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				March 26th, 2007, 03:26 PM
			
			
			
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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!
 
				__________________Vi skal kjempe for vare Enemerker...
 
 We shall fight for our domains
 
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				March 26th, 2007, 04:01 PM
			
			
			
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 Major General |  | 
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				 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
 
				__________________Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
 Quick Ben - "lol pwned"
 
 ["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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				March 26th, 2007, 04:09 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Newbie question regarding high water bless 
 
	Quote: 
	
		| Managarm said: 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!
 
 |  Blessing quickness is different from spell quickness. Only quickness from a spell (or item) gives the +3 att/def. If you put a water mage near your sacreds, scripted to cast quickness or quickening (not quicken self), your sacreds will have both for LOTS of attacks.
 
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.
			
			
			
			
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				March 26th, 2007, 05:15 PM
			
			
			
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				 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!!
 
				__________________Vi skal kjempe for vare Enemerker...
 
 We shall fight for our domains
 
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				March 26th, 2007, 06:48 PM
			
			
			
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 Lieutenant General |  | 
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				 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. 
				__________________"War is an art and as such is not susceptible of explanation by fixed formula."
 - General George Patton Jr.
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				March 27th, 2007, 02:23 AM
			
			
			
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 National Security Advisor |  | 
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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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				March 27th, 2007, 08:24 AM
			
			
			
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 Second Lieutenant |  | 
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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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