ACS - 基础以及随着时间推移的进阶内容

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This is a guide for Amazing Cultivation Simulator. The goal of this guide is to be a pointer for the knowledge I have of the game to make it easier for me and others to play this game. From what I've seen, the game starts you with a nice collection of brick walls instead of a learning curve, but... the mechanics of the game are more confusing than complex, partly due to... average... translation at best and partly due to the game concepts being quite far outside the norm for a western audience. Guide is incomplete and while I work on it, it will probably not cover everything. Also, later versions may change and break stuff and make things invalid. Sorry. Published on 17 December 2020 Added outer section, law, types of cultivation on 05/01/2021 Introduction How to use this guideACS = Amazing Cultivation Simulator. My current understanding of ACS is that it's more of a collection of mini-games than a game, and part of what makes it fun is combining the different elements into, somehow, a coherent whole. But, that means you can skip a significant part of game mechanics and succeed anyway. However, there is a doom clock in the form of reputation bringing you stronger enemies as time go by, so, you're not exactly completely free... but that's not a huge pressure. I intend for each section to cover subjects rather than "early, mid, late" game, as I think it will be more useful to people reading it. PS : this reflects my current knowledge of the game and is intended to reflect my current knowledge of the game, not a complete view of the game. Useful resources Current game discord / info: https://steamcommunity.com/app/955900/discussions/0/2967272318179202743/ https://discord.gg/7AzmV5TWxR The game tutorial. For real, do it. Glossary and global strategy The game has a few types of characters that the player can interact with. In order of "required in early game" to "required late game", those are: - outer disciples - inner disciples - animals - awakened animals - monster animals - illuminated thingy - (dragon / phenix ? mentioned, not met yet). Early game: pre-golden core. Mid game: golden core. Late game: beyond golden core. Outer disciples Outer disciples are your source of : - wood (early to late) - food (early to late) => check food section - ore (early), it doesn't grow back apparently. But your inners can run missions to get more, also, outposts for the basic stone. - meat (early to "somewhat" during late game) => check food section - building => check building section - combat (early) - craft a lot of stuff: including weapons, tools, talismans, clothing (early to late) - move stuff around and clean room (early to late) - interact with characters on the main map (early to late) - used to man "sub-shrines", outposts and cities either as governor (abbot) or as disciples (lost forever) (mid to late) They are weak fighters, but, properly equipped, can still pack quite the punch against enemies below golden core level (early to mid game probably). Inner disciples Inner disciples basically do anything else that outer disciples cannot do. The "goal" of the game, at least, their goal, is to make them achieve higher level of cultivation, up and to divinity / immortality level. That includes: - unlock the sect tab (MANDATORY). - combat (early to late) - interact with characters on any map (early to late) - conduct "adventure" missions (early to late) - conduct "camp" missions (early to late) - explore external maps (early to late) - craft talismans (early to late) - craft artefacts (early to late) - craft potions (mid? to late) Those are your main fighters. How to raise outers ? How to raise outer stats ? Outer disciples raising In ACS, disciples, no matter where they're from, have LOTS of attributes and statistics. But all basically fall on the same principles. The higher it is, the better it is. As a guideline, I find it useful to have specific crafters (with high crafting and artisanry) as the stuff your outer can make are a reliable source of money and basic materials. "Regular" outers can do all other stuff, farming, cleaning, moving stuff around. Don't forget that with a bit of micro, you can use ensoulment to make vessels (one per inner, so plenty) to take care of all peon level work. But there are different strategies there... so whatever you like.

Attributes (PERception, CONstitution, CHArisma, INTelligence, LUcK) cap at 10 and can be raised. Skills (Mining, Social and so on) cap at 20, and are then modified by your attributes and possibly other factors to make a final ability score. As far as I can tell, ability score is the one used when actually using the skill. Example: the social ability score is a function of your social skill and charisma, to which you add some hidden base stat or modifier. But, outside of the character editor, the things you can do in game to raise the ability score basically is raising charisma to 10 and training the skill to 20. Raising attributes Attributes can are raised by using spells from your inners on your outers, with talisma-boosting stats, and elixirs. "Basic" and easy to get permanent boosts include: - eternity pill (+10% to all stats, and +500 max life) - bane pill (+10% to all stats, and -60 max life) - primordial spells (+20% to attributes, one spell for charisma, intel, perception, constitution), can be gotten from learning laws. Easy to get temporary boosts include: - forming pill - heavenly, earthly, ether, wisdom, blessed pill, +30% to an attribute and +3 lifespan There are other ways to learn stats but mostly later in game and for min-maxing (sub spirit artifacts for example). Raising skills Skills are mostly lost when you become an inner, with some of them, depending on the type of law you're studying, transforming into your inner base skills. Skills on the left and central column can be raised by using them: - Mining raises mining. - Social raises when speaking to other people (spreech bubbles) => that means having everyone in the same room all the time raises social to high level faster, so IMO it's better to have as few recreation rooms / training rooms / eatery / barracks for outers) - Farming raises by... farming. Making huge farm is a good idea anyway. - Artisanry raises sometimes when using crafting, tailor or smithing. It's fairly slow to get higher and it is a statistic that is used for crafting artifacts as an inner, so if you intend to make an artifact crafter, it should be as high as possible. - Construction is raised by building stuff. Making shallow water and dirt tiles costs nothing and will train your people easily. - Crafting is raised by using associated crafting skills. Crafting stuff is useful anyway because an easy way to make money at the start of the game basically is to sell crap that cost 1 each to the merchant. Example: brownstone sell at 1 each, brownstone bricks sell at 1 each, and you can make 4 bricks with 1 stone. Do keep some 2000 brownstone for buildings in villages / cities. Same with wood -> timber (harder to grow fast but easy to get in large amount from villages / cities) or wheat -> flour. Offcut, however, doesn't have a cost. Later, when your crafters are high enough, you can make a profit by selling them stuff made from the ingredients you bought from them. - medecine is raised by practicing medecine. Doesn't matter much, later in game you'll be able to use inner skills / elixirs to completely reboot a character. Raising stats on the right side is more complicated. - Battle can be raised by having outer disciple train in fighting sect branchs (check sect branch guides for this) - the other 3 can't, AFAIK, be raised as an outer. However, they transform into skills for inners, and the higher they are, the higher the corresponding starting stat, which reduces attainment for your inners (that's a concern for advanced min maxing mostly). PS : Characters have "default" stats, which you can't affect directly, and modifiers: childhood, adult life, age, temporary buffs... and basically, as far as I can tell they mostly got a lot of different formulas to make the final score. To verify this is easy. Make 2 different characters in the reincarnator editor with the same backstory, age, sex and race. You WILL get different stats. Where are the laws ? What are laws ? In game terms, laws are a collection of skills, which you're good at if your attributes match the law. Unlocking new laws enable new paths for your inners. There are 3 types of laws you can learn: - Xiandao cultivation (golden core path) - Shendao cultivation (divinity path) - Physical cultivation (body laws) There are a lot of different laws in the game. Especially Xiandao ones... The ones that matters the most are "Supreme laws", as they're the ones with the best effects in game. All shendao and physical cultivation are supreme. Xiandao... have lots of "weaker" laws.

