Forge of Destiny(Xianxia Quest)

So, on a completely different topic I was thinking about the future. People focus a lot on our progression for obvious reasons, but in many ways the biggest challenge we'll have long term might not be our cultivation, but rather our ability to actually hold our status.

The big challenge with noble families is being able to reliably produce cultivators of the appropriate level. To be a stable baronal clan you need to be reliably producing Greens at the very least. To be a stable Viscount clan you need to be able to reliably Indigos.

It's easy to forget given how talented we are, but Ling Qi is abnormal. We should not expect many in our family to be as talented as us. If Biyu reaches Cyan she'll be doing well. And our kids? Many of them will probably never get beyond Green.

Now, to make sure you're a stable Viscount clan you're probably going to want to be producing an Indigo at least once every 200 years or so. Once a century would be ideal, but that's harder. Problem here though is that you can't rely on kids being talented enough to reach that. Ultimately it's a lottery.

Now, let's assume that we're rich enough to get everyone to Green as a baseline. Realistically, you're going to have several times as many people in Green as Cyan. Sort of pulling numbers out of my ass, if you're doing well you might have, say, 3 Greens for every Cyan you produce. This will then repeat again for Cyan to Indigo - probably with worse falloff given that getting people through Cyan would strain the clan's resources more.

tldr; if we want to make sure our family is reliably Viscount, then we and Biyu should probably have at least a dozen kids before the end of our second century in order to give us decent odds of producing a second Indigo to be our heir. And that's arguably being optimistic.

This is, of course, one of the big difficulties in establishing and upgrading noble families. You need to not just be able to support the increasingly expensive cultivation of your top dudes, but also be able to keep producing potentials.
I always thought that the percentage of Greens that eventually make it to Cyan is higher than one third. It's Cyan-Indigo where the real bottlenecking starts.

I'm not actually sure where I got that impression. It might have been that Omake where an older Fan Yu tops out at Cyan, so it might not be canon.

But ultimately I'm not too worried. If we concentrate on getting Ling Qi to Violet or Prism, then it shouldn't be too hard to get the resources to at brute force at least one descendant to Indigo.
 
That's not it at all. We were explicitly told that the vast majority of nobles don't bother going above Third Realm, because Third Realm's the last stage that you can get just by spending money and occasionally working at it.

Just being Fourth Realm makes you already an outlier, and it gets worse and worse the higher you go.
 
What do you mean here?
By the time Ling Qi opened her eyes night had fallen, but she had succeeded. The ability to defend from more potent arts had been etched into the very core of her spirit. It was sloppy, lacking the structure granted by a full art, less efficient than her Ten Ring Defense art, but, with this, she could improve her early defense, without having to sacrifice her opening offense to as great a degree.
Ling Qi may expend three qi to gain a point of semi perfect defense, up to a maximum of three points
It would be nice to have confirmation, but this doesn't seem to be part of TRF itself, but rather some kind of proto-cultivation art or, even better, a 'permanent' bonus from a cultivation art. Passives from an art proper comes from having an art equipped (if we unequip TRF, we don't have its passives) and as such depends on our meridians. This insight doesn't.
 
Well our heart is likely to be shortly splattered over a couple nearby trees so maybe our mind will get some more TRF insights along with it?
Rereading the lastest chap, i noticed Ling Qi expected to be able to further meditate on the insight to improve it.
Maybe we should spent some time on that after the tournament, trading qi for semi-perfect reduction is pretty useful if we can upgrade the current cap of 3 damage.
 
I am wondering if at higher cultivations super perfect damage becomes a thing. Either that or at the highest levels you have to get though all of someone's Qi before you can hurt them.

We have heard that fights tend to take longer at the higher levels.
 
I am wondering if at higher cultivations super perfect damage becomes a thing. Either that or at the highest levels you have to get though all of someone's Qi before you can hurt them.

We have heard that fights tend to take longer at the higher levels.
Well, Shenhua certainly hurt Suzhen but didn't go through all her Qi, so a sufficient cultivation advantage can nullify Qi block

That or Shenhua used some White bullshit to ignore Suzhen's defenses
 
It's easy to forget given how talented we are, but Ling Qi is abnormal. We should not expect many in our family to be as talented as us.

