Spirit Roots

**Spirit Roots** are magical Plants that produce Elemental Fruits. Sometimes called a "Spirit Tree". There are five types of Spirit Root, each related to one of the five Elements and corresponding Elemental Fruits.

## Wild and sect-owned Spirit Roots

### Wild spirit roots

Some Spirit Roots grow in the wild. When adventuring to the location of the spirit root and choosing to search for the spirit root, the following checks occur:

* If the Painting of the Four Symbols has been used to set up a Formation for that Spirit Root, the Spirit Root is found regardless of the Cultivator's Element or Luck.
* Otherwise, search for the Spirit Root:
	+ If Cultivator's Element feeds the spirit root's Element, a random number is generated between 1 and 9. If the Cultivator's Luck is equal to or greater than the number, the spirit root is found.
	+ If Cultivator's Element is the same as the spirit root's Element, a random number is generated between 1 and 19. If the Cultivator's Luck is equal to or greater than the number, the spirit root is found.
	+ Otherwise, the spirit root is never found. The Spirit Root has to be found again every time an Adventure to the location takes place.

If the spirit root is successfully found for the first time, the following can occur:

### Wild spirit roots Maturation

A note "Spirit Root Memorial" will specify the exact date on which the cooldown timer will elapse and the fruit will mature again. Once the fruit has matured after the first harvest, the fruit may be eaten by wild animals.

* If the spirit root is found for the second time more than 2 days after maturity, the yield will be reduced to 1/3 of the original, rounded down, with a minimum of 1.
* If the spirit is found for the second time more than 5 days after maturity, nothing will be received and the cooldown timer will start again from the last maturity.
* This can be prevented by setting up a formation by adventuring to the location while equipped with the Painting of the Four Symbols.
* If the formation is set up before harvesting the spirit root for the first time, the spirit root will be considered to have been harvested on Day 1 of the game starting. You can then repeatedly adventure to the location without delay and harvest multiple times, until the cooldown timers "catch up" to the current date.

While at the location, the cultivator may also choose to "Wander around" instead of searching for the Spirit Root. This will award 1-2 random loot drops from the location's Produce drop table.

### Sect-Owned Spirit Roots

Some Spirit Roots are owned by other Sects. When adventuring to the location of the spirit root and searching for the Spirit Root, the following can occur:

 Fruit is not mature or Favor is <600

After the fruit is obtained, a cooldown will occur, following the Wild Spirit Roots table. This works similar to having a Formation set up on a wild Spirit Root, so if you have never received a fruit from the sect's tree, you may repeatedly adventure to the location until the cooldown timer "catches up" to the current date.

While at the location, the cultivator may also choose to "Wander around" instead of searching for the Spirit Root. This will award 1-2 random loot drops from the location's Produce drop table instead of a chance to obtain an Elemental Fruit.

### Spirit Roots in Camp Maps

There are 13 total Spirit Root plants present within Camp maps. The Camp Spirit Roots are however completely independent of the Adventure Spirit Roots. The Camp Spirit Roots are often found with an Elemental Fruit of the corresponding Element next to them. These Elemental Fruits can only be obtained once each per game, and do not respawn regardless of the Adventure timers.

Most, but not all, of them correspond to the Spirit Roots that can be found with Adventures. Alchemist's Peak does not have a Spirit Root plant present within its Camp map, despite one being accessible through Adventures. Perennial Miasma on the other hand has a Spirit Root plant present within its Camp map, but does not have one accessible through Adventures.

