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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
|five=Redesigned Shadowheart content
|five-name=Shadowheart
}}[[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]]
=== Characters ===
==== 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]].


==Removed Content==
==== Nerela ====
[[File:Nerela.png|300px|thumb|right|Nerela during the cutscene]]
Nerela was a [[tiefling]] [[tiefling refugees|refugee]] that could have been encountered in the Emerald Grove, on a rocky ledge behind {{CharLink|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.{{cite web
|work = YouTube Video
|author = SlimX
|date =
|url = https://www.youtube.com/watch?v=um9-w9ovbn8
|title = Nerela, the Poor Tiefling (With a Secret) / Datamined Dialogue}} She was to be in the possession of a {{SmRarityItem|Music Box}}, playing {{SAI|The Power}} 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 [[gnoll|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 {{CharLink|Auntie Ethel|Auntie Ethel's}} offer of purchase instead.


===Act I===
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 {{SAI|Detect Thoughts}}, 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''.
====[[Origins]]====
{{SpoilerBoxLite|
* [[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]].
====NPCs====
*'''Daisy''': In the [[Early Access]], the [[Dream Visitor]] wore an ornate dress (similar to the [[Elegant Robe]] camp clothing) rather than a set of armour. The Dream Visitor still uses the ornate dress in one of the dreams, likely as a call back.
**The Dream Visitor appears to serve an extremely different role in the Full Release of the game than they have during the Early Access. In the Full Release, the Dream Visitor is named the Dream Guardian, and is much more supportive of the player, regardless of their decisions. They encourage the destruction of the Absolute, while also utilizing the strength of the tadpole. Meanwhile, in the [[Early Access]], the Dream Visitor is more hostile, and grants the player visions of domination and power. It's likely the Dream Visitor was originally a manifestation of the tadpole within the player's mind attempting to break down their will, and successfully transform or enslave them to further the Grand Design under the Absolute; seduce the main character into staying in the meadow by the river with them forever (the song "Down by the River" was a reference to this interaction).
**The Dream Visitor is still called 'Daisy' in the game files.
**You can find videos from the Early Access version featuring Daisy, [https://www.youtube.com/watch?v=n6b4ov51sFg like this one] or [https://www.youtube.com/watch?v=1LWTytZcsWk this one on YouTube].
===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.


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


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.
==== Spencer ====
===Magic Jar===
Spencer was a [[halfling]] monster hunter that was cut sometime before Early Access. He could have been situated in or nearby the [[Emerald Grove]],{{ref|Spencer being labeled as ''"DEN_MonsterHunter"'' within the game files, with ''DEN'' being the tag used for representing the Emerald Grove.}} and the currently-existing tiefling called {{CharLink|Eramas}} was once meant to be his associate. He also had interactions with {{CharLink|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]].{{cite web
{{SpellPage
|work = YouTube Video
| name =Magic Jar
|author = SlimX
| image =Magic Jar.webp
|date =  
| level =6
|url = https://www.youtube.com/watch?v=CcZxy4EoaD4&t=16m04s
| school =Necromancy
|title = These Dev Secrets Are Hidden Out of Sight in BG3 Act 1: 16:04}}
| ritual =
| class learns at level 11 = Wizard
| summary =It lets you posess a humanoid and control their body as your own.
| description =Your body falls into a catatonic state as your soul leaves it and enters the jar.


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.
=== Items ===
* {{RarityItem|The Blade of Frontiers' Eye}} - was [[Wyll|Wyll's]] starting eye item. During Early Access, the eyes were an equippable item along with {{RarityItem|Volo's Ersatz Eye}}.
* {{RarityItem|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.


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.
==== Non-Wizard Scrolls====
{{div col | style = column-width: 22em; list-style-type: none;}}
*{{RarityItem|Scroll of Armour of Agathys|40}}
*{{RarityItem|Scroll of Bane|40}}
*{{RarityItem|Scroll of Barkskin|40}}
*{{RarityItem|Scroll of Bless|40}}
*{{RarityItem|Scroll of Cure Wounds|40}}
*{{RarityItem|Scroll of Guiding Bolt|40}}
*{{RarityItem|Scroll of Healing Word|40}}
*{{RarityItem|Scroll of Heat Metal|40}}
*{{RarityItem|Scroll of Inflict Wounds|40}}
*{{RarityItem|Scroll of Lesser Restoration|40}}
*{{RarityItem|Scroll of Moonbeam|40}}
*{{RarityItem|Scroll of Prayer of Healing|40}}
*{{RarityItem|Scroll of Protection from Poison|40}}
*{{RarityItem|Scroll of Resistance|40}}
*{{RarityItem|Scroll of Shield of Faith|40}}
*{{RarityItem|Scroll of Silence|40}}
*{{RarityItem|Scroll of Spike Growth|40}}
*{{RarityItem|Circlet of Fire|40}}
{{div col end}}
==== Other Items ====
{{div col | style = column-width: 22em; list-style-type: none;}}
*{{RarityItem|Doom Axe|40}}
*{{RarityItem|Gloves of Succour|40}}
*{{RarityItem|Promise|40}}
*{{RarityItem|Ring of Restorative Gravity|40}}
*{{RarityItem|Scale Mail Armour +1|40}}
*{{RarityItem|Wyvern Poison|40}}
{{div col end}}
====See also ====
* [[:Category:Inaccessible|Inaccessable items]]
* [[:Category:Unobtainable|Unobtainable items]]


