Brewing "detect undead" makes "mass cure serious wounds"

It Does What It Says on the Tin: Resolved Issues

Moderators: Moderator, Developer, DM

NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Brewing "detect undead" makes "mass cure serious wounds"

Unread post by NeOmega »

Brewing a potion of "detect undead" instead makes "mass cure serious wounds" and costs a lot. It is titled "detect undead" but the spell it casts is "mass cure serious wounds".
NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: Brewing "detect undead" makes "mass cure serious wounds"

Unread post by NeOmega »

Also, master alchemists are still limited to only brewing level 3 or less potions.
DM Nilbog
Posts: 1659
Joined: Sat Feb 25, 2012 7:54 pm

Re: Brewing "detect undead" makes "mass cure serious wounds"

Unread post by DM Nilbog »

You need to toggle the feat to brew higher than 3rd level potions.
User avatar
NeonAvenger
Posts: 432
Joined: Tue Aug 18, 2015 8:37 am

Re: Brewing "detect undead" makes "mass cure serious wounds"

Unread post by NeonAvenger »

NeOmega wrote:Brewing a potion of "detect undead" instead makes "mass cure serious wounds" and costs a lot. It is titled "detect undead" but the spell it casts is "mass cure serious wounds".
That bug is a left over from the original NWN2 Brew Potion feat. I don't know if it's even possible to fix. Since it is an obvious bug I just act like it's impossible to make.
Also, master alchemists are still limited to only brewing level 3 or less potions.
You have to activate the "Alchemist's Brew" Feat before you can make elixirs.
Just a couple of warnings about that though:
  1. The feat description in game implies that it is possible to make potions of up to level 8, I have yet to find any level 8 spells that work, I suspect that when all the dust settles the description will look closer to the one on the wiki.
  2. Why don't I just say the one on the wiki is right? Because it says "Minimum casterlevel available for any craftable spell is 10" Which isn't true...
  3. The "Alchemist's Brew" feat is a modal with no VFX and while active it will try to make an elixir of ANY and ALL spells you cast. You don't have to target a bottle.
    This means if you forget that it's on and start buffing it can become very expensive, very fast.
Apart from that it seems to be working as advertised. I haven't worked out the details of the whole "elixirs are toxic bit" can't find a volunteer to chug potions until they get sick and die...
Maddy Thunderkeg - Capitalism Ho!
William of Ayleford - Every paladin is just a fighter that sat on a stick
NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: Brewing "detect undead" makes "mass cure serious wounds"

Unread post by NeOmega »

NeonAvenger wrote:
NeOmega wrote:Brewing a potion of "detect undead" instead makes "mass cure serious wounds" and costs a lot. It is titled "detect undead" but the spell it casts is "mass cure serious wounds".
That bug is a left over from the original NWN2 Brew Potion feat. I don't know if it's even possible to fix. Since it is an obvious bug I just act like it's impossible to make.
Also, master alchemists are still limited to only brewing level 3 or less potions.
You have to activate the "Alchemist's Brew" Feat before you can make elixirs.
Just a couple of warnings about that though:
  1. The feat description in game implies that it is possible to make potions of up to level 8, I have yet to find any level 8 spells that work, I suspect that when all the dust settles the description will look closer to the one on the wiki.
  2. Why don't I just say the one on the wiki is right? Because it says "Minimum casterlevel available for any craftable spell is 10" Which isn't true...
  3. The "Alchemist's Brew" feat is a modal with no VFX and while active it will try to make an elixir of ANY and ALL spells you cast. You don't have to target a bottle.
    This means if you forget that it's on and start buffing it can become very expensive, very fast.
Apart from that it seems to be working as advertised. I haven't worked out the details of the whole "elixirs are toxic bit" can't find a volunteer to chug potions until they get sick and die...
Elixirs are different. It says potions in the description, and it appears you would only be able to brew up to level 5, since that is the maximum level a master alchemist can get.
User avatar
NeonAvenger
Posts: 432
Joined: Tue Aug 18, 2015 8:37 am

Re: Brewing "detect undead" makes "mass cure serious wounds"

Unread post by NeonAvenger »

NeOmega wrote:Elixirs are different. It says potions in the description, and it appears you would only be able to brew up to level 5, since that is the maximum level a master alchemist can get.
The in game feat description says:
  • ... may ignore the level 3 limit for potion brewing extending it with his master alchemist class level starting from level 2 (emphasis mine)
Which would imply potion brewing, not elixirs, and a maximum level of 8.

But... (and much like mine it's a big but)
The wiki/forum version says:
  • The Master Alchemist may ignore the level 3 limit for elixir brewing, extending it with his class level, up to +4. (With emphasis again being mine...)
Which suggests a level limit of 7 for elixirs, which seems to be the in game implementation.

I would guess that at some point the plan for how it worked was changed.
No doubt when the assorted devs and the like have the spare time the descriptions will be fixed but I can't imagine it's a high priority. I'm just glad the class is in game.
Maddy Thunderkeg - Capitalism Ho!
William of Ayleford - Every paladin is just a fighter that sat on a stick
NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: Brewing "detect undead" makes "mass cure serious wounds"

Unread post by NeOmega »

NeonAvenger wrote:
NeOmega wrote:Elixirs are different. It says potions in the description, and it appears you would only be able to brew up to level 5, since that is the maximum level a master alchemist can get.
The in game feat description says:
  • ... may ignore the level 3 limit for potion brewing extending it with his master alchemist class level starting from level 2 (emphasis mine)
Which would imply potion brewing, not elixirs, and a maximum level of 8.

But... (and much like mine it's a big but)
The wiki/forum version says:
  • The Master Alchemist may ignore the level 3 limit for elixir brewing, extending it with his class level, up to +4. (With emphasis again being mine...)
Which suggests a level limit of 7 for elixirs, which seems to be the in game implementation.

I would guess that at some point the plan for how it worked was changed.
No doubt when the assorted devs and the like have the spare time the descriptions will be fixed but I can't imagine it's a high priority. I'm just glad the class is in game.
Ah, I was wondering why it would start at level 2 (for level 3 spell brewing), didn't get the extension thing.
User avatar
Charraj
Posts: 2741
Joined: Thu Sep 02, 2010 5:38 pm
Location: EST

Re: Brewing "detect undead" makes "mass cure serious wounds"

Unread post by Charraj »

NeonAvenger wrote:I haven't worked out the details of the whole "elixirs are toxic bit" can't find a volunteer to chug potions until they get sick and die...
Yo. *raises his hand*
Molly Longshot - Wheeee!
Sempo - Former butler, wandering priest
Mara - Paladin of Jergal
Tabby - Hedge witch, former bandit
Charraj Cain - Mystran. Dead.
DM Mister Rogers - It's such a good feeling to know that we're lifelong friends.
User avatar
Mac
Recognized Donor
Posts: 293
Joined: Mon Jan 30, 2012 8:46 pm
Location: California, Usa

Re: Brewing "detect undead" makes "mass cure serious wounds"

Unread post by Mac »

Macgar Blackbrew fears no poisons, He could be your lab rat.
Former DM Creo 2017 CC Appointed Jul 27 2016 Removed May 21 2017
Sara Denton "Ashley" Fled the Swords Coast
Macgar Blackbrew Returned to Tribe Raymar
Belladonna (Dead) Once Captain of the Dragonwing Outlaw, Pirate & Friend
Nroc Living a life at sea

Return to “Solved Problems”