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Antimagic quest Zigur (Summoners)

Posted: Mon Jan 10, 2011 1:17 pm
by deadram
This is more unintended behavior, I believe. As a summoner, you can get a summon on the other side of the red ring on occasion. Then you can swap places with it, hang out in safety, and try to pump summons back into the ring to win the fights. None of the mobs can melee, or range your toon.

Worst (best?) of all, you can do it once more at the end to pick up all the lootz :)

A cheap and easy fix might be to make the red ring 2 squares, instead of 1. I haven't really bothered to test this out much though, and I would guess that teleport or phase door (or other similar spells) would work for other classes too. But only to give them a rest period.

Re: Antimagic quest Zigur (Summoners)

Posted: Mon Jan 10, 2011 1:59 pm
by greycat
Using a teleport or phase door rune (or teleport wand) during the battle ought to trigger an automatic failure, because you used magic. I don't know whether it actually does. I've never been willing to throw a character away to test it.

Re: Antimagic quest Zigur (Summoners)

Posted: Mon Jan 10, 2011 11:19 pm
by Sradac
also, is there a reason sun paladin and anorithil talents will fail zigur? seems to me their abilties arent really "magic" but more divine. Found it out the hard way on a cursed, escorted a lost sun paladin , activated my chant and failed the quest.

also happened in the past after escorting anorithil and using a hymn.

Re: Antimagic quest Zigur (Summoners)

Posted: Tue Jan 11, 2011 2:53 am
by greycat
It's because those talents use the Magic stat.

(A wonderful argument until you look at the Doomed class.)

Re: Antimagic quest Zigur (Summoners)

Posted: Tue Jan 11, 2011 11:16 pm
by benli
I think I will change the two doomed Magic talent categories to be "spell" talents. Shadows already break the quest the moment they use one of their spells.