Forge of Destiny(Xianxia Quest)

Well now I don't want to cultivate it until we've used our last Sable light pill so this can happen:

Ling Qi: "Bai Meizhen, could you give me some advice?"
Meizhen: "Yes, what is it Ling Qi?"
Ling Qi "Could you help me with Qi cultivation? I've never done it before."
Meizhen, looking at Ling Qi who is sitting there with around 50 Qi. *Stares at Ling Qi for around 30 seconds*
Ling Qi shuffles akwardly.
Meizhen "Of course you haven't. I suppose I could give you some instruction this week, but I'm busy at present." Walks off to her room scream quietly at how unnatural her best friend roommate is.

Amusing as that is, we probably what to cultivate it by action before we outgrow our cultivation techniques. Remember the Sable Pill proc'd qi roll doesn't get a bonus from our cultivation technique, so it's perfect for after we've maxed it out rather then before.
 
[X] Find a new path down
- [X] Switch the Armguards for the Blizzard Pin.

Welp, guess we're gonna spend swing by the Archive for a wind or water arm/spine/heart art next turn.

I really doubt the bonus doubles if used on a wind/water art.
 
But wind would train faster while water gets 2 qi discount due to the pin and our dress, so getting a wind/water art would give us something we can learn quickly and spam.
 
But wind would train faster while water gets 2 qi discount due to the pin and our dress, so getting a wind/water art would give us something we can learn quickly and spam.
Yeah, also in the short term wind/water would give +12 with common pills and +5 from site, which is fairly significant. I mean, I'm not saying Wind/Water is a must either, but it's pretty damn good if we want to quickly learn something.
 
Keeping in mind what's been said so far, here is what I imagine a plan for the next turn should look like, barring surprises:

[] Plan Getting Armed
-[] Use from inventory: Starlight Elixir + Darkmoon Pill + Snowy Peak Pill + Qi Expansion Pill + 3 Red Stones + 1 Yellow Stone
-[] Buy and use: Steady Growth Pill + White Hart Elixir + Flowing Rivers Pill + Bear Marrow Elixir (costs 24 red stones)
-[] Closed Door Cultivation (+1 Major Action, -2 Minor Actions)
-[] Direct any overflow to Spiritual Cultivation

Major Actions
[] Train with Bai Meizhen
-[] Sable Crescent Step
[] Train at the vent with Suyin and Su Ling
-[] Spiritual
-[] Talk to Suyin about Cai's mission
[] Visit the Archive
-[] Search for a technique
--[] A Wind/Water Arm attack art.
---[] Preferably has both Wind/Water
---[] Preferably uses a Spine Meridian
[] Do Cai's mission
[] Train by hunting with Han Jian and his group
-[] Physical Cultivation
[] Cultivate Eight Phase Ceremony on your own

Minor Actions
[] <Undecided>


The benefits of this plan:
  • We finally get an Arm art. Horray! By taking Water/Wind, we get an art that gets a major usage advantage from our talismans, and a major cultivation advantage from our discovered locations and our passive bonuses. As icing on the cake, the White Hart Elixir and Flowing Rivers Pill are some of the only pills that we can buy which boost Physical/Spiritual cultivation, and they also boost Water/Wind arts.
  • We get 2 physical, 2 spiritual, and 2 Qi rolls this week. Given that AS5 give +4 successes to Qi rolls and +7 dice to physical/spiritual and we are likely going to unequip it after this week, this is making solid use of bonuses that may not be available later. Combined with all the bonuses our pills give us, I expect we will make be close to finishing Mid Yellow Soul while making significant progress towards Late Silver Physique and getting a handful of extra Qi besides.
  • We are basically guaranteed to finish EPC1 this turn. Also, we have a solid chance of finishing our current step of SCS, and an almost guaranteed chance of finishing the first level of the Arm art we pick up.
  • A solid spread of actions means that despite dropping two minor actions we still get to interact with all of our friends.
 
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Amusing as that is, we probably what to cultivate it by action before we outgrow our cultivation techniques. Remember the Sable Pill proc'd qi roll doesn't get a bonus from our cultivation technique, so it's perfect for after we've maxed it out rather then before.
Eh, I wasn't really serious. I hadn't realised it doesn't get a bonus from our cultivation technique though. That's really important given AS5 gives us 4 bonus successes every time we cultivate it up to a base Qi of 40.
 
