Hmmph... this junior is a good seed [Cultivation Management Quest]

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New Good Seed and Omake Rule Updates
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Omake Writer Instructions:

There are four fields you need to fill out.

Omake Link, which is just a link to your first omake for the turn. This makes it easier for me to read them as I do the update - without this it's tough to know off the bat which omake were written this turn, and to properly

Requested Bonus, which is your requested bonus for your omake. You can leave it up to me if you like. You can see more info in the Good Seed infopost here.

Cultivation Aims. For those following unorthodox paths - higher than 9th Heavenstage or later than 7th Dao Pillar paths. Please put in what you are aiming for before you break through. I have left it as 'default'. If you do not edit it, I'll go with that.

Turn Notes - Do you want to do something specific? Enter a Secret Realm? Help the Clan out in some way? If you have something specific you want to accomplish on this turn, put it in turn notes so I can adjust your Fate around it.

All other fields are for QM use to record character information to properly run the flow of the game.
 
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Secondly, Lecturing vs Economic Activity. Lecturing is, broadly speaking, a better action if you're seeking to raise disciples. Manuel lecturing disciples is more efficient than Manuel earning wealth and transforming that wealth into training and power for disciples. Why? It's Manuel's speciality!
Oh absolutely

My intention is to go ham on upping our Disciples next turn though. And though the Scorpion Road is a great idea, I wanted to keep some savings in hand for next turn and immediately after the Trials. Manuel's action Doesnt cost any wealth, which is why I erred on that since Colonization represented a potentially bigger long term payoff and I couldn't say we could realistically afford both it and the Scorpion road buildup

Also please check out my vote on the tally. I added in that flavor text but it didnt carry over for.some reason
 
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[X] Plan Firming Foundations
-[X] Increasing Wealth - More trade, more mines, more growth. Aim to find more Spirit Stones, tax more from traders, whatever works to increase your Clan Wealth. Increases Wealth by an average of 5.
-[X] Economic Activity - Carve arrays, scribe useful cultivation techniques onto scrolls, hunt down useful opportunities that might be dangerous to a Core Formation Elder. Make some money for the Clan.
-[X] Invest in Colonisation (10 Wealth)
-[X] Rebuild the Golden Eye Array (7 Wealth)
-[X] Regain Full Strength (6 Wealth)

Even with the QM arguments, I still support this plan. I want Miguel getting wealth so we have more options in the coming turns, not because it will raise disciples faster. It gives us a monetary buffer because we are spending the majority of our savings this turn. The long term growth early is also a good idea if we want to invest in scorpion road next.

Edit: lol, ninja'd
 
The Hundred-Year Trials
I promised to make an infopost about this over a week ago, but forgot about it.

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The Hundred-Year Trials

The Third Sea is weak.

The Fifth Sea is strong.

This much you know. Even within Realms, fighting those strange cultivators who come from another Sea to your territory is difficult. In the same Heavenstage, their Qi Condensation cultivators dominate yours. Without the use of formations and defensive arrays, you would fall easily. They are darker-skinned than the natives of the Third Sea, and speak a different tongue entirely - a tongue we have pieced together little by little over the centuries, but only a scarce few among the Clan speak it.

They are hunters. They do not come to fight, or to wage war, but to hunt. They come with tokens - things of dark cast iron with a symbol forged into them. With a moment's thought they can shatter it, and leave our Sea entirely.

As they hunt, however, they are bound by certain rules. Qi Condensation hunts only Qi Condensation, Foundation Establishment against Foundation Establishment, Core Formation against Core Formation. When there were more Nascent Souls among the Clan their Nascent Souls came too, but it has been a long time since one has bothered to arrive and hunt. Atop that, several Spirit Severing cultivators are dispatched each time, serving as Dao Protectors for certain important cultivators. If we should strike below our own realm, they will ruthlessly seek out the offender and kill them mercilessly.

Otherwise, they are content to watch.

It is possible to kill them, but much easier to shatter their token, which removes them from the Third Sea entirely.

