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Old December 12th, 2005, 07:56 AM
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Alneyan Alneyan is offline
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Default Re: Giving magic items

You might wish to set up a Wish madness on the first turn, by making Wish a free spell already researched and easy to cast. It would work much better with an indie nation set just for that purpose, though.

If you are playing in the game, you might do that still, give yourself a few mages to get all the artifacts on turn 2, and send them on turn 3. Since you are the host, you can already chat like there's no tomorrow, so it should be fine. In this case, you should make Wish your national spell (only you can cast it, and it's pre-researched), and switch it back to a level 9 spell costing 100 pearls once you are done with Wishing.

Wish is the only way I see to allow *any* artifact in the game at no cost (another way would be to make the artifacts at level 0 of research, but they would still cost something, and everybody could make them).
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Old December 12th, 2005, 07:59 AM

Ironhawk Ironhawk is offline
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Default Re: Giving magic items

Ah, shapeshifting! Yeah hadnt thought of that. I'll give the nations a free shifter. If everyone gets the same unit it shouldnt alter the balance at all. Why can't they manage headgear? Do werewolves not have a head slot? I never even thought to check...
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Old December 12th, 2005, 09:18 AM
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Default Re: Giving magic items

If the two shapes share a slot, the item won't be dropped after shifting. You should simply create a new unit (or alter one) and remove all slots from its second shape, and it should work out quite well.
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