0% found this document useful (0 votes)
4K views88 pages

Amazing Cultivation Simulator - Basic Guide

Uploaded by

Quoc Tuan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
4K views88 pages

Amazing Cultivation Simulator - Basic Guide

Uploaded by

Quoc Tuan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 88

Amazing Cultivation Simulator: Basic Gameplay

Guide
By (on the ACS discord) @Rithgard, with editing by @Dalois, @Leo
and @ Sennek and @Ivaan and many others!
This is a Draft version!

Note from original author: sorry for not updating this much, global circumstances are what
they are and what with working from home, and working in academia. I will endeavor to give
this a pass in the next week or so and update anything I notice being obviously off. If you
have any particular questions or observations or feel that something could be made clearer,
please do not hesitate to contact me via discord at @Rithgard#0893, where i am active,
even if i don't post much in the mod or game sections unless someone @s me!

FURTHER NOTE: with the arrival of the Official English Beta for everyone who wants it,
many of the terms in this guide, which was written with the English Mod in mind, are kinda
outdated. You have my apologies for that. I will endeavour to change them as and when I
can, but with the nature of testing, things are prone to change, so until a lot of stuff is locked
in I am not going to make a great effort to update the whole guide at this point.

IF YOU WANT TO EDIT SOMETHING, PLEASE DM ME ON THE ACS DISCORD

Thanks to all the folks on the discord, without the lengthy and sometimes repetitive
discussions about game mechanics this guide would not be possible! Although this guide
has been written by me, it is effectively my synthesis of many of those discussions.

Changelog - Stuff to do
Stuff in bold is my priority atm, but if you think there's something missing, unclearly worded
or confusing let me know on the discord @Rithgard.

- Golden Core to Primordial Spirit - in progress


- Mid Game stuff - in progress
- Formations
- Theories on sect design and style
- Bosses - in progress - brief discussion on how to mitigate dragon cave for now
- Artifacts - updated sections on artifacts-reread carefully
- Cultivation progress - short summaries for GC, Primordial Spirit and Immortal -
sketching out relevant bits - will work on this as i can.
- Village/City stuff - first part, up to upgrade to lvl 2 and getting divine law
- If anyone wants to amend/edit the village section with shots of the relevant screens
for Lingnan village that would be cool! Short of starting a new game, I can't do that :(
Table of Contents
Installing the English Translation

❖ Character Creation/Map Generation


➢ Basic Laws
➢ Advanced Laws
➢ Which laws, which options…?
➢ Character Creation - strategies, and ‘good enough’
❖ Basic Guide to Gameplay
➢ The Sect Map interface
➢ Starting out
➢ Early room design – Accommodation & workshops – early Feng Shui
➢ First Farms
➢ Smelting, Kitchens, and ‘dangerous’ rooms
➢ Finishing off the ‘Startup period’ – communal dining and entertainment
➢ Trading - getting started.
➢ The first Inner Disciple(s?)
➢ Hunting - Food shortages and food micromanagement
➢ 7th Brother, plot points and getting some useful resources
❖ End of the Early Game
➢ Stabilize your progress – Sect Reputation and some general stuff
➢ The Dragon (Cave)
➢ Scripture shelf and learning abilities
➢ Finish exploring the rest of the sect map.
➢ Various other things you can do…
➢ Building dedicated rooms for cultivation breakthrough
❖ Golden Core Breakthrough
➢ Preparation for breakthrough
➢ Disciple Karma/Scourge: Clovers and Lightning Bolts
➢ Breaking through to Golden Core.
❖ Post Golden Core Breakthrough - Mid Game
➢ Mood Afflictions
➢ Unlocking the Warehouse
➢ Village and City Settlements
➢ Level 2 village: Acquiring a Divine Cultivation Law.
➢ Divine Cultivation (Part 1)
➢ Spirit Trees

Appendices

❖ 1 - Cultivation Progress and Breakthroughs


❖ 2 - Treasures
❖ 3 - Divine Cultivation
❖ 4 - Weather, Seasons & Yin Yang
❖ 5 - Events for Village and City
❖ 6 - Feng Shui
❖ 7 - Sect management
❖ 8 - Mods
Installing the English Translation
The base game is in chinese, the developers have stated that it is their intention to have an
official english translation in the future. Currently the game is translated into english using a
mod, that is available on the steam workshop here. To install it follow the instructions below

1. Subscribe to the mod on the workshop.


2. Once it has downloaded you will need to navigate to the workshop folder of the mod.
This will be Steam install path/Steamapps/workshop/content/955900/1875864004.
3. In the language folder, you will need to select the archive files Settings.rar and copy it
to the games install folder in steam -
/Steamapps/common/AmazingCultivationSimulator.
4. In the game’s installation folder you need to copy over and extract settings.rar to
overwrite the Settings folder. With new updates to the game you will need to
periodically re-overwrite the Settings folder.
5. Once you load up the game. It will still be in chinese at this point. You need to select
the Bottom Left button in the MAIN menu and activate the English translation mod by
clicking the circle next to its name in the list on the MOD PAGE - THERE IS NO
NEED TO PRESS ANY OF THE BUTTONS ON THE LOWER RIGHT OF THE MOD
PANEL MENU. When it is activated you will see a Yin/Yang Symbol next to the
mods name in the list.
6. Once it is activated, exit out of the menus and restart the game. At the main menu
you should see a red flag above the top left of the menu list. Click this and click the
“empty” flag below to swap the language to english. The game should reload itself at
this point and the english translation will be active.

Other mods install the same way, excluding steps 3-5. Some have english translations done
by folks for them. These can be found generally via the discord at this point in time, just ask
in chat/and or search. Just make sure the english mod stays at the bottom of the list so
nothing else overwrites the translation.

Specifics on some of the translated mods can be found here.


Character Creation/Map Generation
This has been handled in some detail on the wiki - so i wont go into it here in much detail for
now - reinventing wheels and all that!
https://amazing-cultivation-simulator.fandom.com/wiki/Beginner%27s_guide

Creating a New Game


You get 4 options at the main menu -
● Tutorial mode: This introduces you to the basic mechanics of the game in a very
controlled game environment
● Novice mode: Premade maps and characters.
● Classic: Fully Customisable game start with all map and character generation options
available
● Illusion Realm: A sandbox mode where you can just build with unlimited resources.

Heavenly Palace is the games in client access to mods and community created content. The
untranslated button seems to be something to do with immortals that have ascended in a
given save and the final two buttons are the panel to activate mods (Mods) and the access
to the steam workshop.

For this guide I'll assume you started with Classic mode. When you enter that menu you get
this screen. Which allows you to customize your game options.
Import: opens up a window into which you can copy map seeds supplied by other players.
Export: generates a map seed for the settings you have selected.
Seed: Self explanatory, random series of letters and numbers that defines the map layout.
Size: Controls the size of your sects zone. Medium or Large is recommended.
Immortal: Like Ironman mode in other games.you get 1 save, so no scumming, you do get
achievements and some hints are not supplied. I don't recommend this setting if you're
new or uncertain of the game mechanics.
Difficulty:
● Heavenly: relates to Tribulations, recommended to leave this as is, or weaken it -
dont make it stronger.
● Combat: how hard combat is, leave this on normal, if you run into difficulties you can
turn it down in game
● Farming: how fast your crops grow, can adjust as you like.
● Mood: affects mood of characters, leave this as is.
Game Pace:
● Work Speed: how fast characters complete tasks
● Cultivation Speed: how fast characters cultivate - adjusting this really changes
game speed so don't make it too slow.
● Travel Speed (Map): how fast your characters travel on the world map
● Ability learning cost: base cost of learning new abilities, leave as is for now.
Event Frequency: These options control how often and how hard events are
There is a final, semi-hidden window, circled in red that is easy to miss. This opens up an
advanced tab of the events. Which you can see in detail here.

Once you are happy with your game options, hit confirm and it will take you to the character
creation screen where you can customize your starting loadout.

Character Creation
Basic Laws

Law Stat Distribution Element Rating Notes

Grand Metal ++++ + strong combat potential


Chariot + good mind stability
Wisdom + uses earth qi materials
+ good synergy with earth law
- slow to cultivate
- Lacks powerful spells

16 Supreme Water +++ + has a spell to conjure artificial puppets


Steps that do manual work
+ good mobility on map
+ decent qi growth
- Uses metal qi to cultivate
- tribulation at Golden Core
- puppets use lots of resources to
maintain

6 Paths Wood ++ + safe to cultivate


Reincarnatio + powerful caster
n + decent qi growth
- uses water qi to cultivate
- mechanics are complex
- stats lower or raise with each
breakthrough

True Sun Fire ++++ + uses wood qi to cultivate


Refining + good spells
+ good qi growth
+ good synergy with earth and wood law
- Weaker artifact combat

Sunflower Earth +++++ + excellent qi growth


Refining + incredible movement speed
+ good synergy with fire and metal
- uses fire qi to cultivate
- men who cultivate it become
genderless until you learn body
reconstruction
- tribulation at golden core
Advanced Laws
As the name suggests, these are a bit more involved to cultivate (relative to the start and
forget basic laws at any rate). Almost all of them are strong. Although more specialized in
comparison to the basic laws. You can pick one with your 5 points at the start, but unless
you use mods to get more points you will be stuck with 3 disciples and no other options as a
tradeoff for starting with a much more powerful law.

Law Stat Distribution Element Rating Notes

Seven-Slaughtering Metal +++++ + undisputed king of damage


Sword + excellent synergy with the
laws in water and earth
+ has an art to gain two artifact
slots
- faces three tribulations as you
advance
- needs a fairly resource
intensive pill to break through
some stages

Primordial Alchemy Fire ++++ + specialized in alchemy


+ good mood booster
+ good qi growth
- poor combatant
- needs pills to breakthrough

Myriad Artifact Wood ++++ + specialized in artifact


refinement
+ good synergy with primordial
alchemy
+ good qi pool
+ strongly recommended as
base law for a hybrid
alchemist/refiner
- not a combatant

Heaven Stealing Earth +++ + powerful combatant, but very


niche
- advancing gives various
physical maladies in return for
more power, curing them
required late-game pills

Emotion Severing Fire ++++ + combat orientated fire law


+ leans more into spells
+ has good qi growth and
synergy with basic laws
adjacent to it
- breakthroughs hard to control
at some stages
Which laws, which options…?
Of the 5 basic laws, none are truly bad as starters. Grand Chariot Wisdom and Sunflower
Refining are the easiest to cultivate in terms of available resources. Sunflower Refining is
probably the strongest in terms of combat power, followed by Grand Chariot Wisdom. True
Sun Refining and 6 Paths Reincarnation are both good spell casters, but the former has
difficult breakthroughs and the latter has long periods where its stats are debuffed as you
cultivate it.

If you're starting out, I would personally advocate for either True Sun Refining or Grand
Chariot Wisdom. Both open up longer term strategies for the mid game in terms of easily
accessible formations (1 metal 4 earth or 1 fire 4 wood), and their synergy with their
advanced laws when you start getting them. 3 suns is a solid choice for an early refiner.

Of the advanced laws, Seven-Slaughtering Sword is the clear king of massively


overpowered damage potential, while Primordial Alchemy/Myriad Artifact have good long
term synergy for making a super crafter. If you plan to go this route (the combined refiner
and alchemist) I recommend picking Myriad Artifact, as being able to refine powerful artifacts
sooner is more useful than being able to refine more pills quicker.

Of the available starter options once you choose a law, most of these are just about giving
you a short term boost in the early game. The artifacts you can get will be outpaced quite
quickly, if you follow the advice below, you won't really need an early divine weapon to boost
you along, and the stat boost options don't give a Qi Sense option, which would be a clear
winner otherwise. So your best best is picking one of the resource boosts, or taking an extra
disciple. The latter can be quite useful for getting you up and running quickly, but will mean
you have to roll for 4 characters rather than 3.

Character Creation - strategies, and ‘good enough’


The character creation process process in this game can be a bit time consuming,
particularly if you are cursed with the pursuit of perfection. As it is, you have 3 basic
requirements of starter characters, a cultivator, and a crafter capable of sustaining you with
good quality weapons and clothes into the mid game. I would recommend you start with at
least 3 disciples, at least until you really know what you're doing and what you want in the
early game (and how to get it!), so I will assume that you chose to start with 3, based on the
options available.

Inner Disciples
We will deal with the cultivators first - For your cultivators your core concerns are cultivation
harmony and the amount of Qi they will have. Cultivation harmony is determined by how
suitable your primary stats are for your chosen law (see here).
● Potential is nice, but can be boosted later in the game,
● Sense, Constitution, Charm, and Intellect can all be boosted with skills, and class
traits to fine tune.
● Luck is the only one that's hard to advance in the game. So you want to focus on stat
rolls that fit your chosen law fairly closely, with no less than 5 luck if at all possible.
Cultivation harmony can all be fixed/adjusted - to a degree, with skills, pills and learnable
techniques in game. Max Qi is much more frustrating to deal with.

Therefore, I will advocate strongly that you pay most attention to the bottom line of stats in
the character creation screen for each character. These represent Combat potential, Qi
Sense, Qi Protect, and Refinement talent.
● Combat potential will come with time.
● Qi Sense is really important, it's very difficult to get high level Qi Sense characters via
early recruitment and it is fundamental to your Max Qi growth.
● Qi Protect is nice, but not that important before Golden Core, and can be leveled with
skills and cultivation points down the line.
● Refinement talent - also nice to have, but can be leveled, and certain Laws give huge
boosts anyway.

Among your starter characters, just pick someone you feel can be best used as an Inner to
defend the sect from animals, bandits, and early cultivators, until you can raise another
cultivator. Choose someone who is above 50% compatibility in their chosen Law or you can
expect a very slow growth. Do not promote a Yaoguai with a short timetable for their
personal tribulation (less than 300 days). Never promote someone with a 0 in their character
stats. You can always remake/reset them with an item that breaks their foundation back to a
mortal.
There IS a stat distribution that can get you 10 in every stat and 110/50 in every skill
- it is really rare, so you might roll for 10-15mins solidly and never see it, but just be
aware that it exists if you are clicking reroll really fast. Nothing annoys like seeing
that flick by and then hitting reroll accidentally.

The Crafter
Your third (or second?) character should be a crafter, this poor soul will be the 2nd most
important existence in your sect for a long long time. You have two requirements when
rolling them.
1) Their crafting skill (top row, far right) should be as high as possible
2) They shouldnt have any stupid character traits like lazy, careless, etc… that make
them a poor worker

If you can get them to have a decent fine arts score this is also handy, but not that
necessary. Fine arts like all the skills in the first two rows can be trained over time. Your goal
here is to get as much of a leg up on the crafting skill as you can. If you start at 60 or higher
in this skill your outer will be able to craft divine weapons (more on this later) from the outset,
and perhaps more importantly, make exquisite clothes out of your early demon hides.
This character doesn't need to be good at cultivating, and will probably spend the whole
game as a valued outer disciple, but if you roll one who has potential down the line as a
refiner, be thankful for your good fortune!

The bonus
If you picked a 4th disciple, or want to be particularly forward thinking, you can consider pre-
emptively rolling for one of the advanced classes for when you acquire them (assuming you
didn't already decided to pick one, in which case carry on as you were!) same idea applies
here, high Qi Sense (50+) and some talent in refining or Qi Protect would be desirable.
Alternatively, you can think about a village/city administrator (say what now? - this is a mid
game thing dont worry about it too much!). This character should have good eloquence,
mining, farming, and combat (not the one in the bottom row), and have above decent charm
and intellect.

Good enough..
To conclude, ‘good enough’, because who wants to roll for ages each restart! Would be a
potential inner disciple or two with acceptable stat distributions for your chosen law/s and 40-
50 Qi Sense, and a character with no obvious behavior quirks that has crafting around 40-50
(but need not be any good at cultivating).

Basic Guide to Gameplay


The next few sections are a detailed write up of the opening aspects of the game, in what
tries to be a fairly linear manner as you might first encounter them. I wrote it with the
unmodded game in mind, as the default language is chinese, and while mods are fairly easy
to install thanks to the steam workshop, unless mods are translated, using them can be a bit
tricky and opaque if they do more than one thing.

The Sect Map interface


Below is a basic annotation of the game interface at the sect level (now a bit outdated, the
new UI is shiny, but things are still in the same place), pointing to all the core
buttons/indicators - most of this is relatively straight forward but occasionally game events
will unload the translation, so it's handy to know where stuff should be!
Starting out: A guide to the first 20-30 days
Last Resort note: if your map seed is really atrocious – no mountains anywhere, no spirit
soil on the entire map, very little fertile soil and only in weird places near the middle points of
the map edges, or water covers half the middle of the map – save yourself a huge headache
and reroll the map!

When you first start, pause the game, check around the area. Spend a few moments
sending your outer disciples out to explore using the exploration flag in the toolbar to expose
the land around you. You are looking for the locations of mountains, fertile soil, spirit soil and
dangerous beasts (bears basically). Don’t send your outer disciples into the bottom left or
right, or if you do, and you get a “you feel enormous pressure/it's dangerous to continue”
message, leave that corner alone.

Almost immediately after the game starts, a friendly cultivator will arrive like a meteor from
the sky with an exclamation (!) mark over their head. Talk to them, they are a general guide
for the first part of the game in case you need pointers and will give you fairly generic hints
on what to do if you get stuck. They also act as a guard of sorts - any animals that attack
your outer disciples are liable to get splatted by them. Once you have explored a bit and
ensured there are no ‘dangerous’ beasts like bears in places you will need to go in the near
future (spirit soil areas and fertile soil), use the logging tool to chop down some trees to get
started. After you have some wood, go to the build menu, it's a diamond on the bottom right
of the screen. At this stage it will be the only available option - a campfire – the location you
place it is unimportant, you will probably move your entire setup soon anyway unless your
starting seed is exceptionally good. Once the campfire is built, the rest of the building UI will
unlock and you can place some basic refinement areas.

The first thing you should do is goto “tasks” at the side of the screen, and check what various
inner disciples are set to do. If any are fascinated with a particular task, they will level it
faster. Make sure everyone is tagged for logging, mining, farming, hauling, medicine, and
hunting etc for now. You will adjust this later to be more efficient, but from the start you just
need stuff built fast. So everyone does everything.

Place construction areas for crafting and refinement from the build menu, near the campfire,
and designate a storage area (5x10 or similar) from the Area menu near it to centralise your
resources. Here is no significant disadvantage to keeping most stockpiles outside, except for
food - which will spoil haphazardly in storage lacking temperature control, but we cant do
anything about that for now.

Queue up some logging and mining tasks in the vicinity to clear some space to build in. area
clear will work as well, but will remove -everything- and in the process tie up your workers
time and effort.

Queue some planks up at the refinement area, and build some tools in the crafting area.
Building these areas opens up the rest of the basic craft jobs stations in the build menu. If
there is some fertile soil near you, consider locating what we can consider as the hub for
your outer disciples next to it. First proper building task you will need to do is build rooms for
your 3-5 outer disciples to sleep in and some basic crafting huts while giving Feng Shui
some forward thought.

With your crafted planks, build a woodcut station (anywhere will do), and a Mason bench
(again anywhere will do). At the mason bench craft a 10 stack of brown stone blocks. If you
haven't mined out some stone, designate this now with the mining tool. Once you craft the
blocks, you can craft a smelting furnace somewhere nearby, and this will complete the
unlocking of all the job buildings you have available at this point.
To recap The build order to unlock all the buildings for jobs is; campfire -> craft + refining
areas->woodcut station -> mason -> stone block -> smithy/furnace.

Before we go much further - you can group your disciples using the standard RTS manner.
Select them all, and hit Ctrl + Number. This makes it easy to grab them all to fend off
invasions, move them away from things that are dangerous, etc.