Ascension, primordial, golden core and wordly law basically are NPC laws, mostly useful to get unorthodox manuals, stat boosts, spells... but mostly they shouldn't be cultivated outside of a self imposed challenge. What is the difference between Xiandao laws ? Manual pavillion enables your inners to learn skills from other laws... however that's only level 1 skills. That means that the difference between laws are: - the base stats necessary to boost the law - the law element - breakthoughs are different and they give different bonus once passed - all level 2 or more skills are exclusive (with the exception of sub-spirit crafting). As far as I know, there is no level 2 or more skills in laws outside supreme laws, so laws that ain't supreme laws are worthless compared to a supreme law : you'll be able to learn anything in it anyway. You can equip some level 2 or more skills via sub-spirit crafting, but that's a late game mechanic. I invite you to check guides on sub spirits for details. Where to find them ? Supreme laws form 5 groups: - Basic Taiyi Law => they're the one that you can choose at the beginning of a game with a human at 1 cost. - Advanced laws => they're the Xiandao laws that cost 5 when starting as a human. - Shengdao laws. - Body laws. - Talisman law. You will get all 5 basic Taiyi laws with an event in the first month of the game or so. For others: Advanced laws You can get advanced laws by farming "manifesting mandate" event. The success rate for this event is apparently influenced by having attributes high enough to learn the law. You can (and should) farm those laws as soon as possible. If you don't get them "naturally", the Derivative calculation skill can (and should) be spammed. It creates an event and has a rather high chance to spawn manifesting mandate. Other map events can also drop advanced laws (golden casket I think ?), but honestly, you should get them from manifesting event. Ancient casket (drop from mining boulders) can also drop advanced laws and manuals, but it's pretty time consuming and limited. I wouldn't rely on it that much. Lesser Xiandao Law "Lesser" Xiandao laws can be gotten in the following ways: - using sould inquiry on a dying cultivator => It increases condemnation by 1 and your evil reputation, and has a high chance of learning you a law. For better results, move the bodies to a very ominous room, and bury the corpse afterwards to balance your sect reputation (burying gives good reputation). - buying law manuals from other sects (requires 1000 reputation and 1 connection for each). Those manuals can also be gotten by using soul inquiry when "people from XYZ sect attacked you on a secret mission" so I'm not really sure it's worth it. There's a limited supply of those, apparently 6 per sect (except demonia) - stealing them from sects (risky but sometimes doable) - taking them when you conquered a sect (by then it's mostly unneeded though, but still) - convince visitors to stay in the sect and have them teach you the laws / their skills. You should place as many lesser laws as you can in manual pavillions. Besides adding a lot of unorthodox skills to learn (stat boosts in particular), every 1000 point of laws in your manual pavillion reduces inspiration cost by 1% for every disciple, which adds up pretty fast. Talisman law can be gotten from He Zudao (check diplomacy guide below). Divinity laws: You'll get the first law in this category with an event, when you raise south village to level 2. Explore them and enjoy. I don't know how to unlock the other ones yet. Body law You'll unlock the first law as an event around day 100, the event that unlocks demonia temple. You can learn another one by raising your reputation to maximum with demonia temple and adventuring them, eventually you'll get an "gift" event from the leader and he'll give you this law. You can learn another on by using soul inquiry on invading demonia cultivators. I don't know if / where are the other ones. Xiandao cultivation basics Xiandao cultivation is the main focus of the game. It's also the type of cultivation that has the most min/max complexities, despite being the basic one. Its core is the golden core / new laws / learning skill from manuals mechanics. Xiandao are the ones that build artifacts, draw talisman, can launch most misc skills (even if Shendao have a lot of useful stuff too), make formations and so on. You will NOT be able to make a "perfect" min max Xiandao cultivator as a starting character. To make one he will need assistance from other elders. You can, however, realistically aim for GC 1-3 as your first cultivator and work your way from there. A lot of the boosting can only be done in the outer phase of the disciple's life. Check the appropriate section for this. Apart from demi-god (which limits your character) and golden core (which must be done at a precise season), there is usually no reason not to raise cultivation and pass breakthroughs. Xiandao statistics and attributes

《仙道》的内部属性机制相当简单直接。 战斗属性决定你的命中率,据我所知,成为内门弟子后就无法提升命中率了。外门弟子可以通过门派分支提升命中率,但这算是后期机制。不过,即便命中率“较低”,也只是从95%降至75%左右,差距并不算大。 社交属性受魅力值加成,并且通过与门派内其他人被动交谈(对话气泡)来提升。因此,让内门和外门弟子共用公共桌椅,以及让内门弟子在外门弟子中活动都是有益的,这有助于提升社交属性。 工艺属性会从外门弟子时期保留。据我观察,在进行 crafting 时该属性有时会提升。它对 crafting artifacts 有很大影响。建议选择工艺属性较高的弟子培养成工匠。气感无法通过训练获得,但可以通过属性(魅力和体质)和特定技能(来自功法)来提升。其他6种技能可在内功界面直接进行训练。

