Bang's Blogs: Revan vs Dark Urge

 

“What is better - to be born good, or to overcome your evil nature through great effort?” -Paarthurnax


Revan, Dark Lord of the Sith turned Prodigal Knight from Star Wars.


Dark Urge, the Bloody Bhaalspawn of Baldur’s Gate.


Good and evil, dark and light. Two polar opposites that tug at morality and make the paths walked through them a blur, a gray spot that seems to be a never-ending battle. Their pasts are paved with darkness, tyrannical ambitions of conquest, and betrayal, closed up by a loss in memory when they were opposed, now forced to journey as heroes to figure out who they really are, adventuring with a small band of heroes. But when they brushed upon the carnage they inflicted, they were tormented, torn between finishing their dark legacies or atoning for their past. Ultimately, they chose to fight the good fight, destroying all the pain of yesterday and walking the path of redemption, choosing to become heroes instead.


They are some of the most powerful wielders of the Force and Magic; talented and formidable warriors, proficient masters of the lightsaber and sword, and the most cunning of strategists. And now it’s time for these two RPG protagonists to lock blades in a grand duel that will be spoken of as legends. Will the Heart of the Force be remembered as hero, savior, and prodigal knight, or will the Haunted One kill again with rancid blood spilled? Let the Duel of Destiny begin in this DEATH BATTLE! 


Before We Start…

This blog will focus exclusively on the Legends continuity for Star Wars, which means any material exclusive to the current Disney canon will not be considered. This is due to the matchup focusing on the Legends version of Revan and that the canon version of the character has only been mentioned in lore and it is unknown if his story is similar to his Legends counterpart at all.


In addition, we will be using the Light Side path in Knights of the Old Republic for Revan in terms of story and information since it is the canon route of his story in Knights of the Old Republic. That said, we will still use Revan’s time as a Sith Lord for abilities since he can still use those abilities even after turning back to the Light Side, and we will also use alternate events from the Dark Side route for feats and scaling, since both routes should be equal in terms of power.


Also we will be giving Revan a lot of the equipment and weapons he gained in Knights of the Old Republic. This is to help differentiate this blog from other Star Wars blogs and also to keep the theme of both iconic western RPG game characters.


Finally we would like to give credit to the G1 Star Wars blogs such as Darth Vader vs Obito Uchiha and Luke Skywalker vs Saber/Artoria Pendragon as a reference and help for information.


For the Dark Urge, meanwhile, we will use Larian Studios’ default character selection for the analysis, a male white Dragonborn Storm Sorcerer, in order to narrow down the toolkit of the character to something more manageable. We will also be focusing on his evil routes, as they offer him more abilities and greater feats overall and as of now there is no official canon ending to Baldur’s Gate 3.


In addition, due to Baldur’s Gate 3 changing a lot of spells, transformations and other lore things for the sake of game design balance, we will be cross referencing official Dungeons & Dragons materials for any inconsistencies, as well as referring back to Baldur’s Gate 1 and 2, which were made by BioWare rather than Larian Studios, who had different design goals in mind.  While 5th Edition is the primary focus of current D&D lore, we have also consulted material as far back as 1st Edition for reasons we will cover in a later section.



Spoiler Warning:

This blog has made no attempt to sidestep spoilers in Baldur’s Gate 3, at one point or another most major plot points and endings are referenced, even for characters that are not the Dark Urge. If you plan to play Baldur’s Gate 3 reading this beforehand this will spoil some of the games biggest moments. You have been warned.

Background

Revan

“Revan was power. Staring into his eyes was like staring into the heart of the Force. Even then, you could see the Jedi he would slay etched on his soul.”


Revan—renowned as the Revanchist, reviled as Revan the Butcher, worshiped as the Revan, dreaded as the Dark Lord of the Sith Darth Revan, and praised as the Prodigal Knight— was a human male who played pivotal roles as both Jedi and Sith in the Mandalorian Wars, Jedi Civil War, and Great Galactic War.


Believed to have been born around 3994 BABY in the Outer Rim Territories, the child later known as Revan was found by the Jedi Order and apprenticed to the Jedi Master Kreia. The Padawan had an insatiable hunger for knowledge and soon became the Jedi's most promising pupil. Alongside his friend Malak, he became a Jedi Knight and a vocal and charismatic critic of the Order's inactivity in the ongoing Mandalorian Wars between the Galactic Republic and the Mandalorian Neo-Crusaders. In defiance of the Jedi Council, the Knight took upon the name Revan and started the Revanchist movement to combat the Mandalorians as the Republic Military's Supreme Commander. Revan and his forces gradually pushed back the Mandalorians, saving countless worlds at the price of devastating moral compromises and the embrace of dark side practices. On Malachor V, Revan defeated the Mandalorian leader - Mandalore the Ultimate in single-combat and ordered the activation of the Mass Shadow Generator superweapon, destroying both armies and the planet, but winning the war in the process.


Revan and Malak, now hailed as the greatest of heroes, vanished into the Unknown Regions to investigate a mysterious Sith influence behind the war. They discovered a hidden Sith Empire and fell under the thrall of the Sith Emperor Vitiate. Vitiate directed the newly anointed Darth Revan and Darth Malak to find the mystical Star Forge to escalate plans of a galactic invasion, but the pair broke free from his mind control and used the Star Forge for themselves—creating their own Sith Empire and a fleet of warships. Intent on unifying the galaxy to destroy the lurking Sith menace, they returned to the galaxy as conquerors and battled the Jedi and the Republic in the resultant Jedi Civil War. Revan almost succeeded, but Malak usurped the throne and fired aboard his flagship during a Jedi ambush led by Bastila Shan. Revan nearly died, but Bastila healed him and took him before the surviving Jedi for judgment.


The Jedi Council used their powers to wipe Revan's mind and soon re-trained him as a Jedi. Alongside Bastila and newfound companions, Revan was tasked to relocate the Star Forge—the heart of Darth Malak's Sith Empire. Across his journey, Revan picked up more allies and fell in love with Bastila, but they were eventually intercepted by Malak’s flagship. Malak revealed to Revan his true identity as the former Dark Lord, then captured and corrupted Bastila to the dark side. Revan escaped and, in a last stand, led the remaining Republic fleet against the Star Forge, redeemed Bastila back to the light side, and killed Malak in battle, destroying the Sith Empire he created. Revan married Bastila and sank into obscurity until mysterious visions from his past led him to rediscover Vitiate's Sith Empire. Alongside his former protégé Meetra Surik, also known as the Jedi Exile, and the Sith Lord Scourge, Revan attempted to assassinate the Emperor. However, Scourge betrayed the pair, killing Meetra and helping Vitiate imprison Revan.


Kept in stasis for three-hundred years, Revan waged telepathic war against the Emperor, tempering his hate and stalling his invasion at terrible cost to his own psyche. Revan was eventually freed by Republic forces and took control of the Foundry space station to construct an army of extermination droids against the Empire, but he was foiled and killed by an Imperial strike team. However, his centuries of anguish had splintered his mind and, although his lighter half became one with the Force, his darker half rejected death and resolved to destroy Vitiate. Although the Emperor's physical body had already been destroyed in battle, his hibernating spirit lingered, so Revan planned to resurrect Vitiate to a physical form to permanently destroy him. A coalition of Imperial and Republic forces, fearing that Revan's meddling would only bring untold destruction, united with Revan's light side spirit to defeat him on Yavin 4. Though the Emperor still reawakened and escaped to the galaxy at large, the two halves of Revan merged together in peace and died a final death.


Dark Urge

“The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Alaundo.”


Long ago in the realm of Faerûn, the Gods were in a period of great upheaval, the Time of Troubles.  Forced to walk the realms as mortals by the Overdeity Ao, many gods would find first-hand just how unpleasant the sting of death would be.  Mystra, Bane, Myrkul, Torm, and many more would find themselves killed for their ego, both by their fellow deities and mortals alike.  However, Bhaal, God of Murder, would see his death at the hands of Cyric coming, and prepared a contingency plan to bring about his return long in advance, by siring an entire generation of children that would carry out his bloody legacy.  These children would come to be known as the Bhaalspawn.


Bhaal’s plan would use these children to eventually fight one another, to become the supreme Bhaalspawn and inherit the Lord of Murder’s will.  This bloody legacy would begin in full with the plans of the mighty Sarevok Anchev, who would strike down any Bhaalspawn he could find to eventually work his way to the top, eventually setting his sights on the monk Gorion’s ward, who themself was a Bhaalspawn, a fact they would not learn until they stood over Sarevok’s corpse, and then, through further adventures that would see them travel all the way to the Hells and even the Abyss, thwarted Bhaal’s plans by rejecting his power at the last, ending the former god’s plans with the death of his priestess Amelyssan at the very Throne of Bhaal.


However, Bhaal was far from done.  Conceding that the progeny he had left were too inefficient, too human to accomplish his goal, Bhaal made a new spawn, though this time, one born of his own cursed blood.  This spawn would be far more in tune to his father’s murderous desires, consumed with an all-encompassing need for blood, the screams of the innocent, and to bring all mortal life to the cold embrace of oblivion.  This child would come to be known as… The Dark Urge.


Though growing up innocent and ignorant of their horrible destiny in childhood, it would not be long before The Dark Urge would come to revel in taking lives, and so, so many horrific deeds afterward, they would take the lives of their foster family then take their place among the Cultists of Bhaal deep within the underbelly of Baldur’s Gate.  With a loyal band of subjects at their disposal, The Dark Urge would carry out murder after murder in their father’s name, gaining favor with the Cult and rapidly ascending to become Bhaal’s Chosen, carrying their acts of depraved cruelty on any that were unfortunate enough to witness the horrifying crimson visage under his pale, white scales.


But eventually, The Dark Urge came into contact with a fellow Chosen of the Dead Three, the charming Chosen of Bane, Enver Gortash.  The two would become fast allies and, even by their black hearted standards, friends and soon begin to conspire and scheme with one another, to further their gods’ ambitions.  They considered the failings of their predecessors and eventually, the murderous mind of the Dark Urge conjured a plan that would deliver the entirety of the Sword Coast to their gods.


To begin, they would first steal a powerful relic from the devil Mephistopheles’ vault, the Crown of Karsus, an artifact that commanded power on the level of a god.  Next, they would travel to Moonrise Towers, and there they would invade the mind flayer colony beneath the tower and enthrall an Elder Brain to their command using the crown, making it the force known as The Absolute.  And with the Chosen of Myrkul, Ketheric Thorm, in on the plan, a massive scheme that would enslave all on the Sword Coast to the Dead Three’s whims would begin, one The Dark Urge could not wait to enact and slaughter all life in the Forgotten Realms….


But in a twist of hubris, The Dark Urge had forgotten to check closest to themself, as a knife from fellow Bhaal worshiper Orin the Red embedded itself in his skull and carving open a hole that would leave the mighty Chosen of Bhaal amnesiac, Orin leaving him to the mind flayers’ machinations as she took over as the representative of Bhaal.  For months, The Dark Urge was nothing more than a lab experiment for the sadistic doctors that were learning all they could about Illithid tadpoles, a special modified one being embedded within him….


However, fate would have other plans for him, as a githyanki raid on a mind flayer vessel he was stowed in would finally free him… Albeit with no memories except for his name and his love of murder.  After escaping the vessel with allies that would become traveling cohorts with him, The Dark Urge was once again loose on the Sword Coast, with only a vague notion of who he was, and a burning desire to find out that identity, the swirling bloodlust always palpable in his mind as he gathered his allies and ventured forth.


In time, having fought through goblins, kobolds, hags, vampires, dragons, zombie dragons, and everything in between, The Dark Urge returned to the Temple of Bhaal beneath Baldur’s Gate, where he would have a climactic battle with Orin the Red for the title of Bhaal’s Chosen.  And at the end of it all, with the Netherstones in hand, The Dark Urge would subjugate the Absolute, his companions that helped him arrive, and soon, all would be under the Absolute’s control, in Bhaal’s name…



Experience & Skill

Revan

During his era, Revan was considered to be one of if not the greatest Jedi of that era. He was also considered one of the greatest and most powerful Sith Lords of all time. Having numerous decades of experience and fighting in major wars such as the Mandalorian Wars and the Jedi Civil War, and battling a large variety of opponents in his era, from Mandalore the Ultimate, Darth Malak, and the Sith Emperor Vitiate. The Prodigal Knight was equipped to deal with nearly any threat that the Galaxy faced, stated to be “the greatest single warrior the Republic has ever known”, and that anyone he faced such as the Mandalorians had no chance.


In particular, Darth Revan was a cunning and ruthless military and tactical genius, from the great lengths of teaching the Mandalorians had bestowed upon him. Always willing to take sacrifices to achieve his goal, and using many strategies in order to gain the advantage; faints, counterattacks, and mass deceptions. His acceptance of losses allows for adaptation, reenergizing of his tactics and troops, even if it means abandoning entire worlds that were once his. 


As a Jedi/Sith, Revan has been described as a master of everything he knows. Gaining the holocron and other artifacts of Tulak Hord allowed him to tap into more unique lightsaber combat techniques. He learned it all from the likes of Kreia, Zhar Lestin, Dorak, and other Jedi Masters, and as such would know every lightsaber form. The forms being:



Lots of his methods and teachings were derived from raiding tomb-like cities such as Malachor V, a Sith archive planet, enhancing his abilities and understanding of the dark side of the Force as a Sith. He tapped into the teachings of the likes of Exar Kun and the Brotherhood of Sith, the Valley of the Dark Lords, and even Vitiate, the latter of which he studied extensively in learning the ritual of Nathema, allowing a Sith to absorb a planets worth of Sith energy and obtain unlimited power. He even learned how to create his own Sith Holocron when beforehand, such rituals were considered dangerous by even the mightiest Sith such as Darth Bane. He would also come to learn many Force abilities such as force rage, rebuke, dark healing, and dark rage. 


In terms of non-Force users, Revan has defeated Basilisk war drones capable of pulverizing large cannons and tossing around the hulls of capital ships, and slew Mandalore the Ultimate, the greatest of all the ancient Mandalores. He’s taken down Rancors, the Undertaker, a dark side abomination, armies of precognitive Echani, an Imperial Guardsman that fought Meetra Surik, and even took down two Terentatek, terrifying beasts renowned for hunting Jedi and being resistant to Force attacks. 


For Jedi and Sith, Revan has taken down some of the most dangerous duelists and Force users of his time. He has much experience in fighting entire armies of Force users, such as massacring the Korriban Sith Academy, which consisted of hundreds of Sith padawans and masters, and Sith shock troopers, Chris Avellone, the writer of Knights of the Old Republic 2, said he could defeat Darth Traya, who dominated three Jedi Council members in a fight, defeated Darth Nyriss, a senior Dark Council member, and even stood his ground against, but ultimately was overwhelmed by Vitiate, one of the most powerful Sith Lords in history period, who opted to lock up Darth Revan due to seeing him still as a legitimate threat. One of his most impressive feats is the battle against Darth Malak and the entire Star Forge, which consisted of him dismantling an entire army of battle droids, destroying the stationed defenses, defeating a legion of Jedi and Sith apprentices, defeats Bastilia Shan, one of the greatest Force prodigies of his time, before defeating Darth Malak himself via knocking his jaw off who was empowered by the dark energies of the Star Forge


Dark Urge

Before Orin betrayed him, The Dark Urge was the leader of the Cult of Bhaal as his Chosen, avoiding detection entirely from the likes of the Harpers or Flaming Fists, even though they were literally right under their enemies’ noses. While fulfilling his desires, The Dark Urge would prove himself a capable combatant among Bhaal’s assassins, as well as a surgeon and strategist, orchestrating the entire Absolute scheme in correspondence with Enver Gortash.  As well, his schemes were so well thought out that he was able to completely bypass the archdevil Mephistopheles’ defenses to steal the Crown of Tarsus from his vault.

Equipment

Revan

Main Equipment


Lightsabers

The staple weapon of almost any Jedi or Sith, it contains a blade made of pure energy. Lightsabers are famously known for being able to cut through most types of material they come into contact with, though some materials such as Beskar can resist lightsaber strikes. Jedi’s lightsabers are powered by a kyber crystal. In Legends, most Sith lightsabers are energized by a synthetic crystal, engineered instead of naturally occurring, giving it a red look instead of the blue, green, yellow, etc. blades of the Jedi. Due to their connection to the Force, a lightsaber allows its user to deepen their connection to the Force, thus amplifying their Force powers when ignited. The lightsaber contains a connection to the Living Force, and the Sith are capable of wielding more powerful crystals that can “destroy” Jedi lightsabers, and can wield them with no conscious thought. Additionally, although anyone could theoretically wield such a weapon, the potential of the lightsaber is only best realized through being attuned to the Force itself, requiring rigorous training and enhanced senses to wield its capabilities correctly.


Revan carried two lightsabers in his life. He originally wielded a lightsaber powered by a violet kyber crystal (later changed to blue) during the later years of the Mandalorian Wars and wielded it against Mandalore the Ultimate. After being turned to the dark side of the Force, Revan kept the saber, but replaced the original blue crystal with a synthetic crimson one. He would use the weapon against the Jedi Order during the Jedi Civil War, but was destroyed when Malak fired on Revan’s ship when Bastila Shan and her strike team tried to capture Revan. During his retraining as Jedi, Revan would construct a new lightsaber made of a blue blade, which he would change to green after the defeat of Malak. He would use this until his capture by the Sith Emperor Vitiate. After being freed, his lightsaber would change to a violet color.


Mask

Originally belonging to a female Mandalorian who died during the Mandalorian Wars, Revan found the mask washed up on the shores of the planet Cathar in about 3973 BBY. He wore the mask as his own, vowing to wear it ‘til the Mandalorian Neo-Crusaders were vanquished. Although it likely grants some form of protection, it is most importantly seen as a symbol, immortalized by the actions of Darth Revan, and according to Meetra Surik, was a shaper of history, there with him with his rise, fall, and his union with the Force.

Other Equipment


Revan during his journey when he had lost his memory and was retraining to be a Jedi collected a vast pool of items and equipment such as powerful weapons, armor, stimulants, shields, and other equipment such as medical items which can heal the user or belts, headgear, and implants which can amplify the wielder’s abilities. Not all of these items are created equal and though and have different tiers of how potent their effects are. This list is heavily cut down for the sake of brevity, to see absolutely everything in Revan’s arsenal please take a look at this page for general equipment, this page for items, and this page for weapons.


Melee Weapons


Vibroblades

A Vibroblade was a type of blade vibroweapon that used ultrasonic vibrations to increase cutting effectiveness. The weapon’s hilt or handle usually contained a compact ultrasonic vibration generator, causing the blade to vibrate at an incredible speed, making even the slightest glancing blow become a gaping wound. A Vibroblade could be fitted with cortosis-weave, allowing it to parry lightsaber and energy sword blows. There are a variety of different types of Vibroblades, to see the different types of Vibroblades take a look at this page.


Vibroswords

A Vibrosword was a longer and heavier version of a Vibroblade. Based on Echani weapon design, it was generally wielded with two hands, although some beings were strong enough to wield them with just one hand and carry two of them. There are a variety of different types of Vibroswords, to see the different types of Vibroblades take a look at this page.


Stun Batons

A Stun Baton, also known as shock baton or energy baton, was a common non-lethal short range melee weapon that immobilized organic targets with a powerful electric shock. It contained a power pack in the handle, which was used to activate the high-density cells that produced a stunning charge, making the weapon a little unwieldy. The power cells could last three hours before requiring a recharge. While they caused minimum damage, they were able to easily incapacitate a target. There are a variety of different types of Stun Batons, to see the different types of Stun Batons, take a look at this page.


Gamorrean Battleaxe

Gamorrean Battleaxes, much like their namesake species, are heavy, unsubtle, and generally a very damaging influence in almost any situation. While they lacked subtlety, they more than made up for in very damaging blows.


Long Sword


Here is where the roots of the lightsaber begin, with traditional swords still wielded today in many primitive cultures. They are simple, but still effective in the right hands.


Silver Lined Sword

This blade is long and straight and sparkles with a silver glow that becomes brighter as the hilt is touched. It is quite warm, and it almost appears that the blade becomes white-hot once it is equipped. Such a fiery weapon would be devastating against an unarmed opponent. A small insignia of a flame is impressed upon the hilt.


Krath War Blade

Twisted by the dark side, the Krath tempered swords with the power of the Force perhaps even before lightsabers became the weapon of the Jedi, both dark and light.


Naga Sadow’s Poison Blade

Naga Sadow’s Poisoned Blade was a Sith sword once owned by the Sith Lord Naga Sadow. The blade was poisoned  and would inflict poisonous effects upon its victim. The weapon was said to be imbued by the tainted presence of Naga Sadow.


Short Sword

A short sword was a simple and ancient type of melee weapon, largely overlooked by contemporary warriors but still effective in the hands of a skilled wielder. It could be used to parry incoming melee attacks, and was often used while wielding another weapon, as the former did not unbalance the user when held in the off-hand.


Quarterstaff

A smooth staff made of wood, plasteel, or light alloys, it is a very simple weapon of ancient design. It was featured prominently in certain cultures and fighting styles, such as the Echani.


Wookiee Warblade

A common weapon among Wookie warriors who would wield in the blade in constant motion, allowing for deadly strikes. Though initially they might seem cumbersome, Wookiee Warblades are actually very efficient in design.


Gaffi Sticks

A Gaffi Stick, also known as a Gaderffi, was the traditional melee weapon of the Tusken Raiders on Tatooine. It was a pole weapon with a spike or blade on one end and some kind of bludgeoning instrument on the other. It was crafted out of whatever salvageable material was at hand. Gaffi Sticks were very effective in close combat.  


Revan had the standard Gaffi Stick as well as two other variants, the Chieftain’s Gaderffi and Raito’s Gaderffi. The Chieftain’s was given to him by a Tusken Chieftain, who was willing to give it up to Revan as a sign of gratitude before leaving. It was slightly more ornate and better constructed. Raito’s Gaderffi belonged to a Tusken named Raito, who was said to have slain a Jedi.


Double-bladed Sword

The Double-bladed Sword was a melee weapon that had a grip in the center with two long blades emerging from either end. It was capable of dealing more damage than a regular sword but was less precise and more difficult to control. There are a variety of different types of Double-bladed Swords, to see the different types of Double-bladed Swords, take a look at this page.


