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-   -   High-level Bhaalpower abilities mod pack (http://www.ironworksforum.com/forum/showthread.php?t=18112)

Memnoch 10-16-2001 12:34 PM

You can get these abilities if you download Dave Gaider's bonus high level Bhaalpower abilities mod from Baldurdash.

Bhaalpowers Addition allows the player to gain new abilities after completing each challenge in the Abyssal Pocket Plane that were originally planned; they abilities will appear under the "special ability" icon and which ones are received depend on the dialog with the Solar prior to each challenge. As David Gaider explained: "We originally had planned out some Bhaalspawn powers that the player would accumulate after doing the challenges in the pocket plane. It was scrapped because it was thought that these extra abilities plus all the high-level abilities would get too confusing. All of the abilities are still in the game, though, so it was minor scripting to add them back in for those people who would like to try them." As the abilities were originally by designer intention, and removed only because of possible confusion and not due to throwing off game balance, they can be called a "tweak." The most recent (minor) update adds the full descriptions of the abilities into the ReadMe, as several players were wondering what the abilities did.


Here's a description of these abilities, with thanks to Kevin Dorner and David Gaider.

<font color="silver">
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.

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(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.
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(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.
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(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)
-------------------------
</font>


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[This message has been edited by Memnoch (edited 10-16-2001).]

Dundee Slaytern 10-16-2001 12:44 PM

ARRGGGHHHH!!!!

I want that permanent Negative Plane Protection for my Necromancer... but that would mean being good... ...

Sigh...

Guess I will have to wait until I play my female Cavalier next.

Memnoch 10-16-2001 12:47 PM

Quote:

Originally posted by Dundee Slaytern:
ARRGGGHHHH!!!!

I want that permanent Negative Plane Protection for my Necromancer... but that would mean being good... ...

Sigh...

Guess I will have to wait until I play my female Cavalier next.

Hand of Murder sounds very cool though, don't you think? Adds so much more individuality to the character, these mods. http://www.ironworksforum.com/ubb/noncgi/smiles/wow.gif



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Dundee Slaytern 10-17-2001 01:15 AM

Quote:

Originally posted by Memnoch:
Hand of Murder sounds very cool though, don't you think? Adds so much more individuality to the character, these mods. http://www.ironworksforum.com/ubb/noncgi/smiles/wow.gif
Except... Hand of Murder is only useful for melee... and I am a Necromancer... ... http://www.ironworksforum.com/ubb/no...les/tongue.gif

Bahamut 10-17-2001 01:51 AM

Geez.. when I was about to uninstall BG2 and install Diablo II and kick some Diablo butt... oh well... good thing I still didn't do it! maybe... but my character just started Underdark... nah... http://www.ironworksforum.com/ubb/no...iles/smile.gif

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Mithril Cavalier of ALSB
You almost had me? You never had me! You never had your car! It is not about winning by a mile or by an inch, its about winning.

Amergin 10-17-2001 03:37 AM

havent gotten that far yet but...

the good/evil thing: is this based on what alignment you are regardless of how you complete the challenge OR does each challenge have a good and evil solution that determines which power you receive?

instance one, im chaotic neutral... instance two, i can tailor it by which path i choose?

Memnoch 10-17-2001 08:45 AM

Quote:

Originally posted by Amergin:
havent gotten that far yet but...

the good/evil thing: is this based on what alignment you are regardless of how you complete the challenge OR does each challenge have a good and evil solution that determines which power you receive?

instance one, im chaotic neutral... instance two, i can tailor it by which path i choose?

The challenges are binary - dialogue choices you make when talking to the solar will result in either a good or evil outcome. I haven't tested this, but it is entirely probable that you can have both good/evil powers for each challenge, but not both.

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Nifft the Nimble 10-17-2001 11:44 AM

Quote:

Originally posted by Memnoch:
The challenges are binary - dialogue choices you make when talking to the solar will result in either a good or evil outcome. I haven't tested this, but it is entirely probable that you can have both good/evil powers for each challenge, but not both.



Ooo, cool! I've only played ToB through with good characters... darn, I'll have to play AGAIN!

Thanks, Memnoch!

-- Nifft

Darth Bob 10-18-2001 02:30 PM

Exallent, Dundee, I must congrutalat you like everone else who is cool, YOU ROCK! FEMALE PALADINS ARE THE BEST! Also, Memnoch,.......I'll try to forget the squabbleing, so anywho, thanks for the info, I did think it seemed wierd there wasnt any bonuses for doing those challanges, does it add the aabilites of the chalanges youv allready completed if you install the mod AFTER doing some of them?

Memnoch 10-20-2001 02:51 PM

Quote:

Originally posted by Darth Bob:
Exallent, Dundee, I must congrutalat you like everone else who is cool, YOU ROCK! FEMALE PALADINS ARE THE BEST! Also, Memnoch,.......I'll try to forget the squabbleing, so anywho, thanks for the info, I did think it seemed wierd there wasnt any bonuses for doing those challanges, does it add the aabilites of the chalanges youv allready completed if you install the mod AFTER doing some of them?
No, it's not retroactive. http://www.ironworksforum.com/ubb/no...miles/crap.gif

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