Having high level of magic and magic crafting will make your start higher value of those 6 skills but it barely makes a difference IMO. What makes a difference here is the max level you can learn. Humans basically are capped to 20. Some skills from manual raise it a bit, but most of the raising is from being a yaoguai, they can be capped as high as 32 from "birth" (and then boosted by manuals). Cultivation, skills, laws and manuals To get stronger: - inners cultivate to get XP to reach the next breakthrough (same principle as fundation really). - inners can learn skills - inners can equip boosting items - inners can drink potions / eat stuff Cultivation: Cultivation is faster with higher mental state, qi, element, whether you have a master or not, law compatibility, weather and season. Wait. That's nearly the same things as the stats we need to breakthrough, which means that inners should have the same cultivation room for GC. Both should be the same if possible (you might lack materials to build enough room for everyone in the early stages of the game) and basically follow the same building principes. You can raise cultivation speed further with the sect branch cultivation type, and items / talisman / skills that increase cultivation speed. Skills You can learn a level 1 skill from any law. To do this, build manual pavillions (multiple of them) and write all available laws in it. Also, whenever you get a manual, write the skill that's on it in the pavillion. Then, use the study task from the pavillion (for each disciple that needs to be taught) to learn them. There are different ways of learning skills, but there are better methods. Best one is learning from its master, as it gives you 50% inspiration cost reduction. Second best is from manual pavillion (25% reduction cost). Other methods should be avoided if possible (directly from the skill screen / from manuals in inventory) as they have no inspiration reduction cost. Learning level 2 skills or more can only be done full price. Beware that skills have an element, and therefore skills from opposing elements cost a lot more (usually, 3 times or so). Avoid learning them if possible, it's probably better to have 3 different skill that the one from the opposing element. Not always though. I learn all max qi skills except the heart injury (heal with panacea pill only) before GC (golden core) because the quality of GC is so important. Yes, learning the "yin" max qi skill that makes your guy a gal is ok. Reconstruction skill costs 30k and will make him whole again. And his not long lost "treasure" is worth hundreds to the merchant. After GC I tend to learn mostly non-opposing skills, even if they are max qi. TIP: the more manuals are in manual pavillion, the less all skill cost (1% for each 1000 manuals in pavillions). That's about it. Build huge bookcases. Boosting items A lot of items have hidden stats. For example, an umbrella protects you from the mood debuff from rain and snow. Scented sachet boost mood. Bear Demon's fur (200 cost at a merchant) enables you to support temperatures up to 100°C colder. Read the description of items. Also, later in the game you can with the sub-spirit mechanic create magic items with new skills / stats and give them to your other disciples. Talismans have their stat shown, but also contribute here. Inners mostly shouldn't not run errands without an invibility scroll, talisman travelling and departing shadow. When cultivating, having a talisman that boost cultivation is good... and so on and on. Potions Same as for items, except most boosts are limited in time. Specter refinment boost them (items too BTW). Different types of breakthroughs Apart from golden core, change states requires a breakthrough. - Regular breakthrough costs mana and basically is a percentage chance to pass. sometimes lifespan and pills. Failing usually does nothing, but at higher level it might give you an injury (mostly cureable) or outright kill you (more annoying). That said, with a standard breakthrough room, you shouldn't fail. - adventuring breakthrough require you to... adventure. Sometimes a lot of times. - one alchemy law breakthrough transforms your inner into an outer again, for days. Usually without effect, but it can be dangerous for yaoguai (as they have no qi then and the tribulation timer still runs) - tribulation breakthough... is a kind of heavenly cloud charged with qi that attacks your inner. Tribulation strength and how to fight it. There are detailed guides for how to fight them, I'll go only for basic rules here. By default tribulation attacks your qi and you're mostly safe if you have more qi than it has strength and decent shield strength. Things that add to tribulation strength (bad for you): - condemnation of your inner - bad element - qi on the tile (tribulation absorb qi from around it) - bad artifacts, artifacts don't have damage resistance and once they don't have qi they take qi from the inner. With bad artifact users it's better to remove artifacts than to use one. - element resistances Things that add to your resistance to the tribulation (good for you): - qi regen - shield strength (boost it with spells / item / equipment / potions) - good element on surrounding tiles (if you counteract the qi) - virtue - luck attribute - good artifacts killing the tribulation faster than they lose artifact qi (require good artifact user) - some spells from other inners can affect AFAIK, you can use pills during tribulations. Some base tribulation strength for reference: - supreme law tribulations just after GC : around 10k - 7 sword tribulations: 30k, 100k, 300k. - yaoguai tribulations: 5 times 75k (each elements is represented once) - attainment tribulation: 700k qi, doubles each time. Xiandao: Golden core How to get a high golden core To get a high golden core, you need : - to tick as much green pluses in all boxes in the breakthrough pop-up windows. It's important to know that those don't actually cap at 5 green + icons. Even if you don't see them, they actually can (should) get higher for a better results. - have the highest "max qi" stat possible Contrary to what is written mostly everywhere, apparently qi regen has no effect at all during golden core. Don't stuff qi regen and spirit stones into your inner before a breakthrough. Golden core is basically a step that eats your qi, the more it eats, the better it gets. Best seasons: ElementWeatherWindow 1Window 2 FireToxic MiasmaSpring 9-13x MetalDust DevilWinter 23-27Spring 23 - 27 WaterThunderstormAutumn 10-12x WoodRainstormWinter 9-13x EarthFoehn WindSummer 7-15x Yin Yang Yin / yang depends on hour of day. For reference, Golden core 1 is reached around quality 150 000 and the breakthrough lasts for about a day. A quality 400 000 GC1 lasts for multiple days. For metal cultivator they have bonus at night, so I find it better to start at the start of the night (before 5 pluses) so golden core ends during the next night, to maximise night time. Special weather can also boost this (polar night is night for 6 days). Later in the game you can get even better weather from immortal statues apparently. Qi and Element Qi and element can be gotten by building cultivation room (lots of guide on this on the net). At start you only have elements with range 4, limiting what you can do, but later in game you'll be able to get elements with range up to 6 or 7. Example of a dual qi room (for temperatures):

这是一个相当早期的游戏房间。关于如何改进修炼室,有完整的指南,但基本规则很容易理解。 大多数物品会以3距离(游戏术语)辐射元素,也就是2格远。距离计算采用三角法,以上述例子来说,坐垫的距离为1,紧挨着坐垫的精华(非对角线)距离为2,其他精华距离为3,所有木材的距离为4。

你应该根据距离是否在可及范围内,放置【聚气】属性最高的物品(不是【气】,是【聚气】)以获得最佳效果。初期,聚气值较高的物品通常范围较小,但游戏后期情况并非如此。例如,我可以通过在坐垫旁放置【赤血果】和【棱镜莲】来改进上述布局,因为它们的聚气距离为2。 特殊建筑:【魔法祭坛】。这是一种特殊物品,可以从【昆仑派总部】复制(获得权限后派角色在那里扎营,进入地图探索,选择其中一个,点击【观察】或其他类似按钮)。它们拥有可观的600点基础聚气值,但占地面积为15格。布局模式会略有不同。

左侧图案用于魔法祭坛。右侧图案用于坐垫。弟子实际上坐在祭坛的中间顶部方格(黄色),这意味着要提升他,你可以在他周围放置展示物(红色=距离2,蓝色=3,黑色=4)。显然,只有当你无法从魔法祭坛占据的15个方格中获得超过600的聚气时(即每格平均40聚气),才使用魔法祭坛。如果你有距离5的聚气物品,它会继续以圆形扩展(有关这一点请查看其他指南)。 最大灵气 要获得最大灵气,基础属性是灵气感知(需要尽可能高),然后你可以通过以下方式提升它: - 至高法则(这就是为什么你需要尽快获得尽可能多的至高法则)。你应该尽可能多地学习它们。- 增加最大灵气的物品(前期:土行精华、红参、灵芝、邪行精华)。注意这些物品存在收益递减效应(例如,食用超过2个土行精华就是浪费),且邪行精华会降低心情(这会影响突破,因此需要用符箓、物品或技能提升心境)。 后期游戏中还有其他可使用的最大灵气物品,如龙凤肉和废弃丹药。不要忘记,灵气感知实际上受智力和体质加成。因此,一个基础属性为8/8且灵气感知60的角色,比一个智力/体质为2/2且灵气感知60的角色更差……除非你能将属性提升到10(这是可行的,但要到游戏后期)。 与物品相关的非常重要的一点:你可以且应该使用【魂炼】技能来强化物品。你可以将物品提升至12级。如果你想要更好的效果,这是必须的。例如,【大地灵流】能提供更多的灵气,【长生丹】能提供高达800点生命而非500点,等等。对于符箓,需要在绘制前进行强化以提升属性:12级的【心境符箓】能增加21点精神状态,而“标准”的【神圣符箓】只能增加12点。 法则契合度 要达到最高法则契合度,你基本上需要尽可能提高自己的属性(查看外部提升部分)。 神道修炼基础(神性) 嗯。基本上,神道修炼法则是自成体系的。 建议你查看相关指南以获取详细信息。 基础概念 这些法则的核心思想是让你的角色随着时间推移成为真正的神。要做到这一点,你需要创建一个天界领域,并提升两种突破机制(心情和常规突破),而非一种。此外,你需要获取信徒(首先通过冒险,然后通过神界领域),并通过与他们交流(类似外交游戏的变体)获得核心信徒。 基本思路如下: - 将心情提升至200并完成一次常规突破。 - 创建你的天界领域(48个地点),为此你需要暂时将神性提升至50,并创建一个精心设计的突破房间。这大致相当于达到金丹一期。如果没有48个地点可供建造,你应该重新开始。 - 提升心情和突破等级,并在天界领域建造更高等级的设施,以增强你的角色实力。体修基础(体法) 关于体法的思考 体修目前被广泛认为是最强的功法。 在我看来,体修之所以极其强大,主要原因在于:虽然要弄明白该怎么做存在巨大的困难,但培养一个能单刷任何内容的修士几乎没有先决条件。随便找个人,让他变成能单刷不朽模式的怪物是完全可行的,几乎不需要别人帮忙,只需要一些外门弟子就行。 这里我不会深入细节,外面有长达数百页解释的指南,我永远无法与之相比。不过,我会解释培养优秀修士的基本原则。修炼是如何进行的 其实比看起来简单。 1 - 学习功法。 2 - 提升经验值,突破一两次以解锁新的秘境部位。 3 - 在这个界面通过塑造材料(消耗或不消耗精华)来创建/提升你想要的【秘境部位】。

