Even Further Beyond [Complete]

Alright, as I said before, I would like to focus this time on making and maintaining SLs. Because of that, here's my plan:

[X] Plan: Defeat Means Friendship
-[X] Young Master (2 orbs) - No one likes being born a loser. Don't worry, we can fix that.
-[X] The Bow (1 orb) - The Sign of the Bow grants you a Conquerer's Heart. When you struggle to overcome a genuine enemy and finally prevail, there is a good chance they will become your loyal ally. Boon companions forged from such circumstances may instigate friendly rivalries with you, but would never betray you.
-[X] Immortality (3 orbs) - There are other means to secure longevity, but few as potent and reliable as this one. Eternal youth and enormously powerful regeneration are yours; you recover from the most grievous wounds in a matter of seconds. This will also preserve your life in the absence of sustenance. Should the Age be ended, however, the conditions of your defeat will still apply.
-[X] Unnamed - It has been requested that you be stripped of your name. You shall not recall it, not those who knew you in other worlds. You may refer to yourself by a pseudonym or abbreviation, but never a proper name. Names are important to the Divinities, and your lack of one may de-humanize you in their eyes, but tactically speaking this request is harmless. The Divinities loathe to think of themselves as bad people.
-[X] An Age of Glory - The world will not have a single savior, but many. A number of great heroes will emerge alongside your opponent, each bearing some unique and unpredictable advantage. While they may have their petty differences, none will be satisfied with a world in decline. You might subvert one or two, but the majority are likely to unite against you.
-[X] Talentless - You are unable to perform magic of any kind. You cannot Cultivate, cannot perform Diagram Magic and cannot perform Binary Magic.
 
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[X] Cultivation (1 orb)
[X] Cursebearer (4 orbs)
[X] Unnamed
[X] Heroic Passions


Unnamed is basically a free orb, so there's no reason not to take it. Heroic Passions makes interpersonal drama a risk, but greater entertainment value for watching Divinities may buy us leeway. A protagonist with strong passions is also more entertaining to read about, which contributes to activity and quest longevity. These drawbacks are fairly safe to take, but I'm staying the hell away from anything that powers up the savior.

A Combat-class Cursebearer is a force to be reckoned with, but lacks the ability to improve on their enormous innate power. Cultivation is the school geared toward advancement, so we should take either Cultivation or Diagram Magic to offset the lack of utility & advancement inherent in being a Cursebearer. As for the Curses themselves, they are painful burdens, but this is our best chance at true triumph. The game is rigged in their favor? So be it. Don't play games with a chess master. Kick over the board and shoot him.
 
This is kind of a high-risk option, but the idea is to use the time advantage to spread a tale of seven demons destined to be born to ruin the world and the hero born to protect it. Any excess demons can cover accidents and the need for eternal vigilance. Thrice-Great to actually enable us to get ahead and help unify the various existing factions. The Scales to ensure we can ruin those factions that prove unhelpful. Additionally recognizing the ruin we could cause will help us avoid accidentally ruinous actions.
So the scenario is for her to expose us for the secret behind-the-scenes manipulator we are in a valiant struggle for the hearts of men? :/
 
I am considering just going full drawback bar unnamed to try and diplomance nemesis since we aren't a match for her anyway, and also to mess with the balance.
 

[X] Cultivation (1 orb)
[X] Cursebearer (4 orbs)
[X] Unnamed
[X] Heroic Passions


Unnamed is basically a free orb, so there's no reason not to take it. Heroic Passions makes interpersonal drama a risk, but greater entertainment value for watching Divinities may buy us leeway. A protagonist with strong passions is also more entertaining to read about, which contributes to activity and quest longevity. These drawbacks are fairly safe to take, but I'm staying the hell away from anything that powers up the savior.

A Combat-class Cursebearer is a force to be reckoned with, but lacks the ability to improve on their enormous innate power. Cultivation is the school geared toward advancement, so we should take either Cultivation or Diagram Magic to offset the lack of utility & advancement inherent in being a Cursebearer. As for the Curses themselves, they are painful burdens, but this is our best chance at true triumph. The game is rigged in their favor? So be it. Don't play games with a chess master. Kick over the board and shoot him.
Wouldn't Diagram acting as force multiplier for Curse power be better if that's the case? As it is, you might easily end up getting largely redundant powers. With Diagram stuff like literal force multipliers and temporal speed increases are all in the play.
 
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[X] Cultivation (1 orb)
[X] Cursebearer (4 orbs)
[X] Unnamed
[X] Heroic Passions


Unnamed is basically a free orb, so there's no reason not to take it. Heroic Passions makes interpersonal drama a risk, but greater entertainment value for watching Divinities may buy us leeway. A protagonist with strong passions is also more entertaining to read about, which contributes to activity and quest longevity. These drawbacks are fairly safe to take, but I'm staying the hell away from anything that powers up the savior.

