Alchemy
Alchemy turns cultivation cores into spirit pills - consumable one-shot advantages that make a stretch of cultivating, or a single dangerous ritual, go your way. Four ship with the mod. Each has its own recipe, and each is consumed on use.
The Pills
| Pill: | Quality: | Recipe: | Effect: |
|---|---|---|---|
| Qi Gathering Pill | Rare | 2x Spirit Core | Multiplies all Qi you gather by QiPill-Gain-Multiplier (1.5) for QiPill-Duration-Seconds (300). |
| Clarity Pill | Rare | 1x Profound Core + 1x Spirit Core | Multiplies ritual durations by ClarityPill-Ritual-Speed-Multiplier (0.75) for ClarityPill-Duration-Seconds (300). |
| Tribulation Ward Pill | Epic | 1x Divine Core + 1x Lightning Essence | Banks WardPill-Shield-Charges (1) charge, up to WardPill-Max-Stored-Charges (3). |
| Clear-Mind Pill | Epic | 1x Divine Core + 1x Profound Core | Banks ClearMindPill-Charges (1) charge, up to ClearMindPill-Max-Stored-Charges (3). |
Qi Gathering Pill
Applies to every source of cultivation Qi - meditation drain and absorbed cores alike - for five minutes. Re-consuming refreshes the timer rather than stacking a second copy. It multiplies alongside your race bonus, your skill tree’s Insight branch, and everything else that touches Qi gain.
Clarity Pill
Multiplies the duration of a breakthrough, an advancement or a refinement ritual by 0.75 - a quarter faster - for five minutes. It stacks multiplicatively with the race and skill-tree ritual-speed bonuses, and the same 90% floor that clamps those applies to the total.
Shorter rituals also mean fewer tribulation bolts, since bolts fall on a fixed interval of ritual progress.
Tribulation Ward Pill
A banked charge fully negates the damage of one tribulation lightning strike. The bolt still falls, with all its noise and light - it simply does not hurt you. Charges persist until they are spent, so you can bank up to three before a dangerous breakthrough and walk into it knowing the first three bolts are free.
This is the direct counter to a heavy karma ledger, and the reason a Divine Core is worth holding onto rather than absorbing.
Clear-Mind Pill
The Heart-Devil Trial’s answer to the Ward Pill. A banked charge holds your composure through one pulse of the trial - the inner demon still appears, but that pulse drains no composure at all. Charges persist until used, up to three at a time.
A deeply Yin- or Yang-leaned cultivator faces the Heart-Devil Trial instead of lightning, so a Ward Pill does them no good and a Clear-Mind Pill is the only ward that helps. See Tribulations.
Notes
- Pills are recipes on the items themselves, so they are crafted the same way any other recipe in the game is.
- None of the four drop on death.
- All four are also valid spirit beast food, worth 25 Qi each when fed - a considerably worse use of a Divine Core than eating the pill yourself.
Every duration, multiplier and charge count lives in the alchemy config - see Config - and the related commands are on the Commands page.