Guides

What the systems are for, and what to do about them. For the numbers behind any of it, the wiki reads them straight out of the game.

Getting started

You pick a world-realm, then make a cultivator in it. Both choices matter and only one of them is reversible, so take a moment over the first.

Character creation rolls you a bloodline and a physique, and asks you for an origin. The origin is the one that does the most work: it decides where you begin, what you begin with, who you already know, and it carries percentage bonuses that follow you for the whole life of the character. It is not flavour text.

Cultivation and realms

Cultivation is the spine. You gather Qi, you fill a realm, and then you attempt a breakthrough into the next one. Each major realm is a different order of magnitude — gear, monsters and your own stats all climb together, so a realm you have just entered feels the way the last one did when you arrived in it.

Higher breakthroughs bring tribulation: a fight you must survive rather than a bar you must fill. Tribulations are elemental, and this is where an unlucky elemental weakness on your bloodline stops being theoretical. Go in with resistance, not just with attack.

From the Celestial realm onwards a second half of the game opens up — guardian beasts, soul demons, and the events that go with them. A great deal of content is waiting behind that gate, so it is a reasonable medium-term goal to aim everything at.

Bloodlines and physiques

They are two halves of the same idea and they pull in opposite directions. Bloodlines are inborn and offensive — attack, elemental damage, Qi. They are named after creatures, and a crystal that carries one drops from a beast of that kind. Physiques are the body: defence, health, resistance, and the elemental absorbs that turn an incoming attack into healing instead of damage. They are named for elements and drop from them.

Every one of them is listed, with its full stat block, in the wiki.

The five professions

Each is a genuine profession rather than a menu, and none of them is optional forever.

Designs come from three places: research, drops, and masters who teach. Some of the better ones come only from a master, so find one.

Pills, and how many is too many

Pills are the fastest way to move a number, and the game puts a hard edge on that: there is a daily safe limit on how many your body will take. Go past it and you are not wasting the pill, you are poisoning yourself.

The same rule is what makes medicinal ponds a real decision rather than free value. A pond gives you the benefit of one pill every ten minutes, and the longer you sit the stronger every one of them is — but the longer you sit, the better the chance the water leaves something behind. Usually that is an affliction you can cure. Sometimes it is a permanent cut to your daily pill capacity that nothing but rebirth will undo. You choose the length on the way in and you cannot get out early.

Combat

Turn-based, against packs of up to five. You choose targets, and area techniques hit several at once, so what looks like a damage problem is often a targeting problem.

Beyond ordinary fights there is the Tower — a hundred floors on a monthly seed, the same climb for everybody that month — and Elemental Escalations, ten element chapters at three difficulties.

Sects and sect war

A sect is the social spine of a world: shared storage, a merit shop, crafting orders placed by members for members, and people who can teach you things.

Sect war is inter-sect PvP, and it is not fought live. A war is declared, a seventy-two hour countdown runs, and then the battle resolves as an elimination between the two rosters — ordered by Dao Power, with damage carrying over between fights. Nobody has to be awake for it. What follows is a loot window, and then another, and a war log explaining exactly what happened to whom.

The practical consequence: the time to influence a war is during the seventy-two hours. After that it is arithmetic.

Events worth dropping everything for

Regions spawn events on their own. Most last four hours, and the good ones are worth rearranging an evening around.

Nearly all of them are one-attempt-per-player by design. That is so a region clears an event together instead of it going to whoever happened to be online and strongest.

World-realms

There are five — Sirius, Logi, Naeritus, Mordo and Heritia — and they are separate games that happen to share your account. Characters, sects, markets, rankings and world firsts in one are invisible from another.

What that means in practice: play where your friends play. A character in the wrong world cannot be moved to the right one, and nothing you own crosses over. The server stats page shows how populated each one is.

World firsts are claimed once per world and never again. If you want your name on that list, a quieter world is a better bet than a busy one.

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