There are 100% specail ultra-powerful techniques that are entirely game changing, and we've gained several in just the last few turns. The thing is that those techniques aren't actually Tricks. Tricks can be additive so something like Slipstream which jacks up our speed might be transformative when combined with our existing combat Tricks due to synergy, but there isn't 'Kindle Spinner, but better'. That's...not how that works.

Secret techniques fall into a few categories:

1. Attribute Enhancements: Alloys and Shapeshifting are both deeply transformative, as was getting our Fylgja to 4 and making it a Wizard Owl. We've been promised the ability to much more freely shuffle our shapeshifting at higher Hamr (probably 10+) as well, and that would be absurd, and I assume getting the other stats to 10 would likewise get broken quick. Getting stats to 4, 7, and 10 is super meaningful and provides transformative abilities that radically change the nature of combat and how things work.

2. Twists. Look at our Twist list, all of those are utterly transformative abilities that have profoundly effected our progression and abilities in deep and meaningful ways. Punching Up has been a huge part of almost every fight we've been in for quite a while now, Hidden In Rags is profoundly good within its area, and Puncture just cancels a major part of people's defensive arsenals. Steinarr's final attack was also a Twist, for a more high end example.

I'm not saying there aren't super powerful techniques, exactly, I'm saying that's not what Tricks are or what they do. Not usually, anyway.

Aha, fair enough, that makes sense. It may be that what I'm talking about here is actually a Twist or something. There's a lot of Proper Nouns to keep track of. 😅

Actually if it's alright, would you mind explaining how Alloys work? I noticed it when reading through, but was a bit unsure. Is it just reffering to the creation of literal metal alloys like the storm-infused iron we used when reforging Sagaseeker, or is it more of a term of art referring to cultivator stuff?

Also in terms of Tricks, can we merge a Trick with an existing merged Trick? I'm wondering if we found a way to meld Flashfire Cleave and Firebomb-Strike, we would keep the defence penetration, but also hit much harder. Probably expensive, but we have quite a lot of Orthstirr, and ending fights a round sooner seems like it actually saves more in the long run. Or going back to what you said about versatility, is this a case where Firebomb-Strike using our Puncture Twist would mechanically actually perform better?
 
I'm surprised the Priest counted as twice as strong as us tbh. He was strong, yes. Stronger than us for sure. But I don't think he was that much stronger than us.

Actually if it's alright, would you mind explaining how Alloys work? I noticed it when reading through, but was a bit unsure. Is it just reffering to the creation of literal metal alloys like the storm-infused iron we used when reforging Sagaseeker, or is it more of a term of art referring to cultivator stuff?



Also in terms of Tricks, can we merge a Trick with an existing merged Trick? I'm wondering if we found a way to meld Flashfire Cleave and Firebomb-Strike, we would keep the defence penetration, but also hit much harder. Probably expensive, but we have quite a lot of Orthstirr, and ending fights a round sooner seems like it actually saves more in the long run. Or going back to what you said about versatility, is this a case where Firebomb-Strike using our Puncture Twist would mechanically actually perform better?

Alloys are what we unlocked at Hugr 7. It allows us to combine the hugareida we have to make a new one. For example, we're currently Alloying Ignition and Gale to make Emberwind. We can stop Alloying hugareida whenever we want, too, meaning we can pick and choose which Alloys we want to use, but the downside is we have a limited amount of Alloy slots.
 
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I suspect the benefits are 'lesser' than getting the stat to 7. I would say likely 'half' to 'third' as good, given how Odr enhanced them.

There might have been benefits for hitting 4, too. Hugr and Hamr both gave benefits for hitting 4 (extra Shapeshift/Alloy slot), but we didn't know until we hit 7, which is interesting in of itself.

Farmwork is only of those skills we will want to push to a high level of skill, for Cultivation Reasons. Ditto Housecraft.

True on the level 4 thing, but we don't know that happened and thus don't know they'll grant something at 7. They may or may not.

And we want higher skills in those than we have now, anyway, yeah. I dunno if we go all the way to 7 with Farmwork, though maybe in the very long run.

Aha, fair enough, that makes sense. It may be that what I'm talking about here is actually a Twist or something. There's a lot of Proper Nouns to keep track of. 😅

Totally fair. There's definitely some overlap, but the thing to bear in mind is that Twists are more narrative in what they do (they are literally 'twists in the narrative'), and harder to get by a lot (you can't train them by default), and thus usually more powerful.

