I just had Gale ”evolve” and crammed all my collected tadpoles into his brain, he now look like a Sith Lord with the worst hangover ever. Yet the only thing my party wants to discuss in camp is the fact that Shadowheart bleached her hair 😂
Spoilers! If you pass a roll on the gith machine in the mountain pass, your illithid powers that cost action turn into costing bonus action. super broken.
General rule of thumb: Take Passive powers before Active powers. My selction preference order is: 1) 2-1 Favorable Beginnings(S) 2) 2-2 Luck of the Far Realms(S) 3) 3-2 Charm(A) [front-liners who want to hold aggro should not use this for a Reaction] 4) 10-1Transfuse Health(B) [only usefull for characters with a big health pool] 5) 10-2 Perilous Stakes(S) 6) 8-1Concentrated Blast(C) [active power that you won't use often] 7) 7-2 Cull the Weak(S) 8) 8-2 Psionic Backlash(A) 9) 1-1Psionic Overload(A) [active power that is godlike if you have multiple attacks per turn] 10) 1-2 Ability Drain(A) 11) 9-2 Shield of Thralls(A) 12) 11-2 Stage Fright(A) 13) 4-1Force Tunnel(B) [only usefull for Tanks] 14) 5-2Replusor(B) [highly situational, not that useful] 15) 4-2Displace(D) [highly situational, not that useful] NOTE: The #-# notation refers to the clock position(1 to 11) & ring postition(1-inner ring, 2-middle ring) the perk is located on the brain power-tree.
@@shibadoge5960 because Thieves have 2 bonus actions. So inside the mind sanctuary they can use their action and both bonus actions to shoot 3 times. Of course then they can't really spend actions to hide but if someone casts Greater Invisibility on them they can just be invisible in the bubble to get advantage on all of those attacks so they don't need to give up on Sneak Attack either
i'm curious if it procs any of the items that have "when you heal..." effects. potions proc them so i would assume this would and it would give you 5 turns of passively doing that.
I just finished my first run on Tactician this weekend without taking any Illithid powers. I didn't have any real issue as some of the changes to class abilities and spells are brokenly powerful. Bear-Heart Barbarian 8/Thief 4 Karlach with the Doom Hammer could probably solo most of the campaign. That said the Illithid powers look both fun and powerful so I can't wait to take them for a spin on a future run.
@@yaminfaruque9474 17Str 10Dex 14Con 8Int 16Wis 8Cha Athletics(E), Slight of Hand(E), Survival, Perception Party Role: Frontline, Lookout, Lockpicker 1. Barbarian 2. Barbarian 3. Barbarian - Wildheart - Bear 4. Barbarian - Great Weapon Master 5. Barbarian 6. Rogue - Athletics(E), Sleight of Hand(E) 7. Rogue 8. Rogue - Thief 9. Rogue - +1Str/Tavern Brawler 10. Barbarian 11. Barbarian 12. Barbarian Weapon: Doom Hammer (shuts down enemy healing really good against undead), Foebreaker (ignores bludgeoning resistance), or Balduran's Giantslayer Armor: Best Medium Armor Available Head: Horns of the Berserker Cloak: Fleshmelter Cloak Hands: Gloves of Dexterity Boots: Boots of Persistence Neck: Amulet of Greater Health or Amulet of the Harpers Rings: Caustic Band, Callous Glow Ring/Shadow-Cloaked Ring Elixir: Elixir of Bloodlust The build typically ends up with 3 Actions (1+Bloodlust+Haste) and 2 Bonus Actions (1+Thief). Reckless Attack means you are critting at least 1-2 times per round so you get the GWM Bonus Action Attack. Cunning Action Dash and Freedom of Movement/Longstrider mean the build has no problem closing with enemies. 1-3 rounds will close out almost any encounter.
I think Psionic Overload can work with magic missiles. This will make your missiles do way more damage. Maybe also those spike growth spells that you put on the ground that damages anyone who walks over them. Or Wildheart barbarian with Tiger's bloodlust that attacks 3 enemies and bleeds them, maybe those bleeds also give the psionic damage.
