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  #11  
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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  #12  
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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  #13  
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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  #14  
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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  #15  
Old November 17th, 2006, 02:01 PM

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

Its more expensive but i would take a firbolg with a ring of regen.
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  #16  
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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  #17  
Old November 17th, 2006, 07:36 PM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

So just give your empowered path 4 battlemage an amulet of magic resistance and a lucky pendant, or some other trivial to forge misc. slot item.
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  #18  
Old November 18th, 2006, 02:03 AM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

Or - give them 2 cursed items to start with, since murphy's law says you _always_ lose the one unit you need most at the start of the battle.
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  #19  
Old November 20th, 2006, 12:28 AM

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

Would it be worth giving this to a generic indy commander who got into the hall of fame and got heroic obesity?

His str and hp are starting to get respectable.
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  #20  
Old November 20th, 2006, 04:56 AM
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Default Re: Lychantroop\'s Amulet -- Becoming a Werewolf !?

If you want to use him as a combatant, it could. It would probably take a long time before he changed into a werewolf, but eventually you would have a nice thug with good regeneration.
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