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-   -   Ascension: Bhaalspawn powers(spoilers) (http://www.ironworksforum.com/forum/showthread.php?t=19338)

Trau 08-22-2002 09:16 PM

Does anyone know when the Bhaalspawn powers first show up? I've done the first pocket plane challenge already. I was wondering if the pocket plane was just the first ability, and then I'll get new ones with the other challenges, is this correct?

Wilbur 08-22-2002 11:39 PM

yep. The first ability is rather nessecary to the game, so you still had to get it.

Trau 08-23-2002 02:25 AM

Quote:

Originally posted by Wilbur:
yep. The first ability is rather nessecary to the game, so you still had to get it.
Yeah, I know. I just wasn't sure if it was considered one of the Bhaalspawn abilities.

Another question...Are the abilities random? And are they based on alignment?

Dundee Slaytern 08-23-2002 04:20 AM

It is based on how you do the challenges, so talk to the Solar as appropriate.

Trau 08-23-2002 05:13 AM

Ha ha...Good joke...More than one way to do the challenges in the pocket plane? ha ha... :( ...

What the hell are you talking about, my good man??

Dundee Slaytern 08-23-2002 06:09 AM

There is the good path.

There is the evil path.

Similiar to the Nine Hells tests in SoA.

The evil abilities are different from the good abilities.

Trau 08-23-2002 02:45 PM

Quote:

Originally posted by Dundee Slaytern:
There is the good path.

There is the evil path.

Similiar to the Nine Hells tests in SoA.

The evil abilities are different from the good abilities.

What the hell are you talking about? I've never seen any other choices...

Arwyn the Betrayer 08-23-2002 03:22 PM

Same here.
Is there a choice with the Ascension mod?

Dundee Slaytern 08-23-2002 09:29 PM

Okay... one last time before I say screw it... ...

Quote:

Originally from the Readme file... ...
<font color="white">Note that the abilities received are determined by the responses to the Solar before completing the challenges. There are four "good" and four "evil" sets of responses and thus abilities.</font>
-------------------------
(Good Ability for Challenge #1)
Mass Healing (Necromancy)
Range: Sight of caster
Duration: Permanent
Casting Time: 1
Area of Effect: 30 foot radius
Saving Throw: None

When using this ability, the Bhaalspawn must picture the faces of his fellow party members clearly and focus on the unity of the group. Upon completion, all party members within 30 foot radius of the caster are healed 2d8 + 2/level hit points. Other conditions suffered by the party are cured, as well: fatigue, poison, disease, blindness and deafness.
-------------------------
(Evil Ability for Challenge #1)
Regeneration (Necromancy)
Level: 7
Sphere: Healing
Range: Touch
Duration: 1 round/ 2 levels
Casting Time: 7
Area of Effect: Target Creature
Saving Throw: None

This powerful spell enables the priest to imbue 1 creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 hit points per second. The effect lasts for 1 round per every 2 levels of the caster or until dispelled. For example, a 14th level priest would regenerate 18 hit points per round for 7 rounds.
-------------------------
(Good Ability for Challenge #2)
Draw Upon Holy Might (Invocation)
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

The Bhaalspawn calls upon the might of his blood to grant him power for a short period. When he does this, his strength, constitution and dexterity all are raised by 1 point for every 3 levels of the caster. A third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.
-------------------------
(Evil Ability for Challenge #2)
Dark Taint (Necromancy)
Range: 20 feet
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Negates

Through this spell, the Bhaalspawn can expel the taint of their evil sire onto a victim, poisoning those who fail their save vs. death. The effects depend upon the caster's level and are detailed below:
7-9th level: 2d8 + 2/round, slow for 12 seconds, save at -2
10-12th level: 3d8 + 3/round, slow for 12 seconds, save at -2
13-14th level: 4d8 + 4/round, slow for 12 seconds, save at -2
15-16th level: 6d8 + 5/round, slow for 24 seconds, save at -2
17-21st level: 8d8 + 6/round, slow for 24 seconds, save at -4
25th level: 8d8 + 6/round, slow for 36 seconds, save at -4, affects group of targets
-------------------------
(Good Ability for Challenge #3)
Permanent Negative Plane Protection + 5% Magic Resistance

(no description required)
-------------------------
(Evil Ability for Challenge #3)
Hand of Murder (Necromancy)
Range: Caster
Duration: 1 rounds/5 levels
Casting Time: 1
Saving Throw: none

When this power is called upon by the Bhaalspawn, they immediately do extra damage with each hit to their target with any melee weapon they wish (whether it be fist or sword), their dark energies travelling through their weapon and assaulting their victim...and absorb that damage as healing to themselves.
The effects vary by level as follows:
10th: 2 rounds, 4 hp extra damage, 4 hp healed
15th: 3 rounds, 6 hp extra damage, 6 hp healed
20th: 4 rounds, 8 hp extra damage, 8 hp healed
25th: 5 rounds, 10 hp extra damage, 10 hp healed
30th: 6 rounds, 12 hp extra damage, 12 hp healed
-------------------------
(Good Ability for Challenge #4)
Resurrection (Necromancy)
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: Creature Touched
Saving Throw: None

Like the 5th level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life once more.
-------------------------
(Evil Ability for Challenge #4)
Permanent 25% Resistance to Physical Damage (Slashing/Piercing/Crushing/Missile)

(no description required)
-------------------------


Trau 08-23-2002 10:10 PM

The evil powers sure do suck.

