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July 7th, 2004, 09:13 PM
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Corporal
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Fever Fetish question
Hi,
I've never used these items. In the magic item quick reference it says that the user is diseased. What happens if someone holds a fever fetish and then is cured by The Chalice or some other means? Will the Fetish just cause disease again or can the commander keep the Fetish and be non-diseased?
Also, can one commander hold 2 Fever Fetishes and get 2 fire gems per turn or will they just produce a total of one?
Thanks,
John
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July 7th, 2004, 09:19 PM
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Major
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Re: Fever Fetish question
Quote:
Originally posted by JJ_Colorado:
can the commander keep the Fetish and be non-diseased?
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Nope.
Quote:
Also, can one commander hold 2 Fever Fetishes and get 2 fire gems per turn or will they just produce a total of one?
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2 Fetishes on the same person produce 2 gems/turn.
__________________
God does not play dice, He plays Dominions Albert von Ulm
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July 7th, 2004, 09:20 PM
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Sergeant
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Re: Fever Fetish question
I don't think the diease is curable as long as the unit is still carrying the fetish. A regeneration ring might keep it from getting more afflictions and dying, though. More effectively, though, you can give the fetishes to disease-immune units like the undead, and they are unaffected by the disease yet still produce gems. Some may regard this as an abuse, though.
One unit can indeed hold 2 fetishes and get 2 gems/turn.
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July 7th, 2004, 09:31 PM
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Major General
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Re: Fever Fetish question
Quote:
Originally posted by LintMan:
A regeneration ring might keep it from getting more afflictions and dying, though.
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A unit that has regeneration will still continue to accumulate afflictions, but will stay alive as a mangled mess. Chalice/GoH can act on those afflictions, but item-induced afflictions are always permanent until the item is removed.
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July 7th, 2004, 09:34 PM
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Major General
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Re: Fever Fetish question
Quote:
Originally posted by LintMan:
Some may regard this as an abuse, though.
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Yes, but the alternative is inspecting a baggage train of 50 scouts every turn to see who's about to die. This doesn't really add anything to the gameplay, as scouts are of negligible cost relative to the fetishes anyway. Summoning an undead thing to carry the fetishes is of considerably less negligible cost, and the only purpose of doing this is to get rid of the obnoxious micromanagement.
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July 7th, 2004, 10:47 PM
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Re: Fever Fetish question
Quote:
Originally posted by Norfleet:
quote: Originally posted by LintMan:
Some may regard this as an abuse, though.
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Yes, but the alternative is inspecting a baggage train of 50 scouts every turn to see who's about to die. This doesn't really add anything to the gameplay, as scouts are of negligible cost relative to the fetishes anyway. Summoning an undead thing to carry the fetishes is of considerably less negligible cost, and the only purpose of doing this is to get rid of the obnoxious micromanagement. I agree and hope Illwinter doesn't nerf it. I do it myself to avoid the dreaded micromanagement but then I'm an SP guy, so there's no one to complain.
But - I've seen a post by someone from Illwinter saying it's a bug, and I have seen a few posters call it an abuse, so I thought it worthwhile to mention.
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July 8th, 2004, 02:56 AM
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Major General
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Re: Fever Fetish question
Well, it's not really much of an abuse: A scout, after all, costs $20, which is effectively negligible, and will survive for a goodly number of turns before needing replacement.
Death gems are far less insignificant, but save a lot of obnoxious micromanagement. Otherwise every turn, you'd have to serially number 50+ scouts, with their Last turn of inspection and number of hitpoints remaining.
Alternatively, the Fetish could also grant a very minor regeneration effect, so that the unit grows progressively more maimed, but stays alive so doesn't need inspection.
[ July 08, 2004, 01:56: Message edited by: Norfleet ]
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