{{Prereq|Can only be used outside of combat.}}
=== The world map ===
| action type =action
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 [[:File:BG3 Map.webp|still exists]], albeit only as a Digital Deluxe bonus image and isn't actually in the game.
| range =self
<gallery heights="250px">
| notes =
Over-world.jpg|The world map in Early Access.
* [https://www.dndbeyond.com/spells/magic-jar Magic Jar] on D&D Beyond.
BG3 Map.webp|Digital Deluxe Map
| this is an example = yes
</gallery>
}}
==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]].  
===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.


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.  
== 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.


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.
<gallery heights="250px">
| range m =3
Karlach-early-early-access.png|Karlach's EA Model
| range ft =10
Astarion Model EA.png|Astarion's EA Starter Costume
| aoe =radius
Gale-beta.png|Gale's Earliest look
| aoe m =3
Guadrian of Faith Concept Art Gods.png|Concept Art of [[Guardian of Faith (Creature)|Guardian of Faith]]'s Shields that would have changed depending on deity.
| aoe ft =10
Karlach old headshot.jpg|Placeholder Karlach
| higher levels =[[Spells#Upcasting|Upcast]]: Duration increases by 1 hour for each slot level above 3rd.
Chosen_Placeholders.webp|Chosen Placeholders from Early Access Patch 5
| variants =Magic Circle: Elemental, Magic Circle: Fiend, Magic Circle: Undead
Gale-ea.jpg|Gale in Early Access
| notes =
Old harper lassandra.png|Harper Lassandra pre-release as seen in the Official Launch Trailer
* 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."
Gauntlet Yeva EA.png|Gauntlet Yeva in Early Access
* [https://www.dndbeyond.com/spells/magic-circle Magic Circle] on D&D Beyond.
</gallery>
| this is an example = yes
=== Minsc ===
}}
{{CharLink|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 {{CharLink|Guex}} talking with Minsc and mentioning an attack {{CharLink|Boo|hamster}}.{{cite web
== Identify ==
|work = YouTube Video
{{SpellPage
|author = Chubblot
| name =Identify
|date =
| image =Identify.webp
|url = https://youtu.be/-g9nAqpa-jE?si=CxiggWm-W4cUSZYS&t=254
| level =1
|title = Origin Tags: Karlach, Helia and Minsc! }}
| school =Divination
{{Dialogue start}}
| ritual =yes
{{dcond|Minsc is probably proposing that Guex gets himself an attack hamster.}}
| class learns at level 1 =Bard, Wizard, Knowledge Domain
*{{dopt|'''Minsc:''' [Dialogue not found]}}
| summary =This spell lets you learn everyting about a magic item or magic effects on a creature.
* {{dopt|'''Guex:''' A hamster? I'm afraid the armory is fresh out of attack rodents.}}
| 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.
** {{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}}


If you select a creature instead, you learn what spells, if any, are currently affecting it.
=== Dream Visitor ===
| range =touch
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.{{ref|The Dream Visitor still uses the ornate dress in one of the dreams, likely as a callback.}}
| higher levels =
| 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.
* [https://www.dndbeyond.com/spells/identify Identify] on D&D Beyond.
| this is an example = yes
}}
== 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.  
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.{{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}}


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.
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'').
| 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.
<gallery heights="200px">
| range = self
Early_Access_Daisy.webp|''Tell me. Who do you dream of at night?'' - Narrator
| higher levels =
Daisy 1.webp|Waking up in a dream<ref>https://www.youtube.com/watch?v=n6b4ov51sFg</ref>
| 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.
Daisy 2.webp|Watching Baldur's Gate burn<ref>https://www.youtube.com/watch?v=1LWTytZcsWk</ref>
* [https://www.dndbeyond.com/spells/comprehend-languages Comprehend Languages] on D&D Beyond.
</gallery>
| this is an example = yes
[[File:Nightsong EA.png|100px|right]]
}}
== 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.
=== Nightsong ===
{{main|Aylin/Cut content}}
The Nightsong plot apparently had significant differences during early development from what appears in the full game.