The last thing to do here is to bulk out your food stores a little. We will talk about food
management in detail later (with farms here, and inner disciples here) but before we get to
that point, we can take some basic steps. If you find a gingko tree or a pear tree. They will
have yellow fruit on them as we start in spring/summer, you may have to check a few of its
spring before you find a mature one. You can see a harvest option on any fruit tree that has
matured fruit. Rather than micromanage harvesting each tree individually, select the harvest
tool from the bar at the bottom (the sickle) and designate an area. Your outer disciples will
now gather all harvestable food/medicine in this area; pears, gingko, healroot, dragon fruit.
Pears and Gingko last a good while, healroot is for medicine, dragon fruit rot fast once
picked, consider not harvesting these where possible and leave them as a last resort for
now. Harvested food will be gathered up by outers and put in the storehouse area.

Early room design: Accommodation, Workshops and Feng Shui


Now that we have everything opened up, we can focus on making some actual buildings and
infrastructure that will last us until the mid game. We won't talk about Feng Shui in detail
right here (but you should go and read the feng shui section!) - but the gist of it is that you
want to make rooms out of materials that support the object that defines the purpose of the
room (a feng shui node). If the room is a bedroom, and the bed is iron, the room walls, floor
and decorations should be made out of earth materials. The second important thing to know
about Feng Shui is that door orientation really matters. It Really matters. Bedrooms and
living spaces should have south facing doors, workshops east facing, kitchen west facing,
anything else doesn't matter. You can find a fuller list here. The third thing is that room
clutter/emptiness ALSO matters, so don't make rooms too large, or they will be harder to get
to very auspicious.

Buildings can be separate (a) or directly adjoin each other like below (b), this is a style
choice generally. But if you gravitate towards the idea of “the whole sect as one building”
you need to be aware that walls do count as feng shui decorations, so you need either 2
spaces between feng shui nodes in “separate rooms” as a general rule. So B) here works
fine because there are two tiles between @lm (a loom) and @tx (Textile workshop) - x is the
use point for each workbench.

a) W W W W W B) W W W W W

W L @m @m W W L @lm @lm W

W @m @m W W @lm @m W

W x x D W x x D

W W W W W W W W W W

W L @tx @tx W
W W W W W W x x W

W L @w @w W W D

W x W W W W W W

W D

W W W W W

All our buildings at this point are going to be made out of earth materials (brown stone
blocks) and the Feng shui nodes - out of Iron ingots where possible - although some require
other base materials like the woodcutter. You want several hundred stone blocks made, so
queue up the task at the mason for 50x crafting also queue up a 10x or 50x for iron ore at
the smelter as you will need ~150-200 iron ingots before we are done It will be our primary
source of good feng shui in the early game. The preparation will probably require mining out
of a small mountain, so we want to prioritize the accomodation first so our poor exile
disciples are not too unhappy.

The design for the rooms your outer disciples live in can be flexible, but the most convenient
layout would be something like below as a 5x5 (W=Wall, @B=Bed, L=Lamp, F=Floor,
D=Door).

Build the wall and floor out of stone blocks/scraps and the lamp decoration out of Stone. The
bed should be Iron and placed against the wall for optimal attunement. Either design works
to ensure you get a very auspicious room. For bedrooms - you COULD do away with the 2-
deep wall the feng shui score of the room will keep it very auspicious even though the beds
are technically affecting each other, but this only works if they are the same node material
(iron) In both rooms.

W W W W W W W W W W

W @b L @b W W @b L @b W

W @b @b W W @b @b W

W W W W

W W D W W W W D W W

Version 1 - two seperate rooms divided by a 1 square gap

W W W W W W W W W W

W @b L @b W W @b L @b W

W @b @b W W @b @b W
W W W W

W W D W W W W D W W

Version 2 - Two adjoined rooms without a 1square gap

Build enough 5x5 rooms with south facing doors to support 6-8 beds for now. Your helper
cultivator will automatically claim a bed, and your outer disciples will automatically claim their
own beds. If they do not, or insist on sleeping on the floor, manually select their beds and
assign them directly.

Next, we want to build enough rooms for our basic crafts infrastructure. These will be 5x5s
with east facing doors. You can do this a few ways. The layouts (a) and (b) below both work
and provide very auspicious rooms, with the exception of the room you put the woodblock in,
which will only be auspicious for now due to Feng shui material constraints, the reason for
this is explained here.

a) W W W W W b) W W W W W

W L @m @m W W L @lm @lm W

W @m @m W W @lm @m W

W x x D W x x D

W W W W W W W W W W

W L @tx @tx W

W W W W W W x x W

W L @w @w W W D

W x W W W W W W

W D

W W W W W

Build a well outdoors at this point, probably out of Iron again and put a 7x6 floor of stone
under it to pressure its feng shui to auspicious, – if you don’t, your guys will get sick from
drinking from puddles, and if you get unlucky with the weather, parched and just die.

First Farms
Once you have the crafting areas all sorted out and your guys aren't sleeping in the rain. We
can sort out our first farms - these are important, don't put it off, crops take time to grow
and it IS very frustrating to have to hunt lots of food and run out in the first winter (we will
cover this strategy contingency at the end of the section once you have your inner disciple-
here). If you go to the area tab, you will see various options to designate areas. What we are
interested in is farms.

Here your strategy diverges a bit, depending on how good your map seed was. If you don’t
have any spirit soil convenient, find the nearest bit of fertile soil. If you have none of either
immediately visible, explore a bit more until you find some - if you had none at all. Why. Are.
You. still. Playing. This. map. Reroll it already!. Crops grow best in spirit soil (300% or
higher) compared to fertile soil (~150%) compared with normal soils (~80-100%). If your map
has a very small supply of spirit soil, you will want to reserve this for medicine crops, which
should grow in spirit soil to get anywhere near efficient crop yields

· Strategy A – if you have a plethora of riches, more spirit soil than you know what to
do with, grow everything you need in the spirit soil. It takes less space, uses less of your
minions er… treasured outer disciples time and means you get crops faster.

· Strategy B – in maps where you have only a bit of spirit soil, plant a 5x5 of wheat in
the spirit soil, plant all the rest of your crops in fertile soil

For either approach, you want roughly the following plants to begin with – 5x10 of wheat, 5x5
of healroot, a 5x5 of cotton, a 5x5 of Gingko and a 5x5 of pears. If you have water nearby,
consider planting a 5x10 or more of lotus.

Gingko and pears are solid emergency food once the trees grow, you will need wheat for the
village later on. Healroot is always valuable for medicines for your outer disciples (and inners
occasionally), and cotton is a renewable means to cloth your disciples. Lotus is a reasonably
fast growing food that grows on water - handy in a pinch and it stores for a long time in a
cold room.

Smelting, Kitchens, and ‘dangerous’ rooms


Once everything is stabilized and you have built accommodation and crafting areas and
sorted, some basic farms laid out your feng shui for those rooms sorted so they are
auspicious or better it's time to tackle the more complicated feng shui buildings. your kitchen,
smelter and smithy… and the woodblock.

You already built a smelter out of brown rock (and maybe blacksmith) to get the jobs
unlocked, so your next task is to get rooms for these buildings set up. Your basic kitchen
layout should look something like this. Build all the walls and floor out of earth materials for
now. The feng shui nodes (@k = kitchen, @wj= Water Jar) should be made of iron.

W W W W W

W @wj @k @k W

W @k @k W

W x x W

D L W

W W W W W
The Blacksmith and smelter are as follows, again everything out of earth materials and the
smelter and blacksmith and water jar out of iron ingots. (@bk = smithy, @sm = smelter)

W W W W W W W

W @sm @sm @wj @bk @bk W

W @sm @sm x x W

W x x W

W L D

W W W W W W W

*Note - currently the feng shui of the blacksmithy behaves a bit oddly (seems to be due to a
dodgy value in the base game files) so you will need to make it a seperate (slightly) larger
room from the smelter and surround it with more decorations that normal.

SO why are these ‘dangerous’ rooms? We made them out of earth/iron and everything
seems fine... – the short answer is Temperature. If you make a room out of fire feng shui
materials, it makes it hotter, and if you make it out of cold, it makes it colder, which is
obvious at a certain level, however our disciples have to work in these rooms, and not
cripple themselves in the process.

So how to deal with this. The kitchen will be your biggest headache, by a long shot. You can
regulate this temperature a bit in several ways. The easiest way at this stage in the game, is
to simply make the kitchen out of earth and Iron like all the other buildings. It won't be -very
auspicious- but it will not burn your disciples to death. The woodcutter, likewise, is not a
building you need to make -very auspicious- it is fine as a wood node in an all wood building.
The smelter you can either place outside, or if you place it inside, in a room like above, it will
not reach a point where it sets people on fire. When you have the resources to revisit these
buildings in the mid game check do so.

Communal Dining and Entertainment: Finishing off the ‘Startup period’


At this point you will likely need to let the game run for a few days of in game time, to let
everything build, your guys pick stuff up off the ground, get the crops planted etc. you should
also revisit your tasks menu, and specialise your outers a bit. If you have 3, set 2 to do –
most things- and make sure one is focused on crafting/blacksmithing/tailoring/medicine
(probably not cooking – injury rate is quite respectable and you don’t want your crafter
accidentally crippled!) you can also tweak when they do things in the day. I personally
change the two after dinner “work” slots to “training”.

You can also explore the map a bit more, look for the crates (wooden) that have random
resources in them and can be handy for boosting your progress a bit, particularly if you find
some cloth or ingots and beast hides.
Once you have enough accommodation for 6-8 people, with a very auspicious setup, and all
the relevant crafting rooms in the ‘jobs’ tab setup. The next stage is to set up two rooms so
your poor disciples don’t have to eat on the floor and watch puddles for fun.

The size of these rooms to begin with is fairly arbitrary, you can build big early on, or just
build a smaller room and expand later. Both should be orientated with their entrances to the
south. The entertainment room should look something like this in the end, although Qin and
Screens will not be available as decorations until you found your sect (at this point in the
guide) , before then use Birdcages and tic tac as replacements..

W W W W W W W W W W W

W l @Q @Q sc x @go x dec W

W @Q sc @Bd W

W @Q @Bd W

W @Q W

W @Q sc W

W l @Q @Q sc x @go x W

W W W W W D W W W W W

(@Q = Qin (2x1), l = lamp, sc = screen deco (not necessary) @go = go/tic tac to, @Bd (2x1)
= Bird, dec = random deco like a vase. All the walls, floor and decorations should be earth,
the entertainment objects iron for now. Early on, you can replace the Qin with Bird cages, if it
isn't very auspicious at this stage, remember to revisit it after you found the sect.

The dining room is easier. Make the walls and floor out of earth, decorations are earth,
tables - 2x1 versions (@t) and water jars (@wj) should be iron. If you lack iron, you can
make the room with only 2 tables.

w w w w w w w w w w w

w x @t x x @t x x @t x w

w x @t x x @t x x @t x w

w x x x w

w l @wj @wj l w

w w w w w d w w w w w
These rooms will help level the social skills of your outer disciples, particularly eloquence
and fine arts, and also help enormously with keeping their mood high, and thus keeping
productivity good among your outer disciples.

You may also need to expand or specialise your storehouse at this point. You will in due
course get a proper ‘warehouse’ but it can only hold “simple” items, so there will always be a
need for some material storage.

The first Inner Disciple(s?)


To transform an outer disciple into an inner disciple you need to complete their foundation,
and select the law most suitable for their attributes. – Once you do this, you will officially
found your ‘sect’ and give it a name. The choice of title next to the place you type the name
in – Sect, school etc, appears to be purely cosmetic at this point. The choice of law is largely
unimportant, you will get all the basic ones shortly anyway! The Number of inner disciples
you have early on is largely based on the situation you find yourself in. you probably started
with two well started potential inner disciples. One (which we deal with here) will be your
guide to a decent Golden Core/Primordial Spirit cultivator that can boost your other disciples.
The second and any other recruits suitably stated should be kept with this in mind. How
many you promote early on will be governed by a few things.

1) Chosen law - if it's something that uses fire qi or water, qi you probably want to
diversify into other laws with resources that are easily attainable.
2) Suitability of recruits - Early on if their cultivation harmony for a law is over 125-150%
you could make them learn it. If it's between 100-125% keep them, you can probably
boost them later. If they are under 100% just don't bother, it's a waste of an inner
disciple and probably your time raising them.
3) How much pressure you're under to survive - your outer disciples can handle
anything pre-500 sect rep, post 500 sect rep, you want a decent Core Shaping
disciple or two for defense.
4) Need for a refiner as well as a combatant. If your first inner is a metal or earth law,
you may want a fire law to make some early artifacts - its a bad idea to diversify their
6 cultivation stats you can boost with inspiration early on, so you may want an inner
that you specifically leveled artifact refining on that has a decent qi pool at qi
refinement (7-8k at least) to make some early artifacts, but that's not a consideration
for now - but for when you get to around here.

For your first Inner disciple this is good enough, for later disciples please see here.

But before you do ANY of this, you should make some infrastructure additions, to be
ahead of the curve.

Your inner disciples –will not room share- this makes them very unhappy.so they need their
own accommodation. There are two approaches to this. The minimum an inner disciple
requires is a room that is 2x3 in floor space, as below in (1). If you want to make them feel a
bit more special you can make a bigger room (2) with more decorations and an elemental
theme based on their law.

(a) w w w w (b) w w w w w w w

w @b w w flg @b @b dst flg w


w @b w w ins w

w l w w sc sc dec w

w d w w w l bk w

w w w w d w w

Flg = flag, dst = dressing table, dec = decoration, bk = bookcase, ins = incense, sc = screen

Either way, the room should strive to be very auspicious to keep the mood high. It is not
advisable to craft rooms out of fire materials (for earth cultivators) or water materials (for
wood cultivators) as these frequently lead to overheating or freezing if your (weak) disciples
cannot tough it out! The most neutral, cost effective combination is an earth room (walls,
floor, decorations with an Iron bed). You won’t be able to build the decorations before you
get your first inner disciple, but you can get the layout and the floor/bed in place.

-note: the only instance you MAY need themed bedrooms of elements (other than
earth>metal) by and large, is for visiting cultivators you want to butter up.

The second room you need is a cultivation room. This will be where your inner disciple
spends their time... Well... Cultivating – you will build a separate room for later
breakthroughs. So we will put this aside for now.

There is near total freedom in how you set up your cultivation room, beyond it holding qi
stands and a cushion and having the correct feng shui for the cultivation method. Door
orientation can be whatever, size can be whatever, but should be at least 5x5 floor space is
recommended. The design below is favored quite widely at this point (thanks to @Leo on
discord for it!). @cs – Cushion, flg = flag, st = stand (which will hold qi emitting material of
the element that feeds the method being practiced).

1) efficient qi stands

w w w w w d w

w dec st2 w

w dec dec w

w st1 l l st1 w

w st1 @cs st1 w

w w flg st1 flg w w

w w w w w
St1 – should be a stand that holds items that gather Qi of the element that feeds your
cultivation law St2 - should hold a spiritwood regardless of the element being cultivated,
spirit wood has a qi range beyond its feng shui range so it can be used to supplement any
cultivation room in this manner.

If you didn’t start with the option to bring artifacts, you will also need to build a refinement
platform immediately to make a basic artifact. The refinement room needs either a 7x7 or a
9x9 room like so and should open east like every other workshop. Rf = refinement platform.

w w w w w w w w w

w l w

w Flg w

w Flg rf rf rf w

w rf rf rf d

w Flg rf rf rf w

w Flg w

w l w

w w w w w w w w w

The recommended material is again earth floor, walls, and when unlocked, flags, and iron
ingots for the refinement platform. This design should be auspicious/very auspicious from
the start.

The last room to build is the sect shrine. The shrine (@sh) is a 2x3 building that needs 2x3
clear immediately south of it. An easy layout to get very auspicious would be the setup
below. Build the shrine out of iron, all the wall, floor and decorations out of earth materials.

w w w w w w w

w l @sh @sh @sh l w

w flg @sh @sh @sh flg w

w x x x w

w x x x w

w w
w w

w w w d w w w

Once you have these buildings laid out you will be close to ready for your first inner disciple.
If they have been training diligently each day they should be close by the day 30-40 mark,
you can boost this a bit by hunting bears and snakes for their gall bladders which will boost
foundation when consumed.

The selection of your first inner disciple from the outer disciples should be based on a few
different things. The usefulness of their role as an outer disciple, their stat suitability for the
selected method and in one case their gender - (see here for a short summary on the starter
laws, their strengths and weaknesses, Basic Laws).

Metal and Fire laws are easiest to cultivate with the starting resources available on the map.
Odds are you probably picked 3 suns (because lots of people on the internet said it was
easy to cultivate!) or Sunflower refining (because lots of people on the internet said it was
OP). - on balance metal is probably the least frustrating to pick early on, although no choice
is truly bad (except maybe longevity refinement as your first disciple, because its strength
fluctuates wildly within each realm and it is really weak at both the beginning and end of
each realm.

Whichever you picked to break through, make a cultivation room attuned to that law to the
best of your resource capabilities. Once you select the inner disciple and select your chosen
law, they will breakthrough automatically, and immediately be very unhappy. - their clothes
are crap, they don't have a weapon, their best buddy who they shared a room with is now a
mortal peon who they cannot tolerate and they lack an artifact!

The first thing you want to do, before you worry about ANYTHING else, is change their
activity setting. This is below their mood bars. Select the 3rd option - this will make them
relax, and not cultivate. If you let them just cultivate on their own at this point they will crush
their fragile minds in short order and you will have to spend the next week watching them
talk to birds and play go with themselves and compose terrible music.

Anyway - once you have them doing nothing, very aggressively, Assign the inner disciple to
their own room that you built, and if you got lucky and picked up some cloth from a crate,
build a cushion in their cultivation room and assign them to it. If you don't have cloth yet,
don't worry, there are a few ways to get cotton we will touch on here. If your element’s law is
fire or metal, it’s easy to refine a crappy artifact straight out of the gate. – The table below
holds some basic suggestions.

Law Artifact Element Suggested material

Grand Chariot Wisdom Metal or Water Scrap of iron or Bucket of


water

Sixteen Supreme Steps of Water or Wood Bucket of water or Wood log


Enlightenment

6 Paths Reincarnation Wood or Fire Wood logs or scrap of fire


copper

Three sun Refining Fire or Earth scrap of fire copper or block


of stone

Sunflower Refining Earth or Metal block of stone or Scrap of


Iron

If your chosen element was wood, refine a wooden log or some fire copper scraps, if it was
earth, use a stone block or some iron scraps for your first refined weapon. All elements have
a material that can be “refined” at a cost of only 500 qi with good success. If your starter
disciple doesn’t have 500 qi somehow, artifacts will drop from map invaders with increasing
regularity over time.

If you rolled one of your starting outers as a good crafter (ie: with a crafting score over 50),
have them craft a few weapons of your choice, from material of the same element as your
law or the element that your law feeds (ie: fire law, earth weapon to refine) until you get a
divine grade weapon. Artifact element IS important, physical weapon element
importance is less quantifiable. Equip the weapon to your first inner.

Spirit weapons damage qi directly when used in combat, so along with your artifact,
will help deplete opponents qi pools faster. If you don't manage to make one, don't
worry too much at this point, just keep making weapons with that crafter and one will
eventually get made.

Go to the Sect button on the right side of the screen, and give your sect a name. The suffix
(assigned by the button beside where you enter your name) appears to be purely cosmetic
at this point. Last go to the sect menu and designate your first Inner disciple as your sect
master.

Now we have the sect established and can access all the nice decorations and buildings it
unlocked our first priority should be to designate some medicine fields. Medicine herbs take
a while to grow to maturity even in spiritual soil. Unless you picked the Golden Elixir law at
start, and this assumes you did not, you will not need pills for a while. Designate a 10x5 plot
each for Ginseng and Lingzhe, Spirit Herb and Cold Mint, this should give you enough
medicine material until you’re into the ‘midgame’.