From taking occasional captives, we have learned they come from the Fifth Sea, where the Great Iron Pillar of Atranjikhera teleports them to the Third Sea to hunt. The Heavens reward them with karmic luck in return for their butchery of the Clan. We are a Secret Realm to them, in short. Easily survivable, and with great rewards. Even if we were to kill all who enter, more would come, without end. As such, the Clan has several methods and defenses, developed over long millennia.

The first is the Shattering Glass Spear Array. As they are teleported randomly across Clan territory, we are able to detect many of their weaker cultivators, throwing spear after spear after spear at them. By thinning out their numbers early, the Clan is able to survive.

As they enter and before they gather, the Clan organises into massive kill-teams, formations of cultivators working together to remove every foreign cultivator possible. While the enemy are more powerful, at this point they can be surrounded and destroyed piecemeal, despite their greater size. As such, the Clan is spread out as well, using wealth, magical treasures, and Spirit Beasts to move quickly and encircle small enemy groups.

With the aid of the great Array, few of these battles are lost, and those that are give us information on where the greater concentrations of force are. This stage usually lasts three to four months. In a good set of Trials, the Clan can wipe out up to half the enemy invaders, in a poor set it might only be one-fifth. This is usually the weakest portion of the enemy, but the more that are killed here, the more that must crack fortifications.

The second is to withdraw into cities and fortresses, demanding that they break our fortifications before hunting us. This only works with lesser fortifications - if a fortification should be unbreakable by their Core Formation cultivators, their Spirit Severing Dao Guardians are happy to break such fortresses open. As such, only so many fortresses can be invested, and the greatest fortresses of all are left without garrison. However, for slower cultivators, or those who have reached the end of their road, this is where they are called on to make a sacrifice.

After all, these fortresses fall invariably. Despite the clan losing perhaps a third of its cultivators with each Trials, the vast majority of those are the cultivators who have no further to walk on their path, and who give up their lives to protect the young talents - the future of the Clan. Cultivators are the shields and spears of the people, it is said. To give up your own life for the good of the Clan - for the good of human beings who rely on the Clan's protection, this is the best way to die.

Of course, the Clan looks upon such cultivators as great heroes. For their sacrifice their families are given many Contribution Points - it is incredibly common after the Trials for many orphans to arise in the Clan, pushed to greatness by the sacrifices of their fathers and mothers.

The core of the Clan keeps only the Grand Elder in attendance to guard it, and is emptied out of other cultivators entirely so there is no excuse for the enemy to break open the Clan's greatest citadel.

The third is to scatter. Fortresses and hardpoints are all well and good, but the Trials only last thirteen months, thirteen days, and thirteen hours. The faster cultivators, and the youngsters who are better with the Double-Headed Eagle flee, drawing enemy cultivators after them. Those of moderate promise flee, and the Clan uses them to draw out enemy hunters, hoping to preserve as many as possible.

Lastly, the Clan takes the most promising, and retains them as kill-teams. Those with growth potential are allowed to strike only where victory is likely, drawing down enemy numbers. They are kept as safe as possible, and while some die, tempering these good seeds is a must if the Clan is to survive.

The Trials are always aligned to the Clan's strength - as the Clan gets weaker, so do the numbers and realms of those hunting us.
 
Well fuck, I was hoping there'd be some way to stop the Trials, something we could blow up on our end to end them. As it stands it looks like we'd have to some how get (probably multiple) spirit severing cultivators over there to blow up the Pillar. Lovely.
 
I promised to make an infopost about this over a week ago, but forgot about it.

-----------
The Hundred-Year Trials

The Third Sea is weak.

The Fifth Sea is strong.

This much you know. Even within Realms, fighting those strange cultivators who come from another Sea to your territory is difficult. In the same Heavenstage, their Qi Condensation cultivators dominate yours. Without the use of formations and defensive arrays, you would fall easily. They are darker-skinned than the natives of the Third Sea, and speak a different tongue entirely - a tongue we have pieced together little by little over the centuries, but only a scarce few among the Clan speak it.

They are hunters. They do not come to fight, or to wage war, but to hunt. They come with tokens - things of dark cast iron with a symbol forged into them. With a moment's thought they can shatter it, and leave our Sea entirely.