4 - 给这个装备它们

5 - ... 6 - 收获成果! 重要提示:在混乱阶段结束时,身体法则会自动提升,因此你应在进入该状态前尽可能提升角色等级,并利用最后一步仅提升在此阶段解锁的隐秘身体部位。身体教派反正没有执念。 重塑 选择身体部位并点击“重塑”,会将重塑动作添加到你的修炼者必须执行的动作列表中。完成后,返回此界面会显示一个巨大的黄色加号。点击它会打开一个弹窗,让你选择“模具”,这些模具将被添加到该身体部位。 提示:身体部位等级越高,获得的经验值越多,但消耗的耐力也越高。想要快速提升修为境界,与其将多个身体部位提升到5级,不如专注将一个身体部位提升到50级。通常,你需要先完成两次突破,解锁能让你更好地吐纳/进食的身体部位,然后再开始创建秘境身体部位。 提升经验值并创建秘境身体部位。 好吧,或许没那么简单。基本上,秘境身体部位就是除第一个标签页外的所有标签页。当你突破极限时,会解锁新的秘境身体部位。让修炼者变强的关键目标,就是通过那些界面强化并装备这些秘境身体部位。

要“解锁”身体部位以进行装备,你需要满足左下角第二个界面上的所有条件。以我的界面为例:左臂第五层需要9/9的磨尖骨头,左臂肌肉需要81个回火血肉和9个强化血肉,以此类推。 秘密身体部位的获取取决于你的种族和所遵循的法则。这类部位数量太多,我无法在此一一列出,但已有其他人制作了相关指南。 不过,秘密部位的总属性由界面中身体部位的总模具构成。这个角色相当一般(我创建它是为了在参考更高级的指南前测试机制,因为我发现另一篇指南难以理解,但现在自己测试后,感觉还可以)。你需要做的就是进行塑形,直到解锁最高层级,然后选择最多6种(一个身体部位可能的最大塑形类型)进行尽可能提升,以获得良好的修炼者属性。属性位于屏幕左上角。属性基本上很直观,如果不明白可以留言,我会尽力提供帮助。 呼吸、进食、高级塑形以及如何提升后续身体部位 你可以在没有灵气的情况下进行塑形。早期的基础隐秘部位无论如何都不需要特定类型的灵气。有灵气时应使用灵气塑形,但在早期阶段,修炼灵气可能非常稀缺,不宜浪费。 塑形取决于身体部位、身体法则和种族,可用部位都有不同的列表,灵气类型会改变获得特定塑形的几率。要成为一名高效的炼体修士,你需要将呼吸效率或进食效率提升至最高(取决于你是想通过呼吸获取灵气,还是通过进食获取,或者两者兼顾),以更快地获得灵气。要做到这一点,你需要达到能够解锁这些身体部位的修炼境界(通常需要突破两次)。然后,若选择呼吸路线,需将淬炼鼻子和淬炼肺部提升至最高;若选择进食路线,则需将胃和肠的等级提升到足以吞噬你想要的东西(不过显然,如果进食效率提升过高,你的角色可能会不停地进食?这部分我不太确定)。这样就能让你获取大量灵气。剩下的事情就是用你获得的精华来塑造并激活你想要或需要的隐秘身体部位,并为它们添加你想要或需要的模具,直到你的属性足够高,可以击败任何你想击败的东西。 更多信息 如上所述,有更完整的指南,其中包含完整的build、模具列表等。这些指南通常假设你已经了解身体教派的运作方式(这也是我制作本页面的原因),我建议你去查看这些指南。 建筑?风水? 本节将介绍如何建造建筑。因此,它旨在涵盖风水基础、吸引力、房间大小和类型,以及其他一些内容。你为什么要关心这些?因为在不祥的房间里会发生不好的事情,而好的房间会提供心情加成。你应该使用幻境模式来测试内容。你可以在该模式下创建蓝图,由于蓝图是共享的,之后你就能在任意游戏中使用它们。 房间 游戏中的房间至少由一面墙内的一个风水建筑和可供进入的门组成。完成上述设置后,游戏会判定房间带有屋顶(例如,角色不应在房间内飞行)。

重要点:房间内的温度(查看温度部分)是恒定的。野外则并非如此。火元精条会使其所在位置及周围升温数十度,可能会烧伤人员并引发火灾。但它只会使房间升温几度(因为其效果会因房间大小而减弱)。这在建造过程中或房间受损时可能会产生问题(火元素的高级修炼/突破房间若受损会自发燃烧,详见修炼部分)。 基础房间

元素之间存在相互增益效果,你可能看过一些攻略建议大部分建筑都应使用土元素和金属性。这样确实能让游戏初期更轻松,但并非必须。不过,选择土和金属性作为开局有以下几个原因: - 太乙宗地图中大理石块和铁矿资源丰富,如果你追求速通,从第一天起就能使用这些资源(可查看探索界面)。 - 其他任何能增强元素效果的组合都需要水元素或火元素。低等级元素时这不成问题,但高等级元素会大幅改变环境温度,经常导致物品起火或人员冻死。因此,初期不要尝试使用水或火元素,后期再考虑。外门弟子和外门弟子建筑完全不讲究气元素。 土壤带有土元素,能提升铁的产量,因此更容易获得【大吉】房间。 为什么这个房间是【大吉】? - 此类房间的门位于右侧。 - 拥挤度适中(既不太多,也不太少)。 - 房间内大多数风水建筑都是【大吉】(据我所知,需要达到80%或以上)。 为什么床是【大吉】?风水建筑的吉凶会受到其附近元素、地板、土壤以及天气的影响(在这种情况下是提升)。例如,下雨时,地图上所有格子都会增加一些水元素,这可能会影响吉凶判定。距离 游戏中,距离1指物品所在的格子,距离2指相邻格子(不含对角线),距离3指距离2格子的相邻格子(不含对角线),以此类推。所有你建造、拥有、掉落地面且带有元素的物品,会对距离3范围内的其他建筑产生影响(即它们自身所在格子以及距离中心1和2格的格子)。例外:土壤仅影响自身所在格子,地板也是如此。 回到我们的例子,金属(铁)床靠近许多泥土(褐石)墙壁,位于泥土土壤上。你可以用装饰替换墙壁,但通常墙壁提供的效果比装饰和展示物品更多……具体情况取决于(查看下方显示)。 注意:地板会降低土壤的效果,并由其建造元素的效果替代。它还能提升房间吸引力(查看下方楼层)。 展示台 你可以将游戏中的任何物品放在展示台上。这有两个好处:一是冻结物品寿命(针对会衰减的物品),二是让你可以放置任何想要的物品并将其当作装饰品。当你把物品放在展示台上时,其元素会辐射3格距离(自身格子及周围2格)。