That’s what I want to know, because I do not really use it on my wizard BUT if it works with magic missile, well lvl 4 magic missile turned into a whole new opportunity uhuh
@@alxaviir2956 You can turn magic missile in the strongest spell in the game if you do it right. Check out the sword Phalar Aluve, it has two abilities, use the shriek and it will add thunder damage to every tick of damage you do, this includes magic missiles.
@ 4:32 When I did it, only my active companions received the 1st ability for free (the ability that everybody has, story wise: illithid persuade) The ones who were not in the active party (even though I was in camp) when I consumed/accepted/opened my mind to the 1st tadpole, didn't get the 1st, central ability (bug? because everybody can use [illithid] [wisdom] in dialogues) I have persuaded everybody to accept the tadpoles, but for the 3 companions who were not in the active party then, I have to waste a tadpole now for each, to get the freaking main ability at the centre, which everybody has at the conversations anyway. The other main tier 1 abilities are LOCKED OUT without it. (even though they have accepted it with my persuasion) I haven't found any workaround, so I am now playing without tadpoles on some of my companions (I am NOT wasting a tadpole for freaking Illithid Persuade!!!) What gives?!!?
Gortash, Orin, Myrkul, Zombie Dragon (700hp), Raphael, Final Battle. Are only fights where i think Ability Drain and Intellect Drain would come really handy because they last so long. But also i play a campaign where i refuse ceremorphosis so i will never use them.
Btw to anyone being picky like I was by the time u unlock the 3rd row u will have enough to get every single one of them the exact amount of you watch a video on where all the tadpoles are u don’t have to worry about it unless u plan on giving your teammates them this is the guide I used by far the best advice but don’t be like me and not get any powers untill act 3
It doesn't actually lock you into any endings, all the tadpole development related endings are only locked in during the finale, and it's SIGNIFICANTLY more obvious than just unlocking the second tier of powers.
Yeah, I took partial ceremorphosis while also going all in on my alliance with The Emperor and it was pretty much all cured and everything was perfectly fine in the end, assumedly because I didn't do the final transformation at the end. So it seems like you can just take all the powers and just be fine at the end?
@@SoyDrinker i would like to know this as well. i have been playing a purist run for my first playthrought after that i ll play on tactician difficulty and unlock these power but i dont wanna go beyond second tier.
I’m interested too ! I kinda want my character to use everything at his disposal to overcome his foes (he is a dark mage after all) but I don’t want him to undergo full ceremorphosis (he loves his life and his little Karlach too much). Sooo if going partial Illithid locks you into becoming one, that’s a no-no for me …
@@alxaviir2956 I went partial illithid and by the ending it was basically completely removed and cured, but I'm not sure if that had anything to do with specific choices I made.
Good to see summary of higher-tier abilities, verily so. One ending related question that i haven't seen really discussed: Can i play with a friend who is a co-op "host", and go full on _mind powers_? Wonder if the option even accesible to second player here. Also can i do it, while not locking the main player in specific ending? Would be grateful if you or someone in community could answer this dilemma
21:24 i'm not sure if i understand right what you said but you are saying when you choose to use the 2nd Tadpol (the Astral one) you get lock on a specifique ending ? because you don't
Most of the powers that take an action are hard to justify using on my Ranger when I could just attack twice for d6+d4+22+whatever arrow bonus per attack with a 16-20 crit range. And I'm not into the end game that much where I've found too much broken gear. Most of these seem to be better suited for support characters to use to boost up your main dps.
@@ronlourie1638 5Ranger(Gloomstalker)/4Rogue(Assassin)/3Fighter The crit range was assuming Champion, but Battlemaster is probably better. Haven't decided yet cause I'm only level 10, so still have the last 2 levels of Fighter to pick up. But my main-hand is a +2Hand crossbow, +1 in off-hand. 20DEX, sharpshooter. Have gloves that give +2 dmg to ranged attacks. A ring that gives +2 acid dmg, other ring is 1d4 psychic dmg when concentrating. Have a short sword and helmet that gives +1 crit range. My shield gives advantage on perception checks. Usually run an elixir that gives +crit range or the bloodlust one. Then there are the illithid powers, but not everyone wants to use those.