When the spell ends, the target floats gently to the ground if it is still aloft.
{{CharLink|Isobel Thorm|Isobel}} was supposed to have been killed by {{CharLink|Balthazar}}, and Aylin was framed for her murder. Isobel's father {{CharLink|Ketheric Thorm}} turned {{CharLink|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
| range = ranged
|work = YouTube Video
| higher levels =
|author = Chubblot
| 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.
|date =  
* [https://www.dndbeyond.com/spells/levitate Levitate] on D&D Beyond.
|url = https://youtu.be/U0MN5qbkhPM?si=XNloimpjlsueifNb&t=198
| this is an example = yes
|title = The Nightsong, Halsin and Ketheric City: 3:18}}{{cite web
}}
|work = YouTube Video
== Mending ==
|author = Chubblot
{{SpellPage
|date =  
| name =Mending
|url = https://youtu.be/U0MN5qbkhPM?si=oHLbJg8CDeiNfHtx&t=167
| image =Mending.webp
|title = The Nightsong, Halsin and Ketheric City: 2:17}}{{cite web
| level =cantrip
|work = Reddit thread
| school =Transmutation
|author = labotor
| ritual =
|date =  
| class learns at level 1 =Wizard, Sorcerer
|url = https://www.reddit.com/r/BaldursGate3/comments/qxfczx/minor_and_major_act1_datamining_spoilers/
| summary =This spell repairs a single break or tear in an object you touch.
|title = **MINOR AND MAJOR ACT1 DATAMINING SPOILERS**}}
| 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.
===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{{cite web
|work = YouTube Video
|author = Shirrako
|date =
|url = https://youtu.be/TVw1GDlTq8U?si=m-15ml7gQbADD7G1&t=1565
|title = Walkthrough Part 1 - Prologue (Early Access): 26:05}} and provided a roundabout way to get to {{CharLink|Shadowheart|Shadowheart's}} room. It was available in Early Access but was eventually removed likely to shorten the Prologue chapter to enhance replayability.


{{Prereq|Can only be used outside of combat.}}
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.{{cite web
| range = touch
|work = YouTube Video
| higher levels =
|author = Shirrako
| 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.
|date =
* [https://www.dndbeyond.com/spells/mending Mending] 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}}
}}
 
[[File:Prologue-05.jpg|thumb|right|Nose of the Nautiloid]]
 
[[File:Prologue-06.jpg|thumb|right|The path forward]]
 
* 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 {{SmRarityItem|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 {{SmRarityItem|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 {{SmRarityItem|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 ===
[[File:FlorrickAtMoonrise_PreRelease.png|thumb|right|Florrick at Moonrise Towers]]
At some point in development, the Act Two questline called for the inclusion of {{CharLink|Counsellor Florrick}} and the deeper involvement of the [[Flaming Fist|Flaming Fists]] during the [[Infiltrate Moonrise Towers|Assault on Moonrise Towers]].{{cite web
|work = YouTube Video
|author = Larian Studios
|date =
|url = https://www.youtube.com/watch?v=NOWGnC3h9WQ&t=1m18s
|title = Baldur's Gate 3 - The Game Awards Trailer: 1:18}} Not only is Florrick involved during the main battle, her usual cohort made up of {{CharLink|Cyril|Fist Cyril}}, {{CharLink|Thadwick|Fist Thadwick}}, and {{CharLink|Vidor|Manip Vidor}} can be seen during the assault, accompanied by an unknown masked Harper gnome that bears some resemblance to the failsafe character {{CharLink|Lanni}}. Notably, usual Harper and Fist characters like {{CharLink|Lymn}}, {{CharLink|Essius}}, {{CharLink|Ulthred}}, {{CharLink|Helena}}, and {{CharLink|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 {{CharLink|Z'rell|Disciple Z'rell}}, who is instead clothed in white Absolutist robes and missing a {{SmRarityItem|Absolute's Protector|Shield}} in her off-hand.
 
=== 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:
 
{| 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 ==
 
{{main|Unimplemented spells}}
Many spells were never fully implemented in the game, but remnants of them remain in the game files.
 
<gallery heights="150px" mode="nolines" class="center" perrow="5" style="margin:0 auto;">
Magic Jar Icon.webp
Unshackling Strike Icon.webp
Magic Circle Icon.webp
Identify Icon.webp
Arcane Eye Icon.webp
Comprehend Languages Icon.webp
True Seeing Icon.webp
Levitate Icon.webp
Mending Icon.webp
</gallery>
 
==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.
 