Ajunta Pall’s Blade

This sword belonged to the fallen Jedi who would become the first Dark Lord of the Sith, Ajunta Pall. Held by the Dark Jedi even before he fell to the dark side, this may be one of the few truly personal items owned by Ajunta Pall, and remains as thoroughly corrupted as he.


Vibro Double-blade

A variation of the Vibroblade, this twin blade variation used Echani cortosis-weave technology which was heavier and less precise, but more powerful than its single bladed cousin. Like the single bladed variant, the cortosis-weave allowed it to protect it against lightsaber damage. Also like other double bladed weapons, it was less precise and harder to control, but inflicted more damage.


Yusanis’s Band

Yusanis was the most famous of Echani warriors, fighting against oppression and villainy until encountering Darth Revan. Discovering that Revan had killed an Echani senator, Yusanis attempted to tell authorities but fell to the powers of the Sith Lord despite his own impressive abilities and the cortosis weave inherent in all Echani Vibroblades.


Revan would later buy this weapon at a hefty price on Tatooine from the Paaerduag merchant Mic’tunan’jus Orgu. When properly modified, even the Star Forge’s defense droids stood little chance against this high quality weapon.


Ranged Weapons


Blasters

Blasters, also called a gun, were a ranged weapon that would fire out bursts of particle beam energy called blaster bolts from a power pack. They were the most commonly used weapon in the Galaxy and their intense beams consisted of compacted high-energy particles and intense light that could kill or paralyze their target. Blasters ranged in size from compact pistols, to large and heavy rifles, to starship-mounted blaster cannons.


Blaster Pistols

Blaster pistols were small, hand-held blasters. They were the most common weapons in the galaxy and fired a bolt of intense coherent light powered by a replaceable power pack. There are a wide variety of different types of blaster pistol types, to see the different types of blaster pistols, take a look at this page.


Bendak’s Blaster

This blaster belonged to Bendak Starkiller, a duelist legendary on Taris. It is a highly adaptable weapon, and is definitely of better quality than any standard issue pistol.


Heavy Blaster

A Heavy Blaster, or Heavy Blaster Pistol, is a more powerful version of the standard blaster pistol. They were basically cut-down blaster rifles, utilizing a more powered gas chamber, firing larger, more damaging bolts with a wider beam. There are a wide variety of different types of heavy blaster types, to see the different types of heavy blasters, take a look at this page.


Cassus Fett’s Heavy Pistol

A custom model of a heavy blaster pistol used by the Mandalorian Cassus Fett, recognizable due to its distinctive wooden grip and black metal base. It was famous for being used by Cassus Fett to kill the captain of a Republic frigate at the Battle of Jaga’s Cluster.


Hold Out Blaster

Hold-out Blasters were small, palm-sized blasters that could easily be concealed. It was mainly used for incapacitating an enemy. There are many different types of Hold-out blasters, to see all of the different types, take a look at this page.


Disruptor Pistol

Similar to the Disruptor Rifle, it was a vicious and devastating weapon that disintegrated its target. It tore apart its victim at the molecular level, destroying their body tissues and bypassing most types of personal energy shields. While smaller than a Disruptor Rifle, it was better for close combat and could still vaporize its victims. Most disruptor pistols were banned in most planetary systems.


Mandalorian Ripper

The Mandalorian Ripper was an energy-propelled slugthrower. As a type of disruptor, it ignores most personal energy shields. Despite being a slugthrower, it was legally classified as a disruptor weapon, and thus banned for civilian use on most Republic worlds.


Ion Blaster

Ion Blasters were a type of handheld blaster. Unlike a typical blaster, this weapon fires a stream of energy very damaging to electrical systems, causing havoc on the internal components of droids. An ion blaster bolt disrupted electrical systems and melted fuses, destroying both circuits and effectively rendering any kind of technology useless.


Verpine Prototype Ion Blaster


The Verpine Prototype Ion Blaster was an ion blaster created by the Verpine to specifically annihilate droid enemies. Demonstrating this weapon, the insect-like Verpine destroyed legions of droids, doing nothing to quell the public's suspicions of what testing their stun guns must have been like.


Sonic Pistol

A sonic pistol, sometimes referred to as “squealers” was a type of sonic weapon similar to a blaster pistol. It created a high-intensity sonic blast powerful enough to shatter solid objects and cause devastating injuries.


Bothan Shrieker

A type of sonic pistol, This is an improvement over the standard sonic pistol design that must seem doubly shrill to the large ears of the Bothans. A Bothan hit by a blast was more likely to be incapacitated for some time by this weapon.



Blaster Rifles

A Blaster Rifle was a type of rifle-shaped blaster weaponry, typically with a longer barrel than other types of blasters. More powerful than the commonly available pistol, the blaster rifle is favored by soldiers throughout the galaxy. Civilian ownership of these weapons is not generally encouraged. There are many different types of blaster rifles, to see all of the different types, take a look at this page.


Jurgan Kalta’s Assault Rifle

This was the favorite weapon of the Zabrak mercenary Jurgan Kelta, who was active before the Great Sith War. Jurgan Kalta wanted to make a big noise in the galaxy. If it was the screams of his enemies, all the better. This weapon was his favorite because it shared his adaptability. It is much more accurate than the standard blaster rifle. It had an increased effectiveness against droids since it dealt ion damage, as well as the standard energy damage caused by a blaster.


Blaster Carbines

A Blaster Carbine was a shortened variant of an already existing weapon, traditionally blaster rifles. It had a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle. Created initially by Gungis X Weapons, blaster carbine rifles had become very popular during the Jedi Civil War, helped by falling prices due to competition from other companies. They had a few advantages over other ranged weapons, such as being shorter and lighter than their heavier cousins, and allowed for more capabilities especially in confined environments; they also had a faster rate of fire than a typical blaster rifle. In addition they were cheaper to produce.


Jamon Hogra’s Carbine

This was the weapon of mercenary Jamoh Hogra, and was supposed to protect him against the many enemies he earned in his lifetime. Hogra's skill didn't match its potential, however.


Bowcaster

The Bowcaster, sometimes called the Wookiee Crossbow or a Laser Crossbow, was a Wookiee weapon that fired a metal quarrel enveloped in energy. Some were modified to fire pure energy.


Chuundar’s Bowcaster

Chuundar’s Bowcaster was an enhanced Bowcaster owned by the Wookiee Chuundar. It was modified by the Czerka Corporation to use special upgrades, as a result of Chuundar’s alliances with Czerka slavers. Revan obtained it when he killed Chuundar with the help of Zaalbar, Chuundar’s brother.


Disruptor Rifle

The Disruptor Rifle was a vicious and devastating weapon that disintegrated its target. It tore apart its victim at the molecular level, destroying their body tissues and bypassing most types of personal energy shields. This disruptor is even more destructive than its pistol counterpart, and is outlawed on just as many worlds.


Zabrak Disruptor Cannon

The Zabrak Disruptor Cannon was a disruptor rifle created by the Zabrak race of Iridonia during the Great Sith War. Zabrak always demands respect, especially with the aid of weapons that are even more damaging than already-outlawed standard disruptors.


Baragwin Disruptor X-Weapon

The Baragwin Disruptor-X weapon was a disruptor rifle of Baragwin design that had been extensively modified by the Rodian Suvam Tan, giving comparable levels of concussive force to the blast that the Ion-X Weapon delivers. Upgrades to this weapon could potentially greatly increase both the impact force and the penetration of its charges.


Ion Rifle

An ion rifle was a type of ion blaster that fired ion energy instead of blaster bolts. This energy would disrupt electrical systems, making it an effective weapon against droids, vehicles, electronic devices, and cybernetically enhanced creatures. It was larger and more powerful than an ion pistol. There are many different types of ion rifles, to see all of the different versions, see this page.


Baragwin Ion-X Weapon

The Baragwin Ion-X Weapon was an ion rifle of an experimental Baragwin design that had been extensively modified by the Rodian Suvam Tan. One major change was the incorporation of a shaped-energy delivery system that delivered concussive force in addition to normal energy discharge.


Sonic Rifle

Sonic Rifles were the sonic analog to blaster rifles, capable of striking targets from a greater range than the heavy sonic blaster while maintaining the same damage. More powerful than the pistol, the sonic rifle fires a blast of sound that causes a great deal of sensory overload in addition to damage, disorienting the victim.


Repeating Blaster

Repeating blasters were heavy blasters that could fire many rounds in short time intervals. Most of these were mounted, but there were some light variants that could be held by troops.


Light Repeating Blaster

Light Repeating Blasters were repeater blasters that were light enough to be held in hands. There are many different types of light repeating blasters, to see all of the different variants, see this page.


Baragwin Assault Rifle

The Baragwin Assault Rifle was a light repeating blaster that has been modified from existing repeater designs by the Baragwin, who were known as gifted weaponsmiths. By taking and modifying an existing repeating blaster design, the Baragwin have managed to greatly increase the damage output and added additional functionality with a variety of upgrade options.


Heavy Repeating Blaster

The Heavy Repeating Blaster was a large and powerful variant of a blaster rifle. This weapon again increases the firepower available to the foot soldier or mercenary, but it is not for the lightly armored who wish to be quick on their feet. There are many different types of heavy repeating blasters, to see all of the different variants, see this page.


Baragwin Heavy Repeating Blaster

The Baragwin Heavy Repeating Blaster was a model of a repeating blaster that was manufactured by the Baragwin, who were known as gifted weaponsmiths. It was a heavier version of the Baragwin Assault Rifle, and could even be further upgraded to produce a blast capable of setting even durasteel on fire for brief periods.


Mines and Grenades


Mines

Mines were explosives designed to be concealed and detonated whenever enemies were nearby. There were hundreds of different variants of mines.


Flash Mine

A flash mine was an explosive device designed to stun its target by using either a power cell or a capacitor as a discharge source.


Frag Mine

A frag mine, or fragmentation mine, was an explosive device designed to send a blast of shrapnel through any nearby enemies.


Gas Mine

A gas mine was an explosive device designed to release an exhaust of poisonous gas when triggered. Its effects could last for 30 seconds and reduce the effectiveness of entire enemy groups.


Plasma Mine

A plasma mine, also known as an incendiary mine, was an explosive device designed to send short bursts of intense heat, in the form of volatile incendiary chemicals, through any nearby enemies.


Grenades

Grenades were self-contained explosive devices, usually thrown by hand, but sometimes from a grenade launcher, which was useful in infantry combat. There were a wide variety of different types of grenades in the galaxy.


Concussion Grenade

This type of grenade explodes in a concussive wave of force that disrupts the senses of both organic and inorganic targets in the area of effect.


Frag Grenade

Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective.


Adhesive Grenade


These grenades cover the target area in a gooey bio-adhesive that traps anyone caught within the effect. It quickly degrades, allowing allies to soon pass unhindered.


CryoBan Grenade

A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect.


Ion Grenade

These grenades emit an extremely strong burst of energy devastating to any droids or personal shields caught in the effect.


Poison Grenade

This grenade unleashes a blast of poison gas that affects the nervous system, lingering in the air to ensure that the effect is not escaped easily.


Sonic Grenade

These grenades explode loudly, but the majority of their effect is delivered in disorienting frequencies the ear can barely perceive, even as it is damaged.


Plasma Grenade

These grenades release a quick burst of an incendiary agent that ignites immediately, damaging all enemies within the area of effect.


Thermal Detonator

This Republic device contains a baradium compound that produces a small fusion energy explosion of great force. Civilian possession of these items is outlawed almost everywhere.


Armor/Robes


Shields


Energy Shields

When equipped and activated, these items project an energy shield around the wearer. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit.


Echani Dueling Shield

Far more powerful than most forearm shields, when activated this unit absorbs some of the incoming energy to provide good protection without the need for bulky generators. The unit must still be replaced after repeated use, however.


Yusanis’ Dueling Shield

Yusanis sponsored many of the advances the Echani people are known for. Produced in his honor, these forearm shields are unmatched on the battlefield. The unit must be replaced when the maximum number of activations is depleted.


Sith Energy Shield

The Sith have made many improvements to personal forearm shielding, much to the dismay of the Jedi. Though efficient, the unit must be replaced often as it burns out when repeatedly activated.


Echani Shield

The Echani put much effort into developing a forearm shield that, once activated, would allow a mercenary to close on a blaster-wielding enemy relatively unscathed. This unit is discarded once its energy cells are depleted.


Arkanian Energy Shield

Even 2000 years after the designs were pioneered, Arkanian technology remains desirable. When equipped and activated, this forearm shield protects against a variety of combat conditions, though it must be replaced often due to burnout.


Verpine Prototype Shield

Though manufactured by the Verpine, these forearm shields are based on highly modified Arkanian designs. They are must-have items for the professional soldier, though they have to be replaced when the maximum number of activations are expended.


Mandalorian Melee Shield

Mandalorians don't fear melee combat, but anything that absorbs physical damage brings them a step closer to victory, and these forearm shields are a favorite. The units are discarded once their maximum activations have been expended.


Mandalorian Power Shield

An improvement by the Mandalorians on their basic forearm shield, this variant proved decisive in several battles with the Republic. The units are discarded once their maximum number of activations have been expended.


Headgear, Belts, and Gloves


Headgear


Throughout his journey, Revan acquired many different types of headgear that can increase his skills and grant him immunities. To see all of the different types of headgear, take a look at this page.


Aural Amplifier

A device worn on the head, which allowed the wearer to hear from a great distance by amplifying sound waves originating from the direction of the wearer’s interest while dampening ambient noise. With this item, Durkish Corporation abandoned visual detection in favor of aural, citing that most creatures breathe, and even camouflage fields can't blend the sound of that away. Boosts awareness by +2.


Neural Band

Developed after the Great Sith War, it was a device that wrapped around the wearer’s skull. Developed in response to both Sith and Jedi using the Force to manipulate soldiers and security personnel, the neural band reinforced various synapses throughout the brain and provided alternate conduits for electrical impulses within the mind, making the wearer’s thoughts difficult to affect. Boosts will by +2.


Combat Sensor

A modified version of the Spacer’s sensor which employed targeting software that had prediction algorithms to direct the user’s gaze in combat, increasing efficiency during battle.


Circlet of Saresh

The wealthy Saresh family of Taris were once known as much for their arrogance and cruelty as for their vast riches and political power. But over the last century many of the family have shown a strong affinity to the Force, and been taken in by the Jedi for training. Foremost among these was Guun Han Saresh, heir to the family fortune. To celebrate Guun Han's acceptance into the Order, his father commissioned the crafting of a powerful headband: the Circlet of Saresh. To prevent this spectacular gift from leading his son down the path of arrogance and pride - an all too real possibility given the Saresh family history - the circlet was fashioned so that only one who is a true servant of the light can use it. The circlet was in Gunn Han's possession when he disappeared shortly after the time of the Great Hunt. It is only usable by a light side user and boosts the wearer’s abilities in the Force (+5 wisdom).


Stealth Field Reinforcement

A very powerful item designed to both regulate stealth field emissions and improve the user's perception of the field while in Stealth Mode.


Vacuum Mask

A piece of equipment designed to allow the wearer to operate in vacuum conditions. It was an emergency measure to protect the wearer against a loss of atmosphere aboard a spacecraft or space station. When in an area that lacks breathable atmosphere, the mask automatically supplied the wearer with ten minutes of breathable air. It was commonly worn or carried by people who frequently worked in space. Grants immunity to Mind-Affecting/mind affection and poison.


Breath Mask

This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks. Grants immunity to poison.


Stabilizer Mask

A piece of headgear that sent controlled micro-bursts of electricity to the wearer’s brain; these micro-bursts efficiently regulated the wearer’s brain waves, fortifying them against mind and body attacks.


Sith Mask

A mask used by some Sith to block outside influences and allow the user to focus without distraction. It lacks eye openings, requiring the wearer to perceive their surroundings through the Force.


Belts


Revan during his travels gained many different types of belts that can be used to boost his statistics, skills, and even shield him from attacks. To see all of the belts he acquired, see this page.


Brejik’s Belt

Brejik's belt, when used in conjunction with his arm band, produces an effective barrier against melee attacks.


Power Belt

Primarily designed for those doing heavy lifting, the power belt has also found use as an enhancement for melee fighters.


Gloves/Gauntlets


Revan in his travels acquired many different types of gloves and gauntlets that can increase his statistics. To see the full list of the variety of gloves and gauntlets he acquired, see this page.


Strength Gauntlets

Developed by the Mephilis Corporation, these gauntlets use pulses of energy to stimulate muscles at the key leverage points of combat actions, effectively increasing strength. Boosts strength by +1.


Dominator Gauntlets

A working proto-type of a huge technological advancement in power gauntlets, the Dominators give the user unparalleled strength and power.


Verpine Bond Gauntlets

Tensor-mesh stiffens the forearm for steady handling of volatile materials. The insect-like Verpine don't personally use these items, claiming they merely mimic their own exoskeletons.


Brejik’s Gloves

Brejik's gloves are designed to enhance the hand/eye coordination of the wearer.


Infiltrator Gloves

These gloves are equipped with an advanced artificial intelligence unit that the wearer can use to tap into nearby computer systems through cables or wireless transmission. The system also stabilizes the wearer's hands for fine detail work.


Advanced Stabilizer Gloves

These gloves contain an advanced fire control and trajectory analysis system which links to held ranged weapons. This allows the user greater accuracy when aiming their own weapons, and also gives warning when incoming fire would likely hit the wearer. Boosts dexterity by +3.


Recovery Items, Stimulants, and Enhancements


Medpacs and Life Support Kits

A Medpac, also known as health packs, was a small first-aid kit that contained limited-utility diagnosis equipment and other essential medicines for the treatment of wounds. It usually contained such as medisensors and also could provide flexclamps, synthflesh, irrigation bulbs, bacta, kolto, spray-bandages, bacta patches, spray hypos, bone stabilizers, antiseptics, medical drugs, coagulants, stimulants such as stim-shots and other essential medicines for the treatment of wounds. 


Advanced Medpacs were more potent versions of Medpacs and contained more equipment than standard Medpacs for the treatment of serious wounds.


Life-Support Packs contained highly advanced dermal regenerators and other necessary equipment for the treatment of life-threatening wounds.


Antidote Kits


Antidote Kits was a small kit that contained wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Lowered attribute scores are returned to normal and physical damage is halted. Damage already suffered must still be healed by other means.


Adrenal

Adrenals are drugs used to heighten the physical statistics such as strength, reflexes, stamina, etc. and aid in concentration. Adrenal stimulants all grant 120 seconds (2 minutes) of effects. The different types of Adrenals are listed below:


  • Adrenal Strength: A shot of this enhancer provides a temporary boost in the strength of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Boosts strength by +4 and has a duration of 2 minutes.


  • Adrenal Alacrity: A shot of this enhancer provides a temporary boost in the dexterity (agility/reflexes) of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Boosts dexterity by +4, speed by +20%, and has a duration of 2 minutes.


  • Adrenal Stamina: A shot of this enhancer provides a temporary boost in the constitution (stamina/resiliency) of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Boosts constitution by +4 and has a duration of 2 minutes.


  • Hyper-adrenal Strength: More effective than the basic model, this stim uses a risky cocktail of chemicals to boost the strength of the user. Stim bonuses that affect the same statistic do not stack. Boosts strength by +6 and has a duration of 2 minutes.


  • Hyper-adrenal Alacrity: This model of alacrity stim uses a very powerful mixture of chemicals to produce an incredible increase in the dexterity of the user. Stim bonuses that affect the same statistic do not stack. Boosts dexterity by +6, speed by +30%, and has a duration of 2 minutes.


  • Hyper-adrenal Stamina: Steeling the user against pain, this stim provides a very large boost in constitution. Stim bonuses that affect the same statistic do not stack. Boosts constitution by +6, and has a duration of 2 minutes.


Battle Stimulants

Battle Stimulants were stims that enabled the user to better absorb damage and allow the mind to focus more on the fight. This resulted in an increased ability to hit the opponent. Side effects were minimal and the effect would wear off after a short period of time. Battle Stimulants all grant 120 seconds (2 minutes) of effects. The different types of Battle Stimulants are listed below: 


  • Battle Stimulant: This stimulant enables the user to better absorb damage and focuses the mind on the fight, improving the ability to hit. The effect wears off after a short time. Stim bonuses that affect the same statistic do not stack. Boosts vitality by +8, attack by +1, and has a duration of 2 minutes. 


  • Hyper-battle Stimulant: This stim removes all distractions, allowing the user to focus purely on the battle. The user is almost oblivious to damage suffered. Stim bonuses that affect the same statistic do not stack. Boosts vitality by +16, attack by +2, and has a duration of 2 minutes.


  • Echani Battle Stimulant: This stimulant produces a chemical cocktail that sends a boost of adrenaline through the body, focusing the mind and bolstering the user's tolerance for damage. Stim bonuses that affect the same statistic do not stack. Boosts vitality by +25, attack by +3, and has a duration of 2 minutes.


Implants

Implants were cybernetics that would enhance the user’s strength, speed, and abilities..


Level 1:

  • Cardio Package: This implant micromanages the cardiovascular system, effectively increasing the user's constitution (stamina) faster and further than hard work and exercise might. This boosts constitution (stamina) by +1.


  • Response Package: This implant boosts the regular energy impulses of the nervous system, sharpening the performance of dexterous (agility/reflexes) action. Inactive users may suffer the odd lingering twitch. This boosts dexterity (agility/reflexes) by +1


  • Memory Package: This implant stimulates the brain, effectively increasing the user's capacity for intelligent thought, all at a price cheaper than a trip to the libraries of Coruscant. This boosts intelligence by +1.

Level 2:

  • Retinal Combat Implant: This ocular implant greatly increases visual acuity, allowing the user to better track enemy movement in combat. General awareness will improve as well. This boosts awareness (basically helps the user see hidden objects or enemies hidden by stealth) by +1 and grants immunity to critical hits.


  • Nerve Enhancement Implant: This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload. Grants immunity to Mind-Affecting/mind affection.

Level 3:

  • Bavakar Cardio Package: This implant stimulates cardiovascular performance well beyond the user's norm. The Bavakar Medical Research Labs are at the forefront of developmental cybernetics. Boosts constitution by +2.


