Antimagic and infusions

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Thiregan
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Antimagic and infusions

#1 Post by Thiregan »

I assume we can't use infusions during our 10 levels of magic fast. Do I assume right?

greycat
Sher'Tul
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Re: Antimagic and infusions

#2 Post by greycat »

No.

(Runes are not allowed, but infusions are.)

Thiregan
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Re: Antimagic and infusions

#3 Post by Thiregan »

WHAT?! But then the quest is ridiculously easy! Damn! Just died to Wrathroot because I didn't think infusions were allowed. Took the quest at level one and died at level 10. DAMN.

Sirrocco
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Re: Antimagic and infusions

#4 Post by Sirrocco »

Dealing with the restrictions can be annoying, but is not horrible (and to me is more annoying for the inability to use magic items and magic-based escort rewards than for any limit on runes). On the flip side, you do have to get the quest, wait 10 levels, and then beat the ensuing monsters. The gladiator pit isn't necessarily something you'd want to try at level 11.

kingvictory2003
Thalore
Posts: 158
Joined: Wed May 19, 2010 4:05 am

Re: Antimagic and infusions

#5 Post by kingvictory2003 »

Sirrocco wrote:Dealing with the restrictions can be annoying, but is not horrible (and to me is more annoying for the inability to use magic items and magic-based escort rewards than for any limit on runes). On the flip side, you do have to get the quest, wait 10 levels, and then beat the ensuing monsters. The gladiator pit isn't necessarily something you'd want to try at level 11.
True, this. Especially those Dreads. Got smashed by one of those the first time I did the quest, at level 15.

Vee
Thalore
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Re: Antimagic and infusions

#6 Post by Vee »

Trick (cheesy?) with the dreads, is to have some way of healing (infusions!) and run around the rock for the cooldown...

The Burning Hex does no damage as long as one does not use Talents that consume any form of resource (Stamina/Equilibrium/etc). Everything else they do is melee. They are not faster than the average player as well, so one can run and wait for cooldowns. :)

Just takes really long to take them on at level 11...

These grey little 'o's are much more of a danger at level 11 with ranged and AoE attacks...
greycat wrote:An intervention was required (kill -9)

Sirrocco
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Re: Antimagic and infusions

#7 Post by Sirrocco »

For the grey os, the right sort of wild infusion helps a lot. Also, if you're hiding behind a rock to make them approach you in melee (which you should be already), then running to the other side of the rock once they fire off their area power will leave you not in its area of effect.

Thiregan
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Re: Antimagic and infusions

#8 Post by Thiregan »

By the way, will you fail the quest if you pick the Imbue Item reward from the Alchemist during the quest. I know before the quest it's okay.

Vee
Thalore
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Re: Antimagic and infusions

#9 Post by Vee »

You can take any quest reward - but you may not use some of them. If you use the imbue item Talent while the quest is running, you fail the quest. You can use it after completing the quest though, so it's still a good choice.
greycat wrote:An intervention was required (kill -9)

Thiregan
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Re: Antimagic and infusions

#10 Post by Thiregan »

That's exactly what I asked. Thanks.

greycat
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Re: Antimagic and infusions

#11 Post by greycat »

Thiregan wrote:By the way, will you fail the quest if you pick the Imbue Item reward from the Alchemist during the quest. I know before the quest it's okay.
As long as the town of Zigur has been generated before you take the reward and acquire the Mana bar, you're fine. This means that if you start in the Trollshaws, go directly to level 2, help an Alchemist, and take Infuse Item, all before ever stepping out into the wilderness, then you will never get the town of Zigur at all, and you won't even be able to start the quest, or even go shopping for weapons.

Learned THAT one the hard way.

Obsidian
Cornac
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Re: Antimagic and infusions

#12 Post by Obsidian »

What are the full restrictions on Anti-magic?

No Runes?
Never cast a spell that requires mana?
Start quest prior to gaining mana-bar quest reward?

I had used some runes getting my Skeleton Cursed out of the ruins, but once I started the anti-magic quest I dropped all my runes for infusions and have been running nothing but infusions since, I haven't used a single item-generated spell effect, wands and though I did pick up Visions from a seer, I haven't cast it yet. I also picked up a Hymn though, and put that on, does that fail the quest?

I really wanted the Anti-Magic skill set, but it seems like it's gone now.

Sirrocco
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Re: Antimagic and infusions

#13 Post by Sirrocco »

Before generating the Zigur
- Don't have a mana bar, a light bar, or a darkness bar

After getting the quest, before completing the quest
- Don't apply or use runes
- Don't activate magical items (other than the Orb of identify-my-stuff-please-pretty-lady, which is safe)
- Don't use any power that involves mana, light, or darkness (including hymns and chants)
- Don't gain access to Angolwin

greycat
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Re: Antimagic and infusions

#14 Post by greycat »

Sirrocco wrote:Before generating the Zigur
- Don't have a mana bar, a light bar, a darkness bar, or a vim bar

After getting the quest, before completing the quest
- Don't apply or use runes
- Don't activate magical items (other than the Orb of identify-my-stuff-please-pretty-lady, which is safe)
- Don't use any power that involves mana, light/darkness (including hymns and chants), or vim
- Don't gain access to Angolwin
Fixed.

Sirrocco
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Re: Antimagic and infusions

#15 Post by Sirrocco »

Right. Good catch. I haven't worked much with vim-based classes, and thus don't always remember them.

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