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				June 18th, 2007, 03:39 PM
			
			
			
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				 Question: Gift of Reason to cure Feeblemind? 
 It would seem like a logical solution, but has anyone tried it?  Unless the devs specifically coded for it, I can't imagine it working. |  
	
		
	
	
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				June 18th, 2007, 03:57 PM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 It would be nice if it does, but I wouldn't bet money on it. 
				__________________You've sailed off the edge of the map--here there be badgers!
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				June 18th, 2007, 03:58 PM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 It doesn't heal feebleminded. Comes up a lot with tartarians. |  
	
		
	
	
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				June 18th, 2007, 07:47 PM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 There are lots of rather retarded leaders in the world. Gift of reason and leader capabilities didn't make them much brighter   |  
	
		
	
	
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				June 18th, 2007, 08:42 PM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 That said, maybe Gift of Reason should remove the mindless tag... |  
	
		
	
	
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				June 19th, 2007, 02:12 AM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 Nah, because mindlessness indicates the physical absense of a brain-in whatever shape or form. 
 Gift of reason provides the virtual framework for sentience, so you can run Consciousness '98 ver 1.0 on your I-Am system, but not the physical hardware.
 
 Feeblemindedness is just a virus.
 
				__________________You've sailed off the edge of the map--here there be badgers!
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				June 19th, 2007, 02:12 PM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 Would a Lycanthropos amulet cure the problem?-----------------------------------------------
 
 DireAussie  stated in page 71 of the bug thread.....
 
 I'm not sure if this is a bug or a feature. I'm playing Machaka and 2 of my black sorcerers got feeblemind. Afterwards I set them on the front lines with attack orders. As you may realise black sorcerers turn into great spiders when they 'die'. When this happened to both of my feebleminded sorcerers and they got all their magic skills back! They were able to cast during the same battle, then once the battle had finished and they reverted back to their normal human form, they had lost feeblemind and had all their magic skills.
 
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 This opens the door to the idea that any transforming item/spell might cure the affliction.
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				June 19th, 2007, 03:15 PM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 Since the Lycanthropos' Amulet also makes your leaders berserk, it wouldn't much matter if it did eliminate feeblemind (at least as far as spell casting goes).
 As for the black sorcerers example:  I believe that each time a unit shape changes it has a chance of healing afflictions.   So rather than send the sorcerers into battle, maybe you should put them in back with a script to reapeatidly Change Shape?
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				June 19th, 2007, 03:36 PM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 Sorcerors, unfortunately don't get the Change Shape order. They just change on death.
 
 I would hope that the chance of healing only applies to those who change when wounded.
 Can you heal Dragons by changing back and forth?
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				June 19th, 2007, 03:56 PM
			
			
			
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				 Re: Question: Gift of Reason to cure Feeblemind? 
 It looks like thejeff is right, i.e. only those that change shape when wounded have a chance to heal afflictions.
 I just ran a test game with a dragon pretender.  He charged into battle turn 1 and got a limp affliction in the process of securing the province.  I then set him to the back of the main army and scripted him to Change Shape 5 times and attack rear.  After 20 battles (100 shape changes), he still has the same limp affliction.
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