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  #1  
Old November 30th, 2006, 02:31 AM
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Meglobob Meglobob is offline
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Default Re: Slave Collar. . . unimaginable rage. . .

The slave collar can be used to raise a units morale, so it does not retreat from combat. It gives +20 morale. A great hawk, with slave collar/medallion of vengenance or a scout/villian etc...
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Old November 30th, 2006, 02:08 PM

curtadams curtadams is offline
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Default Re: Slave Collar. . . unimaginable rage. . .

Note - even if you accidentally put a cursed item on a commander you can just restart the turn. It's not irreversable, you just lose the work you've done so far on that turn.
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Old November 30th, 2006, 02:49 PM

calmon calmon is offline
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Default Re: Slave Collar. . . unimaginable rage. . .

Quote:
curtadams said:
Note - even if you accidentally put a cursed item on a commander you can just restart the turn. It's not irreversable, you just lose the work you've done so far on that turn.
But not in this case. He wrote that his commander died in combat and his pretender get the item automatically. So this happens before the start of his next turn.
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Old November 30th, 2006, 03:01 PM

Ironhawk Ironhawk is offline
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Default Re: Slave Collar. . . unimaginable rage. . .

Thats a kick in the tail man, sorry. The slave collar is certainly a questionable item. As for getting cursed items off your options are severely limited. The only ways I know of are:

1) Change Shape ability - if your pretender doesnt already have this (like a Dragon does, for example) you are out of luck

2) Die

If your pretender dies and you recall him he will lose 1 in every magic path he has. Rough, but probably better than a feeblemind?
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Old November 30th, 2006, 03:41 PM
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Default Re: Slave Collar. . . unimaginable rage. . .

There's also a transformation spell that should turn the caster to another form, hopefuly one that does not carry the cursed item.
Death isn't that bad though, Twiceborn at D2 (10 death gems) will ensure your mage return without harm to his magical skills. So will being immortal.
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Old November 30th, 2006, 04:23 PM
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Default 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.
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Old November 30th, 2006, 04:32 PM
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Default 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.
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