Techniques
Techniques are the active arts a cultivator performs - the things you do rather than the stats you accumulate. They sit on top of the Dao system, cost banked Qi, run on real-time cooldowns, and unlock by realm. Since 0.7.2 each one also carries its own mastery rung, so how strong an art is depends on how much you have used it, not only on how far you have climbed.
Meeting an art's realm, Dao and bloodline now makes you able to hold it, not entitled to it. Every art must additionally be come by — four routes at the time, five today. Existing saves began that release knowing none of them.
Two arts carried to the top rung of the mastery ladder can be fused into a single stronger art that did not exist before. Four recipes ship, and a fused art is the only kind no other route can ever hand you.
Performing One
There are two triggers, and they behave identically:
`/cultivation technique {name}`
(alias tech). Names are matched loosely - sword_qi_slash, SwordQiSlash and sword qi slash all resolve to the same art.
Use a technique item.
Manual: One Step, a Thousand Li and Manual: Sword Flying are reusable focuses that perform their art when used. The item is never consumed - the Qi cost and cooldown are the real limiters.
Run /cultivation technique with no argument to list every enabled art with its unlock realm, its Qi cost, and whether you can currently use it.
The Gates
An activation is checked in this order, and the first failure is what you are told:
- The whole system is enabled (
Techniques-Enabled), and this art's ownEnabledflag is on. - If the art's
Requires-Unlockis set — and it is set on every built-in since 0.7.4 — you must have come by it. - If the art names a
RequiredRace, you are of that race — or the art allows a borrowed bloodline and you can pay its price. This is what gates the six bloodline arts and Demon Ape Body. - Your realm is at or past its
Unlock-Realm(a borrowed bloodline is held to a higher one). - If the art is
Dao-Specific, your chosen dao matches itsRequired-Element. - If the art sets
Requires-Unarmed, your hand is free. This is what gates the three fist arts. - If the art declares an outside condition (
Requires-Gates), it holds. The Dao Fusion Rite uses this to ask for your spouse standing close by. - You have at least its
Qi-Costbanked. - Its
Cooldown-Secondshas elapsed since you last used it.
On success the Qi is deducted, the cooldown is stamped, and the effect runs. Cooldowns are per-technique and measured in real time, so they keep running while you're doing something else.
Unlocking an Art
Every art carries a Requires-Unlock flag, and since 0.7.4 it is true for every built-in by default. Meeting an art's realm makes you able to hold it; coming by it is a separate event. There are five routes, and an art learned by any of them is learned for good.
A manual
Read its manual — twenty-eight arts have one of their own, plus a Tattered Manual that names no art and teaches one at random from those you have already grown into. This is the only route you can go looking for, trade, or take off a body. Seven arts have no manual of their own — Meridian-Opening Art, Corpse Miasma, Immortal Radiance, Hundred Trials Body, White Tiger Body, Demon Ape Body and the Dao Fusion Rite — so they come by through enlightenment, a breakthrough, a master's teaching or a Tattered Manual instead.
Enlightenment (頓悟)
Sit long enough on good ground and understanding sometimes simply arrives. Every second of meditation that actually draws Qi rolls for it, and richer veins comprehend faster. This is the route that guarantees nobody is ever hard-stuck behind loot that has not dropped.
A breakthrough
Crossing into a new realm opens one art you had grown into but never met, so a new tier never arrives empty-handed.
Sect inscription
Your sect has it inscribed in a hall it still holds. This one is borrowed, not learned, and resolved live — a sect that loses its hall to a siege stops teaching the art to every member at once.
A master teaches it
New in 0.8.0. Your master hands down an art they know, once a day per bond. A real unlock through the same grant path as every other route — but the realm, Dao and bloodline gates still apply, so teaching skips the finding, not the qualifying.
Fifteen arts are not on any of these routes, because each has a single door of its own that nothing else can open: the four fused arts must be made, the two Twin Spirit Pact arts are comprehended by a married, beast-bonded pair, the three signature arts are won by a milestone, and the six Merit arts are granted when your Merit crosses a threshold.
Not knowing an art outranks every other refusal — you are told you have never learned it, not that your realm is too low. /cultivation technique divides its listing into what you hold, what is within reach, and what is still beyond you, and the keybind menu only offers arts you actually know, so no key is ever bound to something that cannot fire.
