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January 18th, 2007, 03:52 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Exact bless effects?
I tried to find a clear description of the (high-level) Blessing effects, but even on the Strategywiki, I didn't find a description of what some of them do...
Air 9: shock resistance, OK, no problem here
Astral 9: there's a spell by that name (manual p230), OK
Blood 9: "Death Curse"? didn't find an entry in the manual for it
Death 9: "Death Weapons"? Strategy wiki says this is 2 Armor Negating damage, with MR? is this in addition to normal damage, or does it make the weapon's damage Armor negating?
Earth 9: Protection +4, OK, that's clear
Fire 9: "Flaming Weapons"? Manual says "Flaming Arrows" is another damage roll at 8 AP; Strategywiki says 6 AP. Who's right?
Nature 9: Berserk 2, OK
Water 9: Quickness, OK
Can anybody fill me in as to the exact description of Blood/Death/Fire 9 bless effects?
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January 18th, 2007, 04:34 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Exact bless effects?
Death Curse affects those who kill the blessed unit. Wouldn't surprise me if it's Curse (MR negates) + Horror Mark (MR negates easily), because somebody reported seeing neither, either or both effects with Curse apparently more common.
Death Weapons = 2AN (MR negates). It's extra damage, just like F9 -- it doesn't make the entire damage AN+MR. 2AN ain't huge, but factor in the affliction bonus and they make good cripplers.
(It would be REALLY annoying to be using SCs vs B9D9 Flags, but I doubt that's sufficient reason to use THAT blessing...)
Earth blessing affects armor. No armor, no bonus.
F9 -- should be flaming weapons. 6AP sounds right -- think it should say in-game, actually...
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January 18th, 2007, 04:35 PM
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General
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Join Date: Apr 2005
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Re: Exact bless effects?
Blood 9: Chance (MR resisted) of cursing the whoever kills the blessed unit. Not very useful.
Death 9: It's an extra 2AN damage.
Earth 9: Not quite so clear. It's actually +4 to Armor, not natural armor. Only applies if armor is worn and may be less if the unit has more natural armor or if no helmet is worn. Also abusable using trinkets with armor value.
Fire 9: I think it was 8 in Dom2 and 6 now. Not sure. Don't have the game in front of me.
Generally considered the best, with Water a close second.
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January 18th, 2007, 04:38 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
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Re: Exact bless effects?
Sorry if strategywiki is not up to date, maybe it could use an update.
here are my guesses:
Blood 9: I think the unit who kill a B9-blessed unit gets cursed.
Death 9: As far as i know, additional +2 AN damage, don't know about MR check.
Earth 9: according to this forum, it is +4 armor protection, so only units with armor get benefits (+ 4 for each armor part?)
Fire 9: 6 AP damage (i think additional to the normal weapon damage). Flaming Arrows is a spell and must be cast by a fire mage. Flaming arrows has nothing to do with flaming weapons.... flaming weapons is only valid for meele weapons.
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January 18th, 2007, 07:40 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Exact bless effects?
Quote:
PhilD said:
Water 9: Quickness, OK
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Note that it's only 50% quickness, the unit will act again every other turn. At least on average. Doesn't give the +3 att/def that quickness spells/item gives.
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January 19th, 2007, 02:58 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Exact bless effects?
Also note that the W9 blessing is still not accumulative with the quickness spells (although the Def bonus is.)
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January 19th, 2007, 03:55 PM
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General
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Join Date: Oct 2006
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Re: Exact bless effects?
So, is it advantageous or superfluous to give a water9-bless unit say boots of quickness?
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January 19th, 2007, 04:12 PM
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Major General
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Join Date: Feb 2005
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Re: Exact bless effects?
W9 Bless - +4 Def, +50% AP
Boots - +3 Att, +3 Def, +100% AP
Both - +3 Att, +7 Def, +100% AP
I'd say - if you're able to get boots, it's superfluous to get the blessing, rather than the other way 'round.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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January 19th, 2007, 04:47 PM
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Sergeant
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Join Date: Oct 2004
Location: meredith, nh
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Re: Exact bless effects?
Quote:
Horst F. JENS said:
.... flaming weapons is only valid for meele weapons.
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Sacred archers' arrows become flaming weapons when blessed.
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January 19th, 2007, 04:58 PM
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General
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Join Date: Apr 2005
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Re: Exact bless effects?
They do? They don't have the flaming arrow effect. And I didn't notice extra damage or anyone catching fire.
Unless it changed in one of the patches. I don't think I've used sacred archers since.
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