当我的鼠标悬停在垫子上方的条状物(位于中央)时,这个方块显示有少量灵木(因此带有木元素),而大部分是火条,它们会将火元素引入其中。 注意:水会冻结,火会燃烧。这意味着房间内的显示器可以用来加热或冷却房间(在冬季或夏季可能有用,可查看温度管理部分)。 从图片(底部)可以看到,显示器本身没有元素属性。不过它们仍然有材质。这意味着,虽然用火之精华条制成的显示器没有元素属性,但它仍然会加热房间(可能会加热很多)。所以……我诚恳建议尽量避免这样做。 使用高级材料的房间

我刚刚将上述示例中的褐砂石替换为圣石,并且将铁床换成了暗钢材质。 注意到品质和吸引力的变化了吗?对于外门弟子来说,这些并非必需,但它们能为房间内的人提供心情加成,让角色管理变得更轻松(后续访客部分会提到,这对访客而言是必需的)。 关于地板: 首先,铺设地板很有用,因为它能增加房间的吸引力。此外,地板还能起到“土系风水元素削减器”的作用。

查看下方木地板的效果:

顺便一提,你不能在水上建造建筑……但是,你可以在水上建造地板,然后在地板上建造建筑。上面就是例子。 为什么要建造小房间? 这并非必要。你完全可以建造更大的房间。不过,更大的房间需要装饰和更多的物品。

这就引入了空间拥挤度的概念:所有房间都需要一定比例的物品。这就是为什么你不应该在储藏室里建造风水建筑,以及储藏室不应该有元素属性的原因。 新增内容:你可以混合同一组的风水元素。建筑分为4组: - 工坊类建筑需要东向的门。 - 床类建筑需要南向的门。 - 厨房类(炉灶)建筑需要西向的门。 - 其他不要求门朝向的建筑(桌子、坐垫等)。 如果不同类型的建筑要求不同的门朝向,则不能混合建造。

为什么只能放一个元素? 再次说明,房间内并非必须只放置一个元素,因为元素的影响范围仅为3格半径(自身加上周围2格)。但在建造过程中,墙壁、装饰物以及展示架上的物品会散发热量或冷气,可能会对弟子造成伤害。

左侧:大理石木雕。 右侧:普通木雕。 X光视图:

注意到其中一个木工制品只有两个绿色加号吗?这是因为右侧的木工制品只是吉祥,而非大吉。为什么会这样呢?左侧有火元素墙壁,而右侧是冰元素墙壁,所以品质较低。等级越高的元素包含的“元素”越多。 不过,这种设计存在一个缺陷:房间内墙壁的温度处于平均水平,但墙壁仍会散发足够的热量,导致室外的人被灼伤或冻伤。 为什么只有一个房间? 再说一次,这并不必要……这里一张图胜过万语千言。这才是大吉。

