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Can't get rid of deafness ... bug or feature ?

Aasimar069Aasimar069 Member Posts: 803
In The black Pits, I have cast deafness on 10 radius with my Cleric to prevent the Thay mages from casting spells (with great success).

My Cleric was also affected by the spell.
I must confess I am not used of casting this spell ;-)

Even after resting, magical dispel, the effect (and icon) remains (fail at spell casting).

Is this a bug ?
Is the only mean to dispel this would be to drink the appropriate potion ?


Thanks for your answers.

Comments

  • TheCoffeeGodTheCoffeeGod Member Posts: 618
    Cure Disease works.


  • Aasimar069Aasimar069 Member Posts: 803
    edited January 2013
    @TheCoffeeGod

    Is there a magic (non divine) spell that would work ?

    Or cross fingers to cast the spell until it does not fails since it is my only divine caster ? ;-)

    I must confess I'm not used of casting this spell :p


    This could be quite game breaking since most of negatives effects are removed, characters are healed and so on and there is no help from outside available.

    On a regular BG or BG2 game, there is always a solution to get rid of these ailments (other NPC, temples, ...).
  • TheCoffeeGodTheCoffeeGod Member Posts: 618
    edited January 2013
    As far as I know, Cure Disease is the only thing that removes Deafness.
    I got afflicted with it in the Black Pits as well, luckily it wasn't my cleric, so I just cast Cure Disease on my party memeber and that was the end of it.
    Maybe they should add a Cure Disease scroll to the scroll dealer, just in case something like this occures, since there's not a temple here.

    Though, I kind of like the idea if your only cleric winds up deaf, you can't cure it.
    It kinda makes the situation feel a little more "real" in my eyes.

  • MathmickMathmick Member Posts: 326
    They need a temple in there to deal with debuffs and permanent status effects. Deafness and Level Drain are the two that spring to mind. If your character somehow got feebleminded or contagion'd (not sure if second is permanent but can't be bothered to look it up), Dispel or w/e from a Temple would be nice.

    Even if they just added a tab to the potion guy or something. The auto-rest/revive/heal from winning a fight fixes pretty much everything, but not anything permanent unfortunately.
  • TheCoffeeGodTheCoffeeGod Member Posts: 618
    Mathmick said:

    Level Drain are the two that spring to mind. If your character somehow got feebleminded or contagion'd (not sure if second is permanent but can't be bothered to look it up), Dispel or w/e from a Temple would be nice.

    All of these can be fixed with the Greater Restoration scrolls from the scroll dealer.

    The only thing that I can think of currently that can't be cured without a cleric if Deafness.


  • MathmickMathmick Member Posts: 326
    From memory there are only three Greater Restoration scrolls there.
  • TheCoffeeGodTheCoffeeGod Member Posts: 618
    I'm pretty sure they are limitless, since they don't have a stock number next to them.

  • MathmickMathmick Member Posts: 326
    Obviously my memory sucks and I should consult a specialist then. Doing this too much lately.
  • Aasimar069Aasimar069 Member Posts: 803
    Ok thanks, I'll give a try to the scroll of Greater Restoration then.
  • Aasimar069Aasimar069 Member Posts: 803


    Though, I kind of like the idea if your only cleric winds up deaf, you can't cure it.
    It kinda makes the situation feel a little more "real" in my eyes.

    In the worst case, this will end up with a ctrl+R on the character, removing the ailment on him, I hope ;-)
  • TheCoffeeGodTheCoffeeGod Member Posts: 618

    Ok thanks, I'll give a try to the scroll of Greater Restoration then.

    Greater Restoration won't work on Deafness, hence why I left it out of the quote and added the second sentence.

  • AranthysAranthys Member Posts: 722
    Weird, Greater restauration should be curing diseases.
    Hell, Heal should be curing disease already :)
  • WanderonWanderon Member Posts: 1,418
    Dispel magic is supposed to work as well (according to the description) but I could not get it to work either casting it in the arena or in the shop areas -

    maybe they could add a wand of cure disease to one of the merchants
  • CuvCuv Member, Developer Posts: 2,535
    Deafness is a single target Wizard spell. There is no cleric spell to cast Deafness. Are you perhaps thinking of Silence 15' Radius?
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  • Fighting_FerretFighting_Ferret Member Posts: 229
    Had this happen to me, but the enemy was the one who cast it. I had to Ctrl+R to remove it.
  • Aasimar069Aasimar069 Member Posts: 803
    Cuv said:

    Deafness is a single target Wizard spell. There is no cleric spell to cast Deafness. Are you perhaps thinking of Silence 15' Radius?

    Yes it is silence 15 radius - but the icon on the PC AND description in character status indicates "Deafness".
  • Aasimar069Aasimar069 Member Posts: 803
    edited January 2013
    Cuv said:

    Deafness is a single target Wizard spell. There is no cleric spell to cast Deafness. Are you perhaps thinking of Silence 15' Radius?

    Yes it is silence 15 radius - but the icon on the NPC AND description in character status indicates "Deafness".
  • Aasimar069Aasimar069 Member Posts: 803


    Though, I kind of like the idea if your only cleric winds up deaf, you can't cure it.
    It kinda makes the situation feel a little more "real" in my eyes.

    I completely agree with this, again, but speaking of the same things, your character should not be able to rise after a fight when he is dead (currently, the dead character auto-rise after a fight et does not stays dead permanently).

    He should stay dead until risen by a spell, a scroll or a "temple service" as it happens in the original.
  • TheCoffeeGodTheCoffeeGod Member Posts: 618


    I completely agree with this, again, but speaking of the same things, your character should not be able to rise after a fight when he is dead (currently, the dead character auto-rise after a fight et does not stays dead permanently).

    He should stay dead until risen by a spell, a scroll or a "temple service" as it happens in the original.

    Interestingly enough, you perma-die in the final fight with Baeloth (though it keeps going until the very last party member dies, unlike the normal game when your PC dies).

    -lol-
    I actually had to ransack the loot off my dead party members during the fight, with sole surviving member (the cleric coincidently) just to finish off that damn Rakshasa


  • CorvinoCorvino Member Posts: 2,269
    edited January 2013
    The exact same thing (deafness) happened to my solo Fighter/Druid dual last week, and in the end I had to abandon the run - I'd saved over the last undeaf slot before I realised.

    I too tried restoration and amulet of power for vocalise to no avail. So yeah, if all your divine casters get deafened you're screwed.

    *Edit* I also think this could well be a bug, or at least a spell description not matching effect. I don't think silence is meant to be permanent, and deafness should only have a % cast failure rather than the 100% that seems to be implemented at the moment.
  • Aasimar069Aasimar069 Member Posts: 803
    So it is a bug... please fix it ;-)
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