<gallery heights="150px" mode="nolines" class="center" perrow="4" style="margin:0 auto;">
Copper Coin Item Unfaded..png|Copper Coin
Copper Pile Item Unfaded..png|Copper Pile
Silver Coin Item Unfaded.png|Silver Coin
Silver Pile Item Unfaded..png|Silver Pile
Electrum Coin Item Unfaded..png|Electrum Coin
Electrum Pile Item Unfaded..png|Electrum Pile
Platinum Coin Item Unfaded..png|Platinum Coin
Platinum Pile Item Unfaded..png|Platinum Pile
</gallery>
 
==Unimplemented jewelry==
<gallery heights="150px" mode="nolines" class="center" perrow="4" style="margin:0 auto;">
Magic Amulet Necklace Gold.png|Magic Amulet Necklace Gold
Magic Amulet Necklace Silver.png|Magic Amulet Necklace Silver
Magic Amulet Necklace Bronze.png|Magic Amulet Necklace Bronze
Harper OutpostJewelry.png|OutpostJewelry
</gallery>
 
==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 {{RarityItem|Mysterious Artefact}}.
 
==Unimplemented jewelry==
<gallery heights="150px" mode="nolines" class="center" perrow="4" style="margin:0 auto;">
Icosahedron D20 Smooth.webp|GEN Quest
</gallery>
 
==Unimplemented scrolls==
<gallery heights="150px" mode="nolines" class="center" perrow="4" style="margin:0 auto;">
Item_LOOT_SCROLL_JergasScrollOfTheDead.png|JergasScrollOfTheDead (sic!)
</gallery>
 
==Notes and references==
{{notebegin}}
{{reflist}}
{{reflist|url}}
{{noteend}}

Latest revision as of 16:40, 1 December 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

Characters[edit | edit source]

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.

Nerela[edit | edit source]

Nerela during the cutscene

Nerela was a tiefling refugee that could have been encountered in the Emerald Grove, on a rocky ledge behind Mattis 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.[url 1] She was to be in the possession of a Music Box, playing The Power The Power 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 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 Detect Thoughts Detect Thoughts, 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[edit | edit source]

Main article: Rurik

Rurik was a dwarven rogue found outside the Risen Road Toll House, in Early Access. He was a member of Anders Anders' group, hunting the origin character Karlach Karlach. Unlike Karlach, he was removed from the final game.[1]

Spencer[edit | edit source]

Spencer was a halfling monster hunter that was cut sometime before Early Access. He could have been situated in or nearby the Emerald Grove,[2] and the currently-existing tiefling called Eramas Eramas was once meant to be his associate. He also had interactions with Wyll 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.[url 2]

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.
  • 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[edit | edit source]

Other Items[edit | edit source]

See also[edit | edit source]

The world map[edit | edit source]

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

Redesigned content[edit | edit source]

A significant amount of content was changed during development. Some were placeholder models, like Karlach's and the Chosen from Early Access Patch 5.

Minsc[edit | edit source]

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 Guex talking with Minsc and mentioning an attack Boo hamster.[url 4]

(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

Dream Visitor[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.[3]

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.[url 5][url 6]

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 Thorm Isobel was supposed to have been killed by Balthazar Balthazar, and Aylin was framed for her murder. Isobel's father Ketheric Thorm Ketheric Thorm turned Aylin 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 7][url 8][url 9]

Nose of the Nautiloid[edit | edit source]

An entire area of the Nautiloid ship in the Prologue was removed. This area could be visited right after a slightly different imp battle[url 10] and provided a roundabout way to get to Shadowheart 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.[url 11]

Nose of the Nautiloid
The path forward
  • 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[edit | edit source]

Florrick at Moonrise Towers

At some point in development, the Act Two questline called for the inclusion of Counsellor Florrick Counsellor Florrick and the deeper involvement of the Flaming Fists during the Assault on Moonrise Towers.[url 12] Not only is Florrick involved during the main battle, her usual cohort made up of Cyril Fist Cyril, Thadwick Fist Thadwick, and Vidor Manip Vidor can be seen during the assault, accompanied by an unknown masked Harper gnome that bears some resemblance to the failsafe character Lanni Lanni. Notably, usual Harper and Fist characters like Lymn Lymn, Essius Essius, Ulthred Ulthred, Helena Helena, and Rhed 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 Z'rell Disciple Z'rell, who is instead clothed in white Absolutist robes and missing a Shield in her off-hand.

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, 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
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]

Main article: Unimplemented spells

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

Unimplemented coinage[edit | edit source]

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 jewelry[edit | edit source]

Unimplemented D20 dice[edit | edit source]

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 jewelry[edit | edit source]

Unimplemented scrolls[edit | edit source]

Notes and references[edit | edit source]

  1. Baldur's Gate 3 Early Access.
  2. Spencer being labeled as "DEN_MonsterHunter" within the game files, with DEN being the tag used for representing the Emerald Grove.
  3. The Dream Visitor still uses the ornate dress in one of the dreams, likely as a callback.
  4. https://www.youtube.com/watch?v=n6b4ov51sFg
  5. https://www.youtube.com/watch?v=1LWTytZcsWk