10 of these Spirit Roots can be interacted with as part of the Strange Mushroom quest involving the Stele of Illusion () in Pearlwood Rainforest:

* Earth Spirit Root: Ocher Essence (Drake Cave)
* Metal Spirit Root: Sagacity Tree (Mt. Rue, Nimbus Ravine)
* Water Spirit Root: Prism Lotus (Lake Jadestone, Perennial Miasma, Five Dragons Pond)
* Wood Spirit Root: Gnarled Vine (Wormwrought Valley, Mistwood Forest)
* Fire Spirit Root: Crimson Fruit Tree (Blazenest, Jadestone Cliff)

A further 3 of these Spirit Roots cannot be interacted with:

* Water Spirit Root: Prism Lotus (2x Mt. Sunshade, Spirit Fruits are stored in the Sect's treasure room, and must be stolen unless Sunshade Abode has been conquered.)
* Earth Spirit Root: Ocher Essence (Mystic Cavern, inaccessible without mods)

## Farmed Spirit Roots

Planting a Spirit Root provides Elemental Fruits when grown to maturity. Only one Spirit Root of each element that is grown from a fruit may be present on the sect at any one time. However, Spirit Roots may randomly divide into a new plant, these plants do not have a limit, although they are still subject to the same requirements for growth.

### Requirements

Spirit Roots have stringent requirements for growth. In order to grow, they require the following:

* 200 Qi on the middle tile
* 1.6 Fertility on the middle tile
* The Spirit Root's Qi content must be greater than its Qi consumption.
* The middle tile must be within a specific temperature range:
	+ Fire Spirit Root Crimson Fruit Tree: > +200°C
	+ Earth Spirit Root Ocher Essence: > +30°C
	+ Wood Spirit Root Gnarled Vine: +15°C to +35°C
	+ Metal Spirit Root Sagacity Tree: < +20°C
	+ Water Spirit Root Prism Lotus: < -120°C

### Qi Consumption

All Spirit Roots absorb Qi from the environment. The amount of Qi currently present in the Spirit Root plant can be seen on the Spirit Root's hover description. Additionally, the Spirit Root also consumes an amount of Qi that it has absorbed.

The amount of Qi consumed is the product the following:

* Base value: 0.004 Qi/s
* Growth stage of the plant. 1 freshly planted, 3 when fully grown, 7 with matured fruit
* Bless/Curse state of the plant. 0.75 at 100% blessed, 2.75 at 100% cursed.

It is possible for a Spirit Root to consume more Qi than it is absorbing from the environment, and it is especially likely for cursed spirit roots or if the spirit root is grown in an area with low ambient Qi. When this happens, the Spirit Root will stop growing due to "Unsuitable Qi", and the conditions will have to be changed or the plant nurtured with Qi containing items to continue growth.

### Growth Speed

The speed at which the Spirit Root grows depends on the following factors:

* The regular growth speed of the Plant, after accounting for Temperature, Qi, Fertility, and Element Composition.
* The final grow speed is additionally multiplied by these factors:
	+ If the Spirit Root is being nurtured, multiply growth rate by 1-0.05\*(Tier of the nurturing item or Cultivation Level of the corpse).
	+ A Spirit-Root specific multiplier (`bLingPlant`) affected by Bless/Curse state, equal to

	0.2
	∗
	(
	2
	−
	B
	l
	e
	s
	s
	C
	u
	r
	s
	e
	∗
	0.01
	)

	{\displaystyle 0.2 \* (2 - BlessCurse \* 0.01)}

	, where BlessCurse is -100 for 100% curse, 0 for 0% Bless/Curse and and +100 for 100% Bless.

 0.4
 0.2

A 100% Cursed Spirit root will thus grow 50% faster than a 0% Bless/Cursed one, and 3 times faster than a 100% Blessed Spirit Root.

### Growth events

An event is triggered the first time a Spirit Root reaches 100% Growth, and another the first time it reaches 100% Maturity.

#### Spiritual Plant Maturing (100% Growth)

For every inner with the Sympathy buff, receive +2 base Sympathy points. Then depending on bless/curse state:

* Blessed:

50
∗
C
u
l
t
i
v
a
t
i
o
n
L
e
v
e
l
∗
B
l
e
s
s
C
u
r
s
e

{\displaystyle 50 \* CultivationLevel\*BlessCurse}

Base Inspiration, where 100% bless is 100 BlessCurse.
* Cursed:
	+ 1500 \* BlessCurse Base Inspiration, where 100% Curse is -100 BlessCurse. As the tree is Cursed, this removes Inspiration.
	+ Between 2 and 4 Qi Overflow Injuries, with a chance to trigger for each between 30% to 80%.