This flag is about whether you may use the art at all. It is separate from mastery, which always wants manuals: a second copy of a manual you can already read is still studied into that art's mastery, so manuals matter for every art you own however you came by it.
Setting Requires-Unlock: false on a rule in Arts/TechniqueConfig.json restores the pre-0.7.4 behavior for that art — per art, or on all of them. Admins also have /cultivation admin granttechnique <art> (or all) and revoketechnique, both usable on another player.
The Built-In Arts
50 arts ship with the mod. Thirty-five can be come by through the routes above — nine open to anyone, a gathered repair art, ten locked to a single Dao, six to a bloodline, two beast forms, one rite for married couples, three gathered and three fist arts. The other fifteen each have a single door of their own: four exist only as the results of fusion, two belong to the Twin Spirit Pact, three are signature arts and six are Merit arts. Every number below is the shipped default and can be retuned per-technique in the config. Damage and healing figures are the Entry-rung values — mastery multiplies them.
| Technique | Unlock Realm | Qi Cost | Cooldown | What it does |
|---|---|---|---|---|
| One Step, a Thousand Li (一步千里) | Qi Condensation | 50 | 5s | Instantly carries you forward. Distance is 6 blocks + 3 per realm + 0.75 per stage, capped at 60. |
| Sword Flying (御剑飞行) | Golden Core Formation | 0 | 3s | A toggle granting real flight. |
| Sword Qi Slash (剑气斩) | Foundation Establishment | 30 | 4s | An instant cone strike in front of you - range 8, 50 degree half-angle, 15 damage + 4 per realm. |
| Nine Heavens Thunder Palm (九天雷掌) | Nascent Soul | 60 | 8s | An AoE lightning strike around you - radius 6, 25 damage + 6 per realm. Never hits the caster. |
| Iron Body (金刚不坏) | Foundation Establishment | 25 | 20s | 10 seconds of incoming-damage reduction: 40% + 2% per realm, capped at 90%. |
| Cloud Step (疾风步) | Qi Condensation | 15 | 15s | 12 seconds of ground speed at x1.6, +0.05 per realm. |
| Healing Pulse (疗伤诀) | Qi Condensation | 40 | 12s | An instant self-heal of 40 + 10 per realm. |
| Qi Barrier (护体真气) | Foundation Establishment | 35 | 18s | A 15-second absorption pool of 60 + 15 per realm - a pool, not a percentage. |
| Qi Infusion (真气灌注) | Qi Condensation | 20 | 15s | 10 seconds of +30% outgoing damage, +3% per realm. |
The Dao Arts
Ten arts, one for every element, and each usable only by a cultivator who walks that Dao. Choosing an element is no longer only a question of which damage type your strikes convert to — it decides which art you get.
Eight of the ten are area bursts centered on you and carry their element's own damage type, so they take the Wu Xing counter bonuses for free. Two are not strikes at all: Wood mends and Water wards, which is rather the point of those elements.
| Technique | Dao | Unlock Realm | Qi Cost | Cooldown | What it does |
|---|---|---|---|---|---|
| Blazing Lotus (烈焰莲) | Fire | Foundation Establishment | 40 | 12s | A burst of petals around you — radius 6, 18 damage + 5 per realm, as Fire. |
| Frozen Domain (冰封领域) | Ice | Foundation Establishment | 40 | 14s | The widest of the bursts — radius 7, 14 damage + 4 per realm, as Ice. |
| Golden Edge (金锋) | Metal | Foundation Establishment | 38 | 10s | Tight and quick — radius 5, 22 damage + 6 per realm, as Metal. |
| Gale Rend (罡风裂) | Wind | Qi Condensation | 28 | 8s | The cheapest and fastest — radius 6, 12 damage + 3.5 per realm, as Wind. |
| Venom Mist (毒雾) | Poison | Qi Condensation | 30 | 16s | Radius 6.5, 10 damage + 4 per realm, as Poison. Low per-hit, widest reach of the early arts. |
| Mountain Press (山岳镇) | Earth | Foundation Establishment | 42 | 13s | Radius 5, 20 damage + 5.5 per realm, as Earth. |
| Thunderclap Descent (雷霆落) | Lightning | Golden Core Formation | 55 | 15s | Radius 5.5, 28 damage + 7 per realm, as Lightning. |
| Void Devour (虚空噬) | Void | Nascent Soul | 65 | 20s | Radius 6, 24 damage + 6 per realm, as Void — and returns 25% of everything it dealt to you as health. |
| Verdant Renewal (青木复苏) | Wood | Qi Condensation | 30 | 25s | Not a strike. An instant self-heal of 30 + 9 per realm — stronger than the common Healing Pulse, and the wood Dao's own. |
| Flowing Current (流水劲) | Water | Qi Condensation | 26 | 20s | Not a strike. 10 seconds of 12% + 3% per realm incoming-damage reduction. |
A Dao art is gated on the element you currently walk, not the one you walked when you learned it. Drift to another element — by deed, by weather, or now by the ground you meditate on — and the old element's art stops working while the new one's becomes available. Mastery you built on it is not lost; it simply waits.
