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incognito said:
2) Specifically, gift of kurgi is cited as feebleminding its owner. How do you combat this effect? Are there other items whose curses/problems outweigh the benefits?
FWIW, I've scanned past threads on the topic but generally find them incomplete.
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Gift of Kurgi : Put it on a scout or some such that you don't mind being feebleminded. I'm not sure it changes the course of a game, but being able to send lesser horrors that _might_ be able to destroy PD and destroy a temple is kinda nice.
One of the Twin Spears is one which the 'benefit' outweighs the 'benefit', imo.

Summoned a bunch of Lesser Horrors which inflicted the only casualties on my Jotun army.
The Chalice can definately have a huge game impact : healing that feebleminded Pretender, not to mention diseased troops, commanders, and other crippled SCs.
Some of the items that add magic power are great - only ... 2 give more of an increase than you could get from a ring of wizardry, but given that many nations can't get the astral mages / gem income to easily get RoWs, they can be great.
The Flying Ship and the Gate Stone: Both allow complete armies to be moved quickly (only 1 commander, sadly - seems commanders are too proud to ride on someone else's boat

), at speeds of flight-3 and instant movement anywhere on the map, respectively. Similarly, Boots of Teleportation allow one commander to teleport anywhere, even without a laboratory.
Soulstone of the Wolves: A free Call of the Wild each turn lets you try to nail lightly defended provinces and temples; alternatively, it lets you get a free pack of stealthy wolves, and a free stealthy commander who can summon more wolves, each turn.
Most of the others, as Arryn said, are very very much combat oriented. Several can be _very_ potent on the proper commander, but you still need armies / very solid commanders to make good use of them.