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-   -   Vampire ability...ToB??? (http://www.ironworksforum.com/forum/showthread.php?t=18094)

Mitro Jellywadder 10-11-2001 09:42 PM

I posted in the Baldur's Gate II forum and nobody seemed to
have a response to satisfy me. I've never tried the ability
before today, and it was not a pleasant experience. Is this
part of ToB? Or is it in BGII? I have ToB installed but
I am in chapter 2 of SoA. I gained the Vampire ability,
promptly got my *** kicked by a group of kobolds. Can anyone
explain where this ability comes from, and why it's so ineffective.

Aelia Jusa 10-11-2001 10:01 PM

I imagine no one answered satisfactorily because they don't know what this vampire ability is. How did you get it? What does it do? What type of character got it?

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Mitro Jellywadder 10-11-2001 10:53 PM

Quote:

Originally posted by Aelia Jusa:
I imagine no one answered satisfactorily because they don't know what this vampire ability is. How did you get it? What does it do? What type of character got it?


Okay..Dual class Kensai/Thief..dual kensai at 13th level, currently
a 11th level thief. Align. NG, On my abilities bar I have:
2 cure light wounds, 2 horror, 2 draw upon holy might, 3 set snares,
and 1 vampire.

When I change into a vampire my stats increase a bunch. I get a
bunch of resistances, missiles, magic damage, fire, cold, etc. My
problem is the saving throws, apparently, stink. I got stomped by
a group of kobolds. I've had this ability a few times, but I never
tried it. It's not the slayer ability, as I'm still in Chapter 2.
It's a vampire ability.

I got the ability at my last level up.

[This message has been edited by Mitro Jellywadder (edited 10-11-2001).]

Hayashi 10-11-2001 11:49 PM

I thought the ability was Vampiric Touch, like the mage spell with the same name. When cast you need to physically hit the enemy to gain HPs from it. AFAIK it doesn't provide boosts to stats.

But my memory is a bit rusty, I've finsihed ToB and I'm into IWD now. http://www.ironworksforum.com/ubb/no...miles/wink.gif

Aelia Jusa 10-12-2001 12:18 AM

Well I am at a loss as to what this ability is. Does it say it's a vampire? Can you level drain? Could it be from some item you've got (like how you can change into a rat, mustard jelly etc with the cloak of the sewers)?

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Goddess of Undress
Co-owner of the Evil Petting Zoo and Sorceress of the HADB
OLD COOTS eye candy and Disrobed Division of the ORT
And her sidekick Pink

"High hopes...an endless river...forever and ever"

Mitro Jellywadder 10-12-2001 02:49 PM

No, I don't have any items that change me into anything. I just
got the answer in the BGII forum. Apparently, I installed a
patch and don't recall doing it. I guess I should try a couple
of different characters to see what all different abilities I
can get. And to answer your other questions. Yes, the level
drain does work, after you unequip your weapon. No. It's not
Vampiric touch. I thought it would be a pretty handy ability,
since most of the vampires are tough to beat. I thought wrong.


[This message has been edited by Mitro Jellywadder (edited 10-12-2001).]

Bahamut 10-13-2001 09:56 AM

So it is a patch where you're gonna get vampire abilites?

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Mitro Jellywadder 10-13-2001 11:40 AM

Yes. It's a patch or a custom some-thing-or-another. There
is a link on the BG II forum to where I got it. Apparently,
there are more than just the vampire ability.

Nifft the Nimble 10-15-2001 11:20 AM

This is the Template patch. Vampire is NOT A GOOD IDEA unless you're prepared for some serious role-playing hassle, because if it works right you will be UNABLE to walk around during the day. You will die if you try.


On the other hand some of the other templates are quite awesome: Half-Fiend and Half-Celestial are what I'm saving up for. (You need experience AND a lot of gold to do any of the template transformations.)

Lich might be fun too for Edwin or some other evil mage.

Anyway here's the file "Template Descriptions" from the package:


TEMPLATES DESCRIPTION

You could add six templates to your character when the requirements are met. These are all the advantages of them and what you need to apply these.

HALF-CELESTIAL (Air Elemental)

- 75% probability of double movement speed
- AC +1
- Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4
- Immunity to acid, cold, disease and electricity
- Special abilities:
Level 1-2: Protection from Evil 3/day, bless
Level 3-4: Aid, Detect Evil
Level 5-6: Cure Serious Wounds, Neutralize Poison
Level 7-8: Holy Smite, Remove Disease
Level 9-10: True Sight
Level 11-12: Holy Word
Level 13-14: Iron Skins
Level 15-16: Holy Bolt
Level 17-18: Summon Servant (Greater Air Elemental)
Level 19+: Resurrection

Needed to add the template:
- Level 11 or higher
- Good alignment
- 50.000 gold points


HALF-FIEND (Demon)

- 50% probability of double speed
- AC +1
- Str +4, Dex +4, Con +2, Int +4, Cha +2
- Immunity to poison, and have acid, cold, electricity, and fire resistance 20
- Special abilities:
Level 1-2: Doom 3/day
Level 3-4: Hold Person
Level 5-6: Unholy blight
Level 7-8: Poison 3/day
Level 9-10: Contagion
Level 11-12: Unholy Word
Level 13-14: Stone Skin
Level 15-16: Abi Dalzim's Horrid wilting
Level 17-18: Gate (Fiend, but as ally)
Level 19+: Destruction (special Wail of the Banshee at -6)

Needed to add the template:
- Level 11 or higher
- Evil alignment
- 50.000 gold points


VAMPIRE

- AC +6
- Str +6, Dex +4, Int +2, Wis +2, Cha +4
- Regenerate 1 HP every 2 seconds
- Domination at will at -4
- Summon Monster III at will
- Cold and electricity resistance 20
- 2 Level Drain and 4 Constitution Drain for every hit with the fists
- Change alignment to chaotic evil

Weaknesses:
- Cannot walk outdoor in the day hours or take huge damage every second until slain (if remain outdoor)

Needed to add the template:
- 15.000 gold points

LICH

- AC +5
- No pause between spells
- +3 to spell casting speed
- +5 spell per level (both wizard or cleric)
- Immune to cold, electricity, polymorph and mind-affecting spells
- Special Touch (fist): every creature hit must save vs. breath or be permanently paralyzed (cannot be dispelled)
- +1 to Hit, 15 resistance to all physical attacks
- +2 to Intelligence, Wisdom and Charisma
- Change alignment to neutral evil (if good)


Needed to add the template
- Mage, Cleric or Druid of level 11 or above
- 60.000 gold points


SKELETON WARRIOR

- AC +4
- Damage reduction by 15, +1 to Hit
- Magic Resistance 28%
- +4 to Strength and +2 to Charisma
- Change alignment to neutral evil (if good)

Needed to add the template
- Fighter of level 9 or above
- 30.000 gold points


DEATH KNIGHT

- AC +2
- +4 to Strength and a +2 to Wisdom and Charisma
- Detect Illusion, Detect Invisibility and Cone of Cold at will
- 2/day Miscast Magic
- 1/day Special Fireball that does 10d6 damage
- 1/day Gate with 35% to summon a Fiend and 20% to summon another (as allies)
- Magic Resistance 25%
- Lose Paladinhood

Needed to add the template
- Paladin of level 9 or above
- 30.000 gold points


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