Arms of Legend (either version)

I'm curious too. It'll be handy to get for my players in a nice small format, assuming it's been errata'd from the original MRQ2 version.
 
I have the PDF. Haven't gone over it in detail but as far as I can tell it includes the errata sheet from RQII. It removes the naval warfare section (due to it making no sense) and divine enchantments. The alchemy and enchantment section, is otherwise, I believe identical to RQII. If there are any other changes I didn't see them but I would surprised if there are any. Basically it's A&E II plus the errata sheet minus the stuff they couldn't fix with errata.
 
Hi,

I already reviewed it :

http://rpg.org/review-arms-of-legend/

If you already have the Runequest II version then you don't need this book. Otherwise it's great !

They removed several things, but it's still a great resource.

Regards,
Cain
 
I was disappointed to see that Divine Enchantments was cut but reviewing it in the old guide I can see why, considering that it depends on Mythic Resonance, a mechanic no longer in Legend.

Are Blessed items included? They would seem to be a way to give magic items from Priests, that can usefully fill a magic gap for an adventure, to be given by the "quest-giver" to enable the task to be done, instead of a reward.
 
"After reading the chapter I’m not entirely sure, if the permanent loss could be avoided by using other sources instead of somebody’s own Magic Points."

It looks like, from what I've now seen of it - I've had a good long look, enough to convince me to go and get a copy for myself tonight. It looks like the sorcerer can Tap someone's characteristics, including his own, for the requisite Magic Points. Then he can cast Restoration to bring the Tapped characteristic back. And it doesn't have to be POW or INT. He could choose to sacrifice some of his STR, or perhaps his SIZ or CHA.

I have one dumb question to ask, though. Sorcery Spell Enchantments. What percentage of Sorcery (Grimoire) is their effective rating?

A lot of sorcery spells only work if the mage's Sorcery (grimoire) rating can match or exceed a certain characteristic, e.g. 3 SIZ per 10% of Sorcery (Grimoire) skill. If a SIZ 13 character cast Abjure (Cold), he would need 41%+ to begin to affect him. But if the caster had Sorcery (Girmoire) 42, and he enchanted a ring, would that mean that the ring could only affect objects and people of SIZ 1 - 15?

I only ask that, because it seems to me that he could enchant, say, two rings for enchantments: one to Tap, and the other to cast Restoration. "Sit back and relax. This won't hurt a bit ..."
 
Received my copy this morning. Only had time for a quick filck through. Looks good to me. I do not have the MRQ2 version so I cannot compare them.
 
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