Five races, chosen at character creation. A race changes base stats, how the body recovers and which ailments it shrugs off.
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Recovery compared
Share of the maximum pool, or a multiplier on the normal rate
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Arts
The Hundred Arts are crafts a cultivator masters over time. Every character starts with all six registered Arts.
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Alchemy
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Brew styles
Chosen each time you brew
StandardLV 1
SPIRIT STONES100%
REAGENTS100%
The default brew.
EfficientLV 5
SPIRIT STONES90%
REAGENTS90%
Uses 10% fewer spirit stones and reagents.
PotentLV 10
SPIRIT STONES110%
REAGENTS110%
Costs 10% more. Pills come out one quality step higher.
PureLV 15
SPIRIT STONES100%
REAGENTS100%
Same cost as Standard. The brew cannot fail.
RECIPE FAMILIARITY
Each recipe counts the batches you have brewed. Every 10 batches cuts that recipe's stone cost by 1%, up to 5%.
Learning
0 BATCHES
−0%
Practiced
5 BATCHES
−0%
Skilled
20 BATCHES
−2%
Mastered
50 BATCHES
−5%
FAILED BREWS
There is no random failure. Below level 10 a brew fails only when its reagents work against the pill. From level 10, or with the Pure style, nothing fails.
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No reagent suits the effect, and at least half are poor for it.
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No reagent suits a healing, recovery or cultivation pill, and the reagents carry 6 or more risk.
Batch quality
Click a reagent to change its grade
Every reagent in the furnace counts. The batch takes the lower of two marks: the grade found 40% of the way up the sorted reagents, and a blend of 70% median and 30% average. One rare reagent cannot lift a weak batch.
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Reset example
BATCH QUALITY
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Recipes
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LEVEL
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PLUS ONE OF
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Catalysts
Added to a brew for a bonus
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Forging
Blacksmiths forge gear from two to four materials. The grade and stats of each material decide the result.
Forge kinds
Base stats and the focus each kind allows
KIND
BASE
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Focus moves stats around inside the grade's power budget. It never adds power.
Workmanship
Rolled on every forge, capped by grade
ROLL0 to 100+LEVEL×1.5, max 45+MATERIAL GRADE×1.5, max 33+MASTERWORK+8=SCORE
MASTERWORK · 4 MATERIALS
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Score {{ wkLo }} to {{ wkHi }}. {{ wkCap }}
Enhancement
Each level raises the stat limit by 4.5%
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Refining
Raises an item one grade
GRADESTAT GROWTHSTONESMATERIAL
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Blacksmith milestones
By job level
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Forge materials
Craft quality comes from the second-best material grade
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Arraycraft
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Inscription
How many uses a plate gets
Each diagram lists its base uses. Every 10 Arraycraft mastery adds one more use when you inscribe it, up to three. No plate holds more than 20.
Base
MASTERY 0
+0 uses
Steady
MASTERY 10
+1 use
Sure
MASTERY 20
+2 uses
Masterful
MASTERY 30
+3 uses
Diagrams
Filter by where the array works
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TRIGGER
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→
EFFECT
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MATERIALS
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Martial Arts
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Refinement
Tune a technique you already know
PowerSCALING ↑
Each rank raises the technique's scaling by a set step.
I
MASTERY 1
II
MASTERY 5
III
MASTERY 10
IV
MASTERY 18
V
MASTERY 28
EfficiencyQI COST ↓
Each rank lowers the Qi cost, down to a floor set by the technique.
I
MASTERY 1
II
MASTERY 5
III
MASTERY 10
IV
MASTERY 18
V
MASTERY 28
ControlCOOLDOWN ↓
Removes a cooldown round. It is the rarest axis, with a single rank.
I
MASTERY 10
A cooldown never drops below the technique's minimum.
Each refinement gives 100 Martial Arts XP, plus 25 for every rank above the first. The axis you pick does not change the XP.
Writing manuals and scriptures
Mastery and spirit stones by grade
MANUAL
Annotate a cultivation manual
The cheaper of the two. Gives 120 XP plus 15 per grade rank.
SCRIPTURE
Write a combat scripture
Costs more. Gives 160 XP plus 20 per grade rank.
CUSTOMISATION
ElementScaling statPath affinity
Each change you make to a technique adds 1 required mastery and 25% to the stone cost.
