6. HQ25 - New Equipment + Artefacts
Armoury
US armoury update.
Targets defend with one less dice when attacked by a crushing weapon.
Club: A1, crushing, can be used by the Wizard, 100gp.
Hand Axe: 175gp.
Hammer: As handaxe, crushing, 200gp.
Spear: 225gp.
Halberd: A3, Diagonal, Barbarian and Elf only, 250gp.
Bow: A2, Barbarian and Elf only, 250gp.
Mace: As broadsword, crushing, 300gp.
Flail: As longsword, crushing, 400gp.
Great Sword: A4, Diagonal, Barbarian and Elf only, 550gp.
Great Axe: A5, Barbarian and Dwarf only, 750gp.
Bastard Sword: A5, Diagonal, Barbarian only, 900gp.
Crossbow and Battleaxe now 400gp.
Bracers: Wizard only, raises defence dice by one, only available in magic shops, 200gp.
Cloak Of Protection: Wizard only, raises defence dice by one, only available in magic shops, 350gp.
Artefacts
Soul Sword: A3, target rolls as many defence dice as their current MP.
Rune Armour: Dwarf only, D4, hostile magic immunity, use the highest of the dice for movement.
Elven Power Bow: Elf only, A4.
Storm Wand: Wizard only, allows the wizard to cast combined and fully merged spells. http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2454&p=41262#p41262
Chaos Amulet: Wizard only, allows the wizard to use one of the three chaos sorcerer spells (Dominate, Mind Blast, Mind Lock) once per quest.
Chaos Spell Book: Elf and Wizard only, allows either the wizard or elf to draw one random chaos spell at the start of each quest.
Elven Spell Book: Elf only, allows the elf to draw two random elf spells at the start of each quest.
Talisman Spell Book: Wizard only, allows the wizard to draw three random talisman spells at the start of each quest.
I think the talisman and elf spell books should be available in magic shops rather than having them as artefacts, but the chaos spell book should be found, maybe in the same quest as the chaos amulet.
The four essential artefacts that they have to find could have these additional effects:
Barbarian - Attack on black shields in melee.
Dwarf - Defend on black shields.
Elf and Wizard - Wizards Of Morcar spells added. Wizard picks one, Elf picks one, Wizard picks two, Elf picks one, Wizard has the other two. Elf rolls three movement dice and ignores the lowest.
When they're all gathered they could increase in power to give these additional effects:
Barbarian - Black shields count as two skulls in melee.
Dwarf - Black shields count as two white shields.
Elf and Wizard - Wizard picks one, Elf picks one, Wizard has the other five. Elf has six random Elf spells.
US armoury update.
Targets defend with one less dice when attacked by a crushing weapon.
Club: A1, crushing, can be used by the Wizard, 100gp.
Hand Axe: 175gp.
Hammer: As handaxe, crushing, 200gp.
Spear: 225gp.
Halberd: A3, Diagonal, Barbarian and Elf only, 250gp.
Bow: A2, Barbarian and Elf only, 250gp.
Mace: As broadsword, crushing, 300gp.
Flail: As longsword, crushing, 400gp.
Great Sword: A4, Diagonal, Barbarian and Elf only, 550gp.
Great Axe: A5, Barbarian and Dwarf only, 750gp.
Bastard Sword: A5, Diagonal, Barbarian only, 900gp.
Crossbow and Battleaxe now 400gp.
Bracers: Wizard only, raises defence dice by one, only available in magic shops, 200gp.
Cloak Of Protection: Wizard only, raises defence dice by one, only available in magic shops, 350gp.
Artefacts
Soul Sword: A3, target rolls as many defence dice as their current MP.
Rune Armour: Dwarf only, D4, hostile magic immunity, use the highest of the dice for movement.
Elven Power Bow: Elf only, A4.
Storm Wand: Wizard only, allows the wizard to cast combined and fully merged spells. http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2454&p=41262#p41262
Chaos Amulet: Wizard only, allows the wizard to use one of the three chaos sorcerer spells (Dominate, Mind Blast, Mind Lock) once per quest.
Chaos Spell Book: Elf and Wizard only, allows either the wizard or elf to draw one random chaos spell at the start of each quest.
Elven Spell Book: Elf only, allows the elf to draw two random elf spells at the start of each quest.
Talisman Spell Book: Wizard only, allows the wizard to draw three random talisman spells at the start of each quest.
I think the talisman and elf spell books should be available in magic shops rather than having them as artefacts, but the chaos spell book should be found, maybe in the same quest as the chaos amulet.
The four essential artefacts that they have to find could have these additional effects:
Barbarian - Attack on black shields in melee.
Dwarf - Defend on black shields.
Elf and Wizard - Wizards Of Morcar spells added. Wizard picks one, Elf picks one, Wizard picks two, Elf picks one, Wizard has the other two. Elf rolls three movement dice and ignores the lowest.
When they're all gathered they could increase in power to give these additional effects:
Barbarian - Black shields count as two skulls in melee.
Dwarf - Black shields count as two white shields.
Elf and Wizard - Wizard picks one, Elf picks one, Wizard has the other five. Elf has six random Elf spells.