Actually if it's alright, would you mind explaining how Alloys work? I noticed it when reading through, but was a bit unsure. Is it just reffering to the creation of literal metal alloys like the storm-infused iron we used when reforging Sagaseeker, or is it more of a term of art referring to cultivator stuff?

Sure. When we hit Hugr 7 we gained the ability to Alloy together two of our existing Hugareida and make a new one. We smushed Campfire and Ignition together and got Forgefire, for instance (we also got Emberwind by using Ignition and Gale). We can use these just like normal Hugareida as long as we have them and have 3 'Alloy Slots' we can keep them in (1 from Hugr 4, 1 from Hugr 7, 1 from Infused Hugr 3), but we can't use them if they aren't in a slot, and their level is determined by the Hugareida we used to make them and can't advance in its own right separate from that.

These Alloyed hugareida aren't more powerful, but it makes us a lot more versatile and lets us do some cool stuff. When talking Alloy with a capital A we're generally talking about these rather than actual alloys of metal.

Also in terms of Tricks, can we merge a Trick with an existing merged Trick? I'm wondering if we found a way to meld Flashfire Cleave and Firebomb-Strike, we would keep the defence penetration, but also hit much harder. Probably expensive, but we have quite a lot of Orthstirr, and ending fights a round sooner seems like it actually saves more in the long run. Or going back to what you said about versatility, is this a case where Firebomb-Strike using our Puncture Twist would mechanically actually perform better?

Maybe? Like, Leaping Cleave is already 'Flashfire Cleave but hits harder' it just has the downside of leaving us defensively open when we use it. Combining stuff is weird, though...I don't think any of us expected Flashfire Cleave to be weaker on damage than its parent Trick. So assuming what we get when we combine things is just that, an assumption.

And Puncture, Firebomb Strike, and our Cleave Tricks deal with different types of defenses:

Leaping Cleave and Flashfire Cleave break shields and do extra damage to armor, so they have bonuses to getting through 'passive' defenses.
Firebomb Strike, meanwhile, does nothing special against stuff like that, but counts as an AoE in terms of being dodged, which makes specific kinds of dodges not work well.
Puncture, on the third hand, does nothing for any rolled defense and doesn't help with armor, it just prevents Perfect Defenses (things where the enemy spends Orthstirr and auto-defends) from working.

I'm surprised the Priest counted as twice as strong as us tbh. He was strong, yes. Stronger than us for sure. But I don't think he was that much stronger than us.

Oh, he 100% was. We killed him by basically cheating (well, tactically outmaneuvering him, anyway), but he had so many heavy advantages over us it's not even funny. Like, for comparison, he was at a higher cultivation level than Gabriel is even now, by a lot. Sure, he was less combat oriented, but still.
 
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'Hey Blackhand, is there a way to make our Kindle-Spinner do more damage? You mentioned it was a staple of your build.'
 
Alloys are what we unlocked at Hugr 7. It allows us to combine the hugareida we have to make a new one. For example, we're currently Alloying Ignition and Gale to make Emberwind. We can stop Alloying hugareida whenever we want, too, meaning we can pick and choose which Alloys we want to use, but the downside is we have a limited amount of Alloy slots.

Aha! And a Hugareida is essentially a "family" of Tricks, right? The cooler ones of which have to be unlocked by getting Muna from significant experiences, like how we got Standstill/Ignition?

It feels like what I was kind of grasping towards before was saying it would be cool to try and develop our own distinctive Hugareida, not a new Trick, then. Since different Hugareida seem to have qualitative differences between then, whilst Tricks within a single Hugareida are more about applying the same core concept in different and increasingly practiced ways, as XI was explaining earlier.

Maybe? Like, Leaping Cleave is already 'Flashfire Cleave but hits harder' it just has the downside of leaving us defensively open when we use it. Combining stuff is weird, though...I don't think any of us expected Flashfire Cleave to be weaker on damage than its parent Trick. So assuming what we get when we combine things is just that, an assumption.

And Puncture, Firebomb Strike, and our Cleave Tricks deal with different types of defenses:

Leaping Cleave and Flashfire Cleave break shields and do extra damage to armor, so they have bonuses to getting through 'passive' defenses.
Firebomb Strike, meanwhile, does nothing special against stuff like that, but counts as an AoE in terms of being dodged, which makes specific kinds of dodges not work well.
Puncture, on the third hand, does nothing for any rolled defense and doesn't help with armor, it just prevents Perfect Defenses (things where the enemy spends Orthstirr and auto-defends) from working.