Talent is inheritable and if need be tribulations exist.

So long we push our kids to cultivate all the times rather than lose time learning meaningless stuff like how to act like a noble, that they could learn much easier once they are yellow or green, they should be fine.
 
Okay, somewhat embarassing to admit, but I seemed to have missed some book keeping, which techniques did you guys assign to your horror? I believe one was deepwood vitality, but I seem to have forgotten the other.
 
Okay, somewhat embarassing to admit, but I seemed to have missed some book keeping, which techniques did you guys assign to your horror? I believe one was deepwood vitality, but I seem to have forgotten the other.

I think it was Scalding Stream?

Not that it can do much unless it gets a really good roll, or benefits from a lot of multiple attackers. Though if it does land a hit in phase one, things'd start spiralling downward for little miss blood dryad real quick.
 
Last edited:
Okay, somewhat embarassing to admit, but I seemed to have missed some book keeping, which techniques did you guys assign to your horror? I believe one was deepwood vitality, but I seem to have forgotten the other.

It was Scalding Streams. The Combat Specs has the dice and data for it I think.
 
Regarding the Ling Clan growth, I expect that whatever it is that by Word of God makes Ling Qi more special for initially more smoother and less frustrating gameplay will also give us a slight edge above the competition there.
 
Talent is inheritable and if need be tribulations exist.

So long we push our kids to cultivate all the times rather than lose time learning meaningless stuff like how to act like a noble, that they could learn much easier once they are yellow or green, they should be fine.
We should probably expect to lose a couple if they go through tribulations. Gonna roll snake eyes eventually.
 
--[X] Build Ossuary Horror: 21 Scouts (or max # Scouts, if that changes) (Techs: Scalding Stream, Deepwood Vitality, cost 21*8 = 168 RSS)

Okay, somewhat embarassing to admit, but I seemed to have missed some book keeping, which techniques did you guys assign to your horror? I believe one was deepwood vitality, but I seem to have forgotten the other.

Here.

We should probably expect to lose a couple if they go through tribulations. Gonna roll snake eyes eventually.

"Some of you may die but it's a sacrifice I am willing to make"

-Lord Farquaad Ling Qi
 
It would be nice to have confirmation, but this doesn't seem to be part of TRF itself, but rather some kind of proto-cultivation art or, even better, a 'permanent' bonus from a cultivation art. Passives from an art proper comes from having an art equipped (if we unequip TRF, we don't have its passives) and as such depends on our meridians. This insight doesn't.
I guess it's like FVM's low-light vision or AM's realm sensing.

Rereading the lastest chap, i noticed Ling Qi expected to be able to further meditate on the insight to improve it.
Maybe we should spent some time on that after the tournament, trading qi for semi-perfect reduction is pretty useful if we can upgrade the current cap of 3 damage.
My guess is it'll improve a bit once we master the art we derived the lesson from. Or maybe not!
 
Last edited:
I guess it's like FVM's low-light vision or AM's realm sensing.
The main difference here is that those arts are structured flows of qi that leave traces on the user's spirit (and to some degree, are designed to do so). The leap that Ling Qi made here is not just that she got a permanent modification on her spirit/dantian, but that she did so without the structure of an art (as she says). That means, in turn, that she made her first step into the design that goes into the flow of qi. Before this she's been a kid completing times tables by referring to a table. It's useful but kind of limited. Now she understands multiplication to the degree that she can go beyond what her math book has tables for.

She's pretty precocious.
 
So @yrsillar, there is a question about Pill Crafting economic, because, well, what we know and what it means kind of contradict with how a lot of us feel it should work, and given you are revisiting rules when the thread end sometime this week (hopefully) I guess now is a good time to bring it up. The question came because of @Thor's Twin recent omake.

