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December 25th, 2003, 07:19 PM
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Corporal
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Location: Atlanta
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4\'s, 9\'s and blessings
Ok, I've been reading some of the strategies posted here for creating pretenders and I have a couple of questions.
Why do people value "4's and 9's" so much? I figure the 9's part is because that is the max for magic, but what about the 4's? What do you get at level 4 that other levels don't? And why does this seem to be such a popular combination?
Also, what does any of that have to do with blessing? To be honest, I don't really understand blessing or what it does. I just saw so many people posting about it that I set my priests to do it. I read the description in the manual and still don't really get it. "Your troops receive additional powers if your god is powerful enough to claim a divine title"? What does that mean?
And should you bless every round? Are they cumulative? I tried checking the manual and Sabers' newbie guide to no avail.
Darryl
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December 25th, 2003, 07:44 PM
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Corporal
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Re: 4\'s, 9\'s and blessings
sacred troops get increased stats with each lvl of belief in your providences.
althought most of the sacred troops are a pain in the *** to build i think, the bless effect isn't worth it.
I'd rather just summon some monsters instead
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December 25th, 2003, 07:52 PM
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Shrapnel Fanatic
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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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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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December 25th, 2003, 08:46 PM
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Corporal
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Re: 4\'s, 9\'s and blessings
Hello,
Also, the base bless effect you get for having 4 in that magic school rise by an amount for every 2 more picks. (The bless effects are listed in the manual.) So, for example, you get +4 to your magic resistance for your sacreds if your pretender has 8-9 astral. You'd get +5 at 10 astral.
Vaya con Vastness,
V'ger gone
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December 25th, 2003, 09:50 PM
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Corporal
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Re: 4\'s, 9\'s and blessings
Quote:
Originally posted by Gandalf Parker:
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).
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Actually +4 to Defense as Vger notes Good breakdown on why to grab spheres though, thanks.
~Aldin
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That dares not put it to the touch To gain or lose it all
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December 26th, 2003, 03:13 AM
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Corporal
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Re: 4\'s, 9\'s and blessings
Bless Effects
(From Dominionsx)
None - Morale +3
Fire 4 - Attack Skill +2
Fire 6 - Attack Skill +3
Fire 8 - Attack Skill +4
Fire 9 - Flaming Weapons
Fire 10 - Attack Skill +5
Air 4 - Air Shield (20%)
Air 5 - Air Shield (25%)
Air 6 - Air Shield (30%)
Air 7 - Air Shield (35%)
Air 8 - Air Shield (40%)
Air 9 - Shock resistance (75%)
Air 10 - Air Shield (45%)
Water 4 - Defense Skill +2
Water 6 - Defense Skill +3
Water 8 - Defense Skill +4
Water 9 - Quickness (50%)
Water 10 - Defense Skill +5
Earth 4 - Reinvigoration 2
Earth 6 - Reinvigoration 3
Earth 8 - Reinvigoration 4
Earth 9 - Armor value +4
Earth 10 - Reinvigoration 5
Astral 4 - Magic Resistance +1 (Max 18)
Astral 6 - Magic Resistance +2
Astral 8 - Magic Resistance +3
Astral 9 - Twist Fate (protection from first hit)
Astral 10 - Magic Resistance +4
Death 4 - Lesser Fear
Death 6 - Lesser Fear
Death 8 - Lesser Fear
Death 9 - Life after Death, Fear (Undead beings only)
Death 10 - Lesser Fear
Nature 4 - Berserk +1
Nature 6 - Berserk +2
Nature 8 - Berserk +3
Nature 9 - Regeneration, Poison Resistance (50%)
Nature 10 - Berserk +4
Blood 4 - Strength +2
Blood 6 - Strength +3
Blood 8 - Strength +4
Blood 9 - Death Curse
Blood 10 - Strength +5
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