Meridian Injuries
A Meridian Injury is a lingering wound to your cultivation itself, distinct from Qi Deviation: where Qi Deviation is one timer from one cause, you can carry up to six Meridian Injuries at once, from three different causes, each recovering on its own wall-clock timer that keeps running while you are logged off.
/cultivation injuries reports every injury you currently carry — its severity, how long until it heals on its own, and a hint toward curing it early.
The Six Injuries
| Injury | Costs you | Typical recovery |
|---|---|---|
| Crippled Meridian | Higher technique Qi cost, and slower charge time on charged arts | 15–30 minutes |
| A Crack in the Dantian | Slowly spills banked Qi while carried — the only injury that does | 20–40 minutes |
| A Hand That Will Not Close | Reduced outgoing damage | 10–20 minutes |
| A Scarred Sea of Qi | Reduced meditation Qi gain, healing received, and pill potency | 15–30 minutes |
| A Fault in the Spirit | Faster Heart-Devil composure drain, and slower Dao comprehension | 20–40 minutes |
| Ribs That Never Set | Increased incoming damage | 10–20 minutes |
Every injury is rolled with its own severity and its own recovery time — worse rolls of the same injury simply cost more and take longer to heal.
What Inflicts One
Three sources, each drawing from its own pool of injuries — never all six from any one cause:
| Cause | Can inflict |
|---|---|
| A broken tribulation bolt | Ribs That Never Set, A Hand That Will Not Close, A Crack in the Dantian |
| A failed Heart-Devil Trial | A Fault in the Spirit, Crippled Meridian, A Scarred Sea of Qi |
| A technique backfire | Crippled Meridian, A Scarred Sea of Qi, A Hand That Will Not Close, A Crack in the Dantian |
The Marrow-Cleansing Rite (洗髓)
v0.10.0 /cultivation cleanse is the first real cure rather than only a wait — a ritual, not a pill.
Pay Qi up front, then hold your composure through a scaling drain for the rite's full duration. Succeed, and your deepest carried injury — the worst one you have, decided the moment you begin — is cured outright. Fail the hold, and that same targeted injury deepens instead. It is a real risk, not a free undo, so it is worth attempting when an injury is genuinely costing you, not reflexively the moment one lands.
The Meridian-Mending Pill
A gentler option from Alchemy: a Meridian-Mending Pill shaves time off your deepest carried injury's recovery rather than curing it outright — no risk, no Qi cost, just a smaller step in the right direction.
Server Owners
Every injury's magnitude band, recovery-time band, and the Marrow-Cleansing Rite's own Qi cost, duration and drain curve live in Cultivation/MeridianConfig.json and Cultivation/CleanseRiteConfig.json.
| Command | Does |
|---|---|
/cultivation injuries | Lists every injury you currently carry, its severity, and time to natural recovery |
/cultivation cleanse | Begins the Marrow-Cleansing Rite against your deepest carried injury |