A special Weather will be triggered depending on the Bless/Curse state and the Root. This weather is of type 1, lasts between 0.3 and 0.8 days, replaces the current one if any, and ignores seasons restrictions.

 Ocher Essence | Earth | * +6 Earth emits on all tiles
* +0.08 breakthrough factor for Metal
* +0.04 breakthrough factor for Earth
* -0.08 breakthrough factor for Water
* +100% Chance of Fire
* -50% Light
 Sagacity Tree | Metal | * +6 Metal emits on all tiles
* +0.08 breakthrough factor for Water
* +0.04 breakthrough factor for Metal
* -0.08 breakthrough factor for Wood
 Prism Lotus | Water | * +6 Water emits on all tiles
* +0.08 breakthrough factor for Wood
* +0.04 breakthrough factor for Water
* -0.08 breakthrough factor for Fire
* -50% Chance of Fire
* -30% Light
* -50% Fertility
 Gnarled Vine | Wood | * +6 Wood emits on all tiles
* +0.08 breakthrough factor for Fire
* +0.04 breakthrough factor for Wood
* -0.08 breakthrough factor for Earth
* +100% Chance of Fire
 Crimson Fruit Tree | Fire | * +6 Fire emits on all tiles
* +0.08 breakthrough factor for Earth
* +0.04 breakthrough factor for Fire
* -0.08 breakthrough factor for Metal
* +50% Chance of Fire
* -30% Fertility
* +8°C Temperature

#### Spiritual Plant Ripening (100% Maturity)

At maturity, **2-5 waves of stronger than normal Invaders will attack your sect**. These waves receive a boost of 2-4 levels to their Power Level, and will arrive at the sect at randomly determined times between 0 to 600 seconds (within 1 day). Upon arrival, the Invaders will immediately attack and will not wander around the map first.

For every inner with the Sympathy buff, receive +15 base Sympathy points. Then depending on bless/curse state:

* Blessed, receive a permanent buff if not already obtained (for that same spirit root, can be obtained for each different root) :
	+ Every root: +25 Base Max Qi (`BAddV`)
	+ Every root: +10 Natural Resilience for Inner Injuries (`AddV`) for 600s (1 day)
	+ Earth Spirit Root Ocher Essence: +10% Luck (`AddP`)
	+ Metal Spirit Root Sagacity Tree: +10% Perception (`AddP`)
	+ Water Spirit Root Prism Lotus: +10% Charisma (`AddP`)
	+ Wood Spirit Root Gnarled Vine: +10% Constitution (`AddP`)
	+ Fire Spirit Root Crimson Fruit Tree: +10% Intelligence (`AddP`)
* Cursed: -100 Base Max Qi (`BAddV`)

A special Weather is also triggered:

* Blessed: Qi Tide, +400 Qi on all tiles for 1 to 3 days
* Cursed: Qi Deficiency, -800 Qi on all tiles for 1 to 3 days

### Bless and Curse

Spirit Roots may shift between Blessed and Cursed states, which affects them greatly, depending on a number of factors. The plant needs to be growing normally to vary between Bless/Curse states.

The Bless/Curse state change over time is affected by:

* Inherent Tendency of the Spirit Root
* Season
* Weather
* Element Composition of their Spirit Root Area
* Nurture: element of items or Law of dead Cultivators fed to the Spirit Root while they're being digested,
* Elements of Cultivators cultivating in their Spirit Root Area,

These factors are all additive and are then multiplied by 0.2. The resulting number is applied every second. Some Spirit Root Events will also directly modify the Bless/Curse state.

#### Inherent Tendency

This represents the change in bless/curse that spirit roots have without any outside influence.

 Crimson Fruit Tree | Fire | -0.002

#### Season

The season factor is the same as usual Elemental season breakthrough variations, divided by 10.

#### Weather

The weather contributes depending on its elemental emits and its relationship with the spirit root.