  • Beemon Package: Beemon's top of the line package usurps the body's natural reactions to stress and damage, allowing the user to withstand greater amounts of punishment and exertion than normally possible. Boosts constitution by +3.


  • Cardio Power System: This implant increases the cardio-vascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina. Boosts constitution by +4.


  • Bio-Antidote Package: This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. Side effects include dry mouth. Grants immunity to poison.


  • Cyber Reaction System: This system supplants the user's normal nervous system, enhancing it artificially. It allows the impulses to travel faster and farther along the system, improving reaction time, while also improving fine motor control, increasing accuracy. Boosts dexterity by +3.


  • Gordulan Reaction System: This implant hyper-stimulates the nervous system of the wearer, significantly improving both reaction time and hand-eye coordination. Boosts dexterity by +4.


  • Navardan Regenerator: This implant gives incredible healing powers, allowing wounds and injuries to heal in mere seconds instead of days or weeks. Boosts regeneration by 2.


  • Sith Regenerator: Extensively used by Sith intelligence operatives, this implant stimulates cell replication in the user's body, allowing wounds to be healed quickly and easily. It is most frequently used on operatives operating behind enemy lines for extended periods, where medical treatment is not normally available. Boosts regeneration by 2.


  • Advanced Sensory Implant: By assisting the areas of the user's brain dedicated to sensory-interpretation, this implant greatly heightens the user's awareness of their surroundings, as well as spatial perception and analysis. Boosts awareness by +10 and dexterity by +2.


  • Advanced Bio-Stabilizer Implant: This detailed micro-computer analyzes the contents of the user's circulatory system, as well as surges and drops in nerve transmission rates. It attempts to stabilize the user's system, and remove undesirable elements from it. Grants immunity to Mind-Affecting/mind affection and poison.


  • Advanced Combat Implant: The Advanced Combat Implant is an experimental technology, designed to make computer data available to the user. Naturally, one of the first uses for this technology was combat. This implant contains weapons specification, and advanced usage techniques for all known weaponry in the Republic and associated territories. Grants bonus feat to weapon proficiency, weapon focus, and weapon specialization to the following weapon types: Blaster Pistol, Blaster Rifle, Heavy Weapons, and Melee Weapons.


  • Advanced Alacrity Implant: By fine-tuning the user's nervous system, this implant allows vastly improved reaction times and coordination over unmodified individuals. The success of this implant, though not in wide distribution due to its cost, has prompted some at rival Bavakar Medical Research Labs to call for it to be banned. Boosts dexterity by +5.

Dark Urge

The Dark Urge through his travels has collected a massive pool of magical items, powerful weapons, armor and accessories like rings and pendants enchanted to amplify a wielder’s abilities far past what they would be able to accomplish normally, and are incredibly difficult to destroy.  Of course, not all items are created equal, and are divided by how much magic is poured in, with higher tiers of items having much more potent effects. This list is heavily cut down for the sake of brevity, to see absolutely everything in The Dark Urge’s arsenal please take a look at this page.


Weapons


Markoheshkir

Kereska, draconic goddess of arcane knowledge, imbues many chromatic dragons with their magic. This includes their exquisite and terrible breath, which has wrenched giants from their tall thrones, and destroyed civilisations of smallfolk.



Crimson Mischief


When she was a girl, she toyed with nastiness and sadism. Children often grow out of this; they get hobbies. For Orin, that taste for cruelty fermented, and in a way she did find hobbies. Ones that screamed.




Bloodthirst

The Lord of Murder wasn't always a lord. He was once just a petty killer. When Bhaal first drew blood in a Baldurian back-alley, it dropped to the ground and lingered. When he ascended, this dried blood-drop grew, warped - and became sharp. Creatures hit with this weapon receive Vulnerability to Piercing damage and it allows the wielder to cast True Strike when an attacker misses them.



Everburn Blade

Silent flames surge the length of the blade as soon as it clears the scabbard. Deals additional Fire damage.


Sussur Dagger

Smoke-like whorls of sussur sap darken the metal of this dagger's blade and silence its victims. Silenced targets cannot speak spells and are immune to Thunder damage.



BOOOAL's Arms

The cut-off pincer of some Underdark crustacean seems to magically adhere to a bone shaft, creating a make-shift javelin.



Devotee's Mace

This weapon is favored by celestial devas, the vanguards of the divine ranks of paradise. Deals extra Radiant damage on hit, and can create a healing aura that heals the wielder and nearby allies.



The Blood of Lathander

 It continuously sheds light, blinds nearby Fiends and Undead with its light, and allows the wielder to cast Sunbeam. Once per Long Rest when the wielders hit points are reduced to 0 they and their nearby allies are healed.


Twist of Fortune

They say rich folk are never truly happy; especially true when they're targeted with this morningstar. Has the unique weapon action, Blood Money which does increased damage depending on how much gold the target is holding.


Infernal Rapier

Imagine the soul as a blade. A good one, carefully looked after. A bad one suited for rusting in the rain. Flame-chewed and narrow, this blade is Wyll's soul summarized in steel. Allows the wielder to summon a Cambion


Duellist's Prerogative

A blade gifted to Lora by her own mother, Lenore the Fleet. When challenged to duels, Lenore's opponents assumed she had received this nickname from some naval exploit. They found out how wrong they were when her blade blurred faster than the eye could follow. Grants the wielder a greater chance of critical hits, and an extra reaction provided their off-hand is empty. The wielder can also use a reaction to grant additional Necrotic damage on a hit.


Adamantine Scimitar

Each cut of this blade shines with the wicked glint of adamantine -- a promise for a devastating blow. Automatically critical hits objects and ignores Resistance to Slashing damage.


Fleshrender

The previous owner was going to call this sword Barney, but he got such a bollocking from his friends that he named it Fleshrender instead, and sulked for a whole tenday afterward. Allows the wielder to make a diabolical strike, possibly preventing their target's ability to heal.


Sword of Life Stealing

Folded into the steel of this menacing weapon is an alloy of enchanted metal. It waits like a leech in thick swamp water, awaiting a victim to taste, awaiting a chance to restore your heartiness and inflict suffering on your foes. Deals additional Necrotic Damage and Heals upon a critical hit.


Clown Hammer

This hammer has a colorful history - it doesn't honk when you squeeze it, alas. Critical Hits can cause Enemies to burst into a fit of laughter


Orphic Hammer

Every contract a devil makes has some form of insurance - this one is cast in infernal iron and was forged in deep, ruinous hellfire. This Powerful Hammer is capable of breaking infernal bonds and curing targets of conditions preventing movement.


Spear of Night

A weapon Blessed by Shar, capable of permanently killing the immortal Nightsong who as a hero Deity can survive the unname spell when used by a mortal. 


High godly regeneration Negation (concept type 1/information type 2) *see power word kill section for explanation.


Sword of Chaos

The sword of Sarevok, brother of Gorion's Ward and child of the evil god Bhaal. Though much of its power died with him, the sword is still formidable, and glows with a malevolent light. Deals additional Necrotic damage and also regains the wielder's health on each successful hit.


Balduran's Giantslayer

Wielded by Balduran, the founder of Baldur's Gate and friend to his guardian dragon, a great glittering wyrm called Ansur. Fellowship can be undone, though, as easily as you or I might unlace the strings of our shoes, and it was in a time of skullduggery and hardship that Balduran killed Ansur, carrying out the deed with this sword. Extra effective against large foe and allows the wielder to grow to a fearsome size.


Unseen Menace

Yes, but what exactly is hitting you? This Weapon is Invisible



Hellfire Engine Crossbow

'Trundling, mashing, mincing, crushing, grinding, blasting, biting! Hear their peeling thunder, their roaring flames, their clicking, whirring, metallic melody, and know that the hellfire engines of Avernus are on the move!' - Edict in Elturel. Can fire a Lightning Arrow and pull enemies towards the wielder (Get Over Here!)



Viconia's Walking Fortress

'Walking Fortress' is a defensive technique reliant on a shield of this caliber. It involves upsetting your opponent who just wants to land a single blow. The wielder can deal Force damage to their attackers, and reflect projectiles.



Poo-Scraper

Fecund and revolting, the Abyss is not the worst place this has been.



Salami

A boon to any adventurer - delicious, long-lasting, and hard enough to smack an adversary.



Clothing, Armour & Jewelry

The Dark Urge has a charcuterie of armours and clothing that beyond what is shown below, can increase his saving throws, stats, grant him resistance to many damage types, and buff his spellcasting.


Mutilated Carapace

Hard, fleshy leather has been derived from a countless slew of victims to form this armor for Bhaal's fetid chosen.


Bhaalist Armour

Bhaal, Lord of Murder, was forced to walk the world as a mortal man during a period of history called the Time of Troubles. He was more vulnerable than he had ever been. But Bhaal was cunning. He had contingencies in case he died. Creates an aura causing those lacking resistance, to be vulnerable to Piercing damage.


Cloth of Authority

One can hardly be called a lord if they aren't dressed as such. A cursory glance at Gortash's finery would reveal intricate garb - a closer look would reveal a maddening attention to even the most minute details of the filigree. The Wielder cannot be frightened or afflicted with other emotion-altering conditions.


Adamantine Splint Armour

The adamantine plates lock and slide together perfectly - offering protection against even the deadliest of blades. All damage is reduced, the wearer is immune to critical hits, and attackers receive a penalty to their attacks upon making contact with the armor.


Reaper's Embrace

Heavy steel bones and teeth enclose the armor's chest and neck like a grotesque exoskeleton that both swallows and protects the wearer.  All damage is reduced, The wearer cannot be forcefully moved, and the wearer can perform a Howl of The Dead that halves the movement speed of those nearby but increases their spellcasting ability.


Helldusk Armour

Carixim, soul-stuffed forgemaster of hellish Avernus, hammers away ceaselessly at new creations. Questions of morality and destiny do not concern him. Conscience is for his betters. He works with cheer, his swollen skin moaning soothingly. All damage is reduced, grants the wielder resistance to fire, and lets the user fly.


Gibus of the Worshipful Servant

Corroded by Sceleritas' insouciant perversion, this little gibus hat was worn by the Butler before he sank throat-deep into Bhaal's clutches. Once, it was beyond besmirchment. Once, it was lovely.


Helldusk Helmet

It is said that Carixim, the fiending titan whose flesh squirms with twenty-thousand trapped souls, forged the pieces of this armor set.  The wearer is immune to critical hits, immune to being blinded, and able to ignite and frighten targets with an Immolating Gaze.


Helm of Balduran

This helm, worn atop the plate of Balduran the Brave, still gleams as if with the untarnished splendor of his legacy. Baldur's Gate itself bears his name, and tales of his exploits have turned the heads and hearts of many. The wearer is immune to critical hits, immune to being stunned, and passively heals a small amount each turn.


Bhaalist Gloves

When the Lord of Murder, Bhaal, was rendered mortal, he knew his days were numbered. His vile machinations had gained him many enemies. Those days ran out and Bhaal was indeed killed, not by a god, but by a man with hawkish features named Cyric. Allows the user to wrap a shadow rope around a target Humanoid's throat, dealing damage and Silencing it.


Gauntlets of Hill Giant Strength

Your basic hill giant is just a landslide with a digestive system. Increases the wearer's strength to a monstrous 23.


Amulet of Greater Health

Worn by Lumi, a cleric beholden to twilight, who sheltered her fellow adventurers as a bantam shelters her chicks. Increases the wearer's Constitution to a hearty 23.


Surgeon's Subjugation Amulet

A surgeon is only as reliable as her tools. And, indeed, as depraved. Allow the wearer to, once per Long Rest, paralyze a humanoid on a Critical Hit.


Amulet of Bhaal

A silver amulet depicting the symbol of Bhaal. Inflicts Bleeding on targets with full health.


After Death Do Us Part

Love is the last cruel leaf to fall in an autumn wide with sorrow. Allows its wearer to regain half their hit points after being Downed, but be cursed with Shadow Possession forcing them to randomly attack those nearby.



Food, Potions & Elixirs

The Dark Urge has access to a Las Vegas All You Can Eat Buffet of Food and Alcohol which do exactly what one would expect they do. He also has access to many Potions and elixirs, which beyond what's shown in this section, can grant resistances to many effects, grant addition spell slots, allow the user to cast certain spells and increase their abilities in a variety of ways ranging from utilizing their tadpole to increase their combat capabilities to increasing their jump distance. Read the full list here.


Healing Potions


Potion of Angelic Slumber

One of the few ways for elves to experience sleep. Other methods include taking narcotics and being hit very hard with a chair. Puts the drinker to sleep for 2 turns and upon waking up they gain the effects of a long rest, completely healing them.


Elixir of Cloud Giant Strength

Increases the consumer's strength to a frankly obscene 27.


Elixir of Universal Resistance

Thick as molten iron with a taste to match. Coats you from your throat to your fingertips. Grants the drinker Resistance to ALL Damage


Poutine

We love to see some Canadian representation - Triple


Grenades & Barrels

Full list here.


Holy Water

A splash of the sacred for those in need. This small flask explodes on impact, damaging nearby fiends and undead


Surprise-Based Teddy Bear

This teddy bear toy is stuffed with explosives. Still adorable.


Runepowder Vial

Runepowder was said to be invented by Gaerdal Ironhand, the protector god of gnomes. A mere 23 vials were needed to repel an assault led by Kurtulmak and his Kobold Delvers. A very powerful explosive.



Runepowder Bomb

Every ounce of Ironhand Gnome ingenuity has been poured into this metal casing - a moment of all-devouring destruction eagerly waiting for release. An even more powerful explosive than the vial, able to annihilate the Steelforge Foundry.


Runepowder Barrel

A secret concoction of smokepowder and gnomic mysticism, a single vial of runepowder is more volatile than a whole barrel of smokepowder. Who knows what this much could do… The BG3 equivalent of a thermonuclear bomb


Poisons

The Dark Urge has access to a variety of potent poisons able to damage and debuff enemies, read the full list here.


Scrolls 

With Scrolls The Dark Urge has access to every spell present in BG3 and can use them without expending any spell slots.


Scroll Of Dethrone

With this scroll The Dark Urge can cast Dethrone, a spell that shreds the foe's very essence by pulling on strands of the Weave itself.


Scroll Curriculum of Strategy: Artistry of War

With this scroll The Dark Urge can cast Curriculum of Strategy: Artistry of War. Curriculum of Strategy: Artistry of War, is a powerful spell that, in addition to having way too long of a name, summons the apparitions of 6 master strategists. Each apparition strikes a target of his choosing, curving up and around corners to strike foes and dealing force damage.


Other Artifacts


The Astral Prism

This unassuming Prism once imprisoned Orpheus, The Son of Gith herself. Like his mother Orpheus had the power to resist the mental domination of The Illthids, granted to her by a pact with the Dragon God Tiamat. This power even allowed The Dark Urge to resist the Netherbrain’s influence for an extended period of time (See The Netherbrain & Resistances)


Iron Flask


A flask that can hold friends and foes. Likely to make the former the latter. Within the Flask there is a Spectator, which is hostile to all.


Necromancy Of Thay

A powerful tome that grants those who unlock it forbidden knowledge, the ability to inherently Speak with Dead, and the ability to cast Danse Macabre and summon 4 Ghouls. Grants the Forbidden Knowledge buff which grants a +1 in wisdom Saving throws.


The Netherstones


Powerful stones, small fragments of the crown of Karsus. Allows the wielder to cast “Karsus’ Compulsion” a 9th-level Spell allowing the user to mentally dominate the Netherbrain.


Sceleritas Fel

The Butler of Bhaal, Sceleritas has died countless deaths of all sorts yet remains cruelly cheery, he is little more than a hypeman for The Dark Urge with limitless resurrections.


The Crown of Karsus

“...And Karsus was responsible.  Not driven by malice, but by ambition.  He forged a Crown imbued with all the powers of magic, a Crown that would make any who wore it a god.”

—  Raphael


In the ancient times of Netheril, the prodigal archmage Karsus sought to surpass the limits of his mortal flesh and become a god, using all of his talent to forge a magical crown that would enhance the wearer’s abilities far beyond any mere magical item. In tandem with his Karsus’s avatar spell, Karsus would steal the godly essence of Mystryl, goddess of magic, and achieve apotheosis for the briefest of moments… Only to regret his actions as the Weave would briefly cease to exist, Netheril fell from the skies it floated in, and he would be utterly destroyed in the next instant.  This act would come to be known as Karsus’s Folly, and the Crown itself would be lost for a time, the archdemon Mephistopheles sealing it within his vault for safekeeping out of reach, until a certain white Dragonborn conspired with Enver Gortash to raid his vault, courtesy of the Devil’s Fee shop’s services, and acquire the crown to use in a grand conspiracy…


To call the Crown of Karsus powerful would be a gross understatement, as its existence drives nearly every aspect of Baldur’s Gate 3’s story, from the Absolute’s quest for dominance, to The Dark Urge’s raid into Mephistopheles’ vault to acquire it, to Raphael’s own ambitions to unite the Nine Hells by ending the Blood War single handedly, and even drives every facet of party member Gale Dekarios’ motivation, one way or another.  As Raphael explains, if used correctly, there would be very little the user could not accomplish, and he is proven right in each ending where the Crown is used to achieve the owner’s desires and seal their power should they claim it.


The Netherbrain

“Bhaal's Chosen placed the Crown upon me in the depths of Moonrise Towers 

and there I was born.”

— The Netherbrain


An Elder Brain enslaved by the Crown of Karsus, the Netherbrain is the true identity behind the Absolute and its enigmatic cult that quickly spread all over the Sword Coast. Chained and under control of the Chosen of the Dead Three, in truth, the brain is the mastermind behind their plans, using the proud Chosen merely as pawns to serve the Crown, amass an army and plant the seeds to control over Baldur's Gate and beyond.


To call The Netherbrain intelligent would be a disservice, with a monstrous 28 Intelligence with intelligence this high it sees a beholder (int 17) which are very strategic in fights and know what attacks to use in multiple scenarios,that have also been known to enslave entire empires,and Furthermore, Beholders are considered so intelligent, it is compared to paranoia- for it is said that they have calculated the chances of any event, no matter how unlikely, and prepared an adequate plan for such a thing… the same way a average human (int 10) sees a fucking crab (int 1). 21+ int is enough to qualify for godly level intellect which gives a form of analytical prediction, for example the Netherbrain with only a few actions planned out the events of the Baldur’s Gate 3, which notable included outsmarting The Dead Three, and a nautiloid hopping through dimensions and picking up Karlach from Avernus, one of countless possible options in that infinite plane. It is also stated by The Emperor to calculate every possible move at once and that it cannot be mentally outmaneuvered by a non Illithid. Smarter than Acererak (int 27) who outsmarted the 9 trickster gods (hero to quasi Deity level) and killed/sealed them within his tomb.


Elder Brains (stat sheet here) are capable of detecting all intelligent life nearby, firing psychic blasts, teleporting themselves to separate planes of reality and utilizing a variety of mental abilities. By creating psychic links with targets they can read their thoughts, break their concentration on spells, send a powerful blast of psychic energy, straight to their mind, or even outright mentally dominate foes.  Even Elder Brains lacking the immense power of the crown of Karsus are capable of mentally dominating a boundless empire of mind flayers at threat of potentially expanding into the infinite hells via the Astral plane and even post empire Illithid technology can reach the Far Realm via the Astral Plane. With The Crown of Karsus, The Netherbrain gains ability to halve enemies speed with a Retributive Brainquake, annihilate foes with Orb of Negation, which is an explosion of Netherese Magic, and make itself immune to the types of damage it took the previous turn with Aegis of the Absolute and they have even more abilities over the years like:


Elder Brain Physiology:

All the abilities of a basic mind flayer (see Illithid powers and full Illithid) plus:


Abilities

Revan

Stamina and Endurance

Fights between Jedi and Sith are often prolonged, making Force users have to train to push themselves to the limit with lightsaber combat and fight for far longer than the average human, being able to perform feats of tremendous willpower and exert themselves to great lengths. One of Revan’s best feats of stamina and endurance by far is boarding the Star Forge, which is basically a dark side nexus that consumes lesser Force Sensitives, and fighting dozens of Dark Jedi, battle droids, Bastila, and Darth Malak himself for over an hour..


Revan also had great endurance, being able to withstand numerous lightning bolts from Jorak Uln, and withstand incredible pain in his torture sessions from Scourge.


The Force

The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.” -Obi-Wan Kenobi


Before creation had come into being, inside the primal unduality of existence, The Father of Lights sung forth the first notes of a song. And from the source of light and life blossomed the Force; permeating all of existence as time began its desultory flow. The Force is everything, and everything is the Force. Within its metaphysical, natural and spiritual nature, duality does not exist. All is one and one is all. “Light and Dark” are no more than nomenclature: words that describe how little one understands. The Force is above those words, and concepts. It is infinite. Existing as a thing both within and without, limitless and sublime, and wholly beyond comprehension. All aspects of the universe are contained with the Force. It may be a non sentient energy field, the sum of all creation. It may be an eternal entity, knowing and unknowable. It may be both of these and more; it may be something else entirely.

All interpretations of The Force that are made are fundamentally and ultimately distinct from The Force, as beings upon interpreting the Force create separate conceptions from the Force that are not the Force, which includes every single conception of it, including thought itself. Call it the Universe, or the Force, or Existence: those are only words. They are half truths. They are lies. The truth is always greater than the words we use to describe it. Throughout time, it's been conceptualized by many names (e.g. the Unity, the Way, the Power, Magic), but none reflect its true nature, which defies explanation.

The Force exists within a higher plane, transcending space and time; flowing through the cause and effect of the past, present, and future attributed to infinite possibilities. The Force also extends throughout Hyperspace, and Otherspace. When Barriss Offee used the Bota to achieve a form of Oneness with the Force, she was capable of sensing beyond three, even four dimensions, and understood that the universe was of an entire piece, each part connected to all the others, webbed together by vibrating strands of the Force that stretched through dimensions utterly beyond the ken of her senses.