*nods*

So experimenting with Trick hybridisation is a bit of a crapshoot, but it might be worth it to try and develop a very powerful attack which penetrates defences and does AOE? But we can't actually be sure without giving it a try. Are the actual damage numbers for different Tricks listed anywhere, btw?

EDIT: Does Alloying mean we actually lose access to the old Tricks, or do we gain the Alloyed Hugareida in addition to the old ones? Thanks for taking the time to explain!
 
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Aha! And a Hugareida is essentially a "family" of Tricks, right? The cooler ones of which have to be unlocked by getting Muna from significant experiences, like how we got Standstill/Ignition?

It feels like what I was kind of grasping towards before was saying it would be cool to try and develop our own distinctive Hugareida, not a new Trick, then. Since different Hugareida seem to have qualitative differences between then, whilst Tricks within a single Hugareida are more about applying the same core concept in different and increasingly practiced ways, as XI was explaining earlier.

I mean, yeah, that explanation works. If I were to describe a hugareida, I'd liken them to a specialisation for a class. 'Fire' would be the class, and 'Ignition' would be a specialisation that focuses on creating explosions of fire.

I don't think hugareida can be created, either, sadly. Although we've been told that there's not really such a thing as 'stronger hugareida'... Each hugareida have their strengths and downsides. Except for the exceptions, like Ilmarinen's Fire, which is a hugareida Blackhand obtained by sticking his hand into a fire owned by the Gods, or something along those lines. I imagine that's actually stronger than most hugareida. It shares its name with the Finnish god of smithing.

EDIT: Blackhand obtained Ilmarinen's Fire by breaking into his mountain, slaying everything that lived there, and then sticking his hand into Ilmarinen's Forge and 'swallowing' the fire, whatever that means.
 
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'Hey Blackhand, is there a way to make our Kindle-Spinner do more damage? You mentioned it was a staple of your build.'

Can't hurt to ask, but if we had Hamr 10, Infused Hamr 10, and the ability to swap shapeshifts on the fly, we could do 15 damage with it just via Shapeshifting (Target-Tracking Eye x12). 19 if we burned Odr. More if our Ignition was higher.

Aha! And a Hugareida is essentially a "family" of Tricks, right? The cooler ones of which have to be unlocked by getting Muna from significant experiences, like how we got Standstill/Ignition?

It feels like what I was kind of grasping towards before was saying it would be cool to try and develop our own distinctive Hugareida, not a new Trick, then. Since different Hugareida seem to have qualitative differences between then, whilst Tricks within a single Hugareida are more about applying the same core concept in different and increasingly practiced ways, as XI was explaining earlier.

Hugareida are kinda like daos or perhaps more like fundamental Laws in more traditional Xianxia that uses those (like, a cultivator saying they are using the Law of Metal or their Sword Insight, that kind of thing), and gained in the same basic ways (Alloying aside). Evidence suggests they transcend cultivation systems with all systems having and using them...I'm not sure if making our own is viable. It's probably not impossible (someone made the first sword and thus invented the Sword Hugareida), but it might be a bit much for us and would involve, like, inventing a new aspect of reality.

*nods*

So experimenting with Trick hybridisation is a bit of a crapshoot, but it might be worth it to try and develop a very powerful attack which penetrates defences and does AOE? But we can't actually be sure without giving it a try. Are the actual damage numbers for different Tricks listed anywhere, btw?

I honestly think that particular one is probably not worth it. Puncture already takes care of the side of the dodging problem (Perfect Defenses) that we need to get taken care of, I think.

On damage, not officially, but this is the list for our Tricks:

Basic Attack: 1
Power Chop: 2
Skewer-Flick: 4 (Also does forced movement)
Leaping Cleave: 5 (plus more to armor, though I'm not sure we ever got a number there)
Flashfire Cleave: 1 (but another 4 to armor)
Firebomb-Strike: 2-4 (explosions are variable, defended against as if it were an AoE, though it hits only one person)
Kindle Spinner: 3 (Ranged, actual AoE)
Gale Spear: 4 (Ranged, we don't have this yet, but almost)

And I think that's all our damage Tricks. Now, additionally, Hone adds +1 to any of those it's used on (it can't be used on the bottom three), Sagaseeker can add +1 damage via lightning to any it is used with (so not the bottom two), and shapeshifting can add damage to all of them, depending on which enhancements we have. So our Skewer-Flicks were doing 7 damage last fight (+1 Hone, +1 Sagaseeker +1 Shapeshift).
 
