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View Full Version : Lychantroop's Amulet -- Becoming a Werewolf !??!?!


rsolow
November 15th, 2006, 08:42 PM
What are the consequences of becoming a werewolf? Does my heroic Niefel Jarl with over 100 HP lose hitpoints, casting abilities, size, etc?

Shovah32
November 15th, 2006, 08:44 PM
I cant remember if they lose their casting abilities but yet, afaik those other effects take place.

rsolow
November 15th, 2006, 08:49 PM
So basically you will not be happy with the transformation?

Endoperez
November 15th, 2006, 08:58 PM
Actually, there are now bigger werewolves. Skrattis can shapechange into size 4 werewolves at least. Hmm. But I think Skrattis would eventually turn into inferior werewolves if given the Amulet. It does produce some rather strange effects.

NTJedi
November 15th, 2006, 09:24 PM
rsolow said:
What are the consequences of becoming a werewolf? Does my heroic Niefel Jarl with over 100 HP lose hitpoints, casting abilities, size, etc?



You don't want your Niefel Jarl to have that amulet. Basically it will turn him into a smaller unit the werewolf and he will always be on beserk in battle. He will still have his casting abilities to use outside of battle, but in most cases you don't want your giants to be wearing that amulet .

Meglobob
November 16th, 2006, 12:55 AM
When Lychantropos amulet has turned whomever into a werewolf, can u remove it and give the amulet to someone else?

Endoperez
November 16th, 2006, 05:28 AM
It's still Cursed, so no.

Hullu
November 16th, 2006, 06:35 AM
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?:/

Endoperez
November 16th, 2006, 06:44 AM
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.

Meglobob
November 16th, 2006, 07:03 AM
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. http://forum.shrapnelgames.com/images/smilies/smirk.gif

Agrajag
November 16th, 2006, 07:15 AM
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. http://forum.shrapnelgames.com/images/smilies/smirk.gif


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 http://forum.shrapnelgames.com/images/smilies/happy.gif

Tyrant
November 16th, 2006, 11:16 PM
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.

Meglobob
November 17th, 2006, 12:01 PM
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.

Endoperez
November 17th, 2006, 12:55 PM
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.

Shovah32
November 17th, 2006, 02:01 PM
Its more expensive but i would take a firbolg with a ring of regen.

curtadams
November 17th, 2006, 07:33 PM
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. /threads/images/Graemlins/Cold.gif

Agrajag
November 17th, 2006, 07:36 PM
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.

Cainehill
November 18th, 2006, 02:03 AM
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. http://forum.shrapnelgames.com/images/smilies/wink.gif

Action
November 20th, 2006, 12:28 AM
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.

Endoperez
November 20th, 2006, 04:56 AM
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.