GRADETECHNIQUESMASTERY NEEDEDMANUALSCRIPTURE
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Techniques
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Technique wills
Seven wills
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Combat
Fight types and damage stats
→
Talismans
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Paper and ink
The weaker of the two sets the highest grade you can inscribe
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All talismans
Sorted by the mastery they need
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Artificer
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Artifact bonus by grade
Base bonus of one artifact, from F- to SSS
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F-CASSSS
Cap from all artifacts: {{ f.cap }}
Workshop services
Unlocked by Artificer mastery
RefineMASTERY 8
Raises the refinement tier by one, up to tier V. Tier I needs mastery 8, and each tier after needs 4 more.
×1.0
×1.03
×1.06
×1.1
×1.15
×1.2
CalibrateMASTERY 12
Adds a secondary bonus in a family you choose. It starts at 40% of the base bonus and grows 10% with each calibration, up to 120%. Uses Boundary Stone Powder.
AscendMASTERY 22
Lifts a tier V artifact of grade A- or higher to a better grade.
A- → AA → SA+ → SS- → SS → S+S+ → SSSS → SSS
PerfectMASTERY 30
A tier V artifact of grade S+ or higher can be perfected once, adding 5% to its workmanship multiplier.
Equipment slots
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Artificer blueprints
Passive artifacts for the two artifact slots
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Mastery {{ b.m }}{{ b.stone }}Discovery required
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Sects
A sect is a player-run organisation with ranks, offices, a shared vault and facilities. Sects hold regions as territory and go to war over them.
Ranks and offices
Rank is standing. Office is authority.
DISCIPLE RANKS
1
Outer Disciple
2
Inner Disciple
3
Core Disciple
OFFICE
RECRUIT
MANAGE MEMBERS
VAULT
TREASURY
PROJECTS
MANAGE SECT
Elder
Grand Elder
Vice Sect Leader
The Sect Leader holds every permission.
Facilities
Built with spirit stones and materials from the vault
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Territory
Holding regions
3
Members needed before a sect can hold territory
72h
Protection on newly taken territory
72h
Membership needed before a member's activity counts toward sect production
6
Production units each member can add per day
Sect War
Fighting for a region
STEP 1
Declare
2× daily production
The cost is twice the region's daily stone production. A sect can declare twice in any 7 days.
STEP 2
Prepare
24 hours
Each side names 3 champions and sets a formation.
STEP 3
Assault
24 hours
Champions fight the other side's slots. Each champion gets 2 attempts and each slot can be attacked twice.
STEP 4
Protection
72 hours
The region cannot be attacked again while protected.
Scoring
Each fight lasts at most 30 rounds. The war is decided by defeats first, then damage dealt, then rounds taken. A tie goes to the defender.
Bastion formationDEFENDERS
Defending champions gain 12% Health.
Recovery formationDEFENDERS
Defending champions gain 6% Health and 12% Qi.
Mentorship
A master takes disciples, earns merit as they progress and spends it on support. A master can also pass a technique down the lineage.
5
Active disciples per master
10
Pending requests at once
7 days
Before an unanswered request expires
8
Ancestors shown in a lineage
Merit
Earned from a disciple's milestones
+3
DISCIPLE
Minor breakthrough
+8
DISCIPLE
Major breakthrough
+30
DISCIPLE
Inherited technique mastered
Supports
Spent from the master's merit
Cultivation Guidance5 MERIT
The disciple's next normal cultivation receives 15% more cultivation.
Technique Correction10 MERIT
Immediately adds 10 proficiency to the disciple's active lineage technique.
Breakthrough Guidance20 MERIT
The disciple's next breakthrough trial guardian begins with 10% less maximum HP.
Foundation Protection30 MERIT
If the disciple loses a pill-backed breakthrough trial, the consumed offering is returned.
Personal Instruction40 MERIT
The disciple's next 3 manual or technique training gains receive 50% more proficiency.
Emergency Intervention50 MERIT
Prevents one alchemy backlash death and its progression loss. A 7 day disciple cooldown begins when it triggers.
