Arts & Treasures/Techniques·

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.

New in 0.7.4 — reaching a realm is no longer enough

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, through one of four routes. Existing saves began this release knowing none of them.

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:

Activation Order — first failure is what you are told
  1. The whole system is enabled (Techniques-Enabled), and this art's own Enabled flag is on.
  2. If the art's Requires-Unlock is set — and it is set on every built-in since 0.7.4 — you must have come by it.
  3. Your realm is at or past its Unlock-Realm.
  4. If the art is Dao-Specific, your chosen dao matches its Required-Element.
  5. If the art names a Required-Race, you are of that race. This is what gates the three bloodline arts.
  6. If the art sets Requires-Unarmed, your hand is free. This is what gates the three fist arts.
  7. You have at least its Qi-Cost banked.
  8. Its Cooldown-Seconds has 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 all 28 built-ins by default. Meeting an art's realm makes you able to hold it; coming by it is a separate event. There are four routes, and an art learned by any of them is learned for good.

A manual

Read its manual — one per art, twenty-eight of them, 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.

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.

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.

For server owners

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

28 arts ship with the mod: nine open to anyone, ten locked to a single Dao, three to a bloodline, three gathered and three fist 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.

The Common Arts — open to every cultivator
TechniqueUnlock RealmQi CostCooldownWhat it does
One Step, a Thousand Li (一步千里)Qi Condensation505sInstantly 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 Formation03sA toggle granting real flight.
Sword Qi Slash (剑气斩)Foundation Establishment304sAn 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 Soul608sAn AoE lightning strike around you - radius 6, 25 damage + 6 per realm. Never hits the caster.
Iron Body (金刚不坏)Foundation Establishment2520s10 seconds of incoming-damage reduction: 40% + 2% per realm, capped at 90%.
Cloud Step (疾风步)Qi Condensation1515s12 seconds of ground speed at x1.6, +0.05 per realm.
Healing Pulse (疗伤诀)Qi Condensation4012sAn instant self-heal of 40 + 10 per realm.
Qi Barrier (护体真气)Foundation Establishment3518sA 15-second absorption pool of 60 + 15 per realm - a pool, not a percentage.
Qi Infusion (真气灌注)Qi Condensation2015s10 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.

One Art per Element
TechniqueDaoUnlock RealmQi CostCooldownWhat it does
Blazing Lotus (烈焰莲)FireFoundation Establishment4012sA burst of petals around you — radius 6, 18 damage + 5 per realm, as Fire.
Frozen Domain (冰封领域)IceFoundation Establishment4014sThe widest of the bursts — radius 7, 14 damage + 4 per realm, as Ice.
Golden Edge (金锋)MetalFoundation Establishment3810sTight and quick — radius 5, 22 damage + 6 per realm, as Metal.
Gale Rend (孡风裂)WindQi Condensation288sThe cheapest and fastest — radius 6, 12 damage + 3.5 per realm, as Wind.
Venom Mist (毒雾)PoisonQi Condensation3016sRadius 6.5, 10 damage + 4 per realm, as Poison. Low per-hit, widest reach of the early arts.
Mountain Press (山岳镇)EarthFoundation Establishment4213sRadius 5, 20 damage + 5.5 per realm, as Earth.
Thunderclap Descent (雷霆落)LightningGolden Core Formation5515sRadius 5.5, 28 damage + 7 per realm, as Lightning.
Void Devour (虚空噬)VoidNascent Soul6520sRadius 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)WoodQi Condensation3025sNot 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)WaterQi Condensation2620sNot a strike. 10 seconds of 12% + 3% per realm incoming-damage reduction.
Changing your Dao changes your arts

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.

One Art per Bloodline
TechniqueRaceUnlock RealmQi CostCooldownWhat it does
Blood Devour (噬血)DemonFoundation Establishment4518sRadius 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)DeityGolden Core Formation6022sRadius 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)HumanQi Condensation3545sNot 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.

The Gathered Arts

Three arts are not loosed the moment you call them. Use one and you begin gathering Qi; use it again to loose it. The longer you hold, the more it carries.

How a gathering works
  • Beginning costs the art's Qi-Cost. Holding then drains ChargeQiPerSecond every second on top of that.
  • Below ChargeMinSeconds the 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 ChargeMaxSeconds it looses on its own rather than making you watch a full bar.
  • Moving further than ChargeMoveTolerance from 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.
  • 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.

The Gathered Arts — hold, then loose
TechniqueUnlock RealmQi CostCooldownGatheringWhat it does
Piercing Sun Qi Beam (貫日罡氣)Nascent Soul45 + 14/s25s0.6–6s, to ×3.2A 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 Formation40 + 11/s22s0.5–5s, to ×2.4A 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 Formation55 + 16/s30s0.75–7s, to ×3.6Alone 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 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.

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.

The Fist Arts — empty hands only
TechniqueUnlock RealmQi CostCooldownWhat it does
Crashing Mountain Fist (崩山拳)Qi Condensation206sOne 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 Establishment3512sA 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 Formation50 + 12/s26sThe 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.

The Five Rungs
RungRealmPractice XPManualsPowerQi CostCooldown
Entry (入门)00×1×1×1
Minor Accomplishment (小成)Qi Condensation601×1.2×0.95×0.95
Major Accomplishment (大成)Foundation Establishment2002×1.45×0.9×0.88
Consummation (圆满)Golden Core Formation5003×1.75×0.85×0.8
Pinnacle (登峰造极)Nascent Soul1,1005×2.2×0.75×0.7

All three, at once

A rung is not bought and is not a ritual. It needs every one of its three requirements satisfied together:

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.

A duplicate manual is no longer a wasted drop

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.

Coming from 0.7.1

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.

Stacking Qi Barrier and Iron Body

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.

Commands
CommandDescriptionPermission
/cultivation techniqueList 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.