Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

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@yrsillar turn vote template probably needs updating since we shouldn't have Xian Fen tutoring anymore.

Also some open questions are still up in the air that affect plan-making:
  • Ling Qi likely rank change from the contributions in the attack.
  • Info on changes to how CP/SP work now that the sect is on a war footing (e.g new/discounted products, war-related missions, new mandatory duties, etc).
    • Also similar changes from whatever we get from Cai in terms of funding and duties.
  • Info on domain weapon integration (mainly if it costs AP in the upcoming chapter). Notable because it's something we'd want done asap or else we'll get domain-blocked.

Also as usual xp related fixes I'll send in a PM.
Fixed the first issue also added your turns qi xp to the bottom there

The rest of this is going at the start of the coming turn, this one was already busy enough.
 
"I'll make sure to answer every one," Xiulan chuckled. "I suppose that we really should begin cleaning up…"
[...]

Xiulan didn't answer at first but soon, she nodded. "Thank you Ling Qi," she said, and her voice almost cracked. "You… you should go. I will handle cleaning up. It would be rude to ask you to stay, as a guest."
I hate january rains.
 
...I cannot believe LQ expressed surprise that Qian charged her.

At least she didn't go "well, what about the exposure? I'm a big deal, you know."
 
Fixed the first issue also added your turns qi xp to the bottom there

The rest of this is going at the start of the coming turn, this one was already busy enough.

We don't really need the rank information, but if domain weapon integration costs AP we, uh, kinda need to know even if the exact amount/details hasn't been laid out.
 
The inside of the wagon was larger than the outside, though not by a great deal. Despite that it managed to feel cramped and crowded with the tables strewn with glittering gemstones and jade. Strands and nuggets of precious metals hung from the ceiling like curing herbs. It was like a thieves fantasy, so much wealth strewn about haphazardly and without guard.
the wagons security formations were clear as half bared blades to her senses, which made her wonder how much else was concealed.

I'd just like to point out that this is the first chance to try some larceny since this book began. Next time we meet with Bao Qian we should get some practice time in our old skill. See how the merchant son likes courting a thief.
 
@yrsillar maybe I am wrong but shouldn't we have 50 more domain Xp from the end of Turn 7: Ark 1-7? We already had 800 domain Xp at the end of Turn6. Also shouldn't there be multiplier on RME cultivation? And maybe Dreaming EPC bonus Xp should go to physical, because it's lower?
Thanks for your attention.
 
Note: Remember there is still a moratorium before voting.

Ok, it is turn-vote time, and that means we are going to have a plan vote. We promised a darkness turn and this is it:

[X] Plan: Darkness Turn
-[X] equip Songseeker's Ceremony
-[X] switch Inquisitive Study to Upkeep 2
-[X] Medium Pills (free)
-[X] Resources: 12 GSS, 12 YSS (4 free GSS, 8 from cash, 12 free YSS) , Drip on Spiritual Cultivation
-[X] Use the Ebon Spirit Elixir
-[X] Use the Midnight Essence Pill
-[X] Physical Cultivation (4 AP)
-[X] Laughing Flight of the Wind Thief (3 AP)
-[X] Ephemeral Nights Memory (2 AP)(Train this last)
-[X] Starless Night's Reflection (4 AP)
-[X] Unstoppable Glaciers March (2 AP)
-[X] Beast King's Savage Dirge (2 AP)
-[X] Moonless Saboteur's Smile (1 AP)
-[X] Research Arts in Sect Archive, Third Floor (1 AP, 20 SP)
-[X] Family (1 AP)


And here goes the explanation:

equipping SSC is just mentioned there in case it is needed. This just makes sure we are using our new cultivation art.
We want Medium Pills, because anything else is too expensive atm and doesn't give us much extra xp here, because we are going to soft cap most of the arts we train anyways. The GSS and YSS we use is the maximum possible for our level too.

