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				November 30th, 2006, 04:23 PM
			
			
			
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 Major General |  | 
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				 Transformation, Twiceborn 
 Should be noted that Transformation has the risk of causing death, and is irreversible... and to lose a misc item, you'd have to transform into something with no miscellaneous slots -- might be impossible as these are quite rare (Vastness comes to mind, but you can't transform into a Vastness AFAIK).
 If you go with the Twiceborn route, try to die with a way that doesn't cause afflictions.  You keep whatever afflictions you had when you become a Wight Mage (also an irreversible transformation).
 
 Heh.  Used to be that a dirt-cheap R'lyeh Void Lurker with Death, Water and Astral could cast Twiceborn, teleport onto a land province, "drown" since it's aquatic, respawn as a Wight Mage in R'lyeh, and survive because of the water magic.  Now, merely having water magic doesn't let you breathe underwater, and Wight Mages are land-only.
 
				__________________Are we insane yet?  Are we insane yet?   Aiiieeeeee...
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				November 30th, 2006, 04:32 PM
			
			
			
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				 Re: Transformation, Twiceborn 
 
	Quote: 
	
		| Taqwus said: Now, merely having water magic doesn't let you breathe underwater, and ....
 
 |     Yes I'm shocked and a little sad this change was made from Dominions_2.  Many computer opponents have a more difficult time invading the water provinces as a result.
    
   Perhaps this will be changed back in a future patch or at least a game option given allowing water magic commanders/mages to enter water provinces as seen in Dominions_2.
				__________________There can be only one.
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				November 30th, 2006, 05:17 PM
			
			
			
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				 Re: Transformation, Twiceborn 
 I think the slave collar is reasonably useful with assassins at least until they fix the fleeing from assassination attempts. I have lost several assassins just because they got scared. |  
	
		
	
	
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				November 30th, 2006, 05:34 PM
			
			
			
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				 Re: Transformation, Twiceborn 
 Seriously... it is a slave collar.  How many people are going to pick it up and say to themselves: "Hmmm, this seems magical.  I think I will try this slave collar on and see if it does something BENEFICIAL."
 There are one or two items that people just would not try on, and this is one of them.
 
 It should disappear after combat.  0% chance of being picked up and put on.  Something.
 
				__________________--Uh-Nu-Buh, Fire/Death
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				November 30th, 2006, 06:02 PM
			
			
			
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				 Re: Transformation, Twiceborn 
 I like the slave collar, its fun, you just after be clever in its use... |  
	
		
	
	
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				November 30th, 2006, 06:08 PM
			
			
			
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				 Re: Transformation, Twiceborn 
 I like it too....  I just think it would take one heck of a stupid person to pick one up and try it on.
 Most Pretenders would instead--pick it up and try it on a blood slave or a nearby hobbit or perhaps on their third son or something.
 
 Not like most other cursed items that might be good, or might not.  The slave collar looks like a slave collar.  Man, you pick that thing up and try it on, you deserve what you get.
 
 i am just arguing against something that appears a bit unrealistic.  Not the slave collar, but any commander putting one on of their own free will.
 
				__________________--Uh-Nu-Buh, Fire/Death
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				November 30th, 2006, 06:16 PM
			
			
			
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				 Re: Transformation, Twiceborn 
 Aren't the odds of picking up a slave collar very low?  Something like 20% since it is a trinket?
 I was toying with throwing commander to get killed wearing them to hopefully be picked up by curious enemy mages.  But if only 1 out of 5 is picked up the cost is a little high.
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