was odr cultivation passive or did you have to actively cultivate it?
Its actively cultivated, doing it is just offscreen.was odr cultivation passive or did you have to actively cultivate it?
Interesting.IF did also note on Discord that we could spend an action doing it even more and get the standard per turn amount per action spent. We probably don't need to do that for a bit, but maybe once we've got all our Infusions at 7 and are aiming for 8s we can think about doing it a little.
Interesting.
In emergencies we'll be able to burn AP for Odr to invest into Soulscape farming.
You need to weave your Aspects together, so it's fairly active.
If I remember correctly, what the weave does is open the gate in your soul, and what comes from the other side is Odr. Is that right? The weave itself doesn't make odr.
It's easy to forget about the first landmine in Odr cultivation. Just I keep wanting to drop vague hints to the secret but not enough to trigger disclosure. But if we do that then people might hit that first landmine.
The hints I would like to drop if that wasn't an issue are roughly, "I have a secret that helps make me stronger," and, "A lot of Steelfathers know how to weave, funny that," started thinking about that because I started thinking about Steinar and Hallr and what to tell him.
The weave opens the door and ??? (my assumtpion: filter & personalize) the incoming Odr.If I remember correctly, what the weave does is open the gate in your soul, and what comes from the other side is Odr. Is that right? The weave itself doesn't make odr.
The weave opens the door and ??? (my assumtpion: filter & personalize) the incoming Odr.
??? Has a limit on how much of it you can do (the reason for the aspectsize -> Odr conversion ratio) at once, if you go over that it is dangerous (my assumption: it can't personalize Odr anymore -> wild Odr enters the cultivators Soul -> boom)
Hot gossip from discord curtesy of IF
Steel is Steel.
What Steel does cannot be undone.
If someone were to key your car's door with Steel, you'd have to replace the whole door.
That's the lowercase c curse of Steel.
Which means that suit of steel plate armor might be on the table
but a wound from a steel sword can heal, no? like, is Abjorn just leaving a trail of never healing wounds as he battles? even if he doesn't kill?
about that, is there a chance improving our needlework might help improve our Odr income?Per IF on Discord the big limiter is that the Aspects all being weaved together both open the Gate and start dissolving themselves...our Odr income is how much we can take in during the amount of time before they dissolve and the Gate shuts (hence bigger Aspects meaning more Odr). Personalization is also plausible, but not a sure thing by any means.
Someone else asked this question and the answer from IF wasbut a wound from a steel sword can heal, no? like, is Abjorn just leaving a trail of never healing wounds as he battles? even if he doesn't kill?
but a wound from a steel sword can heal, no? like, is Abjorn just leaving a trail of never healing wounds as he battles? even if he doesn't kill?
about that, is there a chance improving our needlework might help improve our Odr income?
and perhaps weaving the aspects in a certain pattern yield special results? though that research should probably wait for realm 2.
is there a limit to the amount of Odr we can add, aside from the breakthrough amount? if not, it might be useful to burn AP for Odr to stock up before big projects, harsh challenges, and especially tough wars and adventures. having a heavy tank of Odr to use for boosts might prove incredibly helpful.
of course, but aside from that no cap right? meaning once we hit realm 2, we can (if really needed) charge up to 242 (going with your guess) before a tough adventure to get a massive tank. assuming we don't change the formula on realm 2, we can theoretically cultivate this much Odr in 2 turns of burrning all our AP. and thats a monstrous amount to burn on stuff. of course, burning all AP for 2/3 of a season is a heavy cost, so its something better reserved for emergencies, but its still very good to have when the need arisesThere is a cap, yes. For Realm 1, hitting 81 makes you hit Realm 2 (whether you are ready or not). We don't know what it is for Realm 2, though it's likely higher...I'd guess 243 to be safe, though it could be much higher than that.
of course, but aside from that no cap right? meaning once we hit realm 2, we can (if really needed) charge up to 242 (going with your guess) before a tough adventure to get a massive tank. assuming we don't change the formula on realm 2, we can theoretically cultivate this much Odr in 2 turns of burrning all our AP. and thats a monstrous amount to burn on stuff. of course, burning all AP for 2/3 of a season is a heavy cost, so its something better reserved for emergencies, but its still very good to have when the need arises
if we dedicate 2 turns right before or during the war for it, for example, that can be very, very powerful
We should definitely fuck around with combining needlework and cultivation in various weird ways. Given the fairly clear hints we've gotten, there's likely something important there.
I'm kind of stumped at what the specific secret is here, partly because I skimmed the bits of the Quest where we invented Fasts and Pockets. But if we try a bunch of weird and wacky stuff, then law of averages is that we might stumble over something useful by accident.