Like most forms of energy, the Force can be manipulated, and it is the knowledge and predisposition to do so that empowers the Jedi Knights and the Sith. This is due to the fact the Force is accessible to all living beings through the presence of midi-chlorians in their cells. Midi-chlorians are microscopic life forms that reside inside living cells. The more midi-chlorians inhabiting a being's cells, the more the being is able to connect to the Force. These midi-chlorians also appear to possess a single unified consciousness linked through the Pneuma and can be influenced by the host’s mental state


A common misconception held is that midi-chlorians were Force-carrying particles, when in fact they functioned more as translators, interlocutors of the will of the Force. Force-Energy is simply required for life and midi-chlorians are its biological vector. Some species are more attuned to the Force than others. To control the Force, one must be mindful of its three basic techniques: Control (the manipulation of one's internal Force strength), Sense (detection of the Force in the external world), and Alter (manipulation of matter through the Force).

The Force had long ago been interpreted into several unique aspects: the Cosmic Force, the Living Force, the Unifying Force, the Physical Force, the Dark, and much more.


“The Cosmic Force”, otherwise known as the Pneuma, is the Jedi's understanding of the Supreme Maker (e.g. the Father of Lights). The Pneuma is the set of all conceptualizations in any mortal mind; connected to a collective unconscious. The Cosmic Force is a "unifying gestalt", a metaphysical vision of the entire galactic whirlpool and the threads that comprise all of reality. Midi-chlorians, which were birthed from the Wellspring of Life, are the foundation of what connects the Living Force and the Cosmic Force. All energy from the Living Force passes into the Cosmic Force. This includes not only the energy of the Living Force at a particular point in time, but the energy of all things that have ever lived in the galaxy. It transcends normal conceptions of time and space; connecting to what is, what was, and what has yet to come. It is identified as fate, for beings with limited understanding of the Cosmic Force.

“The Living Force”, otherwise known as the Anima, is generated by living beings. It allows Jedi to connect with the plants and animals that inhabit the world around them. It is the energy of all things that have ever lived. The Living Force is raw and close at hand. It is the life energy tingling around them as they pass among plants and animals in a walk through the jungle. When beings die, it is sensed through the Living Force. All tangible Force abilities are techniques from the Living Force. Jedi who believe in the tenets of the Living Force rely on their instincts and become attuned to the living things around them. They are mindful of the future and what might result from their current actions, but they remain focused on the present instead of allowing anxieties about the past and future to cloud their awareness. Once a living being dies, all is removed. Life passes through the Living Force into the Cosmic Force and becomes one with it. One powers the other. One is renewed by the other. Abilities of the Body are drawn from the Living Force, emanating from the very cells and affecting the physical structures of others. Through the Living Force, certain Jedi are able to retain their identities after death, manifesting as Force spirits while still becoming one with the Force


“The Unifying Force”, otherwise known as the Aperion, is a vast cosmic power. It is the stars and galaxies, the rippling surface of space and time. It is this voice that whispers destiny, allowing a Jedi to walk in the past or see the future, leaving their body behind. It teaches that the Force is a single power and has neither a light side nor a dark side. The Unifying Force has no sides and does not take sides, treating all living creatures equally. This view has been supported by the likes of Vergere and Emperor Palpatine. Those who follow the Unifying Force tend to keep their eyes on the future and possibilities, leading them to act in ways to fulfill a destiny instead of focusing on the here and now, like those who follow the Living Force. Through this, a Jedi can sense the past and the future. Thus, precognition is an aspect of the Unifying Force. Jedi who studied the Unifying Force understood that the future was constantly in motion, but sought to understand this motion and develop a sense of their place within it. Abilities of the Mind are also drawn from the Unifying Force. These operate on a different plane than the physical--they exist in the realm of thought and memory, allowing to induce their targets with visions of infinity. The Unifying Force dictates all physical phenomena; all of matter, all of gravity, all of electromagnetism, encompassing all of space and time, and much more.


“The Physical Force” is the facet of the Force that allows a Jedi to manipulate objects around them. Abilities from the Alter techniques are drawn from the Physical Force. It was possible to alter the Physical Force, merging items and objects into something entirely new. This facet complemented the Living Force and the Unifying Force. Jedi would learn to channel the power of the Physical Force for a more effective defense


“The Dark” is oblivion; absolute nothingness. It is final, perpetual, ineluctable nonexistence. An abstraction that embodies the eventual end of all things. When compared to the Dark, all of existence is an illusion. It is described as ‘generous’, as ‘patient’, waiting before planting the seeds of doubt and lies in all that is supposed to be made for good, like adding cruelty into justice, all the while hiding in plain sight. 



The Light Side of the Force

"A Jedi uses the Force for knowledge and defense, never for attack." -Yoda


The Light side of the Force puts emphasis on using the Force’s abilities for very specific purposes, such as defense or protecting yourself, or to help and even heal allies, and on a few occasions, can be used offensively, though usually without the intent to cause physical harm. 



The Dark Side of the Force

"A Sith knows when to unleash the fury of the dark side, and when to hold back. Patience can be a weapon if you know how to use it, and your anger can fuel the dark side if you learn how to control it." -Darth Bane


The Dark side of the Force is for the benefit of yourself, and the powers associated with it are used for killing and murderous intent, or to take something which cannot be given back, or replace something in place of something else, even if it costs your soul and light. It draws from negative feelings and emotions such as anger, fear, greed, and hatred. It slowly corrupts the user into nothing but a debilitating body of rage and inferno, turning them into a shell of their former selves. The dark side also provides additional abilities such as manipulating life and twisting the mind and soul. A dark side presence could also obscure visions into the future.



Telekinesis

Telekinesis is a basic, neutral force power enabling Force-sensitives to manipulate their surroundings (often objects or individuals) via the Force. It can be used to disarm weapons, control molecules, make alterations to objects to the subatomic level, and transmute elements.


Revan was a master at telekinesis, wielding the Force to manipulate the environment and his opponents by pushing or gripping objects with the Force. He was so skilled with telekinesis that he could hurl a heavy stone object at a moment’s notice, and on Dromund Kaas, he destroyed a large stone archway from a great distance with just the power of the Force. He would even throw his lightsaber in battle and guide its path with telekinesis. During a battle on Yavin 4, he would prove capable of wielding two additional lightsabers telekinetically and sending them spinning around the battlefield. As a Sith Lord, Revan also utilized the Force to choke his opponents, as well as crushing their internal organs and bodies.
 


Force Push

The most basic and common application of the force, it utilizes telekinetically-derived force to push objects away from the user. The most severe degrees of Force Push would essentially function as powerful explosive projectiles. Some Force Sensitives such as Starkiller were so powerful that he could destroy entire TIE Fighters with a single Force push.



Force Pull

Another very basic and common Force technique, Force Pull is a telekinetic ability using the Force that could use a material body to draw close to the user. It could be used to pull them close into the range of their lightsaber attacks or to forcefully disarm their opponent. They even have the capability to tear a target apart where they stand.


Telepathy

Telepathy allows the user to read the minds, thoughts, and emotions of other beings. It could also allow them to communicate with them. Revan was so skilled with Telepathy that he could dominate over a thousand Rakata, a species biologically resistant to Telepathic persuasion. He could also pinpoint Tari Darkspanner’s location from across the galaxy despite the two having no prior relations



Precognition

Precognition, also known as danger sense or farsight, was a universal Force power and a particular application of Force Sense that was used to perceive events in the future far before they occurred. A variant of Precognition called Battle Precognition allowed Jedi and Sith to anticipate their opponents movements, while also obfuscating the future to their advantage. Sith Lords such as Skere Kaan of the Brotherhood of Darkness could apply their precognitive abilities in ways to aid them in large scale battles, foreseeing each minor and major event. Revan was highly proficient with Precognition, being able to accurately foresee many aspects of the Mandalorian Wars. Revan was one of the greatest practitioners of Battle Precognition, being able to predict attacks accurately before they happened. He was able to defeat and kill the greatest of the Echani, who could predict attacks minutes beforehand, the course of battles by months, and the path of wars.


Force Amplification

Force Amplification allows a Force Sensitive to enhance their physical statistics to perform superhuman feats of strength, speed, and agility. Force Sensitives have used this ability to destroy battle droids with their hands, tear armor apart, heighten their perception of time and allow them to see events slower, and amplify physical strength in a lightsaber duel. In rare cases, one could use this technique to grant a physical weapon the ability to clash with a lightsaber, or hold fractured limbs together.



Force Grip

Force Grip was one of the most effective and violent applications of telekinesis. It was a technique by which a user of the Force uses telekinesis to physically grip a target, or a specific type of target, to exert more direct control over them beyond simple levitation. It had two main derivatives, Force Choke and Force Crush. Force Choke was a purely offensive technique that could be used to forcefully choke the target. Although commonly used by Sith, it was also used by the Jedi as well. Force Crush was a deadly technique that lifted the opponent in the air and crush part of a victim’s body. It can target organs such as the heart, brain, lungs, etc. Revan would utilize force grip multiple times when he was a Sith Lord.


Force Lightning

A well known force technique, this electrifying ability is used to blast dangerous bolts of electricity. It was mostly used by practitioners of the dark side, especially Sith. It is almost a purely offensive and energy-based power that channeled Force energy down the users limbs, hurling arcing bolts of electricity from the wielder’s finger tips or palms. It could be used with one or two hands and would cause severe pain and agony to the victim that it was widely used as a form of torture. It was even capable of disintegration, Revan even did this when he deflected Darth Nyriss' lightning back at her.


Force Valor

Force Valor is a light side Force power that allows Revan to increase his resolve, accuracy, and speed. He could also use this on his allies. The ability increases the rate at which his capacities function, allowing his body to move and react faster, leap higher and farther, strike more powerfully, and fight with improved accuracy. This ability shared similarities to Force Body, Enhance Attribute, and Battlemind, as well as its dark side counterpart Force Rage.


Force Wave

One of the most powerful forms of force push, it was essentially a wave of pure Force energy that pulsed out from the Force that utilized it which knocked back anything within the power's blast radius, being able to push multiple opponents at once. It could also be used when an overwhelming number of enemies immediately swarm towards the user. The strength of Force Wave was extremely potent, and its raw power was on more than one occasion described as a telekinetic explosion. Some Force Waves were so powerful they could atomize their targets.


Force Repulse

Force Repulse was a telekinetic destructive blast of Force Energy, where the user would concentrate on the Force and violently push it outwards, creating rapidly-expanding kinetic ripples in space and flinging nearby objects away at a high velocity. It was so potent it could even vaporize those caught in the blast, potentially to the atomic level.


The main difference between Force Repulse and Force Wave was that Repulse always functioned as a spherical explosion that radiated from the user, while a Force Wave typically functioned in a circular fashion.


Force Blast

A powerful telekinetic exertion of the Force. It is basically a more powerful version of a Force push. The user would blast opponents and obstacles out of the way in a much more violent way than a simple Force push.


Force Shockwave

A very destructive ability similar to Force Repulse, it is a Force power that allows a Force-user to emit a powerful destructive ring of energy. Damaging or destroying anything in its radius.


Force Throw

A combination of Force Push and Force Grip, this technique is used to cause objects, and even people, to be hurled at a target or area at an insane velocity. A skilled Force user could throw multiple, large objects simultaneously at great speed.


Force Rage

Force Rage, one of the more potent dark side abilities, which allows the user to amplify their themself and their Force abilities by utilizing their rage, pain, hate, and innermost fears and convert them into an intense rage. It was similar to the light side ability Force Valor.


Saber Throw

Saber Throw was another application of Telekinesis. With this, a Force-user can toss their lightsaber through the air and have it return to their hand in the same motion. Revan has used this technique many times.


Force Speed

Force Speed or Burst of Speed, is a technique that allows the user to quicken their movement and reflexes, allowing them to move much faster for short periods of time than usually applicable. It can amplify their speed to such a degree that they can appear to be moving in slow motion to their opponents. They can also move with such swiftness that they leave afterimages or appear as a blur.


Tutaminis

Tutaminis, also known as Energy Absorption, is a Force ability that allows the user to absorb, deflect, or disperse harmful energy attacks directed at them. It can be used to negate attacks from blaster bolts, Force lightning, and lightsabers. Tutaminis could also be used to absorb or dissolve different types of energy such as heat, light, electromagnetic radiation, forms of radiation such as alpha, beta and gamma rays, and blaster fire. Tutaminis could also use the energy it caught or absorbed against the attacker, wounding or even killing them. It also had other applications, such as amplifying other force powers or healing the user.


With Tutaminis, Revan has been able to absorb and deflect Darth Nyriss’ Force lightning storm back at her, instantly turning her to ash.


Force Resistance

Force Resistance, also known as Force Immunity, refers to several applications of the Force used to defend against Force powers. It is the resilience a Force user exhibited against Force abilities. The Jedi would generate an aura providing additional protection against physical and mental Force powers. At the novice level it was known as Force Resistance, but mastery of the technique was ascribed the name Force Immunity as the user could render some Force powers entirely inert.


Energy Resistance

Energy Resistance was a light side Force power (mainly used during the Jedi Civil War) and was similar to abilities like Tutaminis. It created a barrier of energy-absorbent force around the user, reducing the damage taken from energy weapons like blasters. A more advanced version of energy resistance allowed the Force user to not only protect themselves, but their allies as well. It also granted Immunity to poisons and disease, and absorbed a higher amount of damage than the standard energy resistance. 


Force Bond

A Force Bond, also known as a Force Chain or simply a bond, was a link through which two Force Sensitives could influence each other, and was the innate ability to form connections in the Force. It was very common between Jedi Masters and their apprentices. It allowed the communication of feelings, thoughts and images across distances and granted greater coordination in battle.


Revan formed a Force Bond with Jedi Bastila Shan, who would eventually become his wife. It was rumored Revan studied Force Bonding deeply during his many apprenticeships before leaving for the Mandalorian Wars. Revan and Bastila developed their bond with each other when she used the Force to preserve his life following Malak’s betrayal and his capture, and would use this bond to draw out Revan’s lost memories.



Force Barrier

An offensive and defensive technique that allows the user to create a barrier around the intended target. This could be themself, a friend, or foe. Revan has used this multiple times, such as using it when he has been on the brink of death or when fighting the strike team where the energy sphere was capable of withstanding the strike team’s lightsaber strikes, Force attacks, blaster bolts, and explosives.


Force Jump

Force Jump, also known as Force Leap, used the Force to augment the user’s natural leaping ability. It could allow a force sensitive to leap distances several times their height, or even “glide” through the air for a brief period of time.



Levitation

Levitation was a Force power that allowed Jedi to suspend themselves against the Force of gravity. Using the Force, an individual could then hover in place or move about wherever they desired. Revan briefly used Levitation to attune his connection to the Force during his retraining at the Jedi Academy on Dantooine.


Force Heal

Force Healing is an ability that allows Revan to make various alterations to his or his allies body such as healing injuries, curing ailments, nullifying poisons, negating drugs, etc. It can even dampen the perception of pain. With Force Heal, Revan has been able to do things such as heal second degree burns from Vitiate’s Force lightning.



Affect Mind

With Affect Mind, Force users can manipulate the minds of their targets, influencing their thoughts and allowing them to persuade them to do as they wish. Proficient users of this have also been able to create things like an illusion. Revan himself was very proficient with Affect Mind, being able to perform such feats as mind tricking Motta the Hutt, who’s species are biologically resistant to telepathic persuasion; even extending to the totality of a biologically resistant population. He was so great with it that during his imprisonment, he was able to affect Vitiate’s mind to delay his war on the Republic for centuries and even got him to end the war, Revan was also pulling knowledge from Vitiate as well. Revan is also superior to Force users such as Skeere Kaan, who was able to use the Force to influence the Brotherhood of Darkness and make them submit to his will, and Count Dooku, who is able to override other Mind Tricks with his own. Revan should also be superior to Darth Plagueis, who could use the Force to enter the mind of every being in the Galaxy, humanoid or otherwise. Weaker Force users have also been able to take control of the entire universe, and manipulate the fabric of Hyperspace, and negate resistances.



Force Stun

Force Stun, also known as Force Stasis, was an ability that would target the senses of an opponent and overload them, stunning them in place or even paralyzing them. It was mainly used when a Jedi faced a large number of enemies or if they wished to disable an enemy long enough to flee them or apprehend them. The highest level of Force Stun was known as Stasis Field, which allowed a Force user to put multiple enemies into a brief catatonic state at the same time. Stasis Field was sometimes used to avoid combat entirely and was often practiced by higher level Jedi Knights and Masters.



Force Drain

Force Drain was a spectrum of offensive and defensive dark side Force powers that fed off the energy/strengths of its target. Dark side users who use this can heal themselves and increase their power to vast degrees. This would also weaken the victim and exhaust them almost instantaneously. Revan was very skilled with this technique, utilizing it multiple times and was able to feed off Meetra Surik’s spirit to counter Vitiate’s own Force Drain. He even taught Sith Assassins this technique. Some users like Darth Nihilus were able to use Force Drain on entire planet's, and the technique can even cause atomic decay and obliterate life to the submicroscopic level.



Death Field

Death Field is an extension of Force Drain that creates a deadly field in the shape of a sphere around the user, violently sucking the life essence out of this caught within its reach and withering their bodies to dusk


Immovability

By utilizing Telekinesis, a Force Sensitive could render themselves as an immovable object, and withstand the push or pull of anything that attempts to shift them away from their position. Immovability has been stated to turn you into the very essence of an immovable object - unable to be shifted by Lando’s asteroid tuggers, Megador’s sixteen ion engines and even a black hole at the center of the galaxy


Force Slow

Force Slow was a dark side ability that would cloud the target's mind, causing them to slow down both mentally and physically. A light side variant of Force Slow called Force Exhaustion was used by the Jedi Guardians during the Galactic War and Cold War. Force Slow had 2 more powerful variants, Force Affliction and Force Plague. Force Affliction was like a fast-acting poison, quickly debilitating the target. The effects would worsen over time and could potentially cause the death of the target if they were strong enough with the Force. Force Plague was a more powerful version of Force Affliction, working like a fast-acting toxin, horribly debilitating its victims with effects worsening over time.


Force Senses

Force Sense was one of the most basic of Force abilities. By expanding his consciousness across the environment, Revan can gain a degree of heightened senses of cosmic awareness. Force Sense is capable of heightening natural senses such as hearing, or detect things your eyes cannot see to better anticipate attacks. It is so precise that it can even distinguish between ally and enemy, receive a preemptive warning of immediate danger, and detect some events light years away.


Revan has shown to be very proficient with this ability, performing feats such as being able to expand his senses across the Galaxy to try and find Meetra Surik, or pinpointing Tari Darkspanner across the galaxy despite the two having no prior interactions.


Telekinetic Lightsaber Combat

Telekinetic lightsaber combat techniques made use of telekinesis in lightsaber combat. Some were offensive while others were defensive. Some Force-users were very proficient with this technique, such as Kreia/Darth Treya, one of Revan’s former teachers, who was able to wield at least 3 lightsabers and have them aloft in the air and have them fight with a will of their own. Revan utilized this technique during his fight with the strike team on Yavin 4, using 2 different lightsabers.


Detoxify Poison

Detoxify Poison was a technique that allowed the user to purge any toxins or poisons from their body in a much shorter amount of time than they normally could. Revan had stored knowledge on this in a Sith holocron that Darth Bane would find and would help him learn the technique.


Another version of this technique called Detoxify Poison in Another, allowed the user to detoxify the poison in another’s system.


Rebuke

With Rebuke, a Force Sensitive can redirect/deflect or absorb Force powers, targeting them against the aggressors.


Ionize

A counterpart of Force Stun for droids, Ionize was a force ability developed during the Old Sith Wars. It was a stream of Ions released by a Force-sensitive meant to disable or destroy droids. It normally appears as a purple stream and the energy emitted from the user could effectively stun or destroy many droids at once. Revan used this many times in combat against droids, he even used it on the Star Forge to deactivate the captive Jedi’s cells.


Shatterpoint

Shatterpoint is a Force ability that allows the user to detect faults in the Force, creating a ‘critical point’ which the user can shatter the person or object from which it originated to change the course of the battle. They not only manifested as weak spots on physical objects, but as points in scenarios that could alter the course of entire events.  


While Revan has never personally shown this ability before, his former master Kreia has been able to utilize it, and it was said Revan mastered everything she and all of his other masters knew.


Force Suppression

Force Suppression was a controversial mind-affecting power that allowed the user to harness the Force in order to convince others that they had been cut off from the force itself. It would serve to diminish an enemy’s Force resistance and to negate a vast range of Force abilities.


Sever Force

Sever Force is a technique that can remove one’s connection to the Force entirely and render them powerless, or even kill them if the severance is severe.


While Revan has never personally shown this ability before, his former master Kreia has been able to utilize it, when she used it on 3 Jedi masters and killed them, and it was said Revan mastered everything she and all of his other masters knew. So Revan would most likely know how to utilize this.


Force Fear

Force Fear was a dark side power where the wielder would strike directly at the deepest parts of the target’s mind, causing them to plummet into despair and insanity and wreak havoc with their capabilities. It could cause the target to lose their courage completely, and if left undefended, the effects could be severe, rapidly demoralizing the victim with hopelessness and regret.


Matter Control

A Jedi’s control of the Force requires them to be capable of precisely altering objects varying from the molecular scale, to even subatomic configurations of particles. It is implied that a Force user can wield this application of the Force offensively, and potentially atomize an opponent with their raw power. Jedi padawans such as Jacen Solo were trained to manipulate molecules and transmute elements in their Force training. Through the Force power Art of The Small, a Force user can shrink their size to that of an atom to gain unparalleled stealth capabilities, perceive the universe on a molecular scale, cure ailments, or construct proteins and and rebuild cells.


Revan has created a holocron, which requires numerous precision alterations to it on a subatomic scale.


Force Scream

A Force Scream was usually an involuntary Force exertion that manifested in moments of profound anguish and rage. The Force Sensitive would draw upon the dark side and send ripples through the Force with a scream, smashing through physical and mental defenses. The Force Scream could violently destroy the user's surroundings, melt through metal, and even cause permanent damage to the ears. Some Force Screams were so powerful that they could be heard from light years away, such as when Exar Kun’s scream was heard and felt by Jedi masters Vodo-Siosk Baas and Arca Jeth on the planet Deneba. Dark side adepts knew how to use this power at will


Force Storm

Force Storm was a variant of Force lighting where the user would raise their palm upward and would create an explosion of electrical energy directed at all foes in the vicinity.


