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Spoilers.
So I've got a character who is a high level Expert in Persuasion. Hasn't topped it out yet, and may not get around to doing so, but her Intelligence is 20 naturally, and she can easily be doped up on about a dozen interesting drugs to bring her Perception and Charisma to 20 and her Persuasion slightly below the maximum available in the game.
As such, when I chat with Ivory about the matter, my character's Persuasion is amazing, her Intelligence and Charisma is super human, her Perception is astounding.

I can easily ascertain that she sells the poison there by having the glass around when the conversation begins. That should be proof enough. Yet for some reason I can never turn the conversation toward any realization that

(Spoiler)

Wrath committed suicide. I can only seem to do so if I actually break into the vase and steal the vial, such as getting at it when she's off doing rituals at night.
This question / problem has been solved by Starmakerimage
Yes, that's how the quest is coded. Arcanum is no Planescape: Torment. I mean, I am running around Caladon, unofficial patch and all, and when I ask Virgil about what should we do next, he says, "We should get to Caladon, but I dunno where it is, somewhere in the south I think".

Arcanum is a single-player videogame, so there is an infinite number of things you may want to do that you can't do. It's not complete enough or abstract enough to provide flawless character-player sync without substantial metagaming. There's always the additional puzzle of "I want to make my character do X, how do I translate it to game commands?" and it's obviously treated as a game feature rather than a shortcoming.

For instance, there isn't SPOILER ALERT a conversation option to offer the girl to get her off the Isle of Despair. Should you put so much Trust in the game so as to assume that, despite the lack of a bloody conversation option, the alternate solution is actually coded in? That the girl wouldn't run to hell and back with you as a free "does not count against your follower limit" character-less meat shield? And yet it is present, and I heard it even nets a fate point (though I never got one).

So yeah, this is one of those weird oldschool design trends.

"It doesn't really say, but you start outside the haunted inn, and one of the challenges is to get inside it. To do so, you have to go to this one particular location outside the inn, type "FIND," and when it asks you what you want to find, you have to type "LADDER." It'll say, "You have found one," and the ladder will be added to your inventory. Nowhere in the game is there any indication that there is a ladder to be found anywhere, nor even that you need one." --Sam Stoddard, The Early Years
I suppose Arcanum's still better about this than average. I remember getting the proper conversation thread just by casting See Contents when playing a mage. (I'm not sure it occurred to me to summon Wrath's ghost and interrogate him; it did wonders for the Caladon demon quest, though it often doesn't help in others.)
(Come to think of it, See Contents helped with two entirely different Caladon quests.)