Forge of Destiny(Xianxia Quest)

Darkmoon Pills is a spiritual version of Starlight elixir, since it triggers a spiritual cultivation roll with 3 extra die if we attempt to expand our Qi, which synergises well with Sable Light Pill.

We have 3 Darkmoon Pills and coincidentally, we also have 2 Snowy Peaks and 1 Sable Light. So the pair-ups are pretty obvious. I think most people are planning to use Snowy Peak with Darkmoon for next week, and we can double up on Spiritual.

(EPC, Arm Art, Meridian, Spiritual, Cai Mission) - something like that
 
Not quite. It triggers a spiritual cultivation roll with 3 extra die as well as gives +5 to Qi. The roll is not dependant on us cultivating our Qi.

Oh, I assumed it worked like Starlight Elixir.

So this means that we can only get one extra Spiritual cultivation? If we dedicate all our actions for developing arts and performing Physical cultivation with Starlight, we can get 4 Physical rolls.

I'm assuming we can't do the same with Darkmoon?
 
[x] Find a new path down
-[X] Switch the Armguards for the Blizzard Pin

Ehhh Mystery box is the only reasonable option. Avoid ambush and we've had enough snow are reasons not to take the others.
 
We probably will need the beast cores for the turtle.
This said we do need a medicine to improve our spiritual cultivation.

We can always go hunting for more. Right now we're sitting on two Grade 2 cores and it looks like nine Grade 1 cores (the inventory section is very disorganised at the moment), and we're not liable to need all of those for the spirit any time soon. On top of that, from how Su Ling reacted to the Corpse Worm core, it may be that beast cores left lying around "go bad" (although that could have just been because the Corpse Worm itself was pretty damn gross).

Darkmoon Pills is a spiritual version of Starlight elixir, since it triggers a spiritual cultivation roll with 3 extra die if we attempt to expand our Qi, which synergises well with Sable Light Pill.

I'm more looking for something that's not limited in quantity. Darkmoon Pills and Sable Light Pills would be great, but we only have a few of each. If we can get something around the quality of a Bear Marrow Elixir from Su Ling out of some generic Grade 1 beast cores, we'd be pretty dumb not to use them every time we cultivate Spiritual Cultivation.
 
Oh, I assumed it worked like Starlight Elixir.

So this means that we can only get one extra Spiritual cultivation? If we dedicate all our actions for developing arts and performing Physical cultivation with Starlight, we can get 4 Physical rolls.

I'm assuming we can't do the same with Darkmoon?
Starlight also only gives a single extra roll. This is why we have only gotten one extra roll when doing 2 art cultivation previously, etc.
2 Starlight Elixir: Adds 5 dice to the cultivation of combat arts. In addition use of the pill triggers a single bonus physical cultivation roll, which receives a 3 die bonus.
 
I feel all alone :(
Inserted tally
Adhoc vote count started by Arkeus on Jun 16, 2017 at 1:17 PM, finished with 16382 posts and 32 votes.
 
I strongly support getting a Water-aspected attack art next turn. We currently have -2 Qi to Water-art costs and +2 to attacks with it, plus the mineral spring gives +3 dice to its cultivation, plus the Flowing Rivers Pill (one of the few pills that boosts Spiritual Cultivation) also boosts cultivation of Water arts.
It would be even better if it was a Water/Wind art. That takes advantage of our affinity (wind arts require ten less successes for each level past the first) and the White Hart Elixir (+3 dice to Wind arts and Physical Cultivation), and although it doesn't provide any addition bonuses via our talismans, these bonuses are enough.

There is merit in looking for an Arm+Spine art, but I think we are brushing up on the specificity limit at that point, so I think my vote would be for an
[] Water+Wind aligned Arm attack art
 
@yrsillar while your still here a question.

How do you pick the random encounters ?

Like say we rolled a 10-20 would we just have had a harder time scaling the mountain .

This was a 60+ roll and it was really fun

But what would have happened in a 90+ roll? Would we have met a different spirit? Had different choices.

Like do you have a list somewhere with all the goodies on the mountain that if someone rolls high enough on they get or is it a case by case basis.

Like oh you rolled a 70+ that means I'll generate something favourable for just this character (hence the pin plus ice/wind spirit)

Just like bai found the serpents treasure quest.

And I'm assuming ji rong critted to get his arts on the mountain
 
There is merit in looking for an Arm+Spine art, but I think we are brushing up on the specificity limit at that point, so I think my vote would be for an
We would have to have two meridians at that point though, and we wouldn't know which meridian to train before we got the art unless we specified the meridians we are searching for. I mean, we would have probably one or two choices to choose from if we specified the meridians but it would allow us to train it that week rather than just getting the art.
 
Actually the only reason I'm hesitant on getting any ice arts first (wind /water) is because our egg will hatch soon and he might need us to have a fire meridian to stay in unless he's more of an outdoor spirit that chills with us outside like cui.

We could always find a fire heart buff, we do need some more buffs after all
 
We would have to have two meridians at that point though, and we wouldn't know which meridian to train before we got the art unless we specified the meridians we are searching for. I mean, we would have probably one or two choices to choose from if we specified the meridians but it would allow us to train it that week rather than just getting the art.

Try something like this?

Archive Search - Wind AND/OR Water; Arm+
Meridian - If Archive Art is Arm+Arm, train Arm; Else Spine
 
There is merit in looking for an Arm+Spine art, but I think we are brushing up on the specificity limit at that point, so I think my vote would be for an
[] Water+Wind aligned Arm attack art
Eh, too specific, just Arm+Spine art and see what comes out of the generator, then we can pick from those. No sense narrowing it to the point where we don't get a choice
 
We would have to have two meridians at that point though, and we wouldn't know which meridian to train before we got the art unless we specified the meridians we are searching for. I mean, we would have probably one or two choices to choose from if we specified the meridians but it would allow us to train it that week rather than just getting the art.
We don't need to specify the meridian to train for it. We have all types of meridians, so as long as it isn't Arm/Arm or Arm/2Head we'll be fine. It just means we wouldn't be able to equip it until we open more meridians (or it would mean we won't be able to equip something else) but learning it is fine.
I strongly support getting a Water-aspected attack art next turn. We currently have -2 Qi to Water-art costs and +2 to attacks with it, plus the mineral spring gives +3 dice to its cultivation, plus the Flowing Rivers Pill (one of the few pills that boosts Spiritual Cultivation) also boosts cultivation of Water arts.
It would be even better if it was a Water/Wind art. That takes advantage of our affinity (wind arts require ten less successes for each level past the first) and the White Hart Elixir (+3 dice to Wind arts and Physical Cultivation), and although it doesn't provide any addition bonuses via our talismans, these bonuses are enough.

There is merit in looking for an Arm+Spine art, but I think we are brushing up on the specificity limit at that point, so I think my vote would be for an
[] Water+Wind aligned Arm attack art
Details, but Growing Cavern is Water too.
Actually the only reason I'm hesitant on getting any ice arts first (wind /water) is because our egg will hatch soon and he might need us to have a fire meridian to stay in unless he's more of an outdoor spirit that chills with us outside like cui.

We could always find a fire heart buff, we do need some more buffs after all
Spirits stay in Dantian, not meridians.
 
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