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Anti-magic trap space on 13

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Anti-magic trap space on 13 Empty Anti-magic trap space on 13

Post by miger Fri Jan 13, 2017 5:11 pm

A chest TP took me into the space at 10,5,13. The total area enclosed at 10,5,13 is anti-magic. I have tested all walls for secret doors and found none. I have attempted ethereal portal in each space and they all are anti-magic spaces. Neither Displacement, TP, nor Word of Recall work in these anti-magic spaces.

Any clues as to how I can get my group of 5 out of this trap?

Mike

miger

Posts : 286
Join date : 2015-11-20

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Post by Jude Sun Jan 15, 2017 4:50 pm

As far as I am aware, the game behavior you are seeing is intentional, and not a bug.


Last edited by Jude on Sun Jan 15, 2017 7:40 pm; edited 1 time in total
Jude
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Post by miger Sun Jan 15, 2017 5:03 pm

Does any player have a hint how to escape this anti-magic area at 10,5,13? Or is the purpose to be an intentional permanent trap?  It would seem very strange for a TP chest to send one into a permanent game ending trap.

Still searching for a solution, Mike

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Post by Jude Sun Jan 15, 2017 7:41 pm

It is not a permanent game ending trap... just remember that this game was originally designed and intend to be a multi-player experience. Good luck!
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Post by boxripper Tue Jan 17, 2017 5:08 pm

Mike,

Mike, look at the map of 13 in the players forum. In the center near the upper right quadrant, there are a series of 3 1x1 rooms that are all anti magic water or anti magic fog. Each one of those areas links with a different area of the tomb trap. So bring in the party that is stuck, and walk those rooms. You will find them
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Post by miger Fri Feb 17, 2017 6:18 pm

Big Thanks to Jesse James and crew who rescued me out of the anti-magic trap on level 13. It seemed like only a few weeks, but I see that I had been trapped there since January 13th until today when Jesse sprung me free. That's a month my chars were out of action with no hope of gaining freedom. Glad to catch you signed in. Thank You gang!

Just maybe such deep traps are not a grand idea when typically there are no players available for a rescue that would permit one to continue to play the game.

Yeah, now I know better than to have my other chars locate and follow the TP'd char into another similar trap. Thanks to Jake for the clue on how to have another player set my chars free (eventually).

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