Hey Kazu, is it safe to unlock the already available illithid powers without it changing the ending ? Like for example I have luck of the far realms and a few other ones unlocked, if end of act 2 i say no to whatever option comes up and my appearance doesnt change, am I safe for a good ending? Trying to avoid spoilers where possible i just dont want a "dark" ending
So with charm I found that my Wyll and Karlach gain disapproval when I use it, even when Wyll was not there. Do you know which party members disapprove of which abilities, cause you can't respec illithid abilities, they lock you in.
Ok so, I may be wrong about this because I believe I discovered a glitch. There is a point where I raid the shattered sanctum and Sazza isn't in combat at first but after a while she will be hostile, and if you do anything to her at all, Karlach and Wyll will instantly disapprove of you to the point where they we leave after combat. I didn't know this bug existed at the time and thought it was the charm mindflayer ability causing this, like I thought it was coded in. To get past this I had Halsin non lethally take her down, a spider killed her later though. So anyways my bad guys, I think it's a new bug.
I just got to act 3 and have toyed with some of the ilithid powers and currently it feels like certain powers just absolutely wreck some encounters, black hole, perilous, and luck of the far realms especially and how they synergize with aoe spells. Does the game just get easier once you get to act 3 and onwards due to these powers?
On average these abilities are very very good. Having played many years of Magic the Gathering, being able to assess and synergize combinations of effects is very satisfying and rewarding. Many interactions aren't obvious until you play with them and experiment, so be sure to give all the weird seemingly weak skills a try also. You might be surprised by their utility.
You do what everyone does: go over the powers by tier and mostly ignore the tree. This leave players out in the cold trying to plan out their builds. Yeah, negative comment.... I'm VERY frustrated that NO ONE explains the trees, only the tiers.
I'm sure you figured it out by now, but you get that automatically and don't need to spend a tadpole to get it. That's why it is grayed out. You have it already.
Hey hey ho ho calamari Powers have got to go. I really do wish they had more special abilities people who don't want to be evil or turning to brain-eating vampire squid
@@FoundaPeanut I get what you're saying, but people can't know ahead of time that there are spoilers if there's no warning, and a lot of viewers don't want to see spoilers for games like this.
@@GoatOfWarwhat? with displacer beast alone I can shred nearly everything solo, the ability to move someone to another place (high up, separated) EACH round plus leaving a copy (that does damage when someone is in range or even as a reaction) behind :D having access to fly all the time is OP as faq giving the enemy vulnerability to everything is stronk passive heal is good deciding when you want to convert to a crit is OP, paladin becomes borderline broken combining glory hole with a fire ball or any other damage aoe source is super strong glory hole + Hunger of Hadar slows and blinds all of them plus you can follow up the next turn more easily
@@GoatOfWar Cull the Weak is incredibly insane. Once you have 10 powers, it effectively means all enemies have 10 less health against you, as you just "execute" them when they drop that low. And then they also explode for some damage...
I just had Gale ”evolve” and crammed all my collected tadpoles into his brain, he now look like a Sith Lord with the worst hangover ever. Yet the only thing my party wants to discuss in camp is the fact that Shadowheart bleached her hair 😂
Thank you! You just answered my question, on whether you can give tadpoles to your companions or not. :)
im at this point too and wonder when theyd started talking about the half ilithid elephant in the room
Spoilers!
If you pass a roll on the gith machine in the mountain pass, your illithid powers that cost action turn into costing bonus action. super broken.
The fuck? Are you serious?
dang, i failed my roll and am now sitting at a strong 6 intelligence
That's too far for me to go back now, the downside of only looking things up after I have made the choice... Apart from skill tree's.
General rule of thumb: Take Passive powers before Active powers. My selction preference order is:
1) 2-1 Favorable Beginnings(S)
2) 2-2 Luck of the Far Realms(S)
3) 3-2 Charm(A) [front-liners who want to hold aggro should not use this for a Reaction]
4) 10-1Transfuse Health(B) [only usefull for characters with a big health pool]
5) 10-2 Perilous Stakes(S)
6) 8-1Concentrated Blast(C) [active power that you won't use often]
7) 7-2 Cull the Weak(S)
8) 8-2 Psionic Backlash(A)
9) 1-1Psionic Overload(A) [active power that is godlike if you have multiple attacks per turn]
10) 1-2 Ability Drain(A)
11) 9-2 Shield of Thralls(A)
12) 11-2 Stage Fright(A)
13) 4-1Force Tunnel(B) [only usefull for Tanks]
14) 5-2Replusor(B) [highly situational, not that useful]
15) 4-2Displace(D) [highly situational, not that useful]
NOTE: The #-# notation refers to the clock position(1 to 11) & ring postition(1-inner ring, 2-middle ring) the perk is located on the brain power-tree.
