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Also, can you use spell casting items in anti-magic zones in those two versions? (You can in the DOS version, but if you try that in the Commodore 64 version, the spell will fizzle.)
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jsjrodman: I've been hazy on which versions this works and doesn't work in. I think in some versions a small handful of spells work anyway, like Apport Arcane (for departing, not arriving). It seems more inconsistent than other game features.
According to the Bard's Tale 2 clue book, the only spell that will work in the Grey Crypt is Scry Site; from this we can at least get an idea of what the developers' intent was with spells in anti-magic zones.

By the way, in the DOS version, if an enemy uses a ranged weapon in an anti-magic zone, it will fizzle. Can you picture an enemy throwing a spear at the party, only to have it fizzle?
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waltc: Cannot figure out that guy's "disappointment", really. Save anywhere/anytime/ minimap, automap, as good a mouse support as in the Amiga version--better, really. When in doubt--hit the ESC key in game--very easy to figure out...;)
I don't blame you for not understanding my quoted "disappointment". I chalk it up to you forgetting to boot up your central nervous system. Because if you had actually spared even a minimum of mental effort, you would have to see immediately where is the problem. The game starts with character generation, you have to pick races, classes and roll stats, without the game providing any information about them whatsoever. So player is left to blindly stumble around, which is not very enjoyable.

And that information actually WAS in the original manual, along with exhaustive description of the ingame magic system, individual spells, etc. Pretty much everything was explained in meticulous detail, unlike in this joke of a "remaster".

Back in the 90s, every game came with a detailed manual, it was a standard back that, because every piece of software was released properly documented. That said, gaming back then was not entertainment for the masses - games were played by people who actually read those manuals, because they wanted to understand the game mechanics as best as possible to enjoy them. You did not have to explain anyone why games need to be released with documentation - everyone understood that point.

Sadly, those times sre long gone.
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jsjrodman: I've been hazy on which versions this works and doesn't work in. I think in some versions a small handful of spells work anyway, like Apport Arcane (for departing, not arriving). It seems more inconsistent than other game features.
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dtgreene: According to the Bard's Tale 2 clue book, the only spell that will work in the Grey Crypt is Scry Site; from this we can at least get an idea of what the developers' intent was with spells in anti-magic zones.

By the way, in the DOS version, if an enemy uses a ranged weapon in an anti-magic zone, it will fizzle. Can you picture an enemy throwing a spear at the party, only to have it fizzle?
The Grey Crypt is something of a special case. It prevented many spells that worked in antimagic zones in some ports.

Yeah, I think in DOS/Amiga they coded ranged attacks for enemies as spell-like effects.
Then again I think there are some spells the enemy is coded to use that never work in those versions.
The mechanics aside, the manual did a great job setting the setting the of the game. I do like the hints you can find in houses though. I wouldn't consider that a replacement for a manual per se. A pdf or an in-game text file would be nice.