The Bloodline Arts
Six arts, two for each of the three races, gated on a RequiredRace rather than an element. They are why a race choice is now about what you can do rather than only about your multipliers.
| Technique | Race | Unlock Realm | Qi Cost | Cooldown | What it does |
|---|---|---|---|---|---|
| Blood Devour (噬血) | Demon | Foundation Establishment | 45 | 18s | Radius 5, 20 damage + 5 per realm, and returns 40% of the damage dealt as health — the deepest drain in the mod. |
| Corpse Miasma (尸毒瘴) | Demon | Foundation Establishment | 48 | 20s | Not a strike and not a drain. A poison debuff settles over everything within 6 blocks for 8 seconds; it deals no damage of its own and heals nothing, which is what sets it apart from Blood Devour. |
| Divine Descent (神降) | Deity | Golden Core Formation | 60 | 22s | Radius 7, 26 damage + 6 per realm as Lightning, plus a flat 25 self-heal whether or not it hit anything. |
| Immortal Radiance (仙辉) | Deity | Golden Core Formation | 70 | 60s | Pure support. Heals every player within 8 blocks, you included, for 40 + 8 per realm, and takes 60 seconds off each one's deepest Meridian Injury. Creatures are not mended. |
| Boundless Potential (万法归一) | Human | Qi Condensation | 35 | 45s | Not a strike. 20 seconds of +15% outgoing damage, +4% per realm — no element, and nothing closed off. |
| Hundred Trials Body (百炼之躯) | Human | Qi Condensation | 40 | 50s | Not a strike. 30 seconds of 20% less damage taken, plus 15 maximum health for every Meridian Injury you have ever carried — a lifetime count, not what you carry now. It shares Iron Body's damage-reduction slot, so the two do not stack. |
Demon and Deity each get one art that hits and one that does something else. Blood Devour drinks what it wounds and Corpse Miasma is a plain poison; Divine Descent mends whether or not it connected and Immortal Radiance spends the whole art on other people. The Human pair is the quiet one: Boundless Potential is a long, cheap damage buff on the longest cooldown of the lot, and Hundred Trials Body turns every injury you have survived into a sturdier body — see how it looks on the HUD.
Borrowed bloodlines
A race lock is not always a wall. Five of the six bloodline arts above, and Demon Ape Body below, let a cultivator of another race borrow the art at a real price. Hundred Trials Body is the one true hard lock, and White Tiger Body asks for no bloodline at all.
| Price of borrowing | Default | Key |
|---|---|---|
| Realm needed | 2 realms above the art's own | Off-Race-Realm-Offset |
| Qi cost | ×2 | Off-Race-Qi-Cost-Multiplier |
| Cooldown | ×2 | Off-Race-Cooldown-Multiplier |
| Chance it fizzles | 25% | Off-Race-Failure-Chance-Percent |
| Chance a fizzle also backfires into a Meridian Injury | 30% | Off-Race-Backfire-Chance-Percent |
A fizzle still spends the Qi and stamps the cooldown, but runs no effect and banks no mastery. Two arts depart from the table: Blood Devour fizzles 35% of the time, and Divine Descent costs ×2.5 Qi rather than ×2.
