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#518566 13/07/14 09:55 PM
Joined: Jul 2013
enthusiast
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Hey so I'm gonna start a newbie tips section where I explain stuff that will be obvious to most of us, but that still I've seen some players not understand

In this post I will be discussing SCROLLS.

Scrolls are one time use spells. Casting the spell consumes the scroll.

What's good about scrolls is that you dont have to have any ability in that school of magic to use the scroll effectively. Because I've seen people insist on having the Fireball Scroll for example on their pyrokinetic wizard, and the Rain Scroll on their hydrophosist mage

In actuality, it makes sense for someone who DOESNT have those abilities to carry the scrolls, so that he can complement his other abilities. So dont be ashamed of giving magic scrolls to your fighter or rogue!

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stranger
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But the damage on the scrolls scales with something - is it character level? int?

Also it might be good to keep some scrolls in reserve, so you can make them into books later (important in the case you have more than one mage in your group).

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apprentice
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The scrolls effects/damage scales with the respective stats in which the scrolls' branch of skills are tied to.

So, the magic paths: Aerotheurge, Geomancer, Witchcraft, Hydro, and Pyro are bound to INTELLIGENCE.

Man At Arms is bound to STREGNTH.

Expert Marksman and Scoundrel are both bound to DEXTERITY.


The higher your investment in each of the respective stats, the more effective a scroll becomes (in the same way the more effective a skill becomes).

To respond to the OP, yes it is great for scrolls to complement abilities other characters don't have, but also keep in mind scrolls don't have cooldowns, so if you ever need to cast the same spell more than twice (in particular healing spells), it helps to stock them up on the caster who normally uses the related spell anyway. Additionally, it's hardly effective to put a bunch of magic damage/healing related spells on a character who is running base intelligence stats- that character will more-than-often-not suffer a gigantic penalty in both action points and effectiveness.


Last edited by hopelessly; 14/07/14 09:53 AM.
Joined: Jul 2013
enthusiast
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Originally Posted by hopelessly
The scrolls effects/damage scales with the respective stats in which the scrolls' branch of skills are tied to.

So, the magic paths: Aerotheurge, Geomancer, Witchcraft, Hydro, and Pyro are bound to INTELLIGENCE.

Man At Arms is bound to STREGNTH.

Expert Marksman and Scoundrel are both bound to DEXTERITY.


The higher your investment in each of the respective stats, the more effective a scroll becomes (in the same way the more effective a skill becomes).

To respond to the OP, yes it is great for scrolls to complement abilities other characters don't have, but also keep in mind scrolls don't have cooldowns, so if you ever need to cast the same spell more than twice (in particular healing spells), it helps to stock them up on the caster who normally uses the related spell anyway. Additionally, it's hardly effective to put a bunch of magic damage/healing related spells on a character who is running base intelligence stats- that character will more-than-often-not suffer a gigantic penalty in both action points and effectiveness.



Thanks, I myself learn new things every day smile


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