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Manual Discrepancies

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  • jaldenjalden Member Posts: 44
    edited November 2012
    Do sorcerers still receive no spell bonus for having a high charisma? I was sure they would change that, but I can't find it anywhere.

    Part of why I'm wondering is because on page 33 of the second manual, it says that wisdom is important for all priests except druids. That doesn't make sense unless they decided to switch druids from using wisdom to using something else (ie charisma) for their max spell level and bonus spells. But it doesn't seem to say that anywhere.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    Arcane casters only started receiving bonus spells for high attributes in 3rd edition.
  • jaldenjalden Member Posts: 44
    @mlnevese

    In baldurs gate your wisdom and intelligence modifier can get you bonus spells.
  • recklessheartrecklessheart Member Posts: 692
    I'm really liking the look of the manuals! If you buy the game do you get them in paper copy, or are they only .pdfs available online?
    My one objection to the manuals is perhaps the cringeworthily try-hard amount of effort but into the Volo-Elminster exchanges. It doesn't feel natural or sparingly used at all, and seems to me to have been a clumsy way of trying to relive the style of original BG writing.
  • allhailsteveallhailsteve Member Posts: 210
    PDFs only.
  • MornmagorMornmagor Member Posts: 1,160

    I have two remarks to blackguard’s description:
    1) It says that they may use Poison Weapon ability but it doesn’t explain how this ability works.
    2) It says that Absorb Health deals 2 points of damage and heals the blackguard the same amount – shouldn’t it be 2 points per level?

    1) Like the Assassin's. Indeed a better explanation would be required.
    2) Yep.

    Also, he's immune to level drain and fear, but they forgot to mention it.

    They didn't say he loses spellcasting like the Inquisitor, so he casts, but i wonder what his spell list is. The same as the paladin? I thought he would have more necromancy spells. Oh well :]
  • elminsterelminster Member, Developer Posts: 16,317
    jalden said:

    Do sorcerers still receive no spell bonus for having a high charisma? I was sure they would change that, but I can't find it anywhere.

    Part of why I'm wondering is because on page 33 of the second manual, it says that wisdom is important for all priests except druids. That doesn't make sense unless they decided to switch druids from using wisdom to using something else (ie charisma) for their max spell level and bonus spells. But it doesn't seem to say that anywhere.

    That same page of the manual also says wizards instead of mages under intelligence. It should say mages just to avoid any confusion given that sorcerers don't need intelligence to cast spells.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    edited November 2012
    jalden said:

    @mlnevese

    In baldurs gate your wisdom and intelligence modifier can get you bonus spells.

    Intelligence doesn't give bonus spells. Only wisdom does, and only to priests (not rangers or paladins). In BG1 and II vanilla anyways.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    edited November 2012
    jalden said:

    @mlnevese

    In baldurs gate your wisdom and intelligence modifier can get you bonus spells.

    No they don't. Arcane casters, mages as sorcerers have no primary ability, will have exactly the same amount of spells with a 9 or 18 or 25 intelligence.

    Divine casters, clerics and druid, DO receive bonus spells for a high wisdom though.
  • deltagodeltago Member Posts: 7,811
    "Now that you’ve cracked open the box and are ready to slip that first CD into your computer..."

    That first line, I am loving it.
  • jaldenjalden Member Posts: 44
    @TJ_Hooker

    Ah... you're right. Intelligence determines the number of spells you can know per level instead of giving you bonus spells.
  • agrisagris Member Posts: 581
    Which manual is more up to date, the one that comes when you pre-load or the one online? I noticed that they aren't the same size.
  • ZaorZaor Member Posts: 69
    Reputation table- it appears to be copied straight from bg2, typos and all. 13 should be 1200 and 14 should be 1500, if i am correct. With that said, this function will never be used in bg1 at those prices, I bet. And never at all if bg1 rep goes with you in ee.
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited November 2012
    I have a question about weapon speed and multiple attacks per round.

    Reading through the manual it says that weapon speed 1-10 is used to determine when in a round a weapon is used.

    Weapon speed 1 - attack immediately
    Weapon speed 10 - attack @ 6 seconds?

    Now, in the event that you have, say 2 attacks per round, does that mean a 1 is immediately and 10 is at 3 seconds?

