When you get powers after you have a dream sequence, is the type of power decided by your alignment, or your rep?
I must say, I was pleasantly suprised to find the dreams are different depending on your choices. I have always played as a Lawful Good person, attaining a rep of 20. I had always thought that for someone of ill repute, those dreams wouldn't make much sense
I'm playing through with a Chaotic Neutral person (makes decisions on a whim) as an excuse to choose dialogue I haven't seen before
I think it depends rep. My neutral evil thief got a lacoh's minor drain as 1st special ability, his rep. was 8 then. Later in Ch3 he got cure light wounds, which is a "good" reward, when his rep. was 13.
The powers you get from the dream sequences are rep related. Not sure where I read it (though I guess it was Dan Simpson's BG Faq).
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Are you sure? Cause I always seem to end the game with the same type of innate abilities (Cure minor wounds, slow poison, draw upon holy might, blah blah blah.)
*does a quick check in [url="http://db.gamefaqs.com/computer/doswin/file/baldurs_gate_c.txt"]Dan Simpson's BG Faq[/url]*
10 or above means a "Good" power, 9 or lower an "Evil" one.
First two: either Cure Light Wounds or Larloch's Minor Drain
Next two: either Slow Poison or Ghoul's Touch (I'd go for the Slow Poison)
Last two: either Draw Upon Holy Might or Vampiric Touch (one of each would be nice).
Vampiric Touch gives huge Hit Point bonuses, even if you use it on yourself.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Originally posted by Xyx:
<STRONG>Vampiric Touch gives huge Hit Point bonuses, even if you use it on yourself. </STRONG>
@ Xyx, *cough*CHEESE*cough*
When you go into Shadows of Amn your powers are used on alignment.
e.g.
Lawful Good gets:
2 x Cure Light Wounds
2 x Slow Poison
2 x Draw upon Holy Might
Chaotic Evil gets:
2 x Larloch's Minor Drain
2 x Ghoul Touch
2 x Vampiric Touch.
Definitely rep driven - I had a chaotic good elven fighter/thief who got all "evil" powers. The dreams change as well. The overall theme of the dreams stays the same but small differences in the dreams indicate the path your character is taking.
started an evil party cuz my main character is chaotic good and was gettin a little boring. anyways, my nuetral evil bard got cure light wounds with a rep of 10!!! so i guess the min for "good" special abilities is 10.