Finally, build an Orrery. If you build it outside, make sure the floor under it is earth, the
Orrery is metal and surround it with a bunch of earth flags to make it very auspicious. Once
built it will allow you to use the Feng Shui icon on the top right of the screen to appraise sect
Feng Shui and adjust object placement in rooms accordingly.

Trading - getting started.


You should also pick a spot and designate a trading area. It can be found in the same tab as
the fields and storehouse areas. It is important for two reasons. First and foremost it allows
you to interact with sects on the world map, it is also how you sell stuff and buy stuff from
traders early on.

Once you designated it somewhere, anywhere will do, and make sure it's reasonably big,
7x7 or so. Designate a few stacks of wood as “trade” for now. It's worth logging a bunch of
excess wood for this purpose when you have a free moment. You will want about 2-3k wood
in the trading area to exchange for rare resources traders might bring early on, or just to turn
into spirit stones, which you can then use for that purpose – merchants will be your best very
early access to materials like Skystone or useful breakthrough materials like Earth Flux and
Wicked Flux – these will all cost several thousand spirit stones or equivalent resources.
Setting up a large farm of trees somewhere out of the way, say 10x10 or larger, waiting until
it's planted and then undesignating the farm (you will chop it when it's grown, it doesn't need
to be managed), is a good strategy.

Hunting - Food shortages and food micromanagement


Now you should be starting to think properly about your food situation. Your farms will be
planted and growing away, but your starter food is likely running low at this point. There are
4 main sources of ‘emergency’ food in the early game.
1) Harvesting plants in the map you're in: depending on the season, you can designate
harvesting of food/medicine manually - we did this already once.
2) Designate animals for hunting on the map. This is a bit more high risk, and depends
on the season. Animals spawn over time, and through beast invasions. To hunt them,
- go to Tasks, make sure you have some outer disciples with high hunting skill (over
30), equip them with Iron Spears/Iron Bows. then find an animal, preferably weak
ones like rabbits or chicken, and select the Hunt option. Your outer disciples will go
hunt them automatically, butcher them and bring the meat back.
3) Buy food from the Merchant - not a strategy to rely on, merchants are not guaranteed
to bring food but you can stock up on items like wheat if they appear. It will cost 1
wheat to 1 log (or spirit stone).
4) Gathering Food on the world map - to do this, go to the world map, select nanping
village, and send your outer disciple here, Nanping village gives meat and hides as
the default exploration reward, so you can designate your Inner disciple to adventure
here for 5 or 10 days and they will constantly send food and hides back to your sect.
This strategy has some risk to it if you are trying to control your sect reputation (see
here and here)

The most reliable way to tide over a proper food shortage is option (4), option (2) will work in
a controlled manner, as will (1) but both are limited by seasonal availability of those
resources.
To ensure your food preserves a bit better - dry much of your meat in the kitchen. A single
task produces 8 meat so queue up an x10 periodically to stop your reserves rotting. You can
also make rice cakes or dragon fruit cakes. Both keep for a good while, but rice cakes (made
out of wheat flour because games!) are more reliable in the long term. To do this we need a
mill which you can build and put in a crafting room like all the others if you didn’t already do
so and some mature wheat, which you probably won't have before your first autumn unless
a merchant bought some, This will turn wheat into flour. Making it preserve for longer. Once
you have a stack of flour, you can turn this into rice cakes periodically.

Important note: There can be instances where outer disciples just seem to stop
drinking reliably, don't go to wells directly for whatever reason and start to die of
thirst. You can haul water from well manually (it gives a large stack) and direct the
disciples to drink directly. It's not clear what causes this, and it can happen in any
season.
7th Brother, plot points and getting some useful resources
By this point you should have mined out a fair quantity of stone, unless you are very unlucky
you should have found some purple named mysterious boxes, you can open these or leave
them alone for now – they contain random rare resources and scrolls/books – if you opened
these, ignore them for now! We will return to them in the next section. You should around
this point get a notification telling you that a mysterious box has appeared in Nanping
Village, and if you have been really slow in your development of an inner disciple, that it is
time to return to Nanping Village so people can honor the sect, return to the sect location
and look for a “robust man” in the copper hills, who seems like your 7th brother. There is no
particular order to do these.

To send a disciple to a location (Nanping village for the chest in this case), open the world
map, select the location, select the disciple (there will likely only be one available) and then
select the time they will travel. In this instance, just 1 day. And hit confirm. The disciple will
travel off and after a day you should get a notification telling you they have arrived at the
village, complete the quest (it uses charm, but is never known to fail) and the disciple will
travel back home to deposit the box, which you can open. It will give you some rare
resources - some star marrow, and a charm book. Keep the star marrow unrefined you will
need it down the line and it is a not -that- common that you want to be trying to acquire a
second in the early game

Next head to copper hill when the notification about the 7th brother appears. Once that has
completed and your disciple has travelled back home, send them to the former location of
your sect on the map, you will get a short notification and some flavor text, before the
disciple returns. At this point you will want to get some useful resources from the sect. To do
this, send your disciple to camp at the sect location. Once they arrive, you will be able to hit
the diamond with enter, select the disciple camping and enter the location. You have a few
things of interest on this map.

1) Travel to the middle of the ruined sect on the map, find the large pagoda tower and
click on it, your character will get the option to interact with it, and an orb will appear.
Pick this up.

2) Travel north from the pagoda, look through the rooms and squares, if you see any
clothing of fine quality consider lifting it.

3) At the north of the sect ruins there will be a room with cushions, and a random
charm which can be useful.

4) Head back across the north of the map towards where you entered, you will see a
place with a bunch of resources lying around. Grab the spirit stone blocks, iron ingots
and the largest of the stacks of marble blocks.

When your inventory is full (you get 6 slots) make sure you leave WITH THE ORB FROM
THE TOWER if nothing else. Once you hit leave, your disciple automatically travels back to
the sect. It is recommended to travel back to the sect to pick up all the iron ingots, marble
blocks and spirit stone blocks lying around.

You will have unlocked all the basic laws by this point. The orb cannot be opened before
your first disciple cultivates to “Golden Core” it contains the means to make the “warehouse”
building. This requires a bunch of rare materials, which the game mostly gives you by this
point. The crystal comes with the opening of the orb, the star metal ore will have been in the
box from 7th brother, leaving only a block of sky stone, so be on the lookout for some from
traveling merchants.
End of the ‘early game’
Stabilize your progress – Sect Reputation and some
general stuff
It is now recommended that you spend some time just letting your cultivation build up, crops
grow, mine stone, cut wood etc. you will get periodic passers-by that can be recruited to
boost your workforce if their stats are decent enough to make them worth inviting. Try to
prioritise recruits with high Qi Affinity, good craftsmanship values and stat distributions
relating to your chosen cultivation method. You can only have a maximum of 12 disciples
until your sect reputation hits 500. You can find out more about sect reputation here, but I
would strongly recommend that you try to delay hitting 500 reputation for a reasonable
period of time. Your sect reputation governs the strength of map invaders. Getting rid of
(Firing) disciples is possible through the sect management screen but has a mood
penalty attached, use at your discretion!

The second value here is your ratio of Justice to Evil. this is not too important for now, just
be aware that cultivators of the world are all disciples of the Guards from Tamriel, in Elder
Scrolls Oblivion. Using ‘Evil’ abilities - skills that steal essence, cultivation etc... on mortal
things, even frogs and chickens… will give you evil points. For a full lowdown on this please
check out here

The last option in there is the Feng Shui of your sect which you can consider an average of
the Feng Shui score of all your buildings.

If you are playing the game without any mods at all, and I will assume you are for the
purposes of this guide, you need to pay attention to your inner disciple’s state of mind while
cultivating. You will get a warning “your disciples mind is unstable” when their mental state
(middle bar) drops below 40. If their mental state drops below 20, their mind will be “crushed”
and they will take a long time to recuperate back to normal mentality. There are 4 buttons
along the base of an inner disciples mood bar, from left to right these are; 1) automatic
behavior, 2) cultivate, 3) relax, 4) cultivate until breakthrough. Automatic behavior in the
base game is a bit flaky when it comes to mood control, so be wary and don’t rely on it too
much.

The Dragon (Cave)


I've considered where to put this section for a while - here is probably the best place on
balance. The Dragon Cave is a semi-random event that can happen from (approximately)
day 200. It MAY occur this early, what causes it to spawn is unclear. Basically a cave will
appear at a random location on your map. It will look like the picture below. It is a water
element, but functions as a Feng Shui Decoration, rather than a node.
The dragon itself wont make an appearance for quite a while. But it is a bit of a trap event in
many ways. If you anger it, it will eventually leave the cave and try to kill you. It has
somewhere around 7million Qi and requires multiple Primordial Spirit practitioners and
powerful formations to kill comfortably. We very much don't want to make it angry.

The best solution is therefore to keep it quiet. We can do this effectively in 2 ways. The first
is to make a very auspicious room around it. There are two approaches to this.
● The first, if you got the cave early, is to make a room for entertainment around it.
Walls out of earth, floor out of earth, line the walls with Iron Qin. This should get you
a very auspicious room.
● The Second (like in the picture above) is to make a cultivation room by the cave, -
you need not use it, just make sure it fulfills the basic criteria of a very auspicious
cultivation room as set out here, and you will be good.
The other half of this strategy is equally vital. Now we have made the dragon a pretty, very
auspicious room, we ignore it. Never feed it. Each time you feed it, you make it stronger,
and the cave will get a charge of - feng shui, the dragon will come out of the cave and attack
you if you make it angry… by having a very inauspicious abode… for example. So this is a
self fulfilling prophecy of doom for your fledgling sect. The worst you will incur for not feeding
it is some very aggressive weather, or irritatingly placed around your sect that you then have
to fill in.

Regarding the Dragon, is it also possible to get a special item, the ‘Mortality’ Seal, from an
ancient cultivator, if you tell them about the dragon. If placed in the room suppressing the
dragon it helps with the auspiciousness. The item itself also causes -25 condemnation and a
good state of mind boost. The +’s it gives to the room are very beneficial to keeping the
damn dragon down.

Scripture shelf and learning abilities


Once your sect is stable, you can start to focus on a few other building elements. Within the
sect tab of the building, there is a Scripture shelf. This shelf is invaluable going forward.
Build a room – build 3-5 of these shelves out of a material of your choice. Once they are
built, select one, select the third option, then the third option to bring up a window with the
cultivation laws – select one, hit choose law, and select a disciple, they will then transcribe
this cultivation law onto the scripture shelves so any disciple can learn arts from that law. Do
this for all the laws. Now go to the purple books we ignored earlier. Select one, pick the first
option (looks like a pen and a scroll), select a disciple and they will automatically scribe the
book to the scripture shelf so anyone can learn it. If you had simply equipped the book then
learned the skill via the cultivation screen, the book itself would be used up.

The next step is to expand your inner disciple’s skillset a bit. You can learn laws from the
cultivation methods of your tier from any other method with any disciple. But wait! Before
you rush off and learn all the things! Learning skills is based on two things

1) Inspiration Points: you earn these in a variety of ways.

a. They will accumulate passively during cultivation without you doing


anything. The higher a character's intellect, the quicker they accumulate.

b. You can get them from events exploring the world.

c. You can get them from certain consumables.

d. You can acquire them from the village. (more on this later)

2) Attainment Points: All skills give a number of points towards your Attainment ‘score’.
The more skills you learn, the higher your Attainment Points will be, the more expensive
it is in terms of inspiration to learn new skills.

So it isn’t desirable early on to just learn all the things. Add to this skills and abilities of
the same element as your cultivation law can be learnt at cost. Skills and abilities of the
element that your law feeds and is fed by are slightly cheaper, so with a few exceptions
your first disciples' learning should be fairly streamlined. Your priorities in learning skills
and abilities should be as follows (broadly)
1) Books that give map locations – cost 0 inspiration and 0 Attainment, learn them as
you get them.

2) Give a character the basic charms book skills once you scribed them into the
scripture shelves, only one needs to learn them, charms are very useful if a bit finicky in
the drawing mini-game. Some give powerful boosts, we will talk about this below.

3) Skills that boost Maximum Qi. These are your absolute priority before Golden
Core. Unless they have some cost attached (like a certain advanced earth law which that
damages the heart permanently, or the Sunflower Core Shaping’s Greater Yin Body,
which will make your male characters manhood fall off if you learn it)

4) Skills that boost attributes you need to improve your cultivation harmony. If you
rolled an optimal character for your chosen law this may not be necessary and so is a
lower priority.

Because you are building towards a semi-respectable Golden Core for your breakthrough
down the line, the two major factors under your control will be cultivation harmony and max
qi reserves. So prioritize your inspiration points towards these. Auxiliary spells that most arts
have are not that great early on. Your artifact is your main offensive weapon at this point.

Now you have an inner disciple, a stable sect economy, all the basic rooms and (hopefully) a
stable food source you can start to progress towards bigger and better things.

Finish exploring the rest of the sect map.


a. Locate the demon beast – if you hadn’t already. Leave it alone for now, it's
fairly harmless unless you go bother it. If it’s a rabbit, you can ignore it entirely. If
it’s a toad or a wolf, it may be a bit aggressive. If it’s a Turtle or a bear give it a
wide berth. It will be hard to kill before you get a good golden core, and there are
solid advantages to leaving it alone until it hits Primordial Spirit – when it will
drop a nice item when you kill it.

b. Work out where your best localities are for spirit soil if you hadn’t already, and
consider wider issues of base layout. You will need some BIG rooms soon, in
comparison to what we were dealing with, for alchemy and cultivation
breakthroughs.

c. If there is a big gingko and you practice fire laws, make it a room, put a cushion
and some stands around its base and revel in having a good cultivation room
that will speed progress up enormously. It will later be your fire breakthrough
room.

d. Mine out the mountains on the map. For ore, boxes, and brown stone.

e. Consider planting a large tree farm somewhere, maybe gingko, you can farm
them for spirit wood – it’s a long term investment.

Start Exploring the world map


Once you have the sect map dealt with, it's time to consider exploring beyond your sects
borders. First thing you should do is breakthrough your inner to Core Shaping. Then make
them refine a better artifact, (see here for suggestions) if their qi permits it.
Exploring the map is a trade-off, you will need certain things from it. The locations below are
notably useful in the early game. But you will unavoidably gain some sect rep in the process.

Mount Shu: The neighboring province has the Jade Spring Grotto– this place will
give you Earth Flux reliably if you have a fire cultivation law and above average luck.
This should be an early target. This zone also gives you random iron, fire copper,
cold crystal, and Dark steel ore on exploration. So it should be your first target to
100%. And it doesn't hurt to get a good rep with the sect as well.

Nanping Village is a great early source of Hides and Meat, if you run short of either
send an inner disciple here for several days and they will send back a steady stream
of both to your sect. Great if you start getting food pressure in the winter for some
reason.

Central plains - Alchemy peak is located here, but this locality and a bunch of others
give cotton. If you explore the plains for a while, you will unlock the other villages
which give useful stuff, like woven cloth.

Alchemy peak will get you spirit herbs and a chance at extracting the spirit root (an
excellent early game earth qi gathering item - it has further uses but we aren't
concerned with those yet)

Acacia island has Earth Flux and Evil water, both are good at boosting max qi,
although evil water has a permanent effect on mood, that gets more extreme the
more you use.

Southern Forest has various woods including Goldsilk (not that useful overall,
except as a nice material for decoration items) and can supply you with Parasol wood
(very useful, stronger qi gathering wood item but only has a range of 2) - downside is
it's a long way away so your Qi Shaping or Core Shaping disciple will take quite a
while to travel there.

You can camp and explore any visitable mapzone in person. But beware, you can
meet Core Shaping demon beasts in some of them, and if your visibility range is poor,
injudicious exploration is likely to get you killed!

Once you break through to Core Shaping and have a character with 2-3k qi and a decent
artifact, it's time to go get some early demon blood. Go camp in Copperhill mine, then
explore it. There are several weak demon beasts in the different caverns which can be killed
for hide and blood. The blood is important, but the hide is also useful – clothes made from it
are much better than those made of simple cloth, they make you cool in summer and warm
in winter, and save you having to swap clothes between seasons. Anyway back to the blood
– you should get between 3-10 blood from the beasts. This is used to craft essence ingots if
you need fire or water qi materials for your cultivation room, the blood is also HOT, so it is a
way to deal with “dangerously cold” rooms. You will want to store it outside. Separate from
your food stores or you will watch them perish in record time.

The last stop in Copperhill mine is the cavern in the bottom left (south east) that will have a
corpse, which you can examine. This is your unfortunate 7th Brother, and he will give you 2
books relating to formations (which are only partially translated at the time of writing this
guide). Grab the books, some blood, and return home. You can explore the other home
province areas in the same way for some cool stuff.
The demon beasts on the maps will respawn over time, the items you pick up in
person do not appear to regenerate. This means you can go to the jade pond for a one
time earth flux, but beware of the Core Shaping demon beasts there!

Various other things you can do: Part 1

Make a refrigerator (or 3)

As you have probably noticed by now, food storage is a bit of a mid/long term hassle. Before
we get the warehouse, (and even after!) having a cold room is a really handy thing. This has
almost no design requirements, beyond 4 walls, a door facing any direction and a floor, it will
also require access to some demon blood and 99 cold crystal ore OR a lucky beast core.
Water Feng Shui materials lower temperature, and qi gathering water items REALLY lower
temperature, in an additive manner (see here). So placing some cold essence ingots or
beast cores on item stands in your store room will make it a nice refrigerator for storing your
food and medicine.

Gear Upgrades
At this point you just have to sit and let cultivation experience accumulate, so there are other
useful things we can do. First is to do some basic gear upgrades. Use the Tailor station to
turn some beast hides into better clothes. If you have a good crafter (crafting 60+) make
sure they are the only person set to do tailoring and blacksmithing tasks. By this stage you
probably have a few extra outer disciples, if you have been recruiting any that look likely,
and they will need clothes for winter, and probably a decent weapon. If you hunt for food on
your map, you will have quite a few hides, and if you got some cloth from crates, or planted
your cotton in spirit soil, you should start to get cotton to turn into cloth. Make a few sets of
Thick Clothes and trousers and Loose clothes and Trousers for now. As good a quality as
you can manage. Consider designating a separate warehouse area somewhere to store
clothes. Split them by quality - so you have one that has only your good stuff, and another
where all the bad, common and (later fine) stuff can be dumped so you can smelt it, enchant
it or sell it depending on your tolerance for micromanagement.
We want to do the same thing for weaponry. Set ~10 iron bows to craft, and a few other
weapons as your fancy takes you. Designate 2-3 storage areas of reasonable size. One will
hold only divine quality weapons. The second will hold fine quality- which will be
enchantment fodder for now, and the last will hold “none, bad and common” quality items,
which you will probably smelt or sell just like the clothes. The final store zones you want to
sort out will be one for cultivation resources (qi stones, charms, books) and one or two for
artifacts. There is a certain advantage in setting up two artifact storehouses, one for
Divine/exquisite quality artifacts and another for everything else.

Gear your outers up in decent clothing. You may want to handle the initial upgrade manually,
but you can also set each disciple to automatically change clothes according to the climate
at their individual equipment screens. Once it's all built, destroy the horrible old clothes they
had before. Give them the metal bows you crafted, give one or two swords or spears, and if
you haven't already made sure to group all your outer disciples up using the time honored
“select everyone and then pressing Ctrl+Number. This will give you a rapid means to select
everyone in the event of an invasion of wild animals, or invaders. In each disciples
equipment screen there is a box you can check “change clothes” - check this for now, it will
make them automatically change clothes in summer and winter to fit the climate.

