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** "Perilous Stakes" is considered as the boss killer spell in the game. What it does is that it heals the target for [=2d8=] whenever it attacks, but then makes the target Vulnerable to all damage for three turns. This means that all damage is doubled against the target and the target can't save against it because it is ''supposed to heal the target'' to begin with. Stack that with summons and bosses will die before they even can get any turns. And just like the two powers above, it only costs two parasites to unlock it (though its prerequisite, "Transfuse Health" isn't that great).

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** "Perilous Stakes" is considered as the boss killer spell in the game. What it does is that it heals the target for [=2d8=] whenever it attacks, but then makes the target Vulnerable to all damage for three turns. This means that all damage is doubled against the target and the target can't save against it because it is ''supposed to heal the target'' to begin with.target. Stack that with summons and bosses will die before they even can get any turns. And just like the two powers above, it only costs two parasites to unlock it (though its prerequisite, "Transfuse Health" isn't that great). It's so busted that Larian actually nerfed it in an update by making it so enemies get to make an Intelligence save against it (and making it unable to target enemies in [[HarderThanHard Honor Mode]]), but given that Intelligence is a lot of things' DumpStat, it's still fairly reliable.
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* In a rather innocuous house in the temple district you'll encounter a hostile group of mercenaries, one of whom carries the Celestial Fury - a +3 Katana that has a 5% chance to inflict 20 extra Lightning damage on a hit, with each hit also stunning the enemy for 6 seconds unless they make a saving throw against spells. It's a tough fight early on (especially since they're using that same kickass sword against you), but if you manage it you've got a kickass weapon that can carry you through the main game and a good chunk of the expansion too.

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* In a rather innocuous house in the temple district you'll encounter a hostile group of mercenaries, one of whom carries the Celestial Fury - a +3 Katana that has a 5% chance to inflict 20 extra Lightning damage on a hit, with each hit also stunning the enemy for 6 seconds unless they make a saving throw against spells. It's a tough fight early on (especially since they're using that same kickass sword said katana against you), but if you manage it you've got a kickass weapon that can carry you through the main game and a good chunk of the expansion too.
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* In a rather innocuous house in the temple district you'll encounter a hostile group of mercenaries, one of whom carries the Celestial Fury - a +3 Katana that has a 5% chance to inflict 20 extra Lightning damage in hit, with each hit also stunning the enemy for 6 seconds unless they make a saving throw against spells. It's a tough fight early on (especially since they're using that same.kickass sword against you), but if you manage it you've got a kickass weapon that can carry you through the main game and a good chunk of the expansion too.

to:

* In a rather innocuous house in the temple district you'll encounter a hostile group of mercenaries, one of whom carries the Celestial Fury - a +3 Katana that has a 5% chance to inflict 20 extra Lightning damage in on a hit, with each hit also stunning the enemy for 6 seconds unless they make a saving throw against spells. It's a tough fight early on (especially since they're using that same.same kickass sword against you), but if you manage it you've got a kickass weapon that can carry you through the main game and a good chunk of the expansion too.
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* In a rather innocuous house in the temple district you'll encounter a hostile group of mercenaries, one of whom carries the Celestial Fury - a +3 Katana that has a 5% chance to inflict 20 extra Lightning damage in hit, with each hit also stunning the enemy for 6 seconds unless they make a saving throw against spells. It's a tough fight early on (especially since they're using that same.kickass sword against you), but if you manage it you've got a kickass weapon that can carry you through the main game and a good chunk of the expansion too.
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** "Ability Drain" reduces the target's ability by one after a successful attack roll for three turns and it highly depends on what attack was used[[note]]Melee attacks reduce strength stat, range attacks reduce dexterity, and spells reduce whatever spell casting ability the spell caster uses (intelligence for wizards, charisma for bards, sorcerers, paladins, and warlocks, and wisdom for druids and clerics).[[/note]] per turn. Suddenly an enemy who would normally have a +5 to their attack rolls using their strength stat suddenly only has a +4 to their attack modifier or strength saving throw, making it easier for them to get shoved into the chasm.
** "Perilous Stakes" is considered as the boss killer spell in the game. What it does is that it heals the target for [=2d8=] whenever it attacks, but then makes the target Vulnerable to all damage for three turns. This means that all damage is doubled against the target and the target can't save against it because it is ''supposed to heal the target'' to begin with. Stack that with summons and bosses will die before they even can get any turns. And just like above two powers, it only costs two parasites to unlock it (though its prerequisite, "Transfuse Health" isn't that great).

