The soul contract is worth it's cost as long as you manage to keep the person holding it alive for longer than 11 turns. After 12 turns, it's the equivalent of having an income of 7 blood slaves per turn.
Originally posted by Graeme Dice: The soul contract is worth it's cost as long as you manage to keep the person holding it alive for longer than 11 turns.
Hah! It's cursed - meaning very likely to be picked up. You don't even have to keep the commander alive, just keep him near other cheap commanders waiting to scavenge his corpse=)
Quote:
Originally posted by Graeme Dice: After 12 turns, it's the equivalent of having an income of 7 blood slaves per turn.
As well as an expensive fire+blood mage doing a monthly ritual.
In essence, it is possibly the most useful aspect of blood.
And that's just at basic cost. With a dwarven hammer and Forge of the Ancients up, making one of those babies a turn is very practical, and they 'pay off' in four turns.
Never let a blood mage cast Forge of the Ancients. Unless it's for you, of course.
[ January 30, 2004, 19:48: Message edited by: Bowlingballhead ]
Originally posted by Saber Cherry: Hah! It's cursed - meaning very likely to be picked up. You don't even have to keep the commander alive, just keep him near other cheap commanders waiting to scavenge his corpse=)
attacked by a horror...a "cheap commander" 90% get killed ,scavenger works in battle only
Quote:
Originally posted by Bowlingballhead
:
Never let a blood mage cast Forge of the Ancients. Unless it's for you, of course.
I always try to dispel FotA asap, no matter who cast it..it's a most dangerous-RED GE.
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