Metagaming the Hell Trials (spoilers)
BanArd
Member Posts: 60
I'm just planning my stats ahead and I'd like to know which tests give the better rewards. I couldn't care less about the alignment change! I'm particularly unsettled about the Pride and Selfishness tests. Charname is a melee class.
FEAR TEAR (the Nymph cloak)
Good: Immunity to +1 weapons or less
Evil: +2 to CON, Cloak of Bravery (Immunity to fear and panic)
SELFISHNESS TEAR (sacrifice for companion)
Good: +10% Magic Resistance, -1 to DEX, -2 HP, Lose 75,000 experience
Evil: -2 bonus AC
GREED TEAR (the Blackrazor sword)
Good: -2 bonus to all saving throws
Evil: +15 to HP, Blackrazor
PRIDE TEAR (the dragon)
Good: +20% resistances to fire, cold and electricity
Evil: Gain 200,000 experience
WRATH TEAR (Sarevok)
Good: +1 to WIS and CHA
Evil: +2 to STR
FEAR TEAR (the Nymph cloak)
Good: Immunity to +1 weapons or less
Evil: +2 to CON, Cloak of Bravery (Immunity to fear and panic)
SELFISHNESS TEAR (sacrifice for companion)
Good: +10% Magic Resistance, -1 to DEX, -2 HP, Lose 75,000 experience
Evil: -2 bonus AC
GREED TEAR (the Blackrazor sword)
Good: -2 bonus to all saving throws
Evil: +15 to HP, Blackrazor
PRIDE TEAR (the dragon)
Good: +20% resistances to fire, cold and electricity
Evil: Gain 200,000 experience
WRATH TEAR (Sarevok)
Good: +1 to WIS and CHA
Evil: +2 to STR
0
Comments
Evil (there's barely anything in ToB that hits with +1 or less)
Evil (just resurrect your companion afterwards, they won't complain)
Good (with warrior-types, -2 saving throws makes you save pretty much anything)
Good (resistances are more useful in the long run, there's plenty of exp to be had)
Evil (kinda obvious, STR is great on warriors, whereas CHA and WIS don't do anything unless your a pally)
Immunity to +1 weapons or less is useful in ToB, yes. There're still enemies there without enchanted weapons. I think there're enough means to make you immune to fear and panic, while +2 CON is good but not so much useful, taking into account you always have a girdle setting CON to 18, and if you have more, then probably these additional hitpoints on your fighter don't save her from nasty magic effects in ToB.
+10% Magic Resistance is better than any bonus to AC in ToB. If it were for BG1, than I would say otherwise, but in ToB, most enemies will hit you anyway.
If you're soloing in a minimal or no-reload game, nothing is better than -2 bonus to all saving throws, even Blackrazor. Especially for ToB fights. For a group run, saving throws are still better.
+20% resistances to fire, cold and electricity are better than 200,000 experience simply because there're a lot of ways of getting more XP while resistances don't come easily.
And only with the last test, there can be a strong case for getting +2 STR. More STR will mean more damage and to hit chances. In the end, it depends on your charname. If she's a fighter type, you need STR (although there're always STR-enhancing items). If she's a divine caster, nothing can be better than +1 WIS, meaning additional spells. Also, +1 WIS may be good for Wish and Limited Wish spells, taking into account what your WIS is.
Yeah, I believe it sets allignment to Neutral Evil and causes you to fall if possible.
If you gave your character 5% MR from Lum the mad, the Amulet of the Seldarine (10%) and the Ring of Gax (10%), then I'd go for the extra 10% MR. Because 35% MR is actually pretty good, which gets only better with the 15% from the Silver Dragon Scaled armor in dorn's quest line.
If you aren't giving Charname magic resistance, then 10% isn't all that hot, and I'd go for the extra -2 AC.
It also comes down to which NPC gets stolen. If it is one easily replaceable by Sarevok, then YOLO. If not? Don't want to lose an irreplaceable NPC. Longswords? Take Blackrazor, as it is awesome.
No longswords? -2 bonus to all saving throws is awesome too. I'd go for the resistances, as in ToB xp kinda stops mattering after awhile. For a melee character: +2 strength is much better.
Assuming a generic human fighter with minmax stats:
Str22
Dex20 (with further -2 AC)
Con22
And if you have blackrazor, it'll easily push your strength up to 25.
Fear: It's a wash, take whatever you want. The weapon immunity rarely comes up, and if you're min-maxing stats, you probably have all the Con you need anyway. As a melee class, at most you'll likely get 9 HP and hp regen that's too slow to matter in ToB (where healing is super easy to come by anyway).
Selfishness: I'd lean towards the Good option. If you started with 18 Dex and used the tome on yourself, all the -1 Dex costs you is +1 to ranged rolls, and you're melee focused. 75k experience is no great shakes in ToB, and even without other bonuses, 10% MR is still enough to get enemy mages to sometimes waste time lowering your resistance before they cut loose, even if you don't add to it with equipment.
Greed: Go for the Good option unless you can use longswords; Saving throws are king, but Blackrazor is a tasty weapon, and you're unlikely to be enthused about Angurvadal with your already high Strength (the fire damage is nice, but frequently resisted).
Pride: Take the resistances unless for some reason you have ridiculous elemental resistances already from equipment (unlikely, but possible).
Wrath: Strength all the way. Strength is one of the only stats to give consistent benefits at every 20+ level, and if your base Strength is that high, you can skip the Strength-boosting items to free up slots and pass along to your other party members (ever given Imoen a Girdle of Giant Strength and Fire Tooth before? It's kinda fun).