Forge of Destiny(Xianxia Quest)

  • We got Fleeting Strike, an attack with large knockback
It affects everyone caught within AtW, which has a range of eighty meters, and pushes them back another sixty meters. And they suffer a speed and initiative penalty to close again.

And you still get two attacks at +2 and +8 (three dots + five bonus). And if you count AtW, that's an effective +12 on that second attack.

No bonus damage, true, but that can be partially made up for with the fantastic trick arrows we got, which is another point for archery, great versatility through ammo.

This is a game changer.
FZ really lives up to expectations regarding its usefulness for team fights: with a total of +8 dice using Fleeting Strike, anybody who doesn't have a ranged attack simply can't compete.
Yeah, reading it closely, the one target doesn't need to be under AtW either.

Which means that either they can teleport, or have good ranged attacks, or have 60+ Speed, they've essentially lost.

I also notice there is a pattern when it comes to range on arts and realms now.
 
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My go to explanation: There is an art for that.
Formations on a needle seem more likely.
But in both cases I think it'd be hard/expensive to acquire. If pierced ears are normal in that culture, all the nobles probably had them pierced before they became cultivaters, and otherwise there wouldn't be a high demand either.
 
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I think we are looking at:

DEX 6 + Archery 5 + FSA 3 + AC 2 + FZ 5 + Tech 8 + Bow 2 + Pin 2 = 33 dice attack at AP 3 and damage +2 with a Flare Arrow and sixty meters knock back.

Or with humble Luminescent Star:
DEX 6 + Archery 5 + FSA 3 + AC 2 + FZ 5 + Tech 6 + Bow 2 + Pin 2 = 31 dice attack at AP 3 and damage +5 with a Flare Arrow.
 
Soaring Charm: A woven bracelet with the shape of a bird picked out among its threads in jade. Upon being broken, transports the user up to half a kilometer in any direction. Landing accuracy improved by knowledge of destination, injury may occur if user is unfamiliar with target location. 300 Red Stones
teleport straight up + gliding suit = fun.

Also possibly a unique Wind qi practice/meditation
 
I think we are looking at:

DEX 6 + Archery 5 + FSA 3 + AC 2 + FZ 5 + Tech 8 + Bow 2 + Pin 2 = 33 dice attack at AP 3 and damage +2 with a Flare Arrow and sixty meters knock back.

Or with humble Luminescent Star:
DEX 6 + Archery 5 + FSA 3 + AC 2 + FZ 5 + Tech 6 + Bow 2 + Pin 2 = 31 dice attack at AP 3 and damage +5 with a Flare Arrow.
Flare Arrows are only +1 damage, but +2 AP.
 
So.... If "Fatty" Hao can reach people in the inner sect about products and sales, then can we get him to get an inner sect production member to improve our flute when we are ready to upgrade?
 
AN: So much going on in this one, I might need three parts.
So, initial fear was another thunderdom, but we have Job, GF exploring, TRF training, Second part tutor and GG action remaining, which is a very full second part even if GG isn't thunderdom.

However, it's been brought to attention that Zhengui was "up to a month of hibernation". He began hibernating in week 32, and it's now week 35. Depending on how you count, end of the week is 'a month'.

Our tutor is going to teach us the Ride skill, isn't she?
 
Honestly I'd get the Soaring Charm (cheapest option. We only have 900 RSS, we can't afford to spend so much on a one time item), and get the Band of Occlusion (perfect for stealth missions and also helps against scrying and coincidentally spiritual defence too). Not sure about anti scrying consumables, maybe get 1 or 2, but they don't seem as useful.
 
