Quest to Become a Hero

[X] Find an inn to rest in tonight.

Wouldn't it be better for us to get a ranged weapon? Crossbow maybe? We will have minions to tank for us. Though I do see the value of dagger ability in addition.
 
Swordsmanship, Beginner - 80 GP per day
Dagger Use, Beginner - 75 GP per day
Spearmanship, Beginner - 100 GP per day
Axe Combat, Beginner - 80 GP per day
Brawling, Beginner - 40 GP per day
Brawling, Advanced - 100 GP per day

We wouldn't be able to train a ranged weapon with a class, at least not per last time we checked the class list.

I am hoping for magic as our ranged ability, with minions to tank and a dagger as our backup. Maybe a staff? Staffs are good wizard weapons and also honking great sticks to hit people with, I support staff use entirely.
 
So, unsurprisingly there is a combat portion which means that we should get some training and preferably experience with weapon usage prior to attempting it.

The fact that we will need to travel to a larger settlement to go beyond is something interesting to keep in mind down the line, though we'll probably be better suited to travel by then.

[X] Find an inn to rest in tonight.

Rest is pretty important

I think our next steps should probably include:
- purchasing and attending at least one combat class; probably the axe one
- levelling some of our easier skills like dodging and haggling
- getting a little real combat experience against something easy (maybe there is a quest regarding those corn monsters?)

Wouldn't it be better for us to get a ranged weapon? Crossbow maybe? We will have minions to tank for us. Though I do see the value of dagger ability in addition.

that sort of thing would probably be to expensive for us at the moment... unless we're able to make something ourselves; I suppose that a slingshot might be possible. But this path would require some kind of craft skill unless we find some other way to acquire a ranged weapon or the funds to buy one
 
Taking large bites out of it you find the three work together incredibly well, it's a savory and slightly greasy taste that you never really experienced before with a buttery aftertaste. Of course, Velvet seems to heavily enjoy it as well though you suspect she enjoys the act of eating itself rather than the food she consumes...
I'm incredibly suspicious of this description. It feels like there's a huge hint that I'm missing.

Also, I'm modifying my vote to do something about the potatoes.

[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
 
The trouble as I see it is that we've yet to really figure out what our plan is regarding combat-we have such sparse training in that field that we don't even know where to begin. As such, I'm inclined to put off that exam...I'll say about a week's worth of time tops, and developed something approaching a combat style instead of needing to rely upon Velvet for combat.

As for Velvet's trait? I'm guessing she's found a path to power through that Canibalism trait, and can focus upon it further for more power and abilities, which I think is to her what Forbidden Scholar is to us-something that adds character and avenues for advancement, without being the ONLY path she can take-there might be others, if we can figure them out and find them.
 
The problem with putting off the advancement exam for more than a day or so, as I understand it, is that we lose out on guild rank points for quests we complete, and we need to complete quests, not just train, in order to have money for food and inns.
 
Why dont we use dominate writing on some combat texts, to be clever about it and possibly get whatever hidden goal marker shes looking for?

Alternatively, can we use dominate writing to create the equivalent of magic scrolls? If so, a few fireballs wouldn't go amiss
 
If I remember rightly, we can only use dominate writing on a certain number of texts a day? We'd have to be picky about it.
 
Why dont we use dominate writing on some combat texts, to be clever about it and possibly get whatever hidden goal marker shes looking for?

Alternatively, can we use dominate writing to create the equivalent of magic scrolls? If so, a few fireballs wouldn't go amiss
The problem with putting off the advancement exam for more than a day or so, as I understand it, is that we lose out on guild rank points for quests we complete, and we need to complete quests, not just train, in order to have money for food and inns.
...Ivy's got the right idea in terms of how to maintain our guild point accumulation-we can use Dominate Writing as a 'cheat sheet' so to speak, and after it fades, use the experience of wielding it alongside further study to finish what we started.
So it sounds like our plan is to take the quest we dominate writing for this round, or at least do something with the knowledge, food and inn and whatnot, dominate combat writings, take the test, and later try and sort out what precisely we want to do with heroic legacy points, because traits is not the only thing on offer, but it's been what we've looked at each time the menu appears.
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.

I also think Ivy has a good idea, but perhaps it might be a good idea to look for a book on fitness, or body training and keep that to dominate so that we can train ourselves as well. Getting fit, learning stretches/yoga for flexibility will help us long term and also aid us when we learn combat.
 