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** "Ability Drain" reduces the target's ability by one after a successful attack roll for three turns and it highly depends on what attack was used[[note]]Melee attacks reduce strength stat, range attacks reduce dexterity, and spells reduce whatever spell casting ability the spell caster uses (intelligence for wizards, charisma for bards, sorcerers, paladins, and warlocks, and wisdom for druids and clerics).[[/note]] per turn. Suddenly an enemy who would normally have a +5 to their attack rolls using their strength stat suddenly now only has a +4 to their attack modifier or strength saving throw, making it easier for them to get shoved into the chasm.
** "Perilous Stakes" is considered as the boss killer spell in the game. What it does is that it heals the target for [=2d8=] whenever it attacks, but then makes the target Vulnerable to all damage for three turns. This means that all damage is doubled against the target and the target can't save against it because it is ''supposed to heal the target'' to begin with. Stack that with summons and bosses will die before they even can get any turns. And just like above the two powers, powers above, it only costs two parasites to unlock it (though its prerequisite, "Transfuse Health" isn't that great).
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* Near the climax of Act 1 at the Githyanki Creche is the Zaith'isk device where Lae'zel claims that it would get rid of the parasite in the party's brains. What it does is that by passing the DC checks of the machine ([[GuideDangIt and the game barely prompts you about the passive ability]]), all Illithid actions can be used as bonus actions with the "Awakened" passive feature. It's actually better for the player character to sit in it than Lae'zel as Lae'zel's DC checks are very high compared to the player's.

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* Near the climax of Act 1 at the Githyanki Creche is the Zaith'isk device where Lae'zel claims that it would get rid of the parasite in the party's brains. What it does is that by passing the DC checks of the machine ([[GuideDangIt and the game barely prompts you about the passive ability]]), all Illithid actions can be used as bonus actions with the "Awakened" passive feature. It's actually better for the player character to sit in it than Lae'zel as Lae'zel's DC checks are very high compared to the player's. While some of the actions you get for acts 1 and 2 are decent, the powers players get in act 3 (assuming [[spoiler:they took the Astral Tadpole]]) can be spammed as bonus actions, including the very powerful and FriendlyFireProof action, "Black Hole".

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* In Chapter 1, you can get a ''warped headband of intellect'' early on [[spoiler:by killing Lump the Enlightened]]. This automatically increases the wearer's Intelligence stat to 17 if it's lower than that. It won't help most Wizards, despite Int being their main stat, because it will likely be roughly that high anyways (Gale starts with 17 Int by default, for example) but characters who use Intelligence as a secondary stat like Arcane Trickster rogues and Eldritch Knight fighters will get a huge boost to their casting without having to sacrifice their other stats.

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* In Chapter 1, you can get a ''warped headband ''Warped Headband of intellect'' Intellect'' early on [[spoiler:by by killing Lump the Enlightened]].Enlightened. This automatically increases the wearer's Intelligence stat to 17 if it's lower than that. It won't help most Wizards, despite Int being their main stat, because it will likely be roughly that high anyways (Gale starts with 17 Int by default, for example) but characters who use Intelligence as a secondary stat like Arcane Trickster rogues and Eldritch Knight fighters will get a huge boost to their casting without having to sacrifice their other stats.


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* Some of the Illithid powers are bonkers even early on that most builds outright don't even include any of them because they're just too powerful.
** "Luck of the Far Realms" guarantees that an attack roll can be changed into a critical hit if the player chooses to. While it only works once per long rest to balance it out, this makes Paladin smites really powerful especially if combined with Great Weapon Master which will outright kill most of Act 1's bosses. Even its prerequisite, "Favourable Beginnings", is a very useful passive feature that makes the first attack roll or ability check against any creature gain a bonus equal to the character's proficiency bonus.
** "Ability Drain" reduces the target's ability by one after a successful attack roll for three turns and it highly depends on what attack was used[[note]]Melee attacks reduce strength stat, range attacks reduce dexterity, and spells reduce whatever spell casting ability the spell caster uses (intelligence for wizards, charisma for bards, sorcerers, paladins, and warlocks, and wisdom for druids and clerics).[[/note]] per turn. Suddenly an enemy who would normally have a +5 to their attack rolls using their strength stat suddenly only has a +4 to their attack modifier or strength saving throw, making it easier for them to get shoved into the chasm.
** "Perilous Stakes" is considered as the boss killer spell in the game. What it does is that it heals the target for [=2d8=] whenever it attacks, but then makes the target Vulnerable to all damage for three turns. This means that all damage is doubled against the target and the target can't save against it because it is ''supposed to heal the target'' to begin with. Stack that with summons and bosses will die before they even can get any turns. And just like above two powers, it only costs two parasites to unlock it (though its prerequisite, "Transfuse Health" isn't that great).
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Added DiffLines:

* Near the climax of Act 1 at the Githyanki Creche is the Zaith'isk device where Lae'zel claims that it would get rid of the parasite in the party's brains. What it does is that by passing the DC checks of the machine ([[GuideDangIt and the game barely prompts you about the passive ability]]), all Illithid actions can be used as bonus actions with the "Awakened" passive feature. It's actually better for the player character to sit in it than Lae'zel as Lae'zel's DC checks are very high compared to the player's.

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