As they hunt, however, they are bound by certain rules. Qi Condensation hunts only Qi Condensation, Foundation Establishment against Foundation Establishment, Core Formation against Core Formation. When there were more Nascent Souls among the Clan their Nascent Souls came too, but it has been a long time since one has bothered to arrive and hunt. Atop that, several Spirit Severing cultivators are dispatched each time, serving as Dao Protectors for certain important cultivators. If we should strike below our own realm, they will ruthlessly seek out the offender and kill them mercilessly.

Otherwise, they are content to watch.

It is possible to kill them, but much easier to shatter their token, which removes them from the Third Sea entirely.

From taking occasional captives, we have learned they come from the Fifth Sea, where the Great Iron Pillar of Atranjikhera teleports them to the Third Sea to hunt. The Heavens reward them with karmic luck in return for their butchery of the Clan. We are a Secret Realm to them, in short. Easily survivable, and with great rewards. Even if we were to kill all who enter, more would come, without end. As such, the Clan has several methods and defenses, developed over long millennia.

The first is the Shattering Glass Spear Array. As they are teleported randomly across Clan territory, we are able to detect many of their weaker cultivators, throwing spear after spear after spear at them. By thinning out their numbers early, the Clan is able to survive.

As they enter and before they gather, the Clan organises into massive kill-teams, formations of cultivators working together to remove every foreign cultivator possible. While the enemy are more powerful, at this point they can be surrounded and destroyed piecemeal, despite their greater size. As such, the Clan is spread out as well, using wealth, magical treasures, and Spirit Beasts to move quickly and encircle small enemy groups.

With the aid of the great Array, few of these battles are lost, and those that are give us information on where the greater concentrations of force are. This stage usually lasts three to four months. In a good set of Trials, the Clan can wipe out up to half the enemy invaders, in a poor set it might only be one-fifth. This is usually the weakest portion of the enemy, but the more that are killed here, the more that must crack fortifications.

The second is to withdraw into cities and fortresses, demanding that they break our fortifications before hunting us. This only works with lesser fortifications - if a fortification should be unbreakable by their Core Formation cultivators, their Spirit Severing Dao Guardians are happy to break such fortresses open. As such, only so many fortresses can be invested, and the greatest fortresses of all are left without garrison. However, for slower cultivators, or those who have reached the end of their road, this is where they are called on to make a sacrifice.

After all, these fortresses fall invariably. Despite the clan losing perhaps a third of its cultivators with each Trials, the vast majority of those are the cultivators who have no further to walk on their path, and who give up their lives to protect the young talents - the future of the Clan. Cultivators are the shields and spears of the people, it is said. To give up your own life for the good of the Clan - for the good of human beings who rely on the Clan's protection, this is the best way to die.

Of course, the Clan looks upon such cultivators as great heroes. For their sacrifice their families are given many Contribution Points - it is incredibly common after the Trials for many orphans to arise in the Clan, pushed to greatness by the sacrifices of their fathers and mothers.

The core of the Clan keeps only the Grand Elder in attendance to guard it, and is emptied out of other cultivators entirely so there is no excuse for the enemy to break open the Clan's greatest citadel.

The third is to scatter. Fortresses and hardpoints are all well and good, but the Trials only last thirteen months, thirteen days, and thirteen hours. The faster cultivators, and the youngsters who are better with the Double-Headed Eagle flee, drawing enemy cultivators after them. Those of moderate promise flee, and the Clan uses them to draw out enemy hunters, hoping to preserve as many as possible.

Lastly, the Clan takes the most promising, and retains them as kill-teams. Those with growth potential are allowed to strike only where victory is likely, drawing down enemy numbers. They are kept as safe as possible, and while some die, tempering these good seeds is a must if the Clan is to survive.

The Trials are always aligned to the Clan's strength - as the Clan gets weaker, so do the numbers and realms of those hunting us.
Man.

Glad I'm thinking about working on a Phalanx/Oasis Formation on the suggestion and with the help of @Mochinator.
 
Well fuck, I was hoping there'd be some way to stop the Trials, something we could blow up on our end to end them. As it stands it looks like we'd have to some how get (probably multiple) spirit severing cultivators over there to blow up the Pillar. Lovely.