A Combat-class Cursebearer is a force to be reckoned with, but lacks the ability to improve on their enormous innate power. Cultivation is the school geared toward advancement; we should take either Cultivation or Diagram Magic to offset the lack of utility & advancement inherent in being a Cursebearer. As for the Curses themselves, they are painful burdens, but this is our best chance at true triumph. The game is rigged in their favor? So be it. Don't play games with a chess master. Kick over the board and shoot him.
Rihaku commented how the Cursebearer could afford a lot more Drawbacks since they're very high-tier from the get-go. Incarnate would probably not make much of a difference here, and Trebly Bound and/or Age of Glory might not be too bad with that amount of power as well.

Don't know what we'd really need all those orbs for with this option, but it's possible!
 
[X] Plan Time on my Side
-[X] Thrice-Great (4 orbs)
-[X] Reincarnation (1 orb)
-[X] Unnamed (+1 orb)
-[X] Heroic Passions (+1 orb)


It takes time to master cultivation, as well as time to set up the time it takes to master cultivation, so that's what I think would be a good choice.
 
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Wouldn't Diagram acting as force multiplier for Curse power be better if that's the case? As it is, you might easily end up getting largely redundant powers.

I think the problem is that even the power of an Archmage is largely insignificant to the starting power of a Cursebearer. Cultivation seems to have a higher ceiling than being a Cursebearer alone, i think in the other thread Rihaku described the most powerful Cultivators in the setting as planetbusters.

There may be synergies between Diagram magic and being a Cursebearer, but other than that...
 
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I'm surprised Trebly Bound isn't more popular. Not only are the elves almost unambiguously good, it does not empower your enemy or weaken yourself, and there are plenty of ways to save the elves without even interacting with them. For example, you could rise in the Imperial ranks and broker a peace. They would accept almost any reasonable terms. Better yet, if you can convince the Empire to defend the Elves, it'll be almost as if you've 'worked off' a Drawback!

@Rihaku what happens in case of a draw? Say, we take Cursebearer and immediately go on a genocidal campaign, blowing up every continent with humans on it to ensure we kill the heroine while she is still young, but destroying every remaining Empire in the at the same time?

You'd be stopped by one of the experts capable of matching you, but if you succeeded, destroying every empire ends the Age, so you'd lose.
 
[X] The Sword

-[X] Cultivation (1 orb)
-[X] The Sword (2 orbs)

Just 3 Orbs, no more, no less. As taking more means that she can also take more, no need to escalate when she gets the same benefits.

This option just speaks to me, its simple and elegant. What's not to love.

Hope we won't see a 7-8 Orb choice thaf guarantees skyrocketing escalation like it usually happens.
 
I am considering just going full drawback bar unnamed to try and diplomance nemesis since we aren't a match for her anyway, and also to mess with the balance.
There is no room for diplomacy here, it's us or her. The world isn't big enough for the both of us. Either the current Age dies or she does.
Wouldn't Diagram acting as force multiplier for Curse power be better if that's the case? As it is, you might easily end up getting largely redundant powers.
I would be willing to compromise on this and pick Diagram for better force projection if someone made a good argument. I proposed that build because an inability to advance was specifically cited as a weakness of the Combat class, and Cultivation mitigates that.

Also, since people seem to be fond of Age of Glory, I'd just like to point out that while it is technically possible to subvert Age of Glory's heroes using the Sign of the Bow, it has a low proc chance:
You can, but the trigger chance is low.
The odds are never in our favor here. Banking on befriending agents of an enemy that would see us laid low for mere amusement and condemned to eternal torture or servitude afterward is not a winning strategy.
 
[X] Plan Murder To Power
-[X] Cultivation
-[X] The Scythe
-[X] Cursebearer
-[X] Unnamed
-[X] An Age of Glory
-[X] Heroic Passions
-[X] Incarnate
-[X] Trebly Bound

This is probably not a wise move, but I kinda feel obligated to take it.

Become the Reaper who only becomes stronger with every kill and maybe hunt down the enemies of the elven kingdom becore they can become a threat? Elves don't have to like us, they just need to survive as a nation, right?
 
[x] Plan Mysterious Warrior
-[x] Reincarnation (1 orb)

-[x] Cultivation (1 orb)
-[x] The Sword (2 orbs)
-[x] The Scales (2 orbs)
-[x] Unnamed (+1 orbs)
-[x] An Age of Glory (+1 orbs)
-[x] Heroic Passions (+1 orbs)

So going for the choice of conflicted/troubled/dark past alongside cultivation as the chosen magic and the ability to social to get the resources required for cultivation. Sword also gives an obvious benefit without the trust issues that come with Scythe. Following theme, mysterious warriors don't need names and they tend to be kinda quirky. Age of Glory feels like a must for me because it otherwise feels too claustrophobic to just have this single individual our fate it entwined with. It'll be a single individual regardless but this'll help fill out the cast and add a good amount of chaos into the mix.
 
Rihaku commented how the Cursebearer could afford a lot more Drawbacks since they're very high-tier from the get-go. Incarnate would probably not make much of a difference here, and Trebly Bound and/or Age of Glory might not be too bad with that amount of power as well.

