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March 19th, 2010, 10:59 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: werewolfing item..
Is their upkeep zeroed?
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March 19th, 2010, 11:28 AM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: werewolfing item..
Quote:
Originally Posted by Gregstrom
Is their upkeep zeroed?
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No, it's set to the base for a Skinshifter unit.
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March 19th, 2010, 11:34 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: werewolfing item..
Which wouldn't actually be bad for expensive research/ritual mages.
Going from ~300/15 to 25/15 may be worth it.
Pan, anyone?
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March 19th, 2010, 12:22 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: werewolfing item..
Actually, now that I think about it, EA R'lyeh Mind Lords could really want to want to turn themselves into werevolves to get more item slots.
Or Slanns from the Lizardmen mod. Both examples would likely get horrible old age, but since werewolves have automatic regen, it might not be that bad.
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March 19th, 2010, 12:22 PM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: werewolfing item..
Quote:
Originally Posted by thejeff
Which wouldn't actually be bad for expensive research/ritual mages.
Going from ~300/15 to 25/15 may be worth it.
Pan, anyone?
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If you don't mind losing their combat survivability in the meantime. And burning 5/3 N gems for the amulet.
Also, for a Pan (which has decent MR) it will take ages to finally fail the check.
If you're using CBM and the caster has any N paths (like your hypothetical Pan), it's better to just use Transformation (which *will* eliminate the upkeep.) Or, you can use the Life After Death/Ankh technique, if it's not considered an exploit in your games.
These all work on the same basic principle of substituting the base unit for a different unit type.
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March 19th, 2010, 12:26 PM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: werewolfing item..
Quote:
Originally Posted by Burnsaber
Actually, now that I think about it, EA R'lyeh Mind Lords could really want to want to turn themselves into werevolves to get more item slots.
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Just make sure you're wearing something to provide water-breathing when you finally turn
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March 19th, 2010, 12:38 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: werewolfing item..
Yeah, makes them useless in combat, but still good for research/rituals.
In CBM, Transformation is better, though the amulet is still cheaper and leaves you with full slots. Transformation is kind of random. Can't it kill the mage? In vanilla, the amulet is much cheaper and available much earlier.
And of course it can be used on any mages, not just N. Probably works better on expensive human mages than on Pan though. Or, as Burnsaber pointed out, those with minimal slots.
Life after death is a lot harder to set up.
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March 20th, 2010, 12:06 AM
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Sergeant
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Join Date: Jan 2009
Posts: 255
Thanks: 15
Thanked 4 Times in 4 Posts
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Re: werewolfing item..
Lore masters, if you can find them, could really use it.
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March 20th, 2010, 04:20 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: werewolfing item..
Quote:
Originally Posted by LumenPlacidum
Lore masters, if you can find them, could really use it.
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They'd lose their researchbonus, though.
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March 20th, 2010, 04:50 AM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
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Re: werewolfing item..
You lose research bonus with transformation too then?
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