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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 |
Re: Fever Fetish question
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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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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. |
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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