This application of Force lightning should be confused with two other abilities of the same name, that conjures weather or opens a wormhole.


Breath Control

An ability that allows the user to be able to go without breathing longer than usual. This was possible by using the Force to save the amounts of air in their lungs. With it, some Jedi were able to hold their breath for hours or even days.

While Revan has never personally shown this ability before, his former master Kreia has been able to utilize it, when she taught it to Meetra Surik to negate the poisonous gasses in the Jekk’Jekk Tarr Bar on Nar Shaddaa, and it was said Revan mastered everything she and all of his other masters knew. So Revan would most likely know how to utilize this. Though it is highly possible he might not be as experienced or skilled with ability as Kreia which might be a reason he doesn't use it as often.


Drain Knowledge

A telepathic ability that allowed the user to extract information from another sentient being. The ability disrupted the Force to steal deep memories and information in a violent way, to the point that the process might damage the subject psychologically. Revan used this ability on The One, leader of the Rakatan tribe known as the Black Rakata, in order to learn the Rakaten language and force Basic in all of the Rakatan so they could communicate with him.


Hibernation Trance

By entering a deep state of mediation, a Force Sensitive was able to go into a deep hibernation state. This could be either used to preserve their nutrients and stamina when they lacked food, water, oxygen, etc. or to appear deceased. A fully trained Force Sensitive could stay in this state for up to a week in a dry climate or up to a month in a wet climate.


While Revan has never personally shown this ability before, his former master Kreia has been able to utilize it, when she used it to appear dead and be moved at the Morgue in the Peragus Mining Facility, and it was said Revan mastered everything she and all of his other masters knew. So Revan would most likely know how to utilize this.


Beast Control

Beast Control, also known as Animal Bond and Beast Trick, is a particular application of Affect Mind which can function on animals. Once calmed, the animal could be used by the Force in various ways, such as a mount or guard beast. This ability was taught to Jedi Younglings as a passive ability. Other Force Sensitives such as Darth Vader have used it to subjugate hostile creatures, Darth Bane has subdued the minds of animals such as Bull Rancors, and Drexls. One of the most impressive feats of Beast Control was performed by Jedi Master Shaak Ti, who used this ability to call the Felucian Abyss to her aid, and was capable of defending it from Starkiller’s own attacks on its mind.

While Revan has never personally shown this ability before, his former master Kreia has been able to utilize it, when she taught Meetra Surik it on Dxun, and it was said Revan mastered everything she and all of his other masters knew. So Revan would most likely know how to utilize this. Though it is highly possible he might not be as experienced or skilled with ability as Kreia which might be a reason he doesn't use it as often.


Alter Environment

A Force power that allows a Force Sensitive to alter the weather and temperatures, such as summoning whirlwinds or lightning strikes. A related ability called Plant Surge allowed the user to improve the plant’s rate of growth and could be used offensively, such as ensnaring enemies in vines. Revan altered the weather of Yavin IV, creating storms, heavy winds, and earthquakes.


Teleportation

Yeah, this is real. A very rare force ability that allowed Revan to move from one place to the other instantaneously. Revan has been shown to use this during times like when he teleported away from the strike team or teleporting around a battlefield to dodge attacks and exploit favorable opportunities.



Force Stealth

Force Stealth, also known as Force Concealment, is a power used by highly skilled Force Sensitives to hide their Force alignment, or even their entire presence from other Force-sensitives. Revan was so skilled with this that he could conceal his light side presence and intentions from the Korriban Sith Academy.


Sith Sorcery

While he hasn’t been shown to use it a lot, it has been shown that Revan did dabble into Sith Sorcery. On Yavin IV, the dark side half of Revan casted Force Aberrations, corrupted masses of Dark Side energy. Theron Shan believed Revan and his Revanites were responsible for the creation of Malaphar the Savage, one of the greatest Massassi’s in history. It was said that Revan sought knowledge of Sith Magic from Malachor V and other places like Korriban, Lehon, and Yavin IV. Revan’s knowledge of Sith Sorcery was so great that it surpassed those of the Sith Academy during the times of the Brotherhood of Darkness, and Bane learned of many of the rituals Revan discovered. These include a ritual that was capable of burning the entire surface of a planet with fire, and the Thought Bomb (see Thought Bomb section for more information).


While not used by Revan, he might also know how to reanimate the dead, conjure spears of dark side energy, and create Force Tendrils.


Thought Bomb

The Thought Bomb was the result of an ancient Sith ritual that, through the focused willpower of many unified Sith Lords, unleashed the full volatility of the dark side of the Force. When detonated, it would annihilate the entirety–corporeal and non-corporeal–of every Force Sensitive being caught within its blast radius and absorbed their fragmented souls into a swirling vortex of endless torment that resolved into an orb of silver iridescense.


Revan knew how to perform this ritual, and recorded it in a Sith holocron that would eventually be found by Darth Bane.


Non-Physical Interaction

Due to the spiritual nature of the Force, Force Sensitives can battle against spirits. Some Force users such as Exar Kun have been able to do this, and while not entirely canon to Legends, Starkiller was able to fight and kill Obi-Wan’s Force spirit with Force lightning. Revan himself was also able to fight a Force spirit, when he fought the spirit of Ajunta Pall.


Force Ghost

The Force Ghost, also known as Force Spirit, is the soul and essence of a Force sensitive that has denied the will of the Force upon death, but is still able to interact with those who are still alive. Those who have come to terms with death use this technique to preserve their identity. They avoid getting absorbed into the Force by manipulating their own Pneuma. When Revan died, he attempted to become one with the Force, but was only partially successful. Part of him did move on and joined the Force, but the part that embraced the darkness to escape Vitiate’s capture refused to do so and still had control over his body. This Dark Revan, also known as Revan Reborn, wanted to get revenge on the Emperor and planned to resurrect his body to destroy him once and for all. He was ultimately defeated by the coalition forces, and would then accept to release his hold on the physical body and merge with his spectral half, finally being one with the Force. Revan’s light side half was able to resurrect the Hero of Tython’s allies when fighting his darker self.


Potential Abilities


Although Revan has not showcased these abilities personally, it is possible he knows each of these considering he was considered to be considered of the greatest Jedi and Sith of all time, and that it was said he delved deeply into ancient sith knowledge. There is also the fact that certain Sith such as Darth Bane gained a lot of Sith knowledge from Revan.


Cryokinesis: A dark side power that allows a Force-user to draw heat away from the object, causing its temperature to drop rapidly. This ability caused the heat vitality of the victim to hemorrhage, but it was possible for the caster to channel that vitality into their own body or manipulate ice despite its name. The target would become cold to the touch and become more fragile.

 

Convection: With this technique, a Force-user can superheat their limbs and cause enemies they strike to erupt into flames.


Force Flight: A Force power that enables the user to telekinetically move themselves toward a specific direction, taking levitation to an extreme degree.


Combustion: A force ability which operates by vibrating the molecules of the target, the user could cause objects to explode, including another’s limbs.


Force Sight: A variation of Force Sense that enhanced the user’s visual and spatial perception. It could be used to see in the dark or beyond walls.


Battlemind: An ability that can augment one’s morale, concentration, and fighting abilities. It could be used to aid in lightsaber duels.


Hatred: An ability where the user, by focusing on their hatred, can emanate an aura so intense it renders others catatonic


Art of the Small: By shrinking one’s presence to the size of an atom, one can gain an increase in aptitude for stealth and cure ailments via manually rebuilding cells.


Crucitorn: A technique for enduring physical pain or transcending it entirely through the Force. Where by detaching your mind, you could endure any manner of wound.


Resistances:

Telekinesis: The first thing Padawans learn in Force training is how to resist Telekinesis.

Mind Manipulation, Memory Manipulation, and Illusion Creation: When Revan was imprisoned by Vitiate, Revan was able to resist a endless torment of telepathic attacks for nearly 300 years, and Revan himself was able to pull centuries of knowledge from Vitiate himself and postpone his planned invasion of the galaxy and Republic for 3 centuries. This is impressive due to Vitiate once being able to control 8000 Sith Lords and possessing the entire population of Ziost, a population that ranged in the millions. He should naturally be resistant to the technique Affect Mind due to his Jedi training and most Jedi also have Thought Shields to protect themselves from mental attacks.

Lifeforce Absorption, Soul Manipulation, and Atomization: Revan can survive techniques such as Force Drain/Drain Life and Death Field which absorb lifeforce from the target. He was able to resist the drain life effects of the Star Forge, which devoured lesser beings. He was also even able to defend his consciousness from being destroyed by the echoes of Vitiate’s Force Drain ritual on Nathema. Meetra Surik, who Revan is superior to, was also able to survive the effects of the Nathema Ritual.


Poison and Toxin Manipulation: Revan knew how to purge poison and disease from his system. He even created a Sith holocron on this, which would eventually be used to teach the technique to Darth Bane. Revan was also able to show some resistance to drugs and poisons when he was imprisoned by Darth Nyriss.


Precognition and Fate Manipulation: As a part of lightsaber combat training, Force Sensitives are taught how to combat precognition by obfuscating their opponent's vision of the future.


Fear Manipulation and Madness Manipulation: Immune to fear inducing effects such as Force Fear/Horror, which functions by inducing insanity with forceful visions of infinity.


Transmutation: The power of the Force allows one to resist a Sith artifact that can mutate others into Rakghouls.

Dark Urge

Bhaalspawn Physiology

“You are my spawn. Your veins course with my unholy blood. Your life is mine.”

—Bhaal, to the Dark Urge

As Divine Spawn of the Murder God Himself, Bhaalspawn revel in bloody murder, they are plagued with gruesome thoughts that often cause them to embrace their dark urges even against their will. The Urge can be resisted, as many of the Bhaalspawn have denied their Father, Bhaal.


Note: Depending on their ailment, they gain specific spell like abilities which can change with your alignment. Since we are using evil Dark Urge, we will only be including the evil ones.


Non Aliment Dependent:

  • Supernatural Endurance: Can survive without a soul for a unknown amount of time but will die eventually unless given it back


Bhaal’s Beloved:

For children Bhaal is particularly fond of he grants them his blessing, giving them a few abilities 

  • Blessed and Power Bestowal: Bhaal bestows them certain spell like abilities like Power Word Kill and other special abilities 

  • Transformation: Can transform into the Slayer (See the slayer form)

  • Limited Portal creation: Can use the Pocket Plane ability  


Breath Attack


As a Dragonborn The Dark Urge can unleash a Breath attack, a 5 meter cone of frost and ice that is blasted from his mouth

Sorcerer Abilities

“Even to the best wizards, magic comes slowly and with difficulty. Not so to sorcerers. For them, it is a gift, a natural talent that can be improved with time and patience, but a gift nonetheless. Needless to say, all those wizards who must work for their art tend to be suspicious of those who don't.”


To the uninitiated of how magic works in Dungeons & Dragons, there might be confusion on what the difference is between the various casters of the setting like wizards, warlocks and sorcerers.  For warlocks, their magical power is given to them directly by a powerful patron like a devil or fae creature.  For wizards, their magic is acquired through study and refinement of magical formulas.  But for sorcerers like The Dark Urge, magic is like the very blood in their veins, inherently part of their being.  Because The Dark Urge was born from Bhaal’s own blood, the Lord of Murder’s power was a part of him from his conception, giving him greater potential for utilizing magic than most any other being in the Forgotten Realms.

As a Sorcerer, The Dark Urge has access to Metamagic with the use of Sorcery Points.  Meta Magic allows the user to alter their spells in a variety of ways, such as increasing their range & duration, twinning a spell to increase its target from 1 to 2, casting spells even while silenced, casting them faster, and making them harder to resist.  In addition, a sorcerer may use their Sorcery Points in the opposite way, turning them into fuel that allows them to restore expended spell slots on a moment’s notice.


Storm Sorcery

“Whether crackling with the energy of ancient deluges or pierced by gales and hurricanes, your lineage is a strange tapestry scrawled by a tempest.”


The Dark Urge is a Storm Sorcerer, with the powers of wind and lightning permeating his very being.  Due to this affinity to the storm, The Dark Urge has several abilities that set him apart from other sorcerers:

- Tempestuous Magic: The ability to manipulate air currents around himself for a short burst of movement.

-Heart of the Storm: Resistance to thunder and lightning damage, as well as erupting with either element upon casting first level and up magic of their type to all targets in range.

-Storm Spells: Storm sorcerers are granted the Thunderwave, Create/Destroy Water, Gust of Wind, Sleet Storm and Call Lightning spells inherently.

-Storm’s Fury: When struck by a melee attack, the attacker is dealt Thunder damage and is potentially pushed away from the caster.

Spellcasting 

A practitioner of the Weave is nothing without the fundamental ways they allow their spells to form in the world.  The Dark Urge, as a sorcerer, has access to all the spells listed below.


IMPORTANT NOTE: Due to game balancing, Larian Studios chose to revise how several spells worked mechanically, and as such for those cases, we have documented how spells work in the tabletop game of Dungeons & Dragons and previous editions when they are egregiously different, such as the Polymorph Spell and Finger of Death.


Note #2: His hax layers aka (determined by the equation spellcasting attack(8) - 2) is at least 6 but with max investment into Charisma should be 9 (spa (11) -2) and can be increased with various equipment.

Baseline Hax Layers = 6

Max Hax Layers = 9

Cantrips:

Blade Ward

Resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.


Acid Splash

A ranged attack in which you hurl a bubble of acid.


Mage Hand

Create a spectral hand that can manipulate and interact with objects. (There’s also a variation called “Githyanki Psionics: Mage Hand” which is the same thing)


Poison Spray

Extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm




True Strike

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. Gives advantage on next attack roll (Analytical prediction)


Friends

Grants advantage on Charisma checks towards creatures of your choice that are not hostile. However once the spell ends, said creature will know magic was used to influence and will become hostile.


Dancing Lights

Create four torch sized lights within the 10 foot radius, they can appear as torches, lanterns or glowing orbs. You can also combine the four lights to one humanoid form. Lights can be moved before the spell ends


Fire Bolt

 Hurl a mote of fire at a creature or object within range.


Light

Touch an object that is no larger than 10 feet (any dimension). Until the spell is done, said object will shed a bright light that reaches a 20 foot radius.


Ray of Frost

Ranged Spell attack that shoots a frigid beam of blue-white light streaks. Deals cold damage and can slow.


Shocking Grasp


Lightning springs from your hand to deliver a shock to a creature you try to touch, deals lightning damage and gives advantage if the target is wearing metal armor.


Minor Illusion

Create a sound or image of an object. Sound can range from whisper to a scream, imitating any voice of choice. Image of an object must be no larger than a 5-foot cube and said image can’t produce any sensory effect. Physical interaction is also impossible as anything can pass through it.


Bone Chill / Chill Touch

Creates a ghostly hand that can deal necrotic damage. Effective against undead and prevents healing temporarily.


Eldritch Blast

A beam of crackling energy streaks toward a creature within range, the spell creates more than one beam when used at higher levels. (Pressure manipulation)

  • 5th Level = 2 Beams

  • 11th Level = 3 Beams

  • 17th Level = 4 Beams


Guidance

Touch a willing creature and provide bonuses to ability checks


Produce Flame

Create a flame in your hand that sheds a light in a 9m radius and deals 1~8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action


Resistance

Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.


Sacred Flame

Engulfs a target in a flame-like radiance.


Shillelagh

Imbues a staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Modifier Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.


Thaumaturgy

Gives the caster a bonus to Intimidation and Performance ability checks.


Thorn Whip

Pulls a creature 3m closer to you from at most a 9m distance.


Vicious Mockery

This basically.


Level 1 Spells 


Burning Hands

Holding their hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from the Dark Urge’s outstretched fingertips. The fire ignites any flammable objects in the area that aren't being worn or carried.


Charm Person

Used to charm a humanoid that can be seen within range. If successful, the target will regard you as friendly. At higher levels you can target multiple people.


Chromatic Orb

Hurl a 4-inch-diameter sphere of energy at a creature that can be seen within range. The type of orb can be either an acid, cold, fire, lightning, poison, or thunder orb.


Colour Spray

By emitting a spray of prismatic lights, the user may blind foes in a 5m/15ft cone.


Disguise Self

Changing their physical appearance and even their physical size in some cases, the user becomes another race in magical disguise.


Enhance Leap

Triples the user’s jumping distance.


Expeditious Retreat

Allows the user to instantly Dash as bonus action, effectively doubling the user’s speed when used.


False Life

Bolsters the user with a necromantic facsimile of life to gain temporary hit points.


Feather Fall

Grants the user and any allies nearby complete immunity to falling damage during the duration of the spell.


Fog Cloud

Creates a dense cloud of fog that heavily obscures and blinds all creatures within it.


Ice Knife

The user throws a shard of ice that explodes on impact with its target, dealing piercing and cold damage to all targets it impacts, and then leaves an icy surface under their feet.  This spell still explodes if it does not strike a target.


Mage Armour

Surrounds its target with protective magical force, increasing its durability far past its unarmored base.


Magic Missile

Creates darts of magical force that always hit their target and deal a small amount of force damage.


Ray of Sickness

The caster fires a ray of nauseating energy that deals poison damage on hit and potentially Poisons them, causing Disadvantage on attack and ability checks.


Shield

Increases the caster’s defense with a bubble of magical force, also is the only thing that nullifies Magic Missile.


Sleep

If a target’s durability is below the HP threshold of this spell, they are instantly put into a magical slumber where they automatically fail any Strength or Dexterity saves, but are instantly awoken if they take damage.


Thunderwave

Releasing a wave of thunderous force from their hands, on a failed Constitution save, targets in the 5m/17ft cube wave are dealt thunder damage and forced back from the blast.


Witch Bolt

Linking to a target with a bolt of lightning, the user may then activate it to deal a large amount of lightning damage to the target creature.


Level 2 Spells


Blindness

If the target creature fails a Constitution saving throw, they are rendered unable to see further than 10 feet in front of them and suffer disadvantage, while attackers have advantage.


Blur

Attacks have disadvantage on attack rolls against the target unless they don’t rely on sight or can see through illusions.


Cloud of Daggers


Conjures a cloud of spinning daggers that attack anyone who either enters or begins their turn for slashing damage.


Crown of Madness

Temporarily charms a target creature who fails a Wisdom save, inducing madness and making them attack the closest creature in reach.


Darkness

Conjures a shroud of magical darkness that heavily obscures and blinds all creatures within, preventing any ranged attacks into or out of the darkness.


Darkvision

Grants a creature the ability to see in the dark out to a range of 12m/40ft.


Detect Thoughts

Allows the caster to telepathically link to unprotected minds and hear the thoughts of targeted creatures while speaking to them.  This benefit is permanent for a day as a ritual spell.


Enhance Ability

Bestows a magical enchantment on an ally or self that grants advantage on ability checks on one of the six stats, with a particular benefit for each physical stat:

  • Bear’s Endurance: Advantage for Constitution and 7 Temporary Hit Points

  • Bull’s Strength: Advantage for Strength and doubled carrying weight

  • Cat’s Grace: Advantage for Dexterity and halved falling damage

  • Eagle’s Splendour: Advantage for Charisma

  • Fox’s Cunning: Advantage for Intelligence

  • Owl’s Wisdom: Advantage for Wisdom


Enlarge/Reduce

Increases or decreases a target’s size by one rank (Medium to either Large or Small respectively, for most human sized targets).  Their weapon dice and Strength checks are modified one size and either Advantage/Disadvantage respectively.


Gust of Wind

Conjures a squall that blows dangerous gasses or creatures away 5m/17 ft which throws all targets that fail a Strength save Off Balance, allowing an attacker Advantage while they have Disadvantage on Strength and Dexterity ability checks.


Hold Person

Holds a humanoid target in place with magic on a failed Wisdom save, preventing them from moving, acting or reacting, and rendering all attacks made against them Critical Hits.  The target makes a Wisdom saving throw on its turn to break the spell’s effect.


Invisibility

Touching a target to render them invisible to the naked eye, attacks made against invisible targets have Disadvantage while attacks made by invisible target are made with Advantage, though a failed Stealth check, attack, casted spell, or item interaction renders them visible again, ending the effect.


Knock

Unlocks an object held shut by a mundane lock.


Mirror Image

Creates 3 illusory duplicates of the caster to distract attacks, increasing AC by 3.  When an attack is evaded, one of the images disappears.


Misty Step

Surrounded by silver mist, the caster instantly teleports to an unoccupied space within their sight up to 18m/60ft away.


Phantasmal Force

Floods a target creature’s mind with an illusion of the last thing that attacked it, dealing Psychic damage per turn on a failed Intelligence save, changed to the last type of damage inflicted upon them.  The target must make an Intelligence saving throw as long as the spell lasts to end it.


Scorching Ray


Hurls 3 (1 more per each level of upcast) rays of fire at targets within range, dealing fire damage on hit.


See Invisibility

Become able to see invisible creatures, and reveal them to others on a failed Dexterity save by the target.


Shatter

Generates a deafening noise in a 3m/10ft radius of the target’s choosing within 18m/60 ft.  On a failed Constitution save, the target takes significant Thunder damage.


Web

Conjures a mass of sticky and flammable webs at a 4m/13 ft radius within 18m/60ft.  If creatures in the webbed surface fail a Dexterity saving throw, they are enwebbed and cannot move, with attacks made against them having advantage and their own attack and Dexterity saving throws having Disadvantage.


Level 3 Spells


Blink

At the end of the user’s turn, on a successful roll they may vanish into the Ethereal plane, where they may not be harmed, seen, or affected in the normal world.  The caster’s presence may be moved 6m/20ft from where they started.


Counterspell

Instantly stops a spell of level 3 or lower from being cast at all, and may stop higher level spells on an ability check made with the caster’s spellcasting modifier (Dark Urge would use Charisma.) (Attack Nullification)


Daylight

Dispels all darkness in a radius of an object, or a sphere of 15m/50ft.


Fear

The target makes a Wisdom saving throw, and upon failure becomes Fearful of phantasmal images, gaining Disadvantage on ability checks and attack rolls, must run from the source of its fear and cannot take additional actions.  If the target is out of sight of the source of its fear, they must make a saving throw to shake it off.  May make the target drop its weapon.


