Are Illithid abilities worth using, will they turn you into a Mind Flayer, how to unlock all abilities, and more.
The story of Baldur’s Gate 3 revolves around dangerous parasites that, when infected, transform all humanoids into monstrous illithids. The illithid parasite penetrates the brain, gradually takes possession of its host and makes him just another cog in a giant machine controlled by the Absolute. This fate befell the main character and all his companions, but thanks to some otherworldly forces, your team manages to contain the influence of the parasite. Throughout the adventure, you will meet hundreds of characters whose brains are affected by these worms, which is why they believe in the existence of a higher being, the Absolute.
There are many controversial and ambiguous situations in the game, but from the first minutes it becomes definitely clear that the cultists of the Absolute are the main villains of this game. They are cruel, committing massacres for the glory of their deity. Your character is a completely different story. Despite the presence of the parasite, he retains his mind, and there are no signs of transformation into an illithid. But what if you use the illithid’s supernatural abilities too often?
The more you use Illithid Wisdom, which gives a 100% guarantee of passing the test (but does not appear in all cases), the higher the likelihood of a Guardian appearing during a long rest. Illithid Wisdom is a powerful tool that allows you to effortlessly convince your opponent that you are right.
And while with persuasion, deception, intimidation, and tests of insight, nature, magic, or history, success is largely a matter of luck and probability, Illithid Wisdom is a completely different story. Using Illithid Wisdom guarantees success.
You can only use Illithid Wisdom a few times per day before requiring a long rest to regenerate it. You will not turn into a Mind Flayer if you constantly use the wisdom of the Illithids. But during a long rest, scenes will begin to appear more and more often in which the character feels nausea and strange sensations.
Will you turn into an intellect devourer using the power of the illithids?
The more you use illithid wisdom and unlock new abilities by consuming parasite samples found from the corpses (and more) of other NPCs, the more supernatural skills your character will have access to. You can find samples of the illithid parasite in different parts of the world, and remove it from the corpses of killed creatures that were infected with it. Think of these samples as skill points that allow you to unlock illithid skills. These are very powerful abilities that you can use in battle once per day.
The only time you can actually transform into a Mind Flayer is during a plot point. You will definitely understand when this happens because you will be able to make this decision yourself. Yes, and this will happen towards the end of the game. Partial transformation will occur approximately halfway through the game. In general, if you do not agree to such things, and also do not follow the lead of the parasite of other infected humanoids during the dialogue, then everything will be fine.
Submitting to the Mind Flayer or allowing someone with a parasite in their head to take control of your mind will most likely result in the hero’s death or transformation.
Is it worth using illithid abilities?
Definitely yes! Yes, yes and yes again! Larian created an amazing branch of supernatural skills, did not set up players (unlocking or using these abilities will not turn you into an illithid), that is, they made sure that you use them throughout the game. With their help, you will gain an advantage over your enemies, especially if your opponents are not infected with the parasite.
They won’t kill you or turn you into a Mind Flayer, but they will help you finish off treacherous enemies and increase your survivability.
In addition, your Guardian encourages you to use these skills, and in general he is not against the fact that you turn into an illithid, gaining access to all the available abilities of the mind flayers.
All illithid abilities
- Illithid Persuasion– Unlocked by default. Passive skill. You can use the connection with the parasite in the brain to force the Absolute cultists to obey you.
- Auspicious Beginningis a level 1 passive trait available once you unlock Illithid Abilities. Your proficiency bonus is added to your first attack roll or ability check against the target.
- Health Transferis a level 1 class action (active ability), available immediately as soon as you unlock Illithid abilities. Sacrifice half of your remaining health points to heal the target, restoring the same amount of HP. Distance 9 meters.
- Psionic Overloadis a level 1 class action (active ability) that is available as soon as you unlock Illithid abilities. Only in battle. Your attacks deal an additional 1-4 points of psychic damage, but you take 1-4 points of psychic damage each turn. 10 moves, short rest.
- Concentrated Blastis a level 1 class action (active ability) available as soon as you unlock Illithid abilities. Requires concentration. To cast this spell, you must concentrate on another spell. If the target was concentrating on something, you are healed for the amount of damage dealt to the target. The spell you were concentrating on will end. 9 meters, once per turn. 6-36 damage, 3d6 Psychic, 3d6 Healing.
- Tunnel of Poweris a first-level class action (active ability), available immediately as soon as you unlock Illithid abilities. Throw forward, throwing away all objects and creatures in your path 4 meters. Distance 9 meters. Does not provoke attacks of opportunity. Short break.
- Dangerous Gameis a level 1 class action (active ability) available immediately as soon as you unlock Illithid abilities. 2-16 HP, 2d8 Healing. Give a creature a power that heals it when it attacks, but makes it vulnerable to all damage. 3 turns, 9 meters, long rest.
