I have picked up the A&E Guide and found that some informations are missing in it. On the alternate material table for armor (pg. 33) are listed steel and wondrous metals after the monster hides, but they are not described in the text. The last metal described is gold before the section of monstrous hides, after which we come to repairs.
There is an entry for steel under the weapons section, but the game info is more for weapons than armor I think. Wondrous metals are mentioned there, but only as being the GMs domain.
What would the effects of steel used for armor be? I also remember the use of special metals in RQ 3 (Elder Secrets ?) - would those be wondrous metals in RQ II (I have no copy of Elder Secrets to look)?
I have read the section about enchanting items and I am not quite sure I understood the sorcery section. As far as I can see the sorcerer can create items only from his own personal MP, which are permanently invested (and may or may not be regained when the enchantment gets broken).
Does that mean that a sorcerer can only create enchantments worth a maximum of his own total MP, or is there a way to regain permanently lost MP? And what would happen if a sorcerer boosts his MP by Tap to use them for enchanting?
(Maybe that stuff is obvious, but I am used to RQ3, where you sacrifice POW to enchant things and recover it by POW gain rolls
Having only a possible maximum of 20 points in enchantments seems pretty few compared to RQ3, where you often have 80+ when attaining mage status. On the other hand I didn't see anything about matrix values stacking, and that you have only your own INT to store spells, which would mean that a mage doesn't need any in that area.)
There is an entry for steel under the weapons section, but the game info is more for weapons than armor I think. Wondrous metals are mentioned there, but only as being the GMs domain.
What would the effects of steel used for armor be? I also remember the use of special metals in RQ 3 (Elder Secrets ?) - would those be wondrous metals in RQ II (I have no copy of Elder Secrets to look)?
I have read the section about enchanting items and I am not quite sure I understood the sorcery section. As far as I can see the sorcerer can create items only from his own personal MP, which are permanently invested (and may or may not be regained when the enchantment gets broken).
Does that mean that a sorcerer can only create enchantments worth a maximum of his own total MP, or is there a way to regain permanently lost MP? And what would happen if a sorcerer boosts his MP by Tap to use them for enchanting?
(Maybe that stuff is obvious, but I am used to RQ3, where you sacrifice POW to enchant things and recover it by POW gain rolls

Having only a possible maximum of 20 points in enchantments seems pretty few compared to RQ3, where you often have 80+ when attaining mage status. On the other hand I didn't see anything about matrix values stacking, and that you have only your own INT to store spells, which would mean that a mage doesn't need any in that area.)