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Evidence suggests they transcend cultivation systems with all systems having and using them...I'm not sure if making our own is viable. It's probably not impossible (someone made the first sword and thus invented the Sword Hugareida), but it might be a bit much for us and would involve, like, inventing a new aspect of reality.

What evidence? This is the first I've heard of this. Sounds weird, especially with 'hugareida' being a Norse term to begin with. Unless you mean the Squire's water abilities, but like... there was nothing suggesting that that was hugareida?
 
What evidence? This is the first I've heard of this. Sounds weird, especially with 'hugareida' being a Norse term to begin with. Unless you mean the Squire's water abilities, but like... there was nothing suggesting that that was hugareida?

I mean, they wouldn't be called Hugareida, but yeah, the Squire and Knight both had Water stuff, we've been told Gabriel has a Hugareida equivalent (that was restricted while he was manacled), and I'm pretty sure Chinese Cultivators do in fact call them Daos and so on. All evidence suggests that the name is Norse and other people call them other things, but still have and use the same basic aspects of reality.

In the same way that Knights have 'Trick Attacks' but call them 'Prayer Attacks' they have Hugareida under some other name at well. Not all aspects of cultivation are universal (shapeshifting leaps to mind), but some are and Hugareida (under whatever name) are one of them.

EDIT:
EDIT: Does Alloying mean we actually lose access to the old Tricks, or do we gain the Alloyed Hugareida in addition to the old ones? Thanks for taking the time to explain!

The base Hugareida are unaffected, we just get the new one (for as long as we keep it in the slot, anyway). It's sweet.
 
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I mean, they wouldn't be called Hugareida, but yeah, the Squire and Knight both had Water stuff, we've been told Gabriel has a Hugareida equivalent (that was restricted while he was manacled), and I'm pretty sure Chinese Cultivators do in fact call them Daos and so on. All evidence suggests that the name is Norse and other people call them other things, but still have and use the same basic aspects of reality.

I mean, yeah, but calling them 'hugareida equivalent' doesn't feel right to me? We have no idea how the Christians obtain theirs, and while hugareida can be likened to Daos... they're very much not Daos as well. I imagine a Dao has a much higher ceiling since they're usually integral to cultivation. And I imagine a Dao wouldn't be split into several smaller specialisations, like Fire and Ignition, but instead are much broader, such as 'Fire'.
 
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I mean, yeah, but calling them 'hugareida equivalent' doesn't feel right to me? We have no idea how the Christians obtain theirs, and while hugareida can be likened to Daos... they're very much not Daos as well. I imagine a Dao has a much higher ceiling since they're usually integral to cultivation.

Firstly, all evidence we have suggests people get them the same ways. Our gaining standstill was textbook 'Dao Insight' xianxia stuff, and so were most of our other gains. I see no reason to believe it's different for others.

Secondly, I wouldn't assume they aren't integral to our actual cultivation. We have two plants in our Soul Realm at the moment and both are very clearly tied to one of our highest Hugareida and came to us via fate as much as anything.

And I imagine a Dao wouldn't be split into several smaller specialisations, like Fire and Ignition, but instead are much broader, such as 'Fire'.

In a fair amount of xianxia I've read, you start with subconcepts and move on to something like Fire once you've mastered all the things that compose it. Like, the equivalent of learning all the different Fire Hugareida and synthesizing them. You still start with subconcepts, though.
 
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Hugareida are kinda like daos or perhaps more like fundamental Laws in more traditional Xianxia that uses those (like, a cultivator saying they are using the Law of Metal or their Sword Insight, that kind of thing), and gained in the same basic ways (Alloying aside). Evidence suggests they transcend cultivation systems with all systems having and using them...I'm not sure if making our own is viable. It's probably not impossible (someone made the first sword and thus invented the Sword Hugareida), but it might be a bit much for us and would involve, like, inventing a new aspect of reality.

Seems like a challenge to me! :D

To be less facetious, I think that creating their own Dao/unique style is something you see really legendary cultivators do in cultivation stories? Or if not literally creating a new aspect of reality ex nihlio, then gaining some kind of breakthrough in comprehension which allows them to uncover a more profound piece of Heavenly Law, etc.. That feels like the sort of capstone for our cultivation career we might want to aim for, especially if our ability means it would be easier to pass down to our descendants.