As for Velvet's trait? I'm guessing she's found a path to power through that Canibalism trait, and can focus upon it further for more power and abilities, which I think is to her what Forbidden Scholar is to us-something that adds character and avenues for advancement, without being the ONLY path she can take-there might be others, if we can figure them out and find them.
I think that she got the Cannibalism trait upon leveling up because the MC fed her Vicious Rabbit meat. I suspect that she could get a defensive ability upon leveling up if we fed her Ironhide Boar meat and an offensive ability for Forest Bear meat, but those cost money, and it will take a while for her to level up again anyway. I think I'd prefer a defensive ability so that she can survive if she gets hit despite her Evasion skill.

If I remember rightly, we can only use dominate writing on a certain number of texts a day? We'd have to be picky about it.
We can use Dominate Writing once per day.

...Ivy's got the right idea in terms of how to maintain our guild point accumulation-we can use Dominate Writing as a 'cheat sheet' so to speak, and after it fades, use the experience of wielding it alongside further study to finish what we started.
So it sounds like our plan is to take the quest we dominate writing for this round, or at least do something with the knowledge, food and inn and whatnot, dominate combat writings, take the test, and later try and sort out what precisely we want to do with heroic legacy points, because traits is not the only thing on offer, but it's been what we've looked at each time the menu appears.
We don't have access to the Heroic Legacy points menu for about a month, though I think we should still be able to choose 1 trait and 1 ability from a limited selection upon level up.

I think that the MC should research dagger fighting styles in the morning and then copy it for Dominate Writing. If he also practices Evasion to finally get the skill, that would get him a level up and might be enough for the exam. He should pass the Advancement exam either way, but doing well on the combat exam would be a nice bonus.
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
 
Question: Why the focus on dagger styles in particular?
We did buy an axe for self-defense, unless I'm mistaken, and I see little reason to think that we can't take up that lesson. For that matter, if it's because dagger training is slightly cheaper, I'd point you towards the Beginner Brawling lessons being 40GP a day, as well as the Advanced lessons being availble already, if only because this location happens to have the skills to be a certified teacher of that course.
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, check the board for available quests and the shop for available classes.

I figure it doesn't hurt to make that part of the plan explicit, and that way we can choose our tasks tomorrow easily.

As for dagger, it's mostly a style thing. I can't see John swinging around a big axe as a high ranked hero, can you?
 
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[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, check the board for available quests and the shop for available classes.
 
Question: Why the focus on dagger styles in particular?
We did buy an axe for self-defense, unless I'm mistaken, and I see little reason to think that we can't take up that lesson. For that matter, if it's because dagger training is slightly cheaper, I'd point you towards the Beginner Brawling lessons being 40GP a day, as well as the Advanced lessons being availble already, if only because this location happens to have the skills to be a certified teacher of that course.
The issue is that we haven't really worked out what exactly John's fighting style is going to be. He's got a hand-axe, a dagger, and a shield, he's working on learning Evasion, and it might be possible for him to learn magic. That's at least 2 weapons to train, 2 defensive methods, and a potential long-range option. If he tries to train everything, he'll probably just end up with low level skills in a number of different things.

I figure that a dagger is more subtle and easier to use than a hand-axe, especially since I doubt the MC is all that strong. He might end up using both weapons eventually, but for the Advancement Exam, I see him trying to dodge attacks and stab at any openings. Stabbing with a dagger should be faster than swinging an axe, which lets him keep moving to use Evasion.

I'm trying to figure out how we should word that second subvote, specifically "the shop for available classes". All of the classes should be available for sale, but not all of them can be used right away because it depends on when the teacher has decided to offer it. Maybe we should ask the golem in the training hall which classes will be offered in the morning and then decide whether to buy any of them?
 
I've been thinking about having both the hand axe and the dagger, and I do wonder if the hand axe isn't kinda useless to us. We're not really an axe person, are we? Getting good with a dagger or some other weapon we'd use long term seems much more useful, to me, especially with the way skills work in this game. I guess my point is, we should figure out what martial build we want, rather than just buying things in the moment. The big shield plus tiny ax combo doesn't seem like we put that much thought into it, it was just what looked affordable at the time.
I originally pushed for the hand axe as a tool first and a weapon second, because all of the Wood Rank Guild weapons were garbage tier that we'd probably want to replace with a "real" weapon once we get access. We used it to make ourselves the wood club (which should be a better weapon for gathering pelts and have more reach than either the hand axe or the dagger), it probably helped John collect firewood for the campfire, and we can also make our own torches. That said, I'd prefer Axe Training (or Spear if we prefer) over Dagger Training, because it's only 5 GP more and we won't always be stuck with what we have. When we get to the point where we can buy them, a proper one-handed steel battle axe will probably be superior to a steel dagger. There's a reason they call it "knife fighting range", it doesn't really jive with a kite shield in our other hand because it doesn't have enough reach to attack while keeping our guard up, and should just be kept as a weapon of last resort unless we want to really pursue a rogue build like our Evasion instructor.