The 1d8 healing every round in Absorb Intellect would be quite nice on a Barbarian. Those small heals really stack up when you resist so much damage
And of course Mind Sanctuary is completely bonkers on thief Rogues with their 2 bonus actions 😂
@@RichHeart89 could you explain why? New to my rogue.. would love to learn!
@@shibadoge5960 because Thieves have 2 bonus actions. So inside the mind sanctuary they can use their action and both bonus actions to shoot 3 times.
Of course then they can't really spend actions to hide but if someone casts Greater Invisibility on them they can just be invisible in the bubble to get advantage on all of those attacks so they don't need to give up on Sneak Attack either
i'm curious if it procs any of the items that have "when you heal..." effects. potions proc them so i would assume this would and it would give you 5 turns of passively doing that.
@@nevyns9285 that sounds like something worth testing 👍
I just finished my first run on Tactician this weekend without taking any Illithid powers. I didn't have any real issue as some of the changes to class abilities and spells are brokenly powerful. Bear-Heart Barbarian 8/Thief 4 Karlach with the Doom Hammer could probably solo most of the campaign.
That said the Illithid powers look both fun and powerful so I can't wait to take them for a spin on a future run.
Could you tell me more about this build please!
@@yaminfaruque9474
17Str 10Dex 14Con 8Int 16Wis 8Cha
Athletics(E), Slight of Hand(E), Survival, Perception
Party Role: Frontline, Lookout, Lockpicker
1. Barbarian
2. Barbarian
3. Barbarian - Wildheart - Bear
4. Barbarian - Great Weapon Master
5. Barbarian
6. Rogue - Athletics(E), Sleight of Hand(E)
7. Rogue
8. Rogue - Thief
9. Rogue - +1Str/Tavern Brawler
10. Barbarian
11. Barbarian
12. Barbarian
Weapon: Doom Hammer (shuts down enemy healing really good against undead), Foebreaker (ignores bludgeoning resistance), or Balduran's Giantslayer
Armor: Best Medium Armor Available
Head: Horns of the Berserker
Cloak: Fleshmelter Cloak
Hands: Gloves of Dexterity
Boots: Boots of Persistence
Neck: Amulet of Greater Health or Amulet of the Harpers
Rings: Caustic Band, Callous Glow Ring/Shadow-Cloaked Ring
Elixir: Elixir of Bloodlust
The build typically ends up with 3 Actions (1+Bloodlust+Haste) and 2 Bonus Actions (1+Thief). Reckless Attack means you are critting at least 1-2 times per round so you get the GWM Bonus Action Attack. Cunning Action Dash and Freedom of Movement/Longstrider mean the build has no problem closing with enemies. 1-3 rounds will close out almost any encounter.
I think Psionic Overload can work with magic missiles. This will make your missiles do way more damage. Maybe also those spike growth spells that you put on the ground that damages anyone who walks over them. Or Wildheart barbarian with Tiger's bloodlust that attacks 3 enemies and bleeds them, maybe those bleeds also give the psionic damage.
That’s what I want to know, because I do not really use it on my wizard BUT if it works with magic missile, well lvl 4 magic missile turned into a whole new opportunity uhuh
@@alxaviir2956 You can turn magic missile in the strongest spell in the game if you do it right. Check out the sword Phalar Aluve, it has two abilities, use the shriek and it will add thunder damage to every tick of damage you do, this includes magic missiles.
@@alxaviir2956
Magic missile is not an attack roll.
@ 4:32
When I did it, only my active companions received the 1st ability for free (the ability that everybody has, story wise: illithid persuade)
The ones who were not in the active party (even though I was in camp) when I consumed/accepted/opened my mind to the 1st tadpole, didn't get the 1st, central ability (bug? because everybody can use [illithid] [wisdom] in dialogues)
I have persuaded everybody to accept the tadpoles, but for the 3 companions who were not in the active party then, I have to waste a tadpole now for each, to get the freaking main ability at the centre, which everybody has at the conversations anyway. The other main tier 1 abilities are LOCKED OUT without it. (even though they have accepted it with my persuasion)
I haven't found any workaround, so I am now playing without tadpoles on some of my companions (I am NOT wasting a tadpole for freaking Illithid Persuade!!!)