Rooms with door requirement require one door on the side they want and whatever door to "inside" as you want. Room with no Feng shui elements are considered outside. Here, I "tricked" the game with the training room to get exists where I want them. Food ? Cooking ? Freezer ? Food basically has 5 tiers in game. From lowest to highest: Food tiers (worst to best)Dirt / Feces Feces is autogenerated by animals from time to time. It decays extremely fast in hot temperatures. It makes your characters sick and will probably kill them in time. Dirt is autogenerated by characters when they starve enough. It makes your characters sick and will probably kill them in time. Bread / dried meat Dried meat can be crafted from meat at a bonfire or a stove. However, a stove creates more dried meat. Basically, making dried meat early game if you don't have a freezer might be useful, else... just don't use those. Meals (simple, fine, lavish) They essentially work the same way, just cost more ingredients, feed more, and give bigger mood bonus to whoever eats them. They can be cooked manually or you can use the sect interface to automate it (disciples will automatically order food as time go by). You should use the sect interface to tell your people to automate meal production. How to cook To cook, you need an outer disciple with a cooking skill. Specializing an outer disciple in cooking is a good idea. Bonfire have no side effects, but, stove occasionally catch fire, and as your sect grows you might require a second cook if you have a lot of outer disciples / inners require food too. There are 3 ways to avoid cooking related fire hazards : bonfires can't have side effects but has low efficiency (bad idea) more than 30 cooking skill seems to prevent fires when cooking up to fine meals stove should be as auspicious as possible (=> check feng shui / building section) fire heats the room when it occurs. So having a somewhat large kitchen somewhat cooled (see temperature section / building section) will alleviate burns that will occur with fire happens Cereals and fruits from early to late game Cereals and fruits can be grown by your outer disciples, and there is no reason why there should be some shortage of it ever. You're not limited as to how much you plant. How much food do you need ? Basically... lots. Wheat takes about 6-8 in game month to grow, or something like this. It doesn't really matter what you grow, but you need to grow many variety of stuff as you need. Don't hesitate to fill screen with it. Ensure you have the manpower (outers) to work it. Stuff takes a loooong time to grow, so after the planting phase (which is kinda long) 4-5 guys are enough for thousands of squares of plantations. They don't need to be specialized people. They can be your crafters and just care for crops when needed. To plant, the only thing you require is some outer disciple with the farming skill, it doesn't really need to be high, but they do plant faster with higher numbers. No idea if they get better crops with higher skills though. You can set up your fields in rooms, and that's a rather good idea, as you can then use demon blood to heat the room during winter, enabling whole-year growth. Remember to place the corpse of your enemies on fields (and to tell your doggy, if you have him, to crap on fields) as soil fertility eventually depletes and corpse and crap renews it. Meat from early to late game Meats primary source is hunting animals. They dry up in the mid game and you then need to have an inner disciple run adventures at meat-producing villages around your city. You will get, later in the game (second year) some events where a group of aggressive animals spawn on the map and you get to kill them. The biggest issue with those is that animals are mortals, so you shouldn't use your inners to kill them as they'll rack up bad karma. Your pet will do fine however, or your outers if you micro manage them. Hunting works basically like this: either attack it manually and then, once the animal is dead / unconscious, click on the "hunt button" or "butcher" and one of your outers will finish it. Or, you can just click on "hunt" and hope that the outer will win. Mostly, he won't against anything bigger than a rabbit. What you can do is attack with an outer with a bow, and, when the animal is in range of your guy, just tell your guy to move out. He'll do a weird evasion move and that will reset the animal's aggro... so your guy can shoot again, and so on. That little bit of micro enables you to hunt anything, basically. Tip: on default weather conditions, during the first winter, most if not all animals in sections you have explored will die. Having your pet on "butcher animals" will make him butcher anything in sections you have explored, whether you have set the "butcher animals" flag on or not. Unexplored sections won't be affected by cold, apparently. This is usually a good thing, assuming that you have not explored where the monster is during winter or have killed it by then. Respawn: some animals do respawn at the start of spring. Taming & herding You can tame animals ! Even if there is little point doing it except as a starter factory for demons later on. To do so: attack the animal or somehow make it unconscious. Once it's unconscious, feed it (there is a button for it when you click on the unconscious animal). The guy feeding it will tell you if the animal likes this food or not (pay attention to it), even if it's fairly straightforward. The higher level the meat / herb / food, the better chance of taming. Once the animal is tamed, just pack females and makes in the same area (via pastures) and every few (in-game) seasons you'll get new ones. Please beware that feeding animals takes time from your outers and also requires real food (apparently, wheat for herbivore, meat for others, and they'll take other stuff if they need). That's mostly not an issue. Beware: tamed animals occasionally transform into monsters. Herb garden and specials As soon as you can, you should start to grow those. They make excellent food for your spirit pets later on, and herb garden plants have a chance to drop an "evolved" version of themselves when gathered. Example: ginseng sometime drops red ginseng, and so on. They require qi, which doesn't mean much. Growing them on fertile soil works. What items with Qi gathering actually do isn't gather qi. It gives a bonus to everything in its radius so it gathers qi better. That means that one or multiple displays in the middile of an herb garden will help the grown herbs provide themselves with enough qi to grow. Freezer Food, and meat in particular, decays rather fast. You can build a freezer early game by just making a room, displays and place mid-powerful water items on it. A 60 space room will require about a dozen displays with Ice crystal bars (for example) to reduce temperature by 30 °C. Or a single soul gem to reduce temperature by about 80 °C. As soul gems are rather common loot (it seems to drop drops from huge animal monsters at core shaping or golden core level, and also loots from fei and lushu, which are weak), I generally pack all medecine and food into the same room and let the soul gem cool everything in it (including fire medecines) to safe level. Fei and lushu will be appearing on the map every few seasons... but that's not very reliable. Important: Rooms (a set of wall enclosing an area) have uniform temperature in the room. So storages should be in rooms. Else, high level fire / water element will freeze / burn stuff running on them. Tip: When starting a game, you can choose via the "environment button" to start with a lushu or a fei on the map. The only effect I've seen about those is to ensure that one fei or one lushu does spawn on the map. Fei locks the weather to "rain / snow", so I don't recommend it. Starting with a lushu, however, locks the weather to "sunny" which is nice at start, and you can then kill it when you feel like it and make your freezer. Survive hunting & random animal attacks ? first "humanoid" attacks ? You have outer disciples, inner disciples and so on. Well, bad news, your enemies have that... and more. This guide aims to cover the basics of combat. Check the combat section for more information. Basics to know: most fights will end with someone unconscious or dying rather than dead, as your character are on "non-lethal" mode. You can switch this to "kill mode" by clicking the top left icon in the character bar. normal qi protects you from attacks. attacks unprotected from qi need to heal - outers will automatically heal regular injuries and use medecine from wherever it is (not qi injuries, see section for advanced combat). healing can lead to scars. They can be healed... but that's a mid game thing. It's better to not be harmed. And it's not hard to nearly never be harmed. Inners (yours and enemies) have ridiculously high regeneration rate even at low level and can accumulate dozens of scars in a single fight if their qi is depleted. enemies don't seem to switch their aggro ever. So if one of your guys tanks, the other are free to shoot. enemies have 4 states: alive, unconscious, dying, dead. Battle stat decides hunting strength but isn't something that can be trained. CAREFUL: the game doesn't advertise it, but killing a mortal with an inner gives you negative karma points, which is an important defense for late game tribulation. Don't use inners to kill mortals. Animals (with no qi) are considered mortals. However, your pets don't care. From day 30 onward, your pets should give the killing blow to everything that requires an early death. Character states and what to do with it. Alive => well, alive. Unconscious => depending on the character level and injuries, it means you have a few seconds / few minutes before the injuries heal themselves (might leave a scar) and gets up again (monsters, most inners), or dies (mortals). Unconscious (dying) => sub section of the above, you'll see it mostly for animals and mortals. Dying => This starts a 300 second timer before the character dies. That's your last resort, and it's for inners mostly. Mortals don't see to have this timer. Corpse => Character is dead. Corpse stays for 1800 seconds. Higher temperatures can reduce this. Use this to put the corpse on a field for soil fertility renewal. IMPORTANT: in "non lethal mode", a single attack on an unconscious enemy will, without fail, put him into dying state.. So you NEED, in the middle of combat, especially when fighting multiple enemies, to micro one of your characters to give the last hit, else, especially when you start fighting inner-level enemies, they'll just get up again and again and again. It's the same between Dying and Corpse, but there is no point where accelerating the process is useful. Why would you want your enemies unconscious and not dead ? Quite a lot of reasons for this: there are situations and spells that require your enemy to be unconscious to capture him, get a gem from him. A dying enemy killed in a very ominous room will 100% drop an Anguish soul gem, which is a necessary ingredient mid game onward to upgrade items. How to survive hunting As you may have noticed if you started the game, animals don't pull punches. Your outers ain't mere mortals - even the weakest of them are in my opinion at superhuman level in our world - but in their world, they're weak, as a simple cat can completely maim them despite their prowess. Outer disciples can be ordered to hunt by using the interface, but that means that... Your people will go hunting with whatever weapon they have, including their fist, and face harm. So... you basically shouldn't do that. What you should do is either to : - equip your outers with bows, and manually tell your guys to attack animals you want dead. - send your pet and attack the animal. Once dead, set the "butcher" icon on the animal to have your hunter take care of it. Alternatively you can select the "hunt" tag and send an inner of your pet to kill it. Don't use your inners, they'll get negative karma points from it, which will bite you later in the game. First humanoid attacks There is very little difference (combat-wise) between animal you hunt and mortals that attack you. The main difference is that enemy waves they loiter a bit and then attack random buildings / people. Once they have finished, they start to steal something and go away happy. If they get unconscious and wake up, they try to steal some stuff and just leave after that. Dealing with random animal attacks when exploring If you've started the game... you might have noticed that animals are fairly aggressive. Cats, tigers, bulls, bears, boars will automatically attack any building / outer disciple of your sect. They will, however, NEVER attack someone that's not from your sect. They don't seem to be attacking your inners either. So... short answer is... don't bother exploring the map with outer disciples at all, nor use the explore flag. Explore with an inner disciple manually, you can order him / her to move with the V button. Your first monster on the map corner ? The first monster The starting map has, on a corner, a monster infused with qi. It should more or less be the first one that you have to manage in a standard game. It's certainly possible to do faster or better, and I don't care much. This guide is here to answer new people struggling with a reliable and simple strategy that explains the game, not to get end-game before endgame. There is a nice warning message provided by the game telling you to flee the area. Listen to it. Your disciples thank you. This strategy isn't by