Nothing about it comes free. Enlightenment and a breakthrough will never hand an outsider one of these arts, and of the six that allow borrowing only Blood Devour, Divine Descent and Boundless Potential have a manual to learn from. Off-Race-Access-Enabled switches the whole path off, which makes every race-locked art a hard lock again. A server whose saved TechniqueConfig.json already carries its own entry for one of the older three arts keeps that entry as a hard lock until Off-Race-Allowed is added to it.
Beast Forms
Two arts do not strike at all: they change your shape. Each swaps your model for a beast's for a while, and carries stat riders of its own.
| Technique | Who | Unlock Realm | Qi Cost | Cooldown | Lasts | What it does |
|---|---|---|---|---|---|---|
| White Tiger Body (白虎身) | Any race | Foundation Establishment | 55 | 90s | 35s | A saber-toothed tiger's shape: +20 maximum health and a ×1.4 horizontal speed multiplier. |
| Demon Ape Body (妖猿身) | Demon, or a borrowed bloodline | Golden Core Formation | 70 | 120s | 45s | A heavier form: +40 maximum health, but a ×0.7 horizontal speed multiplier. |
- No hands. While a form holds, you cannot break or place blocks or open a chest, door or workstation, and you are told why.
- An occupied body. If something else already holds your shape, another mod's transformation say, the form refuses and tells you so.
- Logging out drops the form; it does not follow you into your next session.
- Each can also carry a damage bonus or a damage reduction,
DamageBonusPercentandDamageReductionPercentamong the art's params. They ship at 0, so by default a form is only its stat riders.
The Dao Fusion Rite
Not to be confused with technique fusion. The Dao Fusion Rite (道法双融) is for two married cultivators who have each chosen a Dao element and stand near one another: your two elements blend into a matching Iron Body and Qi Infusion buff for both of you.
| Value | |
|---|---|
| Unlock Realm | Foundation Establishment |
| Qi cost / cooldown | 30 / 30s |
| Lasts | 15 seconds |
| Damage reduction | 15% + 1% per realm, capped at 90% |
| Damage bonus | 12% + 1% per realm |
| Realm used | the weaker of the two of you |
Either spouse may cast it, and one cast is enough — nobody has to answer. It works only while your spouse is online, in the same world, within Dao-Fusion-Radius-Blocks (8) of you and has also chosen a Dao element; otherwise the rite refuses to start. It needs the Marriage mod installed, because the bond is the marriage — the same one Partnered Cultivation uses, minus the sitting still. Dao-Fusion-Enabled in Society/PartnerConfig.json turns it off (see Society configs). Unlike the Twin Spirit Pact arts, it is comprehended like any other open art.
The Gathered Arts
Three great arts are not loosed the moment you call them, and neither are the fist ultimate Heaven-Shaking Fist and the Meridian-Opening Art. Use one and you begin gathering Qi; use it again to loose it. The longer you hold, the more it carries.
- Beginning costs the art's
Qi-Cost. Holding then drainsChargeQiPerSecondevery second on top of that. - Below
ChargeMinSecondsthe art will not fire at all — a gathering has a floor, so a mis-tap is a cancel rather than a wasted art at minimum power. - At
ChargeMaxSecondsit is as strong as an ordinary gathering gets. An art that cannot overcharge looses on its own there rather than making you watch a full bar; one that can keeps building into the overcharge band instead. - Moving further than
ChargeMoveTolerancefrom where you began scatters it. What these arts really cost is standing still in a fight. - Run your Qi dry mid-gathering and the art looses at whatever it had reached, rather than being lost — at a small risk (8% by default,
Backfire-Chance-Exhausted) of a technique backfire, a Meridian Injury. - Power scales from ×1 at the floor up to
ChargePowerAtFull.