Demon Hides
If you have enough demon hides from earlier and a good crafter, craft a set of clothes for
your inner disciple using them, and tell them to wear them - clothes made from Demon Hide,
Fey Hide, Spirit Hide, etc are MUCH better than clothes made of cloth. And as noted earlier
in this guide - act as air conditioner in summer and heater in winter - consider unchecking
the “change clothes” option for any disciple you give them to.

Alchemy
Setting up an alchemy furnace (or 4) is another mid term goal you can start to work on.
Alchemy setups are a bit more involved, compared to refining. You can make do with one
cauldron early on - using exactly the same room layout as for the refiner platform. The
dimensions of an alchemy furnace are 4x3 in the following shape:

@ @

@ @

@ @

A room with a single furnace would thus be set up like so.@f = alchemy furnace. Flg = flag,
dec = decoration of choice, probably a vase or incense burner. To get very auspicious you
want the 3x4 floor beneath the furnace to be made of a material that feeds the element of
the furnace. So earth floor, iron alchemy furnace. Decorations of the supporting material
(earth). Door in the east like every other workshop.

w w w w w w w w w w

w w

w w

w @f flg flg @f w

w de @f @f de d
c c

w @f @f w
w w

w w

w w w w w w w w w w

If you want to put multiple furnaces in one room. You MUST keep a 2 square distance
between each furnace. If you have spirit stones by this point and probably do thanks to a
visiting merchant consider turning a few into spirit stone scraps to use for floor tiles.
Spiritstone floor is a neutral feng shui material that does not interact with any other element.
So you can make the 2x2 floor around each furnace spirit stone flooring. It also looks pretty.

The furnaces make pills of the element they support. So in this instance Earth Decor > Iron
Furnace > Water pills. You can make a furnace for every pill element at this point except fire
pills. These require a wood furnace. Which is seriously end game tier material.

Most pills you will encounter early on are water element or wood element. So furnace
priorities would be an Iron furnace and a Cold crystal furnace. If you can build all 4 types.

The picture below is a fairly austentatious mid game design. Note all the cauldrons are 2x2
away from each other.
dsdBuilding dedicated rooms for cultivation breakthrough
Once you get to a certain point, you will need dedicated rooms with high Qi concentration for
breakthroughs. We are a while away from this point but you should now have enough
resources to start planning these out and filling them with QI gathering items of the relevant
elemental affinities.
The basic layout favored is set out below. But The general design of the room can shift
about. The door orientation is irrelevant. If your walls are closer, try to make them of the
supporting material, but walls at the range of the diagram below can be out of any material.
Spirit stone blocks and flooring make for pretty visuals and won't bother the Feng Shui of the
room.

w w w w w w w w w w w w w

w w

w w

w st2 w

w st2 st2 st1 st2 st2 w


w st2 st1 st1 st1 st2 w

D st2 st1 st1 C st1 st1 st2 w

w st2 st1 st1 st1 st2 w

w st2 st2 st1 st2 st2 w

w st2 w

w w

w w

w w w w w w w w w w w w w

St1 = Stands of the element that will feed your law (ie: for fire law, wood gathering item)

St2 = Any Qi gathering item with a range of 4 - usually spiritwood.

C = Cushion, this should be of the element that your law belongs to (so for fire, fire cushion
etc)

Qi itself has no ‘elemental’ affinity. Its affinity comes from the Feng Shui of its surroundings.
Feng Shui only pressures 2 squares around an object so any object with a qi gathering
range of 3 or higher can sit outside of the feng shui range of your cushion, still supplying you
with qi, but will not impact on the feng shui of the room.
You want the floor beneath the diamond to be the same feng shui affinity as the element that
feeds your law (so for fire law, wood floor). The elemental affinity of the material used to
make the stands is irrelevant, they are neutral items. All this should mean that the room will
also be very auspicious.

The goal here is to create a Qi +++++ room, with +++++ five elements as well. This will
radically improve your breakthrough chances at higher cultivation levels.
It takes ~ 5 ingame days for the Qi saturation in the cushion spot to reach 5+ after all of the
qi gathering items have been placed, so you want to leave the room alone for at least that
long before breakthrough. Especially for Golden Core - the single most important and
vexing breakthrough in the game!

A more ostentatious mid-game example can be seen in the screenshot below - a room
designed for water law breakthroughs using star-metal ingots and spirit wood.
Golden Core Breakthrough - Entering the ‘Mid
Game’
Golden Core (Jindan) is the single most important breakthrough in the game. The quality of
the cores your cultivators form defines their future utility in fairly absolute terms. Unlike your
previous breakthroughs, which only had paltry costs associated with failure, redoing a
messed up Golden Core breakthrough is a pain, (there is always scum-loading, but still…)
there are a few pills and skills that allow you to return to a mortal state (foundation
establishment) and re-cultivate back, but this early in the game we don't want to waste that
much time, as such there are a number of prerequisite to forming a high grade Golden Core
that are set out in detail here. But in short, to get a respectable Golden Core your character
will need a decent Qi Sense score (over 40 as a base), a high degree of cultivation harmony
with your chosen law (at least ++++, ideally +++++) and as many skills that boost their Max
Qi as you can. On top of this we want the optimal season, weather and time for the
breakthrough and an area with high Qi saturation and all 5 elements present.
Preparation for breakthrough
So what does this mean for the core we might form? The quality goes from grade 9 (worst)
to grade 1(very very best). For your very first Golden Core, it is probably unrealistic to aim
for a Grade 1, unless you rolled a monster starter character, in which case they should
absolutely not be your first Golden Core! Your first Golden Core has 2 goals, to learn the
weather spells, and be good enough to break through to Primordial Spirit and learn the body
transformation spells. A grade 2 or 3 core is capable of this in most laws. A tertiary aim might
be to get to 20 in a cultivation field (like refining), with the aim of competing in Kunlun later
on to get advanced laws, but we aren't too concerned with that now because of reasons set
out here.

Which law you choose isn't that important, but if you chose 6 Paths Reincarnation, your trip
to Primordial Spirit might be a bit longer and vexatious (although tribulation free). Fire laws
or metal laws are probably the easiest to create good breakthrough rooms for early on,
although both run into tribulations post Golden Core. A lucky (luck over ~8) inner disciple
practicing a fire law will be beneficial to the process, even if you don't break through to
Golden Core with them first, because we have a few other steps to take care of.

If you poked around the UI a bit and looked at your cultivators stats in the Core Shaping
realm you will have noticed the Cauldron. This is the amount of Essence that character can
convert into Max qi -easily-. Characters refine essence into Qi at a rate of 1:1. 1 Essence
refined = 1 extra maximum Qi. This process is always going to be incredibly slow. There are
ways to boost it: High grade charms, skills, and drugs, but it only shaves weeks/months off a
still tedious process. Your character probably broke through to Core Shaping within 30 days
of starting the game. Don’t bother aiming to build up your Cauldron until you are dealing with
post-game bosses and access to stuff you can’t create on your own.

While they are happily refining away, we want to acquire a few medicines that will be very
beneficial: Red ginseng, purple ganoderma, and earth flux.

● Red ginseng - can be acquired exploring various maps as a random resource


across the world, but it grows a rare herb from your ginseng medicine field in the
sect. Eating several provides a diminishing effect. Every little bit helps and you can
grow as many as you want, so eat until you can no longer benefit.
● Purple ganoderma - can also be acquired exploring, but it is also a rare herb from
your ganoderma medicine field. Eating several provides a diminishing effect, but you
can grow as many as you want, so eat until you can no longer benefit.
● Earth flux - you can acquire it as a random resource from exploring Mt Shu or
Acacia Island. You are guaranteed an Earth flux the first time you visit Jade Spring
Grotto in Mt Shu, although you will have to kill a Core Shaping beast for it. It can also
be acquired from merchants for a cost of ~1.5k to 2k spirit stones. The first time you
take it, it will greatly boost your base qi amount. You get around 90% pill resistance
from taking it, so taking multiple ones is a bit of a waste unless you're drowning in
them or by making one sentient to avoid adding resistance to it.
● Wicked flux - This can be found as a rare random resource at Acacia island. It
boosts your base qi and has a very low pill resistance (10%/per), BUT taking it
permanently damages your state of mind. This will be offset by skills you learn later
on, but it isn't recommended to take more than 2.

You can tell a character's pill resistance by clicking on the little arrow on the lower right,
vertical edge right of their health tab. It's terribly unobvious. This tab also tracks every
medicine they ever took, even if you can never get a resistance in it, which is really handy at
times.

To speed up your essence production, there are a number of pills you can take. These cost
spirit stones and a medicine herb to make. The weakest gives you increased essence
production for 7 days. More advanced pills; 9 Orifices Pill (14 days) and Draconis Resin (21
days) require less micromanagement, but are more expensive. 9 Orifice pills are the most
efficient, using ginseng and ganoderma. And more importantly, a recipe you have likely
found at this point from a book. Draconis resin requires demon blood, so I don't recommend
it at this stage and the book it comes from is quite a bit rarer. You can also feed your
cultivators spirit stones to speed up their cultivation. Do not feed them spirit crystals by
accident. They WILL die.

General health warning: items that sit around a long time in your map passively
absorb qi over time (the rate is usually shown on an item). If you gather earth flux or
wicked flux spring blood (or any other item for consumption by someone under
Golden Core actually!) check what the Qi stored in the item amounts to. If it exceeds
the qi reserve of the character you are going to feed it to, they will probably explode
and die! There are skills that draw the qi from items. But they are for Golden Core
cultivators.

At this stage, your gameplay is going to slow to a crawl while you sort out all these different
variables. There is no point in rushing, so long as you largely control your sect rep so it
doesn’t balloon out of all proportion to your strength. Avoid artifact hunts, good/evil events,
any anything else that might give you silly amounts of sect rep you don't need (see here)
Your best use of this time is to continue to build up your sect strength - recruit some extra
outer disciples with good stats either by sending your inner, (or a second one if you have
one already) to a city to recruit, or by poaching passers by (which in the authors experience
can sometimes have quite respectable stats). Any mortals with QI Affinity over 40 and no
obvious negative traits should be snapped up, even if their stat distributions are a bit weird,
there will be uses for them later. Also, be on the lookout for extra crafters, mortals with
enthusiastic (2 starts) crafting, and a high crafting score. Having a few redundancies is not a
bad thing in case you lose outers to accidents.

Disciple Karma/Scourge: Clovers and Lightning Bolts


This is currently being tested - so I've moved it to an appendix, the information is still right,
except for the getting Max Qi from breakthroughs with lots of clover or scourge which some
folks have reported happen, but others haven't been able to replicate.

Breaking through to Golden Core.


So [Timeskip] - I'm going to assume you had a boring, uneventful hundred or so days
watching your inner disciples essence paint dry. Once you have gotten all the various
medicines at your sect, it's time to actually break through, before you use the medicines, use
the scripture shelf (here) and learn all the skills from the adjacent laws that boost their
(relevant!) stats, Qi Sense, and max Qi value. Get their cultivation harmony as close as you
can manage to (+++++). If you lucked out and somehow managed to get an advanced law
out of an immortal grotto by this point, have a huge gold star and feel blessed in your luck!
And also make them learn the relevant skills from that law if they can.
Feed your disciple red ginseng, purple ganoderma, earth flux, and a wicked flux (but only 1
or 2!). Once they have done all this, your max qi should be somewhere between 7 and 8k. If
it's over that, even better. Now we have to wait for the right season, Yin/Yang (time) and
weather.
The seasons are listed here, the weather types (not an exhaustive list yet sadly) here.
Yin/Yang can be a bit of a pain - your best bet is to have the breakthrough window open
during a 24 hour period with speed on max and watch for when it goes to 5++++. Earth is
the most annoying in this regard, you want to start your breakthrough for sunflower
refinement at around noon.

Generally speaking, good combinations for breakthrough are as follows (the times with ?
against them need to be checked. I STRONGLY recommend you watch the
breakthrough window for them.

Law/Element Season Days with +5 Breakthrough Weather


rating start

Metal Laws End of Any ~20-30th ? Dust


season Storm/Eternal
Night

Water Laws Mid Autumn 10th to 20th Evening? Thunderstorm?

Wood Laws Mid Winter 10th to 20th Morning Heavy


rain/snow

Fire Laws Mid Spring 10th to 20th Dawn Miasma

Earth Laws Mid Summer 10th to 20th Midday Blazing Winds

If everything goes to plan, you should get a grade 2-3 Golden Core for your first try so long
as all of the above criteria are met, you may even luck out and get a grade 1 Golden Core if
you happen across the right extreme weather and/or got a bunch of clovers from events.

Post Golden Core Breakthrough - Mid Game


So, we crossed the threshold, got a Golden Core, and have secured a bit of defense for our
sect in the process. There are a whole bunch of things we now need to deal with in fairly
short order. (list is in broadly the order you want to approach things)

1. You will start to encounter mood afflictions and tribulations


2. The most important task is dealing with that orb we picked up ages back from
exploring the Pagoda in Taiyi Sect.
3. Start dealing with the Village/Settlement mechanic
4. Divine Cultivation
5. Getting a few more suitable inner disciples and expanding your pool of cultivators
6. Opening up the world map locations
7. Visiting sects, getting rep with them and getting cool decorations
8. Start to acquire advanced cultivation laws
9. Spirit Trees
10. Look properly at formations
11. Break through characters to Primordial Spirit

Mood Afflictions
First however!, a brief note on mood afflictions, which you will start
to encounter once you have golden cores, and under a variety of
other circumstances around this stage of the game. The afflictions a
character has accrued over time based on a bunch of things.

● Slaughter: gained from killing stuff


● Self absorption: failed at a lot of things
● Greed: acquiring too many grade 12 items?
● Self Indulgence: Gained from having mood over 150 for too
long - this is easy to get and very frustrating to micro!
● Arrogance: gained from succeeding to much (from pill
refining etc)
● Compassion/Sadness: Unsure, never gotten this
● Anxiety: gained from being at a breakthrough but not
actually breaking through, also easy to get and bothersome
to micro
● Depression: emotions less than 50 for too long

Some of these are not undesirable in certain circumstances,


Slaughter (for example) boosts attack abilities by 2 ranks, but decreases defense by 2 ranks.
Others are MUCH more annoying such as Self Indulgence and Anxiety which damage mood
and make practice take longer, skills less effective, and so on. They are also fairly inevitable
once you get past a certain stage, particularly if you have characters stay at breakthroughs
for long periods of time with very high mood values.

Micromanaging these afflictions are tedious - self indulgence can be mitigated by manually
forcing characters to take breaks from cultivation, but anxiety can be inevitable past a certain
point.

There are only 2 ways to cure maxed afflictions (like slaughter in the image above).
Ascending an Immortal and getting an idol which possesses a skill to cure them and Getting
a Golden Core equivalent Divine Cultivator. The former… is a long way off by any
reasonable state and unless you're micromanaging like crazy and plan to ignore spirit trees
until after that point, you will run into mood issues well before that's feasible. So that leaves
divine cultivators.

Before you get a Divine cultivator capable of cleansing afflictions all you can do to manage
them is not take to many state of mood increasing skills on characters, avoid boosting their
Age or Attainment Pts far in excess of their realm (a qi refiner with 1k years lifespan and 90
Attainment points is going to get A LOT of afflictions). Spirit Trees are another source of
afflictions if you cultivate near them because of the inspiration link to the plant, inner
disciples mood cultivating near them increases or decreases rapidly at random times and the
plants naturally pressure their base mood upwards, making them very happy all the time,
and making them susceptible to Self Indulgence. I would reiterate, DO NOT plant spirit
trees with the aim of cultivating near them before you get a divine cultivator capable
of cleansing afflictions - we will get onto Spirit Trees and Divine cultivators shortly in
any case.

Tribulations
Tribulations are also a thing you may start to encounter at this point. The early tribulations
are not particularly troublesome so long as you have a decent artifact and a reasonable
amount of Qi.
Most of the basic laws will encounter some form of tribulation post Golden Core
breakthrough. Some, like Sunflower Refining, have to overcome it immediately, others give
you a bit of time to prepare. The tribulation will be ~50,000 qi in most cases. To resist it, you
want to invest a few points in Qi Protect and have a decent artifact equipped with lots of qi in
it. Qi Protection (the number on the bottom right of the cultivation stats window seems to
work as a ratio so 1.0 Qi protection means your QI resists damage at a 1:1 rate. Higher the
number the better. If you have 1.5 Qi protection and 10k max qi, it means you can resist 15k
worth of Qi damage with that 10k qi, and so forth.

To mitigate tribulations, you can also take them in environments with Feng Shui element that
overcomes the element of the tribulation (which the game handily shows you when you go
for the breakthrough). For example, if you have a tribulation that is fire element and you are
not confident in your ability to just resist it outright, you can receive the tribulation in an area
with water attuned Feng Shui. Weather can also weaken (or strengthen) tribulations, so
casting a weather spell, in the case of this example; fire, it would rain. Luck also reduces
tribulations by 4% per point, so with 10 luck and a large amount of Virtue, you can possibly
halve the effect of tribulations before anything else is factored in.

Unlocking the Warehouse


Go find the orb in your stockpile, and have your Golden Core open it. It will drop a crystal
and a scroll. Use the scroll to unlock the warehouse building. It will appear in the wonders
tab in the build menu. This building revolutionizes how you manage and organize your sect.
To build it we require a bunch of rare materials. The good news is you should already have
most of them, the bad news is that the one you're probably missing (skystone) is a pain to
get. The materials we need are;

● 1 Yin Yang Spirit Crystal - Obtained from the Orb opening


● 1 Star Marrow - obtained via 7th Brother, merchant, or map exploration
● 1 Parasol Wood - Obtained via merchant or map exploration
● 1 Cold Essence Ingot - Obtained via crafting
● 1 Fire Essence Ingot - Obtained via crafting
● 1 Skystone Block - Obtained via crafting skystone - which comes from a merchant or
map exploration)
● 500 Spirit Stones - sell stuff to merchant or harvest from skills

Some of the materials we already have, but several are rare elemental materials that, unless
you lucked out and bought from a passing merchant prior to this point, we will need to go
harvest ourselves.
Star Marrow ore - Found as a rare exploration material from Sinkhole mountain, specifically
the bottomless Pit. This is an evil sect zone. So if you’re good aligned by this point, be
aware.
Parasol Wood - Parasol Wood is a rare exploration material from Tiger Dragon Mountain or
the Southern Forest zones. Tiger Dragon Mountain is probably the more viable option at this
stage as it's closer.
Skystone - A rare exploration material found In KunLun Mountain. A good aligned zone.

Expect to spend quite a bit of time exploring some of these zones looking for the artifacts in
question, especially Star marrow ore, if you smelted the one from the 7th brother quest.
Skystone is usually the limiting resource if you held onto the star-marrow ore.

Once you have all the resources, you can build the warehouse. It's a large building and
takes quite a while to build. Once complete it will look like this...

The important elements here are the hand (draw all storable materials into the warehouse)
the chest, which will open up a window showing the contents of the warehouse, you can use
this to deposit stuff back out, by clicking on the icon in the warehouse for that material and
selecting the quantity you wish to take out. Demolish (self explanatory) and Move, because
this is a building you can actually shift around the map in accordance with your sect
redesigns, which will become a feature soon.

Now that we have this, a whole bunch of storage issues are immediately solved. Food
doesn't perish when stored in the warehouse, and the warehouse automatically deposits raw
materials for crafting TO workbenches and outer disciples and locations around the map as
needed, cutting down on haulage massively. It will not auto store material, unfortunately, so
you have to periodically hit the hand icon to add new items like harvested food. It also wont
store complex items, like crafted artifacts, weapons, books, adv. Medicines, qi pills, spirit
crystals (but will store spirit stones thankfully!), clothes, and qi gathering raw materials that
aren't spirit wood (which vexingly WILL store in the warehouse). So this isn't the end of all
your warehouses. Re-organizing your storage into relevant depots is something you should
probably do before moving on.