These seem like the best picks IMO. At this point we can only wear one other accessory in addition to the slippers, and the other teleporters seem a bit expensive for us (for 1 use items).
Maybe this if we end up in a situation where we either know we are being scryed, or we have four hours of time where we want to ensure we're safe.
All one of each of these 3 costs 450 stones in total, but hopefully we get some good loot with GG this week.
[X] Plan Covering our bases
-[X] Soaring Charm:
300 Red Stones
-[X] Band of Occlusion: 100 Red Stones
-[X] Blinding Fate Charm: 50 Red Stones

Since no-ones posted a plan yet here's mine. It costs a fair amount, but the teleport Charm will is the cheapest we can get, and 500m should be more than enough for someone like us to disengage. Band of Occlusion is the best of the accessories, and can be worn with the slippers for stealth missions, and Blinding Fate charm is the best of the anti-scrying consumables. Whilst the latter probably isn't as useful if we know we're being scryed (unless we use it to try and disengage), it could be useful if we use it before a big heist, to make doubly sure we aren't tracked.
 
[X] Plan Covering our bases

This is like half our income, but it's kind of important. Basically what I wanted anyway.
 
The concept is interesting and i could see it working but it definitively needs work.
Mostly we'd need something to link the Field to us, draining (part of) the damage/qi done to targets in it to enhance our defenses so the two things are no longer separate concepts.
We probably need more group buffs, preferably also linked to the field in a "apply debuff to enemies and equivalent buff to allies" thing. Unless we want to go solo. Which would be a shame, I like Teamplayer!Ling Qi.
Archery, at least single target burst damage also kinda works against it, unless we could link it to the field somehow. Maybe an attack that uses up the field to deal massive instant single target damage ?
Or, more easy to find, a Archery Art that consumes buffs and debuffs on a target for increased damage.



I just want to see what the last Argent Art Mystery Art does, and what the synergy between them is (and maybe a breakthrough bonus ?). Imo with it we'll see an increase to all Argent Arts. Maybe even Argent Genesis.
Though if now, I could definitively see us dropping AS+MA once in green and only use AM+ and AC+ out of the set.

Ling Qi has high talent so, comparatively more meridians to play with, and having Arts just to boost orther arts isn't a revolusionary concept :)

On archery, beyond the previous point, (AoE?) debuff focused FSA+ seems totally viable and conceptually synergetic with a Field of Death and Other Nasties.
???

It's a mountain of the siren, obviously

An alluring song that draws people in to the peak of the world where the wind does howl and caress and carry death with its promises of beauty and cold rest. The wind cuts through you, showering in sleet and bullets of rain as you wander helplessly through the stubborn and unyielding forests which makes those high places their home. You proceed ever further, desperately seeking the source of that unearthly sound and endure hardship and pain, lost in the melody and surroundings both, too enraptured to pay attention as the world around you takes a grim roll for your being enamored.

Only two destinies await those who brave those howling winds and cruel mists:

To die alone within the fog, proving little more than sustenance for those who dwell within it.

Or to find that cruel beauty, who steals heart and fortune alike with a cunning and mysterious smile

Like if you gotta work out a concept, then it's gotta be one that evokes a strong imagery and theme. And the Alluring/Tempting/Taking Melody/Siren/Breeze certainly could fit that paradigm very well imo.
 
Hmm.

Our effective budget is around 930 RSS at the moment.

Currently trying to figure out what would be our best options for our gear though. I'm thinking we want to get the Band of Occlusion for sure. Possibly also the Void Stone Stud so we can double up on "Hah Hah You Can't See Me" when we're doing a heist. This brings us to a net -5 against Divination from equipment, and a net +5 dice on stealth attempts.

Then I'd say three to four Blinding Fate Charms as the best balance between duration and impact that we can get (-2 successes is roughly comparable to -4 dice). Maybe a few Misty Lake Charms for when we need the extra pick-me-up before doing something high risk.

And yeah, at least one Soaring Charm.

Basically, between talismans and consumables, we can pump so many penalties up on someone trying to remote view us that we can have a few hours where we can be reasonably confident that what we're doing is secret.

And that's going to be important for executing our heists.

At any rate, we've established that half a kilometer is good enough for Ling Qi to break contact with even the likes of Sun Liling specced for hunting. That should be sufficient.
 
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[X] Plan Covering our bases

Expensive, but worth it I think. Also, while this is the cheapest escape talisman, Soaring Charm is probably more than enough for someone as ridiculously quick as Ling Qi.
 
[X] Plan Covering our bases

Don't particularly want the consumable but I suppose it's something we could try before whipping out the escape talisman.
 
