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Expansions--access to armories, extra spells thereafter?

PostPosted: February 11th, 2019, 2:39 am
by Jalapenotrellis
Say you finish Wizards of Morcar, are you able to allow your wizard/elf to continue accessing the additional spells and items in the armory or are they just available for those quests in that expansion?

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 11th, 2019, 3:25 am
by Anderas
I give access even before...
He needs it. Latest when the others are maxed, the Wizard needs something.

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 12th, 2019, 5:02 am
by Pancho
Jalapenotrellis wrote:Say you finish Wizards of Morcar, are you able to allow your wizard/elf to continue accessing the additional spells and items in the armory or are they just available for those quests in that expansion?

My view is that ALL additional components become available for the next quest pack, as well as all gold and artefacts that were plundered from the previous adventures. I'll fight anyone who suggests otherwise :D .
Of course, that begs the follow up question "what order are the quest packs supposed to be played". There are scores of threads on this but the vast majority agree on this; Game system>KK>RotWL>AtOH>WOM>ElfPack>BarbarianPack. The other official stuff such as Dark Company, Eye of Chaos and Revenge of the Weather man can be inserted where you see fit to bulk out the storyline. Some people treat Dark Company as an expansion pack in its own right and place it after the Barbarian Quest pack, as it is supposed to be very difficult for the Heroes.

Hope this helps,
Happy questing!

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 12th, 2019, 6:23 am
by Thor-in
Anderas wrote:I give access even before...
He needs it. Latest when the others are maxed, the Wizard needs something.


Agreed, as long as I'm feeling generous. I make the wizard suffer through the Game System but after that I tend to give him access to the other stuff.

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 12th, 2019, 9:18 am
by Pancho
Thor-in wrote:
Anderas wrote:I give access even before...
He needs it. Latest when the others are maxed, the Wizard needs something.


Agreed, as long as I'm feeling generous. I make the wizard suffer through the Game System but after that I tend to give him access to the other stuff.

I'm inclined to agree with both of you, although I make the Wizard Run the Gauntlet (or other difficult quest) before he gains the new spells. It lends some incentive to fight the Cabiri Lords if the Wand of Galimateus gives the Wizard Hero access to more spell decks. The wand artefact as written is a bit meh, considering that the Cabiri are fearsome dudes to face.

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 12th, 2019, 6:39 pm
by lestodante
al the collected item can be reused later on different questpacks for me. Just I would not alow the Heroes to bring with them ALL the stuff they collected, they have to select wich equipment bring with them in the next quest, but I have no rule about how to limit. I don't thing is realistic if a player will bring with him 50 potions in a bag, 4 swords, 2 axes, shield, armour.... it's not Forthnite or Metal gear Solid!

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 12th, 2019, 7:27 pm
by Thor-in
lestodante wrote:it's not Forthnite or Metal gear Solid!


It's not..... :? :lol:

But I agree with you on the fact that you can't bring EVERYTHING you own into a quest.

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 13th, 2019, 1:37 am
by Jalapenotrellis
Pancho wrote:
Jalapenotrellis wrote:Say you finish Wizards of Morcar, are you able to allow your wizard/elf to continue accessing the additional spells and items in the armory or are they just available for those quests in that expansion?

My view is that ALL additional components become available for the next quest pack, as well as all gold and artefacts that were plundered from the previous adventures. I'll fight anyone who suggests otherwise :D .
Of course, that begs the follow up question "what order are the quest packs supposed to be played". There are scores of threads on this but the vast majority agree on this; Game system>KK>RotWL>AtOH>WOM>ElfPack>BarbarianPack. The other official stuff such as Dark Company, Eye of Chaos and Revenge of the Weather man can be inserted where you see fit to bulk out the storyline. Some people treat Dark Company as an expansion pack in its own right and place it after the Barbarian Quest pack, as it is supposed to be very difficult for the Heroes.

Hope this helps,
Happy questing!


Did you say elf quest pack before barbarian Quest pack? I was looking at that thread about what were the quest packs should be played... They said the opposite on the first page. Maybe I didn't read far enough?

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 13th, 2019, 1:48 am
by Anderas
Those two are not really connected so the order is arbitrary.
The Frozen Horror has more bugs, though, so you could spare that frustration up to the end.

KK also needs some adaptation to be more interesting.

Re: Expansions--access to armories, extra spells thereafter?

PostPosted: February 13th, 2019, 2:40 am
by Pancho
Jalapenotrellis wrote:
Pancho wrote:
Jalapenotrellis wrote:Say you finish Wizards of Morcar, are you able to allow your wizard/elf to continue accessing the additional spells and items in the armory or are they just available for those quests in that expansion?

My view is that ALL additional components become available for the next quest pack, as well as all gold and artefacts that were plundered from the previous adventures. I'll fight anyone who suggests otherwise :D .
Of course, that begs the follow up question "what order are the quest packs supposed to be played". There are scores of threads on this but the vast majority agree on this; Game system>KK>RotWL>AtOH>WOM>ElfPack>BarbarianPack. The other official stuff such as Dark Company, Eye of Chaos and Revenge of the Weather man can be inserted where you see fit to bulk out the storyline. Some people treat Dark Company as an expansion pack in its own right and place it after the Barbarian Quest pack, as it is supposed to be very difficult for the Heroes.

Hope this helps,
Happy questing!


Did you say elf quest pack before barbarian Quest pack? I was looking at that thread about what were the quest packs should be played... They said the opposite on the first page. Maybe I didn't read far enough?

Like Anderas said, this is an arbitrary decision as the two stories are not connected (either to themselves, or anything else really). I place the Elf pack earlier simply because it's thought to be a bit easier. Doing it this way also allows the Elf to then take the powerful Elf spells and potent new artefacts into the Frozen Horror quest pack, giving the Heroes a better chance.

Although all previous additions should be made available for the next quest pack, I should say that I totally agree with Lestodante that not everything can be carried at the same time. Potions and scrolls and some artefacts are small enough to carry without restriction but I limit weapons (and shields) to 3 equipment slots, whilst one 1 helm and 1 suit of armour can be carried on for the ride.

One issue I can see with what I wrote is mercenaries; they are first made available for WOM and also for FH, but not explicitly stated to be available for the Elf pack. I'd really like to hear what others who have played the American expansions have to say on that, cus adding mercs to the Elf pack could potentially make it too easy. My personal view is that I wouldn't give the Elf hired help for the solo quests (they're supposed to be a showcase for the Elf proving his worth as a champion in his own right), but then make them available from quest 4.