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It's also worth noting that the sorcery learning trip is unavailable for a character with said trait, ergo a parent can take an adult kid with them, but this parents grandkids cannot be taught it through the journey.
It takes 300 gold and a 1k prestige + potential expenses during the trip which makes it too big of investment for a minor faction that is under a constant existential threat from its neighbors, let alone spending it every time a new ruler ascends to the throne.
I could learn something like Theurgy but once I got it the ability did not look like it even was worth picking since most perks pale in comparison with what Sorcery offers.
Even if your base attribute is ~10 you can get up to 50+ no problemo - provided that you are not mortal. Independent hunters are the weakest SPLAT by far. As a mummy etc. you can simply get sorcery, theurgy and whatever else you want. As a mortal you have to pick one. And yes, even if you play smart your grandchildren can start from the beginning.
You get sorcery to stop being mortal. Then it is a race against time. If you are not playing for immortality then sorcery is too risky and too costly compared to PSI, which is not illegal and does similar things except for immortality.
With these discussions I am trying to find a way for an independent hunter to actually score something beside pointless death. Sorcery looks like the best option.
I have concerns about it, though. The potion of immortality requires ingredients that can be found only in Umbra realm. Learning sorcery does not unlock it. The ingredients cannot be bought from a mummy, stolen or obtained in any way from a character that has these ingredients.
Getting to Umbra, iirc, becomes possible after learning PSI. Which is a bit too much since there are existential matters to attend to as I mentioned previously.
An ability to teach Sorcery in the same way as Witchcraft would be reasonable and still provide a hefty challenge, since a player still has to learn PSI when their heir ascends to the throne or come up with a really good plan to learn PSI+Sorcery as a Ruler#1 and pass on these skills to an heir without leading their realm to a game over.
- Sorcery gives you umbra access, but not to The Dreaming. I indeed got that via PSI.
- I can teach sorcery to other people, but my knowledge attribute is at 53. Your success chance of 0% is very likely due to your not so high knowledge attribute.
- Karl Schreckt, my starting character, died of old age. His son got immortality, in part because he was the youngest child of the second or third wife and inherited the realm in his early 20s.
- Mummies might not straight up sell you the ingredients for immortality, buuut they are still quite essential allies. They explore realms at speed 75+, while you yourself start at like 25. They can do umbra quests for you, it´s just super expensive to send them. They sell potions that buy you time. Literally.
The one thing holding it back a bit is that it's expensive to train. If we could just easily pass it around to heirs or other characters at our convenience we might as well play with cheats on. It is honestly fairly simple already to achieve immortality in one human lifespan, what should be a multi generational struggle can be managed by one dude in a single county if you plan ahead of time a bit.
As for achieving immortality in one lifetime I would agree as well as long as we are talking about self-made characters. The canon ones sometimes start in their 40s (Schreckt) or 60s (Knights of Acre).
As for the OPness of sorcery I would argue that it is bonkers in mid- to late game. Early on you got too much essential BS going on especially as an independent hunter. Also, the buildings that allow you to get one skill point per year cost money you don´t have initially and require turf that you do not start with. In the early game true faith is more powerful, especially because you level it for free via hunting monsters.
Yes, that is true, it does require a self made character, characters in their 40s aren't gonna cut it. And yeah, hunters have a bit of a wonky power curb compared to the supernaturals, but I think if you really wanna push into sorcery, as long as you're willing to put off the buildings and true faith, it's very viable. One of the decisions as an independent hunter even encourages you to go for this style, but granted it's probably weaker in the short term
It does several important things if you can get it:
-You do no longer risk random death to cancer, pneumonia, wound infection, etc.
-You can cast intercession on other people, giving true faith to them. It is thus trainable.
-Huge buffs and debuffs
-Health increase and consequently longer life expectancy
-Powerful building against disease
-Instant conversion of your whole realm via a decision
PSI and sorcery offer more variety but you need time to earn perks and it occupies your lifestyle. True faith is leveled by using it and by wasting fiends. You just do you.
An immortal sorcerer with tons of skill points in sorcery is imo roughly as powerful as a 8th gen vamp with several standard disciplines. Only alchemy breaks the mold. The moment vamps use elder perks like Fist of Titans or turn your spine into a pretzel from a continent away via flesh crafting it is GG for hunters.