Shwen 08-26-2002 04:08 AM

Not # 4!

Alson 08-26-2002 11:52 AM

Quote:

Originally posted by Trau:
The evil powers sure do suck.
Huh?!
IMHO, the Evil powers are better (Which is a good thing, because Evil get screwd in BG2 most of the time)!
Lets compare:

Ability #1:
-----------

Mass Heal Vs. Regeneration.
A level 5 priest spell vs. a level 7 priest spell.
IMHO, Regeneration is better.

Good 0 - 1 Evil.

Ability #2:
-----------

Draw Upon Holy Might Vs. Dark Taint.
By the time you'll get this ability, you'll be at a high level anyway, so it's basically: +6 to STR, DEX and CON vs. 8d8 + 6/round, slow for 24 seconds, save at -4, which is a lot of damage.
There are other ways to get stats, and the good ability is also useless if you are (part) Cleric or a Paladin. The Dark Taint damage is too high to give it up.

Good 0 - 2 Evil.

Ability #3:
-----------

Permanent Negative Plane Protection + 5% Magic Resistance Vs. Hand of Murder.
NPP is nice, but MR, even puny 5%, is always welcomed. Hand of Murder could be good, but if your PC is not a melee oriented one, then it's usless to you.

Good 1 - 2 Evil.

Ability #4:
-----------

Resurrection Vs. Permanent 25% Resistance to Physical Damage.
Come on.... Thats not fair. Rod of Resurrection is acquirable in Chapter 2!
And 25% Resistant to Physical Damage is AMAZING, especially in the Hack n' Slash happy ToB.
So, IMHO, the final results are:

Good 1 - 3 Evil.

Trau 08-26-2002 01:17 PM

To me, negative plane protection is worth it all.

[ 08-26-2002, 01:18 PM: Message edited by: Trau ]

Alson 08-26-2002 01:28 PM

In SoA - absolutely. But in ToB the number of Undead enemies is not that big, so NPP becomes less useful.
I don't think i was ever level drained in ToB.

andrewas 08-26-2002 01:34 PM

The evil abilites are incredible. for a soloist. I just restarted my monk who was on indefinite hold and wasted Yaga and Sendai. Got me Regeneration plus Dark Taint.

Dark Taint hasnt done anything yet (draconis having rather good saves) but it looks like a decent spell, but Regen saved my ass against Ogremoch and the Sendai's. Dont know how I used to get by with just the (now puny seeming) Ring of Gaxx.

Although looking at that list I might just take the good answers to the next challenge. Nah, permanent NPP I dont need, there are no more vampires to come. Undead yes, but no more vampires.

Dundee Slaytern 08-26-2002 11:04 PM

I prefer Mass Healing to Regeneration actually. I always find it amusing when I cast it and heal all my Solars and Skeleton Warriors. Regeneration is better suited to lone warriors like Berserkers.

Also, Mass Healing is an instant sum of life, Regeneration takes time.

ADD] I vastly prefer the Negative Plane Protection. Due to that, my Paladin was able to wear the Amulet of Seldarine instead and gain an additional 10% Magic Resistance, and better saves.

It is however, useless to spellcasters as they will prefer the Amulet of Power. ;) Therefore, only benefitting a 5% Magic Resistance.

[ 08-26-2002, 11:12 PM: Message edited by: Dundee Slaytern ]

andrewas 08-27-2002 02:55 PM

Dundee, that 25% physical resistance is going to give your little "defender of easthaven" tactic a little boost isnt it. 45% permanent resistance, plus whatever ungodly amount you get with hardiness etc. IIRC it works out to 105%. Healing from pain, Excellent.

Alson 08-27-2002 04:41 PM

Quote:

Originally posted by Dundee Slaytern:
I prefer Mass Healing to Regeneration actually. I always find it amusing when I cast it and heal all my Solars and Skeleton Warriors. Regeneration is better suited to lone warriors like Berserkers.

Also, Mass Healing is an instant sum of life, Regeneration takes time.

Regeneration is AMAZING. Throw it on a tank, and he'll heal 3 HP per Second, which means 18 HP per Round. Not bad at all!
But here comes the fun part!
Cast another regeneration on him! It stacks, even with a fully patched game!
Now, it's 36 HP per round... Which is A LOT.

And when you feel really evil...

Eventually, haste him... This is an Infinity Engine bug... Haste will double his regeneration rate! Which sums up to....
72 HP per Round! That means your tank is now unkillable.
He could easily fight toe-to-toe with demogorgy and he'll live.
If your playing on a higher level then core, or you're just paranoid, throw in another regeneration spell before the hasting, which will net you a regenaration rate of 108 HP per Round. Insane.

Dundee Slaytern 08-27-2002 10:18 PM

Quote:

Originally posted by andrewas:
Dundee, that 25% physical resistance is going to give your little "defender of easthaven" tactic a little boost isnt it. 45% permanent resistance, plus whatever ungodly amount you get with hardiness etc. IIRC it works out to 105%. Healing from pain, Excellent.
Hardiness grants 40% physical damage resistance. Assuming an evil Fighter/Cleric, Armour of Faith as well.

25 + 20 + 25 + 40 = 110%

40 damage now means +4 HP to you. ;)

Throw in the Cloak of Mirroring, and you are almost invulnerable. Cast Chaotic Commands and you are practically invulnerable for 2 turns.

To Alson:

I already mentioned Regeneration is better suited to lone warriors, but when it comes to summons and parties, Mass Healing is better.


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