Fireball (JUST FIREBALL)

Shoots a bright flame from the caster’s fingers that explodes in a 4m/13 ft radius that inflicts tremendous fire damage on all targets caught by it, with a Dexterity saving throw able to reduce the damage.


Gaseous Form

Transforms the user into a cloud of mist, rendering them unable to fall, fits through small openings, has advantage on Strength, Dexterity and Constitution saves, and is resistant to all damage.


Grant Flight

Bestows the ability to fly on a target temporarily.



Haste

Doubles the target’s speed, increasing their evasiveness, granting advantage on Dexterity saving throws, and can take one additional action per turn.  The user becomes Lethargic for a turn when the effect wears off, needing a moment to catch their breath.



Hypnotic Pattern

All creatures within a 9m/30ft radius must make a Wisdom saving throw or be Hypnotised, unable to take actions or reactions until they are damaged or the effect ends.



Lightning Bolt

Discharges a bolt of lightning in a line from the user, inflicting tremendous lightning damage which is halved on a successful Dexterity save.



Protection from Energy

Grants the target resistance to Acid, Cold, Fire, Lightning or Thunder damage.



Sleet Storm

Calls for a storm that douses fire, creates an icy surface and forces casters to make a concentration save to maintain concentration in a 9m/30 ft radius.



Slow

Alters time around up to 6 targets, halving movement speed, reducing armor and saving throws by 2, can only take either one action or bonus action, cannot take reactions, can only make 1 attack a turn, and spells cast may be delayed by 1 turn on a failed Wisdom saving throw.  Affected creatures may repeat the Wisdom saving throw at the end of each turn to end the effect early.


Stinking Cloud

Creates a nauseating cloud in a 6m/20ft radius that prevents creatures within taking actions, and creatures afflicted must make a Constitution saving throw or become nauseous, preventing actions even if they escape.


Level 4 Spells


Banishment

Temporarily banishes a target to another plane of existence on a failed Charisma saving throw.



Blight

Target takes tremendous Necrotic damage, or half on a successful Constitution save, with plant life having Disadvantage on this check.


Confusion

Befuddles targets in a 6m/20ft radius upon a failed Wisdom saving throw, forcing them to wander around aimlessly and sometimes skip turns in their stupor.



Dimension Door

Teleports the caster to any place they can see along with their allies.



Dominate Beast


Upon a failed Wisdom save, a Beast creature will be charmed into fighting alongside the caster, though it will make another Wisdom save against the dominion upon taking damage.


Greater Invisibility

Turns a target invisible, though a target has a chance of maintaining the effect upon interaction unlike the lower level spell, with each successful attempt raising the likelihood they will be spotted.


Ice Storm

Impels a storm of hail and ice to crash from the sky in a 6m/20ft radius, striking all creatures within with Bludgeoning and Cold damage and creating an icy surface on the floor.



Polymorph

Upon a failed Wisdom save, which the target may voluntarily fail, the target is transformed into a new form for one hour.  In addition, if the form’s health is reduced to 0 or they die, the transformation ends.  All mental scores the target have are turned into the creature’s stats, though alignment and personality is retained on transformation.  All damage in excess of the target creature’s are inflicted on the target’s default form when they return to normal, and they are not knocked unconscious if their polymorphed shape is reduced to 0.  The creature is limited in the actions it can perform by nature of its new form, and cannot speak, cast spells, or take any other action that requires hands or speech.  The target’s gear melds into the new form, and they cannot activate, use, wield or otherwise benefit from equipment.



Stoneskin

Hardens the target’s skin to be as hard as stone, halving all non-magical physical damage.



Wall of Fire

Creates a long, fiery barrier, damaging all creatures who are too close or walk into it with a large amount of Fire damage, halved on a successful Dexterity save.


Level 5 Spells


Cloudkill

Conjures a moveable cloud that inflicts heavy Poison damage to all creatures within it, also heavily obscuring their vision.


Cone of Cold

Makes a flurry of frost, crisp air, and condensed snow crystals in a massive 9m/30ft cone from the user’s hands, inflicting tremendous Cold damage.


Dominate Person

Temporarily forces a humanoid to fight as the caster’s ally on a failed Wisdom saving throw, with damage inflicted allowing the target to repeat the save to end the effect.


Hold Monster

A target creature must make a wisdom save or be afflicted with Paralysis, similar to Hold Person.  Unlike Hold Person, the target may not make repeated saving throws to break the effect.


Insect Plague

Locusts attack everyone in a 6m/20ft radius, making the area difficult to traverse through, impose Disadvantage on Perception checks, and deal a large amount of Piercing damage that may be halved by a successful Constitution saving throw.


Seeming

Like Disguise Self, which allows the caster to disguise their allies as well as themselves.



Telekinesis

Throws a creature or object up to 18m/60 ft with a thought, temporarily gaining the ability to do so repeatedly for one minute.

Wall of Stone

Raises a wall of non-magical, solid stone in a line, the stone resistant to all forms of damage but immune to Psychic damage, and weak to Force and Thunder damage.  These stone pillars block movement and line of sight. (Earth manipulation)


Level 6 Spells


Arcane Gate

Creates two linked teleportation portals within 18m/60ft range, allowing all creatures free travel between them.


Chain Lightning

Strikes an enemy with gigantic lightning damage halved on successful DEX save, and up to three targets within 18m/60ft range. (Electricity Manipulation)


Circle of Death

The caster sculpts a massive sphere of entropic energy around a creature, devastating them with a tremendous amount of Necrotic damage on a failed Constitution save, half on success.


Disintegrate

The caster shoots a thin green ray from their finger, hitting a massive amount of Force damage on a failed Dexterity saving throw, and if it reduces them to 0 HP, instantly disintegrates them into dust, preventing any revival or healing spell bar True Resurrection and Wish from bringing them back. (Deconstruction)


Eyebite

The caster’s eyes become black corridors walled in teeth, their gaze capable of inflicting Fear, sickness which inflicts Disadvantage on Attack and ability rolls, or Sleep on a failed Wisdom saving throw by the target. (Fear and Disease Manipulation)


Globe of Invulnerability

Creates a barrier of force that makes all creatures and objects inside it Immune to all damage. (Force field creation)


Sunbeam

A beam of brilliant light erupts from the caster, searing all targets in the line with tremendous Radiant damage and Blinds all targets on a failed Constitution saving throw, the Radiant damage also halved on a successful save.  The user may continuously recast the spell as long as their concentration lasts.


9th Level Spell


Power Word Kill

As a final gift to his child, the Lord of Murder Bhaal granted The Dark Urge access to a single 9th level spell, one of the most singular powerful pieces of magic a mortal can achieve.  With this spell, the caster compels a target with 100 or less hit points to instantly die.  Unlike many spells prior, there is no save to this ability. (Conceptual manipulation (type1) / Information Manipulation (type 2) see note, Death Manipulation and Resistance Negation)


Explanation For Conceptual Manipulation and Information Manipulation: Power Word Kill is a word of power a sub section of the Words of Creation as such it should be comparable to other words of creation subsects in how they affect the multiverse like Truenaming magic which encompasses all of creation and reality on its entirety, hacking into the fundamental construct of creatures, objects, ideas, etc., with its words and phrases changing the building blocks of reality, influencing everything that currently is, everything that ever was, and everything that will ever be.

Feats 

Actor


Your Charisma icon.png Charisma ability score increases by 1, to a maximum of 20. You gain expertise in Deception and Performance.


Alert


You gain a +5 bonus to initiative and can't be Surprised.


Athlete


Your Strength or  Dexterity ability score increases by 1, to a maximum of 20. When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.


Charger


Charge forward and slam your weapon into the first enemy in your way without provoking. Opportunity Attacks. Charge forward and Shove the first enemy in your way.


Crossbow Expert


When you make crossbow attacks within melee range, the attack rolls do not have Disadvantage.Your Piercing Shot also inflicts Gaping Wounds for twice as long.


Defensive Duellist


When you are attacked with a melee attack while wielding a Finesse weapon you are proficient in, you can use a Reaction to increase your Armour Class by your proficiency bonus, possibly causing the attack to miss..


Dual Wielder


You can use Two-Weapon Fighting even if your weapons aren't Light. You have a +1 bonus to Armour Class while wielding a melee weapon in each hand.


Dungeon Delver


You gain Advantage on Perception checks made to detect hidden objects and on Saving throws made to avoid or resist traps. You gain resistance to the damage dealt by traps.


Durable


Your Constitution ability score increases by 1, to a maximum of 20. Regain full hit points every time you take a short rest.


Elemental Adept


Spells you cast ignore resistance to a damage type of your choice. In addition, when you deal that type of damage with a spell, you cannot roll a 1.Damage resistance options are one of the following: Acid, Cold, Lightning, Fire, & Thunder


Great Weapon Master


When an attack with a melee weapon lands a Critical Hit or kills a creature, you can make another melee weapon attack as a Bonus action that turn. When attacking with a Two-Handed or Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.


Heavily Armored


Your Strength ability score increases by 1, to a maximum of 20. Gain Proficiency with  Heavy armor.


Heavy Armor Master


Your Strength ability score increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armor.


Lightly Armored


Your Strength or Dexterity ability score increases by 1, to a maximum of 20. Gain Proficiency with Light armor.


Lucky


You gain 3 Luck Points that recharge after a Long Rest, which you can use to gain Advantage on Attack rolls, Ability checks, or Saving throws, or to make an enemy reroll their Attack roll.


Mage Slayer


When a creature casts a Spell within melee range of you, you have Advantage on any Saving throws against it. You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you. Enemies you hit have Disadvantage on Concentration Concentration Saving throws.


Magic Initiate: Bard


Learn 2 Cantrips and a 1st-level Spell from the Bard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is Charisma.


Magic Initiate: Cleric


Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is Wisdom.


Magic Initiate: Druid


Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is Wisdom.


Magic Initiate: Sorcerer


Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is Charisma.


Magic Initiate: Warlock


Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is Charisma.


Magic Initiate: Wizard


Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is Intelligence.


Martial Adept


Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.


Medium Armour Master


When you wear medium armor, it doesn't impose Disadvantage on Stealth checks. The bonus to Armour Class you can gain from your Dexterity modifier also becomes +3 instead of +2.


Mobile


Your Movement Speed increases by  3 m / 10 ft. When you use the Dash action, difficult terrain doesn't slow you down. If you move after making a melee attack, you don't provoke an opportunity attack from that target.


Moderately Armored


Your Strength or Dexterity ability score increases by 1, to a maximum of 20. Gain Proficiency with Medium armor and Shields.


Performer


Your Charisma ability score increases by 1, to a maximum of 20. Gain Musical Instrument Proficiency.


Polearm Master


When attacking with a Glaive, Halberd, Pike, Quarterstaff, or Spear, you can use a  Bonus action to attack with the butt of your weapon. You can also make an Opportunity Attack when a target comes within range.


Resilient


You increase an Ability by 1, to a maximum of 20. Gain Proficiency in that ability's Saving Throws.


Ritual Caster


You learn two Ritual Spells of your choice.


Savage Attacker


When making melee weapon attacks, you roll your damage dice twice and use the highest result.


Sentinel


When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat. When you hit a creature with an Attack of Opportunity, it can no longer move for the rest of its turn.You gain Advantage on Opportunity Attacks.


Sharpshooter


Your ranged weapon attacks are not penalized for High Ground Rules. Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.


Shield Master


Gain a +2 bonus to Dexterity saving throw when wielding a Shield. If a Spell forces you to make a Dexterity saving throw, you can use your Reaction to shield yourself and diminish the effect's damage.On a failed save, you only take half damage. On a successful save, you don't take any damage, even if you normally would.


Skilled


You gain Proficiency in 3 Skills of your choice.


Spell Sniper


You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.


Tavern Brawler


Your Strength or Constitution ability score increases by 1, to a maximum of 20. When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack roll.


Tough


Hit Point maximum increased by 2 for each level.


War Caster


You gain Advantage on Saving throws to maintain Concentration on a Spell. You can also use a  Reaction to cast Shocking Grasp at a target moving out of melee range.


Weapon Master


Your Strength or Dexterity ability score increases by 1, to a maximum of 20. Gain Proficiency with four Weapon types of your choice.



Permanent Buffs


Auntie Ethel's Hair

In order to save herself from being killed at the hands of Dark Urge after a fierce battle, Auntie Ethel the Hag offers Dark Urge a piece of her hair to give him more power, in exchange for letting her go.  Gains +1 to an ability score of his choice. Can be raised above 20.


Awakened

In an attempt to remove the illithid tadpole from his brain, The Dark Ugre undergoes a procedure in the zaith’isk, a githyanki device tailor-made to killing tadpoles.  However, the process only serves to amplify the tadpole’s powers, and blow up the machine in turn. The Dark Urge can now use all of his illithid powers as a bonus action.


BOOOAL's Blessing

Deep in the Underdark, a recap managed to convince a group of kua-toa that he was the Lord of Murder, gaining power from their worship, and offered The Dark Urge his blessing at the cost of a companion.  Gains advantage on attack rolls against Bleeding targets.


Brand of the Absolute

Accepting branding from the goblin Priestess Gut, this mark allows the benefits from Absolute equipment and unlocks unique dialogue options when speaking to followers of the Absolute.


Instrument proficiency


Though not a bard himself, The Dark Urge helped the tiefling bard Alfira to complete a song in tribute to her deceased teacher.  He knows how to play a variety of musical instruments and is able to entertain a crowd with them.


Loviatar's Love


Indulging Abdirak, a priest of Lorvitar, The Dark Urge allowed him to administer the Maiden of Pain’s lessons upon his flesh.  When you have 30% Hit Points or less, you gain a +2 bonus to attack rolls and Wisdom saving throws.


Volo's Ersatz Eye

In what can only be called an act of desperation on his part, The Dark Urge agreed to let the bard Volo perform an operation on his eye to remove the illithid tadpole.  …With an icepick.  Directly through his eye.  Shockingly, this did not work in extracting the tadpole and The Dark Urge lost his eye as a result.  Fortunately, Volo did compensate him for his troubles with this magical item.  Grants a permanent See Invisibility effect. Changes the right eye's appearance. The right eye's color is changed to "Blue 3". This cannot be reversed using the Magic Mirror. Mutually exclusive with Paid the Price.


Arabella's Shadow Entangle

After trying to steal the Idol of Sylvanus in the Emerald Grove to delay the Rite of Thorns, Arabella the tiefling child gained a formidable power to protect herself.  After helping her in the Shadow-Cursed Lands, she grants this same power to The Dark Urge.  Can Entangle an Undead or shadow creature until long rest.


Githzerai Mind Barrier

Within the Mind Flayer Colony under Moonrise Towers, The Dark Urge found a brain belonging to a githzerai, a sister race to the githyanki.  Enslaved by the mind flayers long ago, the githzerai gained potent psionic abilities as a result before they freed themselves.  This gith decided to help The Dark Urge in eliminating the mind flayers by granting her psionic knowledge to him at the cost of her life, giving him even more defense against psionic attacks.  Gains advantage on Intelligence saving throws.


Potion of Everlasting Vigor

Within Moonrise Towers, a drow alchemist by the name of Araj requested The Dark Urge to allow her to drink the blood of his vampiric companion Astarion.  After some convincing, she gave him this potion as thanks.  Permanently gains +2 Strength. Can be used to raise Strength above 20, and will remain after respecting his stats from Withers.


Anointed in Splendour


Giving a donation of gold to the Gods in Stormshore Tabernacle, The Dark Urge gains their blessing in kind.  The Dark Urge gains a +2 bonus to all Saving throws.


Danse Macabre

Can Create 4 ghouls that fight alongside him. Comes with a curse that lowers Constitution by 5, but can be removed with the Remove Curse spell while keeping Danse Macabre


Slayer Knowledge


As payment for helping him avoid a most explosive end, Volo gives The Dark Urge a tome detailing all the knowledge he gained of the Bhaalspawn and the Lord of Murder’s Slayer from the prior Baldur’s Gate games.  Grants advantage against Slayer abilities.


Sweet Stone Features


After paying a mud mephit and his earth elemental wife at the Circus of the Final Days, The Dark Urge had a statue commissioned of himself to keep in his camp, which blesses him each new morning.  Gains a +1d4 Slashing bonus to attack rolls and saving throws.


The Tharchiate Codex: Blessing

Deep in the vault of the Sorcerous Sundries magic store, the archwizard Lorroakan had this tome stowed away under a magical lock and key.  Finding the tome of the Necromancy of Thay earlier in his travels, and then further deciphering its meaning here, The Dark Urge was then cursed by the Codex until one of his companions removed the curse, turning a curse into a blessing of vitality.  After a long rest, gains 20 temporary hit points. Remains active if The Tharchiate Codex is also used to obtain Danse Macabre


Unstable Blood

 Once again meeting the drow alchemist Araj in Baldur’s Gate, Durge agreed to help her test another potion of her making, finding the results explosively potent.  Gains the passive Unstable Blood. His blood is now highly flammable; if you bleed and create a blood surface, it will explode on contact with fire.


The Mirror of Loss

Deep under the House of Grief in the secret temple of Shar, the Mistress of Night kept an incredibly powerful artifact hidden away, for use in molding her agents into the optimal servants of darkness.  By feeding one’s memories into the mirror, forever losing them to Shar, the user gains power from other memories in their place.  This grants the one who uses the mirror +2 to a stat of their choosing, for a potential total of 24. 


Blessing Of Selûne/Pixie Blessing

These Blessings allow the Dark Urge to resist or become outright immune to the effects of The Shadow Cursed Land, a curse that causes people to slowly die and turn undead by dealing exponentially increasing necrotic damage. It also grants The Dark Urge to resist Necrotic Damage as a whole.

Illithid Powers

“A little hole, big enough for the worm.  Your body, a blood sac to feed it.”

Due to the Illithid parasite that Orin the Red embedded in his skull, The Dark Urge becomes Immune to Mind Flayer Domination and is now capable of using abilities more commonly associated with the Illithid Mind Flayers:


The Tadpole

All victims of mind flayer tadpoles undergo a process of ceromorphosis, where the victim’s flesh slowly mutates and is transformed into a mind flayer, losing their soul in the process and becoming an exceptionally powerful psychic creature.  The tadpoles under the control of the Absolute, however, are modified with Netherese magic and demonstrate far greater capabilities of potential than a regular specimen, The Dark Urge’s form remaining intact by the Absolute staying the command to transform.


Illithid Persuasion


Allows the user to impose their will on others with Illithid parasites in their skull, though only once in a day’s passing.  Upon using it five times, a check will no longer be required and the user will be regarded as a True Soul. (Social influencing)


Psionic Overload

Overloading themselves with synaptic power, the user deals a small amount of Psychic damage with every strike they land, but also deals a small amount of Psychic damage to themselves.

Favorable Beginnings

The user may passively add their proficiency bonus to the first ability check or attack roll made against a target.


Force Tunnel

Charging forward 4 meters/13 feet, the user forcibly knocks all creatures and objects aside.


Concentrated Blast

While concentrating on another spell, the user may blast the target for a fair amount (3d6) Psychic damage, and heal back the same amount to themselves if the target was also concentrating.  The user’s concentrated spell will promptly end if used, however.



Transfuse Health

Allows the user to heal another target by sacrificing half the caster’s current health value.


Stage Fright

The target creature has disadvantage on all attack rolls they make and take a fair amount of Psychic damage every time they miss for 3 turns. (Fear manipulation)


Ability Drain

Once per turn when the user makes an attack, reduce the victim’s corresponding ability score by 1, depending on the weapon used to make the attack. (Statistics reduction


Luck of the Far Realms

Once per day, the user may change any successful attack roll made against a target into a Critical Hit. (Supernatural Luck)


Charm

When attacked, the user may cast Charm on the attacker, preventing them from striking the caster again until a moment later.


Displace

Any foe displaced by the user’s abilities is dealt a small amount of Psychic damage.


Repulsor

Pushes anything and anyone back from the center of the blast 6m/20ft.


Psionic Backlash

When a nearby enemy attempts to cast a spell, deal an amount of Psychic damage equivalent to the power of that spell.


Cull the Weak

When a target is brought down to a lower health value than the number of Illithid powers at the user’s disposal, the victim is instantly killed and any other targets near it take Psychic damage.


Shield of Thralls

The user conjures a shield around themselves, cushioning against damage.  When the shield is broken, it erupts and potentially Stuns all targets within a 9m/30ft radius.


Perilous Stakes

Once per day, inflict a condition on a target that lets them heal with every attack, and also take double all damage from attacks they would normally receive.


The Astral Tadpole


At the end of Act Two of Baldur’s Gate 3, The Dark Urge is given an Astral-Touched Tadpole by the mind flayer calling itself The Emperor. Its description reads:


Though a thick coating of astral frost prevents this parasite from squirming, you feel an immense psychic weight writhe and roil within. It has languished in the Sea of Dead Gods for countless millennia -- learning, gathering potential. It is something old ready to become new again. It is ready for evolution.”


By letting this empowered parasite within his mind, The Dark Urge undergoes Partial Ceromorphosis, becoming something between an illithid and his dragonborn self.  With this empowerment, several new abilities open themselves to him:


Fracture Psyche

By invading a target’s mind, the user reduces the victim’s ability to defend itself, and allows them to cast it again on another target if the first victim dies.


Illithid Expertise

Deepening their sense of self, the user is granted proficiency and expertise in Persuasion, Deception and Intimidation checks.


Psionic Dominance

When a target uses a spell that is lower level or equal to the user’s proficiency bonus, the user may nullify the spell, preventing it from ever happening.


Black Hole

Creating a radius of intense gravity within 18m/60 ft of the caster, the black hole sucks in all enemies within its range and potentially Slows them.  This ability may be cast six times on activation and then the user must rest before it may use it again.


Fly

Like any mind flayer, the user may levitate freely according to its movement speed as easily as they please.


Mind Blast

The user spews forth a massive cone of psionic energy, dealing Psychic damage to all enemies caught in the 14m/47ft wide cone and potentially Stunning them.


Mind Sanctuary

Sculpting a magical nexus, any creature that enters the space may use actions and bonus actions interchangeably. 


Freecast

Allows the user to completely remove all costs to one spell or action once per day.


Absorb Intellect

Allows the user to quite literally gobble up a foe’s Intelligence, draining it by 1 per turn and healing the user a small amount each turn as well, increasing the amount healed with each successful failure of the victim to shake it off.


