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b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 5:19 pm
by Freddybear
I started up Alf, a Dwarf Fighter on the new b19 release. At lvl2 I went to Zigur to get the antimagic quest. All fine so far. I did escort an Anorithil but I took 2 points in Cunning as reward. I haven't even picked up any wands or runes yet, much less used one, but the quest list shows "Curse of Magic" failed. What did I do wrong?

PS - a bug, perhaps, there are some unidentified items (the steel shield and the cap I'm not wearing) but the character sheet below shows their full characteristics.

Here's Alf's character sheet:

Code: Select all

  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Male         STR:  25
Race             : Dwarf        DEX:  11
Class            : Fighter      MAG:  8
Level            : 3            WIL:  14
Exp              : 36%          CUN:  12
Gold             : 26.70        CON:  17

Attack(Main Hand):  20          Life             :     180/180  Encumbrance      : 41/105
Damage(Main Hand):  19          Stamina          :     114/114  Difficulty       : Normal
APR   (Main Hand):   3          
Crit  (Main Hand):   3%         
Speed (Main Hand): 1.00         
                                
                                

Fatigue          : 17%          Spellpower       : 8
Armor            : 9            Spell Crit       : 1.6%
Defense          : 11.35        Spell Speed      : 1
Ranged Defense   : 17.35        


Physical Save    : 14.7
Spell Save       : 7.7
Mental Save      : 9.1

All Resists:   2%
Lightning Resist(cap):  23%( 70%)

Number of NPC killed: 123
Most killed NPC: wolf (19)

  [Talents Chart]

 - Technique / Weapons and shields    (mastery 1.30)
    Shield Pummel (class)             4/5
    Riposte (class)                   0/5
    Overpower (class)                 0/5
    Assault (class)                   0/5
 - Technique / Weapons and shields    (mastery 1.30)
    Repulsion (class)                 1/5
    Shield Wall (class)               0/5
    Shield Expertise (class)          0/5
    Last Stand (class)                0/5
 - Technique / Combat techniques      (mastery 1.30)
    Precise Strikes (class)           0/5
    Rush (class)                      0/5
    Perfect Strike (class)            0/5
    Blinding Speed (class)            0/5
 - Technique / Combat techniques      (mastery 1.30)
    Quick Recovery (class)            1/5
    Fast Metabolism (class)           0/5
    Spell Shield (class)              0/5
    Unending Frenzy (class)           0/5
 - Technique / Combat training        (mastery 1.30)
    Heavy Armour Training (generic)   1/5
    Massive Armour Training (generic) 0/5
    Health (generic)                  0/5
    Weapon Combat (generic)           2/10
    Weapons Mastery (generic)         1/10
    Knife Mastery (generic)           0/10
 - Cunning / Survival                 (mastery 1.00)
    Trap Detection (generic)          0/5
    Heightened Senses (generic)       0/5
    Trap Disarm (generic)             0/5
    Evasion (generic)                 0/5

  [Inscriptions (3/3)]

Infusion: Regeneration
Infusion: Wild
Infusion: Sun

  [Current Effects]


  [Character Equipment]

 In main hand
a) steel longsword (13.5-18.9 power, 3 apr)
   Type: weapon / longsword
13 Power [Range 1.40] (+100% Strength), 0 Attack, 3 Armor Penetration, Crit 3%
Damage type: physical

 In off hand
b) icy steel shield of lightning resistance
   Type: armor / shield

 On fingers
c) brawler's copper ring
   Type: jewelry / ring
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Increases stats: 2 Strength.

   Dropped by white ooze
 Around neck
 Light source
d) brass lantern
   Type: lite / lite
When wielded/worn:
Light radius 2

 Main armor
e) cured leather armour of lightning resistance (2 def, 4 armor)
   Type: armor / light
When wielded/worn:
Armor 4, Defense 2, Ranged Defense 0
Fatigue 7%
Increases resistances: 10% lightning.

   Dropped by cutpurse
 Cloak
f) linen cloak
   Type: armor / cloak

 On head
g) rough leather cap (0 def, 1 armor)
   Type: armor / head
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Fatigue 1%

   Dropped by yellow ooze
 Around waist
h) rough leather belt of carrying
   Type: armor / belt
When wielded/worn:
Increases maximum encumberance: 20.

 On hands
i) rough leather gloves (0 def, 1 armor)
   Type: armor / hands
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0

 On feet
j) pair of rough leather boots (0 def, 1 armor)
   Type: armor / feet
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Fatigue 1%

 Tool
 Quiver

  [Player Achievements]


  [Character Inventory]

a) regeneration infusion [heal 60 over 5 turns]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 60 life over 5 turns.