Like for a random example, maybe there's a Metor Hugareida we could work towards unlocking - that feels like a culmination of "devastating flaming object falling fast from the heavens". Obviously there's not necessarily a lot we can do directly to work towards this, it's clearly not as simple as sticking Tricks together like Legos like I was first suggesting. But I think if it's meant to represent Halla's spiritual journey, presumably everything we do, our state of mind, etc.., can all feed into it a little bit.

I honestly think that particular one is probably not worth it. Puncture already takes care of the side of the dodging problem (Perfect Defenses) that we need to get taken care of, I think.

On damage, not officially, but this is the list for our Tricks:

Basic Attack: 1
Power Chop: 2
Skewer-Flick: 4 (Also does forced movement)
Leaping Cleave: 5 (plus more to armor, though I'm not sure we ever got a number there)
Flashfire Cleave: 1 (but another 4 to armor)
Firebomb-Strike: 2-4 (explosions are variable, defended against as if it were an AoE, though it hits only one person)
Kindle Spinner: 3 (Ranged, actual AoE)
Gale Spear: 4 (Ranged, we don't have this yet, but almost)

And I think that's all our damage Tricks. Now, additionall, Hone adds +1 to any of those it's used on (it can't be used on the bottom three), Sagaseeker can add +1 damage via lightning to any it is used with (so not the bottom two), and shapeshifting can add damage to all of them, depending on which enhancements we have. So our Skewer-Flicks were doing 7 damage last fight (+1 Hone, +1 Sagaseeker +1 Shapeshift).

Thanks, that's really useful! And hmmm, it feels like if Firebomb-Strike + Flashfire Cleave did say, three or four damage and retained some of Flashfire Cleave's anti-armour damage, and allowed us to still use Hone (and presumably Sagaseeker and Shapeshift also apply), it'd be worthwhile?

But obviously as you say, it's kind of a gamble as to what we actually get out of merging Tricks together.
 
Firstly, all evidence we have suggests people get them the same ways. Our gaining standstill was textbook 'Dao Insight' xianxia stuff, and so were most of our other gains. I see no reason to believe it's different for others.

Secondly, I wouldn't assume they aren't integral to our actual cultivation. We have two plants in our Soul Realm at the moment and both are very clearly tied to one of our highest Hugareida and came to us via fate as much as anything.

I mean, the glue tree isn't integral to our cultivation at all. Nor can odr interact with our hugareida in any way beyond strengthening tricks. I'm pretty sure we just got really lucky back then. There's nothing that suggests that they'd be integral to cultivation, and we have no idea if the plants are integral. Not to mention Imperial himself calls them 'psuedo-Dao', which leads me to believe that they aren't as strong or important as Dao are.
 
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Look at Flashfire Cleave. It's faster than Leaping Cleave and lacks its downsides, but it also has crappy damage to actually fleshy targets. It is not flatly better than its precursor, just different with different use cases.

Don't forget, while Flashfire Cleave doesn't do much damage to Endurance, it double taps unlike every other Trick in our arsenal. It's a powerful gap closer that does 1 Endurance and 4 Armor Damage.

More importantly, it's extremely compatible with damage boosters, as those two damage sources each count individually, so +1 damage turns it to 2 Endurance And 5 Armor Damage. ANd so forth.

It's not very helpful against a target that has no Armor, or high DR, but against heavily armored targets, it's a great way to attack both of their 'Health Pools' at once.
 
Seems like a challenge to me! :D

To be less facetious, I think that creating their own Dao/unique style is something you see really legendary cultivators do in cultivation stories? Or if not literally creating a new aspect of reality ex nihlio, then gaining some kind of breakthrough in comprehension which allows them to uncover a more profound piece of Heavenly Law, etc.. That feels like the sort of capstone for our cultivation career we might want to aim for, especially if our ability means it would be easier to pass down to our descendants.

Like for a random example, maybe there's a Metor Hugareida we could work towards unlocking - that feels like a culmination of "devastating flaming object falling fast from the heavens". Obviously there's not necessarily a lot we can do directly to work towards this, it's clearly not as simple as sticking Tricks together like Legos like I was first suggesting. But I think if it's meant to represent Halla's spiritual journey, presumably everything we do, our state of mind, etc.., can all feed into it a little bit.

It's not impossible, I'm just noting it as a Big Goal, and we only have human lifespan to achieve it (likely less) since Hugareida don't stick with us when we get inherited, and we already have several other Big Goals.