Lineage teaching
An inherited technique grows with proficiency
TIERPROFICIENCYPOWERQI COST
Initiate0+
60%
250%
Familiar10+
70%
220%
Practiced25+
80%
180%
Integrated50+
90%
140%
Mastered100+
100%
100%
A disciple learns one lineage technique at a time and must master it before graduating. If the bond ends before then, the technique is lost. Some techniques cannot be taught, and some can be taught once but not passed on again. A disciple can only re-teach an inherited technique once it is Mastered.
Dual cultivation
Two bonded partners cultivate together in a six-hour session. They agree on how deeply to circulate and how to share the gain, and each chooses their own intent.
7 days
For a partner proposal to be accepted
6 hours
Length of a session
10 min
To accept a session invitation
×1.5
Most anyone can gain over their own natural cultivation
Session choices
Try a session
CIRCULATION · SHARED
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ALLOCATION · SHARED
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PARTNER A INTENT
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PARTNER B INTENT
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of natural cultivation
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of natural cultivation
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CirculationSHARED
Gentle multiplies cultivation by 1.25 and costs each partner 5% of their max Qi. Deep multiplies by 1.5 and costs 15%.
AllocationSHARED
Equal gives both partners the full multiplier. Favouring one partner gives them 125% and the other 75%. Neither partner ever receives the other's raw cultivation.
IntentEACH PARTNER
Advance takes the full cultivation. Refine takes 75% of it, but doubles the mastery XP for an equipped manual. Refine needs an eligible manual.
Dao Domains
In the Integration realm a cultivator can unfold a personal domain in combat. Each domain follows one law, and six omens awaken across the realm's four stages.
8%
Max Qi to unfold the domain
4%
Max Qi each round to keep it open
6%
Max Qi for Domain Art: 120% damage, 2-turn cooldown
+6%
Cultivation from a full set of omens, 1% each
Laws
One law per domain
FlameFIRE
“Pressure builds until your world erupts.”
Every third direct damaging action erupts for 30% extra damage.
TideWATER
“Defend, gather yourself, then answer.”
Guard prepares a 25% Qi refund for your next paid ability.
MountainEARTH
“Your world becomes a refuge.”
Guard refreshes a shield worth 5% of max HP.
StillnessNO ELEMENT
“Predictable enemies lose their momentum.”
Enemies repeating the same kind of action deal 15% less direct damage.
CyclesNO ELEMENT
“Attack, technique, and defense complete a cycle.”
Completing all three action families gives the next paid damaging ability 20% more damage.
SeveranceNO ELEMENT
“Find the opening and cut through it.”
Every second paid damaging ability ignores 20% of the target's defense.
Omens
Each awakens through a trial
1
Rain
EARLY STAGE
Awaken the law at the heart of your domain.
TRIALUnfold the domain and survive three rounds.
2
Sun
EARLY STAGE · 60% IN
Manifestation itself becomes a defensive beat.
TRIALTime an unfolding against a clearly announced heavy attack.
3
Heat
MID STAGE
Shape the domain into a direct offensive art.
TRIALLand Domain Art twice while managing Qi.
4
Cold
MID STAGE · 60% IN
Guarding steadies the cost of manifestation.
TRIALGuard against two announced attacks while keeping the domain unfolded.
5
Wind
LATE STAGE · 60% IN
A mastered domain becomes easier to sustain. Upkeep drops to 3% of max Qi.
TRIALComplete a six-round endurance exercise.
6
Time
PEAK STAGE · 60% IN
A folded domain can be manifested once more.
TRIALFold, unfold again after a full turn, and finish the exercise.
“60% in” means the omen opens once you are 60% of the way through that stage. Breakthroughs inside Integration wait on the omens of the current stage.
Realm paths
Several realms have their own way forward on top of cultivation. Qi Building forms stars, Core Formation trains a golden core, Nascent Soul runs elemental trials, and Sacred Vessel needs a split soul.
Qi Building · Foundation stars
28 stars across four stages
Forming
EARLY
7 / 28
Connecting
MID
14 / 28
Stabilising
LATE
21 / 28
Refining
PEAK
28 / 28
Forming a star100 RESONANCE
Each stage forms 7 stars, and each star takes 100 resonance. A stage is complete once all 7 are formed.
Stars in combatSEVEN STAR ARRAY
Each formed star gives one battle charge, up to 7. Every star past the seventh adds 1% array damage, up to 21%.