Village and City Settlements


The next thing we have studiously ignored up until this point is the village and City
Settlement. This is important for the mid game, because it unlocks divine cultivation (which
we will need in due course!) AND it provides a solid source of inspiration points going
forward.

When you select a neutral region (like Lingnan, central plains, southern forest, Fertile Field
and the various cities) you will see an option like this to settle the region for the cost of 100
command tokens and 100 wood. - the example given here is southern forest because i
already settled Lingan

You want to settle Lingnan Village first, don't settle anything else for now. Hit the
Settle Button and you get a window asking you to select an administrator.
This will be an outer sect disciple, (who you can change at a later date if necessary). Your
appointed administrator should have solid scores in charm and intellect. And good levels in
Mining, Eloquence, Fighting and Farming, with a heavy emphasis on Eloquence and
Fighting. The Level, not the ability score is what is important for village management.

Important stats circled in red, Ability LEVEL not Ability Score is what is important. The higher
the better!
At this point you will probably have to skip back to the sect screen and quickly screen your
outer disciples for a suitable candidate. Once you have them go back, settle and select
them. They will now travel to Lingnan Village - it will probably take half a day. Once they
arrive you will open up a screen like this

(apologies this is the central plains, but the point/layout is the same) You get 4 slots, a
locked slot and the central pavilion. Everything will be tier 1 at this point. Your choices from
the four slots at Lingnan will be 2 wheat farms, a wood chopping zone and a quarry zone for
brown stone. I recommend you build the wheat farms for now.

There are several important things on this interface - the admin and storage are self
explanatory, the number of supporters you have in the region is the number, the check box
beside it, is to use command tokens to increase the rewards of policy missions.

The first thing you need to do is select a policy, as shown here (and yes this is now actually
Lingnan village!) you will not have anywhere near this number in your village, this Lingnan is
tier 3. Your choices will be Missionary and Labor (if you built farms or other resources).
We want to select Missionary for now (and leave the box unchecked at the top for a little
while). The Missionary policy consumes 20 wheat per day it is active, and has a chance to
generate a bunch of events (see here, for a no means exhaustive list) - this is the primary
reason to a) built wheat farms in your sect, and b) build wheat farms in the zone for now.

Our short term goal will be to complete events to gain more followers. You gain followers
and stability for successfully completing the events in the village that pop up periodically on a
110s timer (and yes that timer is sped up by the game speed function!) you lose followers if
you have no policy selected, and you lose followers if your region is unstable through failing
events or picking wrong choices in some events. The system is quite unforgiving. I
STRONGLY advise saving before selecting event choices.

The second thing to do after we select a policy is to start staffing our village. This is done in
the 2nd tab (here)
The staffing in my village used as an example here, is fairly meh to be honest. However the
salient points are still obvious. The stat distribution is an aggregate of your administrators
stats with all the stats of outers you send to the village. 10% of any outers stats are
aggregated into the final score. You send outer disciples to the village by selecting the
button below the farming skill icon (it's greyed out here because I have 30/30 villagers). In
your game it will be 0/10 right now, because you're only a tier 1 village.

At this stage in the game you probably aren't capped for outer disciples. And probably only
have a maximum capacity of 12 (or if you just passed 500 sect pts, and became a sect 24).
At this point I must stress a really important point - ANY outer disciple you send to the
village as a worker (not admin) is gone for good, you can never get them back from
the village. Only send people there you don't need in your sect, but don't send outright trash
because that would be counterproductive, as we need them to have some skills to boost the
aggregate score.

The best strategy to get some outers specifically for your village is to send you Golden Core,
or a suitably fast Core Shaping disciple with good charm and luck to Fengcheng Town for 5-
10 days. Each time you get an interaction event with the town select “recruit disciples”. With
a bit of delay, you will start getting recruits in 1’s and 2’s arriving after a few days. Keep this
up until you have recruited enough disciples for your village and filled its capacity to 10. We
want to do this as soon as possible, as the number of disciples in the village seems to
impact the frequency of the timed events in some manner. This is important for the next
thing -

At certain random points regions will suffer a natural disaster - a flood, earthquake or plague.
These we can complete for extra points, but can be daunting early on. To successfully
complete a disaster event you need to do 3 things.

1) Make sure the box at the top of the admin panel is selected BEFORE you send
anyone to help
2) Send your HIGHEST realm cultivator to respond.
3) Swap the mission type to Disaster response.

The disaster lasts for 20 days, if you complete the response mission with a Golden Core you
will likely get 400 completion points with the box checked to use command tokens. Any
event you complete at the village while the policy “disaster response” is selected will get you
2-300 points (atleast). And you will get 20 points per day of completion with the policy active.

If you successfully overcome the disaster you lose a little bit of population, the region
becomes MASSIVELY more stable, and you get a huge number of supporters.

Once you reach 25,000 supporters you will be able to


upgrade your hall to lvl 2

The upgrade window will look like the image on the left
before that point, the red text is telling us we don't have
25,000 supporters. You also need 500 command tokens,
500 brown stone and 500 wood.

Now that we have the village set up and populated, it's


just a matter of letting the population of believers grow.
Cities work the same, except you will have other
influences in them. I recommend leaving settling a city
alone until you have the village at level 2.
Your village will now become an inspiration generator for your inner disciples.

Lingnan village will only have your sect as an influence, any other village (this is central
plains) will have multiple sects vying - but this isn't important for now. What we are interested
in is the stability and amount of faith/inspiration. When you hit 50,000 inspiration, you will get
a notification telling you it's full, you can then send out a disciple to collect it, by sending
them to train. At lvl 1 a village can hold 50,000 inspiration, at lvl 2, its 1 million and at level 2,
2 million. This seems like a lot now. But when you're working on teching up Primordial Spirit
disciples with 2-300 Attainment points, that doesn't go very far…

Level 2 village: Acquiring a Divine Cultivation Law.


Once Lingnan village successfully hits level 2, and you upgrade the pavilion, you will get a
new mission type. Artifact seeking, which works just like charity, except rather than give you
events that boost supporters and stability, you get events that give rare materials. The first
time you do this, you will, after a while get a notification about a strange cave behind a
waterfall. When you send an inner disciples out to train, they will investigate the cave and
uncover your first Divine cultivation law. Note, the divine law event is specific to Lingnan
village, it wont spawn if you get other villages to level 2 and do the artifact seeking mission in
those places.

Divine Cultivation Part 1: Divinity, Followers and Mood


Divine cultivation is esoteric and currently quite opaque (in the bad sense). However it is
vexingly important to the well being of your sect, and provides one of only 2 ways to cure
mood afflictions that have reached 100%.
They differ from normal cultivation laws in that their requirements are minimal, so anyone
can learn them and progression within them doesn't rely too much on stats, although
characters with low intellect will be slower.

There are 3 core divine laws, which one you get from the waterfall is random(?)

All three have the same stat distribution seen here, they have differences in the number of
stages to break through, but all go by the same pattern as the immortal laws, with the most
important breakthrough being the Golden Core Equivalent.

Before that, however,there are a few things to sort out. Once you pick your lucky disciple
who is destined to become a living god, and have them learn whatever one of the 3 laws you
got, you will notice they have a bar that looks a bit different.
Divine cultivators work by converting the green bar into golden divinity. And upgrading the
grey bar at the bottom. The Qi bar is largely obsolete except for breakthroughs.

Our first task is to upgrade the grey, state of mind bar. To do this, you need to maintain 100
mood (full grey bar) for 3 days, while using the 3rd state (circled in purple). We achieve this
by putting the cultivator into the second state (red circle) for several days. Enabling this
middle state and leaving it on until the grey bar is full is sufficient time - once you have 7-8
stacks and the grey bar is full you can use the 3rd state for 3 days, and the mood will break
through and become a white bar (like in the image below) - which is enough for our purposes
for quite a long time

Once you have broken through to a white mood bar and raised your state of mind threshold
to a maximum of 200, we can send our divine cultivator to the village and grab some free
faith. Once they have enough to break through the first realm, have them use heavenly heart
until they reach breakthrough then breakthrough. There is no reason to stay in the 1st realm
(qi refinement) any longer than necessary. Now begins the long, slow grind to level your
divinity. First we need believers. The fastest way to do this is to give your divine cultivator
some map movement speed charms, and send them to Fengcheng town for 10-15 days,
every time complete the “help locals” event, this will net you some believers - usually 30-50
and several thousand belief each time. Our goal is 1000 believers - in the end you want a
cultivation screen that looks somewhat like this. Under no circumstances should you
cultivate your comprehension to breakthrough at this point - you will get crippling
anxiety problems for sitting at breakthrough point for months while you build your
divinity to 50.
Once you have 1000 believers, we want to focus on cultivating our divinity. This can be a bit
tedious, So while our god cultivator is off doing that, we need to build a room capable of
withstanding their greatness.

After a lot of experimentation with various setups by folks on the discord (especially @Leo
and @novenark, it's clear there are 10 parameters to a good divine cultivators room. It's
already in the appendices so I won't repeat it here. - it will get you a room that looks
something like this at any rate.
If you lack spirit crystal - which is the optimal material because all the decorations it makes
are ‘Gorgeous’ in appearance, there is a skill in Myriad Artifact that makes spirit stones at Qi
Shaping and Spirit Crystals at Primordial Spirit. You can also make spirit crystals via
alchemy which can convert 100 spirit stones to a spirit crystal.

Once you have the room, set your god cultivator to use the second state, and just leave
them to it, you will have to check back every now and then (probably every week or so then
progressively sooner) to swap them to the 1st or 3rd state for a short while, because their
divinity will overcap (light gold) as it builds, and you want it hard capped at 50%, (Dark gold
bar)

While this is happening, we can look at some other stuff that also takes time… like recruiting
more disciples, thinking about growing spirit trees, and overseeing your first inner disciple
breaking through to Primordial Spirit. Yes… this divinity thing does take a really long time!

[TIMESKIP]

Once your divine cultivator hits 50 divinity (hard capped, dark gold bar is at 50%) it is time to
have them break through to form their heaven.

Divine Cultivation Part 2: Forming a Heaven


This breakthrough is equivalent to Golden Core for Immortal law disciples, and takes quite a
long time to complete. Three days in game time. If you have set everything up right, your
god cultivator will have a gorgeous, auspicious room, that fulfills all the criteria set out here -
just copy the image in the previous section square for square and you should be good.

Before advancing through this section. Make a backup save, just in case something goes
weird. I've tried to explain this process as clearly as I can, but it's not straightforward, and the
translation of it is… complicated and still incomplete, it's also easy to mess up bits post
breakthrough and i don't want to feel responsible for wasting lots of your valuable time only
to have your character explode because they went over the believers cap by accident.

Breakthrough
Over the three days, they will slowly build their heaven, layer by layer. The eventual goal is
to get as close to 50 layers as possible, your goal is to get ~48 layers, but if it all goes pear
shaped, anything over 12 is good enough for your main purpose here, which is to get
enough heavenly layers to learn the cleanse skill to remove mood afflictions.
Post Breakthrough - organizing your heaven
Now we have a heaven. You access it via the tower icon, below, in the cultivation screen.

Once you click on it, you will end up looking at a screen that looks like THIS - but with less
numbers. Key elements of the interface are 1-8 and the bar at the bottom which i will explain
separately.

1. Amount of Belief you have: this is your currency, it behaves just like inspiration
points.
2. Number of Believers: this is the number of believers you have, fairly self
explanatory, you get more by answering prayers, or by manually recruiting them. But
answering prayers is A LOT faster.
3. Believer control cap: THIS IS REALLY IMPORTANT! - this is the maximum number
of believers you can control, it's covered by your mood cap (the white bar from
before), to raise it you need to advance your mood cap. DON'T EXCEED the value
given at any time, or you will cause a revolt and your cultivator will explode.
This mechanic is incredibly unforgiving.
4. Core believers: the number of believers you can use to unlock and staff special
buildings
5. Special Believers: believers that have special powers.
6. Revolt Level: this increases if your believers in your heaven are unhappy. So far i've
not seen any way to decrease it, best advice. DON'T exceed your believer control
cap. If you pass 125% revolt level your divine cultivator will die.
7. Answer Prayers: use this to answer prayers and get more believers, it costs QI to
activate. Once activated you will get 30 seconds to answer prayers that pop up in the
different districts - they look like this.

White, are common and will give only a few believers, green is uncommon and gives
10-50 believers, blue are rare and will give ~1-200 believers, purple are divine grade
prayers and will give ~1000’s to 10,000’s of believers. You answer prayers using
belief as currency. The cost can range from the 1000’s of belief to the millions for
divine.
8. Special Powers: these are enshrined in a special building, the dharmapala palace
and give you ability boosts in accordance with the one selected.

The bar across the bottom of your heaven is the different districts you can build.

For now we are only really interested in 2 of them. The worshipper residence and Liberated
Mind Divine pavilion, although some of the others are kinda neat, if non-essential. For now
our believer capacity is limited so prioritize getting the Liberated Mind Pavilion
The Worshipper Palace: This is your
housing for your believers in your heaven.
You will start off with 1000 believers, and
the basic residence costs 1k belief to build.
It can be upgraded in capacity at an
exponential cost of belief. Upgrade it 3-4
times until your capacity for believers is 21k.
This is (vexingly) just over the maximum our
belief control can take at this point. So dont
go over the belief control!

Liberated Mind Pavilion: this ability


requires 5000 believers to staff and 100,000
belief to build. It can be upgraded for Belief
points. At level 1 it provides an ability that
reduces mood amplification factors by 25%
for 7 days, which is neat, but not that
essential. At level 2, it unlocks the spell
‘Cleansing’. This ability is why we struggled
through all this. It frees a target character
from their obsessions, which are 100%’ed
mood afflictions, and gives you a special
crystal.

To get enough believers, answer prayers (but carefully! - don't answer more than 1 purple
prayer, and pay close attention to how many believers it gives before you do! - if you go over
the control cap you just sentance your character to a delayed death!) once you have enough
to build the Liberated Mind pavillion do so. You can stop answering prayers at any time by
clicking again on the diamond button.

Now we have cleansing, we can just ignore divine cultivation again. You may want to put
your divine cultivators mood on 1 at this point and leave it there. They will ascend (like an
immortal!) if their divinity (hard or soft cap!) reaches 100. When they do you will get a nice
altar others can pray to, but before you do that make sure you have a successor divine
cultivator lined up. This probably means picking another outer disciple at this stage and
starting them on the same long road this one just took. But now we have someone capable
of cleansing afflictions we can play with spirit trees properly
Sect Organization and things to do/stockpile
Anguish Soul Gems.

At this point you are going to want to start stocking up properly on Anguish Soul gems.

Anguish Soul Gems are generated when someone dies in an ominous or very ominous
room. You can get them by dropping dying enemies into an ominous room or you can farm
them by building what the community calls a 'Hell Gate.' A Hell Gate is simply a sect gate
positioned in a room that is either too hot, or too cold for mortals to survive in. When mortals
arrive and request to join your sect, they will automatically go to the gate and die due to the
extreme temperatures. This should be combined with dropping enemy cultivators in the
room.

If you dont want to go the evil murder room route, you just limit yourself to dropping near
death enemy cultivators in the room. They also show up occasionally from merchants.

Item Enhancement
Item enhancement requires Anguish Soul gems, and is an invaluable way of getting more
‘bang for your buck’ from various cultivation resources, especially rarer Qi boosting materials
like Earth Flux. A relic grade, (grade 12) Earth Flux (formerly earth mother juice) will
improve your base Qi by 100% rather than the 50% default. This improvement is also born
out for other such materials like Red Ginseng, Purple Ganoderma, and various pills.

The best place to currently do Item Enhancement is in the Room with ‘Very Ominous’
Feng Shui. There are various ways to go about this, but just having a room with conflicting
elements can be enough. A Cold Crystal Water Vase in the corner of an Earth Room, or a
Cold Crystal Cultivation Cushion is probably the best way. If you have them, Feng Shui
disrupting items on stands are also okay.

Disciple recruitment with an eye to the future


At this point you probably have somewhere between 2-3 inner disciples, one of the whole
should be A Golden Core of passable quality. We want to start building up our potential pool
of inductable disciples. There isn't much to this, although depending on your luck, it can be a
little time consuming. There are four ways to get disciples, in order of reliability. The most
reliable you should already be familiar with. Recruiting them from a city., there is also an
annual meeting of cultivators (Not the kunlun one!) in a random city on the map. Attending
will get you the option to talk about your sect and if your fame is decent get a single batch of
recruits. The third is sending a cultivator to train in your settled village, which occasionally
gets a “give them an opportunity” event.
There is a fourth way, which is to settle a city and build a recruitment hall, but we will deal
with that in a bit, you want to get your village on track before starting on settling in other
places.
To maximise your chances of getting a good disciple from cities and the cultivation event you
want to send your highest grade cultivator with good luck and charm to do the recruitment.
Different cities offer recruits with different stats, which you can get a feel for in the
description of each city.
When recruiting disciples you want those with all their base stats at AT LEAST 4. NO
ZEROS’s those cannot be improved with any art or pill.

Advance preparation of Outer disciples with Golden Cores in


mind.
(courtesy of @swb and @Clark, Silk Road Merchant)

For these disciples, your second wave of Golden Cores you can start properly preparing
them for optimal Golden Core breakthroughs. This means you will want a solid stock of
Anguish Soul Gems on hand, as you will be doing a lot of upgrading item quality in
this process!

In the most recent updates the algorithm for stats increasing has shifted a bit, compared with
when this guide was originally written. As a result they have become a bit harder to increase.
Now you should strive to have all the core stats above 4 at the very least. The discussion
below assumes that you're starting with a pretty average disciple of around this level. If you
have a Lucky one, or one with higher stats, you should moderate your investment in raising
their stats accordingly!

Qi Sense should be Greater than or Equal to level 8. (this means it can be leveled to 20 by
various skills before breaking through to golden core (+5/+5/+2 from skills). As before, the
younger your character is, the better in terms of the behind the scenes calculation.

As noted before (but not really covered in detail in the above sections) once you have a
Primordial Spirit, you can should use the bodily enhancement arts (Enlightened Awakening,
Bodily Remolding, Third Eye, Resilient Marrow, Remounding - primarily from the alchemy
law, but they are in some others as well)on disciples who are going to break through to
further raise their base stats.

The best strategy for this is as follows;

1) Cast soul infection on the prospective outer disciple to lower their stats.
2) Use what body enhancement arts you have. The reason we cast soul infection is
because the lower their base stats (but above 0), the higher the percentage increase
from the bodily enhancement to those stats.
a) If you have the means, later in the game, you can even increase this further
by placing the disciple in a room full of unfit relics to further decrease their 5
base stats before casting the bodily enhancements.
3) Cast soul infection again to cancel it and reap the rewards.

Before becoming an inner, have the disciple take the following. If you can make them grade
12 by advancing their quality, do so, but this will probably not be possible for your first…
second or even third Golden Core!.

● 2 eternity pills (do these first, bane pills consume 60 lifespan each!)
● 2-3 bane pills
After all these steps, your character should have 8-9 in every stat. Make sure your disciple is
wearing as good a quality Heaven Sent Talisman as you can make (12th, grade is obviously
best, but if you cannot manage this just work towards it) if you still have not maxed out all
your stats at 10 you can take attribute pills to make up the difference. These can also be
upgraded to grade 12, but this may be outside your economic means in the early and
possibly mid game. Equipping demon parts and bracelets can also help in this regard.

