Amazing Cultivation Simulator

I have spiritstones but cant make bows out of it.
You need spiritstone blocks to make spiritstone weapons. You make those at the same workshop as all your other stone blocks, though of course you'll need some spiritstones to start with.

There's a couple places on the world map that have one-time stacks of spiritstone blocks, if you're willing to go poke around, but that's not actually necessary.

Like what? Examples please.
"Food and cloth." As in, lotus root, wheat, flour, bread; cotton or woven fabric. Furs. Dried meat. Stuff that sells for a single spiritstone each, but that you can get lots of.

Also is there a way to avoid having inner disciples breaking all the time without having them have inordinate amounts of leisure time?
Generally I default to having the Inners on leisure as much as possible; high mental state is very important for breakthroughs, and can take a while to build up. (Note: you can temporarily raise Mental State over 100 with talismen, etc. If you do so, be careful about how low mental state has gotten before you take the bonus back off.)

Cultivation is pretty quick before Golden Core if you've made a proper cultivation array, so you can get that done pretty quick whenever, and manually pay attention to their mental state when you do it. After Golden Core you want to get cultivation progress by adventuring, not cultivating, so leave them on leisure.

You shouldn't be having disciples exercise for Inspiration at all; that's what outposts are for.
 
I imagine that by leaving them on the dojo it would work right? Or do they have to be the "leader"?
Ah, quick explanation: once you've built an outpost somewhere, you can send inner disciples to adventure at that location for an additional option: "Harvest Belief." Do that, don't try to assign your inners to man the outpost. That is for disciples you don't think are good enough to train up into immortals.
 
That is for disciples you don't think are good enough to train up into immortals.
Thanks for the clarification. Because that was exactly what I was going to do.

So then the only choice for immortal candidates (...or chosen... hehe) is to not cultivate inspiration or train? I mean juat cultivate and leisure time?
 
So then the only choice for immortal candidates (...or chosen... hehe) is to not cultivate inspiration or train? I mean juat cultivate and leisure time?
Long-term, you're going to want most of your Inners to be doing stuff.

Early on, I'd recommend having most of them run around exploring the world map. Just... remember to keep at least one at home on guard duty. Especially before you get the puppy.
 
Hm. I had my first earth cultivator recently she had a compatibility a bit over 130 percent and I got a bit excited.

I didn't have any fire thingies and the breakthrough percentage chance was too low being around 20 in a cave I dug specially for her so I got creative but I gave her a heatstroke.

Had she endured the flames she could have ended up with unimaginable power.

 
The trick with Wood/Earth Cultivators is that they're both fed by Water and Fire respectively.

But adding Fire and Water materials to a room fucks with the temperature.

The solution to this is to create an indoor cultivation room with an *exact balance* of Fire and Water materials in them, they cancel each other out as a result.
 
So... what is feng shui good for?

- It's important for cultivation, in a lot of ways.
- It generally seems to make people happier, and possibly healthier
- Feeding good feng shui to your crafting tables seems to help with the results of crafting.
- Bad Feng Shui can possibly get you killed in a variety of ways. Really bad feng shui can make you turn into potentilly valuable crystals once you do die.
- Sufficiently good overall feng shui can accelerate the timer that controls what you get attacked by.

Beyond that, though? I kept hearing about how cranking your overall feng shui sky-high was super-important, and I'm perplexed about why.
 
Beyond that, though?
I'm pretty sure it also feeds into Epiphanies, which are, y'know, nice. If entirely unreliable.

But it's mostly the cultivation and breakthrough benefits, yeah. Those add up.

(The attack acceleration is just a large chunk of reputation, and if you're moving fast you'd need that rep for unlocks anyway. Not a big deal, so long as you wait until after the puppy shows to trigger it.)
 
Cranking up feng shui in as many areas as possible is useful to counterbalance the few cursed areas you will need to make (for spirit trees if you want evil ones, for body cultivators, for anguish soul gem kill rooms).
 
So... what is feng shui good for?

