languages
| image =Comprehend Languages.webp
| level =1
| school =Divination
| ritual =yes
| class learns at level 1 =Wizard, Bard, Sorcerer, Warlock
| summary =This spell lets you understand any spoken or written language.
| description =Until long rest you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see.


This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
* Various dead lesser imps and thralls can 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 has a Potion of Poison Resistance (where the "1" is marked on the map). You just have to jump over some fire to reach the body. She also holds on to yet another brain in a jar, and this one is called [[Our Mind]].
| range = self
| higher levels =
| notes =* This spell could have been used to communicate with enemies and sentient creatures who don't speak Common. Larian probably decided it wasn't worth it to add NPCs who speak various different languages that the player may or may not understand, Additionally, many books would be written in languages you don't know, forcing the player to use this spell, creating obstacles that might feel repetitive and tiresome after a while.
* [https://www.dndbeyond.com/spells/comprehend-languages Comprehend Languages] on D&D Beyond.
| this is an example = yes
}}
== True Seeing ==
{{SpellPage
| name =True Seeing
| image =True Seeing.webp
| level =6
| school =Divination
| ritual =
| class learns at level 1 =Wizard, Cleric, Sorcerer, Warlock, Bard
| summary =This spell grants a creature truesight to see through illusions, invisibility and magical secret doors.
| description =Touch an ally to give them the ability to see things as they actually are until long rest. The affected creature has [[File:True Seeing Icon.webp|25px]] [https://www.dndbeyond.com/sources/basic-rules/monsters#Truesight truesight], notices secret doors hidden by magic, sees through illusions, shapeshifters and invisible creatures, all out to a range of 120 feet.
| range = melee
| higher levels =
| notes =* This spell can reveal a lot of hidden information to the player, but it does require you to be level 11, so it would allow the players to immediately see through [[Orin]]'s disguises (as if it wasn't obvious enough) as well as through other shapeshifters like  [[Dolor]] and the other [[Doppelganger]]s, [[Grisly]], [[Jatlo]]. This probably interfered too much with the plot.
* [https://www.dndbeyond.com/spells/true-seeing True Seeing] on D&D Beyond.
| this is an example = yes
}}
== Levitate ==
{{SpellPage
| name =Levitate
| image =Levitate.webp
| level =2
| school =Transmutation
| ritual =
| class learns at level 1 =Wizard, Sorcerer
| summary =This spell makes a creature hover in the air.
| description =Choose one creature or loose object within 60 ft. It rises vertically up to 20 feet, and remains suspended there for 10 turns. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.


You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
* Turning back, you can climb another set of stairs to reach an upper level of the Nautiloid, from either side. An intellect devourer will tell you that you must go to the helm of the ship to provide assistance. You can choose to attack, but the ensuing fight may actually prove difficult as there are also two lively thralls here maintaining some cannons. If you want to kill them for the little XP you will get, ranged sneak attacks might be the best option.


When the spell ends, the target floats gently to the ground if it is still aloft.
* There are also two lesser imps towards the south here having some sort of argument, one of them already wounded. Just use some ranged attacks on them and you can easily finish them off. There's a [[Battleaxe]] lying on the ground here.
| range = ranged
| higher levels =
| notes =* This spell has the duration of 10 minutes (60 turns) but Baldur's Gate 3 doesn't do durations like that so it would probably only have 10 turns.
* [https://www.dndbeyond.com/spells/levitate Levitate] on D&D Beyond.
| this is an example = yes
}}
== Mending ==
{{SpellPage
| name =Mending
| image =Mending.webp
| level =cantrip
| school =Transmutation
| ritual =
| class learns at level 1 =Wizard, Sorcerer
| summary =This spell repairs a single break or tear in an object you touch.
| description =This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.


This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Talking to some of the dying Enthralled Cultists on the ground around this area can give you a little insight on how they think. One will talk about red, flying rats in the kitchen clawing at him, clearly referring to the imps who attack the thralls. Another will speak as if he's talking to his mother, saying that he's tired and wants to go to sleep early. Although talking to them reveals, rather tragically, that the thralls are just poor, regular humans under mind control, you can nevertheless finish them off for some very minor gold and XP (They are about to die anyway, might as well put them to rest).