@PrimalShadow Mmmh, Using Physical instead of Spine makes sense given all the pills we are using. This means we'll have a couple of meridians to open up the turn after in order to be able to use all our arts, but that's perfectly fine.
@PrimalShadow We need more open meridians. At the moment, we only have an Arm open. Probably better to do closed cultivation the week after the next.
Nah it's fine, the only reason to open more meridians is if we expect arms/arms and don't want to open the second arms in the archive.

It's basically OK as long as we are aware we'll need to open the meridians soon in order to have everything equipped.
I don't remember that being stated; when did we find this out?
We didn't find it out. We just saw those Qi rolls didn't get dice from lessons or Argent Soul, but they do get auto-success from Argent Soul.

We don't know if it's a peculiarity of procced rolls or not. Given how Starlight works, I think that's just how Qi cultivation works.
 
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@PrimalShadow We need more open meridians. At the moment, we only have an Arm open. Probably better to do closed cultivation the week after the next.
Do we need meridians open to learn the art? Because @Arkeus keeps saying we don't, in which case I have no problem pushing said learning down a week.

I don't want to do closed-door-cultivation the week after next because it would mean we don't get to take advantage of AS5's bonuses to Physical/Spiritual/Qi cultivation.

As far as opening Meridians goes, I think we should be doing that whenever we have free time. If I wasn't doing a pill week next, I'd be voting for opening multiple meridians instead; but I can't really fit such things into a pill week without dropping something else valuable.
 
I don't remember that being stated; when did we find this out?

We figured it out by watching the rolls. Both times we've used Sable Pills, our Qi was in the range where it was supposed to get a bonus from argent soul.

https://forums.sufficientvelocity.com/posts/8497976/

Obviously it didn't if you look at the rolls. It benifits from other pills and such like, but not from our cultivation technique, it's most beneficial when pushing beyond the limits of your cultivation technique.
 
Do we need meridians open to learn the art? Because @Arkeus keeps saying we don't, in which case I have no problem pushing said learning down a week.
We need meridians open, but we don't need blank meridians. So we can use, say, the spine in AM to learn SCS, but then it means that we can't equip both SCS3 and AM (though we might be able to still use SCS2? I don't know).
 
@yrsillar

Can we learn an Arm-Spine technique since we have the meridians open (if partially filled)? If we learn the Arm-Spine technique up to the point where if we had empty meridians, it'd be equipped, would that unequip the Arts that are currently using the meridian in question (i.e. unequip Argent Mirror)?

If we picked up an Arm-Arm technique, would we be able to train it? Or do we need to open another Arm first?
 
Switch armguards for pin is at 34
Adhoc vote count started by TheLastOne on Jun 16, 2017 at 4:23 PM, finished with 16465 posts and 50 votes.
 
[X] Find a new path down
[X] Switch the Armsguard for the Blizzard Pin.

Honestly don't know how my vote popped up for tunnel, pretty sure I chose new path. Copy pasta gone wrong?
 
I have a potentially stupid question - we are voting for to:
[X] Switch the Armsguard for the Blizzard Pin.
Why do we do it?

I understand that only one cost reduction may apply, but Armsguard are lether bracers. Blizzard Pin is hairpin. They do not take the same slot. One gives bonus dice to offence and another to defence. Why can't they both be equipped at the same time?
 
I have to admit that if we are going to go for wind/water two meridian art I would rather it be arm/arm so that it has more of a punch and lasts longer. Spine is a great meridian and endurance is out forte, but the whole point of this art is to have something to burst things with. Arm/spine will never be as good as pure arm for that, and with wind/water we will already be gaining an absolutely massive amount of bonuses for learning it. Having the art we pick be more effective and thus useful for longer is better than making it even faster to learn.
 
I have a potentially stupid question - we are voting for to:

Why do we do it?

I understand that only one cost reduction may apply, but Armsguard are lether bracers. Blizzard Pin is hairpin. They do not take the same slot. One gives bonus dice to offence and another to defence. Why can't they both be equipped at the same time?
We can only equip two talisman accessory at a time. We don't have slots for every part of our body, but weapon/armour/2accessories slot. Blizzard Pin is Armguards except much better, so it replaces armguards.
I have to admit that if we are going to go for wind/water two meridian art I would rather it be arm/arm so that it has more of a punch and lasts longer. Spine is a great meridian and endurance is out forte, but the whole point of this art is to have something to burst things with. Arm/spine will never be as good as pure arm for that, and with wind/water we will already be gaining an absolutely massive amount of bonuses for learning it. Having the art we pick be more effective and thus useful for longer is better than making it even faster to learn.
Arm/Arm is probably one of the better options, though what I want is basically to try and get as many choices as possible and see what tempts us there.
 
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