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Magical weapons?

Discussion in 'BG2: Shadows of Amn (Classic)' started by ivanatora, Jun 2, 2002.

  1. ivanatora Gems: 4/31
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    What is the difference btw Magical weapons and +1,+2,+3 weapons? Celestial Fury is what weapon? When I play with it on enemy mage who casted protection from normal weapons I didn't get the message "Weapon ineffective" but I didn't do no damage. (I had only the "Mage - Save Vs. Spell" message about the stunning ability)
     
  2. Modjahed Gems: 14/31
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    Question 1)
    Here are the few links that will help you - it's rather long to reply in one post.

    http://www.sorcerers.net/ubb/Forum2/HTML/004967.html
    http://www.sorcerers.net/Games/BG2/advanced_dungeons_and_dragons.zip

    ** Hmm, the search engine didn't give me the thread I wanted.. **

    -> Extremist - I remember you once have done a complete table of what weapons have what enchantment level - can you give us the link to it?

    Question 2)
    Celestial Fury is +3

    Question 3)
    The Mage was protected by Stoneskin.


    [This message has been edited by Modjahed (edited June 02, 2002).]
     
  3. Extremist Gems: 31/31
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  4. spyboy Gems: 1/31
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    The plus on a weapon determines its bonus on a twenty sided dice roll to hit an opponent.
    If you have a THAC0 of 20, you need to roll a 20 to hit armor class 0 and a 10 to hit armor class 10. If you are trying to hit someone with an AC 10 and roll a 9, you miss. However, if you roll a 9 and have a plus 1 sword, you hit.
    The plus also determines the extra damage scored. A normal mace does 1d6 plus 1 damage. A plus 1 mace does 1d6 plus 1 plus 1 damage.
    Some weapons, like the Celestial Fury, have a bonus to hit and, in addition, have a unique effect when a hit is scored. The Celestial Fury, for example, might stun an opponent, the Flail of Ages will do extra acid etc, damage.
    You can score a hit with one of these weapons and not neccessarily do harm with the weapon's added magic.
     
  5. Maldir Gems: 11/31
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    I'm not sure how BG handles it, but there can be a difference between a "magical" weapon, and a weapon with a bonus to THAC0 and damage. For instance, it's possible to conceive of a weapon forged by a master smith which is completely non-magic, but still gets a +2 to THAC0 and damage. This would be treated as a non-magic weapon for deciding which creatures it could hit - so would be stopped by a Protection From Normal Weapons, and would not hit monsters who could only be hit by magical weapons. On the other hand, it is also possible to have a magical +0 weapon, which will hit creatures that are only vulnerable to magic weapons, but will give no bonus to THAC0 and damage. In general, however, magic weapons get an (unspecified) bonus to THAC0 and damage, and non-magic weapons do not.
     
  6. kemanmaldea Gems: 12/31
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    They didnt place any weapons in the game that inprove attack or damage that didn't have a magical source. I know they did in IWD but not in BG1 or BG2.
     
  7. Extremist Gems: 31/31
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    Really?
    Staff of Curing is not enchanted, however it still improves THAC0 and damage.
    That goes for Flasher Master Bruiser Mates too.

    Either these are examples of such items, or it's a bug.
     
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