Potential is largely locked once you become an inner (some laws provide bonuses but they
are few and far between). Potential is tied to your 5 attributes and age. This is why we want
to max out their stats before becoming an inner disciple. When you are ready, use a
foundation pill to max out your foundation points and become an inner.

You can use some ginseng and ganoderma to boost your foundation points (the author's
personal view is that this is a waste!, better save those for getting you more Qi. use bear
gall, snake etc).

Opening up the world map


Now that we have a Golden core cultivator, and have secured our security for a while we can
actually go out and explore the world map a bit without incurring the wrath of things we can't
really handle. If you have been following this guide fairly closely your sect reputation will
probably be between 5-600 by this point. If it isn't the game will fix that for you quite rapidly
once you start exploring. At this stage, we don't want to be creeping from 1500 to 2000 sect
reputation before we get a Primordial Spirit cultivator. That point isn't too far into the distant
future, because one of our mid game goals is getting a Primordial Spirit cultivator, and once
we have one our security is fixed for a good while.

Anyway you will have to try ‘quite’ hard to blast past 2000 sect reputation at this stage unless
you're being very uncritical and undiscerning in your event choices. Still, we have a few
areas we want to Prioritize in our exploration. You want to get the 3 areas; Great Snowfield,
Great Desert and (probably) Kunlun Mountain at 100% exploration

Great snowfield Snowfield: this area is where the golden chest tends to appear, which is a
rare event that gives really good loot. It is also a place where you can get a lot of rare
cultivation resources, including cold crystal ore and some handy events that boost your
cultivator's strength. It requires a temperature tolerance of -150oC so isn't easily accessible
before you get Golden Cores in the early games.

Kunlun Mountain: has skystone as a rare event material, which is both a prerequisite for
the warehouse assuming you don't have any already via a merchant or other lucky chance.

Great Desert:The village area here provides Demon blood as a regular exploration
resource, which is handy, because we will need quite a bit of it from now on, between
charms, essence ingots and potentially alchemy. You may have to explore here for a while
before the village unlocks.
Sect Diplomacy, Reputation and Favor
As we explore, we also want to think more seriously about getting friendly with sects on the
map. Access depends somewhat on your sect alignment (see here). If you are neutral, that's
great, but if you're good or evil, you may need to work a bit to get back to neutral to get
friendly with all the sects. You can still get friendly with sects that are NOT of your alignment,
for the purposes of trading, but it's time consuming compared to what we will talk about here.

Gaining Reputation with sects


To gain reputation with a sect is fairly straightforward. The method I recommend is sending
disciples to their territory to explore. Early on this will net precious little reputation (around
+5) per interaction, but as you become friendlier with them this will increase to +20 and then
+50 per interaction. Sect rep maxes out at 1200 (see here for full details on this)

Gaining Favor with sects


Gaining Favor, which is what we are really after at this point, is a bit more involved. Favor is
the main currency that unlocks trading for goodies like rare items, laws and ancient scrolls
from sects. It's also a consumable resource that you spend like a currency, so you need to
keep earning it wherever possible. To acquire it you have to fulfill their requests for aid.
These are fairly frequent, by this point you will have noticed various events that pop up
usually saying something like “an elder of x sect has incurred an injury requiring y element
pill or material to recover from”. If you go to the world map and click the Influence button this
will bring up a handy overlay that shows all the active favor quests on the world map. Usually
they ask for either advanced element injury recovery pills, spirit fruits, or occasionally qi
gathering items (eg. 100 jade essence) or rare materials (like Cinnabar).
Almost none of these are storable in the warehouse, so you need to find the relevant items
in your various physical stockpiles and manually tag them for trade. Because you have
Internal Healing you have little need for the element curing pills, so there is no need to hoard
them. They also appear regularly from merchants, so buy them up when you can. If you
make them via alchemy they cost spirit fruits to make, which is inefficient at this stage in the
game, where you don't (probably!?!) even have spirit trees planted or know what they are
beyond somewhat cryptic mutterings in this guide.
Fulfilling the requests themselves is very easy once you have the items in the trade area,
you can just go to the quest on the influence overlay, click the option to give the item then
select it from the trade menu. Fulfilling a quest to provide an element pill or resource will net
you 1 favor and 50 reputation, giving a spirit fruit when asked for will give 2 favor and 100
rep.
To buy goodies from sects you need both high diplomatic standing AND favor points, so it
takes a while to build up both, but it's worth it. Your early targets once you have 1200
reputation and a few favor points should be the sect laws they offer for trade. These are not
useful to cultivate on their own but provide elementally aligned Qi Protect and protection
skills, a lot of offensive spells, handy abilities that boost refining for all elements and skills
that greatly boost essence absorption.

Visiting Sects in person (or how to get cool decorations)


You may have visited sects physically before now. But probably not. To enter them safely
you need to have bought the “travel permission” for their region. If you want to copy designs
you ALSO need to be the correct alignment or neutral aligned. If you visit 7 slaughters as a
good aligned sect and try to copy a cool decoration, everyone will attack you. It's not fun.

Anyway, we want to visit a bunch of sects and copy some of their cool decorations at this
point. Most of the sects have 2-3 interesting alternative designs for things you can copy, a
few are quite useful as well. An early target should be Kunlun, which has the Kunlun
platform, a superior cultivation cushion decoration that gives +600 qi gathering and has a
range of 2 and +4 in comfort. It's basically a cultivation room as a single 3x5 assignable
decoration. A full list of decorations is in the table below
(Table in progress - sorry)
Sect Decorations

Mt Shu Large Water lilies

Jinhua Peach Trees

Vermillion Dawn

Tiger Dragon Mountain

Kunlun Kunlun Cultivation platform, Jade Tree, Ice Dragon Pillar

7 Slaughters

You can also steal stuff from sects, but i’m self admittedly terrible at this, both in luck and
style, so please ask in the Discord for advice on this more nefarious side to visiting sects.

Advanced Laws, Sect laws and hidden laws


The main advanced laws are listed here. In addition to these there are two Neutral Laws,
jade Purity and a ‘charms law’ - disclaimer, i've not yet gotten the charms law in a game yet
and i've had 2 go past 1000 days. There are also 3 divine cultivation laws, one of which you
will have already acquired from the village. All the laws are acquired through one of 3
means

● Immortal Grottos/Abodes
● Ancient Scrolls (for the divine laws and Charm law)
● The Kunlun Competition

Individual skills can also be acquired through the dragon carving events

Spirit Trees
Spirit Trees are 5 large (3x3) plants with multiple requirements that grow harvestable fruits of
each element that you may have seen from the merchants or sects. They also give various
perks and buffs/debuffs to your inner disciples who cultivate near them.
Tree Element Fruit Growth requirements

Nirvana Tree Metal Nirvana Fruit Earth Qi, Room temperature < 20oC

5 Color Golden Water 5 Color Golden Metal Qi, Room temperature < -120oC
Lotus Plant Lotus

Withered Vine Wood Withered Vine Water Qi Room temperature between


15oC and 35oC*

Vermillion Tree Fire Vermillion Fruit Wood Qi, Room temperature > 200oC

Ochre Solomon Earth Ochre Solomon Fire Qi, room temperature > 30oC
Seal Tree Seal
*the tooltip is unclear in game, its 15oC TO 35oC not 15oC to -35oC

Before we go much further, there are a few really important things to know about these trees

● You can only have a total of 5 trees; one of each elemental type on the map at
once.They take a LONG time to grow to maturity and cannot be transplanted
once planted. If you want to move them after you plant them, you can only chop the
old one and plant a new one to grow from scratch!
● If you plan to have disciples cultivate next to them while they are “spiritual”
(more on this here), they are going to get mood afflictions really fast. You want
to have a way to cure moods afflictions before you start your cultivators cultivating
next to the trees, otherwise your going to spend so much time micromanaging mood
afflictions you will probably chop the trees within 10 mins :p
● The difficulty in managing the suitable environments of the trees is from Easiest to
most frustrating: Nirvana Tree, then Vermillion Tree/5 color golden Lotus, Ochre
Solomon Seal, and hardest, Withered Vine. for most you will have to either mess
extensively with beast essence ingots for temperature control.
● The Vermillion Tree and 5 colour lotus are not suitable for cultivating pre-Golden
Cores next to due to the temperature extremes.

Anyway, now those warnings are done with, these plants can fundamentally change the way
you organize your sect and cultivation, and require large rooms to get the best out of. There
are two strategies to using them effectively.

Strategy 1: Grow them for their fruits without caring about their spirituality or cultivating near
them. This has a number of advantages.
➢ We don't need to care particularly about the bad effects that making them evil
can cause - because nobody is cultivating near them
➢ You don't need lots of cultivators to keep the tree happy
➢ We don't have to micromanage their mood states.

If you DO decide to cultivate near them, your inners will burn essence a lot faster and gain
inspiration points quicker and also get a boost to their luck, but at the cost of maybe getting
some bad event like - max qi or a mood debuff.
Strategy 2: Grow them as aids to cultivation alongside their fruits, controlling their spirituality
to develop in a specific way. To take this approach you should have ALL the things on the
list here.
➢ A divine cultivator who can cure mood afflictions as explained here (this is
nearly mandatory)
➢ 3-4 disciples of a given element (e.g 3-4 fire for vermillion tree for example)
➢ A means to mitigate potentially harsh environmental conditions on your
disciples (e.g. the new years clothes, good demon hide etc)

The advantages of cultivating near a positive spirit tree are quite good, although it WILL slow
down cultivation speed, it boosts potential, and the positive events every few days/weeks
once they mature can be nice, including big inspiration boosts, mood boosts, and even
special skills.

If you start out with strategy one, it is possible to shift them back to good at a later date, it
just takes quite a while.

In terms of the room needed to grow the trees, the rooms for both strategies can basically be
the same - if you never plan to cultivate near them the room can be a little smaller (13x13)
as opposed to 15x15. Sample room layouts for both strategies are presented below.

Room specifically for strategy 1 - St1 should be of the element that feeds the tree, St2 will
be spirit wood. Px is the square you should plant the tree in. it will take up a 3x3 square.
Plant it in spirit soil!

w w w w w w w w w w w w w

w w

w st2 st2 st2 w

w st2 st1 st1 st1 st2 w

w st2 st1 st1 st1 st1 st1 st2 w

w st2 st1 st1 p p p st1 st1 st2 w

w st2 st1 st1 p px p st1 st1 st2 w

w st2 st1 st1 p p p st1 st1 st2 w

w st2 st1 st1 st1 St1 st1 st2 w

w st2 st1 st1 st1 st2 w

w st2 st2 st2 w

w w

w w w w w w d w w w w w w
The picture below is a room designed for the 5 coloured lotus, which needs to be planted in
water.

2 - room design for strategy 2 - basically you leave space in the 4 directions for a cushion
(C) in the 3rd row of stands, therefore the room is 15x15 rather than 13x13. All the other
considerations of cultivation rooms apply.

w w w w w w w w w w w w w w w

w St2 St1 St2

w w

w st2 C st2 w

w st2 st1 st1 st1 st2 w

w st2 st1 st1 st1 st1 st1 st2 w


w St2 st2 st1 st1 p p p st1 st1 st1 St2 w

w St1 C st1 st1 p px p st1 st1 C St1 w

w St2 st2 st1 st1 p p p st1 st1 st1 St2 w

w st2 st1 st1 st1 St1 st1 st2 w

w st2 st1 st1 st1 st2 w

w st2 C st2 w

w w

w st2 st1 st2 w

w ww

w w w w w w w d w w w w w w

The picture below is a slightly higher grade example of this room - using some Kunlun
cultivation platforms.
There are 4 stats for each tree you need to manage as it grows

● Food: we can feed items, attacking cultivators and monsters corpses to the trees,
they will take a number of days to gestate them and give you spirit crystals and either
tranquil crystals (if spiritual) or ominous crystals (if evil?). If you feed them monster
corpses and cultivator corpses it gives them a - food score, but useful crystals. If you
feed them items of the element that nurtures them it makes them happy, but you get
nothing of worth back.
● Season: they grow better in specific seasons that feed their element. They will be 4-
5+ Happy in this season, in the seasons that oppose them they will be -4 to -5. The
spiritual progress of the plant is heavily weighted towards this stat. If you plant
it outside of its ideal growth season you will struggle if your goal is to make it
positive.
● Qi: should be +4 or +5 at all times, so long as you set up the room right.
● Sympathy: if you have inners cultivate near them, they will get +’s in sympathy up to
a max of 5 with 4 cultivators. Don't add more than this or the plant goes unhappy.
Having 3-4 people cultivate near the plant is the easiest way to ensure it stays
positive. Less than 3 people and you will struggle just because of issues with
downtime unless they are all Golden Core or higher

To make the tree grow positive, you need to have 3-4 people cultivate near it, and make
sure you start it off in the right season, for fire, plant in mid spring etc.

● If your season and sympathy are + along with qi type it will grow spiritually positive.
● If your season and food are - and sympathy is x or - it will grow spiritually negative.

If you think you can tolerate occasional risks of losing a few hundred Max Qi every now and
then to the random events, cultivating next to evil trees can be worthwhile. The choice is all
about risk vs reward.

Once the plants grow to maturity you can harvest spirit fruits from them, this is a good way to
get a high grade qi gathering items for your breakthrough rooms and to fulfill favor missions
for other sects on the world map.

Having your first cultivator break through to


Primordial Spirit
Assuming you have had to spend 50-100 days at minimum sorting out all the above stuff,
your initial Golden Core will probably be arriving at the Primordial Spirit realm. Breakthrough
to this realm is nowhere near as involved as Golden Core. There are two things to be aware
of.
1) Your furnace changes - you can still get max qi from cultivating essence like before, it
just seems to be a lot slower.
2) You will start to encounter tribulations much more regularly.
With this in mind, the Primordial Spirit breakthrough is no harder than pre-golden core
breakthroughs. If the breakthrough involves a tribulation you should take it in a breakthrough
room specifically built to suppress the element of that tribulation, but that is about it.

What to do with your new Primordial Spirit


Assuming your sect rep is pretty low (around 1k) your Primordial Spirit basically secures
your sect defense in absolute terms until your reputation manages to move over 4k. I’d
advocate you make your first Primordial Spirit max out their refinement stat with inspiration,
with a lesser focus in Qi Protect. Qi Protect helps with tribulations and fighting other
cultivators and the boss monsters. Refinement (20) will allow you to compete at Kunlun to
get Myriad Artifact, the advanced wood cultivation law which focuses on artifact refinement.
Your second or third Primordial Spirit will be a character that focuses on this law and minors
in alchemy. It also allows you to refine ‘most’ materials into artifacts, you will still struggle
with the highest grades of material like star-marrow, skystone etc, but these aren't necessary
yet, and you don't need to waste Attainment points on this character learning skills that boost
refinement unless you -really- want to. So long as you can craft weapons from all the easily
obtained material types for each qi type with this character, that is enough for now.
The second thing you need your first Primordial Spirit to learn is the 4 body transformation
skills. These allow you to improve the Senses, Constitution, Charm, and Intellect of Outer
Disciples (mortals), once per mortal. The increase is… somewhat random, between 0.5 to
2pts, but averages out at about 1 to 1.5pts improvement in a stat, for the cost of 150k Qi and
60 years of longevity per cast. THIS is why we wanted our first Golden Core to be as good
as possible. You can learn these skills from the scripture bench, there is no real reason to
learn them on more than one character at this point, so learning them all on one Primordial
Spirit will save you Attainment points on later characters (at least until this character
ascends, assuming they are able).

Appendices
1 - Cultivation Progress and Breakthroughs
Qi Shaping
The lowest cultivation realm. It's not difficult to break through within the realm itself, for any
of the basic laws. The advanced laws can be a bit more challenging, notably the advanced
Wood law. There are no real advantages to breaking through this stage slowly.
Breaking through from Qi Shaping to Core Shaping is very straightforward in most cases, a
noteworthy exception will be the advanced fire law - which requires specific alchemy pills at
each breakthrough. Very early on this can bottleneck on spirit herbs or spirit stones.
When you break through to Qi Shaping from Foundation, you will usually have between 500-
1000 qi. The amount of Qi is determined by your Qi Sense.

Core Shaping
Core Shaping is the realm you will spend much of the early game at. When you break
through from Qi Shaping, your maximum qi and lifespan will have a significant increase.
Usually around 3x, although your mileage may vary. The longer your inner disciples spend in
Core Shaping the stronger they will be after they form their Golden Core. The Cauldron is
the feature of this realm. Based on your Qi Sense and various other modifiers, your
Cauldron will determine how much Essence you can easily turn into Qi to raise your
Maximum Qi Limit. You can refine more essence than your Cauldron capacity, but it slows
down radically - you will almost never arrive in this situation with a Core Shaping character
until you're well into the end game.

Golden Core - Preparing for breakthrough


The breakthrough from Core Shaping to Golden Core is the single most important
breakthrough your character can make in the whole game. Unlike earlier breakthroughs, this
one has major ramifications for your characters abilities to progress beyond Golden Core. If
you form a poor Golden Core, you will really struggle to get that character to Primordial
Spirit, and probably get no further than that with that character.
There are a few variables that we can control and one that's a bit awkward to ensure the
best Golden Core is within our reach.
For your disciples - there are a few variables

● Qi Sense- the higher the better. Anything over 30 can form a reasonable Golden
Core, but if you want a high grade core, you want to be starting with a score in the
50s or more.
● Maximum Qi Value - the higher the better. You want to give them all the qi boosting
skills and medicines available to them before breakthrough. A good benchline for
core quality is maximum qi value. 3-4k max qi will only ever amount to a low grade
core. For a high grade core, you want around 7k. For a grade 1 core, you need to be
pushing beyond 7k max qi.
● Cultivation Harmony - how well your disciples attributes match those of their
chosen art. The closer the match attribute matches the better. If your character has a
cultivation harmony of ~50% > 75% to begin with you will really struggle. 100% is a
good baseline to start with, you can improve this by various means fair and foul, but
for your first (and probably second) core breakthrough this isn't an option - for full
details see here if you're curious.

In the environment -
● Season: the season you breakthrough to Golden Core in matters. It matters A LOT.
you want to break through in the season that is associated with the element that
feeds your law. If your law was fire, that would be spring. And you want to break
through when the season score is at 5+, so early spring.
● Yin-Yang: the time of day - Yin is at its peak at midnight, Yang at Noon. Balance is at
dawn/dusk. The different laws have different requirements. The easiest way to be
sure here is to have the breakthrough tab open while the clock moves around and
make a note of when it hits 5+. You want to breakthrough when it's 5+. For high
grade cores you want to start your breakthrough a bit before this point, because the
breakthrough will take hours. Starting at 4+ is probably a good idea if you're aiming
for something over 150k.
● Weather: weather is the random factor. You want to break through when the weather
is right. There are various spells that can temporarily change the weather to a
specific type (here), but these all require a Golden Core cultivator to cast. So not a lot
of use for your first breakthrough. It's worth noting, the spells only give 4+ weather
effects, 5+ weather effects are random events, Dragon brought thunder storm,
eternal night, cold wave etc.. are what you want to target if at all possible.

Golden Core Realm (in progress)


Meditation, significant advance in your Max Qi reserves. It's worth staying in Golden Core for
a while and using Meditation to burn some essence and longevity to boost up your max qi.
Longevity is easy to obtain, so the tradeoff is really beneficial, particularly once you start
stacking up essence and mood pills.

Opens up body reconstruction - a spell that can heal anything short of death as a physical
injury, including lost limbs and other physical disabilities (but not states like the heart
damage unfortunately), although this requires a GOOD Golden Core with more than 150k qi
to use at this stage)

Primordial Spirit (in progress)


Breakthrough to Primordial Spirit is not difficult, compared to Golden Core, it can just be
done at a time that guarantees highest success. Few significant penalties for failure

Qualitative change in characters combat power in this realm. Most laws have 1 realm in the
Primordial Spirit with multiple breakthroughs.

