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I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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So, there is a webnovel called The Power of Ten, in it there exists something called an Anvil of Silence, which is this special kind of anvil that is magically runed in such a way that when a smith strikes something on it with their hammer, it doesn't make any sound, and there is no recoil, as all the force of the blow goes directly into whatever is being hammered instead of being wasted in the sound and the rebound. I'm not sure whether we'd be able to create something like that, and certainly it'd require learning an entirely new skillset, but it seems like it'd making shaping metal significantly more energy efficient at least, and potentially allow for doing things that wouldn't otherwise be possible.
 
Speaking of which, do you think we could somehow bumble into a combo just by putting the same simple rune thrice? Like, say, Rune of Preservation, Rune of Preservation, Rune of Preservation? I mean, even a Runelord like Dwalin Thunderlung used two Runes of (sound) Amplification when he made the Valahorn; thus it might be a valid method to find out something.

I mean, you can't look at the Master Rune of Steel and tell me that it's not just three Runes of Steel mashed together and Compressed, right?
 
I'd like to take a fairly long break from making things for the cults after this set of commissions, but with the plans laid out I think we should definitely finish these requests.
 
Considering that our apprentice has already made a prototype anvil of doom has the question of how many bars it would take to make an Adamant version come up yet?
 
Plus I give Dronril/Dronwut good odds of proccing progress on RM 2b. Well, mostly the latter.

To be honest that seems very unlikely to me. I can see it triggering Mind/Movement of Things on Frankenstein grounds, or Happening of Things because of the amount of Azyr involved, but can't see any connection between lightning tree and the Amber they form and making chain mail more mass producible.
 
The thing about anvils is a lot of the fancier plans being thrown around would almost certainly require dedicating time to researching stuff specifically for the anvil which I just don't see happening. So if we're doing it I'd say stick to runes we already know as that greatly increases the chance we'll actually get it done. Personally I'm for Thungni+Smednir+Grungni. Though I do have another question related to those runes...

@soulcake can we put building runes on/in Snorri's workshop?

Speaking of which, do you think we could somehow bumble into a combo just by putting the same simple rune thrice? Like, say, Rune of Preservation, Rune of Preservation, Rune of Preservation? I mean, even a Runelord like Dwalin Thunderlung used two Runes of (sound) Amplification when he made the Valahorn; thus it might be a valid method to find out something.

I mean, you can't look at the Master Rune of Steel and tell me that it's not just three Runes of Steel mashed together and Compressed, right?
I'd definitely love to experiment more with multiple of the same rune on something.

Considering that our apprentice has already made a prototype anvil of doom has the question of how many bars it would take to make an Adamant version come up yet?
I don't think so, I don't think it's worth it for Snorri to make one though. Right now it's essentially just a really unwieldy runestaff and so having a copy for Snorri would just make it really awkward to get the most out of Barak Azamar, if we want a similar effect we'd be better off making a regular runestaff/talisman/banner.
 
I'd like to take a fairly long break from making things for the cults after this set of commissions, but with the plans laid out I think we should definitely finish these requests.
This I'd like to finish up the three cult commissions and then ignore commissions for a while even if more cult ones roll around I'm too interested in alchemy to keep putting things off like this.
The thing about anvils is a lot of the fancier plans being thrown around would almost certainly require dedicating time to researching stuff specifically for the anvil which I just don't see happening. So if we're doing it I'd say stick to runes we already know as that greatly increases the chance we'll actually get it done. Personally I'm for Thungni+Smednir+Grungni. Though I do have another question related to those runes...
I don't see much of a point to such a rune set when our hammer already has two out of the three runes listed but I don't know maybe that'd do something.
 
This I'd like to finish up the three cult commissions and then ignore commissions for a while even if more cult ones roll around I'm too interested in alchemy to keep putting things off like this.

I don't see much of a point to such a rune set when our hammer already has two out of the three runes listed but I don't know maybe that'd do something.
Our hammer has the two of those runes that improve our crafting, which is also what we want the anvil to do. if we want to double down on crafting saying we can't use the runes most associated with crafting more than once is just going to tie our hands behind our back to no benefit.
 
Our hammer has the two of those runes that improve our crafting, which is also what we want the anvil to do. if we want to double down on crafting saying we can't use the runes most associated with crafting more than once is just going to tie our hands behind our back to no benefit.
I wasn't under the impression that we could just keep stacking the effects of the same rune again, and again, and again for increasing benefits outside of a singular piece.
 
I wasn't under the impression that we could just keep stacking the effects of the same rune again, and again, and again for increasing benefits outside of a singular piece.
I don't see why we wouldn't, this isn't explicit wog but:
Another heatward amulet ought to be in order at this rate.
The implication is not just the same rune but the exact same amulet can stack the effects. Then there's the fact ancestor runes have different effects depending on what you put them on. Lastly is the fact that combos can have different effects that absolutely can combine even if they include the same runes, for example all 3 parts of the kings set include the rune of impact.
 
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No wog on this I think, it can be done on the same item however has diminishing returns.
Some canon dwarf runes stack. For example a single Rune of Fire makes your weapon burn while three turns it into a flamethrower.
As you can see in my post where I said outside of a singular piece I obviously understand that you can put a rune multiple times on one thing I just didn't know that I could put the for example Rune of Fire in every rune slot on all my equipment and just turn into walking hellfire.
 
Regarding the plan for turn 38 to 40: is there any chance of not going 4/4 on the Valaya commission?
By the time the commission is due roughly 1 century will have past since Yorris second visit which is about as much as between his first and second. I really don't want to miss out on spending those prods again.

