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  #1  
Old December 25th, 2003, 08:46 PM
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Vger Vger is offline
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Default 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.


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  #2  
Old December 25th, 2003, 09:50 PM
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Default 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).
Actually +4 to Defense as Vger notes Good breakdown on why to grab spheres though, thanks.

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  #3  
Old December 26th, 2003, 03:13 AM

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Default 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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  #4  
Old December 26th, 2003, 06:22 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: 4\'s, 9\'s and blessings

Quote:
Originally posted by void:
Bless Effects
(From Dominionsx)

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%)
This bit is wrong. Not sure the exact details but its significantly better at high levels than shown here.

A couple of example of Bless stratagies are, first and foremost, Jotuns Niefelheim theme Niefel Giants with Nature9/earth/9 and also the Machaka with fire9/nature9 using the sacred spiders. Both approaches basically forgo the mass of the normal troops and build armies centered on blessed uber units. The most successful of the sacrd can be turned into commanders as the game goes on.

There is a whole range of bless races (such as C'ts "Dancers of Death" with water9, Vanheim, Tuatha) which adjust their play significantly to make the best advantage of bless effects and their sacred troops. These races are not made drastically different by the bless approach adopted in the way the Niefelheim and Machaka get defined by their bless effects on their sacred troops.

One interesting bless effects strategy that has so far only been discussed in theory is death9 and turning all your mages into undead. This comb's very nicely with some of the big nasty black enchantments.

For more on bless and its uses do searches on "Dancers of Death" "Niefel Giants" "Bless effects" and so on as there are a number of previous threads on the topic.

cheers

Keir
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Old December 26th, 2003, 06:44 AM
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Saber Cherry Saber Cherry is offline
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Default Re: 4\'s, 9\'s and blessings

Yeah, it goes up 10% per level, so at level 10 (80%) it is incredibly good... if you have mainly holy troops and archers
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