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  #1  
Old November 16th, 2006, 12:55 AM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !??!?!

When Lychantropos amulet has turned whomever into a werewolf, can u remove it and give the amulet to someone else?
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  #2  
Old November 16th, 2006, 05:28 AM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !??!?!

It's still Cursed, so no.
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Old November 16th, 2006, 06:35 AM

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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

Hmm, so if you want to turn a regular indep recruited commander into a thug, this amulet might be an ok way to go about it... werewolf is stronger than regular crap commander, right?:/
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Old November 16th, 2006, 06:44 AM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

If the Werewolf summoned by Call of the Wild are anything close to normal werewolves, they have 20 hp, att/def 12/11 (Bite attack might lower that to 10 if it's not already calculated in the def), good strength, some natural protection and normal slots (Lycanthropos' Amulet would take one misc, of course). They have some natural regeneration as well, which the amulet would probably increase further. Bite, claw, claw as natural attacks.
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Old November 16th, 2006, 07:03 AM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !??!?!

Quote:
Endoperez said:
It's still Cursed, so no.
Ah...so this is what cursed means...it stops u transfering items from 1 hero/commander to another. Once they get them they r stuck with them. Searched the manual for an explanation of cursed to no avail.

Does anyway exist of removing such an item from a hero in Dom 3 without killing the hero? Preferably moving it to yr laboratory to be placed on someone else.
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  #6  
Old November 16th, 2006, 07:15 AM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

Quote:
Meglobob said:
Does anyway exist of removing such an item from a hero in Dom 3 without killing the hero? Preferably moving it to yr laboratory to be placed on someone else.
Empower him to Death-2, cast twiceborn, send him into a battle he is sure to get killed in in friendly dominion, accompanied by the guy you want to get the item, and make sure to win the battle
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  #7  
Old November 16th, 2006, 11:16 PM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

In DomII, some things were immune to the werewolf transformation. Devils for sure and i think undead as well. Also, it is not an automatic thing, i had many guys go a long time b4 changing. I suspect it's a small per-turn chance rather than a cummulative probability.
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  #8  
Old November 17th, 2006, 12:01 PM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

My idea was to create cheap werewolves, build amulet, give scout, turns wolf, give amulet to another scout, rinse repeat...but if the amulet is unremovable...kinda messes that plan up.
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Old November 17th, 2006, 12:55 PM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

10 Nature gems and a random amount of time for a so-so thug with good regen, str and berserk. It might be worth it if you had mages with Forge Bonus and/or access to Dwarven Hammer, and had lots of time. Hmm. Ulm seems to have ALMOST all the pieces needed for that, but not quite. EA Ulm might be able to pull it off, but the werewolf thugs would face much bigger competition in Early Age.
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  #10  
Old November 17th, 2006, 07:33 PM

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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

Another bad thing is that when the lycanthrope dies - and 20 hp regenerators do die, even when tricked out - somebody else may pick up the amulet. And you *know* it's going to be your empowered path 4 battlemage. [img]/threads/images/Graemlins/Cold.gif[/img]
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