This is the realm in which you can start to freely modify outer disciples stats via the Body
Transformation spells. It's also probably the realm you can use body reconstruction freely in
if your starter Golden Core didnt get a high grade core.

AVOID GOING TO THE PEAK OF PRIMORDIAL SPIRIT if you can, particularly if it's your
first character - there are few current benefits to breaking through to immortal from a wider
perspective. Only do so once you have successors to important characters lined up at
Golden Core! - most laws have clear breakthrough points beyond which you cannot
accidentally pass, but several advanced laws are not so user friendly. (I’ll make a full
writeup on this when i can)

Breaking through to immortal involves a tribulation, usually of about 500-750k qi in power.

Immortals (in progress)


This is the final cultivation level. Immortals can travel instantly to any “zone” on the map, but
cannot enter sects or interact with many events. They basically act as sect defense and
crafting. Daoist immortal characters get a huge boost to crafting quality and success rate,
and the ability to make heavens will pills. They can also power up any artifacts (3% each
time) they are equipped with through undergoing tribulations (up to 36 times for a total of
108% increase in power).

Ascending a character to the immortal plane gives a huge cultivation boost to everyone in
the sect who witnesses this, so it's a good way to boost future generations that are pre-
Golden Core in their essence refinement progress (for example) it also provides a bit of a
mood boost (and some fame?)

Once you ascend an immortal Daoist character (Physical and Divine leave nothing), you get
a statue (immortal remnants) that you can place in your sect and have your sect disciples
pray to. You can spend food, time, and spirit crystals to generate incense for your immortal
altar, and the immortal it is dedicated to can reward you by;

● Cure ills, regenerate lost limbs (and cure afflictions?) for the cost of 25 incense
● Provide an artifact (for 15? incense) - usually it's quite a good artifact
● Provide 50k inspiration to a chosen disciple
● Return to the Earth for a short while

All of these are quite useful.


2 - Artifacts
Artifacts are fairly integral to combat for your inner disciples, they get unhappy if they don't
have them, and they won't last long in combat without good artifact. Largely, the strength of
artifacts for your cultivators will be a work in progress until you get into the mid/late game
properly and have all the resources and a high realm refiner to play with.

Which laws are good at artifact refinement?


Of the basic laws, none really -excel- at artifact refinement,

Myriad Artifact is ‘the’ artifact refinement law

Which Elements are good for what laws?


So this has been a point of some ‘investigation’ until recently, epiphanies were had (thanks
@Dalois for making that breakthrough!). Basically it seems you want artifacts of elements
that are fed by your law. Exactly like we set up the alchemy setups. Artifacts must be fed by
the law element, not feed the element of the law of the user.

Law Good Excellent Materials (TBC)

Fire Fire/None Earth

Earth Earth/None Metal

Metal Metal/None Water

None Any Element n/a

Water Water/None Wood

Wood Wood/None Fire

3 - Divine Cultivation
A really opaque series of cultivation laws that you get after you start the village rolling, they
do not behave the same way as the Core Shaping laws. They are apparently good for
dealing with the mood afflictions that will become a real pain towards the mid/end game.

You gain followers by going to cities and doing the “help the people” option - this gets you
50ish followers and some faith/inspiration per trip.
Divine cultivators seem to have no “off” button for cultivation like normal cultivators do to
control their mood afflictions. There are 3 options;
1. do as they like,
2. suppress all mood shifts (builds stacks, builds divinity and overbuilds divinity),
3. Something like give in to desires?
As far as I can see, the strategy is to use the 2nd option for 3 days, then use the 3rd option
for 3 days - this leads to a mini-breakthrough and your mood bar changes from grey to white,
and goes from 100-200 rather than 0-100. Do this asap, it is necessary to control your mood
issues.

The 2nd breakthrough you go through will open up your heaven, this is like a golden core.

Below is a short summary of the breakthrough process for a divine cultivator posted by
@novenark on the Amazing Cultivation Simulator discord.

https://cdn.discordapp.com/attachments/608499065071861764/661381678609989632/
image0.jpg - the link to the breakthrough room

So there’s 10 parameters in total


1. For the cultivator, optimally, they want 1000 followers by this point, 50 divinity,
third tier state of mind, and 1 emotional fluctuation
2. Then you need to build a proper room for them to breakthrough in
3. It has to be bright at the location where the breakthrough happens, and the
feng shui in the room should be very auspicious
4. The room should also be large
5. I think 100 tiles is optimal, that needs rechecking though
That’s the easy stuff, Then there’s two parameters about the stuff in the room
6. The stuff there should be very beautiful and be of very high level - I think both
of these scale infinitely
7. Which is why I have so many Spears in there. They’re all 11th tier things and
they only take one star metal
8. And there’s also the 4 thousand jades, which has by far the most beauty value
I’ve seen on anything.
9. And then the last parameter is that the room should be half filled.

Anyways that’s a setup that maxes out your heaven, it could probably be improved
because I used 11x11, and you need more beauty and tiers the larger the room, so it
could be more efficient. I just wanted symmetry. The breakthrough takes 3 days, so
you want to work on emotional stability for 3 days at least beforehand

4 - Weather/Seasons/YinYang
Work in progress - if something isn't complete here, I apologize.
Weather Types
Type Matching Grade* Notes
Element

Miasma Wood ++++ Good for Fire Law Golden Core


breakthrough, depresses mood?

Sunny Days Fire ++ Increases mood? Raises ambient


temperature

Thunderstorm Metal ++++ Good for Water law Golden Core


Breakthrough

Rain/Snow storm Water ++++

Heavy Rainstorm Impacts mood negatively.

Dust Storm Earth ++++ Good for metal law Golden Core
breakthrough

Scorching Winds Fire ++++ Good for earth law Golden Core
breakthrough

Eternal Night ? +++++ Best for Metal Law Golden Core


breakthrough?, depresses Mood heavily,
lowers ambient temperature significantly

Cold Wave Water ? Best for wood law Golden Core


breakthrough?, huge decrease in ambient
temperature

*the star grades are a bit adhoc atm and in the process of being refined

Seasons

Season Matching 5+ period Notes


Element

Spring Wood Mid Season Best time for Fire Law Breakthrough

Summer Fire Mid Season Best Time for Earth Law Breakthrough

Autumn Metal Mid Season Best Time for Water Law Breakthrough

Winter Water Mid Season Best Time for Wood Law breakthrough

Any Earth End of Every Season Best time for Metal Law Breakthrough
Yin/Yang

5 - Events for Village and City


Work in progress - This is not a truly exhaustive list (yet)

Village Events
Event Solution Outcome

Lost Child Intellect Increases Belief and Stability

Wooden House Broken Give wood Increases Belief and Stability

People begging on the Give Food Increases Belief and


street Attractiveness

2 men fighting over a Eloquence Increases Belief and Stability


woman

Bridge Broken Give Stone Increases Belief and Stability

Mans wife (and child?) dying Qi Stones Increases Belief and Stability

Business dispute between Eloquence Increases Belief and


two people attractiveness

Influx of refugees Food Increases Belief and Stability

Dying man by the roadside Qi Stone Increases Belief and Stability

2 men fight over dog Eloquence Increases Belief and Stability

Supervise Labor Disciples Increases Resource Output

Meet a group of Gangsters Fighting (15) Increases Belief and Stability

2 men argue over fruit that Eloquence Increases Belief and


fell from tree attractiveness
Man in exotic costume Fighting (15) Increases Stability
pretending to be god

Flood/Earthquake Event Give Stone Increases contribution

City Events
Event Solution Outcome

Agents of X School fasting Food Your Rep increases, x School


decreases

Flood/Earthquake Event Give Stone Increases Contribution

X School preach by road Give Spirit Stones Decreases X School Rep.

Man preaching by road Fighting Increases stability, Reputation

6 - Feng Shui
General rules of Feng Shui
This will be your basic introduction to Feng Shui – the mechanic that controls a whole bunch
of things, from Mood in rooms through to whether or not your cooking blows up in your face
and injures you, to whether or not you get better pills and artifacts later on. The basic idea is
as follows;

1) Elements feed/support each other, in the following order


Metal>Water>Wood>Fire>Earth>Metal

2) Elements are weakened by each other as follows: Metal weakens Wood, Water
weakens Fire, Wood weakens Earth, Fire weakens Metal, Earth weakens Water.

3) Certain items in the game are what you could consider Feng Shui Nodes, these
items define the use of a room in some way. Orientation of the doorways of rooms
matters In relation to their defined use in regards to the type of node you placed.

1. Workshops and Crafting – Door to the East: Workshop benches,


Item Refiner, Alchemy Cauldron
2. Living rooms – Door to the South: Bedroom, Dining room,
Entertainment room, Sect Hall?
3. Kitchen – Door on the West.
4. Cultivation rooms (which we will talk about later, don’t matter and
can be orientated any old way you dream up)
5. Unattributed rooms (like storerooms) have no demands on door
orientation at all.

4) Other items are Feng Shui Supporters (Decorations mostly). These items have a
Feng Shui value on their own but if you place them alone in a room, they will be neutral.

5) Items all have a 2 square zone around them where their Feng Shui affects other
items. A 2x2 item like a workbench has a 6x6 zone around it where it affects and is
affected by the Feng Shui. A 3x3 object like a refiner platform would be 7x7 and so on.
Fengshui can penetrate walls, if two node objects are within 2 squares of each other, but
walls count as decorations so a room set up as a 7x7 walled room with a refinement
platform in the centre would be okay, but a bedroom set up in a 2 bed, 5x5 with an
adjoining room and bed divided only by the wall would not be as efficient - although
could still be highly auspicious with the right supporting materials.

6) You determine the ‘Feng Shui element’ of most objects based on the material of
their construction. The tier of material has no real bearing on the Feng Shui suitability;

● Metal: Iron, Dark Steel, Star Marrow.


● Water: Cold Crystal, Cold Essence Ingots.
● Wood: Wood, Spirit wood, Goldsilk Wood, Parasol Wood.
● Fire: Fire copper ingots, Fire Essence Ingots.
● Earth: Brownstone, Greystone, Marble, Jade, Skystone.
● Spirit: Spiritstone and Spirit crystal has no attunement, does not absorb qi
from the environment and while it does have Feng Shui if you build node
buildings out of it, it does not support or get supported by any other element.
It's great for building bling and walls/floors. You don't want to mess with the
Feng Shui of a room in the mid/late game.

7) Location of the node object within a room does matter, if you place an Iron table
against an earth wall it will be more auspicious than if you placed it in the middle. The
game has a tool for this later so don’t worry about it too much (The Orrery). Placing
things like beds and tables against walls is a good rule to start with.

8) The overall Feng shui score of a room, once you take all this into account is
divided as follows;

a. Very Inauspicious: gods glare menacingly, murphy stalks your every


thought and your room is comparable to the M25, ultimate symbol of
sloth. - don't build rooms that are very inauspicious. Just don't.

b. Inauspicious: pretty bad, people don’t like to live in these rooms, or


work in them and get unhappy quickly, accidents happen, etc…

c. Neutral: Room has no Feng Shui alignment.

d. A little Auspicious: Room has marginally good Feng Shui, okay at the
start, but aspire to better!

e. Auspicious: Room has good Feng Shui, this is the standard you
should aim for generally.
f. Very Auspicious: The best layout, with the best synergies, the best
orientation

So, with all this in mind, how to get a room that's ‘auspicious’ as the baseline and more likey
Very Auspicious. This is actually pretty simple and can be done straight from the start as
earth based materials are very common (Brown stone!) and Iron ore should be fairly
abundant (mine it out of mountains!, get ingots from crates!). As an example, we will take a
soon to be built crafts room – for the Crafts bench. The room layout can be very minimal. A
5x5 is the most compact design (W=Wall, @=Craftbench, L = Lamp, D = Door x = place they
stand to use it)

W W W W W

W L @ @ W

W @ @ W

W x x D

W W W W W

We make the bench out of iron Ingots, the floor (middle 3x3) out of stone scraps, the wall out
of Stone blocks, and the door out of stone. The decoration (a lamp, because the light level of
a room impacts mood) out of Stone. Because all these materials are the same element and
feed the elemental material of the workbench, the room qi will be stable and somewhere
between Auspicious and Very Auspicious .

Temperature
Two elements in the feng shui system are particularly tricky to deal with early in the game.
Earth element and Wood element. Earth element feng shui nodes need to be fed by fire
element Feng Shui and Wood by Water. The only source of Fire Feng Shui building material
are the semi-rare Fire copper (fire), and cold crystal (water). Both these materials both
change the room temperature. If you make a room with fire copper wall, floor and an earth
node (like one of the optimal designs for a kitchen), the rooms ambient temperature is likely
to be well over 30 degrees, add in the kitchen generates heat and your kitchen would be
very auspicious, and ~50 degrees or higher! In summer this could go up as high as 70-80
degrees any outer disciples working in there would be seriously burnt on a regular basis and
could even die. The same applies to the smelter. And to a lesser extent the blacksmith. The
latter is less of a hassle because it can be made out of Iron ingots and put in an earth room,
so it is merely unpleasantly hot, not potentially lethal. You run into the same issue from the
other end of the thermodynamic scale with the wood block , where the optimal materials are
cold crystal floor, and walls. The room will be -20 or so. Or -40 or lower in winter.

How do we deal with this within the constraints of the feng shui system. Well, remember stuff
only affects a 2 square around it – so you could build a kitchen like so

W W W W W

W @wj @k @k W

W @k @k W
W x x W

D L W

W W W W

W s s s W

W s s s W

W s s s W

W s s s W

W s s s W

W s s s W

W W W W W

Here the cold and fire parts balance each other, Where you attach a cold ‘room’ for food
storage (s) with a cold crystal floor and walls attached directly. It's all in one room, but only
the feng shui node (kitchen) is controlling the auspicious nature of the room. – But this is
very resource inefficient early on in the game,

The second approach is to put the advanced ingots (fire essence/cold essence) on stands
outside of the 2 square range of the workbench, because temperature affects the entire
room equally. But this requires access to demon blood to make the ingots and a lot of the
ore (each batch of 4 ingots needs 99 or the relevant ore) so is definitely not a starting
strategy. An early beast core (rare cold qi item, generates ridiculously low temperatures)
from random pie in the sky good luck can solve all your food and medicine storage issues,
but that is so uncommon as to be pointless to rely on.

For the smelter. You can place it outside if you really have issues. Buildings in the open air
work just as well. Build the floor under it with supporting elemental material, put a few
decorations around it, and you won’t set your smith craftsperson onfire. The blacksmith can
be made out of iron, and supported by earth, so it will merely be an unpleasantly hot room in
summer. For the woodcutter, making it very auspicious is not that useful early on, you can
just put it in an all wooden room with supporting decorations. Making it very auspicious only
comes into play when pursuing the “palace of immortals” sect feng shui rating which (i
think?) seems to require every node room to be very auspicious.

Feng Shui... disruptors


Items that negate the feng shui of their element within a room. You will usually encounter
these as spirit wood. The best use these have is for making Very Inauspicious Rooms for
Item enhancement or Anguish Soul Gems.
7 - Sect Management
Sect Reputation
Sect reputation governs the rate at which the game progresses difficulty for your sect. The
main way this can be seen is by the strength of the map invasions that periodically occur.
As a general rule try to limit your sect reputation progress as follows;

● Within the first 150 days, try to keep your sect rep under ~500
● Promote several Core Shaping cultivators before you push your rep over 500
● Have several Primordial Spirit disciples before you go over ~1500-2000 sect rep.
● Make sure you have many high grade Primordial Spirit cultivators before your sect
rep reaches ~3000

As noted in the exploration section (here) various map events will raise your sect rep. The
game has an event designed to do JUST this, if it feels your reputation is to low while
exploring areas - the relax/dominate mortals event is an enforced ~+50 sect rep with each
occurance, so if you get a high grade Golden Core, and have a really low sect rep, the game
will feed you these events wherever you go until your at a level it deems acceptable. The
counter to this - is to explore map zones ONLY when necessary before you get a good
Golden Core.

Alongside this, the Kunlun Attainment Teachings event will give you a huge sect reputation
increase if you win an event. It can reach ~2000 points. To win the event, you need a
Golden Core disciple, a 20 in the relevant field (Refining, arcane knowledge etc…), and
Luck.

The consequences of exceeding the fame you're able to deal with can be fairly brutal if
you're not expecting it or are new to the game. At ~500 reputation which gives the first sect
upgrade, you will start to see attackers at Qi Shaping appearing. At around ~1000 reputation
you will start to see powerful demon beasts and rogue cultivators at Core Shaping. After
1500 reputation attackers may contain the occasional Golden Core cultivator. Over 2000
rep, most attack waves will contain a Golden Core, and you will see Golden Core demon
beasts. If you have weaker disciples and are unprepared for these invasions, even a single
Golden Core attacker can massacre most of your sect and Golden Core beasts are notably
stronger than average. As you pass ~3000 rep, you will start to see occasional Primordial
Spirit attackers, these will be accompanied by multiple Golden Cores and are a common
source of restarts if you expand too fast.

Justice and Evil


The Just/Evil value determines how the world sees your sect. you will get worse results
from events involving opposite alignment sects. so if you're evil and go to visit a good
sect, you very likely might be tortured on sight. The following things can all affect your
score:
Things that make you evil
1. Using soul capture, essence refinement and enslavement on non-cultivator targets
on a map. Doesn’t matter if they were invaders, demon beasts or just a chicken or frog.
Just like in Elder Scrolls Oblivion the whole world will mysteriously know of your dread
crimes of chicken ensorcelling and frog refinement and judge accordingly.

2. Siding with Evil Sects during world events. This can be easy to do accidentally at
times, particularly with the translation being a work in progress. The easy one to click
past is “a sect elder is at a village” – this tends to lead to you helping them with an array
to refine a village of mortals. The world judges. Some give you explicit choices and a
warning of the skill level – Side with Just/Evil Sect disciples (Qi Shaping) means your
opponent will be Qi Shaping. If it says Just/Evil (Golden Core or Primordial Spirit) – waltz
on by and pretend you saw nothing.

3. Stealing mortals from cities and getting caught seems to give you evil points.

4. Pretending to help cure plagues seems to as well?. But not always.

Things that make you good


1. Curing Plague (but again not always?)

2. Helping Mortals in towns can give very small increase

3. Siding with Just Sects (as above) in world events – harder to do


accidentally, which is somewhat funny, but even so.

4. Fighting off demon threats.

The consequences of being Good/Evil aren't fully clear at this point, given the nature of the
translation project, however try to strive for a balance of sorts. If you shift to extreme evil,
you will lose the option to do “good” choices in most map events. It is unclear whether this
has an affect on the type of disciples you recruit, or how other sects interact with you.

Sect Feng Shui


Sect Feng Shui seems to have little obvious impact on what you do, strive to keep it
Auspicious (Cultivation artifact land). There seems to be a ~500 point sect reputation boost
associated with attaining Very Auspicious (Palace of Immortals) this isn't fully confirmed tho.
To get Palace of Immortals, you need every room in your sect to be Very Auspicious.

Sect Diplomacy
Sect Diplomacy is important. You start off neutral with every sect so strive to avoid becoming
enemies (-250 reputation) with any sect in the early to mid game as this can have very
dangerous consequences. Sect Diplomacy scores can be accessed by the Diplomacy tab in
the Sect Management screen.

