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alignments

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howlur
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alignments

Post by howlur »

Sorry, but have spent the last hour searching for a list of what alignments produce what innate abilities. Anybody have a link to a list or know off hand? Thanks!
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Post by Pepsimax_x5 »

Theres 1 at Gamefaqs.com in the TOB walkthrough. Id give ya the link but you know :D
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glenfar
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Post by glenfar »

I've heard people say that it's completely determined by your alignment, but that hasn't been my experience. Possibly it's due to a mod I have installed, although I didn't see anything about it in any of the readme's ...

Anyway, my experience is there's some randomness to it, but here's how it works:

'Good' abilities - 2 Cure lights, 2 Slow poison, 2 Draw upon holy might
'Evil' abilities - 2 Larloch minor drain, 2 Horror, 2 Vampiric touch

LG characters get all 6 good abilities
CE characters get all 6 evil abilities

In between you'll get a mix - but the closer you are to LG, the more good abilities you'll get. And the closer you are to CE, the more evil abilities.
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Eadaii
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Post by Eadaii »

In my experiance, (and this is always the case, not randomly)

2 Cure lights, 2 Slow poison, 2 Draw upon holy might are good spells.

2 Larloch minor drain, 2 Horror, 2 Vampiric touch are evil spells.

If you're neutral, you get all six.

I haven't had anything where the more evil you get, the more good spells you get. It doesn't seem to make sense, but it could be different for every person. I think the general rule of thumb though, is that because neutral characters are "uncommitted" they aren't restricted in abilities, unless they become one or the other. So if you want all of the abilities, go with a true neutral character. However, I think its more fun to be committed one way or the other. So just go with whichever you like-good or evil-and you'll get abilities to back up your cause.
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glenfar
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Post by glenfar »

[QUOTE=Eadaii]If you're neutral, you get all six.[/QUOTE]

Even that's different than the FAQ Pepsimax refered to. According to that, a True Neutral gets 2 Cure Light, 1 Horror, 1 Slow Poison, and 2 Draw upon holy might. (Which is pretty biased towards good ... must be the Jaheira version of True Neutral :D )
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Eadaii
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Post by Eadaii »

Hmm. Thats kind of wierd. Maybe its different for each person? Or maybe class and race play some part of it too? Who knows.
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SP101
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Post by SP101 »

If I remember well, Loyal Neutral, True Neutral and Chaotic Neutral characters won't have the same innates abilities.
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glenfar
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Post by glenfar »

Well, race and class doesn't seem to have matter for me at least - I can create two identical characters and get different Bahl abilities ...

Maybe it depends on what version you bought? I have the 'Ultimate Collection' version ...
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Post by Ekental »

This is the gamefaqs explanation...
Made by DSimpson (who must spend his life on walkthroughs this big)
DSipimson BGII Walkthrough
Do a ctrl-f for Special Abilities and you'll find it
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Xandax
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Post by Xandax »

Unfortunally I can't remember this excatly, because it is some time ago. But in Baldurs Gate 1 (where you gain these abilities first) - I'm pretty sure it is 100% due to "alignment" or actually rather reputation. If you had low reputation - you would get an "evil" ability and if you had high you would get a good. (I can't remember the level where it split, but likely around 10/11, or possible higher)
But I need to test it out again to be sure(which means I have to start a new game, unless somebody else is running a game and they can test it).

But how it is assigned for BG2 without importing from BG1 - I can't say, but it should be rather easy to test by creating a bunch of characters ....
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Ekental
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Post by Ekental »

Well if you start a char from scratch in BG2, it supposedly is based on alignment. I just tried it three times with the same character and got the same thing (not bg1)
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glenfar
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Post by glenfar »

[QUOTE=Ekental]I just tried it three times with the same character and got the same thing[/QUOTE]

What was your alignment, and what did you get?
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Post by Nightmare »

For my NG sorceror, I got one cure light wounds, one Larloch's Minor Drain, two Draw upon hold might, and one slow poison.
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Post by Thrain »

that was pretty much what igot for my CN F/M/C except i had 2 horror instead of larloch
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