{{Prereq|Can only be used outside of combat.}}
The path forward is back into the Nautiloid via a corridor to our north, stretching east. There's a mucous membrane you just need to attack to break through, and then a door leading into the next major room.
| range = touch
 
| higher levels =
=== Illithid powers ===
| notes =* This spell has the duration of 10 minutes (60 turns) but Baldur's Gate 3 doesn't do durations like that so it would probably only have 10 turns.
In Early Access, illithid powers were much simpler. Instead of consuming other tadpoles to gain points to spend on powers, your tadpole grew more powerful as you used Illithid Persuasion options in dialogue. Once you'd used Illithid Persuasion three times, a special cutscene was triggered during your 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:
* [https://www.dndbeyond.com/spells/mending Mending] on D&D Beyond.
 
| this is an example = yes
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%; border: none;"
}}
! colspan=4 | Early Access Illithid Powers
|-
! style="width: 180px;" | Power
! style="width: 80px;" | Class
! Description
! style="width: 280px;" | How to Obtain
|-
| {{SAI|Endless Rage|w=40}} || style="text-align:center;" | [[Barbarian]] || While [[Rage|Raging]], deal an additional {{DamageColor|Physical|1d4}} damage with weapon attacks, but receive {{DamageText|1d4|Psychic}} damage each turn. Prevents [[Rage]] from ending early. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Stage Fright|w=40}} || style="text-align:center;" | [[Bard]] || Drown your enemies in an overwhelming fear of failure. They receive {{Disadvantage}} on [[Attack Rolls]] and take {{DamageText|2d6|Psychic}} damage each time they miss an [[Attack Roll]]. Ends when they hit with an [[Attack Roll]]. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Survival Instinct|w=40}} || style="text-align:center;" | [[Cleric]] || Infuse a creature with psionic force. If it reaches 0 HP, it regains {{DamageColor|Healing|3d4}} HP instead of falling Unconscious. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Aberrant Shape|w=40}} || style="text-align:center;" | [[Druid]] || Magically assume the shape of an Intellect Devourer that can deal {{DamageColor|Psychic|Psychic}} damage. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Psionic Pull|w=40}} || style="text-align:center;" | [[Fighter]] || Pull a creature or object toward you. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Fracture Psyche|w=40}} || style="text-align:center;" | [[Paladin]] || Invade a target's mind and disrupt its defenses (Reduces target's {{ArmourClass}} by 1). || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Force Tunnel|w=40}} || style="text-align:center;" | [[Ranger]] || Charge forward and push all objects and creatures in your path away from you. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Inkblot|w=40}} || style="text-align:center;" | [[Rogue]] || Create a cloud of magical darkness and immediately attempt to hide. Creatures within the cloud are [[Heavily Obscured]] and [[Conditions#Blinded|Blinded]]. Creatures cannot make ranged attacks into or out of the darkness. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Horrific Visage|w=40}} || style="text-align:center;" | [[Sorcerer]] || Release the eldritch magic within you and terrify a creature with your twisted powers. Regain 2 Sorcery Points and potentially deal {{DamageText|1d4|Psychic}} damage per turn for 3 turns. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Supernatural Attraction|w=40}} || style="text-align:center;" | [[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 Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Reflective Shell|w=40}} || style="text-align:center;" | [[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 Check]]s, then rest until you receive a dream cutscene.
|-
| {{SAI|Repulsor|w=40}} || style="text-align:center;" | All Classes || Channel the power of the Absolute, knocking back all creatures and objects and dealing {{DamageText|2d6|Force}} damage. || [[Help Omeluum investigate the parasite]]
|}
 
== Unimplemented spells ==
 
[[File:Magic Jar Icon.webp|right|100px]]
 
{{main|Unimplemented spells}}
Many spells were never fully implemented in the game, but remnants of them remain in the game files.
 
== Footnotes ==
{{notelist}}
 
==References==
{{reflist}}
{{reflist|url}}

Latest revision as of 17:34, 1 May 2024

Early models of the Chosen

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[edit | edit source]

A significant amount of content was removed or reimagined during Early Access or at an earlier stage of development.

Helia

Helia[edit | edit source]

Main article: 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.

Rurik[edit | edit source]

Main article: Rurik

Rurik was a dwarf with the rogue class 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 cut from the final game.[1]

Cut items[edit | edit source]

  • 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.

The world map[edit | edit source]

In Early Access, when you reached the Mountain Pass crossing, you were sent to the Overworld menu with the worldmap letting you click on icons of previously discovered locations 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[edit | edit source]

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. [url 1] They will initiate combat if you fail Persuasion check.

Redesigned content[edit | edit source]

A significant amount of content was changed during development.