Here is what we know of how someone in the outer sect needs to do pill crafting unless they are an outlier:
  1. Need a spirit beast core of the appropriate grade and type
  2. Need secondary ingredients
  3. Need access to a pill furnace
  4. Need to spend time doing pill crafting
Now, we don't know how long (4) is needed. It could be "4 pill crafting sessions is one action", or even "2 actions is one pill crafting session". The below calculations would change quite a bit depending on that. Spirit core wise, we know that a grade 1 spirit core is a minimum of 5RSS, and a grade 2 one is a minimum of 25RSS or so (can climb to 50 or so). For non-outlier disciples, they need to pay 5 sect points to get access to a pill furnaces, though it is unknown if access to production hall means "for one session in the week" or "for as many sessions as you want there".

So, if we assume pill crafting for cheap 2nd tier pills, which should be what the majority of pill crafters focus on, they would need 25RSS + 5~RSS in secondary ingredients + "Time for Crafting" + 5 sect points as investment each time they do so. Now, a decent early yellow can do hunting missions that would net them both 10~ sect points as well as a second grade core in a single mission, though it's worth pointing out that a lot of the hunting missions might mean giving said core away (so it would need to be named monster hunting missions where you can keep cores, and those might not be reliable).

So, if we assume a session = 1 action, and access to production hall =for one action, and unless we assume a pill crafter operate at a loss, they'd need to recoup more than 1.5 action monetary gains + 30RSS each time they do a pill crafting session. There are significant assumptions here that could change things, though the price needed core/ingredient wise can't be changed. In that case, in order for the pill crafter to not operate at a loss, they'd need to gain at least 30RSS + 1.5(50RSS as they can do a 10 sect point mission in one action) = 105RSS for each pill crafting session.

Now, some loss, especially early on, is completely acceptable, simply because a lot of outer sect crafters are doing this as "practice". However, the rule should hold that pill crafting should bring in more money than the equivalent time spent doing other things that do not need a specialised skillset that the same person could do (E.G, if said outer sect disciple can easily bring in 80RSS in 1.5 actions, then if they have no way to bring the same 80RSS in pill crafting even once they master a receipe that just means pill crafting is actually a skillset not worth learning).

In fact, I believe that better outer sect pill crafters that do not yet have their own pill furnace should be able to make a benifit, or else the sect is set up such that most crafters will give up very early as continuing to do something that has no way to actually give you a benefit through the couple years they are in the sect (not counting permanent pill crafters) is not very encouraging.

This is the list of second grade pill we know of
  • Base Cultivation
    • Sturdy Oak Pill: Adds eight dice to physical, spiritual and Qi cultivation. 18 Red Spirit Stones
    • Bear's Heartsblood Elixir: Adds six dice to physical cultivation. One third of successes are added to Qi increase. 10 Red Spirit Stones
    • Soul Concentrating Elixir: Adds five dice to spiritual cultivation. One third of successes added to Qi cultivation. 10 Red Spirit Stones
    • Qi Sea Pill: Causes all successes on Qi cultivation to be rerolled once. Rerolls do not proc additional rerolls. 35 Red Spirit Stones
    • Heavy Rains Pill: Adds six dice to meridian clearing attempts, eases penalty for failures. 15 Red Spirit Stones
From what I can see of the price they could sell pills at, what would make sense, to me, is that a good crafter can make between 10-20 pills per batch, or else Bear's Heartsblood/Soul Concentrating would always be made at either a loss or non-profit no matter what in the outer sect if you don't have a personal pill furnace. This does mean that someone good at making those should have a profit (compared to if they did something else) of 50RSS+, and for the more expensive pills like Sturdy Oak/Heavy Rains it could easily climb to a profit of 200RSS.

However, what does that mean for someone who does have their own pill furnace like Su Ling? Well, they don't need any sect points, so they don't need to spend that extra 0.5 action for it. They still need the 30RSS minimum investment into each pill furnace, but the "punishment" for making few successful pills is much lower, and the threshold for a profit is much easier, though by now an action of Su Ling can trivially get 100RSS, as we have seen with Suyin doing 20+points sect job.