Don't know what we'd really need all those orbs for with this option, but it's possible!
You could easily get enough to get yourself Diagram and Sword to combo with it.
I think the problem is that even the power of an Archmage is largely insignificant to the starting power of a Cursebearer. Cultivation seems to have a higher ceiling than being a Cursebearer alone, i think in the other thread Rihaku described the most powerful Cultivators in the setting as planetbusters.

There may be synergies between Diagram magic and being a Cursebearer, but other than that...
Except getting power that lets you punch hard is pointless if you already have power that lets you punch hard.

Meanwhile, power that lets you punch harder pairs wonderfully with power that lets you punch hard, even if it's qualitatively weaker than it.
I would be willing to compromise on this and pick Diagram for better force projection if someone made a good argument. You could even add another drawback, netting us both. I proposed that build because an inability to advance was specifically cited as a weakness of the Combat class, and Cultivation mitigates that.
I don't think we can just pick two? Either way, Diagram is all about utility and being a multiplier where Cursebearer is about pure power. We already have example of Diagram magic flat out multiplying power of attacks, but even something like creating pocket of accelerated time to train or just being able to combat teleport are awesome multipliers, to say nothing of divination.

Of course, we won't get access to all of those, but any is major improvement to Cursebearer's power.
 
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Rihaku, I noticed that Limit Break has a deleterious effect on the spiritual corpus and one of the stages of cultivation is about the soul (Soul Chrysalis is presumably about strengthening the soul or a "rebirth" effect of increasing capability). Is spiritual extirpation more important than physical? Vice versa? Or are both equally necessary for her death? Is her death immediately equivalent to our victory or could she be revived by some powerful cultivator / mage (e.g., temporal retrogression)?
Posting this quest thread right before I have to go to work Rihaku you motherfu-

>Quest is called "Even Further Beyond"

God bless you Rihaku
No powerlevel ceiling, clearly. :V
 
[X] Plan Murder To Power
-[X] Cultivation
-[X] The Scythe
-[X] Cursebearer
-[X] Unnamed
-[X] An Age of Glory
-[X] Heroic Passions
-[X] Incarnate
-[X] Trebly Bound

This is probably not a wise move, but I kinda feel obligated to take it.

Become the Reaper who only becomes stronger with every kill and maybe hunt down the enemies of the elven kingdom becore they can become a threat? Elves don't have to like us, they just need to survive as a nation, right?
I think we have a maximum of 4 drawback orbs allowed for 7 total.
 
I don't think we can just pick two? Either way, Diagram is all about utility and being a multiplier where Cursebearer is about pure power. We already have example of Diagram magic flat out multiplying power of attacks, but even something like creating pocket of accelerated time or just being able to combat teleport are awesome multipliers, to say nothing of divination.
Yep, you're right, they're mutually exclusive unless we pick Thrice-Great. My bad.
 
Even if we kill the heroine in the process?

Yup.

[X] Plan Murder To Power
-[X] Cultivation
-[X] The Scythe
-[X] Cursebearer
-[X] Unnamed
-[X] An Age of Glory
-[X] Heroic Passions
-[X] Incarnate
-[X] Trebly Bound

This is probably not a wise move, but I kinda feel obligated to take it.

Become the Reaper who only becomes stronger with every kill and maybe hunt down the enemies of the elven kingdom becore they can become a threat? Elves don't have to like us, they just need to survive as a nation, right?

Unfortunately, you are one orb over the maximum allowed. Cursebearer + Reaper is pretty funny, though. The main issue is that there may not be many people with stats higher than yours.

[x] Plan Mysterious Warrior
-[x] Reincarnation (1 orb)

-[x] Cultivation (1 orb)
-[x] The Sword (2 orbs)
-[x] The Scales (2 orbs)
-[x] Unnamed (+1 orbs)
-[x] An Age of Glory (+1 orbs)
-[x] Heroic Passions (+1 orbs)

So going for the choice of conflicted/troubled/dark past alongside cultivation as the chosen magic and the ability to social to get the resources required for cultivation. Sword also gives an obvious benefit without the trust issues that come with Scythe. Following theme, mysterious warriors don't need names and they tend to be kinda quirky. Age of Glory feels like a must for me because it otherwise feels too claustrophobic to just have this single individual our fate it entwined with. It'll be a single individual regardless but this'll help fill out the cast and add a good amount of chaos into the mix.

You can only take one Sign, but it's good to see the Scales getting some love. Gotta prop up those empires somehow!
 
Taking Scales and Heroic Passions seems rather counter-intuitive.
Yeah, thinking about it this might work better with Trebly Bound as we can tell the faction that the price of our summoning is the birth of seven demons etc.

Plan Hero Destined to Fight Seven Demons v2
[X] Thrice-Great
[X] The Scales
[X] Unnamed
[X] An Age of Glory
[X] Trebly Bound
 
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Except getting power that lets you punch hard is pointless if you already have power that lets you punch hard.

But Cultivator lets you actually punch harder than a mere Cursebearer can at the top levels, and on top of that it is only moderately less versatile than Diagram Magic. Not to mention that being a Cursebearer means we have the power to lay claim to some of the best cultivation resources in the world, which in combination with our prodigious talend should allow for similiarily rapid advances in power as Diagram Magic
 
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