Thanks, that's really useful! And hmmm, it feels like if Firebomb-Strike + Flashfire Cleave did say, three or four damage and retained some of Flashfire Cleave's anti-armour damage, and allowed us to still use Hone (and presumably Sagaseeker and Shapeshift also apply), it'd be worthwhile against armoured foes?

But obviously as you say, it's kind of a gamble as to what we actually get out of merging Tricks together.

We definitely wouldn't get to use Hone and count it as AoE, it being explosive is explicitly the reason for both not getting to use Hone and the AoE thing. And vs. armored foes I'm not sure that's actually better than Flashfire Cleave? Like, it could be, but only in pretty specific circumstances (3 base damage and 2 armor damage is only better than 1 base damage and 4 armor damage at very specific armor levels).

I mean, the glue tree isn't integral to our cultivation at all. Nor can odr interact with our hugareida in any way beyond strengthening tricks. I'm pretty sure we just got really lucky back then. There's nothing that suggests that they'd be integral to cultivation, and we have no idea if the plants are integral.

The glue tree ties into Standstill really strongly thematically. And I'm not saying they necessarily are, just pointing out the possibility.

Don't forget, while Flashfire Cleave doesn't do much damage to Endurance, it double taps unlike every other Trick in our arsenal. It's a powerful gap closer that does 1 Endurance and 4 Armor Damage.

More importantly, it's extremely compatible with damage boosters, as those two damage sources each count individually, so +1 damage turns it to 2 Endurance And 5 Armor Damage. ANd so forth.

It's not very helpful against a target that has no Armor, or high DR, but against heavily armored targets, it's a great way to attack both of their 'Health Pools' at once.

Oh, absolutely. Flashfire Cleave is gas. I wasn't saying it was bad (it's great vs. anyone wearing armor) just noting that given how it works its also evidence that predicting how a combo trick will turn out is dicey. We did not predict how it would work at all.

Doesn't Flashfire Cleave also auto-pierce armour if it does 5 damage?

Anything pierces armor if it does 1/3 the armor's HP (rounded in the armor's favor). Flashfire Cleave will usually achieve this, but it's just a general criteria it's good at meeting, not specific to the Trick.
 
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...and now I have an image of Halla going into full-on blushing spaghetti-dropping love confession mode where The Words Are Not Working until she finally manages to choke out "Can I please spar with you?"
Just in time for pride month :evil:
Steinarr's final attack was also a Twist, for a more high end example.
Technically, that was a twist laid on top of a trick, but thats just me being pedantic
We've been promised the ability to much more freely shuffle our shapeshifting at higher Hamr (probably 10+) as well, and that would be absurd,
you folks need to spar with Steinarr so dang bad, lmao
So experimenting with Trick hybridisation is a bit of a crapshoot,
It gets easier with higher hugr
There's a lot of Proper Nouns to keep track of. 😅
*spreads arms*

Welcome to fantasy, where Things are capitalized!
'Hey Blackhand, is there a way to make our Kindle-Spinner do more damage? You mentioned it was a staple of your build.'
'If you shove your hand in someone's chest cavity and then roast their organs with a Kindle Spinner, it's going to do damage.

But yes, shapeshifting is very useful. I had at least double the hamr you have now, so you can imagine just how much bullshit I could pull off simply by moving my shapeshifts around.'


0~0~0

Anyways, I'm calling voting in 2 hours. A bit of an earlier-than-normal closing time today
 
you folks need to spar with Steinarr so dang bad, lmao

Definitely added to the list, though we also need to spar with Gabriel, Abjorn, and maybe Eric again now that he's badass. Arghhh, so many people to spar with. Still, we can probably do one a turn for a while once we clear out our remaining real fights (Troll-Men, Dwarven expedition, maybe bandits if nobody else handles that...I could see Wolfwind, for example, just going and taking care of them).

It gets easier with higher hugr

Good to know.

Blackhand, how did you get so strong so fast?

He was 68 when he died with Hamr 15 (or whatever it was). That's...not necessarily super fast. Like, he was more badass than we are at 18 when he was 18, but not that much more and better training sooner plus starting Odr cultivation sooner probably explains it.
 
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I remeber that Blackhand started Odr cultivation when he was 24.

Did he? I must've missed that if so. Do you have a reference? A quick search didn't find anything.

Even if so, starting combat training a few years earlier (as seems normal for male children) and having more Training Dice would still make him a lot more conventionally hardcore ignoring the Odr benefits.
 
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Hmm..

Giant's Blood, plus 30 training dice every turn for 50 years (~9000 training dice) would, on average, get someone up to Hamr ~14.
 
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