View Full Version : Demogorgon Not Tough Enough?


Wildfire
Fri, 6th Jul '01, 11:37am
If you think that he was far too easy compared to what he should have been, you're in luck. Demogorgon's original (and much harder) difficulty is now aavailable for download, as well as a few other 'fixes'. These are: Improved Tougher Balthazar and extra Bhaal Spawn Powers. All this stuff is available for download here: http://members.home.net/mrkevvy/ToB/TOBtweaksandcheats.html .

Please note, although these were designed by Dave Gaider, these should not seen as official patches for the game, and should be considered the same as a third party mod for the game.

Boon
Fri, 6th Jul '01, 3:25pm
What are the extra Bhaal Spawn powers like? Are they worth downloding, do they unbalance the game.

Wildfire
Fri, 6th Jul '01, 4:56pm
First - do they unbalance the game:

t wasn't a balance issue. With all the high-level abilities that were being put into the game, though, it was just thought (by some) that the special abilities menu would get out of control and that the average player would be a bit overwhelmed when they went to select one.

That and the high-level abilities were already powerful enough as it was.

David Gaider
Design


Second - You get the Bhaal Spawn Powers after doing the trials in your pocket plane. Depending on whether you do them good or evil, you will get a different power:

Good:
Test #1: Pocket Plane
Test #2: Mass Healing
Test #3: Holy Might
Test #4: 5% Magic Resistance and Permanent Negative Plane Protection
Test #5: Resurrection

Evil:
Test #1: Pocket Plane
Test #2: Regeneration
Test #3: Dark Taint
Test #4: Hand of Murder
Test #5: 25% Resistance to Physical Damage

New ability info:

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

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

On whether they're worth downloading, I have no clue - I don't even have ToB yet :(.

Boon
Sat, 7th Jul '01, 12:14pm
thanks for the info, the new powers sound rather good. Oh well roll on the 13th so I can get my copy.