It can be used to inscribe your skin with the infusion..
b) iron gauntlets
   Type: armor / hands

   Dropped by stone troll
c) iron gauntlets
   Type: armor / hands

d) cleansing rough leather cap
   Type: armor / head

   Dropped by forest troll
e) iron shield (4 def, 2 armor)
   Type: armor / shield
When wielded/worn:
Armor 2, Defense 4, Ranged Defense 4
Fatigue 6%

f) 3 zircon
   Type: gem / yellow
When wielded/worn:
Increases resistances: 2% all.
When used to imbue an object:
Increases resistances: 2% all.

   Dropped by rogue

  [Last Messages]

Alf hits stone troll for 21.18 physical damage.
Alf killed stone troll!
Stone troll resists the shield bash!
You pickup 0.75 gold pieces.
There is an item here: rune
Talent Shield Pummel is ready to use.
Alf hits giant rabbit for 24.00 physical damage.
Alf killed giant rabbit!
There is an item here: iron mace
There is an item here: sun infusion [radius 5]
There is an item here: tattered paper scrap
Lore found: tattered paper scrap (trollmire)
You find a tattered page scrap. Perhaps this is part of a diary entry.
"...ack again, but he's just a stupid old troll. It'll be easy to not let him get wind of me."
You can read all your collected lore in the game menu, by pressing Escape.
There is an item here: regeneration infusion [heal 60 over 5 turns]
Alf picks up (a.): regeneration infusion [heal 60 over 5 turns].
Alf hits green worm mass for 22.00 physical damage.
Alf killed green worm mass!
Hornet swarm bites poison into Alf.
Hornet swarm hits Alf for 1.30 nature damage.
Alf is poisoned!
Alf hits hornet swarm for 10.00 cold damage.
Hornet swarm hits Alf for 1.95 physical damage.
Alf hits hornet swarm for 10.00 cold damage.
Hornet swarm hits Alf for 1.30 nature damage.
Alf hits hornet swarm for 26.00 physical damage.
Alf killed hornet swarm!
Hornet swarm hits Alf for 1.30 nature damage.
Hornet swarm hits Alf for 1.30 nature damage.
Alf uses Infusion: Wild.
Alf stops being poisoned.
Alf is cured!
Alf lessens the pain.
Resting starts...
Alf feels pain again.
Talent Infusion: Wild is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Alf slides on a rock!
Alf is stunned!
Alf is not stunned anymore.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 5:38 pm
by Sirrocco
If you helped out the apprentice (and thus gained access to Angolwin) that would do it.

Doesn't look like it applies, but pretty much any activatable artifact other than your recalling rod and identifying orb will do it too.

Worth noting that once you have the quest, you can take whatever escort rewards you want without failing it, as long as you don't use them before the quest is complete.

edit: also, apparently there is a bug (is it a bug?) that can make spellcasting by escorts fail the quest for you.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 6:18 pm
by Grey
Most likely the Anorithil activated a hymn or chant which caused the quest to fail (as allies using magic will fail the quest).

Re: b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 6:43 pm
by Freddybear
Yep, I bet that did it. Does that mean that I must refuse escorts for Sun Paladins and Anorithils during the antimagic quest period in case they activate a hymn or a chant?

I call that a serious flaw.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 7:49 pm
by PowerWyrm
Just get the quest and level in dungeons that don't yield escort quests like the Maze. That's what I'm gonna do until the problem is fixed.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 7:57 pm
by Grey
Problem? Flaw? It's a quest to prove yourself to people who abhor magic - don't expect them to be lenient when you save a mage's ass instead of slitting its throat.

I hope at some point there are some long-term restraints to the anti-magic quest, before people get too cosy with the idea of it being a little side-quest to get a supposedly vital ability.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 8:51 pm
by Freddybear
Well, I guess if you want something from a bunch of pricks, you gotta be a prick yourself.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 10:15 pm
by Freddybear
Well, let's face it, according to the story line, you (the player, who is driving the character in the game) are cynically using the Zigurs anyway, unless you intend to leave Derth to Urkis' tender mercies later on. You have to deal with the mages then, even though you will fail the Zigur test if you do it before your business with Zigur is finished.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Tue Jan 25, 2011 11:56 pm
by Grey
I think DarkGod has said he wants to implement a Ziguranth solution to the tempest problem in future.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Wed Jan 26, 2011 12:49 am
by greycat
http://forums.te4.org/viewtopic.php?p=100819#p100819

Some people seem to believe this is a feature, rather than a bug. I am unconvinced.

Re: b19 How did I fail the Curse of Magic quest?

Posted: Wed Jan 26, 2011 6:32 am
by Postman
I also think it's a feature, not a bug. IMHO magic - antimagic factions should be more antagonistic, you shouldn't be able easily switch allegiance, it should be non-trivial quest if possible at all. What anti-magic faction need is non-magic ring shop though. That is jewelry without magic-related talents activations or +magic/mana. Also some speed and burrow infusions to replace teleport runes. To make life easy for anti-magic it should be impossible to use magic(runes, talents etc) without switching allegiance.

I suggest moving discussion to idea section:
http://forums.te4.org/viewtopic.php?f=3 ... 55&start=0