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Unusual Sightings
#1
This article from David Kuykendall. Likely the suspected locations of the artifacts have been changed, but the article gives some flavor on the artifacts themselves.

Exploring the Unknown
David Kuykendall & Blake Eskridge

General Aerandir motions the patrol forward towards the ancient crumbling temple apparently devoid of life. Near the entrance stands the dark-robed figure of the powerful wizard Zone Kalon examining the indecipherable runes of an ancient tongue scrawled above the entrance. General Imlach and Captain Azaghal stand nearby, peering down the broad flight of worn steps leading into the darkness. The rest of the elite patrol wait impassively. Aerandir feels confident that with the fantastic Sword of Alvinitar (recently acquired from the Barbarian) and the Shield of Hector that this valiant patrol could overcome any danger that lurks in this foul place.

Zone Kaldon determines the runes warned of death and doom to all who entered, but were of no consequence to the patrol. Descending, the group meets a howling, chilling wind. Aerandir leads the patrol through a series of irregular chambers, the torches sputtering in the wind.

Suddenly, materializing in a crackling of air not 50 feet in front of the patrol is the terrifying spectral mage Zordak! Immediately the horrible spectre begins a magical assault that kills four men in the first second of battle. With a yell of fury and rage, General Aerandir draws forth the glimmering Sword and rushes forward to deadly combat with the enemy. The patrol follows suit as Zone Kaldon begins his own deadly incantations.

Lightning crackles and blades flash in the furious conflict which seems to rage for eternity. The heroes are awesome in their attack and give strength to the patrol. Zordak counters with bolts of black lightning and arctic blasts which snatch the lives of two more warriors. The lone wizard employs the most effective spells to weaken the opponent.

General Aerandir raises the Shield of Hector, deflecting a bolt into the high ceiling, raining rubble down on the melee. Before Zordak could ready another volley, Aerandir steps forward and impales the spectre on his glowing blade. With a banshee shriek, Zordak fades from existence.

Bloodied but victorious, the patrol inspects the chamber. Treasures of gold, silver, and gems lay about. While the rest packed up and dressed wounds, General Imlach and Captain Azeghal inspect a black chest. Finding no traps but a false bottom, the pair discover the fabled Crown of Anzu. General (soon Marshall) Aerandir smiles, knowing his liege will be greatly pleased.
********
The above is an embellished account of the result of a Darkelven patrol retrieving the Crown of Anzu. This encounter is one of the hardest, but by no means the worst. In my own experience I have come across approximately two dozen artifacts. There is general pattern to the placement of artifacts. Each one seems to have three different locations with an assigned short name related to that site. Placement differs from game to game and is not dependent on another artifact's location.

You should read the excellent article, "Reacting to Unusual Encounters" in ORACLE 4 in order to gauge the strength of your patrol. Most patrols should contain a wizard and a weapon artifact if possible; both add significantly to the value of your group. Unfortunately, wizards tend to have short life expectancy in encounters unless you turn them invisible prior to entering the encounter. To date I have lost no wizards while they were invisible. The Self Invisible spell says "a wizard or adept is protected from being slain in combat," and thus he is safe in the encounter, but in no way hindered. If you wish to protect your leaders in encounters, try to obtain either the Shield of Hector or Armor of Anon.

For those of you who cannot march (or teleport) to every encounter, you may try to steal the artifact straight from the encounter. Because no one kingdom is in possession, just leave that column blank. It seems to be a bit more difficult to steal from encounters, but it may not be possible to be caught by the encounter. I myself have stolen over half a dozen; I have never been captured, but I have failed three times. Some cannot be stolen, including the herd of pegasi and the ring of power. The agent simply returns to his base with the message that the artifact was impossible to steal. When you successfully steal an artifact straight from the encounter you receive the treasure you would normally find. Stealing an artifact is very cost effective--you gain treasure, the artifact, and a level of proficiency. For many kingdoms, stealing artifacts is just about the only way to acquire more than a few.

The most common and best known artifact is the palantir. These scrying devices allow reconnaissance of one area, regardless of distance. There are five known palantirs, and they start in the possession of the most magically skilled kingdoms. They are worth 300 status points and their short names do not change from game to game.

The easiest encounters concern rings of protection. One is sometimes found in the southeast corner of Runnimede; another is rumored to be secreted near Almaren. One is lost in Oakendell; a fourth rests in the Sea of Drowning. Several kingdoms begin with one. Minor artifacts worth 200 points, these rings help protect one emissary from black magic and fell assassins; this protection is not absolute, but it does help. Each has its own name, but all will not be in play at the same time.

Probably the most sought are the weapons artifacts. These range from the lowly Rod of Fire to the devastating Elan, Flaming Sword of the North. Some kingdoms luckily begin with a weapon artifact, including the Barbarian's Sword of Alvinitar and the Dwarf's Axe of Farin. In the Cycle of Steel, these kingdoms start knowing the short name. These weapons have been found as far south as the mountains of the Southern Sands. The Elf in this cycle begins with the name of the Spear of Lerix (it says "Lunzak" on the setup sheet, however), but does not know the short name. The spear is part of the Elves' victory condition. It has sometimes been in the mountains north of Meridon or the plains of Arcania.

