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

Voted best in category in the Users' Choice awards.
Rather get PLR up due to the narrative we got with Six this turn.

[X] Plan: PLR + Meridian 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] Physical Cultivation (4 AP)
-[X] Spiritual Cultivation (4 AP)
-[X] Phantasmagoria of Lunar Revelry (4 AP)
-[X] Harmony of the Dancing Wind (2 AP)
-[X] Meridians (4 AP, tbd after archive results)
-[X] Research Arts in Sect Archive, Third Floor (1 AP, 20 SP)
-[X] Family (1 AP)


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

this is like government! A bunch of nerds do math, then they explain the reasoning to the people, and then we say "Sorry mom, you just wouldn't understand" and vote for what we want even though grandma dreamer made a very nice turn for us just before this
 
[X] Plan: PLR + Meridian 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] Physical Cultivation (4 AP)
-[X] Spiritual Cultivation (4 AP)
-[X] Phantasmagoria of Lunar Revelry (4 AP) (Please train before dungeon dive)
-[X] Harmony of the Dancing Wind (2 AP)
-[X] Meridians (4 AP, tbd after archive results)
-[X] Research Arts in Sect Archive, Third Floor (1 AP, 20 SP)
-[X] Family (1 AP)


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

This makes more sense to me. Get updated arts online, we're in a war and might need them. Also find out what new art we're getting before opening more meridians.
 
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[X] Plan: Darkness Turn
[X] Plan Darkness Hungers

Kinda curious what the fluff is going to say of this training regiment
 
I know Darkness turn has been hyped up for months. But I want to remind everyone that it will take two turns till we get all our meridians opened and our arts trained to allow all our dark arts to be used. Which means during darkness turn, if it goes first, we can't use all of our shining new darkness arts together. On the other hand, PLR has been given whole narrative arc in the last turn. If we want to make it easier on Yrs to continue to have decent storytelling in the quest we should continue the PLR storyline. On the Discord, there has been some talk about getting Dream Step* as our advance technique for Fade(via Six teaching us) and we need to know how to use dream qi before we can Dream Step, which requires us getting to the next level in PLR. Windthief can wait another turn for both meta reasons and storytelling reasons. We are about to dungeon craw with an enemy group that loves ambushes and dumping large numbers on it's enemies. If we are allowed to train PLR before the dungeon crawl, we can use PLR to bring our teammates into the air with us when we fly (for a limited time), which would put a huge wrinkle in the enemies' attack plan. Also narratively, as mentioned above, continuing with Six bonding and PLR training fits much better than waiting a whole turn to do it, especially after our special revelation, access to dream qi, and art upgrades. Windthief has been on the back burner but it can wait one more turn.

*@yrsillar, if I remember correctly, has yet to confirm if Six could teach us Dream Step as our advance Fade skill.

TLDR: While Darkness month is darkness month, most of those arts will be useless to us because we lack the meridians for it. Instead we should train PLR for narrative and meta (read: combat potential in dungeon crawl) reasons. So please vote for the PLR turn plan.
 
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[X] Plan: Moonlit Foundation
[X] Plan: In the Name of the Moon!
[x] Plan Dancing Moon

I want to gamble and see if we can beat the heart demon this month, which will make darkness turn better. Plus, with how we ended the month, a PLR turn makes narrative sense.
 
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[X] Plan: Darkness Turn

I want the darkness month but I also...

[X] Plan Harmonic Revelry with crunching

...have been really bothered that LQ's intelligence stat has been so low for so long.

Edit:
[X] Plan Darkness Hungers
Now voting against the tide.
 
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[X] Plan: Moonlit Foundation
[X] Plan: In the Name of the Moon!
[X] Plan Dancing Moon
 
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Which means during darkness turn, if it goes first, we can't use all of our shining new darkness arts together.
Fwiw we get immediate usability for wind thief (level 2 even), MSS (social!), SNR (if it's stronger than TRF at level 3), and BKSD (on the off-chance it's stronger than FVM at level 2). Overall, unless these all suck for some reason, these make us stronger in combat than PLR6+HDW5.

It's only UGM we can't equip properly, and ENM that will have a brief window between the end of this turn and the start of the next one where it will be offline.

As for narrative, well, wind thief was only on the backburner for so long because we weren't Bronze 3 yet, and while yes PLR/Six would fit the current momentum, having a proper training montage before we go on a risky mission is just as valid.
 
Fwiw we get immediate usability for wind thief (level 2 even), MSS (social!), SNR (if it's stronger than TRF at level 3), and BKSD (on the off-chance it's stronger than FVM at level 2). Overall, unless these all suck for some reason, these make us stronger in combat than PLR6+HDW5.
Ehhhhhhh... that I'll contest. LFWT is cool, yes, though somewhat mitigated by not being able to have LFWT, ENM, and PLR equipped at once (nb. we should equip ENM over PLR when doing stealth missions). SNR *may* be an upgrade over TRF, though history makes one suspicious. BKSD *may* be better for our aoe than FVM/FSS, but also ehhhh.

PLR6 otoh is a fairly significant upgrade that could have a lot of value in terms of field effects, group movement, and CC that could be really valuable in group combat. HDW, while not the most amazing, is still notable as a broad area buff that isn't limited in terms of how many people we can apply it to, which could be potentially be useful in a war.

Like, I'm not going to say there's a clear advantage either way, but tbh I'd lean towards PLR having the advantage for group combat here.
 
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