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  #1  
Old February 10th, 2011, 07:41 AM

oldbone oldbone is offline
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Default Enslave Mind Q

I had a commander who was paralyzed, and then enslaved.

After my enemy routed, my own guys killed my enslaved guy... I won the fight and held the province, but all the magic items the enslaved guy had are nowhere to be found.

Is that normal?
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  #2  
Old February 10th, 2011, 09:00 AM

13lackGu4rd 13lackGu4rd is offline
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Default Re: Enslave Mind Q

"his items were nowhere to be found" as in your commanders didn't pick up some of them after the battle? that's pretty normal because Enslaved Mind cancels the commander status, making commanders regular troops. as you know, regular troops can't hold magic items, so by canceling the commander status they automatically lose all their items. you can later Gift of Reason enslaved commanders to bring their magic paths and item slots back, but the items will be gone forever.
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Old February 10th, 2011, 09:00 AM

Finalgenesis Finalgenesis is offline
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Default Re: Enslave Mind Q

items on enslaved goes puff, since they revert to non-commander version and lose all their slots.

I believe the nature spell charm keeps the commander status though and thus all the items, but unlike enslave mind I have no first-hand experience with charm.
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Old February 10th, 2011, 09:29 AM
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Default Re: Enslave Mind Q

hellbindheart and charm keep commanders status. Enslave doesn't.
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Old February 10th, 2011, 10:01 AM
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Default Re: Enslave Mind Q

The problem with hellbind heart and charm being that they have short range and a thug that expect them can just stay out of range the first five turns. So enslave mind is often more useful.
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Old February 10th, 2011, 11:48 AM
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Default Re: Enslave Mind Q

Hellbind/Charm dont thrill me in an army-to-army battle. Sometimes if the other guy has non-pretender SCs or well equiped thugs it can be fun. But generally you end up just snagging a few infantry. There are better combat spells.

On the other hand.... I totally LOVE those spells to give to seducers or assassins or anyone Im sending to the arena. In a one-on-one situation its one of my favorite things to do.
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Old February 10th, 2011, 11:59 AM
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Default Re: Enslave Mind Q

Arena? I thought those spells didn't work properly in the arena.
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Old February 10th, 2011, 01:37 PM
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Default Re: Enslave Mind Q

I've had my blood marshal charmed, and he was equipped with several artifacts.
the reason he came in range was probably because I gave him thick armor, and some winged boots to go along is he could close in before the end of the flight.
As a result my grand army of Ulm infantry, ghoul gardians, and vampire thralls was left without a leader, and the enemy began using him as their prime general. With all those dandy artifacts.
In another game, my first tactic is to have my overpowered divine emperor cast that master enslave spell that converts large groups of people at a time. That was nice. I was campaigning against C'tis and I ended up getting my own bodyguard of lizard lords.
Of course, a lot of the troops I converted simply died by the hand of their former comrades, but that was the whole point. Have them fight against each other until my principes and living statues could wipe them out.
Very cool stuff.
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Old February 10th, 2011, 04:24 PM
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Default Re: Enslave Mind Q

Following up master enslave with army of... , fog warriors, will of fates, etc can be quite effective even against high MR troops. Even with only 10 percent enslaved the buffs can allow them to decimate their unbuffed peers ( especially turncoat bodyguards vs mages)
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Old February 19th, 2011, 06:04 AM
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Default Re: Enslave Mind Q

Will master enslave work on units that are mindless or beserk?
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