- Jittersis a first-level class action (active ability), available immediately as soon as you unlock Illithid abilities. Your targets have disadvantage on attack rolls and take 2-12 points of psychic damage for each miss. 3 moves. If the target succeeds on the attack roll, the jitter effect ends early. 18 meters, test of wisdom, short rest.
- Stat Siphonis a level 1 passive trait available as soon as you unlock Illithid abilities. Once per turn, when making an attack roll, you reduce the corresponding characteristic of the target by 1. The target’s statistic that you used to make the attack roll is reduced. For melee weapons this is usually strength, for ranged weapons it is usually dexterity, and for spells it is usually your spell ability. Once per turn.
- Luck of the Far Reachis a level 1 passive trait available once you unlock Illithid abilities. Whenever you successfully make an attack roll against an enemy, your normal hit becomes a critical hit.
- Charmis a level 1 passive trait available once you unlock Illithid abilities. Use the larva’s dark allure to charm an enemy attacking you until the end of their next turn, preventing them from attacking you.
- Evasionis a level 1 passive trait available as soon as you unlock Illithid abilities. Creatures that take fall damage as a result of your actions take an additional 1-8 points of psychic damage.
- Knockbackis a first-level class action (active ability), available immediately as soon as you unlock Illithid abilities. 2-12 damage, 3d6 Strength. Push everyone and everything 6 meters away. On a successful challenge, targets still take half damage. 6 meters, test of strength, short rest.
- Cull the Weakis a level 1 passive trait available as soon as you unlock Illithid abilities. Creatures whose health points as a result of your attack are reduced to less than the number of your developed illithid abilities die, and all nearby creatures take 1-4 points of psychic damage.
- Psionic Recoilis a level 1 passive trait available once you unlock Illithid abilities. When an enemy within 9 meters of you casts a spell, you can use a counter action to deal psychic damage to them for 1d4 + the spell’s level.
- Slave Shieldis a level 1 class action (active ability), available immediately as soon as you unlock Illithid abilities. Create an unstable shield that protects you or an ally and provides 10 temporary HP. If damage taken removes these temporary health points, the shield will shatter and may stun nearby enemies. Until a long rest, stun for 1 turn, you cannot have more than one source of temporary HP. At 9 meters, Intelligence test, short rest.
- Erode Composureis a class action (active ability) that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. Invade the target’s consciousness, preventing it from defending itself. The target’s Armor Class is reduced by 1. If the target dies while under the effect, you can cast Lost Composure on another target. 5 moves, 9 meters, intelligence test, short rest.
- Black Holeis a class action (active ability) that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. Create a point of powerful gravity that pulls in all nearby enemies and has a chance to slow them down. After the first use of this spell, five more black holes can be summoned. After this, you must take a short break before you can cast it again. 1 turn, 18 meters, intelligence test, short rest.
- Flightis a class action (active ability) that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. Fly to the specified point at a distance of up to 18 meters.
- Mind Blastis a class action (active ability) that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. 8-36 points of psychic damage, 4d8+4. Release a cone-shaped wave of psychic damage. Can stun victims. 1 turn, 14 meters, intelligence test, long rest.
- Mind Sanctuaryis a class action (active ability) that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. Create a magical focus that allows creatures within it to use a bonus action instead of an action, and vice versa. 3 turns, 9 meters, long rest.
- Intelligence Siphonis a class action (active ability) that can only be unlocked if you agree to partially transform when prompted by the Emperor, or turn into an illithid at the end of the game. 1-8 HP, 1d8. Absorb an opponent’s intelligence, reducing its value by 1 per turn and healing your wounds over several turns (5). 9 meters, short rest.
- Elusive Beast Formis a class action (active ability) that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. Transform into an evasive beast that can use evasion on yourself and enemies and has 85 HP. All your indicators, except intelligence, wisdom and charisma, become the same as those of the elusive beast. Upon reaching 0 HP, you return to your previous appearance. Until complete rest. In combat, illithids can use an action instead of a bonus action and vice versa.
- Illithid Masteryis a level 1 passive trait that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. You have gained an even deeper understanding of yourself, gaining mastery over Persuasion, Deception, and Intimidation checks.
- Psionic Dominationis a level 1 passive trait that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. When an enemy within 18 meters of you casts a circle spell equal to or lower than your proficiency bonus, you can spend a counter action to negate the spell.
- Free Spellis a level 1 passive feature that can only be unlocked if you agree to partially transform when prompted by the Emperor, or transform into an illithid at the end of the game. You have discovered an amazing skill of adaptability. The cost of Spell Slots, Charges, and other similar resources for your next action or spell is reduced to zero. Becomes available again after a short or long rest.