Arts & Treasures/Alchemy·

Alchemy

Alchemy (丹道) turns Spirit Herbs into spirit pills — consumable one-shot advantages that make a stretch of cultivating, or a single dangerous ritual, go your way. Four ship with the mod.

Since v0.8.0 alchemy is a craft, not a recipe. You place a Pill Cauldron, you feed it herbs you grew, and you sit through a ritual that drains your Qi, can fail, and occasionally explodes. What comes out carries a grade, and the alchemist who has done it a hundred times rolls better grades than the cultivator who happens to own a cauldron.

The workbench recipe is gone

A pill used to be two Spirit Cores at a workbench. It is no longer craftable at a bench at all — the cauldron replaced it. Pills already in a chest keep working exactly as they did: they carry no grade, and count as the plain Low version they always were, whose potency multiplier is exactly 1.0. Nothing anyone owns got weaker.

The loop

Grow, refine, climb — and the climbing feeds back into the refining

The Pill Cauldron

Use a Pill Cauldron Flag to set down your personal cauldron. Using the flag again elsewhere moves the cauldron there rather than giving you a second one — one cauldron per cultivator.

Stand within 4 blocks of it (Cauldron-Interaction-Radius-Blocks) and begin:

/cultivation alchemy refine <qigain|ritualspeed|tribulationshield|clearmind>
ValueKey
Herbs consumed3, taken immediatelyHerbs-Required-Per-Refine
Ritual length60sRefine-Duration-Seconds
Qi drain2/second, the whole timeRefine-Qi-Drain-Per-Second
Qi floor to start20Refine-Minimum-Qi-To-Start

The herbs are spent the moment it starts. That is the cost of even a cancelled attempt, and it is what makes beginning a refine a decision.

There is no clean escape once it is running

Wandering more than 4 blocks from the cauldron, or running out of Qi mid-ritual, interrupts it straight into a failed roll — exactly as bad as failing outright, never worse, but never free either. /cultivation alchemy cancel is the only way to stop without risking that roll, and it still loses the herbs already spent.

Failing, and botching

A completed ritual rolls against a failure chance:

ValueKey
Base failure chance35%Refine-Base-Failure-Chance
Reduced by mastery, at max−25 pointsRefine-Mastery-Failure-Reduction-At-Max
Reduced by herb quality−15 pointsRefine-HerbQuality-Failure-Reduction
Floor5%Refine-Min-Failure-Chance

A veteran alchemist working perfect herbs sits at the 5% floor. A first-timer with poor herbs is failing better than a third of the time — which is why the first cauldron feels like a gamble and the hundredth does not.

Of every failure — not of every attempt — 30% botches the flame outright (Refine-Botch-Chance-Of-Failure). A botch costs the alchemist 12% of maximum health through the ordinary damage pipeline, the same path tribulation lightning takes, so everything that defends against a bolt defends against this. It is non-lethal unless Refine-Botch-Explosion-Lethal is turned on.

A plain failure, with no botch, only wastes the herbs.

Grades

Every pill out of a cauldron comes out at one of four grades.

GradePotencyKey
Low×1.0Grade-Potency-Low
Mid×1.3Grade-Potency-Mid
High×1.7Grade-Potency-High
Perfect×2.2Grade-Potency-Perfect
Grade buys time, not strength

The multiplier applies to the pill's duration — or to its banked charges, for the two charge-based pills — and never to its raw magnitude. A Perfect Qi Gathering Pill is not a stronger 1.5× multiplier; it is the same 1.5× for well over twice as long. A low-grade pill is the same pill for less time, not a worse pill.

The grade is rolled from a 0–1 quality score:

Ingredient in the scoreWeightKey
The herbs' average quality0.6Grade-Herb-Weight
The alchemist's mastery ladder fraction0.4Grade-Mastery-Weight
Randomness±0.12Grade-Random-Jitter

The two weights are normalized against each other, then the result is banded at 0.30 / 0.60 / 0.85 (Grade-Threshold-Mid, -High, -Perfect).

So both halves matter and neither is sufficient. Dragon-vein herbs in a novice's cauldron and ordinary herbs in a master's cauldron land in much the same place; Perfect wants both.

Alchemy mastery

丹道境界 — a ladder of its own, fifty levels, climbed only by refining and entirely separate from your realm. A Body Refinement cultivator can be a better alchemist than a Nascent Soul one.

ValueKey
Max level50Mastery-Max-Level
Level cost40 × 1.08 ^ (level − 1)Mastery-Base-Xp-Requirement, Mastery-Xp-Growth-Rate
A success banks15Mastery-Xp-Per-Success
…plus, per grade above Low8Mastery-Xp-Per-Grade-Step
A failure banksa quarter of thatMastery-Xp-Failure-Fraction
A botch banksnothing

It uses the same growth curve the fist-art ladder does. And it feeds straight back into both the grade roll and the failure chance — which is what makes a career alchemist genuinely better at this than a cultivator who owns a cauldron.

Failing still teaches you something. Botching does not.

Spirit Herbs and Spirit Fields

Herbs are grown, in a Spirit Field plot inside your claimed Cave Abode — one plot per abode.

/cultivation abode field plant [variety]
/cultivation abode field harvest

It yields every real-world hour whether you are online or not, on the same terms as the abode's Spirit Spring: it accrues only while the abode's upkeep is sustained, and the plot is dropped if the abode ever lapses or is abandoned.