So, for someone like Su Ling, their "investment" of 1 action +30RSS minimum would be a minimum of 130RSS (more, really, because sect points), and their potential reasoning for pill crafting would be
  1. Make money
  2. Do pills to learn or master a receipe
  3. Create a pill receipe
Of those, I believe 2 was the most important for Su Ling from week 20-35~, and 3 the most important from weeks 35-now. While Su Ling has invested a lot of time in pill crafting, she has also been making pills that brought her money incidentally, even if a lot of her money gained was at a "loss" at first. Beyond actions spent pill crafting, her investment has been mainly in ingredients/cores, and Su Ling is actually better than most at getting those (so she probably can find them for a lesser investment than the money needed to buy them, though once her 'time' got more expensive buying them was probably better, at least for common ones).

As she considered her pill crafting to be in good part for learning, even a "break even" pill furnace from a less fortunate disciple would bring her 70~RSS, and by now she should have accumulated quite a bit of all the basic pills she need until her breakthrough, going full in "master receipe for practice (incidentally making all the money) or create new receipe and master them (incidentally making all the money)".
 
I believe you are going about this backwards.

The expenses of the production student are irrelevant when it comes to determining the *price* of their product. In this case, pills. This price is determined by what others are willing to pay for it. It might be cost neutral, or even happen at a profit for the production student but it doesn't *have* to be that way. Especially with permanent Outer Production Disciples in the picture, who likely have access to furnaces of their own or at reduced cost, as well as sources for materials, etc., and likely a higher efficency in their production.

It might be that actually producing pills is a large loss in 'effective money' compared to Sect missions for production Disciples for a number of reasons. The mentioned permanent Disciples, or maybe pill production should more be seen as 'Cultivating' for new students and thus require money and resources to be invested. Much like Arts Cultivation for the more ... face-punchy variant of Disciples.

It's also likely that there is not an arbitrarily large amount of high paying Sect missions available, and/or that production Disciples are suited poorly for most of those and thus be able to gain far less income from them then what you purpose in your analysis.

Now, why might anyone choose a production track if they could earn more riches (and certainly status) if they followed the face-punching path? Opportunity and personal inclination, I'd say. Not every Cultivator is probably suited to be a great warrior, or would want to be one. Li Suyin for example certainly wouldn't *want* to be. Others might lack the talents and natural ability to do so. As far as we know, NPCs work fairly differently with what and how fast they can learn and don't have blanket Talent that applies to everything.


As a side note, I do expect that literally every Cultivator knows how to fight at least somewhat, but there is probably a signifiant amount of Cultivators who are very bad at it, for their Cultivation level.
Some Production Cultivators, and people like Artisans, Sages, Scribes, Legalists and others who for example might be Green-3 but have a hard time fighting even a Late Yellow face puncher. Even with the six auto-successes over them.
 
I believe you are going about this backwards.

The expenses of the production student are irrelevant when it comes to determining the *price* of their product. In this case, pills. This price is determined by what others are willing to pay for it. It might be cost neutral, or even happen at a profit for the production student but it doesn't *have* to be that way. Especially with permanent Outer Production Disciples in the picture, who likely have access to furnaces of their own or at reduced cost, as well as sources for materials, etc., and likely a higher efficency in their production.

It might be that actually producing pills is a large loss in 'effective money' compared to Sect missions for production Disciples for a number of reasons. The mentioned permanent Disciples, or maybe pill production should more be seen as 'Cultivating' for new students and thus require money and resources to be invested. Much like Arts Cultivation for the more ... face-punchy variant of Disciples.

It's also likely that there is not an arbitrarily large amount of high paying Sect missions available, and/or that production Disciples are suited poorly for most of those and thus be able to gain far less income from them then what you purpose in your analysis.

Now, why might anyone choose a production track if they could earn more riches (and certainly status) if they followed the face-punching path? Opportunity and personal inclination, I'd say. Not every Cultivator is probably suited to be a great warrior, or would want to be one. Li Suyin for example certainly wouldn't *want* to be. Others might lack the talents and natural ability to do so. As far as we know, NPCs work fairly differently with what and how fast they can learn and don't have blanket Talent that applies to everything.


