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Newbie question regarding high water bless
Hello,
I'm quite new to this amazing game, and after reading several posts I'm still a little bit confused with the Quickness thing granted by a high watery bless... According to what I have read so far is that a W9 Bless confers 50% Quickness that means an extra action (attack) every two combat rounds plus extended AP. But what about the "Also gains Att +3, Def +3" bonus that the Quicken Self spell grants? On top of that, what will happen if I choose the ultimate W10 Bless?? Will my sacred armies receive a 100% Quickness bonus (double attack rate, Att +3, Def +3, extended AP)? Thanks! |
Re: Newbie question regarding high water bless
W9 bless does not grant Att+3 or any bonus to defense beyond the +4/5 associated with W9. I don't know what would happen if you cast Quickness on someone who already had a water bless, but I can imagine that it might stack. I had a Disir prophet who got Heroic Quickness a while back and ended up with 150+ AP, so I wouldn't be surprised to learn that the Quickness spell is also separate from the W9 Quickness blessing.
-Max |
Re: Newbie question regarding high water bless
Quote:
Pretender magic skill 10 never affects the cool blessing you get at skill 9. But the other effect of a water blessing, the defence boost, changes from 4 to 5 when you go from water 9 to 10. |
Re: Newbie question regarding high water bless
Thank you guys, now the Quickness issue is crystal clear to me
Wow, definetively I'll give a try to Quickness (spell) + W9 bless!! |
Re: Newbie question regarding high water bless
I had a bane lord with boots quickness that got quickness as a heroic ability. It looks like he is getting 3 attacks per turn with sword, but only 1 with spirit helmet.
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Re: Newbie question regarding high water bless
Items that autocast spells work only once per combat round. They act as separate entities and are not affected by the wielder's action points.
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Re: Newbie question regarding high water bless
Note however that (maybe a bug), casting spells from items (not autocast), can be affected by quickness :
Take a nation with recruitable assassins, and a W9 blessing Forge a shroud of the sacred saint for your assassin, and a skull charm (S1 and D1 needed) Your assassin is blessed (and the +4 def is good), start with a longdead, and can summon 1.5 longded each turn, for only 5 fatigue (add a reinvigoration item , such as boots of the messenger) Of course, the same assassin without the W9 blessing would still be very effective (assassin that summons anything always are), but the added punch of having a second longded is other turn can make the difference versus some powerful opponents. |
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