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  #31  
Old March 20th, 2010, 05:01 AM
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Default Re: werewolfing item..

Quote:
Originally Posted by Fantomen View Post
You lose research bonus with transformation too then?
Yeah. Researchbonus is an ability of a unit, just like flying, sacred and the like.
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  #32  
Old March 20th, 2010, 09:01 AM
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Default Re: werewolfing item..

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Originally Posted by Fantomen View Post
You lose research bonus with transformation too then?
Yes, since it is an intrinsic property of the monster type, as opposed to a property of the individual unit (which is what the realized magic picks are).
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  #33  
Old March 23rd, 2010, 04:49 PM

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Default Re: werewolfing item..

interesting. so by extension units that get a research penalty
(shinuyama, machaka, Yomi) among others .. could reverse their research penalties.....interesting.

Hmmm.. theoretically you could also use it to fix old age problems...
I wonder what unit has the biggest research penalty....
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  #34  
Old March 23rd, 2010, 04:54 PM
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Default Re: werewolfing item..

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Originally Posted by chrispedersen View Post
I wonder what unit has the biggest research penalty....
That would be Dai Oni, with -5 (per Edi's DB.)
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  #35  
Old March 23rd, 2010, 05:21 PM

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Default Re: werewolfing item..

Yeah that would have been my guess as well.
Still at 500 gp ish.. I wonder if they become effective...

Very interesting...
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  #36  
Old March 23rd, 2010, 06:05 PM
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Default Re: werewolfing item..

And how many turns (on average) a unit with werewolf amulet takes to become a werewolf?
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  #37  
Old March 23rd, 2010, 08:18 PM

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Default Re: werewolfing item..

hmm... I wonder if the dai oni's have 3 slots...
give the oni 3 items, slave collar in last.. when he becomes a werewolf, item returns to the lab...?

could give him a fever fetish too....
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  #38  
Old March 24th, 2010, 08:33 AM
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Default Re: werewolfing item..

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Originally Posted by Makinus View Post
And how many turns (on average) a unit with werewolf amulet takes to become a werewolf?
Not sure about average, but they have to fail a MR check. I have a Sidhe Lord thug (Eiru) in a game that picked one up during initial expansion, and hasn't turned yet at the end of year 4. Of course, his MR is base 17.

A Dai Oni with MR 18 would be even less likely to turn. Bane Lords with MR 16 are also pretty unlikely. All this talk about using it to make cost effective research mages is pretty far fetched since mages generally have high MR.

On the other hand, I find that an Indy Commander (MR 10) who happens to pick one up will likely turn within a year or so, give or take.
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  #39  
Old March 24th, 2010, 03:20 PM

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Default Re: werewolfing item..

hence my question about the # of slots.
Slave collar gives -5 MR.
Void eye gives -2 MR
Banner of the Northern Star gives -2.
Magic +3 as well.

so if you have 3 slots, and if you reduce down to 2, and if you can recover the slave collar, this looks like a pretty effective way.

Ie., Banner + slave collar + Magic 3 = MR of 8 or less for a lot of units.
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  #40  
Old March 24th, 2010, 04:02 PM
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Default Re: werewolfing item..

Quote:
Originally Posted by chrispedersen View Post
hence my question about the # of slots.
Slave collar gives -5 MR.
Void eye gives -2 MR
Banner of the Northern Star gives -2.
Magic +3 as well.

so if you have 3 slots, and if you reduce down to 2, and if you can recover the slave collar, this looks like a pretty effective way.

Ie., Banner + slave collar + Magic 3 = MR of 8 or less for a lot of units.
Ah...sorry, no. Dai Oni have 2 misc slots, not 3. Aside from pretenders and CBM heroes, I think you're pretty much restricted to Ashdod/Hinnom for 3 misc slot mage types.
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