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.
I'm incredibly suspicious of this description. It feels like there's a huge hint that I'm missing.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...
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
...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.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.
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.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.
We can use Dominate Writing once per day.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 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....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.
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.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.
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'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'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.
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.
*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...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?
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.Idea: We can try looking up our own powers and seeing what dominate writing would do on said (copied) text?
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 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.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.