The
Abilities.
Characters in Hexen II have 2 special abilities each, and those give you
some kind of benefit to help you on the journey through the lands of Thyrion. Each ability is unlocked when your character reaches a certain
level. First ability is unlocked at level 2, and the second - at level 6. These abilities, how soon you get them and how often their effects
are triggered, - greatly depends on the difficulty level: the higher the
difficulty = level up faster = unlock abilities faster, you get to see
those special skills in action way sooner.
A lot of
abilities are triggered by monster kills (or successful hits), and that is the most
critical factor. Higher difficulty = more monsters, more monsters = more
kills, more kills = more ability effects.
As you play on the highest difficulty - the abilities (or a lack thereof)
will be an important factor for your survival and will add an additional
"random chance effect" to your game for good or bad, kinda like dice in a
board game. Since you can't predict when they do happen, but you will need
them and depend on them - so this part will indeed thrill you with its
surprises and anticipation.
So, let's go over the characters' skills and see what they can do,
and how useful it is to the gameplay. Surprisingly, but the official
Hexen II manual can be rather vague in its explanation of what certain
skills and items do. I guess they kinda went overboard with obfuscating
facts with fantasy...well, let's make it all clear: here we go.
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PALADIN's
Abilities:
- Free Action.
Nor the name of this skill, neither the description in the game manual
will help you understand what the Hell is that. I actually had to look it
up on the internet when that became available. Well, the bottom line is
that when this ability is unlocked the Paladin becomes impervious to
drowning.
Now, there are 2 problems with this skill: one, Hexen II has extremely few
areas which require underwater prowess (just 1, to be exact), and even when
water segments do appear - they are very short. Moreover, even when you think you are about to show
off your water skills - it really won't matter: because near such areas
you will always find the Ring of Water Breathing, having which, makes
absolutely
no difference if you are susceptible to drowning or not. True, the ring is
not of unlimited use, but 10 to 1 chances you will be way out of water
long before its power runs out.
Verdict: USELESS
- Divine Intervention
Now this ability may only be triggered when you die. If it happens -
then instead of dying you get a free activation of Tome of Power,
Invulnerability (Icon of the Defender), and it also heals you.
The chances of this effect happening, however, are rather low,
mathematically i would rate it approximately about 20%, and in the time of
need it is more likely to NOT save you, rather than the opposite. Besides,
as i would say today, - if you die, that means you did something
strategically wrong.
Verdict: USELESS
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CRUSADER's Abilities:
- Holy Strength
A frag-related skill. Once this becomes unlocked, Crusader's kills start
to have additional meaning: sometimes an energy orb will appear over a
slain enemy. Grabbing this orb will give the Crusader a strength boost,
allowing for your next kill (or two, or even three) to be much
easier. The strength boost only lasts a short time, and it is not
overwhelmingly powerful, but it is very useful and will help you by all
means.
Verdict : APPROVED
- Revivification
Another frag-related skill. When available, this ability allows the
Crusader to restore his health completely as his weapons claim victories.
This is extremely helpful, even though the occasions on which such a boon
would happen are rather rare. But playing on the hardest difficulty
setting - your resources will be limited and even an occasional random
full health will be very well appreciated.
Verdict : APPROVED
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ASSASSIN's Abilities
- Invisibility
Assassin can make herself undetectable by enemies when standing still.
Alas, it is not helpful at all, and at best - you will find an extremely
rare situation when this will let you sneak in a first cheap shot,
otherwise it is completely unusable, since movement breaks the stealth
effect, hence stealth attacks are pretty much impossible. Besides, certain
enemies will ignore the effect and see you anyway. Hexen II simply isn't a
stealth game, and good that this is so.
Verdict : USELESS
- Backstab
Deal double damage when attacking from behind with the Katar. Again, it
sounds sweet, but in reality it is a rather useless skill. Granted, there
will be a couple of times when this ability will have something to offer,
such as in a fight VS the First Horseman, in the Blackmarsh Hub; but doing
so puts the fragile Assassin at great risk, - since she will get killed just
in a few counter hits. Close quarters battle really isn't the place where
she can thrive.
Verdict : BEST AVOIDED
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NECROMANCER's Abilities
- Soul Stealing
Almost like the Crusader's Holy Strength, only better! Frag-related skill.
When acquired, a fallen enemy may sometimes release an orb of energy,
collecting which will reward you with
health and mana - of both colors! The sphere won't stay there forever, so
make sure to grab it as soon as it appears. Same holds true for the
Crusader. This is the best ability in the game, and since the Necromancer
is extremely dependent on mana resources, it will be invaluable
as you play. Occasionally, it will auto heal you completely, - but without
the mana boost.
Verdict : APPROVED
- Vampiric Drain
Another useful ability. Once you have attained it, the Necromancer will
be occasionally able to get minor healing effects (4 hp per hit) as he lands hits with his Sickle.
Remotely similar to what the Cleric could do with Serpent Staff in Hexen-1. Beware
though, the Sickle is a very weak weapon, and should only be used in
a specific way and situations. Rushing into face-to-face encounter with
monsters, hoping to score healing hits - will guarantee your death, almost
instantly and every time. But if you know exactly when and how to use it,
- then
it will become a reliable backup-maintenance tool in the Necromancer's
arsenal.
Verdict : APPROVED
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DEMONESS' Abilities
- Demon Glide
The ability to land slowly and safely as you fall or jump from a great
height. Exactly like Kain did in Blood Omen II. Again, there are no such
scenarios in the game of Hexen II where such an ability would prove
beneficial. Demoness is an engaging character, and in numerous
playthroughs not once have i found that this skill has any application.
This is Hexen II, not Blood Omen II. Maybe the devs have mistaken?!
- Masochistic Mana
A strange skill. Getting hit and thus losing health at a deadly rate - may
provide you with a few mana points. Not that many mana points, mind you.
May theoretically have something to it, but the amount of mana that you
earn from it, - is a measly nothing, compared to how much health you will
lose in return. Do not forget, we are playing at the hardest difficulty
level. And the Demoness is just as physically weak as the Assassin (if not
weaker) : 2-3 hits, and it's over.
Demoness has the best free weapon, so
mana problems should be the least of your concerns. If you come to such a
dire straits, then it means you are doing something wrong.
Verdict : BEST AVOIDED
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