It's plausible to potentially weaken the Trials, or to figure out parts of their mechanisms to make them more survivable. The first Trials exterminated sixty, seventy percent of the Clan each time and were major affairs involving most of the Fifth Sea. Over time, the Clan managed to figure out more about how they worked, their goals, how they teleported in, how to break the tokens more easily, and so on, and the casualty rate has been cut massively.

Ending them would be a huge difficulty, but getting better at surviving them is well within the Clan's capabilities.
 
They are hunters. They do not come to fight, or to wage war, but to hunt. They come with tokens - things of dark cast iron with a symbol forged into them. With a moment's thought they can shatter it, and leave our Sea entirely.
Holy shit. We're literally fighting the fucking predators. I will feel the urge to flip tables if one of their clan arts is invisibility

the Clan organises into massive kill-teams, formations of cultivators working together to remove every foreign cultivator possible. While the enemy are more powerful, at this point they can be surrounded and destroyed piecemeal, despite their greater size. As such, the Clan is spread out as well, using wealth, magical treasures, and Spirit Beasts to move quickly and encircle small enemy groups.
Hmm, i think this really emphasis the need for better formations... Going to have to see if i can devote a few fate rolls to this for the next 5 turns after the current trials....
The Trials are always aligned to the Clan's strength - as the Clan gets weaker, so do the numbers and realms of those hunting us.
Is there any chance of making our Clan no longer worth it as a hunting ground ? Like enhancing the combat potential of the Clan so that cultivators of each realm can go toe to toe or even surpass the enemy of the same realm ? I mean judging from this, it might not be worth as much advancing over strengthening a cultivator in the same realm.

Advancing will solely be for the lifespan since if the Clan members advance as per the norm, it just means next trials more of the same realm will come since there's more targets.

Man.

Glad I'm thinking about working on a Phalanx/Oasis Formation on the suggestion and with the help of @Mochinator.
Yep! Thanks very much for the help! I will post the completed Omake hopefully by tomorrow at the latest
 
It's plausible to potentially weaken the Trials, or to figure out parts of their mechanisms to make them more survivable. The first Trials exterminated sixty, seventy percent of the Clan each time and were major affairs involving most of the Fifth Sea. Over time, the Clan managed to figure out more about how they worked, their goals, how they teleported in, how to break the tokens more easily, and so on, and the casualty rate has been cut massively.

Ending them would be a huge difficulty, but getting better at surviving them is well within the Clan's capabilities.
So in my letter exchange with Mochinator as Xiao Yi I've been considering a formation currently named the Oasis Formation.

The purpose of the Oasis would be to spread the healing ability of the various cultivators in it amongst the users, and to do the same for vitality and endurance so that the wounded can walk and fight like they are closer to whole and heal quicker for less overall expenditure. This would be for the use of our Qi Condensation cultivators primarily. E: For further clarification its meant to be a means to leverage our Attrition scores further by being better to operate in the desert.

If I wished to create this on Turn 5 as my Cool Thing Bonus for the turn, could I then donate my Fate roll to the Clan and get it spread around as I boost that roll with Omake.

Basically, what do I need to do mechanically in order to donate this to the clan, improve its quality and get it spread out across them?
 
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It's plausible to potentially weaken the Trials, or to figure out parts of their mechanisms to make them more survivable. The first Trials exterminated sixty, seventy percent of the Clan each time and were major affairs involving most of the Fifth Sea. Over time, the Clan managed to figure out more about how they worked, their goals, how they teleported in, how to break the tokens more easily, and so on, and the casualty rate has been cut massively.

Ending them would be a huge difficulty, but getting better at surviving them is well within the Clan's capabilities.
For them: fuck man, remember when this secret realm was super easy? Nowadays its gotten so much more dangerous for us. Guess even monkeys can learn.
 
Holy shit. We're literally fighting the fucking predators. I will feel the urge to flip tables if one of their clan arts is invisibility


Hmm, i think this really emphasis the need for better formations... Going to have to see if i can devote a few fate rolls to this for the next 5 turns after the current trials....

Is there any chance of making our Clan no longer worth it as a hunting ground ? Like enhancing the combat potential of the Clan so that cultivators of each realm can go toe to toe or even surpass the enemy of the same realm ? I mean judging from this, it might not be worth as much advancing over strengthening a cultivator in the same realm.