What gives?!!?
Gortash, Orin, Myrkul, Zombie Dragon (700hp), Raphael, Final Battle. Are only fights where i think Ability Drain and Intellect Drain would come really handy because they last so long. But also i play a campaign where i refuse ceremorphosis so i will never use them.
Oh yeah i'm also playing on Tactician.
Btw to anyone being picky like I was by the time u unlock the 3rd row u will have enough to get every single one of them the exact amount of you watch a video on where all the tadpoles are u don’t have to worry about it unless u plan on giving your teammates them this is the guide I used by far the best advice but don’t be like me and not get any powers untill act 3
It doesn't actually lock you into any endings, all the tadpole development related endings are only locked in during the finale, and it's SIGNIFICANTLY more obvious than just unlocking the second tier of powers.
Yeah, I took partial ceremorphosis while also going all in on my alliance with The Emperor and it was pretty much all cured and everything was perfectly fine in the end, assumedly because I didn't do the final transformation at the end. So it seems like you can just take all the powers and just be fine at the end?
@@SoyDrinker i would like to know this as well. i have been playing a purist run for my first playthrought after that i ll play on tactician difficulty and unlock these power but i dont wanna go beyond second tier.
I’m interested too ! I kinda want my character to use everything at his disposal to overcome his foes (he is a dark mage after all) but I don’t want him to undergo full ceremorphosis (he loves his life and his little Karlach too much). Sooo if going partial Illithid locks you into becoming one, that’s a no-no for me …
@@alxaviir2956 I went partial illithid and by the ending it was basically completely removed and cured, but I'm not sure if that had anything to do with specific choices I made.
@@SoyDrinker now that’s interesting !
Good to see summary of higher-tier abilities, verily so.
One ending related question that i haven't seen really discussed:
Can i play with a friend who is a co-op "host", and go full on _mind powers_?
Wonder if the option even accesible to second player here.
Also can i do it, while not locking the main player in specific ending?
Would be grateful if you or someone in community could answer this dilemma
21:24 i'm not sure if i understand right what you said but you are saying when you choose to use the 2nd Tadpol (the Astral one) you get lock on a specifique ending ? because you don't
Very tempting to use! Although in my current playthrough I try my best not to use Ilithid powers since I'm playing as a neutral good character
favourable beginnings, does it work with casters? same goes for Luck of the realms?
Most of the powers that take an action are hard to justify using on my Ranger when I could just attack twice for d6+d4+22+whatever arrow bonus per attack with a 16-20 crit range. And I'm not into the end game that much where I've found too much broken gear. Most of these seem to be better suited for support characters to use to boost up your main dps.
Damn what's your ranger build?
@@ronlourie1638 5Ranger(Gloomstalker)/4Rogue(Assassin)/3Fighter
The crit range was assuming Champion, but Battlemaster is probably better. Haven't decided yet cause I'm only level 10, so still have the last 2 levels of Fighter to pick up.
But my main-hand is a +2Hand crossbow, +1 in off-hand. 20DEX, sharpshooter. Have gloves that give +2 dmg to ranged attacks. A ring that gives +2 acid dmg, other ring is 1d4 psychic dmg when concentrating. Have a short sword and helmet that gives +1 crit range. My shield gives advantage on perception checks. Usually run an elixir that gives +crit range or the bloodlust one. Then there are the illithid powers, but not everyone wants to use those.
Looks like my math in the original post. It's +21 not +22. But still.
freecast is super bugged on sorc.. you can create unlimted spell slots and sorc points with it, it also seems to reset every turn not every reset
wtf thats broken
Same with Bard, constant level 6 spells
I really hope I havent been locked into the illithid ending cause I failed my wisdom check after act 2 but didnt invest any tadpoles
Hey Kazu, is it safe to unlock the already available illithid powers without it changing the ending ? Like for example I have luck of the far realms and a few other ones unlocked, if end of act 2 i say no to whatever option comes up and my appearance doesnt change, am I safe for a good ending? Trying to avoid spoilers where possible i just dont want a "dark" ending
I wonder if the stun shield works with the helm that makes you immune to stun so free stun on enemies and temp hp for tank
So with charm I found that my Wyll and Karlach gain disapproval when I use it, even when Wyll was not there. Do you know which party members disapprove of which abilities, cause you can't respec illithid abilities, they lock you in.