A charge meter on the HUD tracks it, and the gathering visibly tightens and rises in pitch as it deepens. Only one may be gathering at a time.
| Technique | Unlock Realm | Qi Cost | Cooldown | Gathering | What it does |
|---|---|---|---|---|---|
| Piercing Sun Qi Beam (貫日罡氣) | Nascent Soul | 45 + 14/s | 25s | 0.6–6s, to ×3.2 | A single lance along your line of sight, range 45 + 3 per realm. It pierces — it does not stop at the first thing it meets, only at the world itself. 30 damage + 8 per realm; the beam itself widens from 1.5 to 2.75 blocks as it deepens. |
| Myriad Swords Return (萬劍歸宗) | Golden Core Formation | 40 + 11/s | 22s | 0.5–5s, to ×2.4 | A storm of sword qi over the ground around you, radius 9 + 0.75 per realm. Every blade falls and cuts on its own, landing on the terrain rather than hanging in a flat disc. Five blades at a tap, twenty at a full gathering, 9 damage + 2.5 per realm each. |
| Starfall Strike (隕星擊) | Soul Formation | 55 + 16/s | 30s | 0.75–7s, to ×3.6 | Alone among them it lands somewhere other than where you stand — on whatever you are looking at, up to 38 blocks off. 40 damage + 10 per realm, over a radius that grows from 5 to 9 blocks. Deals real Fire damage. |
The Meridian-Opening Art
The Meridian-Opening Art (通脉术) is the gathered art that heals rather than harms. It is open to any cultivator from Foundation Establishment, with no element or race behind it, and it cures the one thing nothing else on this page can touch: a Meridian Injury.
| Value | |
|---|---|
| Qi cost / cooldown | 60 + 8/s / 90s |
| Gathering | 1.5–6s; breaking your stance scatters it past 2 blocks |
| Cure | up to 1,200 seconds (twenty minutes) off an injury at a full gathering, in proportion to how long you held, times your mastery |
| Reach | your deepest injury first; any left over spills into the next deepest, up to as many as the Meridian-Mending Pill touches (MendingPill-Max-Injuries-Touched, 2) |
A tap at the floor cures nothing, and an art released with nothing to mend still spends its Qi. It is deliberately exempt from the technique backfire: a cure should never inflict the thing it treats.
Overcharge
Hold a gathering past its ceiling and, if the art allows it, it does not loose on its own. The first Overcharge-Grace-Seconds (0.75) past the ceiling are a grace window, so a clean full-power release is still easy to land. After that the art begins to overcharge: its power climbs from the full-gathering figure toward a higher one, the Qi drain ramps up to ×3 by the end of the band (Overcharge-Qi-Drain-Multiplier-At-Max), and the effect swells and pulses faster so you can feel it. If the band runs out the art looses on its own at full depth.
| Art | Band past the ceiling | Power at a full gathering | Power at full overcharge |
|---|---|---|---|
| Piercing Sun Qi Beam | 3.5s | ×3.2 | ×6.1 |
| Myriad Swords Return | 3s | ×2.4 | ×4.8 |
| Starfall Strike | 4s | ×3.6 | ×6.66 |
| Heaven-Shaking Fist | 2.5s | ×3 | ×6 |
It is not free. Releasing while overcharged rolls for a technique backfire — a Meridian Injury. The chance starts at 3% (Backfire-Chance-Full) and climbs toward 45% (Backfire-Chance-Overcharged-At-Max) at the very end of the band, and from three-quarters of the way through (Backfire-Overcharge-Double-Threshold) a backfire that lands draws a second injury as well. Practice softens the odds: an art you have not yet climbed carries up to twice the listed chance, a fully mastered one the listed figure. Release before the ceiling or inside the grace window and there is no overcharge risk at all.
Overcharge-Enabled in TechniqueConfig.json is the master switch, and an art only overcharges at all if its own rule declares an OverchargeMaxSeconds — every gathered art above does except the Merit Aegis of Boundless Compassion, and switching it off puts them all back to loosing on their own at the ceiling.
The Fist Arts
Three arts refuse while a weapon is in hand. They are the visible half of a third progression ladder, climbed by fighting bare-handed.
The unarmed ladder
Every blow you land with a free hand banks fist-art experience, and your bare hands hit harder for it.
- 100 levels, worth up to +220% unarmed damage at the top, plus a further +12% per realm you have broken into.
- XP is measured by the damage that actually got through — 0.5 per point dealt. Hitting something armored teaches less than hitting something soft, and a punch a shield ate whole teaches nothing.
- The bonus applies to your fists and to the three fist arts, and never to a weapon. It also never leaks onto your other techniques: a Sword Qi Slash thrown with empty hands is still a Sword Qi Slash.
