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.
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-Manualis set, you must have learned it - see below. - Your realm is at or past its
Unlock-Realm. - If the art is
Dao-Specific, your chosen dao matches itsRequired-Element. - If the art names a
Required-Race, you are of that race. This is what gates the three bloodline arts. - 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.
The Built-In Arts
22 arts ship with the mod: nine open to anyone, ten locked to a single Dao, and three to a bloodline. 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 centred 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 (孡风裂) | 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
Three arts, one per race, gated on a Required-Race 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. |
| 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. |
| 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. |
Demon and Deity are the two aggressive ones, and both give something back — Blood Devour drinks what it wounds, Divine Descent mends whether or not it connected. Boundless Potential is the Human answer to having no innate element: a long, cheap damage buff with the longest cooldown of the three, on the race that reaches it earliest.
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.
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 colours 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.
The Manual Gate
Every art carries a Requires-Manual flag, and it is false for all 22 built-ins by default — out of the box, every technique is available the moment you meet its realm requirement (and its element or bloodline, where it has one).
Set it true and that art becomes unlearnable except by being taught. Two things count as knowing it:
- You read its manual yourself. That is permanent and lives on your own character.
- Your sect has it inscribed in a hall it still holds. That one is borrowed and resolved live, so a sect that loses its hall to a siege stops teaching the art to every member at once.
Not knowing a gated art outranks every other refusal — you are told you have never learned it, not that your realm is too low.
This flag is about whether you may use the art at all. It is separate from mastery, which always wants manuals: an art with Requires-Manual false still needs copies of its manual to climb past Entry, so manuals matter on every server whether or not they gate anything.
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 |
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.