Foundation3 MODES
An Elemental foundation cycles its stars through your root elements. Neutral and Formless foundations carry no element.
Core Formation · Golden Core mastery
100 mastery per stage
100
Golden Core mastery needed to advance each stage
Cultivating+7
Every successful cultivation adds 7 mastery, however much cultivation it gave.
FightingUP TO +15
Winning a PvE fight adds mastery based on Qi spent on abilities: 40 × Qi spent ÷ max Qi, rounded down, up to 15.
Nascent Soul · Trials
One set of trials per stage
EARLY STAGE
Yin trial
MID STAGE
Yang trial
LATE STAGE
Five Elements trials
Needs a core element.
PEAK STAGE
Balance trial
Needs a core element.
Split Soul
Opens at Star Shattering Peak
Forming a soul3 CANDIDATES
From Star Shattering Peak, the main body can form one split soul. You pick from three candidate bodies, each with its own race, root and physique. The soul starts at Mortal Early with full Integrity and cannot pass Star Shattering Peak.
Integrity100
A defeat in a hunt, region fight or raid costs the soul 20 Integrity, and the main body loses 5% of its stage cultivation. At 0 the soul is extinguished: the main loses 25% and takes a severe Soul injury.
Mend2× CULTIVATION
Restores Integrity to 100. It costs the main body twice its average natural cultivation for its current stage. Mend cannot revive an extinguished soul.
Soul cultivation speed
Mortal to Core Formation3×
Nascent Soul and Heavenly Being2×
Four Axis1.5×
Integration and later1×
Replacement soul, up to the last soul's best stage5×
Sacred Vessel stages
EARLYA split soul is bound
MIDSoul at Heavenly Being Early or later
LATESoul at Four Axis Early or later, and the paired trial won
PEAKSoul at Integration Early or later, and the solo trial won
Paired trial: the main body fights, then the soul. Solo trial: the soul fights alone.
Celestial phenomena
Phenomena are world events. Each settles over several regions for some hours and changes what explorers, hunters and traders find there.
Five phenomena
Duration shown on a 0 to 18 hour scale
RARE
Guest Star
4 REGIONS6–9 HOURS
A wandering star has broken above the Lower Realm. Its fragments can be found in several regions before their light fades.
Opens a Starfall Crater explore site
EPIC
Blood Moon
4 REGIONS7–10 HOURS
Crimson moonlight agitates spirit beasts. Affected regions draw stronger prey and unusual beast materials.
Hunts can meet alpha variantsSpecial beast lootStronger enemies appear more often
LEGENDARY
Dragon Vein Awakening
3 REGIONS10–14 HOURS
A buried spiritual vein has awakened. Cultivators can exploit the surge or stabilize it before the region is scarred.
Opens a Dragon Vein explore site
THE REALM CHOOSES
Draw Qi
The awakened vein was heavily drawn upon before it settled.
Stabilize
The awakened vein was stabilized before it could scar the region.
RARE
Ghost Market
3 REGIONS5–8 HOURS
A market with no fixed road opens in several regions. Its stock is strange, finite, and gone when the omen passes.
A special market rotationUnidentified loot for sale
MYTHIC
Cracked Heaven
4 REGIONS12–18 HOURS
Thin fractures have opened above the Lower Realm. Exploring affected regions can reveal unstable entrances before they collapse.
Opens a Cracked Heaven explore site
THE REALM CHOOSES
Seal
The fracture was sealed before it could spread farther.
Exploit
Cultivators exploited the fracture until it finally collapsed.
Dragon Vein Awakening and Cracked Heaven are collective: what players do in the affected regions decides how the event ends.
Status effects
Every buff and debuff a fight can apply, with how long it lasts and what it does. Techniques, beast techniques, talismans and arrays all apply these.
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Deeds and reputation
Deeds are lasting recognitions that grant small permanent bonuses. Reputation is a hidden score from −1000 to 1000 that moves with your choices.
Reputation
−1000
0
1000
DEMONIC
RIGHTEOUS
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Regions also take a side: a region turns righteous at 150 and demonic at −150, and turns back at 100 and −100.
Deeds
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Regions
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DISTANCES COMPRESSED · DASHED LINE FOLLOWS PROGRESSION ORDER