By default anything that is not a weapon counts as a free hand, so a torch or a stack of stone still lets a fist art fly. Server owners who want it strict can set Unarmed-Requires-Empty-Hand, and the whole ladder is switched by Fist-Arts-Enabled.
| Technique | Unlock Realm | Qi Cost | Cooldown | What it does |
|---|---|---|---|---|
| Crashing Mountain Fist (崩山拳) | Qi Condensation | 20 | 6s | One committed straight punch — the shortest reach in the mod at 4.5 blocks, and by far the hardest single blow for its tier. 22 damage + 6 per realm. |
| Hundred Rending Fists (百裂拳) | Foundation Establishment | 35 | 12s | A flurry across a 60-degree arc at range 5, where every strike lands on everything caught in it. 8 strikes + 1 per realm, 4.5 damage + 1.2 per realm each. |
| Heaven-Shaking Fist (撼天拳) | Golden Core Formation | 50 + 12/s | 26s | The summit, and the only art that is both gathered and unarmed: thrown from a planted stance and loosed as a shockwave from 5 blocks out to 10 at a full gathering. 30 damage + 8 per realm, to ×3. Its 1.75-block move tolerance is the tightest of any gathered art — it wants you rooted. |
All three scale on the fist ladder as well as your realm, so the levels you spent punching things are what make them worth throwing.
Mastery
Before 0.7.2 an art was exactly as strong as your realm made it. Learn Sword Qi Slash at Foundation Establishment and it did what a Foundation Establishment art does — and it kept doing precisely that until you broke through, however many thousand times you had thrown it. Mastery is the mod measuring practice instead.
Every technique climbs its own five-rung ladder, separately from every other art you know. Two cultivators of identical realm can be nowhere near each other on the same technique.
| Rung | Realm | Practice XP | Manuals | Power | Qi Cost | Cooldown |
|---|---|---|---|---|---|---|
| Entry (入门) | — | 0 | 0 | ×1 | ×1 | ×1 |
| Minor Accomplishment (小成) | Qi Condensation | 60 | 1 | ×1.2 | ×0.95 | ×0.95 |
| Major Accomplishment (大成) | Foundation Establishment | 200 | 2 | ×1.45 | ×0.9 | ×0.88 |
| Consummation (圆满) | Golden Core Formation | 500 | 3 | ×1.75 | ×0.85 | ×0.8 |
| Pinnacle (登峰造极) | Nascent Soul | 1,100 | 5 | ×2.2 | ×0.75 | ×0.7 |
All three, at once
A rung is not bought and is not a ritual. It needs every one of its three requirements satisfied together:
- A realm you have reached. The only part of the old model that survives.
- Practice XP the art itself earned, and only from successful uses — a refused activation teaches nothing. Each use is worth 2 XP plus 0.05 per point of the art's Qi cost, so an expensive art climbs faster per cast and a cheap one climbs by being used often.
- Copies of its manual studied into it. Reading a manual for an art you already know no longer tells you that you knew it — it studies the art deeper.
Whichever of the three lands last is what promotes the art, and you are told the moment it happens. That includes a breakthrough: clear the realm gate on an art that already had the XP and the books and it advances there and then — possibly several rungs at once, if it had been waiting a long time.
This is the change that most alters how manuals feel. Before, the second copy of a manual you had already read did nothing whatsoever. It is now the third requirement of the ladder, and the only source of it — there is no way to buy or grind a manual count.
What a rung is worth
Mastery pays in three directions at once, and all three matter. At Pinnacle an art hits 2.2× as hard, costs 25% less Qi, and returns 30% faster. That is a genuine reordering: a well-worn art from three realms ago can be worth more in a fight than one you unlocked this morning.
The multiplier applies to every magnitude the art produces — damage, healing, absorption pools, buff percentages. The cost and cooldown discounts are applied everywhere the raw numbers used to be read, including the affordability check and the “you need N Qi” message, so what /cultivation technique lists is what you will actually pay.
/cultivation technique shows the rung each art stands on and what its next one still needs. Realm now decides only whether you may hold an art; what makes it strong is having actually used it.
Every art you already know starts at Entry and climbs from your next use of it. Practice before 0.7.2 was never recorded, so it cannot be credited. Set Mastery-Enabled to false and every art behaves exactly as it did in 0.7.1.