If researching Valayas basket is a requirement we could go 1/4/3 on the commision and 3/0/1 on the basket, same action cost for both but we have some wriggle room in case we need it. The new runes being available for only the second half of the commission should still be sufficient to make use of them, especially since they are not dedicated armour runes.

Personally, I would prefer going 2/3/3 on the commission while using the remainder to finish odd places/materials. The last 4 mats more than paid for themselves through research boni and trait advancement is always attractive. There might also be additional prods for finally finishing this chain.
I sort of understand the sentiment of wanting to visit the last places with the next batch of apprentices but my reading of the thread is that we are unlikely to accept new ones for a long time. Waiting 20 or so turns to finish a low cost option that basically pays for itself immediately in exchange for a nicer scene seems a bit much to me.
 
As you can see in my post where I said outside of a singular piece I obviously understand that you can put a rune multiple times on one thing I just didn't know that I could put the for example Rune of Fire in every rune slot on all my equipment and just turn into walking hellfire.

Apologies, I misread. I think this is the realm of item sets.
 
As you can see in my post where I said outside of a singular piece I obviously understand that you can put a rune multiple times on one thing I just didn't know that I could put the for example Rune of Fire in every rune slot on all my equipment and just turn into walking hellfire.
Might be hard to walk when the rock under your feet melts. More seriously I think the different equipment has different effects, put runes of fire on your armour and your armour will be on fire put it on your weapon and your weapon is on fire, put it on your banner and your allies are on fire (But y'know in a good way).

Regarding the plan for turn 38 to 40: is there any chance of not going 4/4 on the Valaya commission?
By the time the commission is due roughly 1 century will have past since Yorris second visit which is about as much as between his first and second. I really don't want to miss out on spending those prods again.

If researching Valayas basket is a requirement we could go 1/4/3 on the commision and 3/0/1 on the basket, same action cost for both but we have some wriggle room in case we need it. The new runes being available for only the second half of the commission should still be sufficient to make use of them, especially since they are not dedicated armour runes.

Personally, I would prefer going 2/3/3 on the commission while using the remainder to finish odd places/materials. The last 4 mats more than paid for themselves through research boni and trait advancement is always attractive. There might also be additional prods for finally finishing this chain.
I sort of understand the sentiment of wanting to visit the last places with the next batch of apprentices but my reading of the thread is that we are unlikely to accept new ones for a long time. Waiting 20 or so turns to finish a low cost option that basically pays for itself immediately in exchange for a nicer scene seems a bit much to me.
So, on the one hand I want to get the basket done before Valaya leaves so I'm happy to do it before the armour commission, but on the other hand I don't think it's likely to help with the commission itself so I don't think it's essential to do it before hand. I'd be ok with rearranging stuff but you'll have to convince the others who want it to help with the armour.

On the subject of apprentices when/if do people want to take the next batch? I'd be ok taking another lot at any point after we get our fifth action back but I'd prefer to take a couple of centuries to focus on our own stuff especially alchemy.
 
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On the subject of apprentices when/if do people want to take the next batch? I'd be happy taking another lot at any point after we get our fifth action back but I'd also quite like to take a couple of centuries to focus on our own stuff especially alchemy.

I'd quite like to take on Apprentices when we've done the initial Alchemy project, as we can start teaching it from scratch to apprentices without preconceptions. We might want to have understood the Master Rune of Purification as well by then.

Edit: More generally, I see teaching apprentices as being an equal priority to research or crafting. Occasionally we may go a handful of turns without investing actions in one of those categories, but generally we should be almost always devoting meaningful amounts of effort to all three. Note having apprentices for a few turns should be seen as equivalent to not making a single piece of equipment or doing any research whatsoever, which is a fair response to an extraordinary situation but not something we should need to do regularly.
 
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On the subject of apprentices when/if do people want to take the next batch? I'd be happy taking another lot at any point after we get our fifth action back but I'd also quite like to take a couple of centuries to focus on our own stuff especially alchemy.
I'd like to have our fifth action for a while, we've barely played with the thing :V

More generally I see no need for them at this point in time, or for a significant period in the future. Apprentices directly get in the way of doing things like research for long periods at once due to reducing how much leeway we have, so commissions bite harder into the time we have.

Some progress into Akazit would be nice.
 
I'd quite like to take on Apprentices when we've done the initial Alchemy project, as we can start teaching it from scratch to apprentices without preconceptions. We might want to have understood the Master Rune of Purification as well by then.
Pretty sure Snorri would need to do a lot more then an initial project before he even considers teaching it to apprentices. He would want a solid, well tested and proven base before passing it on. Because what kind of teacher teaches his students newfangled, unproven, probably shoddy material. Else he risks teaching them rubbish stuff or even worse, teach them things that are wrong.
It will take quite a while and a lot of effort before he considers alchemy ready and worthy to be taught as fundamentals to beardlings.
 
With Apprentices I would lean towards taking on new ones at Turn 50. 7 turns of being able to go full research and politics is likely to be enough to get significantly into Alchemy, potentially finish Rune Metal b, and get another few steps on the main Rune Metal path. Of course there might be a curveball or two in there, but I do think getting a solid few turns of research in first is important.
 
With Apprentices I would lean towards taking on new ones at Turn 50. 7 turns of being able to go full research and politics is likely to be enough to get significantly into Alchemy, potentially finish Rune Metal b, and get another few steps on the main Rune Metal path. Of course there might be a curveball or two in there, but I do think getting a solid few turns of research in first is important.
Turn fifty is thirteen turns away not seven as we're just finishing up turn thirty-six now.
 
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