The main ways to impact sect diplomacy scores are as follows

1) Sending an Inner disciple to travel in a sects domain. They will trigger “meet x
disciples on the road” and “visit x sect” periodically. If you pick positive options you
will get a little sect rep, then an increasing amount of sect rep with the sect from
these quests.
2) Participating in Just/Evil events. Along with acquiring Justice/Evil points, you also
gain and lose rep with the sects involved. Thwarting a sect in one of these events will
give you a huge chuck of negative rep with that sect, around -150 and boost your rep
with the sect you supported by around +75 (values may vary)
3) Visiting cultivators: Once you establish your sect, you will get periodic npc cultivator
visitors. Always try to treat them well. Assign them their own room as soon as
possible. While they can be a bit of a nuisance (like using your breakthrough rooms
and depleting their qi) treating them well will give you a random amount of positive
rep points with their home sect. If you ignore them or treat them badly, you will lose
rep with that sect.

If you do manage to become enemies with a sect, they will start attacking you with elite
disciples. These are usually powerful Golden Core cultivators with high grade cores, multiple
artifacts with huge qi capacities. Until you have Primordial Spirit cultivators, access to
formations (so 5 Golden Core cultivators of the right elements) or have crammed your sword
array so full of artifacts they blot out the sky. It is recommended to avoid becoming properly
hostile with any sect!

8 - Mods
Most of the mods on the workshop are in their native chinese. You can get a broad idea of
what most of them do by opening up the workshop page in the browser and using google
translate, or copying the text descriptions across to a translation program of your choice.
Installation of all mods is the same -

1. download from the workshop


2. Go to the mod menu at the game menu and enable it by clicking on the black circle
by the name in the list. - make sure the english mod is always at the bottom.

A few of them have been translated by folks on the discord at one point of another in the
semi-recent past. The discord is probably the easiest place to search for them.

Farming Fa 4.4 - https://steamcommunity.com/sharedfiles/filedetails/?id=1820516798


Is a handy mod that provides some more ‘resource efficient’ workstations, new cooking
recipes, a way to do some basic land terraforming, and get ‘better/stronger’ spirit soil
variants and some plantable trees and plants. Use the sycamore and goldsilk trees with
the better soils at your peril/discretion. The combo can be Overpowered

Search for the phrase ‘4.4 farming fa settings’ this should get you the rough translation of version
4 of Farming fa. (if not, @Rithgard on the discord).
To install the translation (originally by @Helios and then updated by @Rithgard for 4.4) of the
mod, replace the settings folder in the mods workshop folder NOT the game’s setting folder in
the install directory!!! - this will get you some weird errors.

9 - Advanced Events Tab


With the new english beta opened up, this is somewhat out of date.
Thanks to @Diamondnye for the translation of this tab - it's hard to translate in game
because of the space afforded chinese characters, so it's included here. I’ve kept the original
chinese text for the explanations. Original translations of the tooltips were done with google
translate, so if anyone can provide more exact translations (particularly for terms), please
contact me on the discord directly @Rithgard and i’ll update the translations!

The Panel allows you to adjust the specifics of certain categories of event including
protection period and event frequency.

ADVENTURE EVENT (1-3)

1. 保护时间 (中) 游戏开局后,保护时间内不会触发奇遇事件。奇遇事件包含上古之曾踪迹,上十收行者行踪等内容。

Duration of Protection time (Medium): After the game starts, no adventure will be triggered
during the protection time. The adventure includes traces of ancient times, the whereabouts
of the last ten collectors, and so on.

No Protection 75 days 150 days 300 days No events

2. 最小间隔 (中) 当奇遇事件发生后,在最小间阴内不会再次发生奇遇事件包含上古之普踪迹,上十收行者行踪等内容。

Minimum interval of Events spawning (medium): When the adventure event occurs, the
adventure event will not occur again in the smallest voxel, including the traces of ancient
times, the whereabouts of the last ten recipients, and so on.
10 days between events 20 days between events 30 days between events

3. 最大间隔 (中) 当奇遇事件超过最大间隔没有发生,那么下次事件发生时必定是奇遇事件奇遇事件包含上十之普踪迹,上十修行者行踪等内容,4

Maximum interval between events spawning (medium): When the adventure event does not
occur beyond the maximum interval, then the next event must be the adventure event. The
adventure event contains the top ten trails, the last ten practitioners' tracks, etc., 4

35 days between events 50 days between events 75days between events

RARE EVENTS (4-6)

4. 保护时间 (中) 游戏开局后,保护时间内不会触发稀有事件,稀有事件包含高强度天气来临,灵普来临,高级宝物出土等内容.,

Duration of Protection time (medium): After the game starts, rare events will not be triggered
during the protection time. Rare events include the arrival of high-intensity weather, the
advent of Lingpu, and the excavation of advanced artifacts.

No 25 days 50 days 100 days 200 days No events


Protection

5.最小间隔 (中) 当稀有事件发生后,在最小间隔内不会再次发生稀有事件包含高强度天气来临,灵兽来临,高级宝物出土等内容,罗

Minimum interval (medium):When a rare event occurs, it will not happen again within the
minimum interval. It includes high-intensity weather, the advent of spirit beasts, and unearth
of high-level artifacts.

5 days between events 20 days between events 35 days between events

6.最大间隔 (中) 当稀有事件超过最大间隔没有发生,那么下次事件发生时必定是稀有事件稀有事件包含高强度天气来临,灵兽来临,高级宝物出土等内


容,有

Maximum interval (medium): When a rare event does not occur beyond the maximum
interval, then the next event must be a rare event. Rare events include the arrival of high-
intensity weather, the arrival of spirit beasts, and unearth of high-level artifacts.

40 days between events 55 days between events 70 days between events

VISITOR EVENT (7-9)

7. 保护时间 (短) 游戏开局后,保护时间内不会触发访客事件,访客事件包括难民加入,路人求助,仙友到访等内容.


Duration of Protection time(short):After the game starts, the visitor event will not be triggered
during the protection time. The visitor event includes refugees joining, passers-by asking for
help, fairy friends visiting, etc.

No Protection 5 days 25 days 75 days No events

8. 最小间隔 (中) 当访客事件发生后,在最小间隔内不会再次发生访客事件包括难民加入,路人求助,仙友到访等内容。

Minimum interval (medium):When the visitor event occurs, the visitor event will not happen
again within the minimum interval, including refugees joining, passers-by asking for help,
fairy friends visiting, etc.

1 days between events 3 days between events 5 days between events

9. 最大间隔 (中) 当访客事件超过最大间隔没有发生,那么下次事件发生时必定是访客事件访客事件包括进民加入,路人求助,仙友到访等内容。4

Maximum interval (medium):When the visitor event does not occur beyond the maximum
interval, then the next event must be the visitor event. The visitor event includes petitioners
joining, passers-by asking for help, fairy friends visiting, etc. 4

7 days between events 9 days between events 15 days between events

ORDINARY EVENTS (10-12)

10.保护时间 (无) 游戏开局后,保护时间内不会触发首通事件。普通事件包含首通天气来临,门派风气变化等内容,

Duration of Protection time (none): after the game starts, the first pass event will not be
triggered during the protection time. Ordinary events include the arrival of the first weather,
martial arts changes, etc.

No Protection 5 days 15 days 60 days No events

11.最小间隔 (中) 当奉通事件发生后,在最小间隔内不会再次发生普通事件包含普通天气来临,门派风气变化等内容,

Minimum interval (medium): When the Fengtong event occurs, ordinary events will not occur
again within the minimum interval, including ordinary weather. Changes in martial arts, etc.

1 days between events 3 days between events 5 days between events

12.最大间隔 (中) 当普通事件超过最大间隔没有发生,那么下次事件发生时必定是普通事件葵通事件包含蔡通天气来临,门派风气变化等内容。,


Maximum interval (medium): When the ordinary event does not occur beyond the maximum
interval, then the next event must be the ordinary event. The Kwaitong event contains the
content of Caitong weather, martial arts changes, and so on.

6 days between events 8 days between events 10 days between events

STRONG ENEMY EVENTS (13-15)

13. 保护时间 (中)游戏开局后,保护时间内不会触发强政事件.强敌事件包含高强度修行者入侵,妖兽入侵等内容。,

Duration of Protection time (medium): After the game starts, no strong political event will be
triggered during the protection time. The strong enemy event includes high-intensity
practitioner invasion, monster invasion and other content.

No 30 days 60 days 120 days 240 days No events


Protection

14. 最小间隅(中)当强敌事件发生后,在最小间隔内不会再次发生强敌事件包含高强度修行者入侵,妖兽入侵等内容,

The smallest interval (middle): When a strong enemy event occurs, no strong enemy event
will occur again within the minimum interval.

12 days between events 20 days between events 28 days between events

15. 最大间踊 (中) 当强敌事件超过最大间隔没有 I 发生,那么下次事件发生时必 I 定是强敌事件昌天事件包含高强度修行者入 I 恨,妖普入侵等内容,


4

Maximum interval (medium): When a strong enemy event exceeds the maximum interval
and no I occurs, then the next event must be a strong enemy event. The Changtian event
contains high-intensity practitioners entering I hate, demon invasion, etc., 4

30 days between events 40 days between events 50 days between events

SECRET EVENTS (16-18)

16. 保护时间旺) 游戏开局后,保护时间内不会触发秘闻事件,秘闻事件包括洞府现世,道统现世等历练秘闻,2

Duration of Protection time(Strong): After the game starts, secret events will not be triggered
within the protection time.The secret events include the secret stories of Dongfu and Taoist
times, 2

No Protection 15 days 45 days 75 days No events


17. 最小间隔 (中) 当秘闻事件发生后,在最小间隔内不会再次发生秘闻事件包括洞府现世,道统现世等历练秘闻,

Minimum interval (medium): After the secret event, the secret event will not happen again
within the minimum interval, including the secret history of Dongfu and the Taoist history.

1 days between events 3 days between events 5 days between events

18. 最大间隔 (中) 当秘闻事件超过最大间隔没有发生,那么下次事件发生时必定是秘闻事件秘闻事件包括洞府现世,道统现世等历练秘闻,

Maximum interval (medium): When the secret event does not occur beyond the maximum
interval, then the next event must be a secret event. The secret event includes Dongfu's
present life, Taoism, and other experience secrets.

7 days between events 9 days between events 15 days between events

ENEMY EVENTS (19-21)

19.保护时间 (短) 游戏开局后,保护时间内不会触发政人事件。收人事件包含收行者入侵,野益入侵等内容

Duration of Protection time (short): After the game starts, no politician event will be triggered
during the protection time. The income incident includes the invasion of the recipient, the
invasion of Yeyi, etc.

No Protection 6 days 12 days 24 days No events

20. 最小间隔(中)当敌人事件发生后,在最小间隔内不会再次发生敌人事件包含修行者入侵,野兽入侵等内容,

Minimum interval (medium): When the enemy event occurs, the enemy event will not occur
again within the minimum interval.

2 days between events 5 days between events 8 days between events

21. 最大间隅(中)当敌人事件超过最大间隔没有发生,那么下次事件发生时必定是敌人事件敌人事件包含修行者入侵,时普入侵等内容,

Maximum interval (medium): When the enemy event does not occur beyond the maximum
interval, then the next event must be the enemy event. The enemy event includes the
invasion of the practitioner.General invasion, etc.

10 days between events 17 days between events 24 days between events


ADVANCED EVENTS (22-24)

22.保护时间 (短) 游戏开局后,保护时间内不会触发高级事件.高级事件包含特殊天气来临,宝物出土,灵气潮汐等内容.4

Duration of Protection time(short): After the game starts, advanced events will not be
triggered during the protection time. Advanced events include special weather, artifact
excavations, aura tides, etc. 4

No Protection 5 days 15 days 60 days No events

23.最小间隔(中)当高级事件发生后,在最小间隔内不会再次发生高级事件包含特殊天气来临,宝物出土,灵气潮汐等内容.

Minimum interval (medium): When an advanced event occurs, the advanced event will not
happen again within the minimum interval. It includes special weather, artifact excavations,
aura tides, etc.

3days between events 7 days between events 11 days between events

24. 最大间隔(中)当高级事件超过最大间隔没有发生,那么下次事件发生时必定是高级事件高级事件包含特殊天气来临,宝物出土,灵气潮汐等内容./

Maximum interval (medium): When a high-level event does not occur beyond the maximum
interval, then the next event must be a high-level event. A high-level event contains special
weather, artifacts unearthed, and aura tides.

15 days between events 20 days between events 25 days between events

10 - Disciple Karma/Scourge: Clovers and


Lightning Bolts
Like the dragon, this is more of a “you should be aware of it around now, but not necessarily
worried TOO much” thing. On your cultivators, cultivation panel you may have noticed a
circle with a lightning bolt in it, probably you only have 1, maybe 2, and it cryptically says that
“the more you have, the stronger the character upon breakthrough”. This is another, slightly
more random way to get stronger with breakthroughs. You get lightning bolts (against the
heavens actions) Clovers (actions in accordance to the heavens) from semi-rare events on
the world map. The most 3 prominent ones are set out in the table below

Event Clover Lightning Bolt(?)

Mortal War Bring all the leaders Forcibly suppress


together

Demonic Incursion Scheme against the demons Forcibly suppress


Plague outbreak Cure the plague Pretend to cure the plague

The Mortal war and Demonic incursion definitely give clovers for successful completion and
can be completed with cultivators at the Qi Shaping realm! It is unclear if there are stat
requirements for successful completion. Plagues are also reported to give clovers for curing,
but not consistently.

The impact of having clovers or lightning bolts is unclear at this point, the variables are hard
to find in the game files.

11 - Modding the game

Common questions

Powered by AI

Feng Shui impacts the efficiency of Qi gathering by influencing the elemental affinity of Qi based on surrounding object placement. Optimal qi concentration requires a room designed with items complementing the practiced law's elemental affinity (e.g., wood items for fire law) and minimizing obstructive elements that disrupt qi flow. Qi gathering items should be placed outside the immediate feng shui range but still contribute to qi supply . Floors must align with the law being cultivated, and neutral items like spirit stone blocks should be used to maintain auspiciousness. Achieving a room marked as Qi+++++ with balanced elements markedly increases breakthrough success . This setup creates an environment that supports cultivation by aligning energies congruently with the practitioner's methods.

To maximize qi concentration for cultivation breakthroughs, the room should be designed with specific elements and a basic layout. Stands of the element feeding the law should be used along with qi gathering items that have a range of four, typically spiritwood . The floor beneath the principal cushion should match the feng shui affinity aligned with the practitioner's law (e.g., wood floor for fire law), and qi gathering items should be placed outside of the feng shui's immediate range but still supply qi . The walls can be any material if at a distance but should support the practice if closer. This setup forms a qi+++++ room with five elements, drastically improving higher-level breakthroughs .

Strategic infrastructure additions play a critical role in ensuring inner disciples have the best environment to progress without hindrance. Rooms must be constructed with attention to size (at least 2x3 floor space) and decorations that match the disciple's elemental law, fostering high happiness and efficiency . Using materials that align with their cultivation law prevents adverse conditions, like overheating or freezing . Efficient arrangements allow disciples to focus on enhancements rather than dealing with suboptimal conditions. Additionally, infrastructures like large alchemy rooms allow disciples to utilize higher concentrations of qi for breakthroughs, ultimately improving cultivation outcomes . By preparing these elements, the sect can maintain disciple contentment and maximize performance.

Artifact creation and enhancement play pivotal roles in expanding sect boundaries by providing the necessary tools and defenses required for safe and efficient exploration. Before venturing beyond the sect, creating better artifacts ensures that disciples can handle external threats and gather resources effectively . Using specific artifacts aligned with disciple cultivation laws amplifies their abilities in gathering essential materials, further assisting exploration . Preliminary measures include refining a quality Core Shaping disciple, whose enhanced qi pool supports artifact synthesis, ensuring better initial explorations and robust defenses . Building specific infrastructures, like dedicated artifact crafting rooms, allows continuous improvement and customization of artifacts in response to evolving needs and outward expansion plans. These strategic preparations secure successful boundary expansion and resource procurement, facilitating a self-sustaining growth model for the sect.

To optimize the success of forming a high-grade Golden Core, several preparations are necessary. The cultivator should have a high Qi Sense score (over 40), and a strong cultivation harmony with the chosen law (preferably ++++) is crucial . The environment for the breakthrough should have a high qi saturation and represent all five elements to maximize effectiveness . Additionally, performing the breakthrough during optimal seasons, weather conditions, and times further enhances success chances. Skills that boost Max Qi and ensuring area auspiciousness are also key . It's unrealistic to aim for a Grade 1 Core initially, but securing at least a Grade 2 or 3 Core, able to learn necessary spells, is ideal . These steps ensure that the first Golden Core is feasible for early gameplay while setting the stage for future cultivator utility.

Before exploring beyond the sect's borders, several preparatory steps should be taken. It's crucial to have a Core Shaping disciple for defense and artifact refinement . Also, focusing on building infrastructure and creating large rooms for alchemy and cultivation breakthroughs provides a necessary foundation . Structuring these rooms with qi gathering items relevant to elemental affinities aids in progression. Initial exploration should target nearby beneficial locations, such as Mount Shu for Earth Flux or Nanping Village for resources like hides and meat . Managing sect reputation through exploration is also important, as higher reputation increases challenges . These steps help establish a stable base for exploring and expanding efficiently. Lastly, maximizing resource acquisition through established areas, like Alchemy peak for spirit herbs, further enhances progression .

Two strategic approaches can be used when cultivating near spiritually potent trees like the Vermillion Tree. Strategy 1 involves growing the trees solely for their fruits, ignoring the spirituality aspect, which avoids detrimental effects and does not require managing mood states . Strategy 2 involves using the trees to aid cultivation alongside fruit harvesting, focusing on maintaining positive spirituality to benefit cultivation speed, potential boosts, and positive events . This requires having a divine cultivator to handle mood afflictions, multiple disciples of a given element to synchronize with the tree, and means to manage environmental conditions. Making rooms large enough for proper tree growth (13x13 or 15x15) and planting on spirit soil are essential parts of both approaches .

Using Evil Water and Earth Flux for cultivation provides significant benefits, such as boosting the maximum qi of a practitioner. However, Evil Water carries a major drawback of permanently affecting the mood, becoming more severe with continued use . Balancing these elements necessitates careful management to avoid detrimental mood impacts while maximizing resource benefits. Exploration beyond the sect's borders should focus on zones that yield these resources substantially, ensuring a consistent supply without over-relying on problematic elements like Evil Water . Strategizing utilization can be woven into a broader scheme for rapid advancement while maintaining psychological stability. For instance, initial focus on Earth Flux from Mount Shu circumvents mood issues while still fostering progression . This strategic approach ensures resource utility aligns with cultivator capabilities and long-term sect goals.

Strategic timing of events like 'Protection Time' and 'Minimum Interval' critically impacts early game progression by managing the occurrence and pressure of challenges. 'Protection Time' creates initial shelters from rare, visitor, and advanced events, allowing the sect to stabilize and prepare structures effectively without immediate disruption . During these periods, focusing on resource gathering, disciple development, and infrastructure paves the way for better readiness during inevitable event exposures later. 'Minimum Interval' enforces a cooldown on repeated occurrences, providing respite windows to strategize or recover from potentially disruptive sequences . Effective disciple management benefits from these intervals as they allow controlled cultivation and advancement without event-induced stress disrupting growth. Integral strategic planning utilizes these timings to balance disciple focus and resource optimization, leading to a smoother early-stage progression.

Several factors must be considered when deciding how many inner disciples to promote early on. Firstly, the chosen cultivation law is critical—laws using fire or water qi suggest diversifying into other laws if resources are easily attainable . The suitability of recruits is also important; those with cultivation harmony above 125-150% could be promoted early, while those below 100% should not be considered a waste . Another factor is the pressure to survive. Before reaching 500 sect reputation, outer disciples can manage, but after it, having a Core Shaping disciple is advised for defense . Lastly, the need for a refiner as well as a combatant also influences the decision; for instance, a fire law practitioner could craft artifacts early on if required .

You might also like