Blade & Sorcery

Blade & Sorcery

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advanced mind crystal tech (and more!)
由 Nicodemus 制作
i discovered a lot of techniques in over 300 hours of playing max difficulty permadeath crystal hunt. this guide documents how to: dash, accelerate attacks, instakill with only telekinesis, stab through plate armor with a t0 weapon, moon jump (mod), and a bunch of other smaller things.
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mind t1: focus and basic telekinesis
focus works best when you focus right before the attack connects and unfocus after it connects. focusing while you swing generally wastes focus unless the extra time to attack would be needed like when fighting a golem.

opening chests with telekinesis does not require you to actually pull on or telethrow the handle you only need to tap it to release the latch, chests swing open themselves. door levers can be easily and quickly opened by telethrowing them. you can grab golem boulders midair and telethrowing them back at the golem will apply a weak stun.
mind t2: hypersprinting

hyperfocus actually increases your speed when time is slowed because the world is slowed more than you are. this can be used to launch yourself if you move while in hyperfocus and then deactivate it. if you hold jump a little before exiting hyperfocus you will move faster horizontally and gain a lot of vertical momentum as well. sprinting and armor maneuverability increase speed and do affect hypersprint momentum.

if you hypersprint on a slope with or without a jump it can launch you vertically and kill you if you dont have a way to cancel the fall damage so be cautious.

blade and sorcery being physics based means any gained momentum can be used for attacks. hypersprinting even without a weapon can let you break any destructible object with your body. it imparts a lot more momentum than a normal swing so it can be used to railgun yourself into enemies to dismember or send them flying. you also do not actually swing the weapon so heavier weapons will be able to attack with significantly more speed without the attack breaking.

moving in real life can course correct midair if you have no other movement abilities. if you jump in real life when you hit top speed with a hypersprint you can accelerate even more vertically. stepping in real life can also be used to adjust position midair without decreasing momentum. crouching when midair can make your hitbox a lot smaller without slowing down, preventing vertical momentum issues when hypersprinting through smaller areas.

flykick is useful for negating unwanted vertical momentum and gaining even more horizontal momentum.
mind t2: attack boosting

since being in hyperfocus makes you faster than the world swinging light weapons in hyperfocus can impart a lot of speed onto them out of hyperfocus. attack boosting uses this speed increase to apply more momentum to only a weapon instead of your entire body. to attack boost you need to activate hyperfocus while swinging the weapon and deactivate it when the attack connects.

light weapons are recommended for this tech because heavier ones usually will have the attack break in hyperfocus. attack boosting is mainly useful for dismemberment so stabbing weapons will not benefit from this very much. if you use a rapier or stab with a knife it will work better to attack regularly in hyperfocus. 2 handed weapons can be heavier than 1 handed weapons can and still work in hyperfocus or for attack boosting.

all thrown items will also accelerate from exiting hyperfocus as you let go of it, the timing is distinct from attack boosting a slash.

in vanilla attack boosting is really only useful with the eradian dagger (t2), combat dagger (t3), and nobles dagger (t4). the imperial dagger is too weak to dismember easily so its useless for this purpose.

mods add more useful weapons for attack boosting though: medieval megapack has the butchers knife (t1) and runic seax (t3, in gif), and katana megapack has a variety of tantos and wakizashis that all work well with attack boosting. kahnum sai in addition to being very fun magic weapons without anything in this guide are extremely light, they are personally my favorite weapons both for this purpose and in general.
mind t2: compounded weapon acceleration
hypersprinting and attack boosting are not mutually exclusive tech and can be combined for even more powerful attacks. it is not always necessary to dismember, but it makes dismembering a lot easier. to perform this: swing your weapon while moving in the direction of an enemy and hyperfocus then exit with the same timing as attack boosting, i recommend not jumping for this trick to make edge alignment easier. in addition you can step forwards slightly and move your head forwards to add even more momentum. if you use full body tracking moving the head forwards will not do anything because it will not move the rest of your body with it.

this combination produces so much momentum i have seen heads bounce multiple times like a ball in breakout. you can use heads as projectiles if the enemies line up just right.
mind t3: disassembly

the skill rip and tear dismembers based on how much force is applied to an enemy, stagger throw allows you to apply force to enemies easily. these skills can be combined to create an extremely fast ranged instakill. to perform this you need to stagger throw an enemy and then telegrab with both hands before the enemy collides with the terrain or while flying through the air at high speeds to enable the force based dismemberment.

i recommend the mod infinite telekinesis range for this since i find it more fun to have the range you can use telekinesis be determined by how precisely you can aim instead of an arbitrary limit.
cross path skills and combos
the weightless kinesis skill (mind 1, gravity 1) can make telethrowing levers and disassembling enemies significantly harder for little gain when moving heavy objects. moving heavy objects without weightless kinesis is best done by repeatedly telethrowing them but this does pose a risk of breaking golem boulders.

