I do think we probably grab Hamr 8 before shooting for Hugr 10 (it's cheaper and very good in its own right), but Hugr 10 is definitely next on the agenda after that.
 
Or spatial. But one of those, yeah. Which is as scary as the rest of him.

My theory is that he's able to play around with cause-and-effect to tweak the exact timing. Instead of full skewer -> eat the meat -> empty skewer, he brings the effect (empty skewer) back before the cause (eating). In the fight he was coming down from a leap despite not having gone up. Presumably he proceeded to jump into the air afterwards, or even significantly beforehand.
 
My theory is that he's able to play around with cause-and-effect to tweak the exact timing. Instead of full skewer -> eat the meat -> empty skewer, he brings the effect (empty skewer) back before the cause (eating). In the fight he was coming down from a leap despite not having gone up. Presumably he proceeded to jump into the air afterwards, or even significantly beforehand.

That's also plausible, yeah. Scary shit any way you look at it.
 
I'm a little worried about JHWH getting a kill on us through temple spam. I really wish we hadn't taken Turmoil 3, things would be going a lot smoother if we didn't have to worry so much about unrest.


I think the combination of mana scales with a native culture that not only disdains magical research, but thinks most of the best effects are nigh on sacrilegious, was the real killer in the build.

What a laugh! We gained points in Turmoil and put them in mana scales… but can barely use the high end magic, let alone build a functional lab.

Told you all it was a bad idea. Should've stuck with what we were good at; taken Drain instead of Turmoil and invested into Growth to maximise troop rushing and a spot of Thuggery. Maybe if we lived longer too, we'd have actual hero units that don't stop dead in a dozen turns.

Now here we are….. unable to overcome basic ass Christain thugs, about to be temple checked to death.

Bloody Hel.

(/s)

Edit: Finally catches up

As a result, over half the population of the once prosperous kingdom of Geirstadt filled shallow graves.

> Over half a peoples dead as collateral damage.
Sweet Christ.
 
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I think the combination of mana scales with a native culture that not only disdains magical research, but thinks most of the best effects are nigh on sacrilegious, was the real killer in the build.

What a laugh! We gained points in Turmoil and put them in mana scales… but can barely use the high end magic, let alone build a functional lab.

Told you all it was a bad idea. Should've stuck with what we were good at; taken Drain instead of Turmoil and invested into Growth to maximise troop rushing and a spot of Thuggery. Maybe if we lived longer too, we'd have actual hero units that don't stop dead in a dozen turns.

Now here we are….. unable to overcome basic ass Christain thugs, about to be temple checked to death.

Bloody Hel.
Uh... are you guys transitioning seamlessly into some kind of weird negaverse quest? Or am I just deeply confused about what you're talking about.
 
Uh... are you guys transitioning seamlessly into some kind of weird negaverse quest? Or am I just deeply confused about what you're talking about.

We're referencing Dominions 5, an incredibly creative high fantasy grand strategy game where you play as a Pretender who's just enthralled an existent culture. As the previous Over-Deity is dead, you're now on a race with other Pretenders to seize and consecrate the sacred places of the world, be it through mortal strength or by rediscovering apocalyptic magics (unless it's a small map, it's probably the latter).

Once you do so (and hopefully it's you), your Pretender ascends beyond fantastical sorcerous power and into true divinity, subjugating or casting down all others and beginning an eon of uncontested celestial domination… until, eventually, the same fate comes over you as the previous Over-Deity.

A strange ennui overtakes you; you lose all interest in the world that is, instead strangely fascinated by the siren song of distant stars. You grow more and more passive, until, eventually, you disappear entirely, banished to places unknown. Once loyal vassals, new children, ancient enemies locked away- all realise your absence, and the ultimate prize now freely at hand.

And so the cycle begins once more.
 
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Note that when we say 'apocalyptic magic' we mean shit like permanently blotting out the sun, cursing every living creature on the planet to age at 100x speed, corrupting magic itself so that anyone who uses anything except blood magic will draw the attention of interdimensional Horrors and be torn asunder...

It's a miracle anyone survives at all really.
 
Thankfully, these can all be dispelled, so you can replace them with your global spells instead (like banishing the concept of night, weakening the barrier between the real and the underworld, summoning a never ending winter….)

I guess you could also do so out of the kindness of your heart and empathy for your cultists, but for some reason I've never seen that occur.
 
Hm... sad on the Stgr talk.... But at least, none of our crew forced people to do anything.

[X] You do, yes

Gotta fish out his secret before he gets away :V
 
Hm...

Hey Blackhand, do you remember if Puncture works on Steelfathers? Not that Corpsemaker wouldn't kick my ass even if it does, I'm just curious.
 
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