Displacer Beast Shape

Allows the user to become a Displacer Beast once per day, giving them all the abilities a member of the species possesses though retaining all of their mental faculties in the process, unlike most instances of Polymorphing.  In addition, if the user is drained of life in their displacer beast form, they return to their normal shape as they were before this ability was used


Summons

Scratch

Oh, who’s a good boy?


Us

A unique Intellect Devourer that The Dark Urge befriended early on. Capable of draining the intellect of enemies.


Connor

Mayrina’s husband. After some hag shenanigans, The Dark Urge came into possession of this victim of a bitter divorce.


Shovel

A violent Quasit, capable of turning invisible and slashing with its claws.


Familiars

A variety of animal friends that can poison and distract foes among other things.


Spiritual Weapon

Mindless weapons that The Dark Urge can conjure, capable of striking down foes.



Undead

I want you to guess…


Minor Elementals

These dudes suck!


Elementals

Elementals are embodiments of their respective elements, capable of wielding those powers in combat.


Myrmidons 

Basically just Elementals on Crack.


Woodland Creature

A duo of dryads that utilize thorns and vines in combat.


Guardian of Faith

An immobile construct that smites those in its range.


Deva

A celestial ally armed with a Mace that can smite foes, and is capable of flying and casting Revivify.


Cambion

A Glaive wielding fiend that can cast Ray of Fire, utilize its fiendish charm to Charm foes, and give them a big ol’ Draining Kiss.


Djinni

A variety of Elemental capable of casting Thunderwave, creating whirlwinds, teleporting, and intoxicating enemies with a drunken belch.


Resistances

Physiology 

Storm Sorcerer 

  • Electricity Manipulation

  • Sound manipulation


White Dragonborn


  • Cold Manipulation


Note: most of these layers are increased by the spell resistance and various stat buffing effects for the sake of our sanity we limited it   

 

Intelligence saves: (1 Layer Baseline, 7 with Resilient and Warped Headband of Intellect)

   


Wisdom Saves (1 Layer Baseline, 5 with Resilient)



Con saves (7 layers Baseline 10 with Amulet of Greater Health):


Set Con Saves



Con resistances only accessible with Amulet of Greater Health:

  • Existence Erasure (2 layers): Can resist Dethrone



Charisma saves (8 layers,11 with max investment w/o equipment)



NOTE: For the purpose of this blog we limited the pool to just Baldur’s Gate 3 for the sake of constancy for the characters,but this blog on VS Battle Wiki shows most (it only covers 2e spells) of the resistances the DnD verse has (none of these are set so The Dark Urge should get the maximum resistance layers from con or Wisdom for these spells)


Via Infernal Engine Scaling


Extreme Heat: Karlach, a character undeniably comparable to The Dark Urge, is able to constantly withstand the heat of her Infernal Engine, which is literally too hot to exist in the material plane.


Via The Tadpole/Power Of Orpheus/Ring of Mind Shielding


Mind Manipulation: One of the biggest plot points in Baldur’s Gate 3 is the party's ability to resist the will of The Absolute, as well as the exceptional resilience of the Illithid Tadpole in their head. The Tadpole is capable of destroying a machine specifically designed to extract it, and was made stronger by a potion designed to do the opposite. Its defense mechanism is likely similar to the one described by researchers attempting to peel back the Onion-like layers of mental resistance and were met with a psychic blast. The Power of Orpheus is capable of resisting the Mental Domination of The Netherbrain, Even Elder Brains lacking the immense power of the crown of Karsus are capable of mentally dominating a boundless empire of mind flayers at threat of potentially expanding into the infinite hells via the Astral plane and even post empire Illithid technology can reach the Far Realm via the Astral Plane. While The Ring of Mind Shielding can prevent brains from detecting their presence, incredibly impressive with their range capable of reaching into the Far Realm.

Forms

Revan

None notable.

Dark Urge

Slayer Form

Slayer is a form The Dark Urge can take that is an Avatar of Bhaal, this monstrous form rips and tears with its malevolent claws, slashing open its victims arteries. It can make huge leaps that smash foes, and let out a guttural shriek, frightening enemies and literally causing them to bleed. 


  • The Slayer Form has some additional abilities in the original Baldur’s Gate Games, it is immune to a vast array of conditions, and even weaker projectiles like arrows, daggers and darts. Its most potent ability is that it passively reduces the DC of all Saves to 2, effectively giving it a 95% chance to resist nearly any ability in all of D&D. it also has a 40% chance to nullify all magic Attacks on top of that…fun.


Resistances Granted:


Full Illithid

Should he choose to do so, The Dark Urge can permanently turn himself into an Illithid. Not only does this increase his Intelligence to a level where he can mentally match The Netherbrain (See The Netherbrain), but it also grants him the following new or enhanced Illithid Powers. 


Permanent Mind Sanctuary

 Lets the creature use actions and bonus actions interchangeably.


Levitate

Grants the user 18m of flight speed.


Tentacle Whip

Lash out with your tentacles and possibly Stun your target.


Extract Brain

This ability lets a creature try to extract a Stunned or Unconscious creature's brain and heal itself.


Strengthened Force Tunnel

Charge forward, pushing all objects and creatures in your path 12m away from you.


Fierce Perilous Stakes

Grant an ally an additional 15 Psychic damage, healing 2~16 hit points when they attack. They become Vulnerable to all damage for the duration of this effect.


Nebulous Black Hole

This ability creates a black hole which pulls in nearby enemies and possibly Slows them.


Synaptic Consumption


Devour your foe, lowering all of their Ability Scores initially by 5, and by 1 each subsequent turn. Additionally, you regain 2 ~ 20 hit points per turn. This lasts for 5 turns, after which the target is left Prone


Augmented Shield of Thralls

Conjure a volatile shield around yourself or an ally, granting the target 25 temporary hit points. If these temporary hit points are lost due to incoming damage, the shield bursts and Stuns nearby foes.


Potent Concentrated Blast

Blast a creature with sapping psychic energy. If the target was concentrating on a spell, you heal equal to the damage dealt.


Fracture Psyche (Full-illithid)

Invade a target's mind and disrupt its defenses. The target's Armour Class and saving throws are reduced by 5.



Feats

Revan

Overall

  • Regarded as one of the greatest Jedi not just of his era, but of all time

  • Became heavily heavily skilled with the Force and a skilled duelist

  • Led the Revanchist movement in the Mandalorian Wars and won numerous battles

  • Defeated Mandalore the Ultimate

  • Was able to find the Star Forge

  • Started a new Sith Empire and became one of the greatest Sith Lords of all time

  • Started the Jedi Civil War with Darth Malak and won numerous battles

  • Created a Sith holocron that Darth Bane would get a lot of his knowledge from

  • Would turn back to the light side and become redeemed

  • Helped Carth Onasi get revenge on Saul Karath and redeem his son

  • Saved Zaalbar from slavers

  • Redeemed Bastila Shan, who fell to the dark side

  • Defeated Malak and ended the Jedi Civil War

  • Was able to recover all of his lost memories

  • Went to toe to toe with the Sith Emperor Vitiate

  • Was able to resist Vitiate’s mental attacks for nearly three centuries and halt his planned invasion of the Republic for centuries

  • His Light Side Spirit was able to prevent his Dark Side half from nearly resurrecting their body to plan on destroying Vitiate with his merged with his dark side half, dying a final death

Power



Speed



Durability



Dark Urge

Overall

  • Became The Prime Incantation of Murder

  • Capable of battling all manner of strange and powerful creatures in the Forgotten Realms, including hags, vampires, mind flayers, and devils

  • Mentally Dominated The Netherbrain, taking control of it in Bhaal’s name

  • Defeated the Chosen of The Dead Three

  • Crafted then executed plot of The Absolute

  • Defeated many famous heroes and villains from the Forgotten Realms such as Minsc, Jaheira, Viconia, Saverok & a clone of Elminster

  • Killed Tav

  • Had sex multiple times

Power



Speed


Durability

  • Isn’t Sceleritas Fel just the sweetest looking lil fella

  • Survived an attack by Orin, who’s whole thing is brutally murdering people

  • Can Tank Explosions from Steel Watchers


Scaling

Revan

Meetra Surik

"I would have killed the galaxy to preserve you. I would have let the galaxy die. You are more rare than you know, and what you have taught yourself must not be allowed to die. You are not a Jedi. Not truly. And it is for that that I love you." -Kreia


The Jedi Exile, she was one of Revan’s most trusted generals in the Mandalorian Wars and would go on to defeat the Sith Triumvirate. She and Revan have both been called the greatest Jedi of that era, and with him defeating Darth Nyriss who Meetra couldn’t defeat, it makes it pretty straightforward to compare the two.



Darth Malak

"This is but a taste of the Dark Side to whet your appetite…”


Revan’s former friend and Sith apprentice, Revan dueled Malak many times and always won (he even cut off Malak’s jaw) and defeated him once and for all on the Star Forge, meaning Revan would absolutely be superior to him.



Sith Triumvirate

Darth Traya (also known as Kreia and one of Revan’s former teachers), Darth Sion, and Darth Nihilus, the Triumvirate of Sith Lords that nearly destroyed the Jedi Order. Kreia taught Revan everything she knew. They were also defeated by the Jedi Exile Meetra Surik, who Revan is superior to and with Meetra herself claiming that Revan was stronger with the Force than anyone she had ever met when she found him, this would show that he would be comparable or even outright superior to the Triumvirate. 



Misc. Jedi

Revan is considered one of the greatest and most powerful Jedi to have ever lived. This would make him comparable, if not outright superior, to many notable Jedi and their feats.



Misc. Sith

Like with the Jedi, Revan was also considered one of the greatest Sith Lords of all time and became way more powerful when he turned back to the light, meaning he would scale to many other Sith and their feats. And while he is not as powerful as Sith like Vader or Sidious, he should be at least comparable due to scaling to Vitiate.



Vitiate

“You discern a fraction of reality. Beyond these stars exist other galaxies, other worlds, other beings. I will experience or ignore them as I wish. I will spend eternity becoming everything: a farmer, an artist, a simple man. When the last living thing in the universe finally dies, I will enjoy peace and wait for the cycle to begin again.”


Originally known as Tenebrae, Vitiate was the Sith Emperor that originally corrupted Revan to the dark side and was considered one of the most powerful Sith lords of all time. Revan was able to evenly match with Vitiate in their fight, with Scourge even seeing futures where Revan beat him. The only reason Revan lost against him in that moment was due to being distracted by Scourge betraying him and killing Meetra in mid battle. While Vitiate is definitely the more powerful between the two, this would mean Revan would be somewhat comparable to him.



Hero of Tython

“You are our greatest warrior… and our best hope.” -Satele Shan


Also known as the Outlander, the Hero of Tython is the Battlemaster of the Jedi Order, and has battled similar foes to Revan such as Emperor Vitiate, and did battle with Reborn Revan, along with a small cadre of other powerful Jedi Knights/Masters. Though Revan was defeated, it was after a very long and prolonged fight, so Revan should be comparable to him.



Other Force Sensitives

Due to being not just one of the greatest Jedi and Sith Lords of all time, but one of the most powerful Force Sensitives of all time, Revan would also scale to many other Force Sensitives and entities (he would not scale to others like Abeloth or The Ones however).


Dark Urge

The Chosen of The Dead Three

Orin The Red, General Ketheric Thorm, Lord Enver Gortash. Serving as the Chosen of Bhaal, Myrkul and Bane, they are the force driving the Cult of The Absolute and can all be defeated by The Dark Urge.


  • The Chosen can take the form of the Avatars of Bane, Bhaal and Myrkul respectively, God Avatars are capable of taking on Leviathans, creatures capable of shattering worlds (Multi-Continent - Planet Level)

  • The Dark Urge can defeat Orin the Red, even when she is granted access to the Slayer Form by Bhaal and he is not, in single combat.

  • Defeated Ketheric Thorm, an undying warlord with “command over the immeasurable legion of the dead”, willing to condemn Faerun to Death and voiced by JK Simmons

  • Can defeat Enver Gortash, an influential figurehead of Baldurian politics commanding the immense strength of his Steel Watch



Gorion’s Ward

The Dark Urge is implied to be the most powerful of Bhaal’s Spawn, having the highest ratio of Bhaal of all Bhaalspawn and is referred to as the Prime Incantation of Murder. This means The Dark Urge should scale to Gorion’s Ward, The Blank Slate featured in previous Baldur’s Gate games and another of Bhaal’s children.  Goes by the name of Abdel Adrian in canonical material.




Solars & Demon Lords

This is where is starts to pick up.

Solars are the strongest of all angels, godlike in its glory and power. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. While Demon lords, also known as Abyssal lords, were archfiends who gained great power and established a position of preeminence among demonkind. Over millennia, these demons had amassed tremendous power and authority over their domain. 


(supporting evidence)an axis though “the depths of the Abyss” could mean anything to the very bottom layer to the very Abyss itself (at least Low Multiversal - likely Multiversal/Multiversal+)

  • Dagon, the queen of chaos and the first demon prince Obox-ob predate Time (possibly Infinite/Inaccessible speed)

  • Should be more powerful than the ancient demons who “existed before Time was even invented” (Possibly Infinite/Inaccessible Speed)

  • Demon lords and some of their aspects in 4e Range from level 22 to 34 making Them scale to the epic destinys or outright surpass them in some cases (See Epic Destinies)



Elminster Aumar

Elminster Aumar, current Chosen of Mystra, aids The Dark Urge and his party in dealing with the Absolute, including guiding where the source of the Absolute is and unsealing Gale’s Karsite Weave fragment, giving a potential weapon against the threat.  However, he may also be killed by The Dark Urge and the party whenever he appears, and though his physical appearances are through a Simulacrum, he is still one of the most powerful wizards ever to live in the history of the Forgotten Realms even with half of the vitality.


  • Has lived 1280 years as of 1492 DR, and served Mystra, greater goddess of magic, for much of that long lifespan.

  • Is The Chosen of Mystra, granting him powers comparable to a Demigod

    • God’s Chosen & Demigod are Epic Destinies in D&D 4e (See Epic Destinies)

  • Defeated an Avatar of Bane (See Chosen of the Dead Three)

  • Is a 29th level Caster

  • Is also a 1st level Fighter and 2nd level Rogue. Variety is good.



Other Characters

Throughout the events of Baldur’s Gate 3, The Dark Urge comes in contact with a variety of powerful foes and allies, many of whom are incredibly powerful.


  • Nightsong, aka Dame Aylin, is the daughter of Selune and a (presumably) mortal man, which should make her comparable to the likes of Hercules and other Hero Deities. (See Misc. D&D Scaling)

  • Raphael, while a cambion, is the son of Mephistopheles, granting him far more power than the average devil, also possessing an enhanced form that makes him even stronger that The Dark Urge and his party defeat to claim the Orphic Hammer

  • Vlaakith CLVII, a lich powerful enough to convince others she is a God to the point of having her own Clerics, was horrified of Orpheus, fearing death.

  • The Emperor (Formerly Balduran and now a Mind Flayer) defeated Ansur, an Adult Gold Dragon that had attacked him in his sleep

    • Ansur would later will himself back to life just to get back on his former friend


Epic Destinies

Why are these so insane…

In the 4th edition of Dungeons & Dragons, characters that reach level 21 are able to take up Epic Destinies. Designed to serve as the end of a character's journey, these destinies leave lasting effects on even the universe. Note: the max level for these are level 30.




The Crown Of Karsus/Netherbrain

Upon the evil endings of Baldur’s Gate 3, The Dark Urge mentally dominates The Netherbrain, which wields The Crown of Karsus, The Dark Urge should be able to utilize its power, possibly even without The Netherbrain.




Misc. D&D Scaling

Dungeons or Dragons is an enormous verse with many semantics, this will be for feats that otherwise don’t fit neatly into a category as well as further explanation for certain types of characters.


note: while Labelas Enoreth is an intermediate god making him more powerful than even the Demogorgon intermediate deities aren't above them by an unbeatable amount. Horus for example, defeated his Uncle Set despite it being a Lesser Deity vs an intermediate Deity


Weaknesses

Revan

While Revan has no notable weaknesses as a fighter or Force user, the man himself is somewhat…split. Being tortured for 300 years by Emperor Vitiate made him go quite insane, and is prone to conflicting ways of thinking, especially with his Sith side, being more prone to betrayal and distrust, something that he considers to be weaknesses. And in terms of Force ability use, any prolonged use of an ability such as Force Barrier could put a strain on Revan due to needing very precise focus and concentration to use the abilities to their fullest. 

Dark Urge

While also not having any notable weaknesses, there are some drawbacks to certain spells and magic Dark Urge has access too. Spell Slots and Sorcery Points are a limited resource, and despite their comically large amount of power, they lack significant range for most spells so theoretically someone just as fast or faster with better range could camp him from afar. The Slayer form also prevents spell Casting outside of innate abilities.


Before the Verdict


Force Storms (5D Revan?) (Debatable)

For a full, intricate explanation of Force Storms read this blog by Cyber, Guru & Kira. This section will directly source from that blog, and this section will just be using the basic building blocks of that blog.


What are Force Storms?

Force Storm is a volatile Force ability from the Dark Side capable of creating Hyperspace Wormholes that are able to displace objects across vast distances. A Hyperspace Wormhole was a tunnel in Hyperspace itself that connected two realspace locations to one another. Force Storms are incredibly difficult to control once unleashed and require mastery in many different Force disciplines. By manipulating the energies of the Dark Side to shatter the fabric of space, the user can create storm-like hyperspace wormholes capable of swallowing entire fleets. Their energy cannot accurately be measured by a Nebulon-B Frigate


Why is Hyperspace 5D?


Hyperspace is an alternate dimension that allows ships to achieve faster than light travel. In the Death Star novel, Hyperspace is frequently described as having more than 4 dimensions. It contains a unique tachyonic matter known as “Hypermatter”, which allows objects in hyperspace to travel infinitely fast. Hyperspace also has the capacity for time travel, although these high-speed travel properties come with risks as normal matter would dissolve upon contact with its energies. Traveling through Hyperspace is described as going through an endless, other dimensional hole. Hyperspace is a "great dimension...outside of ordinary space and time and an "incomprehensible dimension".


Why Does Palpatine Scale to Force Storms?

There is a laundry list of scans that can be used to justify this scaling, Sidious creates these Force Storms by channeling his raw Dark Side Energies. This is what empowers Sith. The potency of these Force Storms is tied directly to Sidious, himself. It is much more than just opening a portal or wormhole. Sidious directly controls the higher dimensional energy of Hyperspace and further empowers it with his rage through the Force. This is why once Luke and Leia cut Palpatine off from his Dark Side empowering emotions, he can no longer control his attack made most devastating through his unleashed rage.


Hatred and Anger for Sith directly tie into their power with the Force. Negative emotions amplify the Sith, and having those emotions affected will weaken them. Anger ties into Force amplification of the body, an example being Dooku using it to increase his strength to parry Yoda. The Book of the Sith further backs this up, with Hatred/Anger being used to amplify the body with the Force.


Considering it is via Sidious’ own power/hatred that he makes these Hyperspace Wormholes, the power may scale to his physicality when enhanced by the Force as mentioned above. This is supported by Palpatine becoming weaker when Luke and Leia cut him off his anger and hatred. He loses control of the Force Storm and is killed by it. Merely summoning the Storm is not evidence one scales to it in potency. Luke at one point was fearful his students might summon the Storm without the capacity to control itWhen using the Storm, Palpatine’s body emanates an electric aura. The aura is the same as Force Lightning, used earlier in his fight with Luke both as an attack and to amp his lightsaber when dueling him. This helps show the power used for his Storm and Lightning is the same, his own Dark Side energy tied with his rage.


Palpatine first learned how to use Force Storms around the time of Revenge of The Sith (according to the dates in his Book of Anger). Initially he had very limited control over the technique, and spent decades mastering it. After reviving in a clone body after his death in Return of the Jedi, Palpatine (in a weakened state) finally mastered the power. He has enough control to use the Force Storm to teleport Luke into the hold of an Imperial ship. Palpatine may also have made several of these at once according to Audio Drama for Dark Empire, though it might be an error.


So naturally, the next question would then be, does Revan scale to Force Storms? To answer that, you first have to answer the question of…


Does Vitiate Scale to Palpatine?


Emperor Palpatine is regarded as one of, if not the most powerful Sith Lord in the entire franchise. However, similar statements like this exist for Vitiate, being called the most powerful Force user to ever exist. It should be noted that Vitiate would ignore the Rule of Two scaling, due to becoming an enemy of his own factions in further forms, especially regarding his Valkorion form being called a vessel/avatar of the Dark Side, furthering the idea of similar comparisons between the two. This isn’t to say he’d be more powerful than any Rule of Two Sith per say, moreso that he isn’t completely inferior, due to the purpose of the Rule of Two being to make the Sith Lords stronger. Same with Palpatine; he wouldn’t upscale him by any means, it's just a matter of saying we think that Vitiate at his most powerful, would scale to Palpatine. So Revan’s scaling would also apply here, due to also breaking the rules of the Rule of Two by being reborn as a Jedi and becoming more powerful, and due to his own scaling to Vitiate which we have established. And by extension, Revan would also scale to the Force Storms.


What About Good Durge?

Good Durge, while being a big part of this matchup’s themes, doesn’t get anything his evil counterpart does not. Limiting the Dark Urge to things exclusive to good playthroughs mainly just strips him of some of his most interesting gear (Crown of Karsus/Netherbrain), Power Word: Kill, and his iconic Slayer Form. It is also of note that good Durge scales to all the same things that evil Durge does, as many characters comparable to Gorion’s Ward (The avenue for most of his scaling) like Saverok and Viconia are in Baldur’s Gate 3.


Are Dungeons & Dragons’ Prior Editions Usable for 5e/BG3 Character Feats?

In short, yes. To explain why, we need to discuss what edition changes are in the lore of Dungeons & Dragons, as they all coincided with canonical events in the series to act as a major playable shift in the rules.


In the lore of the Forgotten Realms, major events have shaken the very fabric of existence to the point that Ao and several other major deities have intervened and shifted reality back to balance.  Such events include The Time of Troubles that ties directly into the events of the Baldur’s Gate Trilogy, with several deities losing their ties to a concept and power with their deaths, while Ao rewrote the cosmic laws of the multiverse to keep the gods in line, among other significant effects.  This period marked the transition between AD&D, or 1e, to 2e in game rules, and its events are still referenced in the lore of D&D to this day.