Technique Fusion (合道)
New in 0.8.0, and the answer to what the top of the mastery ladder is for. Two arts you have carried to Pinnacle can be fused into a single stronger art that did not exist before.
/cultivation technique fusions # every recipe, and how close you are
/cultivation technique fuse <id> # attempt one
The four shipped recipes
| Fused art | Parents | Realm to attempt | Qi | Fizzle | Cooldown |
|---|---|---|---|---|---|
| Thunderous Blade Requiem | Sword Qi Slash + Nine Heavens Thunder Palm | Soul Formation | 150 | 15% | 120s |
| Diamond Sovereign Ward | Iron Body + Qi Barrier | Golden Core Formation | 120 | 15% | 120s |
| Vital Ascendance | Healing Pulse + Qi Infusion | Foundation Establishment | 90 | 12% | 90s |
| Frost-Flame Cataclysm (冰炎湮灭诀) | Frozen Domain + Blazing Lotus | Nascent Soul | 140 | 16% | 130s |
Each fusion takes something the two parents could not do apart:
- Thunderous Blade Requiem — the palm's lightning carried on the blade's edge. Sword Qi Slash was a cone; the Requiem breaks outward in every direction at once, radius 8 (+0.6/realm), 45 damage (+9/realm). Fusing away the "aim it" half is the point.
- Diamond Sovereign Ward — one activation that hardens the flesh and weaves the absorbing shield, on the same 18-second duration: 55% reduction (+2%/realm) and a 110-point pool (+20/realm). Both stronger and longer than either defense managed alone.
- Vital Ascendance — a heal of 55 (+12/realm) that, rather than fading once the wound closes, carries straight into 14 seconds of +40% outgoing damage (+3%/realm).
- Frost-Flame Cataclysm — the Ice and Fire daos torn together. Two elements from opposite rings, never meant to share one hand, break outward in every direction at once: radius 8 (+0.7/realm), 55 damage (+10/realm) as
Fire, with a ring of alternating fire and ice at its edge. Both parents are Dao-locked arts, so you will normally have walked the Ice Dao and the Fire Dao to carry each to Pinnacle. The result itself costs 95 Qi per cast on a 13-second cooldown, and unlocks at Nascent Soul.
The rules
| Requirement | |
|---|---|
| Both parents learned | and both at the Pinnacle rung — Mastery-Enabled is required, since nothing can be "maxed" with it off |
| Realm | at or past the recipe's Required-Realm, which sits above the higher parent's own unlock realm |
| Qi | a one-time cost, spent whether it succeeds or fails |
| Cooldown | per recipe, between attempts of that same recipe |
A success removes both parent arts from your learned set. 合道 is the two becoming one — keeping all three would make fusion a free extra art rather than a decision. Each recipe carries its own Consume-Parents flag for owners who want the generous version.
The fizzle roll happens after the Qi is spent and the cooldown stamped. On a failure neither parent is touched and nothing is granted — so a failed fusion costs Qi and time, and never what you already hold.
A fused art is a real art
It is keybindable, listed in /cultivation technique, and starts its own five-rung mastery ladder fresh at Entry — the parents' mastery does not carry across.
And fusing is the only way to get one. Fused arts are flagged Fusion-Only, which removes them from the pools that enlightenment, breakthrough, manuals and granttechnique all draw from. There is no manual for a fused art, and no master can teach you one. Once granted it stays fully performable, even if the server later sets Fusion-Enabled to false.
Recipes live in Arts/TechniqueConfig.json under Fusions — see Arts config. Adding a recipe of your own is pure config, provided the result art has its own entry.