### Fertility

Spirit roots will affect the fertility of the tiles around them in a circular range of 6 (excluding themselves), depending on their Bless/Curse state. The effect is:

* Cursed spirit root: -1 + 0.02 \* BlessCurse, with a maximum of -1 at 0% Curse and a minimum at -3 for 100% Curse
* Blessed spirit root: 1 + 0.01 \* BlessCurse, with a minimum of +1 at 0% Blessed and a maximum at +2 for 100% Blessed

### Gather Qi

The Gather Qi effect of Spirit roots will also depend on their Bless/Curse state. The effect is:

* Cursed spirit root: 80 \* (-1 + 0.03 \* BlessCurse), with a maximum of -80 at 0% Curse and a minimum at -240 for 100% Curse
* Blessed spirit root: 80 \* (1 + 0.02 \* BlessCurse), with a minimum of +80 at 0% Blessed and a max at +160 for 100% Blessed

### Spirit Root Sympathy Area

Spirit roots define a rectangular 11x11 area when they're planted, centered around their middle tile. It is distinct and wider that their Element Emit range, their Gather Qi range and their effect on Fertility. The average Element Strength of the Spirit Root's element of every tile in this zone will contribute to the Bless/Curse state.

The multiplier on Bless/Curse is equal to:

0.001
∗
E
l
e
m
e
n
t
S
t
r
e
n
g
t
h

{\displaystyle 0.001 \* ElementStrength}

, with ElementStrength varying between -2 and 2.

### Sympathy

Any Cultivator cultivating within a Spirit Root Area will acquire its Sympathy modifier. What counts as "cultivating" depends on the Cultivation Method:

* Xiandao Cultivation: Practice only (not Meditation or its variants)
* Shendao Cultivation: Balance and Restrained
* Physical Cultivation: Remold and Breathing

The bonus obtained will depend on the Bless/Curse state, whether the root is growing normally and a multiplier

M

{\displaystyle M}

 set by

0.5

B
l
e
s
s
C
u
r
s
e

∗
0.015

{\displaystyle 0.5 + |BlessCurse| \* 0.015}

, equal to 0.5 at 0% Bless/Curse and 2 at either 100% Bless or Curse. Several of these bonuses can be cumulated if the cultivator is in more than one Spirit Root Area at once. It is equal to:

* Root not growing normally: -5 Base Mental State (`AddV`)
	20
	∗
	M

	{\displaystyle +20\*M}

	% Luck (`AddP`)
	+ Metal Spirit Root Sagacity Tree:

	20
	∗
	M

	{\displaystyle +20\*M}

	% Perception (`AddP`)
	+ Water Spirit Root Prism Lotus:

	20
	∗
	M

	{\displaystyle +20\*M}

	% Charisma (`AddP`)
	+ Wood Spirit Root Gnarled Vine:

	20
	∗
	M

	{\displaystyle +20\*M}

	% Constitution (`AddP`)
	+ Fire Spirit Root Crimson Fruit Tree:

	20
	∗
	M

	{\displaystyle +20\*M}

	% Intelligence (`AddP`)
* Cursed Root:
	+ +
	200
	∗
	M

	{\displaystyle +200 \* M}

	% Cultivation Speed Bonus (AddP)
	+ −
	M

	{\displaystyle -M}

	 Potential Bonus (`AddV`)
	+ −
	20
	∗
	M

	{\displaystyle -20\*M}

	 Base Mental State (`AddV`)
* Blessed Root:
	+ −
	100
	∗
	M

	{\displaystyle -100 \* M}

	% Cultivation Speed Bonus (AddP)
	+ +
	2
	∗
	M

	{\displaystyle + 2 \* M}

	 Potential Bonus (`AddV`)
	+ +
	20
	∗
	M

	{\displaystyle +20\*M}

	 Base Mental State (`AddV`)

Moreover, practitioners of elemental laws affect the Spirit Root's Bless/Curse state, depending on the relationship of their element with the Spirit Root's:

* (cultivator) Feeding (tree): +0.0004 \* Cultivation Level
* Overcoming: -0.0004 \* Cultivation Level
* Same: +0.0002 \* Cultivation Level
* Neutral: -0.0002 \* Cultivation Level
* None (Element) Law: no influence.