Advancing will solely be for the lifespan since if the Clan members advance as per the norm, it just means next trials more of the same realm will come since there's more targets.

For the trials, sure. But for everyone else, higher realm cultivators are power. It'd make the Trials more survivable, but cutting Core Formation and Foundation Establishment numbers would be disastrous to the Clan's actual combat strength. Only so many are likely to ever advance, and holding them back means they're much less likely to advance again. Bear in mind ~99% of Qi Condensation cultivators walk the path of cultivation as far as they possibly can, and end in Qi Condensation. Holding back the 1% who can make it to Foundation Establishment might increase the Clan's Qi Condensation power somewhat, but the cost would be enormous.
 
So, what would happen if we set up a super large poison trap in a fortress with a few people ready to die, let them crack open the fortress and when enough charge in, set off the trap and weaken the attackers so they can be killed easy
 
For the trials, sure. But for everyone else, higher realm cultivators are power. It'd make the Trials more survivable, but cutting Core Formation and Foundation Establishment numbers would be disastrous to the Clan's actual combat strength. Only so many are likely to ever advance, and holding them back means they're much less likely to advance again. Bear in mind ~99% of Qi Condensation cultivators walk the path of cultivation as far as they possibly can, and end in Qi Condensation. Holding back the 1% who can make it to Foundation Establishment might increase the Clan's Qi Condensation power somewhat, but the cost would be enormous.
Hmm i guess.... I'm not sure if it's intended, but the breakdown of the Trials is a motivator for me. As in making me aim to build Xiao Yi up within the same realm as much as i can before advancing since i have the ability to help him with Boons and Omakes.

Hopefully that can somehow make a difference to the clan...
So, what would happen if we set up a super large poison trap in a fortress with a few people ready to die, let them crack open the fortress and when enough charge in, set off the trap and weaken the attackers so they can be killed easy
" Oh those clever monkey! What will they think of next ? "

Next trial = Everyone got your hazmat suit ready ? OK! Let the hunt begin!

That spirit severing oversight is the irritating one since it's piratically impossible for us to get rid of them.
 
The Third Sea is weak.

The Fifth Sea is strong.
From taking occasional captives, we have learned they come from the Fifth Sea, where the Great Iron Pillar of Atranjikhera teleports them to the Third Sea to hunt. The Heavens reward them with karmic luck in return for their butchery of the Clan. We are a Secret Realm to them, in short. Easily survivable, and with great rewards. Even if we were to kill all who enter, more would come, without end. As such, the Clan has several methods and defenses, developed over long millennia.
Ninth Prince intensifies
 
Ninth Prince intensifies
:o Will we have a Prodigal son returns scene ???

Maybe throwing our resources into the Ninth Prince so that he can return and seize back control over his birthright and help us them " No. Be cool and stop going there. " Actually being able to form some diplomatic links so that we can direct them to go wreck someone else will be good as well....
 
:o Will we have a Prodigal son returns scene ???

Maybe throwing our resources into the Ninth Prince so that he can return and seize back control over his birthright and help us them " No. Be cool and stop going there. " Actually being able to form some diplomatic links so that we can direct them to go wreck someone else will be good as well....
Before you get too excited, remember exactly how the Ninth Prince left (read: got kicked out of) his home.
 
Can reverse-formations be done, where a Nascent Soul empowers Core Formation Experts, instead of the usual reverse? Has it been attempted to try and circumvent the trials?
 
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If I wished to create this on Turn 5 as my Cool Thing Bonus for the turn, could I then donate my Fate roll to the Clan and get it spread around as I boost that roll with Omake.
If this is allowed, this is actually a really good idea. If everyone does a clan fate bonus we could breeze through the hundred-year trials.
 
Ninth Prince intensifies

The Iron Pillar of Delhi was a super interesting read, so naturally I turned it into a weird gateway to a(nother) magical realm.

Can reverse-formations be done, where a Nascent Soul empowers Core Formation Experts, instead of the usual reverse? Has it been attempted to try and circumvent the trials?

Yes, technically. But Manuel pretty much has to sit tight and watch his juniors die or get killed immediately - even empowering them would provoke the Dao Protectors. He can't protect, heal, move, or act pretty much in any way to assist his disciples.