Signature Arts
Three arts are won by a milestone and by nothing else. They are not comprehended, not looted, not taught by a master and not inscribed by a sect — and once you have one it is yours for good. All three are a radial burst of Void damage that returns part of what it deals as health.
| Technique | Won by | Unlock Realm | Qi Cost | Cooldown | What it does |
|---|---|---|---|---|---|
| Voidscar Reclamation (虚痕归元) | Defeating the Ruin's Heart, the boss of Roots of Ruin's fifth chapter | Golden Core Formation | 55 | 14s | Radius 7, 22 damage + 5 per realm, returning 20% of what it deals. |
| Transcendent Reckoning (超脱清算) | Becoming Transcendent | Void Refinement | 90 | 16s | Radius 9, 60 damage + 10 per realm, and +3 more for every prestige loop past the Transcendent threshold (counted up to 20 loops). Returns 15%. |
| Convergence of the Myriad Daos (万法归宗) | Proving the Grand Dao Capstone | Void Refinement | 85 | 15s | Radius 8, 45 damage + 8 per realm, and +10 more for each of the capstone's five requirements you still prove true when you cast it. Returns 18%. |
None of them cares about your dao or your race, and each deals the Void damage type whatever your own Dao is. Voidscar Reclamation drains a shade less than the Void Dao's own Void Devour (20% against 25%), so a reward open to every Dao never simply outclasses the art that Dao is built around. A burst passes over a campaign boss that belongs to another player and over any NPC it cannot hurt, and neither earns you a heal.
Merit Arts
Six arts are granted when your Merit crosses a threshold. Merit is a virtue ledger, the mirror of Karma, and nothing else teaches these six: not a manual, not enlightenment, not a master.
- Guiding Lantern (引路灯) — marks a lower-realm cultivator with a timed bonus to the Qi they gain.
- Merciful Hand (慈悲手) — heals a wounded lower-realm ally, more the wider the realm gap.
- Aegis of Boundless Compassion (慈航护体) — a gathered ward that shields every other player nearby, never you.
- Bestow Virtuous Qi (渡气诀) — passes Qi to a lower-realm cultivator, who receives more than you spend.
- Karmic Absolution (消业咒) — clears a fixed amount of your own Karma, on a long cooldown.
- Body of Accumulated Merit (功德金身) — a self-heal and a timed damage reduction, both growing with your Merit rank.
The thresholds that grant each one, and what Merit is, are on the Merit page.
Notes on a few of them
One Step, a Thousand Li only uses the horizontal component of where you are looking - pitch is ignored - and the path is stepped one block at a time. The dash stops one column short of a wall (a rise of more than 2 blocks), a chasm (a drop of more than 8), a column with no headroom, or an unloaded chunk. Its reach was widened in 0.7.2 — 6 blocks base rather than 4, +3 per realm rather than +2, and a ceiling of 60 rather than 40. You always land standing on solid ground; in the worst case you simply don't move.
Sword Flying costs nothing to toggle. The real price is an ongoing drain of 6 Qi/second while airborne, reduced by 5% per realm reached. Flight speed is 12 horizontal and 10 vertical, +1.5 per realm. Activating it again lands you, and it is refused outright while a breakthrough or advancement ritual is under way. It also spawns a rideable flying sword next to you - right-click it to mount, the ordinary interact-to-mount flow. Flight works whether or not you ever mount it, so a failed spawn costs you nothing.
Sword Qi Slash and Nine Heavens Thunder Palm deal their damage through the same entry point melee combat uses, which means they pass through every damage filter the mod registers. If you walk a dao, your strike converts to your element and takes its counter bonuses for free - your cultivation path colors all your techniques.
Qi Barrier and Iron Body stack in a defined order: Iron Body's percentage reduction is applied first, and what survives it is deducted from the Qi Barrier pool.
An Open Registry
Techniques are not a closed list. Another mod registers one with CultivationAPI.registerTechnique, supplying its own effect and its own default rule, and it appears in /cultivation technique's listing, obeys the same gates, and can be bound to an item exactly like a built-in. A third-party art runs off its own registered default rule with no config entry at all; a server owner can still add an override by hand with a matching Id. See Registries.
A third-party effect that throws is logged and shrugged off - a broken art cannot take the mod down with it.
| Command | Description | Permission |
|---|---|---|
/cultivation technique | List every enabled art with its realm, its Qi cost after mastery, its availability, and the mastery rung it stands on. Alias: tech. | cultivation |
/cultivation technique {name} | Perform an art. | cultivation |
/cultivation technique fusions | List every fusion recipe and how close you are to each. | cultivation |
/cultivation technique fuse {id} | Attempt a fusion. | cultivation |
Per-technique rules, costs, cooldowns and params live in the arts configs — see Config, where the five mastery rungs are also defined — and the commands are on the Commands page.