I'm not sure what we should be doing about the combat exam. It sounds like the MC can pass without it, but he'd be more valuable if he knew how to fight

Which categories matter the most varies based on the jobs and skills shown by an Adventurer, but one should keep in mind a compulsory combat test is always included. Even if an Adventurer isn't combat focused they should at least be aware of their exact ability in that area, knowing what one lacks can go a long way to helping them.

We can use Dominate Writing once per day.
Technically we can use Dominate Writing as often as we want, but we can only have one Writing "equipped" at a time at the current level, and we'd replace the old one with the new writing if we Dominated again before the 24 hour buff runs out on its own. But since we're limited by the Domination destroying the writing we use it on, it's inefficient to spam it like that.

[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
 
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As for dagger, it's mostly a style thing. I can't see John swinging around a big axe as a high ranked hero, can you?
*tilts head* I hear that, but on the flipside, I've seen nothing yet to say that magic and armor doesn't agree with each other, or that axe and shield isn't a way we can go...
Idea: We can try looking up our own powers and seeing what dominate writing would do on said (copied) text?
Actually this seems like a possible thing that might turn up something. It's easy to think it's unique to us but blessings CAN be received by regular mortals.
 
How much time do we want to spend preparing for the Advancement Exam, and are we willing to do quests to earn money even if we don't get any Advancement Points from it?

If we try to use the hand-axe during the exam, then we also need to train with the shield to go with it. A single class or Dominate Writing probably won't be enough to get the skill completely, going by past experience. At least Evasion is at 90% progress. I also see the dagger as a solid backup/last resort weapon so I'm fine with training it for the exam, even if we never go past the Beginner level. That's only one skill to use Dominate Writing for, and then we can practice it and Evasion in the morning.
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, check the board for available quests and the shop for available classes.
 
How much time do we want to spend preparing for the Advancement Exam, and are we willing to do quests to earn money even if we don't get any Advancement Points from it?

If we try to use the hand-axe during the exam, then we also need to train with the shield to go with it. A single class or Dominate Writing probably won't be enough to get the skill completely, going by past experience. At least Evasion is at 90% progress. I also see the dagger as a solid backup/last resort weapon so I'm fine with training it for the exam, even if we never go past the Beginner level. That's only one skill to use Dominate Writing for, and then we can practice it and Evasion in the morning.

I think that 2-4 days would probably be a safe bet; take the axe and shield courses (possible using dominate writing to speed up learning) and then take one or two quests that involve combat should be enough to let us to reach beginner with axe, shield and evasion. (Monstrous Corn seems like it would be aa good fit here, if such a quest is available)

Though, that's just a rough idea
 
I'm in favor of taking the advancement exam tomorrow. Taking a combat quest or two soon seems like a fine idea, but failing to pass this exam on the first round has no downside, as it's been explained, so we might as well take a shot at it. Ever upwards, right? Earning the advancement points back wouldn't be that hard, if we didn't pass on the first try.

It also occurred to me that rewards for porcelain tasks are probably higher, which would help with our cashflow problems. Not that we're in danger of starving, but there are so many things to buy and so many classes to take.... Anyway, that's part of my motivation to advance now.
 
I'm kind of worried that the MC doesn't have the strength to fight while carrying a shield and axe. The evasion instructor mentioned that he didn't have much stamina, and I can't see strength being much different.

Maybe tomorrow we train fighting with a dagger and evasion, and then take the test in the afternoon? Fail or succeed, we then try learning how to fight with the shield and hand-axe for the MC's long-term strategy (or to find out that it doesn't fit his current stats). Currently, the MC just needs to learn enough to pass the combat portion of the exam, though I don't think failing it guarantees failing the exam as a whole.

Typically Adventurers have to complete knowledge, skill, and combat exams before progressing though the Guild changes everything based on the individual. The idea behind this is that by testing multiple areas the Guild can get a complete grasp of a specific Adventurer's value rather than toss them aside for not accomplishing a specific goal.

Which categories matter the most varies based on the jobs and skills shown by an Adventurer
, but one should keep in mind a compulsory combat test is always included. Even if an Adventurer isn't combat focused they should at least be aware of their exact ability in that area, knowing what one lacks can go a long way to helping them.
I think the combat test is a way for the Guild to show the test-taker their current ability in that area, and, if the test-taker does badly, to reinforce that LEARNING HOW TO FIGHT IS IMPORTANT.
 
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