I've been searching for more information on these two items, but found very little. Since you can't craft that particular necklace one would assume that it serves a particular purpose. When my group when through this module via the PnP way, we always had the person holding the skull wearing the amulet so that the location of the skull could never be found (and paint a huge bullseye target on our party for all monsters). Does ToEE do the same behaviour, or would it be safe for the character carrying it to equip a (beneficial) necklace/amulet?
The orb is a very powerful magical device when the 4 elemental gems are in. The amulet serves no useful purpose in the game. Burne will leave the party if he is aware of the orb. The intent of the game is to destroy the orb after all the gems are in and that severely weakens the demoness Zugg. Check the radial menu for it's powers. Just make sure a PC wizard carries the orb. It comes in handy when your in the nodes, especially against the Balor. There is no "targeting" of the holder in the game.
As far as I've ever seen, the main "purpose" of the Amulet of Non-Detection is it's high selling value. :eyebrow:
The Amulet does nothing. The only property it has in the proto is Armor Bonus 0. There are no references to it in any of the scripts and dialogs.
That's a shame to hear about the lack of any value on what normally is a highly coveted item in PnP games. Though at the same time (in this game at least) its nice that it doesn't matter as it free's up the necklace slot on my wizzard for something useful now. Just seems strange the programmers would put that into the game-instead of including one of the most fundamental must have magic items like a bag of holding. While the extraplanar box does the same thing, just seems sad we had to use an exotic solution to remedy what is normally not an issue in a PnP game.
Don't forget theat Troika was forced to rush the development of ToEE when Atari refused to extend thier release deadline. Troika had added bags of holding to the protos.tab (in the 1600 range) but didn't have time to make them useful, chances are the same thing happened with the amulet.
Oh, I dunno, Cujo - Once its discovered that the Orb has been taken, I could see Senshock or one of the head priests (or even Falrinth if he's still breathing,) looking for it. I'd imagine that's why the amulet was introduced in the first place. Hmmm - now THAT would be a pretty sweet bit of modding - introduce a Revenge type party of evil minions bent on recovering the Orb...
Well...it (the amulet) would go a ways to explaining why none of the powerful entities attuned to the Orb could tell that a minion of Lolth had the damn thing right under their friggin' noses. I think if you possess the Orb, and walk into the room with it & Iuz is there, he ought to rip your lungs out straightaway, eat them, set his mistress free; then enslave your soul.
In the original PnP version of the game Iuz and Zuggtomy have the power to locate the owner and location of the skull at any time. By using an extraplanar space (portable hole) and the owner wearing the non detection amulet it was enough to pacify the DM such that neither was able to locate it without expending a large effort to do so. The amulet is also good for people going into a room invisible when someone has a see invisibility spell on.
I think that Falrinth was safe from detection because he never used the orb,he was only hiding it from the greater temple. As far as the amulet goes i sell it asap.