[X] Plan: Phantom Thief
-[X] Soaring Charm:
300 Red Stones
-[X] Band of Occlusion: 100 Red Stones
-[X] Void Stone Stud: 70 Red Stones
-[X] 4x Blinding Fate Charms: 200 Red Stones
-[X] Total Cost: 670 Red Stones

Yes, this is expensive, it also basically removes remote viewing as a tool for our rivals when we're doing things we'd most prefer for there to be no witnesses to.

And what is money but something to be used to seize advantage and security?
 
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Hmm.

Our effective budget is around 930 RSS at the moment.

Currently trying to figure out what would be our best options for our gear though. I'm thinking we want to get the Band of Occlusion for sure. Possibly also the Void Stone Stud so we can double up on "Hah Hah You Can't See Me" when we're doing a heist. This brings us to a net -5 against Divination from equipment, and a net +5 dice on stealth attempts.

Then I'd say three to four Blinding Fate Charms as the best balance between duration and impact that we can get (-2 successes is roughly comparable to -4 dice). Maybe a few Misty Lake Charms for when we need the extra pick-me-up before doing something high risk.

And yeah, at least one Soaring Charm.

Basically, between talismans and consumables, we can pump so many penalties up on someone trying to remote view us that we can have a few hours where we can be reasonably confident that what we're doing is secret.

And that's going to be important for executing our heists.

At any rate, we've established that half a kilometer is good enough for Ling Qi to break contact with even the likes of Sun Liling specced for hunting. That should be sufficient.
Not much point in buying two talismans for stealth missions since we already have the slippers to fill our second slot.
 
Not much point in buying two talismans for stealth missions since we already have the slippers to fill our second slot.

Void Stone Stud provides a superior stealth bonus, and also includes remote-viewing scrambling too.

Very important when doing something like--say--a chain of heists in a place where getting caught would lead to banishment from the markets.
 
Currently trying to figure out what would be our best options for our gear though. I'm thinking we want to get the Band of Occlusion for sure. Possibly also the Void Stone Stud so we can double up on "Hah Hah You Can't See Me" when we're doing a heist. This brings us to a net -5 against Divination from equipment, and a net +5 dice on stealth attempts.

I am actually kind of thinking we check around the Archive for a Divination Art. Not so much for the use of it, although it may be helpful, but more so we have an idea of the mechanics we're working against.

Doesn't need to be something we invest a lot of effort in, just enough that we can get the first level and an idea.
 
[X] Plan: Phantom Thief
-[X] Soaring Charm:
300 Red Stones
-[X] Band of Occlusion: 100 Red Stones
-[X] Void Stone Stud: 70 Red Stones
-[X] 4x Blinding Fate Charms: 200 Red Stones
-[X] Total Cost: 680 Red Stones


Id prefer the name "Plan CRAAAACK-A-OOOIE " but i feel that this quest wouldn't appreciate such a high brow reference as that one :V
 
[] Plan: Phantom Thief
-[] Soaring Charm:
300 Red Stones
-[] Band of Occlusion: 100 Red Stones
-[] Void Stone Stud: 70 Red Stones
-[] 4x Blinding Fate Charms: 200 Red Stones
-[] Total Cost: 680 Red Stones

Yes, this is expensive, it also basically removes remote viewing as a tool for our rivals when we're doing things we'd most prefer for there to be no witnesses to.

And what is money but something to be used to seize advantage and security?
Shouldn't it be 670?

Anyway, there is no use to taking more than 1 blind Fate Charms I think, and there is also not much point in Void Stone Stud considering it's barely better than Slippers (and we would be good enough against remote viewing thanks to other stuff), and our weak point is larceny dice, not stealth.

If we are worried about the heists, we need a larceny talisman rather than another stealth one.
 
Void Stone Stud provides a superior stealth bonus, and also includes remote-viewing scrambling too.

Very important when doing something like--say--a chain of heists in a place where getting caught would lead to banishment from the markets.

Darkness discounts are pretty important when we're doing stealthy stuff. The slippers give a discount of 2.
 
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