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  #1  
Old June 2nd, 2008, 05:49 PM

MaxWilson MaxWilson is offline
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Default Re: The New Hinnom Nation

It seems to me that making heavy use of blood spells in battles is just begging for an Earthquake. In my limited experience with blood magic, when the slaves take damage (e.g. from my own Soul Vortex) they stop being usable for magic and become regular mindless chaff. I guess damage counts as defilement.

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  #2  
Old June 2nd, 2008, 11:28 PM
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Lingchih Lingchih is offline
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Default Re: The New Hinnom Nation

I've seen it mentioned to take misfortune and just use your fortune tellers to balance it out.

That's fine, but then you won't get the heroes, and these heroes are something special. They are basically gods themselves. The first hero I received was easily more powerful than my SC Pretender.
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  #3  
Old June 2nd, 2008, 11:34 PM

chrispedersen chrispedersen is offline
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Default Re: The New Hinnom Nation

Yes, you will. I have taken misfortune 3, and still manage to get the heros in most of the games before turn 30.
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  #4  
Old June 3rd, 2008, 12:29 AM
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Default Re: The New Hinnom Nation

Hmm, that's odd. Base chance of a hero is 3%, minus 1 point per point of misfortune = 0% chance. I guess the figures I have seen are wrong.
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Old June 3rd, 2008, 01:03 AM

sum1lost sum1lost is offline
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Default Re: The New Hinnom Nation

Or chris could be confusing misfortune, since I almost never get more than 1 or two heros by then unless I specifically take a high luck
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Old June 3rd, 2008, 01:33 AM
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Default Re: The New Hinnom Nation

Or, even more interestingly, the fortune tellers could increase the chance of getting a hero. Now that would be intriguing.
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Old June 3rd, 2008, 01:40 AM

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Default Re: The New Hinnom Nation

Invading a high luck neighbor is just like having high luck.
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