RealCato wrote:Yeah, agreed. This was actually what I thought when I read the Prologue, then in the videogame I found the "Talisman of Lore" item and got confused - tried to find another explanation to match it to the Prologue (since the item really has no other function and I thought that would be too silly to be true). But reading your comment and rereading the Prologue you must be right and the Amulet of Tambor-Rin and the Oracle Stone are the talismans of lore described.
Now, the Oracle Stone actually has a function in the videogame as it gives the players hints, specifically in Quests 6,7,8 and 9 the Oracle Stone is referred to as having given information in relation to locations to go to, dangers to be encountered, and entrance passwords.
We are less fortunate with the Amulet of Tambor-Rin. It is, as far as I can see, only described in the Prologue to Quest 3 (Island of Rin):
This derelict place was once the home of Tambor-Rin, a mystic from far and wide - killed by the corrupt hand of the Dark Elves, but legend has it that Rin's Amulet of Healing still rests within the crumbling walls of his forgotten Temple of Truth
If I recall correctly, in the videogame the Quest ends as soon as you find the Amulet. So that's its main purpose there. The only other hints to its use are that it is an amulet of Healing, and that it was owned by a Mystic.
Well, I understand both
Oracle Stone and
Amulet of Tambor-Rin as plot artifacts... I think the "healing" context here could not be exactly refering to
healing the body, I guess it is more refering to
healing the souls of people, remember what the Prologue says about how Alamon The Mystic will use those two items once found by the heroes:
(...) With these artifacts I shall heal the land before evil overruns us and darkness reigns all powerful. (...)RealCato wrote:So then suggestion would be to:
1. Make the 'Talisman of Lore' and the 'Spirit Blade' the same as their original versions from the base game (Talisman of Lore: 1MP if you have EU, 2MP if you have US - and Spirit Blade: 3 attack by default, 4 is fighting Undead), and write in the Quest notes that the artifact will appear only if the Heroes don't have it yet.
Fully agree.
RealCato wrote:2a. The Quest Items Oracle Stone and Amulet of Tambor-Rin are plot items and don't need cards. Just write them into the Quest Notes.
Also agree according to my explanation above.
RealCato wrote:2b. Turn the Quest Items into Artifacts that the players can use - this seems more relevant with the Amulet of Tambor-Rin, to give the Mystic class also their own unique Artifact.
therealshrek wrote:This is probably the one thing I always disliked. a lot of quests for Heroquest you find special artifacts, but they never tell you
what they do. There are swords, amulets, rings, etc. I think they should all have stats, and be usable. You work for him they should
be worth it. Not just the objects of quests that earn you 400 gold to split between all party members.
About this, well... in the videogame, after finding the
Oracle Stone and
Amulet of Tambor-Rin, the heroes go back to the town where it is supposed to stay Alamon... I am not too sure if they give the items to him at that time or not in the videogame but I think has sense they should give them to him if they are in the same town until going to another dangerous task with the risk of loosing them... So maybe those two items should be just plot items without any rules or extra stats for the heroes. After that, the heroes will never go back to the town until the end of the videogame (flow map
here), so I think then has more sense to give the Alamon's required items some rules when they are used by heroes, including the Sorasil ones which may be so powerful items. Nevertheless, the heroes will have to give those items to Alamon at the end of the questpack (similar issue as
Bow of Vindication in the Elf Quest Pack). Correct me if I am wrong, but the unique pure Sorasil three items are
Paravane Shield,
Palaestra Scepter &
Albios Helm...
The Warding Cloaks are also items from Sorasil Knights, but the heroes find four of them so I am not sure if one of them will also be requested by Alamon, maybe should be... At the end's cutscene, Sorasil also wears a new armour but there is no armour item in the game that mentions Sorasil in the description nor looks as the armour shown in the cutscene so I guess we could assume it is just a regular armour. The rest of artifacts found by heroes I think may be owned by them after the questpack.
About the rest of non-Sorasil items of course there is more freedom to design their rules. I have doubts about the Staff of Teleportation, I don't know what to think about it, maybe the heroes also should give it to Alamon after finding it or not beacause it was just an skaven item, I have no opinion yet. Well, that's part of the challenge.