    2 attacks per round
    Attack1:
    Weapon speed 1 - attack immediately
    Weapon speed 10 - attack @ 3 seconds
    Attack2:
    Weapon speed 1 - attack @ 3.1 seconds
    Weapon speed 10 - attack @ 6 seconds

    Is this right?
  • DeeDee Member Posts: 10,447
    @bigdogchris More or less, yes. Weapon speed is more like an initiative modifier, though. I'm not sure how it actually works in practice.
  • MungriMungri Member Posts: 1,645
    Its horrible. Its not printed on paper.
  • elminsterelminster Member, Developer Posts: 16,317
    Mungri said:

    Its horrible. Its not printed on paper.

    You want them to ship them all out worldwide?
  • MungriMungri Member Posts: 1,645
    I'd buy it on Amazon.
  • elminsterelminster Member, Developer Posts: 16,317
    Mungri said:

    I'd buy it on Amazon.

    Go for it then man. Make a feature request. I'd support you.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    edited November 2012
    jalden said:

    @TJ_Hooker

    Ah... you're right. Intelligence determines the number of spells you can know per level instead of giving you bonus spells.

    It also deteremines the chance to succesfully write scrolls to your spellbook (if playing on Core rules or above, which you really should be), the highest level spells you can cast (you need Intelligence of 18 or more to cast Level 9 spells, though 17 can be enough Int to start with, as can be boosted with a tome, and you can't cast level 9 spells untl BG2), it also provides a per-level bonus or penalty to lore (as does Wisdom).

    Lastly, you need a minimim of 9 intelligence to cast spells from scrolls (including the scrolls which non-magic users can cast)
    Post edited by Oxford_Guy on
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2012
    Ignore this post it never happened lol.
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2012
    Good catches @Oxford_Guy
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2012

    jalden said:

    @TJ_Hooker

    Ah... you're right. Intelligence determines the number of spells you can know per level instead of giving you bonus spells.

    It also deteremines the chance to succesfully write scrolls to your spellbook (if playing on Core rules or above, which you really should be), the highest level spells you can cast (you need Intelligence of 18 or more to cast Level 9 spells, though 17 can be enough Int to start with, as can be boosted with a tome, and you can't cast level 9 spells untl BG2), it also provides a per-level bonus or penalty to lore (as does Wisdom).

    Lastly, you need a minimim of 9 lore to cast spells from scrolls (including the scrolls which non-magic users can cast)
    Ok now that I've actually looked in the manual rather than just jumped on things like a blind cat.

    I don't see anywhere in the manual where it says you need 18 intelligence to be able to cast level 9 spells, and that was not the case in BG2.

    Likewise if it is anything like BG2 then you need a minimum of 9 intelligence if you are casting from scrolls. That is in effect for clerics/ druids/ bards, and mages.
    Post edited by elminster on
  • AristilliusAristillius Member Posts: 873
    Yes. There is no indication that you need high INT for high level wizard spell. A wizard with 14 INT should be able to cast timestop... (however weird that is).
  • JalilyJalily Member Posts: 4,681
    Manual mistakes, here we go:

    1. Portrait sizes. The large size mentioned in the manual should really be the medium, since that is the "large" portrait actually used in the game.

    Large: 210x330
    Medium: 169x266
    Small: 54x84

    2. The Portraits folder is not in the root directory anymore.

    3. Animate Dead summons 1d2 undead, and duration is 8 hours.

    4. Chromatic Orb's damage is wrong. Should be this:

    1st Level: 1d4 damage and blinds the target for 1 round.
    2nd Level: 1d4 damage and inflicts pain upon the victim.
    3rd Level: 1d6 damage and burns the victim.
    4th Level: 1d6 damage and blinds the target for 1 turn.
    5th Level: 1d8 damage and stuns the target for 3 rounds.
    6th Level: 1d8 damage and causes weakness in the victim.
    7th Level: 1d10 damage and paralyzes the victim for 2 turns.
    10th Level: 1d12 acid damage and turns the victim to stone.
    12th Level: 2d8 acid damage and instantly kills the victim.

    5. Hot keys are wrong. Should be this:

    Quick Load: L
    Hide/Show Interface: H
    Hide/Show Right Interface: U
    Hide/Show Left Interface: Y
    Chat Window: T
    Location: X
    Quick Save: Q
    Toggle AI: A
    Rest: Z

    5. Some spells have ranges listed as "Sight of caster" or "Visual range of caster," but it isn't actually true in the game. Will have to go through these one by one. (Help would be really welcome here.)