Inquisitive Study is a technique of RME that can be kept on permanently by lowering our available Qi by 2. In this case, it just eats up the remaining extra Qi from our items, so we still have A10 Qi left even with this tech on upkeep.

Now to the fun part, our 2 darkness pills. One of those pills gives a dice bonus to darkness arts. The other one gives us 1 extra spiritual AP for every 2 AP darkness training.
These AP still trigger the 4 AP rule that makes training more than 4 AP to something per turn only half as effective. This plan trains 14 darkness skill AP and therefore get 7 virtual AP to spiritual, which in turn will make 5.5 effective AP. This explains why we dont need spiritual cultivation AP with this plan.

The Physical Cultivation gets 4 AP as usual to work to the next bronze level. The family AP is set, so we have it too.

We also have the above mentioned 14 AP in various Darkness Arts:

The Wind Thief gets finally trained this turn and we can get it all the way to its current cap at level 2 with 3 AP with a 100% chance.
ENM finishes this turn with 2 AP also with a 100% chance.
Our new armor art SNR can go all the way to level 3 with 4 AP, again with 100% chance.
BKSD can reach its cap at level 2 with 2 AP, again with 100% chance.
We can also start our previously untrained social art MSS to level 1 with 1 AP, again with a 100% chance.
UGM also caps at level 2, but 2 AP only have a 90% chance to reach it. This is still reasonably safe without extra investment, but i will just list the omake table here for those interested:

0 = 90%, 1 = 94%, 2 = 96%, 3 = 98%, 4 = 98.5%, 5 = 99%, 6 = 99.6%, 7 = 99.8%

The last AP is for the archive and since we want to got to the third floor we would also spend 20 SP on it.
This is needed to get the a new resist art to replace SES. Doing it a turn before we open more meridians also has the advantage that it gives us more time to discuss what art we like the best and how to adjust our meridian tetris to make it work.


Edit: the (Train this last) part for ENM is because we dont have the meridians to keep the maxed ENM equipped until next turn, so to keep the art relevant in this turn, we need to keep it at ENM 3 as long as we can/until the end of the turn (which should be fine, yrs does the training arc towards the end anyways)
 
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Skill plan tailored for Darkness Turn. If you're planning to vote for Darkness Turn, then pls vote for this plan as well

[] Plan Darkness Hungers
-[] 4x Dexterity* (8/40), 2x Presence** (12/40), 2x Manipulation** (16/40), 2x Composure** (20/40), 4x Resolve* (28/40)
-[] 4x Fade* (32/40), 4x War** (36/40), 4x Government** (40/40)
 
Okay! Here's our other plan, for doing the non-darkness turn first.

[] Plan: PLR + Meridian Turn
-[] equip Songseeker's Ceremony
-[] switch Inquisitive Study to Upkeep 2
-[] Medium Pills (free)
-[] Resources: 12 GSS, 12 YSS (4 free GSS, 8 from cash, 12 free YSS) , Drip on Spiritual Cultivation
-[] Physical Cultivation (4 AP)
-[] Spiritual Cultivation (4 AP)
-[] Phantasmagoria of Lunar Revelry (4 AP)
-[] Harmony of the Dancing Wind (2 AP)
-[] Meridians (4 AP, tbd after archive results)
-[] Research Arts in Sect Archive, Third Floor (1 AP, 20 SP)
-[] Family (1 AP)

Explanation:
No fancy pills here, so 4 AP each to Spiritual and Physical

A difference from the darkness plan, PLR is pushed harder here . With 4 AP it'll hit PLR 6 this turn, and it's 1 AP away from PLR7, which we'll hit with the 1 free AP on Turn 9.

HDW gets mastered at 2 AP (if we can get ~10 omake points promised to it, we can shave it down to 1 AP but unless people volunteer we're not going to rely on it)

We spend 4 AP opening meridians for all the arts we'll be working on in darkness turn, and a few in preparation for g4 since it's cheaper AP wise for us to get it done in g3.