The last Grand Elder couldn't manage this and tried to save his grandson, and was killed in an instant. It's really not a fun time to be a Nascent Soul.

So, what would happen if we set up a super large poison trap in a fortress with a few people ready to die, let them crack open the fortress and when enough charge in, set off the trap and weaken the attackers so they can be killed easy

You might kill a lot of them. Bear in mind this is a fragment of a fragment of a minor piece of the Fifth Sea's power - killing more disciples doesn't benefit the Clan compared to teleporting them out. If the trap was a high enough level (in short - Nascent Soul level), the Spirit Severing Dao Protectors would just dismantle it. If it were lower, they'd bring over Core Formation/Foundation Building/etc cultivators to dismantle it.

Things are manifestly unfair in the Hundred Year Trials, and not in your favour.

So in my letter exchange with Mochinator as Xiao Yi I've been considering a formation currently named the Oasis Formation.

The purpose of the Oasis would be to spread the healing ability of the various cultivators in it amongst the users, and to do the same for vitality and endurance so that the wounded can walk and fight like they are closer to whole and heal quicker for less overall expenditure. This would be for the use of our Qi Condensation cultivators primarily. E: For further clarification its meant to be a means to leverage our Attrition scores further by being better to operate in the desert.

If I wished to create this on Turn 5 as my Cool Thing Bonus for the turn, could I then donate my Fate roll to the Clan and get it spread around as I boost that roll with Omake.

Basically, what do I need to do mechanically in order to donate this to the clan, improve its quality and get it spread out across them?

Mechanically, take it as a Cool Thing bonus, and it can be spread to cultivators in the 1st and 2nd Heavenstage. To upgrade it, right now it's more Cool Things (or a good Fate roll). I really need to think about this more, to be honest. Given pre-Foundation Establishment cultivators make virtually no difference to the Clan's fortunes individually, I haven't thought about 'how can characters assist the Clan in terms of actual underlying mechanics', but I'll be giving it some thought over coming turns to create something that makes sense - or at least works.
 
@occipitallobe is that pillar used by the fifth sea an artifact of our clan's grand past? I only ask because the nature of it seems uncannily useful for an expanding power like we were before the Fall.

1) it allows for rapid transit of information between seas
2) It allows for individuals to teleport back to what was always our bastion point and back to the pillar
3) this would allow for more effective governance or command of our legions across seas
4) its made of metal and we are all about metal
 
If this is allowed, this is actually a really good idea. If everyone does a clan fate bonus we could breeze through the hundred-year trials.
I highly agree with this! Right now if the rolls go well we should have my Poison Arrow formation, @BungieONI 's Oasis Formation and @LordEdric 's puppet bombers.

More stuff to allow our Clan to fight against those of their realm will help dramatically since as it is our cultivators are outclassed by theirs
Mechanically, take it as a Cool Thing bonus, and it can be spread to cultivators in the 1st and 2nd Heavenstage. To upgrade it, right now it's more Cool Things (or a good Fate roll). I really need to think about this more, to be honest. Given pre-Foundation Establishment cultivators make virtually no difference to the Clan's fortunes individually, I haven't thought about 'how can characters assist the Clan in terms of actual underlying mechanics', but I'll be giving it some thought over coming turns to create something that makes sense - or at least works.
Nice! I think it's great that our Cultivators are essentially sacrificing their own time and effort for the Clan to benefit, it basically shows the Good Seed embracing the need to put in their all for the clan.

EDIT: @occipitallobe quick question, is the Clan status going to be update solely on the wiki or will the information page here be updated throughout as well ? If it's the later, could you add my formation to the page ?

Formation Of Philoctetes . A derivative of the Kataphraktoi Formation that focuses entirely on the part of the Formation that deals with shooting arrows after the charge. Qi is gathered and used to power and launch arrows filled with Poison Qi that has the same effect as poison from White-backed Scorpions. It should allow Qi Condensation cultivators some flexibility in attacking their peers or even take out their killers. All they need to do is ensure that the arrows launched from the formation hit so that the poison can begin it's work

I can probably do it on the wiki when i have the time
 
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