    I can confirm that Blackguard immunity to fear and level drain is supposed to be there.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    elminster said:

    The are either some errors in the manual or some things have been "fixed" e.g. on page 24, regarding strength damage/to hit "this modifier is alway applied to melees and attacks with hurled missile weapons (e.g. a dagger or an axe)"

    AFAIK

    a) *All* missile weapons use the Dex, not Str modifier to hit
    b) *Only* axes (not daggers) get the Str bonus for damage

    Also on page 23 it implies helmets give a bonus to AC, which usually they don't (perhaps some magic ones?), their primary functional is to prevent critical hits - its potentially misleading for new players.

    BTW this is in the "Mastering Melee and Magic" manual. I know I'm nit-picking, though, they generally look very good
    The changed a few words under the dexterity section of the page (page 74 in the BG2 manual I believe) but basically it says what it did before I think. That may not be true to the game (concerning damage and throwing weapons) I'm not sure.
    In the BG2 engine only axes seem to get the strength bonus to damage when I tested this, what BGEE does we can't know yet.
  • elminsterelminster Member, Developer Posts: 16,317

    elminster said:

    The are either some errors in the manual or some things have been "fixed" e.g. on page 24, regarding strength damage/to hit "this modifier is alway applied to melees and attacks with hurled missile weapons (e.g. a dagger or an axe)"

    AFAIK

    a) *All* missile weapons use the Dex, not Str modifier to hit
    b) *Only* axes (not daggers) get the Str bonus for damage

    Also on page 23 it implies helmets give a bonus to AC, which usually they don't (perhaps some magic ones?), their primary functional is to prevent critical hits - its potentially misleading for new players.

    BTW this is in the "Mastering Melee and Magic" manual. I know I'm nit-picking, though, they generally look very good
    The changed a few words under the dexterity section of the page (page 74 in the BG2 manual I believe) but basically it says what it did before I think. That may not be true to the game (concerning damage and throwing weapons) I'm not sure.
    In the BG2 engine only axes seem to get the strength bonus to damage when I tested this, what BGEE does we can't know yet.
    Ok well hopefully someone will come along on the development team and confirm things.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    edited November 2012
    elminster said:


    I don't see anywhere in the manual where it says you need 18 intelligence to be able to cast level 9 spells, and that was not the case in BG2.

    Really? Then is this another D&D PnP thing not implemented in BG? Lots of 3rd party online guides show this, so are they all wrong too? Hardly worth trying to go for 18 Int then!
    elminster said:


    Likewise if it is anything like BG2 then you need a minimum of 9 intelligence if you are casting from scrolls. That is in effect for clerics/ druids/ bards, and mages.

    Yes, I mentioned that
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2012
    Hey are you finding that there is extra <//blockquotes//> floating around that are screwing up formatting on the forums whenever you respond to a post that is a response to another post? I am, and its annoying.

    Edit: Nevermind I guess it is just me.
  • JaceJace Member Posts: 193
    Carefully checked out the 1st and 2nd lvl mage spells. Most of them use the Vanilla BG1 description while some of them have changed since in ToB. (

    Chromatic Orb - Would be helpful to stipulate what "pain" is (-1 to Strength and Dexterity) as well as its duration (no idea how long), what "weakness" is (-4 to THAC0) as well as its duration (no idea either) and also how much extra damage the "burn" inflicts. It also doesn't mention effects above level 7.

    Color Spray - Doesn't say it affects creatures of 4HD or less. ToB description does.

    Find Familiar / Friends - Have Saving Throw: Special. Should be None.

    Protection from Petrification - Range should be Touch, not 0. Saving Throw should be None, not Neg.

    Agannazar's Scorcher - Would be helpful to stipulate that the flame jet strikes twice, and that you can move while shooting it.

    Acid Arrow - Saving Throw should be None, not Special.

    Mirror Image - Area of Effect being 6-foot is a bit strange. Would be better to change it to the Caster.

    Resist Fear - Duration should be 1 hour according to ToB description. Saving Throw should be None. Area of Effect should be 30 feet, and the description should change so that it doesn't look like it affects one singular recipient.

    Strength - Does not have the updated description stipulating that Strength that is already exceptional will receive an extra 50 points of exceptional bonus, up to 18/00. As such, It would not lower Strength that is above 18/50, but Strength that is above 18/00.

    Vocalize - Since it affects only the spellcaster, range should be 0.

    Web - While the short description says Saving Throw: None, the large description correctly states a saving throw vs. spells at -2.





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