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Re: werewolfing item..
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Re: werewolfing item..
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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.... |
Re: werewolfing item..
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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... |
Re: werewolfing item..
And how many turns (on average) a unit with werewolf amulet takes to become a werewolf?
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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.... |
Re: werewolfing item..
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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. |
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. |
Re: werewolfing item..
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