We hit the archive for the last time before the intersect competition to grab our g3-5 resist art.

And last but not least we spend our mandatory time with our spirits and family.
 
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Skill plan tailored for Darkness Turn. If you're planning to vote for Darkness Turn, then pls vote for this plan as well

[] Plan Darkness Hungers
-[] 4x Dexterity* (8/40), 2x Presence** (12/40), 2x Manipulation** (16/40), 2x Composure** (20/40), 4x Resolve* (28/40)
-[] 4x Fade* (32/40), 4x War** (36/40), 4x Government** (40/40)


To clarify some of the decisions made here:
  • Attributes generally optimized for ~safely reaching breakpoints asap, leaning largely social to take advantage of the water site's +1 xp/die (except dex which is pushed to get SS on time).
  • Fade because it's a core combat skill, hopefully it'll merge into dance or dodge or something soon.
  • War because we'll be facing quite a bit of large-scale fighting and BKSD+water site give us good xp on it.
  • Government because description-wise it looks like the Intrigue skill, something we very much want to be decent at (don't let this chapter's war and internal strife issues fool you, social is still a very big deal), and training at +2 for it is very limited (likely ~1 more turn until tournament).
 
Also, as always, if y'all don't like any of the plans here and want to come up with your own, the math cabal is happy to help hash out a plan.
 
Now in conjunction to the PLR + Meridian plan, here are the skill plans, I prepared two

[] Plan Harmonic Revelry
-[] 4x Dexterity* (8/40), 4x Intelligence* (16/40), 3x Wits* (22/40), 4x Resolve* (30/40)
-[] 3x Athletics** (33/40), 1x Survival (34/40)
-[] 3x Intensive Focus* (40/40)

[] Plan Harmonic Revelry with crunching
-[] 4x Dexterity* (8/40), 1x Stamina (10/40), 4x Intelligence* (18/40), 3x Wits* (24/40), 4x Resolve* (32/40)
-[] 3x Athletics** (35/40), 1x Survival (36/40), 4x Perceptiveness* (40/40)

There was an argument on whether we want to continue training Intensive Focus or train another Perception skill, hence these skill plans were born: to determine whether you guys want to continue training our Perception advanced skill or make a new one.
 
Now with that said,

[X] Plan: Darkness Turn
-[X] equip Songseeker's Ceremony
-[X] switch Inquisitive Study to Upkeep 2
-[X] Medium Pills (free)
-[X] Resources: 12 GSS, 12 YSS (4 free GSS, 8 from cash, 12 free YSS) , Drip on Spiritual Cultivation
-[X] Use the Ebon Spirit Elixir
-[X] Use the Midnight Essence Pill
-[X] Physical Cultivation (4 AP)
-[X] Laughing Flight of the Wind Thief (3 AP)
-[X] Ephemeral Nights Memory (2 AP)(Train this last)
-[X] Starless Night's Reflection (4 AP)
-[X] Unstoppable Glaciers March (2 AP)
-[X] Beast King's Savage Dirge (2 AP)
-[X] Moonless Saboteur's Smile (1 AP)
-[X] Research Arts in Sect Archive, Third Floor (1 AP, 20 SP)
-[X] Family (1 AP)

[X] Plan Darkness Hungers
-[X] 4x Dexterity* (8/40), 2x Presence** (12/40), 2x Manipulation** (16/40), 2x Composure** (20/40), 4x Resolve* (28/40)
-[X] 4x Fade* (32/40), 4x War** (36/40), 4x Government** (40/40)

Moratorium's done, feel free to vote
 
[X] Plan: Darkness Turn
[X] Plan Darkness Hungers

Effortpost on reasoning already posted and linked again by Diomedon on the last page.
 
[X] Plan: Moonlit Foundation
[X] Plan: In the Name of the Moon!
[X] Plan Dancing Moon

Edit:Changing vote for good arguments ahead
 
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