rapidly waving fire imbued light weapons in hyperfocus with molten arc can instantly ignite people. if you use this strategy i recommend installing the imbue sharpen mod to make imbuing the weapons less annoying when dual wielding.

force punch can send enemies so far they hit the invisible sky wall while in hyperfocus, but it does not benefit from hypersprinting or attack boosting.

spamming rocket punch midair in hyperfocus can allow you to move faster than any other speed tech.

feather fall can be used to reduce friction midair when hypersprinting.
misc tips
on higher difficulties you shouldnt try to go for stabbing damage or blunt damage as a main attack because it only deals health and doesnt instakill. some stabbing weapons are simply strong enough to instakill with a stab and some blunt weapons (especially if boosted by outside momentum) can send people out of the map. so neither of them are useless but definitely are more situational than dismemberment on higher difficulties.

dismemberment in this game works by a slashing attack having enough power from proper edge alignment, speed, or innate stats, you either hit it or you dont. you can dismember at every joint including the neck and hips (only with arcwire), literally any attack can dismember if performed correctly, arrows and even throwing knives can dismember if they have enough speed and proper edge alignment. to more easily align attacks i recommend visualizing the joints as lines like a hinge.

if an item gets stuck for whatever reason you can still put it in the inventory pendant. you need to grab both the pendant and the item and move the inventory hologram so that the item is over a slot in the inventory and then release the item to store it.

potions only need 1 drop of liquid to heal you, with a cooldown on drinking more liquid after each drop. so if you try to down the whole thing its gonna just spill on the floor.

you can uncap potions with the alt use button (i somehow did not know this until literally today).

boost jump has diminishing returns for every use without landing. repelling burst does not have these diminishing returns, but it is way harder to effectively use and damages you, if you want to make it more usable for flight, and fire overall i recommend the fire spell rebalance mod. meteors do not damage you and can be used to jump higher but cant be chained midair so their use is limited.

you can jump really high by using the gravity staff slam on the ground after jumping like a rocket jump in tf2.

dive strike can be activated with gravity selected even if you are currently holding something by pressing trigger like normal. also you can activate it from any height so you can just do a short jump and dive strike whenever. this is most useful for dealing with multiple enemies, stagger throw is way better for individuals.

gates are actually just extremely heavy physics objects so you can open them with gravity hammer without using the lever. you can also speed up the opening animation by using gravity push under it while opening normally.
digital spin attacks
spin attacks can be performed without spinning in real life by just moving the camera while swinging. their speed and power is determined by how high your sensitivity is, so this might not be usable for people with less motion sickness tolerance.

spin attacks are only marginally useful beyond looking cool unless you have fire or lightning imbued in addition to the weapon.

fire imbued weapons with molten arc are great for igniting enemies when surrounded, but the flamethrower staff ability isnt very good for spin attacks.
the opposite is true for lightning whose weapon imbue is kinda useless for spin attacks but arcwire can instakill with dismemberment.
actual staffs have bad maneuverability so they can get caught on things when performing spin attacks. because of this i use modded weapons with staff abilities for this strategy. crystal balls work best for this because theyre so light and small, medieval megapack provides a few books and wands, and kahnum sai also have staff abilities.
rubber limbs, hand weirdness
all life in this game can stretch like rubber when under stress, including the player. you can utilize this to boost yourself up ledges. outstretch your arms above a ledge while falling onto it, your arms will rubber band and then spring back and transfer your downwards momentum to upwards momentum. this can be used to cancel fall damage, i am unsure of why but the players hands have some property that makes them either take less or no fall damage. it will not work well if you try to fall really far and then try to do a rubber ledge grab, but it can fully cancel lesser amounts of fall damage in my experience.

with the same unknown hand fall damage mechanism you can prevent fall damage on any mildly bumpy or sloped surface by dragging your hands on them. this is mostly useful when getting down from the back right portion of the golem arena.

this game has a ledge vaulting mechanic that lets you jump when your hands are on top of a surface. but the surface does not actually have to be a ledge, so sometimes you can poorly climb up brick walls without actually gripping onto things.

the elastic properties of limbs also can sometimes cause your virtual hand extend farther than your physical hand. this can let you use heavy weapons as a flail (i recommend the mmp dorgen), slowly move your hand in the direction you spin the camera and your digital hand and weapon will go outwards more. but at a certain point you will not be able to keep extending it and without the necessary tension your digital hand and weapon bounce back and return to their normal position.

