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atreya33
2 years agoSeasoned Ace
"Simmerville;c-18275164" wrote:"SERVERFRA;c-18273833" wrote:
If you really like Moonwood Mill, it can be possible to play it without Werewolves. Also, I've actually learned not to long ago, that if you temperary make a Super Werewolf (that's a Werewolf with most of the powers), that sim can actually defeat permanently Greg. As for the Moonwood Townies, I'm not sure.
On another note, I do recommend the following woodsy Worlds that aren't locked with the Wolfies.
They are:
Henford (Cottage Living)
Glimmerbrook (Realm of Magic)
Thanks. I don't plan to ignore the werewolves totally. I might not play them actively, but it will be cool seeing them as a danger in this world. I will send sims there to camp, and hoping it will be a creepy vacation :)
I have also considered Magic Realm, but werewolves seem less annoying when not being played.
Do anyone know if there is a lifeline system for werewolves, as there is for spellcasters?
Sending sims to camp in moonwood mill sounds like a good idea for a story line. I think my next werewolf might get lycanthropy after a camping trip to moonwood mill.
I am not entirely sure what you mean with a lifeline system? Are you talking about the magical bloodline traits? Werewolf offspring can inherit one of two possible traits, or none.
- greater bloodwolf trait: increases werewolf xp gain
- dormant wolf : these sims are not werewolves themselves but are supposed to be less frightened by them. You can awaken the dormant wolf inside them and turn them into a werewolf without being bitten.
Spoiler
They have to swim in the lake lunvik in moonwood mill at full moon.
Unlike the magic bloodline trait, the werewolf traits are random. They don't increase in strength through the generations.
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