Draft:Magic Isle: Difference between revisions

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Although the loader contains a nazgul option, the supplied map does not use it. The fixed inhabitants are the Eater and five militant priests. Water-looking terrain here uses the chaos interaction except for the separately marked magical pools.<ref>{{Source|lib/misle.dat}}; {{Source|country.c|418|460}}.</ref>
Although the loader contains a nazgul option, the supplied map does not use it. The fixed inhabitants are the Eater and five militant priests. Water-looking terrain here uses the chaos interaction except for the separately marked magical pools.<ref>{{Source|lib/misle.dat}}; {{Source|country.c|418|460}}.</ref>
When raw-chaos contact activates, a mounted character loses the mount first. An Adept survives and is restored to at least full HP and mana. Otherwise, a member of any priesthood can receive a single rescue if that protection has not already been used; every other case is fatal. Ordinary swimming or breathing protection does not prevent this effect.<ref>{{Source|move.c|42|80}} Raw chaos.</ref>


== The heart quest ==
== The heart quest ==

Revision as of 00:42, 10 September 2026

Omega 0.90.4

Magic Isle is the island at (4, 54) in the southwestern Sea of Chaos. The Eater of Magic lives here, making it the destination for the Collegium Magii's final succession quest.[1]

Finding the island

The world map initially disguises the isle as Sea of Chaos. Search near the true position to reveal it. The entrance description mentions a narrow causeway, but that text is not a promise that every surrounding world-map cell is safe to cross.[2]

The local scene is 64 by 16. You arrive at (62, 14), near the southeastern exits at x=57-63, y=15.[3]

Feature Placement
Eater of Magic (23, 8)
Militant priests Five fixed guards
Magical pools Forty-five cells
Chaos water 375 cells; distinct from ordinary safe floor
Rubble 105 cells

Although the loader contains a nazgul option, the supplied map does not use it. The fixed inhabitants are the Eater and five militant priests. Water-looking terrain here uses the chaos interaction except for the separately marked magical pools.[4]

When raw-chaos contact activates, a mounted character loses the mount first. An Adept survives and is restored to at least full HP and mana. Otherwise, a member of any priesthood can receive a single rescue if that protection has not already been used; every other case is fatal. Ordinary swimming or breathing protection does not prevent this effect.[5]

The heart quest

The Eater becomes hostile when its special action detects college membership, or when otherwise provoked. In line of sight, its action halves mana, drains two current Power and attempts disenchantment or dispelling. Low-health explosions make the final approach dangerous as well as the opening fight.[6]

Normal death creates the Heart of the Eater of Magic. Take it to the college while holding Mage rank and exceeding the incumbent Archmage's recorded character level. The college consumes the heart, appoints the player Archmage and grants five current and maximum Intelligence and Power. The body is the required trophy; merely visiting or killing the Eater does not award the rank.[7]

Exit and strategy

Return through the southeastern exits. Re-entry rebuilds the encounter until the Eater is killed; after that flag is set, subsequent island loads omit the Eater and the five priests, but the chaos water, pools and rubble remain.[8]

Approach with a route over actual safe terrain and a way to damage a heavily magic-resistant target. Spending a long fight in its sight costs both casting resources and Power. Do not depend on the Eater's lack of ordinary melee to make adjacency safe: its low-health mana storm can hit neighboring cells. Collect the heart before leaving and preserve it for the college rather than converting or consuming the trophy.

References