any means "good" or "optimized" or whatever, it's simple and reliable, and doable by people with no grasp of the game. You shouldn't do so once you know the game enough. For the first 30 days of the game: IGNORE THE MONSTER. Focus on building your base and getting more disciples. The more the better. It doesn't matter if they stink. During those 30 days, beside other tasks, build a bow for each of your disciples. A basic wood bow will suffice. It's important to have quite a few disciple by then. If you're missing disciples, send your first inner to a city to get more (you should have one by then). At day 30 you will get hashuan, your little doggy, and his / her 27000 qi pool. Wait a bit until doggy gets all his mana filled (few days at most). Then, when you feel ready, move doggy toward the monster on the corner of the map, and once he's aggroed, select all your other disciples and attack the monster. Watch as his qi, then HP pool disappears. Notice than the monster's aggro doesn't change. As soon as the monster is downed, check his status, and kill it if it's only unconscious by attacking it again. Then, butcher it. This strategy works for most early, mid game enemies, basically, your inner tanking the shots while half a dozen outers with bows provide DPS will decimate most enemies, until they start having more than 20k qi. You can, of course, provide your outers with better bows if you have material, but avoid processing spirit wood => it's WAAAYYY to expensive to waste in such a fashion early game. Temperature management ? Temperature is fairly strange in this game. Items / building of the fire element heats stuff. Water element (including ice) cools. Rules for it differ if outside or inside. Outside Temperature outside depends on the item's power, and difficulty level. Rare items like "soul gem" for example can reduce temperature to -170 degrees easily. By default, outside, heat / cold radiates a few squares, or more in case of a specially powerful element. By going over it, your characters will potentially burn / freeze to death in instants. Inside Inside a room (doesn't matter if it's feng shui or not), temperature is uniform, and whatever heats / cools the room is neatly averaged. You can use this to grow stuff in winter for example. The easiest way to do this is to put fire / water items on displays. You can create an "even temperature" room by placing equal, or similar amount of fire and water elements in a room. This is an important mechanic to know about as later in the game hot rooms could reach thousands of degrees if uncontested. Walls Walls are a special case. They count as outside if outside and inside if inside. Walls made of Fire Essence, for example, will heat the "outside" part of the wall enough to burn people to death and start fires. Displays Whatever object is on display / inventory (or on ground) basically has the same effect on temperature. That means that one of the best way to provide heat / cold to your disciples can be to put display and "micro manage" what's on it. Micro manage is kind of a big word as once a season usually does the trick. Clothing Clothing have 1 or 2 stats that relates to temperature, and the better quality they are (materials and skill used to make them), the better they protect you. If you click on "Mindful Dresser" in the equipment tag, they'll pick up appropriate clothing when they feel they need it. It might not be enough sometimes but mostly it works. To be honest, I don't find any usefulness building anything else than winter clothes (for cold) and summer clothes (the only ones that currently have stats that enables you to get to higher temperatures). Of the "starting" available elements, demon hide is the best you can get. Animal hide / fabric will be enough for your outers for most of the game, barring you choosing deliberately places hostile to life as a map. Why would inners want them ? They do get bonus to temperature management as they level up after all... Well, your inners will appreciate demon hide winter clothing for those -150° events, for example, or the +500° one. Fei and Lushu hide are good, but worse than demon hide, and way rarer. Demon hide can be farmed easily, a core shaping spellcaster and the pet will beat low to mid level animal demons on exploration map for 15-50 each (and a few demon blood) with next to no specialisation. With some specialisation or a golden core you can farm mostly all of them. Talismans Talisman can be equipped to protect your people from cold / heat. This requires a bit of micro to build stuff for everyone and equip them though. Progressing as an inner disciple Raising your inner disciple level will, in most cases, add to his temperature resistance. Adventures ? Events ? Once your characters become inner disciples, they can go on adventures. The tutorial explains how to do this. Important tip: Yaoguai on adventure / camping have their tribulation timer frozen. Actually, every timer is frozen, as far as I can tell. So you can avoid the "waited too much at breaktrough level" obsession by making the inner spam adventures. Or just wait until the right time to level your yaoguai. Tip: the Derivative calculation skill will spawn an event, at the cost of 10 years of life (cheap). Use it to get the events you want (manifesting mandate...) Adventure Adventure result differs depending on the target you're exploring. Exploring capitals / unexplored towns of rival sects will explore the map and expose minor sites (there is a percentage written in the corner, if lower than 100% you'll explore stuff). Exploring minor sites will trigger an event depending on the minor site properties. If there is an event in progress, you might be proposed to participate in the event instead of participating in the usual exploration result you might have. If you send your guys to a rival sect capitol or just its territory (once you've got the right to enter) you'll often trigger an event asking you to greet or insult the rival sect. Use it at your discretion to raise your reputation with them (or lower it). Avoid sending your people to evil sects early on, visiting them before you're friend will often result in a trap (lowers massively your reputation, relation with them), and whether you're friend or not, you'll often trigger an event where your bad sect reputation raises (a lot). Avoid this event until you have 96% or more invibility talisman or, for some reason, require Evil sect rep. Going to visit sect HQ once your sect is recognized as a "Just" is suicidal too. Events will then trigger that will massively reduce reputation with them, add even more good rep for the sect, and hurt your visiting disciple. Visiting "sub-sites" is fine however, as long as you have access to the territory. If you send your guys to neutral towns, you've have 5 different options: - market (free low-level stuff), the text says you buy it but you don't - try to recruit disciple (might fail) - try to raise your reputation there - collect belief => belief is accumulated on towns you have an outpost from and can be used as belief for divine cultivator or inspiration points for "regular" inner disciples. If you send your guys to a "resource" location (a location with the little icon indicating the location), they'll most often fetch a few dozen of the stuff. It's the only reliable source of meat mid- late game as far as I know. Of course, the rarer the ressource, the less you'll be able to take home. And, there might be other conditions. Earth flux (and most rare resources, like roots for spirit trees, lumina cores and similar stuff), for example, drop when your character has a compatible element and with high luck : an earth cultivator has 50% chance of getting earth flux with 10 luck, a fire one has 100% with 10 luck, metal can get there but I'm not sure how much they can get it, and AFAIK others can't get one, ever. Adventure is one of your main and reliable source of materials late game. Cherish it. The downside is that doing any adventure will raise your reputation. And reputation directly influences the game's difficulty, the more, the harder the game gets. As the tutorial indicates, you should give invisibility talismans to your errand guys to reduce the reputation gain. Camping (and entering) Camping is used to station some of your guys at a position. He will have an event, like if he was adventuring, every few days. It's supposed to be training him too, but I have not noticed exactly what or how that works. This can last 28 days, so if you don't want to see someone for a long time you can do this. To me the main use of camping is to enter the location with one or more disciples. You should enter every location at least once to scout and loot it. Come back multiple times if needed. Loots are the same for every game so don't hesitate to look at guides that people made that have compiled data on it. Every rival sect capital has buildings you can copy. Most are decorations... but the most important of them is the altar of magic in Kunlun. When cultivating, it gives a bonus of 600 to qi gathering and requires a rather low level of materials. You will get better qi gathering with displays late in the game, but early, it's a huge boon. It's about the only way to get mid-high level of iron element qi gathering elements (for water laws) early in game as lumina cores are fairly rare at start. You can copy the design or take samples of anything... BUT don't take the wonder or steal stuff on the ground / displays until ready for war. When speaking to people, you will get prompts about He Zudao all the time. You need to speak to him and get him to give his scroll, as it's a new law with what are the most useful talismans in the game. Check diplomacy for how to do this. Most maps have "demons animals" on it, so ensure, before you go, that you can kill them. Doggy + a decent core shaping disciple with a few spells usually is enough, even if it might take some time at lower levels. Golden core disciple walk on the map. This is an easy and reliable source of demon blood and hide, you should profit from it as soon as you can. As far as I've been able to tell, stuff doesn't seem to replenish. However, for items that have "quantities", like a stack of bricks, their number vary each time you enter the map and basically go from a few dozen to 250. I'd suggest grabbing anything that has a lot more than 200 if possible. Events There isn't many different types of events and... you can ignore most of the map events. You shouldn't ignore manifesting mandates as they give new laws, and new laws are too important. Unique events and story events should also be done. There are "unique", or once a year events, like the immortal fair (lots of disciples to recruit), demon emperor tomb opening (unique miracle), or the storyline ones (ultra mandatory). Mostly, you need to do them all. Kunlun competition is an exception, winning it does give a supreme law and can be done first year, but it also gives you 4000 reputation which is a doom sentence it you don't have primordials or high GC at least. Out of the "repeating" ones, manifesting mandate is undoubtly the most important. Sending people there will give you a chance to learn a new supreme law (not a random NPC law), and those are kind of mandatory for late game. You can send people until it works too ! So when it spawns, just send everyone not needed for base defense and hope that one of them gets it. Other repeating events will be : - about disasters in cities (go for positive karma / to help a city you control beat a disaster), so you should do those. - stuff about artefact / manual / potion / lost book. You can do them, but, it's the less important thing to do. Most will drop low level artefacts. Manuals / potions are more interesting but utterly random. The "artefact will appear at site" with no condition is kind of a trap IMO, as it will require you to fight other sects and you don't want that early / mid game. And, even after fighting, you might get crap. All of those can be ignored if you have important stuff to do, there is no repercussion for ignoring them. - sect war prompts. Just... don't. Those give huge amount of reputation and you don't want that early game. Later, whatever you like, but, early, you don't want those. Outposts ? (not done) Diplomacy ? Clue ? Speaking to people ? I'm lost ?!? Thanks Kurt for his guide and being awesome. I could write stuff here but... this guide has all the info you need. Kurt you don't know me or anything, but, you're awesome. Thanks ! https://docs.google.com/document/d/1Bso2z4o_u70Sh5d3Gq5YSiwwX4tI0ppDf2o6mpRlj7I/edit# Mysteries and Clue by Kurt Basically, the only thing I can add from it is that if you don't wanna play the storyline minigame, you still need to talk to a few people to get favorites from leaders. Why would you do that ? Because giving favorites to a leader via the "gift" interface will give you 200 reputation and 1 connection (useful to exchange late game items). Just starting the trade interface once on the map for each leader will add him to your secret list, and then just speak to a few guys to unlock favorites, and that's it ! Remember to use a guy with high level social to do so. It works way better. 85+ is required to get everything. Diplomacy and / or how to get free stuff I'll settle on an example : how to get the law from He Zudao from Skydome Palace. If you have spoken to litterally anyone in the game you should have him mentioned and have this prompt or something similar in your secret tab. I'll start a new game, but that's not anything near necessary. Here is my diplomat:

第一步:建立基地。吴雅琴服用筑基丹,成为内门弟子,在地图上猎杀妖兽,我的两名外门弟子将战利品放置在新建的交易区。 第二步:建立联系。只需点击宗门都城,查看秘密标签页。

现在所有角色都已加入队伍,接下来要获取天顶宫的通行权(只有当你的声望达到0或以上时才能进行,游戏开始时默认满足此条件)。 打开与天顶宫的外交菜单,向其首领赠送任意一件物品(物品类型不限),然后重新打开外交菜单,使用交易界面用战利品交换通行权(在本攻略中,使用50张绿鼠皮)。我通常会在游戏初期用绿鼠皮、妖兽皮或飞鼠皮来换取通行权,不过你也可以用其他物品交换,比如魔血,它在游戏初期用途不大且容易获取。

吴雅琴随后会带着“营地”飞往那里并探索这个地方。为了准备这次行程,她会装备一个护身符,因为这是何足道最喜欢的东西(不过你通常不会提前知道这一点),但何足道是个特殊角色,所以……我们知道他喜欢什么。

第三步:找到何足道并获取他的信息。 我运气不错,随机点到了她(没错,何足道是个女孩)。点击几次“聊天”将好感度提升到30,然后选择“交谈”,再选“人物”,她就会告诉你她的喜好、厌恶以及个人宝物。这是你能直接从他人那里获得的信息。

然后我们需要找出能间接获得的信息,所以我们会和其他人交谈。

基本上有三种可能的回答:要么他们知道并告诉你,要么他们不知道且不想告诉你(提升与他们的好感度,或提升社交技能),要么他们确实不知道。如果他们不知道,只需换另一个同门成员询问,总会有人知道的。 如果好感度不足,你可以通过反复点击聊天按钮将好感度提升到30。 你可以通过向他们透露你知道的关于其他人的事情(八卦)将好感度提升到60(如果没有限制的话,甚至更高)。任何事情都可能有用,比如喜好、秘密、位置等……但前提是与你交谈的角色在意你所八卦的对象。点击“聊天”时,留意对方说的话,他会告诉你他想知道哪些人的八卦以及他掌握了哪些信息。只需……我猜你可以阅读答案,然后使用讨论按钮来了解他们知道什么,并给予他们想要的东西。 当角色的社交值达到85以上时,好感度达到60就足以让人们告诉你其他人的弱点。好感度达到30则足以获取大多数其他信息。我们这里想要的是弱点和特殊技能,但获取的信息越多越好,因为你掌握的信息越多,就越能通过与对方交谈来提升好感度。 要将好感度提升到60以上,要么该角色比较天真(这样在交谈时不会有阻碍),要么你知道对方的弱点。如果你处于60好感度且遇到阻碍,与目标交谈时提及目标的弱点就能消除阻碍,让你可以将好感度提升到100(就像你从30提升到60那样)。不过,要了解目标的弱点,你需要与其他角色交谈,因为这是“私密”信息,所以你只能通过其他人对目标的闲聊来获取。最后一种情况,如果角色性格内向,你需要使用Hashuan的特殊技能来解除内向角色的信息封锁(可参考kurt的指南),但这基本上需要一只100级智力的狗狗,而你可能没有。幸运的是,何足道的性格设定为迟钝,所以这个方法对她总是有效的。 经过对几个人的询问,我们终于得到了所需的信息!我们从其他人那里获得了弱点和秘密知识,现在能够将好感度提升到100并进行物品交换了。

第四步:返回何足道处 再次与她对话,通过谈论从他人那里得知的事情将她的好感度提升至60。然后,关键步骤是通过点击与她谈论她的弱点来解除障碍。此时会出现如下提示:

然后我们通过告诉她更多我们了解的关于其他人的事情,把她的好感度提升到100。这样我们就能获得免费的战利品了!最后一步:获取战利品。完成所有这些后,点击【秘密知识】,可以获得一本特殊知识的专用手册(游戏中的每个角色都可以进行一次,但用处不大)。

最后,你可以获得她的特殊宝物。回到聊天轮盘,点击动作,然后送给她一件她喜欢的东西(正好是我之前从基地拿的护身符)。**送给她的喜欢的物品必须在与她对话的角色的背包里**。这就是我拿护身符的原因。

你刚刚获得的物品会掉落在地上,别忘了按F1键拾取(注意只拿角色掉落的物品)。

如果角色拥有多种特殊战利品,你可以多次给予其相同的喜好物品。 如果身上没有可给予的喜好物品却又想要该战利品,你可以点击邀请按钮将目标邀请入你的门派(需要60点好感度),对方会在几天后加入。若想与特定角色交谈,你也可以使用【踪迹】按钮来了解该角色未来几天的位置(据我所知,离开当前所在地图时位置会发生变化)。之后离开此地图,返回你的门派总部。 结论:回到门派后,选择你的新战利品并点击【研习功法】。恭喜!你已获得符箓功法!

按照同样的原则,你可以获得神秘信息(还需要了解更多事情,获取库尔特指南)和/或宗主喜好(赠送他们喜欢的东西很有用,可获得200宗门好感度和1点外交人脉)。