- It's important for cultivation, in a lot of ways.
- It generally seems to make people happier, and possibly healthier
- Feeding good feng shui to your crafting tables seems to help with the results of crafting.
- Bad Feng Shui can possibly get you killed in a variety of ways. Really bad feng shui can make you turn into potentilly valuable crystals once you do die.
- Sufficiently good overall feng shui can accelerate the timer that controls what you get attacked by.

Beyond that, though? I kept hearing about how cranking your overall feng shui sky-high was super-important, and I'm perplexed about why.

It modifies a lot of the back end calculations apparently. And yes, if a room's Feng Shui is bad people can literally have heart attacks in their sleep and die.
 
Cranking up feng shui in as many areas as possible is useful to counterbalance the few cursed areas you will need to make (for spirit trees if you want evil ones, for body cultivators, for anguish soul gem kill rooms).
Okay... so what's the downside to having the bad overall feng shui that's likely to result if you don't do that? Does the overall sect score bias the individual tile score?
 
Today I learned that if you start annoying Demonia they can send a pair of Body Cultivators to wreck things.

One-Hit KO'd my pet from 50k Qi...

(I was using a bunch of cheaty realm palace items, so thought I could kick 'em out.)
 
The game got some mainstream exposure after Ssethtzeentach posted a review video (and binged on the game for 600+ hrs).
here's the link to his recommended mods if people missed it. The 100% favor mod is a must for sanity's sake.



docs.google.com

Sseth Recommended Mods

 
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One-Hit KO'd my pet from 50k Qi...

Well, they get to punch through the Qi shields that everyone else relies on for defence.

Even then, 50k Qi is very low anyway, body cultivators can get attack stats well over 50k later on and a full grown pet should have way more qi than that.

Though Daemonia is also the only sect you can cheese the hell out of, if you spend the time to assassinate all their elders until all of them have been replaced by snakes.
 
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The problem with this game is that it is obscure as hell. There are no good written guides anywhere and the tutorial just covers the basics.

Today I got my first golden core cultivator. I specially prepared a room for her to breakthrough. Then I saw that in a corner she could get a core rated 9 and I though 9 is higher it should be better, weird that she gets a higher number on that corner over there, anyways lets breakthrough. Afterwards I see the text that shows when you hover your mouse over her core, which said that the lower number the better.

A couple questions how do I get more blank talismans, can I reverse engineer talismans and pills? If so how.

The spirit bow venture was actually pretty profitable. However storage is a problem.

Edit: I found the best guide ever.

ACS Foundation Guide


Speaking about them. I just got my first. Don't really know what I'm doing beyond telling him to mold his leg and eating stuff.
But why? free resources.

Ssethtzeentach posted a review video
That video is why I am here.

What does it do?

50k Qi is very low anyway
highest cultivator having around 6k. q.q
 
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The guide stuff linked in the steam community discussion stuff was pretty okay last time I was playing ACS, for what it's worth. Least so far as I can recall. Had most information you would need, somewhere or another.

So far as reverse engineering pills/talismans... not that I can recall? You find new recipes and whatnot in manuals, mostly, iirc.

Can't recall what the 100% favor mod is, though I'd guess it'd make it easier to socialise with folks. Automatic 100% talismans is great, at least!
 
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A couple questions how do I get more blank talismans,
Talisman Table. It's a building in the Work category, and might require you to have established your sect to unlock?

Gaining access to other talismans requires finding them in manuals, either as random loot drops or through plot. That said, there's a "freestyle" talisman option - if you can get close enough to matching what you know a talisman is supposed to be freestyle, you get a half-stat "fake" version, even if you've not unlocked it.

The spirit bow venture was actually pretty profitable. However storage is a problem.
Yep.

That's the other reason to sell fabric &c; takes up less space in storage. Especially once a certain plot building is up.

There's a grindy "social" minigame for unlocking the plot (and gaining access to certain rare resources faster than usual, plus a unique Law). The 100% Favor mod is a bypass to that entire part of the game.
 
Gaining access to other talismans requires finding them in manuals, either as random loot drops or through plot. That said, there's a "freestyle" talisman option - if you can get close enough to matching what you know a talisman is supposed to be freestyle, you get a half-stat "fake" version, even if you've not unlocked it.
Isn´t there a way to get a shitload of talismans off of a Cultivation Style you can steal from one of the sects?
 
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