Saving Throws/ Hax Layer Explanation 

Saves are a game mechanic placed in D&D and BG3 in order to give a viable method of resisting the many powers of D&D and BG3. While they are game mechanics, the resistances themselves are not- they are, much like anything within D&D and BG3, are real resistances that the characters have that are governed by game mechanics. Some characters even have abilities and spells that heighten these resistances (Such as the cantrip resistance)


Now not all saving throw types are resistances the biggest example being dex saves as confirmed in the 5e dm guide and it's equivalent in 3.5e reflex saves:


3.5e dm guide:


5e dm guide:

So off of this the only saves that can count as resistances are: constitution, intelligence, wisdom and charisma saves(note constitution and Wisdom saves are the same and fortitude and will saves)


“But wait aren't saves detimed by a dice roll with a 5% to automatically succeed or fail” yes but luckily back then as referenced in this System Reference Document (official licensed content from WotC, completely canon before anyone asks), you have the option to simply Take 10 on rolls such as these since it was baseline number in the dc equation(10+modifier+spell level bonus) information 5e it's should be more of a take 8 as its the new base dc number in the equation (8+ modifier+proficiency bonus). This would completely average a roll in regards to a d20, and allows us to concretely quantify the resistances of such characters.


Note: Only those with a save of 10(+2 modifier) can qualify for a resistance as that is the bare minimum dc check for example under This a commoner can't resist shit.


Hax Layers Explanation

It's really dang simple, in fact probably the simplest in fiction: A spell fails to affect someone based on their Saving Throw modifier. If your spell has higher dc, it bypasses the resistance. Textbook Hax layer shit. 

So going by what was discussed before the baseline dc 10 as you're always going to have a 2+ proficiency at least as a spell caster. so dc/saving throw of 10 = Baseline resistance/hax so what does it mean for sure well thanks to parma buffs like Anointed in Splendour and forbidden knowledge? So The Dark Urge should have at least a baseline resistance to all hax in the 4 majors saving throws category(int,wis,con,cha) Which allows him to resist most dnd hax an a baseline level + the feat resilient makes it so he has proficiency in 3 saves not just 2. 


For more info on Saving throws here


Quick note The Dark Urge's offensive hax layers/ spell Casters in general’s layers should be equal to his stat that dictates his spell Casting modifier (Charisma modifier in The Dark Urge’s case)  same With other spellcasters (note specific weapons and specific scrolls have there own set dc so if they have a DC higher than 10 they're layered so if The Dark Urge would have less overall hax layers against this specific hax, going off the game alone ex : the Sussur Sword as a DC of 12 for its silence effect(power null) so it would have 2 layers of hax and since it's the only resistable spell than nulls power The Dark Urge would have 2 less layers compared to other hax if any.)


The Far Realm (Outer Durge)

The Far Realm is the Lovecraft inspired separate multiverse in D&D and is the true home of the Illithids and some other aberrations. The Far Realm is a place beyond infinite possibilities and is the infinite impossibility, a realm of nothingness where it’s inhabitants are too alien for the normal mind to comprehend, dimensionality is meaningless (note in D&D there are infinite dimensions), it’s beyond geometry and time and all concepts, with all of this in mind the Far Realm is blatantly Outerversal, possibly Outerversal+ if it has a similar structure to the entire D&D multiverse (as it would have a realm similar to the infinite layered Abyss and its own immortal's math just upscaled massively)


Note: No one creature within the far realm fully scales to the entire far realm even the Uuvuudaums who are manifestations of it and rule over the Far Realm don't. But even the weakest are at least outerversal via them needing to take on dimensionality when exiting The Far Realm

Note #2: it's stated that there is only one Far Realm that threatens and simultaneously exists in all cosmologies (multiverse) so characters creating or rewriting the multiverse or a new one don't affect it at all.


Lucky for our favorite dragonborn he scales(😏) to creatures still inside the Far Realm via up scaling the Topaz Crusader. The Dark Urge scaling around the lesser Deities means they should be vastly stronger to the weaker aberrations, Thoon (if it's a actual creature though it probably is) and low end elder evils the latter of which sustain the Far Realm but not all of them as some can take on and killed a greater deity and definitely not the Uuvuudaum who are massively stronger than elder evils.


“If characters on this level are outerversal why don't they just destroy the multiverse with a stray fireball or something?”


For 2 Simple Reasons:


AP ≠ DC and Range:

Basically in fiction and especially in D&D character attack potentially doesn't relate to destructive capacity for example: Jojo stands range from building to town level AP wise but consistency only destroys small boulders,walls and shit. For D&D specifically all spells have a set range and destructive capability like for example Fireball DC(radius in this case) and Range stays the same for the small building level scrubs (who are the weakest level to use it) to the gods themselves, it will always stay the same even if the fireball becomes way stronger potency wise,and if the Far Realm creatures had outerversal range and DC the Far Realm creatures would be able to almost instantly destroy the multiverse (which is like the goal for 99% of them) with their spells via firing them out a portal instead of risking everything by exiting the Far Realm to do it (And these creatures are comically smart so you can't use that argument).


Ao’s Belt

Even if they had the range and dc to destroy the multiverse there is one problem…Ao. Ao, as the Overdeity and God to other Gods, has more power than every other deity combined and can and has shown his divine wrath on any deity foolish enough to try it, as Tyr, greater god of justice, can attest by simply disputing Ao's judgment at the cost of his eyes, Ao also had this neat little ability to depower any number of gods with a mere thought so imagine what he would do to The Dark Urge. That's why Asmodeus only tried to push the Abyss out of the multiverse during the chaos of the spellplague.



Are the Force and the Weave Comparable?

The Force and the Weave are comparable due to the applications of the power source in their respective verses, and most powers they use like precognition and analytical prediction would be extensions of this debate, and in terms of what they are within their respective franchises is similar, being these energy fields that encompass the universe, that can only be tapped into or manipulated if you are either a Force Sensitive, and for the Weave, you have to have either a natural affinity for it or you have to have learned it. 


Bonus Fanart!

By Sunmellows


By TripleCx3


By Aeva

Fight Script

A long time ago in a galaxy far, far away…


Please feel free to check out a script made for this fight made by community members TmanTheDefender, RestaurantWorried, and TripleCx3. Enjoy!

Verdict

Stats

While at a glance this might seem incredibly clear cut, there are a few things worth discussing. In terms of Power, The Dark Urge has Revan beat inarguably. For low end stuff, Revan has his own meteor feat and scales to other feats such as Yarael Poof holding back the destruction of Coruscant, which gets to the Planetary ranges. The Dark Urge can match this by scaling to Leviathans, which can shatter entire worlds. For more powerful feats Revan is scaling to The Hypermatter Bomb, which threatened to destroy the entire Belsavis system and other systems nearby, and scales to the World Razer which took massive amounts of energy to be imprisoned. Both of these would put him in the ranges upwards of Solar System - Multi Solar System Levels. These feats are monstrous but nothing compared to what The Dark Urge is hitting. Through Gorion’s Ward he scales to Solars and by extension Demon Lords who are controlling entire, and even multiple planes of reality while The Demogorgon is shaking an infinite axis of those planes, alongside an infinite “sea” reaching across nearly D&D’s entire Cosmology. While with The Crown and Brain he's reaching similarly impressive levels through Zariel’s shattering of The Companion. All of these would put Durge upwards from Universal to Low Multiversal, massively superior to Revan being massively Solar System level. At our High-End we have Force Storms, scaling Revan to Palpatine tearing into 5th the dimensional Hyperspace is enough to outdo even The Demogorgon, or Zariel. But similarly scaling our favorite Bhaalspawn to Epic Destinies like the Topaz Crusader, who can fight Far Realm creatures, and The Netherbrain could potentially threaten even Mystra, blows anything Revan has out of the Galaxy.


Speed has more moving parts, at the finite end, both of them reach MFTL speeds, but Revan is actually about 12 times faster than the Dark Urge. While the Thief of Legend could steal all the stars in the sky in a single evening, the distance between D&D stars makes The World Razer destroying 500 stars in a day far faster. Additionally both have a huge amount of ways to buff their own speed and reduce each other but these would likely roughly cancel eachother out, at most marginally increasing or decreasing Revan’s advantage. Both characters have arguments for speed even beyond the finite range, with Revan scaling to potentially infinite speed Hyperspace feats, and The Dark Urge potentially scaling to characters that can move through and without the concept of time and the Immortals of Mystra traversing the Emerald river a physical embodiment of time.


To sum it all up, The Dark Urge is infinitely more powerful no matter how you slice it, and on the speed side of things Revan is faster on the finite end, while they can match each other if put beyond that. With such an overwhelming power advantage and potentially equal speeds. So the  Dark Urge takes the stat category.



Arsenal & Abilities


By far the biggest section, with the most variety in their insane abilities derived from the Force and the Weave, and they will be broken down into sections with the most important powers and comparisons, since both have a large pool of powers, it can be a mouthful to go over every single cancel out, comparison, or wincon, so we are going to make sections that go over the most important powers and how they play out against each other. Before we can get to that however, some general stuff should be talked about, like their weapons first and foremost. 


Weapons & Gear

This section is somewhat clear cut in its discussion despite both having a myriad of powerful weapons, with Revan even having access to more types of blades and blasters that shoot lasers, and Dark Urge having many swords, hammers, blades, and more that can drain health and life, shields that can reflect projectiles, and armor that can reduce damage. In general, The Dark Urge is going to have far more powerful weapons then Revan, and a much bigger arsenal at that. Most of Revan’s secondary weapons are not going to do much in the way of damage to Dark Urge, let alone match the power of The Dark Urge’s weapons. But what about the lightsabers he wields? Can they do anything to cut down The Dark Urge or harm him in any way? Unfortunately, not even the lightsaber can damage The Dark Urge. While lightsabers have the feat of the core of stars, which is very impressive, given that the Dark Urge is equal to Karlach, who tanked the heat of the Infernal Engine, fire that is too hot to exist on the material plane, along with his own resistances to Heat Metal, or use of The Elixir of Universal Resistance, which grants him resistance to both Fire and Radiant damage, the Dark Urge has multiple ways to completely no-sell being stabbed by a lightsaber, and at most can use the lightsaber for blade combat, and use skill to make up the difference, which will be talked about in Tertiary Factors. But The Dark Urge has a superior arsenal in every way, and completely negates Revan’s biggest tool, the lightsaber.


Precognition Vs Analytical Prediction

Revan’s precognition vs The Netherbrain’s analytical prediction. Both have their methods of obtaining information prior to the battle, but Revan’s is a lot more reliable in this regard. It's much faster due to Battle Precognition, being able to predict an opponent’s very move moments before they strike, which would help Revan keep up efficiently with Dark Urge’s pressure, whereas the Netherbrain’s analytical prediction has to take time calculating and assessing a given scenario before relaying it to The Dark Urge, so Revan’s options are faster and more reliable. 


Counterspell & Force Resistance

Counterspell/Psionic Dominance and Force Resistance are functionally pretty much the same ability. Both abilities allow Revan and The Dark Urge to say no to any incoming attack and null it. This mostly cancels out as Psionic Dominance is tadpole based which means it's not limited by spell slots.


Sever Force 

At a glance, Sever Force  should seem like a non factor in a fight against a character lacking The Force, this is not the case. Since The Force and The Weave are similar, there exists a dynamic between Force Sensitives and Sorcerers in which they too are very similar. This allows Revan to cut The Dark Urge off from his natural adeptness for magic, stripping him of his natural spellcasting and even removing his Metamagic abilities. This does not strip The Dark Urge of all magic by any means, spells granted by his Bhaalspawn heritage like Horror and Power Word Kill would still be usable alongside The Spells from various other sources such as equipment. While a huge boon to Revan, Force Sever does not completely shut down anything The Dark Urge can do.


Slayer Form

The Slayer form gets its own section due to its ability to make it even harder for Revan to use his abilities other than possibly Force Drain. This is due to the Slayer form’s function within Baldur’s Gate 1 & 2, lowering the DC (Difficulty Check) to 2, with only a 5% chance to succeed with an ability, though the drawback is Dark Urge himself cannot use most abilities and now becomes a close ranged fighter, which could give Revan a chance to kill Dark Urge in some way, but even if that did occur, he will just respawn back as The Dark Urge. 


Mind Hax

This debate hinges primarily on Revan’s mental abilities with the Force against The Dark Urge’s own resistances to them. Revan’s use of Affect Mind is utterly insane. To start off with lower ends, Revan can negate the resistances of species immune to mind manipulation such as the Rakata and Hutts. Then, he has feats such as being able to influence Vitiate, who could control up to 8000 Sith Lords and the entire population of a planet. There are other feats he would scale too such as Skere Kaan making the Brotherhood of Darkness submit to his will and Plagueis being able to enter the mind of every being in the galaxy. At his max, Revan upscales from dominating entire universes (plural) and affecting higher dimensional hyperspace, this is enough to utterly dominate even characters with insane resistance to Mind Hax. Luckily for The Dark Urge he likely has what is needed to do so. The Illithid Tadpole alone can resist mind hax, although likely not of that level and additionally, it could potentially shut these attempts down with a psychic blast as soon as Revan tries something. This alone is probably not enough to handle Revan’s Mind altering abilities, so next we move onto the Power of Orpheus. Elder Brains can dominate an infinite empire of Mind Flayers, spanning across The Astral Sea, and into other planes of reality, even the Far Realm. This Empire was so massive that they threatened to expand into the Infinite Hells. He also had the Ring of Mind Hiding that can prevent Revan from sensing his conscience (it works against Elder Brains and their range that reaches The Far Realm) all together and The Slayer Form likely lacks a mind altogether.  Additionally, dominating The Dark Urge would free The Netherbrain, who would in turn, dominate The Dark Urge away from Revan. Dominating The Netherbrain seems to require Illithid level intelligence as a criteria to mentally outmaneuver it so most likely Revan couldn't dominate the Brain. The Mind Hax debate is insanely convoluted but it’s very reasonable to conclude that The Dark Urge can deal with Revan’s in some way.


Power Word Kill & Force Drain

These are by far some of the most dangerous abilities they have, and likely the most decisive wincons for both. Power World: Kill is pretty much pressing a big red button that just kills Revan, and Force Drain is one of the most effective abilities in Star Wars Legends, being able to absorb energy for replenishment and healing, and even worse, cause atomic decay. Let’s look at both options and how they work against the opponent. Power World: Kill draws upon the language that makes up the fundamental forces of reality, telling the universe to make someone die. In this case, Revan has nothing he can really do to resist this type of ability, especially with Dark Urge having the overall power advantage. Though it is a one-time use, in the event he tries to land it, Revan is not strong or healthy enough to survive it. Can Force Drain compensate with atomization though? Unfortunately, The Dark Urge’s resistances don’t seem to deal with any degree of atomization, so it's a wincon Revan certainly has, however its one he wouldn’t really open with as a Sith Lord, more often than not going for the close quarters combat scenarios, and with The Dark Urge’s more numerous advantages of his own, along with Power World: Kill, at best you would say that atomization can match the type of wincon PWK has in this section as far as an “instant-win button”. 


Other Abilities Worth Talking About

In terms of their miscellaneous abilities that didn’t really fit in their own section, there's a couple worth talking about. Both of them resist a lot of the other’s abilities, such as Fear, Poison, and Transmutation related abilities. Revan has the ability to tamper with or rip out Dark Urge’s soul, but due to his Bhaalspawn physiology, he can survive for an extended period of time without his soul. Revan’s telekinesis can also ragdoll The Dark Urge and throw him around, yes, but it wouldn’t do a whole lot of lasting damage to him at all. If Dark Urge is feeling extra freaky, he can also bust out his Fortnite wincon, Otto’s Irresistible Dance and force Revan to bust it down for Twitch live, allowing Dark Urge an opening to just kill Revan if he wants. He can also put Revan on the backfoot with his summons, which would give Dark Urge a numbers advantage and overwhelm Revan, if not for Revan’s own summons however with Beast Control, which can subdue a lot of the creature summons. But overall, Dark Urge just has much more AoE that can capitalize on the already crushing stat gap that Dark Urge has over Revan.


Tertiary Factors


The last category includes lots of the things these two are the most known for, and they are some of the most talented and intelligent characters in their respective franchises, so comparing their accolades and strategic accomplishments can prove to be difficult, but there are some notable advantages both have in this department. In terms of sheer intelligence and planning, Dark Urge has Revan beat in a few ways, partially due to the Netherbrain, and its abilities of carefully planning ahead to the point of considering every possible event, having godly intellect, and insane analytical prediction means that The Dark Urge would be a few steps ahead of anything Revan could try, though Revan himself is no stranger to cunning and pragmatic planning, being one of the most devastating militaristic forces in the Star Wars Legends, sacrificing entire worlds to achieve his goals.


As far as sheer skill and experience however, Revan has The Dark Urge beat. Revan has fought through countless wars, fought enemies that have been renowned for their might and skill galaxy-wide such as Mandalore the Ultimate, and through it all himself, become one of the most terrifying Force users in all of existence, to the point of being called the very heart of the Force. All the while his skill in fighting and lightsaber combat has turned him into a ruthless and adaptive combatant, being a master at the eight forms of lightsaber combat and taking down a countless amount of Jedi and Sith. While The Dark Urge may also be an experienced killer, not only are his experiences far less documented of what he did before the events of Baldur’s Gate 3, but none of it suggests that The Dark Urge is a highly trained warrior on the level Revan is despite his background as an assassin, so Revan is going to be far more capable in fighting all around. 

Conclusion

“Savior, conqueror, hero, villain. You are all things, Revan… and yet you are nothing. In the end, you belong to neither the light nor the darkness. You will forever stand alone.”

Advantages:

  • About 12 times faster with finite ends

  • Comparable speed if given infinite ends

  • Probably more skilled and experienced 

  • Force abilities can counter some of The Dark Urge’s abilities and hax 

  • Generally superior range with the Force

  • Superior stamina

  • Can potentially atomize The Dark Urge

  • Sever Force could potentially remove The Dark Urge's sorcerer spellcasting…

  • Lightsabers can possibly harm The Dark Urge if given the chance…

  • Knights of the Old Republic 


Disadvantages:

  • Less powerful

  • Fewer abilities and hax compared to Dark Urge 

  • Dark Urge has abilities Revan probably can’t counter

  • Less mobile

  • Outnumbered by Dark Urge’s summons

  • Most Force techniques might be shutdown outright by Counterspell and Psionic Dominance

  • …but his Slayer form and Illithid powers would be unaffected

  • …but Dark Urge has several ways to block or reduce the damage from lightsabers

  • Lacks ways to deal with the resistances granted by Slayer Form

  • The KotOR remake still alive, but it's in the void


“In Bhaal’s name.”

Advantages:

  • Far more powerful at both ends

  • Comparable speed if given infinite ends

  • Has more versatile abilities and deadlier hax

  • Has several oneshot options like Power Word: Kill

  • More mobile with flight

  • Superior healing options

  • More versatile and powerful equipment and consumables

  • Outnumbers Revan with the Netherbrain and summons

  • Has several ways to protect against lightsabers, like radiant/fire resistance potions and the Shield spell

  • Tadpole and Orpheus’ power should shut down any telepathic attacks

  • The Slayer Form’s physical prowess and his Illithid powers can keep him in the game if he has his magic stripped by Sever Force.

  • Slayer Form can potentially no-sell most, if not all Force abilities

  • Counterspell and Psionic Dominance can potentially counter Force techniques entirely

  • Swept every Game Award Ceremony


Disadvantages: 

  • Lacks direct feats of note

  • Slower in finite speeds

  • Most of his abilities have less range than Revan’s

  • Many of Dark Urge’s resources are quite limited in use, giving him worse longevity and stamina

  • Some of Dark Urge’s abilities and hax could be countered by the Force

  • Could potentially have his spellcasting stripped from Revan’s Sever Force 

  • Is a necrophiliac and eats babies

  • Is easy to mix up with the Clone Wars character with the same name as his shorthand


The battle of the Sith Lord and Bhaalspawn is one for the Holocrons, but when the blades crash against the sand dunes, it is clear that The Dark Urge has Revan outmatched across the board when it comes to their powers and abilities. The Dark Urge has a crushing advantage in strength and durability, and while Revan can be argued a bit faster with finite ends, infinite speed ends for both doesn’t give Revan a lot to work with, especially when it comes to their equipment and their powers. 


The Dark Urge’s pool of spells and abilities completely outclass the many Force abilities Revan can use, though Revan is not without his own advantages. Force Drain can be a viable method of atomization, and he can certainly mess with The Dark Urge’s soul in a few ways, but that is two wincons vs a slew of wincons for The Dark Urge, like forcing Revan to boogie, instantly killing him with Power World: Kill, using summons, or using the Slayer Form to make it even tougher on Revan to reliably use the Force. Revan’s lightsaber is also outclassed by The Dark Urge’s superior weapons, and larger arsenal in general leave Revan with little options to win compared to Dark Urge.


Lastly, they have some striking differences in their intellect. The Dark Urge has more efficient planning with the Netherbrain on his side, planning for every possible scenario, whereas Revan has ravaged entire archives to become a master at the art of lightsaber combat and militaristic might, and his skill would put him leagues above an assassin like Dark Urge. Unfortunately, skill cannot save Revan from the overwhelming stat advantage or powerful spells that counter the Force almost blow for blow, and eventually Revan will find himself out of options, out of time, and up against an army, with his own vanquished; odds he has faced before…but odds that also put his soul to rest, concluding the story of Revan.


Looks like Revan’s urge to choose, became the urge to lose. The winner is The Dark Urge.

Final Tally

Revan (1) - Magpie (pity vote)
Dark Urge (15) - Bang, Tman, Rina Antiqua, Mey, Landon1195, bladeworks master, Time, TripleCx3, RestaurantWorried, Guruguru, TWILTY, Tsubori, KirbyKid9, resident Joe, Kether



Next Time…



Comments

Post a Comment

Popular posts from this blog

Bang's Blogs: Sadako vs Slenderman

Bang's Blogs: Link vs Tarnished