ValueKey
Base yield0.5 herbs/hourField-Herbs-Per-Hour
On a rich vein×1.6Field-Rich-Vein-Multiplier
On a dragon vein×2.5Field-Dragon-Vein-Multiplier
Accrual cap8 herbsField-Pool-Cap

Quality

Each harvested herb is stamped with a quality read from the vein tier at harvest time, plus a formation bonus:

GroundBase qualityKey
Common vein0.35Herb-Quality-Normal-Base
Rich vein0.60Herb-Quality-Rich-Base
Dragon vein0.90Herb-Quality-Dragon-Base

A Qi-Gathering formation covering the chunk lifts the plot's yield and its quality (Herb-Quality-Formation-Bonus-Scale) — since v0.8.0 a formation over a field is not merely a faster field, it is a better one.

That quality number feeds directly into the cauldron's grade roll, which is the whole chain: good ground → good herbs → good pills.

Herb Varieties

plant takes an optional variety — the plain Spirit Herb if you leave it off, or one of three elemental herbs, each grown for a specific refine rather than for pills in general:

VarietyElementFavors
SunpetalFireQi Gathering Pill (qigain)
MistcapWaterClear-Mind Pill (clearmind)
BramblewortWoodClarity Pill (ritualspeed)
Ironleaf v0.10.1MetalTribulation Ward Pill (tribulationshield)
Loamroot v0.10.1EarthMending Pill

See Dao for what each element means. Ironleaf and Loamroot round the herb family out to one variety for every classic Wu Xing element — but unlike the original three, neither can be planted. They only grow wild, scattered by the world itself; see Solar Terms & Wild Spirit Herbs for where they turn up and why.

The favor is not flavor text. At the cauldron, a herb whose variety favors the effect you're refining toward weighs into the ritual's average quality at Herb-Affinity-Matched-Multiplier (×1.35) — a real bump over the plain Spirit Herb's steady ×1. Use an elemental herb for anything other than its favored effect and the weighting goes the other way, at Herb-Affinity-Mismatched-Multiplier (×0.9) — worse than just reaching for the base herb. An elemental herb is a bet on one specific pill, not a strict upgrade.

Grow to your recipe, not just to your ground

The same Sunpetal that lifts a Qi Gathering Pill refine drags a Clear-Mind Pill refine down — match the variety to the pill you're actually making, and reach for the base Spirit Herb when you don't care which one you get.

Which variety is worth planting also depends on the sky over your abode: an elemental herb grows faster under weather that shares its element. See Cave Abodes for the full mechanic — the abode's plot is the same one this page's yield and quality numbers describe.

The Pills

PillQualityRefine idEffect
Qi Gathering PillRareqigainMultiplies all Qi you gather by QiPill-Gain-Multiplier (1.5) for QiPill-Duration-Seconds (300).
Clarity PillRareritualspeedMultiplies ritual durations by ClarityPill-Ritual-Speed-Multiplier (0.75) for ClarityPill-Duration-Seconds (300).
Tribulation Ward PillEpictribulationshieldBanks WardPill-Shield-Charges (1) charge, up to WardPill-Max-Stored-Charges (3).
Clear-Mind PillEpicclearmindBanks ClearMindPill-Charges (1) charge, up to ClearMindPill-Max-Stored-Charges (3).

Grade multiplies the duration of the first two and the banked charges of the last two.

Qi Gathering Pill

Applies to every source of cultivation Qi — meditation drain and absorbed cores alike — for five minutes. Re-consuming refreshes the timer rather than stacking a second copy. It multiplies alongside your race bonus, your skill tree's Insight branch, and everything else that touches Qi gain.

Clarity Pill

Multiplies the duration of a breakthrough, an advancement or a refinement ritual by 0.75 — a quarter faster — for five minutes. It stacks multiplicatively with the race and skill-tree ritual-speed bonuses, and the same 90% floor that clamps those applies to the total.

Shorter rituals also mean fewer tribulation bolts, since bolts fall on a fixed interval of ritual progress.

Tribulation Ward Pill

A banked charge fully negates the damage of one tribulation lightning strike. The bolt still falls, with all its noise and light — it simply does not hurt you. Charges persist until they are spent, so you can bank up to three before a dangerous breakthrough and walk into it knowing the first three bolts are free.

This is the direct counter to a heavy karma ledger, and the standard preparation for an Ascension attempt, which throws roughly forty-five bolts.

Clear-Mind Pill

The Heart-Devil Trial's answer to the Ward Pill, and it does two jobs.

A banked charge holds your composure through one pulse of the trial — the inner demon still appears, but that pulse drains no composure at all. Charges persist until used, up to three at a time.

The same pill also cures Qi Deviation outright — the lingering affliction a broken trial leaves behind. So it is worth carrying one going into a trial and one coming out of it.

A deeply Yin- or Yang-leaned cultivator faces the Heart-Devil Trial instead of lightning, so a Ward Pill does them no good and a Clear-Mind Pill is the only ward that helps. See Tribulations.

Notes

Every duration, multiplier, grade threshold and charge count lives in AlchemyConfig.json; the field tuning lives in DwellingConfig.json. See Config, and the related commands on the Commands page.

Related Commands
CommandDoes
/cultivation alchemy refine <effect>Begin refining at your cauldron
/cultivation alchemy cancelStop without rolling for failure — herbs are still lost
/cultivation abode field plant [variety]Start a Spirit Field plot in your abode — the plain Spirit Herb if you leave the variety off
/cultivation abode field varietiesList every herb variety, its element, and its favored pill effect
/cultivation abode field harvestBank whole grown herbs into your inventory