About this mod
Do you want to get access to unique class specific Amulets and Rings that can Astral Plane Summon specific bags with random amount of food, potions, poisons, arrows, scrolls, stolen goods, et cetera. Maybe want to summon on-command the "Cartilaginous Chest". Or get access to unique Wild Shape monsters? Or maybe powerful spells are more your thing?
- Permissions and credits
- Changelogs
Depends on what you seek! Equip only one "Ring of Major Power +3" and become a powerhouse, or go for the lesser rings and embrace your weaknesses.
Get "Avalonica's Bag" from these places:
- Act 0: The Nautiloid ship (Cartilaginous Chest)
- Act 1: Arron (Druid Grove/Tiefling camp)
- Act 2: Quartermaster Talli (Last Light), Araj Oblodra (Moonrise)
- Act 3: Danthelon (Wyrm's Crossing)
- Equip a Amulet or Ring
- Lot's of spells are added automatically on the taskbar.
- Click on the "The Astral Plane Summoning" icon and start summoning.
- Camp Supplies (including the amazing "Heavy Supply Pack" Larian decided to hide)
- Potions
- Dyes (including all the ones Larian for one reason or another decided to hide)
- Arrows
- Grenades
- Oils
- Scrolls
- Ingredients
- Stolen Goods (Gold, Gems, Thief Tools, et cetera)
- Tadpoles
- Instruments
- Soul Coins
- Astral Plane Surprises (wouldn't be a surprise if told what it is)
- Books
- Camp Clothes
- Wicker Astral Plane Trashcan (stays materialized for 30 turns and permanently destroys anything put in it when returning to the Astral Plane)
- Cartilaginous Chest (unique chest that in short will give you direct access to most items any modder decide adding to this chest in their mod)
If you place ANYTHING in any of the Astral Plane summon bag's it will be gone FOREVER when it de-summon. I decided to use this dangerous mechanic because it allows for non-stop summoning without making the save game bloated. As a bonus anyone can use the "Wicker Astral Plane Trashcan" to do some serious spring cleaning of their inventory. I actually recommend to dump all junk in there instead of selling it to NPC vendors because now it will not clutter their inventory and mess with save game size. And the lost revenue can easily be covered by the "Stolen Goods" summon.
The spells are "modified" originals, and yes, by equipping a Amulet or Ring they are automatically placed on the taskbar. When the last equipped Amulet or Ring is removed all spells are deleted from the taskbar, but will come back directly if a Amulet or Ring is equipped again. Most of these spells are on demigod level and intended to only be used in dire circumstances when all hope is lost and a wipe is imminent. There are also some "quality of life" spells in the list, these are meant to be used non-stop. But then again, it's your game, your rules.
- Opulent Overhealing - Resurrect fallen companions with half their hit points, and restore all nearby allies as if they had Long Rested.
- Radiant Cataclysm - Call upon your inner strength to bring forth a radiant cataclysm upon all nearby enemies.
- Sunbeam: Overcharged
- Eldritch Blast: Overcharged
- Magic Missile: Overcharged
- Song of Rest: Overcharged
- Greater Invisibility: Overcharged
- Fly: Overcharged
- Detect Thoughts: Overcharged
- Disguise Self: Overcharged
- Speak with Animals: Overcharged
- Speak With Dead: Overcharged
Please let me explain first how they work. All the rings are placed in a tier system where the last rank is very powerful. Let me break it down with this example:
Ring of Ability Scores +1 - You get what you see.
Ring of Ability Scores +2 - AC, Saving Throws.
Ring of Ability Scores +3 - AC, Saving Throws, Skill Check (Roll Bonus) 1d10
Ring of Ability Scores +4 - AC, Saving Throws, Skill Check (Roll Bonus) 1d10, 1+ Action Point, 1+ Bonus Action Point, 1+ Reaction Action Point
(Side-note: Due to engine limitations the "Saving Throws" stat could not be added in some ring collections)
The "Rings of Ability Scores" are the most simple ones to integrate in a build. Highly recommended!
These two "Rings of Minor Skills" do not add any "Proficiency Bonus". Very good to artificially boost the skills across the board in a "fair manner".
The four "Rings of Major Skills" go all out with a "Proficiency Bonus". Very powerful indeed.
The four "Rings of Resistance" can be a great "crutch". Taking half the damage is nothing to sneeze at.
The two "Rings of Physical Immunity" are very situational, but can be great for a melee class or role-play.
The two "Rings of Magical Immunity" can have some great uses, but still, very situational.
The two "Rings of Total Immunity" are mostly useful for specific role-play purposes, but can be a great for desperate situations.
The three "Rings of Minor Power" is not all what they seems to be. Behind the scenes they also have these "hidden" stats:
- All forms of Resistance a.k.a (Rings of Resistance)
- +10 Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma)
The three "Rings of Major Power" are stronger versions of the three "Rings of Minor Power". Both of these extreme ring collections still do have a place in certain builds or role-play situations.
- All forms of Resistance a.k.a (Rings of Resistance)
- +20 Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma)
The 12 Class Amulets artificially boost 10 Spell Slot ranks from rank 1 to 6 and when relevant also +10 in any specific class resource they might use. The main reason why there is "Spell slots" on the Fighter and Rogue rings is because one of their sub-classes uses magic. The monk and rogue also had a stat hidden because it did not look good on the stats page of the Amulets.
Another critical aspect with these Amulets that offer "Spell Slots" is that they allow "Upcast" of any spell that allows it, thus making them extremely powerful indeed.
Sure thing! Most modders that add new items to BG3 do that trough the "Cartilaginous Chest" that is inside Act 0: The Nautiloid ship behind Shadowheart's Pod in a room. However, the chest can only be accessed while in Act 0. My mod however let's the player summon the "Cartilaginous Chest" anytime/anywhere on-demand, and that's not all! Each time it's summoned the inventory in it is fully reset i.e. never ending. This way you can install any mod that adds items to that chest and always get unlimited access to them. And the best part is you don't have to use NPC vendors and do any "Long Rest" to refresh inventories or "pay" anyrhing.
- Cat
- Abberant Shape
- Displacer Beast
- Slayer
Install Instructions
Requires: Full Release Mod Fixer
1. Extract into AppData\Local\Larian Studios\Baldur's Gate 3\Mods
2. Activate the mod in Baldur's Gate 3 Mod Manager i.e. drag and drop the mod from the right list (inactive) to the left list (active)
3. Click file/save order
Happy accidents and features (we don't do bugs here)
- When you remove my equipped Amulet or Rings it practically works a bit like the Oblivion "Gray Cowl of Nocturnal" in that it (in this case) will FULLY RESET your spell points back to FULL. This is a mega-feature, and you can do with it as you will. Won't fix!
- Wild Shape jumping will will reset the spells the Amulet and Rings auto-place on your hotbar. To fix just remove one Ring or Amulet and put it back on and all spells will come back. You can also access the spells trough the game GUI as long a Amulet or Ring is equipped. Can't fix (it's a engine issue).
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For manual mod installation, here is meta-data for modsettings.lsx
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