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Old January 27th, 2011, 06:07 PM

Gaslov Gaslov is offline
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Default Noob question on quickness

I've done a search and several posts have claimed that the water blessing, quickness, which gives +50% movement points also gives an additional attack action every other turn. However, this is what the manual has to say about movement points:

Quote:

● 2 action points to one of the four adjacent squares.
● 3 action points to one of the four diagonal squares.

When units move adjacent to an enemy, they become locked in a “zone of control” which remains as long as the enemy persists.

Engaging in melee combat costs all of a unit’s action points. If this is more than the unit’s remaining points, he can still attack, but the unit’s action points next turn will be reduced.

Example: Principes of Ermor have 8 action points. During a battle, a principe moves forward two squares (4 action points) and encounters an enemy. He is able to attack that turn but it
costs him 8 action points, because that is his full allotment during a turn, and it costs all of a unit’s action points to attack. Since he had already used 4 points to move, he has -4 points at the end of the turn. At the beginning of the next turn, those negative points carry over and he
only has 4 to start the turn with. On this turn, he moves one square diagonally (3 action points) and attacks another unit. He now has -7 action points to start the following turn, and
effectively is unable to move (since moving one square costs 2 action points, and he only has one). On that turn he remains stationary, and there are no units adjacent, so he doesn’t
attack. He now starts the next turn with his full allotment of 8 action points.
So according to the manual, once a unit attacks, it automatically loses an amount of action points equal to its maximum allotment of action points for the turn (not a fixed value). Is there a special rule somewhere that states extra action points gained from abilities, blessings, or items are exempt from this and only natural action points count towards attacking?
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Old January 27th, 2011, 06:13 PM

iRFNA iRFNA is offline
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Default Re: Noob question on quickness

Something like that, although I've noticed that boots of long strides or haste (the spell), while letting units move further each turn, won't add to their attacks. Obvious for the boots, but not for haste.
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Old January 27th, 2011, 06:28 PM
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brxbrx brxbrx is offline
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Default Re: Noob question on quickness

what about 'running'? that's the effect given for those boots. what does that mean? what's the point of longstrider boots?
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Old January 27th, 2011, 07:07 PM

iRFNA iRFNA is offline
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Default Re: Noob question on quickness

Well, it appears to double the distance they can move in battle, but no effect on map move. Although it's tough to come up with a reason to use those boots instead of birch boots (if you have the token 2 construction), one use I found for them is getting flanking thugs behind enemy lines faster when I had no option for flight. Assuming the thugs are with an army, of course. That actually was quite useful in some limited circumstances.
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Old January 30th, 2011, 09:27 PM
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Taqwus Taqwus is offline
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Default Re: Noob question on quickness

Quote:
Originally Posted by Gaslov View Post
So according to the manual, once a unit attacks, it automatically loses an amount of action points equal to its maximum allotment of action points for the turn (not a fixed value). Is there a special rule somewhere that states extra action points gained from abilities, blessings, or items are exempt from this and only natural action points count towards attacking?
That's "chance of an additional action round", not "chance of extra action points in the same round".
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