The Path/Meridian Injuries·道

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, there are six Meridian Injuries and you can carry several at once (three by default, Max-Simultaneous-Injuries — a new kind past that cap deepens your shallowest injury instead). Each recovers on its own timer. The timers count down while you are online — faster while you meditate, faster still with a spouse, master or disciple meditating beside you — and logging out holds them where they are rather than curing anything.

/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

What Each One Costs
InjuryCosts youTypical recovery (at the idle rate)
Crippled MeridianHigher technique Qi cost, and slower charge time on charged arts15–30 minutes
A Crack in the DantianCaps the Qi you can bank just below your next rank-up. If you were already over that cap the moment it opened, the excess spills away gradually — the only injury that does20–40 minutes
A Hand That Will Not CloseReduced outgoing damage10–20 minutes
Scarred Sea of QiReduced meditation Qi gain, healing received, and pill potency15–30 minutes
A Fault in the SpiritFaster Heart-Devil composure drain, and slower Dao comprehension20–40 minutes
Ribs That Never SetIncreased incoming damage10–20 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. The times above are for sitting idle; meditating recovers four times as fast (Recovery-Rate-Meditating), and meditating beside a spouse, master or disciple eight times as fast.

What Inflicts One

Several sources, each drawing from its own pool of injuries — never all six from any one cause:

CauseCan inflictHow often
A tribulation strike that leaves you below half healthRibs That Never Set, A Hand That Will Not Close, A Crack in the DantianUp to 25%, climbing as your health drops (Tribulation-Injury-Health-Fraction, Tribulation-Injury-Base-Chance)
A failed Heart-Devil TrialA Fault in the Spirit, Scarred Sea of QiAlways one, plus a 20% chance of a second (HeartDevil-Injury-Chance, HeartDevil-Injury-Second-Chance)
A rushed rank-up that ends in Qi DeviationThe same two as a failed Heart-Devil TrialA further 50% (Rushed-Injury-Chance)
A failed Dream Trial or Inner Demon Rival Duel, when that trial's failure mode is set to injuryThe same two as a failed Heart-Devil Trial70% and 60% respectively. Both ship set to Qi loss instead, so most servers never see this one
A technique backfire, or an art of another race going wrongCrippled Meridian (the commonest), A Hand That Will Not Close, Scarred Sea of Qi, A Crack in the DantianRolled when a charged art is exhausted, overcharged or held to full; an overcharged one can inflict two

Crippled Meridian comes only from a technique backfire.

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.

Related Commands
CommandDoes
/cultivation injuriesLists every injury you currently carry, its severity, and time to natural recovery
/cultivation cleanseBegins the Marrow-Cleansing Rite against your deepest carried injury