Minsc[edit | edit source]

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.[url 2]

(Minsc is probably proposing that Guex gets himself an attack hamster.)
  • 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! <...>
      • (Wyll approves +1 Laezel approves +1 Gale approves +1 Shadowheart approves +1)
    • Minsc: Leave

Daisy[edit | edit source]

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.[note 1]

Called Daisy in the game files,[note 2] the Dream Visitor would grant the player character visions of domination and power, and became hostile should they resist these visions.[url 3][url 4]

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 EA.png

Nightsong[edit | edit source]

Main article: Aylin/Cut content

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. Ketheric 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.[url 5][url 6][url 7]

Nose of the Nautiloid[edit | edit source]

An entire area of the Nautiloid ship in the Prologue was cut. This scene comes right after a slightly different imp battle[url 8] and provides a roundabout way to get to Shadowheart's room. It was available in Early Access but was eventually cut likely to shorten the Prologue chapter to enhance replayability.

A short cinematic will play as you walk out into open air, in which the nose of the Nautiloid in front of you is badly damaged by attacking red dragons. Thankfully this doesn't affect our route.[url 9]

Nose of the Nautiloid
The path forward
  • Various dead lesser imps and thralls can 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 has a Potion of Poison Resistance (where the "1" is marked on the map). You just have to jump over some fire to reach the body. She also holds on to yet another brain in a jar, and this one is called Our Mind.
  • Turning back, you can climb another set of stairs to reach an upper level of the Nautiloid, from either side. An intellect devourer will tell you that you must go to the helm of the ship to provide assistance. You can choose to attack, but the ensuing fight may actually prove difficult as there are also two lively thralls here maintaining some cannons. If you want to kill them for the little XP you will get, ranged sneak attacks might be the best option.
  • There are also two lesser imps towards the south here having some sort of argument, one of them already wounded. Just use some ranged attacks on them and you can easily finish them off. There's a Battleaxe lying on the ground here.

Talking to some of the dying Enthralled Cultists on the ground around this area can give you a little insight on how they think. One will talk about red, flying rats in the kitchen clawing at him, clearly referring to the imps who attack the thralls. Another will speak as if he's talking to his mother, saying that he's tired and wants to go to sleep early. Although talking to them reveals, rather tragically, that the thralls are just poor, regular humans under mind control, you can nevertheless finish them off for some very minor gold and XP (They are about to die anyway, might as well put them to rest).

The path forward is back into the Nautiloid via a corridor to our north, stretching east. There's a mucous membrane you just need to attack to break through, and then a door leading into the next major room.

Illithid powers[edit | edit source]

In Early Access, illithid powers were much simpler. Instead of consuming other tadpoles to gain points to spend on powers, your tadpole grew more powerful as you used Illithid Persuasion options in dialogue. Once you'd used Illithid Persuasion three times, a special cutscene was triggered during your 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
Endless Rage Endless Rage Barbarian While Raging, deal an additional 1d4 damage with weapon attacks, but receive 1d4Damage TypesPsychic damage each turn. Prevents Rage from ending early. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Stage Fright Stage Fright Bard Drown your enemies in an overwhelming fear of failure. They receive Disadvantage Icon.png Disadvantage on Attack Rolls and take 2d6Damage TypesPsychic 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.
Survival Instinct Survival Instinct 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.
Aberrant Shape Aberrant Shape 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.
Psionic Pull Psionic Pull Fighter Pull a creature or object toward you. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Fracture Psyche Fracture Psyche Paladin Invade a target's mind and disrupt its defenses (Reduces target's Armour Class Armour Class by 1). Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Force Tunnel Force Tunnel 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.
Inkblot Inkblot 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.
Horrific Visage Horrific Visage Sorcerer Release the eldritch magic within you and terrify a creature with your twisted powers. Regain 2 Sorcery Points and potentially deal 1d4Damage TypesPsychic damage per turn for 3 turns. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Supernatural Attraction Supernatural Attraction 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.
Reflective Shell Reflective Shell 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.
Repulsor Repulsor All Classes Channel the power of the Absolute, knocking back all creatures and objects and dealing 2d6Damage TypesForce damage. Help Omeluum investigate the parasite

Unimplemented spells[edit | edit source]

Magic Jar Icon.webp
Main article: Unimplemented spells

Many spells were never fully implemented in the game, but remnants of them remain in the game files.

Footnotes[edit | edit source]

  1. The Dream Visitor still uses the ornate dress in one of the dreams, likely as a callback.
  2. The Dream Guardian is still called Daisy in the game files.

References[edit | edit source]