The sword, axe, and spear mentioned above all are worth 300 points and seem to function about the same. Each adds a bonus in combat, whether against groups or population centers; each a chance to kill one of the opposing leaders. The bonus is not defined, but I assume it is about 15%. These weapons are an immense help in encounters and can make up for poor leaders. The Rod has a powerful name but it does little in battle. It's only worth 200 points, putting it in the minor class. If a power 2 (or higher) wizard is in the group , this weapon automatically casts a power 2 Firestrike. This has been found quite near Triesa and at two spots in northern Torvale.

The Great Axe of Hurblind is the second most powerful weapon. It is worth 400 status points and is superior to the others in both the bonus and the chance to slay a leader. It is found in the Sands only, and it is quite difficult to defeat the crabmen that hold it.

There is one artifact that adds to a groups's defensive value--the Standard of Valor. This enables the troops to take more damage than normal and will substantially reduce casualties during a retreat. It has been found in both Runnimede and Arcania. The great octopi guarding it are rather hard to defeat.

Two protection artifacts exist--the Armor of Anon and the Shield of Hector. Both protect a group's leader from being slain in combat. Not even weapon artifacts can kill the protected leader, though the weapon described below may be the exception. The armor is found only in Runnimede, while the shield has been rumored to be in the Sea of Terror or Drowning.

Finally, there is Elan, the Flaming Sword of the North. It is one of two artifacts which are impossible to steal, are worth 600 points, and require a key to enter the encounter. The sword has been found in Amberland and in the plains of Runnimede. The key, Key of the Slayer, is sometimes in upper Torvale, while at other times in the heart of Amberland. The key is worth 100 points and has no other purpose except to allow entrance into the black monolith where Elan is secured. The key is kept in an ancient castle, surrounded by old burial grounds. Needless to say, scores of skeletons burst forward to impede your patrol. We'll let you see for yourself what guards the sword. Come prepared.

Another group of artifacts deal with the eldritch aspect of Alamaze. First is the Crystal of Seeing, a super palantir, that allows you to scry three different squares per turn (with one order). It lies hidden in an ancient pyramid lost in the forest of Oakendell. Then there is the Ring of Spells which is supposed to raise the wizard's power by one. It is rumored to lie in a cave along the coast of Foreboding.

A particularly controversial artifact is the very powerful Stone of All Minds. First and foremost, it lowers research cost by a couple of thousand gold. For the wizard kingdoms who already have it cheap, this artifact is almost criminal. Secondly, it increases the chance a wizard will surpass his maximum level. Rumor has it no wizard may attain more than two higher than his race's maximum without the stone. Many feel that this artifact is too powerful and shouldn't be allowed in the game, especially when the wizard types keep getting hold of it. Jealousy?

And, of course, there is the coveted Ring of Power. It has the same abilities as the Ring of Spells, but, in addition, it makes the wizard almost invulnerable in battle. But to even to attempt to attain this, one must first acquire the Key of the Maker which allows entry into the castle where the ring and its awesome guardian reside. The key can be found in norther Synisvania or in northern Amberland near Zarathon.

Two movement artifacts are the Last Herd of Winged Stallions and the Great Red Bats of the Lost Caves. Both allow movement of seven squares and also aid somewhat in combat. They can only be gotten by a few kingdoms: the stallions by the good and the bats by the evil. It is best to be cautious when encountering these creatures.

Artifacts reserved for the king include the Staff of the Great Orator and the Crown of Anzu. The staff allows a king to enamor for 10,000 gold, while the crown raises influence by two. The crown is hidden in the deserts of the south, as is the staff in most cases, though it has been found in central Runnimede and in the Eastern Steppes. The crown is a very difficult encounter as the artifact is worth 500 points.

Other artifacts include a plow that raises food production, a horn to increase defense, and an altar for your delicate priestess. As you can surely see by now, artifacts are truly the great equalizer and can provide that edge you need to overcome your enemies.
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#2
Does anyone recall the order for using Palatir's?
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#3
(04-13-2013, 05:59 PM)Lord Diamond Wrote: Does anyone recall the order for using Palatir's?

I though it was 971....
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#4
What dictates if your Wizards go into the unusual sighting encounter and are not "left back at camp"?
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#5
Palantir is 972. From the old setups:

YOUR KINGDOM IS IN POSSESSION OF PALANTIR PHANIA CODE NAME (49392).

THE PALANTIR ALLOWS A KING TO VIEW AN AREA AS IF AN AGENT WERE LOCATED
THERE: USE ORDER #972, PUT SHORT NAME IN COL. A, AREA TO BE VIEWED IN
COLUMN B.
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#6
I'll give it a shot. Thanks.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#7
(04-13-2013, 06:49 PM)Kalrex Wrote: What dictates if your Wizards go into the unusual sighting encounter and are not "left back at camp"?

Your wizards only investigate the sighting if you specifically give each one an order to do so.

Order 139 Wizard Assist in Unusual Sighting

Or Guarded Attack if you have that spell.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#8
So issuing #101 (Guarded attack) automatically puts the spellcaster in the investigation party, or is a separate #139 needed?
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#9
101 is all you need to do.
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#10
(04-13-2013, 09:32 PM)kevindusi Wrote: 101 is all you need to do.

That is correct. I tested it in test game #99.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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