you can perform an extremely fast long range melee attack by attack boosting a stab motion with a heavy weapon. the hand position generally does not matter for attack power but the weapon needs to be aligned with the hand vertically, if the weapon kinda wobbles around or doesnt stay straight naturally you can hold onto it with your offhand temporarily and let go right before doing the attack. fire imbued weapons project the molten arc embers in a straight line farther than the actual weapon distance and ive found the embers are enough to instantly ignite if the trajectory is right.
other methods of attack acceleration
dive strike is intended to let you boost into melee attacks but it is far from being the strongest at doing that. rocket punch is actually both better alone and can be used in combination with dive strike if you correctly use it. jump, enter hyperfocus (optional), rocket punch in your offhand, then outstretch your weapon if its for slashing, or stab if its for stabbing, and exit hyperfocus. this technique is definitely overkill, and might actually be worse in combat than just lightly tapping the enemy with a rapier because you have to pull the weapon fully out of the enemy before resetting.

flykick can be used for attack accelerating but its kinda bad due to the downwards momentum inherent to it. you can add it to the combo above but personally i think it adds too much instability to an already unstable attack for little benefit due to how overkill it is already.

i have barely performed this myself due to how impractical it is but dive strike also can accelerate attacks because it gives you momentum, and momentum means you can use it to stab people.
staff pounding
this technique requires imbue sharpen to perform, it also has a soft requirement of 2 small weapons with staff abilities. crystal balls work best for this by far, as the books and wands in mmp have the spell wheel accessible while holding them which overrides imbue sharpen. to perform this you need to hold 2 crystal balls, then repeatedly imbue sharpen them and slam them on the ground like rapidly charging and discharging a defibrillator. this can be used with really any spell, but i recommend fire for the homing fireballs. you can just staff pound in a corner and no one will be able to go near you without igniting.
if you can hit hard enough you can do anything
for most of my time playing this game i thought that you straight up could never dismember with a t0 or stab into rocks or plate armor. actually i have realized this is not true and you can do anything with any weapon if you simply hit hard enough. hyperfocus + ranged expertise is the only reliable way i have found to exceed the assumed material penetration limitations. i have been able to throw a rusty seax into rock, it cannot even be imbued and even it can stab into rock.
the crows beak actually is able to go through plate armor so easily because of its innate stats. there is no flag specifically saying that it can do that, it only has an advantage for material penetration.
assassins arsenal: moon jumping, infinite ragdoll, and gun
grappling hooks from assassins arsenal can be used to gain both vertical and horizontal momentum even without actually hooking into anything. when a grappling hook is extended you can jump again infinitely like you were holding onto a ledge. the angle the grappling hook is fired affects what direction you will be propelled in horizontally but any height will gain some vertical momentum, since you have to jump. when doing this trick remember to hold the jump button down so you get enough vertical momentum to fly.

grappling hooks can permanently ragdoll enemies or just stun normally sometimes, you can shoot a hook and instantly detach it by releasing the grip for free ragdolling and stuns. personally i dont use this tactic very often because permanent stuns make the game more boring.

grappling hooks can also work like a bullet gun instead of a stun gun if you hit the head. i would recommend just using a bow or throwing knives for accuracy but it is an option.
thank you!
if you found the stuff in here useful rate it, or if you have something to add please say so in the comments. i love the innovative tactics this game naturally brings about by being physics based, and more cool things is always good.
10 条留言
Nicodemus  [作者] 1 月 27 日 上午 10:10 
molten arc torch thing is true, it has a bunch of extra points for the embers to emit from compared to most weapons even but its accuracy is worse since its just gonna shower them out.
scrunt ass racoon 1 月 11 日 上午 8:39 
Found out something interesting, if you use gravity fists + gravity blunt weapons it can be used to quick-ragdoll enemies, so long as you punch either directly up or directly down.
didactic poop emulsifier 2024 年 11 月 30 日 下午 7:29 
i had that happen too it was a little silly
Pebbleheart23 2024 年 11 月 30 日 上午 2:06 
I don't know if its still possible but I found using the tool Torch and Molten arc used to be able to spit infinite flames so you could swing it like a whip and set fire to anyone hit almost instantly.
Nicodemus  [作者] 2024 年 11 月 1 日 下午 5:58 
yeah molten arc is pretty good in general without hyperfocus
didactic poop emulsifier 2024 年 11 月 1 日 上午 6:46 
fire imbue sparks are a little busted from what i remember, even without hyperfocus. very thorough guide i appreciate your attention to detail.
Lime 2024 年 10 月 31 日 下午 3:30 
That attack boosting trick looks so cool!
Nicodemus  [作者] 2024 年 10 月 8 日 下午 7:55 
thanks!
Feet lover 2024 年 10 月 8 日 上午 3:56 
take my award
Feet lover 2024 年 10 月 8 日 上午 3:56 
low key this is kinda peak