As a side note, I do expect that literally every Cultivator knows how to fight at least somewhat, but there is probably a signifiant amount of Cultivators who are very bad at it, for their Cultivation level.
Some Production Cultivators, and people like Artisans, Sages, Scribes, Legalists and others who for example might be Green-3 but have a hard time fighting even a Late Yellow face puncher. Even with the six auto-successes over them.
Well, the problem with this is that in order to even get access to the pill furnace they first need to be a face puncher. The argument of "they prefer doing this" is potentially true, but part of the set up of the sect means that in order to even try making pills, one has to be able to first being able to do missions giving a lot (relatively) amount of sect points fast. You need sect points to learn receipes, and you need sect points to have access to pill furnace... and you get sect points by being a face puncher for the most part.

So while, yeah, Li Suyin could totally decide she prefers to do something that doesn't force her to fight, she could decide that because Su Ling had gotten a pill furnace reward and found out pill receipes first, and Su Ling got that by being a face puncher. It's a privileged position, and even then Suyin isn't that weak either... and her privilege still means she won't accept to do a job whose skillset still makes her less valued than not having that skillset but still having her "secondary" skillset.

The expense of the production disciples are relevant, because they have to be able to sustain making pills, and they have to learn making pills, and all of that can only be done if they attain a certain measure of both wealth and face-punching power. Once they have the latter, they will then be confronted between the option of "learn this incredibly difficult craft and lose money" and "learn nothing and gain more money" if their expenses do not matter.
 
Last edited:
@Arkeus - you are also assuming that a Personal Furnace offers all the capabilities of the Production Hall. I would not be surprised if paying for access to the production hall was somehow superior. Perhaps the cauldrons in the Production Hall are easier to use, especially for novices. Perhaps the larger cauldrons there can produce bigger batches of pills. Or perhaps person cauldrons require regular maintenance, which cuts into your profit margin the same way that Production Hall passes would have.

There are undoubtedly advantages to having a personal furnace - Su Ling wouldn't have gotten one as her reward otherwise - but we don't know that the advantages are equal to a saving of the full 5sp per crafting session with zero drawbacks.
 
There's a couple factors in this that could be confounding things:
  1. Are we sure that there's a real limit of 1 core -> 1 pill? If one core and some secondary ingredients could make multiple pills all in the same session that changes the economics a lot.
  2. Is it possible that the Sect subsidizes the pill market for students by offering some kind of economic incentive for selling pills? Something like how governments sometimes buy grain at a fixed price above market value. This would have the positive effect of encouraging students to learn about pills even if the economics wouldn't work for it otherwise.
 
@Arkeus - you are also assuming that a Personal Furnace offers all the capabilities of the Production Hall. I would not be surprised if paying for access to the production hall was somehow superior. Perhaps the cauldrons in the Production Hall are easier to use, especially for novices. Perhaps the larger cauldrons there can produce bigger batches of pills. Or perhaps person cauldrons require regular maintenance, which cuts into your profit margin the same way that Production Hall passes would have.

There are undoubtedly advantages to having a personal furnace - Su Ling wouldn't have gotten one as her reward otherwise - but we don't know that the advantages are equal to a saving of the full 5sp per crafting session with zero drawbacks.
I am assuming no such thing, considering we were told one of the motivators for disciples to go sect furnace at the end of the year was because they were better for end of year project. While the point mentioned was security, I suspect they are also "better" for other things, too.

I am not sure what Su Ling's personal pill furnace being inferior has to do with my post, though?
There's a couple factors in this that could be confounding things:
  1. Are we sure that there's a real limit of 1 core -> 1 pill? If one core and some secondary ingredients could make multiple pills all in the same session that changes the economics a lot.
  2. Is it possible that the Sect subsidizes the pill market for students by offering some kind of economic incentive for selling pills? Something like how governments sometimes buy grain at a fixed price above market value. This would have the positive effect of encouraging students to learn about pills even if the economics wouldn't work for it otherwise.
It's almost certain that 1 core = 5-20 pills. A 2nd grade core if 25-50RSS, and a 2nd grade pill is around 10-18RSS. A 1=> 1 translation would mean that making pills would be considered one of the worst thing possible to do with a core.

I mean, the sect offers pill furnace for 5 sect points. That set up a scenario where 5 sect points is worth access to a pill furnace (as well as protection/etc when using it). Given how cheap the sect archive are for what they offer, it's very likely it's cheap there too.
 
Back
Top