What are all the Hell Bonuses?

All of this is taken from a post of Smoketest (whom I could not notify, simply because I have to be registered at the Spellhold Studios forums).

I wrote up the complete list on the old Black Isle forums a couple years or so ago. The penalties and bonuses received go beyond what just using the tears gives you. I'll try to recompile the information here, but I'm going from memory and a not-so-quick browse with NI...

(As always, this information assumes the Baldurdash fixpack is installed, especially the fixes for the hell tests. I also added information from the Revised Hell Trials readme, thanks to a heads-up from "the bigg".)

Fear

Good Path Results:
  1. Immunity to weapons of +1 or lower enchantment
Neutral Path Results: (Revised Hell Trials only)
  1. +2 bonus to Dexterity
Evil Path Results:
  1. Cloak of Bravery given to party
  2. +2 bonus to Constitution
  3. Lose Paladin or Ranger special abilites if applicable
  4. -1 penalty to Reputation
  5. Alignment changed to Neutral Evil if not already evil-aligned (this is changed in the Revised Hell Trials)

Greed

Good Path Results:
  1. +2 bonus to all saving throws
  2. +20,000 Experience
Neutral Path Results: (Revised Hell Trials only)
  1. +2 bonus to THAC0
Evil Path Results:
  1. Keep Blackrazor
  2. +15 bonus to Maximum Hitpoints
  3. +11,000 Experience for killing the genie
  4. Lose Paladin or Ranger special abilities if applicable
  5. -1 penalty to Reputation
  6. Alignment changed to Neutral Evil if not already evil-aligned (this is changed in the Revised Hell Trials)

Pride

Good Path Results:
  1. +20% bonus to Fire Resistance, Cold Resistance and Electricity Resistance
Neutral Path Results: (Revised Hell Trials only)
  1. +30% bonus to Magic Damage Resistance
Evil Path Results:
  1. +22,000 Experience for killing a black dragon (silver in Revised Hell Trials)
  2. Treasure from the dragon consisting of: Time Stop scroll, Wail of the Banshee scroll, Sphere of Chaos scroll, Bolt of Lightning(20), Arrows of Dispelling(20), Ring of Protection +2, and Robe of the Evil Archmagi.
  3. +200,000 Experience
  4. Lose Paladin or Ranger special abilities if applicable
  5. -1 penalty to Reputation
  6. Alignment changed to Neutral Evil if not already evil-aligned (this is changed in the Revised Hell Trials)

Selfish

Good Path Results:
  1. +10% bonus to Magic Resistance
  2. -2 penalty to Maximum Hitpoints (first door)
  3. -1 penalty to Dexterity (second door)
  4. -75,000 Experience (third door)
Neutral Path Results: (Revised Hell Trials only)
  1. +30% bonus to Slashing Damage Resistance
Evil Path Results:
  1. +2 bonus to natural or base AC
  2. Hostage* (see footnote) suffers 50 acid damage (first door)
  3. If still alive, hostage* suffers another 50 acid damage (second door)
  4. If still alive, hostage* explodes (third door)
  5. Lose Paladin or Ranger special abilities if applicable
  6. -1 penalty to Reputation
  7. Alignment changed to Neutral Evil if not already evil-aligned (this is changed in the Revised Hell Trials)

Wrath

Good Path Results:
  1. +1 bonus to Wisdom and Charisma
Neutral Path Results: (Revised Hell Trials only)
  1. +3 bonus to Intelligence
Evil Path Results:
  1. +2 bonus to Strength (tear)
    1. +1 bonus to Strength (fighters)# (see footnote)
    2. +1 bonus to Dexterity (thieves and bards)#
    3. +1 bonus to Constitution (rangers and paladins)#
    4. +1 bonus to Wisdom (clerics and druids)#
    5. +1 bonus to Intelligence (magi)#
  2. Lose Paladin or Ranger special abilities if applicable
  3. -1 penalty to Reputation
  4. Alignment changed to Neutral Evil if not already evil-aligned (this is changed in the Revised Hell Trials)

*The hostage in the Selfish test is whoever is currently Player2 (party slot 1) or, for soloists, a stand-in NPC summoned by the testing demon. (Players are numbered from 1 to 6 and party slots are numbered from 0 to 5.) In parties of two or more characters, Player2 is the NPC that joined the earliest of all the NPCs currently in the party. This internal order changes when NPCs join, leave, and then re-join, and has nothing to do with player-assigned party order, or portrait order. For example, let's assume a four-character party. When Imoen joins you at the start of the game, she fills party slot 1 and becomes Player2. If you pick up Jaheira and Minsc in that order, then Jaheira becomes Player3 and Minsc becomes Player4. When Imoen leaves, Jaheira becomes Player2 and Minsc becomes Player3. If Jaheira leaves for Harper business and rejoins later, then Minsc becomes Player2 and Jaheira becomes Player3 upon rejoining. If Imoen is rescued and allowed to rejoin, she becomes Player4. If Minsc hasn't ever left the party by the time you reach the hell tests, then as Player2 he becomes the hostage in the Selfish test.

#Only one class-specific bonus may be received. The classes are checked for in the order shown, so a mage/thief should receive the bonus for thieves. Kits use their base class to determine which bonus applies. Barbarians receive the fighter bonus. The tear bonus is cumulative with the class-specific bonus, for fighers would receive a +3 bonus to strength (evil path only).

Recap notes:

- If a Paladin or Ranger type character takes even a single evil path, they lose their special abilities permanently. (The Revised Hell Trials mod removes this penalty from ranger/clerics due to apparent engine limitations.)
- Any character who is already of evil alignment will not suffer an alignment change (and thus, for magi, lose their familiar) if they take an evil path. Note that evil-aligned characters can take good paths and suffer no harm (except in the case of the Selfish test), but good and neutral-aligned characters will receive an alignment change if a single evil path is taken. (This has all been changed in the Revised Trials mod. Characters can become good, evil or neutral depending on which paths they take in each of the tests and how many times they do this in all of the tests. Of course, they can also go through the tests without having an alignment change.)
- Reputation drops one point each time an evil path is taken, and this change takes effect upon using the associated tear. (The spells that apply the evil path tear bonuses also apply the reputation penalty, but without informing the player of this.) No reputation adjustment occurs for taking good or neutral (Revised Hell Trials only) paths.