Quote:
Daynarr said:
Well, its true its not always true, but thats what I was trying to tell you. 
Quckness may as well be the reason why your mage didn't survive just as much as it can be help to get away.
Generally I have yet to see some non-pretender like mage to get away and say: "It's only because of quickness". Of course, powerful mages and pretenders can benefit from it greatly for both combat, casting and 'tactical retreats' (running away ).
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Usually that's the first spell my mage will cast if even one path of water magic. There's no certain way to ever be sure if a mage survived just because of quickness... but it does make them cast faster(better for offense), run faster(escape_bonus) and provides +3 DEF(avoid_melee). Thus there is definitely more good casting 6 spells in three rounds compared to 6 spells in 6 rounds.
