Baldur's Gate 3's spell tooltips have been lying to you for (potentially) months, though if you've b

By Alex Chen | January 01, 0001

If there's one thing Baldur's Gate 3 players know, it's that Sacred Flame, Shadowheart's starting offensive cantrip, almost never actually lands. Players have been trying to figure out the arcane maths behind this most accursed of spells which, by all accounts, should probably hit some of the time—but it remains a mystery.

This สล็อตฟรี morning, however, I stumbled upon a thread on the game's subreddit that appears to have found the culprit, decrying Sacred Flame's . The conclusions drawn don't appear to be exactly right, but in investigating this myself, I've confirmed that Baldur's Gate 3's spell tooltips are indeed bugged—and may have even been this way for months.

What's a saving throw?

Gale the wizard grins

(Image credit: Larian)

There are, broadly speaking, two kinds of offensive actions in D&D 5th edition. These result in either an attack roll being made against an armour class, or a saving throw being rolled. A lot of spells will ask for the latter.

A saving throw is a roll made by the target of a spell against something called a "spell save DC", which is essentially what they need to meet or beat to resist the spell's effects, determined by the caster's stats.

The problem, as user UncommonEra highlights, is that the tooltip for every single spell that needs a saving throw is bugged: "the tooltip states that your Spell Save DC is based on YOUR DEX modifier, rather than your spellcasting modifier (usually WIS) … the biggest takeaway is that it WILL hit more often than it says it will."

That can't be right, I thought, so I hopped into the game myself to test it. Turns out, the truth is more complicated than I thought. It's also more annoying.

Science is magic you write down

BG3 Volo holding arms up angry

(Image credit: Larian)

Here's how I tested this theory using Sacred Flame, a Cleric cantrip that forces a dexterity saving throw against the caster's spell save DC, which is calculated using the wisdom stat.

I made sure that both my target's dexterity and my caster's wisdom were 10, which, at level 1, means that the target is trying to beat a 10 or higher on their die. This means that the UI should display a 45% chance for the spell to land (the target has 11 out of 20 sides on the die that allow them to pass). It did.

Then I adjusted the target's dexterity, and the number changed accordingly. Similarly, I changed the caster's wisdom while leaving the dexterity alone—to similar results. To show my working, everything panned out as follows:

  • +2 to dexterity save against a spell DC of 10 = 35% chance to land, displayed correctly.
  • +0 to dexterity save against a spell DC of 12 = 55% chance to land, displayed correctly.

However, in both สล็อตฟรี instances, the DC on the tooltip was completely inaccurate. The game is, indeed, lying to you by accident. As the thread's creator confirms, the tooltip is running off the caster's dexterity rather than the caster's wisdom, which is completely wrong.

To further analyse this, I went ahead and prepared Banishment, which uses a charisma saving throw, on the same character—and the spell save DC on the tooltip used the caster's charisma.

So that's the mystery solved, right? The spell save DC on the tooltip is lying to you, but the game will still correctly show your percentage chance of success, right? Enter who, quite rightly, has noticed that the % chance to hit of Tasha's Hideous Laughter is inaccurate, displaying a 56% chance of connecting.

I proceeded to then tear my non-existent hair out for the next few minutes trying to reproduce this, but I think I've found out what's happening.

Always check for advantage

Baldur's Gate 3

(Image credit: Larian Studios)

In the example given, their opponent's rolling with a +6 against a DC of 22. This should require a 16 or higher on the die to beat, resulting in a success rate of 75%.

I think what's happening here is that the good warlock Turbulent-Quality-29 has missed that their target has advantage, which means they're rolling two 20-sided dice and picking the higher one. Mathematically, this shakes out to a +5 modifier on the roll for statistical reasons I am in no way qualified to explain, so here's a that lays it out on the D&D subreddit.

They cannot be blamed for this, because I was similarly confused when I had Gale point a dex-save based spell against our party's barbarian during testing, saw an incorrect number, and realised that Barbarians get advantage on dexterity saves as per their Danger Sense feat.

Anyway, this would give their target the equivalent of +11 on the roll to beat a DC of 22, which shakes out to a 45-46%ish chance of their target saving or, as the mouse-over would display, a 55-56% chance of landing the spell.

In case that made your head hurt (I'm wondering where my painkillers are) here's the gist: As long as you don't care about tooltips, you're fine. The mouse-over number is still correct, and everything is being rolled properly in the combat log. Still, judging by from about six months ago, this is a bug that's persisted for a while.

Despite the fact I've got to say about Baldur's Gate 3, this is a major fumble from a UI standpoint and it's kind of baffling it's been kicking around for this long. It's never impacted me because I'm very familiar with the D&D 5e ruleset, but any new player trying to suss out why their Sacred Flame isn't landing might be led completely astray, and given an entirely incorrect understanding of how spells in the system work. Hopefully, this issue before more are led down this accursed path.

3 Reader Comments

CasinoKing6815

The progressive jackpots are thrilling, and it's exciting to watch the jackpot amounts grow as more players spin the reels. I hope they add even more jackpot slots because it adds a lot of excitement to the gameplay. Sometimes I wish there were more ways to earn rewards through loyalty programs or frequent player bonuses. Adding seasonal events or special challenges could enhance the excitement even further. Customer support has been outstanding whenever I had any issues. They respond quickly and professionally, ensuring that any concerns with deposits, withdrawals, or gameplay are addressed immediately, which makes me trust the platform more.

GameAddict4451

Sometimes I wish there were more ways to earn rewards through loyalty programs or frequent player bonuses. Adding seasonal events or special challenges could enhance the excitement even further. The mobile interface is smooth and intuitive. I can play all my favorite slots on the go without experiencing any lag or glitches. The design is responsive and user-friendly, which makes gaming on my phone just as enjoyable as on my computer. I appreciate the themed slot games, especially those based on movies and TV shows. They make the gaming experience more engaging and immersive. The combination of storyline, visuals, and bonus features makes each game feel unique.

GameAddict5402

The payout process is generally smooth and reliable, though occasionally it takes longer than expected. Overall, I feel confident that my winnings are safe and will be credited properly. I really enjoy playing the slot games here. The variety is amazing, from classic reels to modern video slots with interactive bonus rounds. Every spin feels like an adventure, and the graphics and sound effects are top-notch, making the experience immersive and exciting.

Recommended Reading

THQ CEO Sees No PlayStation 3 Price Cut At E3

If the asking price for Sony’s PlayStation 3 is currently too rich for your blood, you may have to wait until [[link]] later this year for a price drop. Or so thinks THQ boss Brian Farrell. The publishing head...

The Brutal Art of Brutal Legend

I can’t yet write about what we were shown at Double Fine’s San Francisco studio earlier this week, but I did get permission to post some of the pictures from our wait. What’ this, a wall full of [[link]] Brut...

The King of Fighters XII Vs. Old Kings of Fighters

This summer, the already-released-in-Japanese-arcades King of Fighters XII gets [[link]] its home console release. Since the game is 100 percent hand-drawn, let’s compare it to retro KoF. http://kotaku.com/362...