Re: 4\'s, 9\'s and blessings
There are certain benefits for blessings AND then there are bonuses for the types of magic that your pretender starts out with. For example, if he starts out with 4 in water then the "blessings" of that god also grants a +2 to the defense of blessable units (the ones with the candles in their description). If that god started with 9 in water then blessable units get +2 to their defense AND a quickness boost of 50% (usually an extra attack every other round).
Each magic has different bonuses at 4 and 9. By careful consideration of what blessable units you have and where they can stand some boosting you can come up with a very useful tactic. So far I dont think anyone has made it a winning strategy, just a useful tactic.
There is also a "shroud" you can make which will make any commander blessed all the time even if he cant normally be blessed.
So for magic choices on gods its "what would be useful but my mages dont already have it", 1 in a magic to make a few useful items, 2 is good for searching, 3 is better for searching and can usually make items later that can add another magic point to mages (doesnt count toward blessings), 4 for bless bonuses, 5 and 6 for many useful summons, 9 for super blessings. IMHO
[ December 25, 2003, 17:53: Message edited by: Gandalf Parker ]
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