Unlocking Illithid Powers: Tier 1 & 2 Strategies and Abilities Guide
Tier 1 & 2 Powers
These powers become available as soon as players harness Illithid Tadpoles, provided they've amassed enough tadpoles to unlock desired abilities. Tier 1 powers branch from Illithid Persuasion, centrally located in the menu, while Tier 2 powers are accessible upon unlocking their Tier 1 counterparts.
Illithid Persuasion
Illithid Persuasion serves as the foundational Illithid Power, inherent to all infected characters. It empowers individuals to sway those bearing the Mark of the Absolute or possessing their own Tadpole, enabling special dialogue options and mind manipulation via a Wisdom check once per long rest.
Psionic Overload (Tier 1)
A revamped version of the "Endless Rage" feature accessible to Barbarians in Early-Access, Psionic Overload infuses users with "Overloaded with Synaptic Power" status upon activation. This status enhances attacks with 1d4 Psychic damage for 10 turns but imposes 1d4 Psychic Damage per turn on the user, ideal for sustaining Barbarian rage or amplifying spellcaster damage output.
Favourable Beginnings (Tier 1)
Favourable Beginnings activates upon the character's initial attack roll or ability check against a new target, bestowing a proficiency bonus boost on the first interaction, a valuable asset during encounters or negotiations with unfamiliar entities.
Force Tunnel (Tier 1)
Once exclusive to Rangers in Early Access, Force Tunnel enables characters to charge up to 9m/30ft in a straight line without provoking attacks of opportunity. This ability facilitates repositioning, escape, and enemy displacement, invaluable in tactical maneuvering.
Concentrated Blast (Tier 1)
Concentrated Blast delivers potent direct damage potential. When activated as an action during spell concentration, it deals 3d6 Psychic damage to a target within 9m/30ft, simultaneously healing the user for 3d6 hit points while terminating spell concentration.
Transfuse Health (Tier 1)
Functioning as emergency healing, Transfuse Health permits users to sacrifice half their current hit points to heal a target within 9m/30ft for an equivalent amount, a risky yet potentially lifesaving maneuver.
Stage Fright (Tier 2, Requires Psionic Overload)
Originally a Bard ability in Early Access, Stage Fright inflicts the eponymous debuff across enemies within a 6m/20ft radius, imposing attack roll disadvantage and 2d6 psychic damage upon failed attacks, an advantageous tool, especially in tandem with tanky characters.
Ability Drain (Tier 2, Requires Psionic Overload)
Triggered with each successful attack roll, Ability Drain diminishes a target's ability score by 1, offering tactical advantages by weakening opponents progressively throughout combat encounters.
Luck of the Far Realms (Tier 2, Requires Favourable Beginnings)
A potent boon, Luck of the Far Realms allows characters to convert successful attack rolls into critical hits once per long rest, particularly beneficial for burst-damage specialists like Rogues and Paladins.
Charm (Tier 2, Requires Favourable Beginnings)
Deployable as a reaction when attacked, Charm subjects assailants to a Wisdom saving throw against the character's Spell Save DC, potentially diverting aggression away from vulnerable party members.
Displace (Tier 2, Requires Force Tunnel)
Enhancing falling damage inflicted by strength-focused characters by 1d8 psychic damage, Displace synergizes effectively with abilities facilitating enemy displacement, offering tactical advantages in various scenarios.
Repulsor (Tier 2, Requires Force Tunnel)
With a pulse that repels enemies within 6m/30ft, Repulsor creates vital space, particularly advantageous when surrounded, and can deal significant force damage to foes.
Psionic Backlash (Tier 2, Requires Concentrated Blast)
Activated as a reaction to enemy spellcasting, Psionic Backlash inflicts psychic damage equal to the spell's level and prompts a concentration saving throw, disrupting enemy spellcasting while potentially nullifying their ongoing concentration spells.
Cull the Weak (Tier 2, Requires Concentrated Blast)
Automatically triggered upon an enemy's HP drop below a threshold, Cull the Weak delivers additional psychic damage and proves increasingly potent as characters invest further in Illithid Powers.
Shield of Thralls (Tier 2, Requires Transfuse Health)
Shield of Thralls grants temporary hit points and a stunning blast effect upon depletion, safeguarding frontline fighters and reinforcing vulnerable allies when needed.
Perilous Stakes (Tier 2, Requires Transfuse Health)
Perilous Stakes inflicts vulnerability to all damage types and simultaneous healing upon a target's attack, presenting strategic options against both allies and adversaries.
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