Ok so, I may be wrong about this because I believe I discovered a glitch. There is a point where I raid the shattered sanctum and Sazza isn't in combat at first but after a while she will be hostile, and if you do anything to her at all, Karlach and Wyll will instantly disapprove of you to the point where they we leave after combat. I didn't know this bug existed at the time and thought it was the charm mindflayer ability causing this, like I thought it was coded in. To get past this I had Halsin non lethally take her down, a spider killed her later though. So anyways my bad guys, I think it's a new bug.
If a skill target inteligence what save throw is? 1k6? 2k6? My inteligence vs their?
if i use tadpoles only for first perks without upgrade on end of act 2 will it affect the ending?
Would love the option of unlearning one and choosing another one is this possible at all?
Do your opponents get the benefit of mind sanctuary if they enter it?
Yes from what I can tell, although they don’t always make the most of it. Probably something with their programming
I just got to act 3 and have toyed with some of the ilithid powers and currently it feels like certain powers just absolutely wreck some encounters, black hole, perilous, and luck of the far realms especially and how they synergize with aoe spells.
Does the game just get easier once you get to act 3 and onwards due to these powers?
do we know if who uses the Illithid wisdom powers actually matters for the progression or does it all have to be on 1 character?
How do I unlock the outer ring? All of the powers on the outside are locked, how do I unlock them?
"Black Hoe"💀💀
lmfao, I kept hearing that too
i collected 6 tadpole parasites already and still no dialogue about it lol. tried to consume but says you cant.
Can someone explain why on one character my mage has black hole as bonus action and others have black hole as regular action
On average these abilities are very very good. Having played many years of Magic the Gathering, being able to assess and synergize combinations of effects is very satisfying and rewarding. Many interactions aren't obvious until you play with them and experiment, so be sure to give all the weird seemingly weak skills a try also. You might be surprised by their utility.
You do what everyone does: go over the powers by tier and mostly ignore the tree. This leave players out in the cold trying to plan out their builds.
Yeah, negative comment.... I'm VERY frustrated that NO ONE explains the trees, only the tiers.
for some reason I can't unlock fly?! I got the astro parasite but I don't have the option to unlock it even though I have points, HELP!!
I'm sure you figured it out by now, but you get that automatically and don't need to spend a tadpole to get it. That's why it is grayed out. You have it already.
yooo first
Hey hey ho ho calamari Powers have got to go. I really do wish they had more special abilities people who don't want to be evil or turning to brain-eating vampire squid
ur in act 3 at 50-60 hours? Damn u arent even taking time to enjoy it..I'm at 50 hours and just hit act 2
Please stop showing spoilers.
@@FoundaPeanut I get what you're saying, but people can't know ahead of time that there are spoilers if there's no warning, and a lot of viewers don't want to see spoilers for games like this.
I really do not like how OP Illithid powers are. There should be some kind of reward in power to offset the Illithid powers.
well that would defeat the purpose though! with power comes consequences.
They're kinda meh to be honest.. There's like 2 good ones
@@GoatOfWar Yeah, theres a few that are good depending on what your build is, but most of them are "egh, its nice I guess"
@@GoatOfWarwhat? with displacer beast alone I can shred nearly everything solo, the ability to move someone to another place (high up, separated) EACH round plus leaving a copy (that does damage when someone is in range or even as a reaction) behind :D
having access to fly all the time is OP as faq
giving the enemy vulnerability to everything is stronk
passive heal is good
deciding when you want to convert to a crit is OP, paladin becomes borderline broken
combining glory hole with a fire ball or any other damage aoe source is super strong
glory hole + Hunger of Hadar slows and blinds all of them plus you can follow up the next turn more easily
@@GoatOfWar Cull the Weak is incredibly insane. Once you have 10 powers, it effectively means all enemies have 10 less health against you, as you just "execute" them when they drop that low. And then they also explode for some damage...