The Inner disciples cultivating in the area accumulate Sympathy points with the Spirit Roots during random events. The random events also are affected. Any base sympathy point obtained is multiplied by

1
6

∗
B
l
e
s
s
C
u
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∗
I
N
T

{\displaystyle \frac{1}{6} \* BlessCurse \* INT}

, where BlessCurse is 100 for a 100% Blessed Tree and -100 for a 100% Cursed one, and the Intelligence is the one of the cultivator. The Spirit Root's Unorthodox Manuals are learned at -2000 and +2000 Sympathy points for Cursed and Blessed spirit roots respectively and the Sympathy Points are reset to 0.

### Spirit Root Events

Depending on the growth stage and Bless/Curse state of the Spirit Root, certain Events may occur. These events may increase or decrease the Properties of cultivators that are cultivating near them, trigger certain events, or produce certain items. Many of these Events also modify the Sympathy points.

Spirit roots that are not withering, that is with a normal growth, have 5% chance to trigger an event every day, at a random point during the day. The event outcome will differ depending on the growth stage of the root.

#### Growth Stage 1 (Growing 0-49%)

 25%
 25%
* +0.5 base Sympathy points
 25%
* +0.5 base Sympathy points
* -10 to -30 Base Mental State (`AddV`) for 300s

#### Growth Stage 2 (Growing 50-99%)

If Spirit Root's Qi is equal or above to P \*1,000:
* remove that Qi from the Root
* add P BlessCurse

Else:
 33.3%
* add P \* 1,500 Qi to the Root
 33.3%
For all inners with Sympathy:
* +0.8 base Sympathy points
 Cursed
* +0.8 base Sympathy points
* +5,000 to 15,000 base Inspiration
* - 50 to -150 Flat Max Qi (`AddV`)

### Fruit Yield

Fruit yield of spirit roots is affected by Harvest Yield bonuses (maxes at 120% Yield). At maturation of the fruits, a farmed spirit root produces the following:

### Manuals

Spirit Roots can produce two types of Manuals. These Manuals cannot be obtained through any other method, and are very powerful compared to regular Manuals.

#### Orthodox Manuals

Spirit Roots teach one of two possible Orthodox Manuals, the first time they reach either 100% Bless or Curse to cultivators benefitting from their Sympathy buff. These Manuals cannot be transcribed into the Manual Pavilion nor taught to another Cultivator, and do not even show up in the Cultivator's list of learned Manuals. It is not possible to obtain more than one manual per Spirit Root, but after obtaining its manual a spirit root can be destroyed and another of the same kind replanted. No Attainment nor Inspiration is consumed when learning the Manual directly from the Spirit Root.

The manual can only be learned by a single Cultivator of the same element as the Spirit Root, meaning that Non-elemental cultivators cannot receive any such Manuals. They are not always learned either, the cultivator needs to have 8 or more Intelligence and its Luck has to be above a random number between 1 and 15, or in other words

L
u
c
k

15

{\displaystyle \frac{Luck}{15}}

 % chance to get, with a maximum chance to obtain it of 66.67%. If a cultivator in range has already obtained the Manual, nobody else can obtain it.

If none in the cultivators present learns the Manual, all cultivators with the Sympathy buff receive 5 base Sympathy points and

30000
50
∗
A
t
t
a
i
n
m
e
n
t

{\displaystyle 30000 + 50 \* Attainment}

 Base Inspiration, where the Attainment considered is the True Attainment.

#### Unorthodox Manuals

*See also: Unorthodox Manual § Spirit Root Unorthodox Manuals*
Spirit Roots can teach very useful Unorthodox Manuals to inners cultivating in their area, which are stronger than regular Primordial Spirit Unorthodox Manuals, yet only cost 1 Attainment. These Manuals are learned by the cultivator upon reaching -2000 Sympathy points for Cursed Spirit Roots, and +2000 Sympathy points for Blessed ones. The type of Manual produced depends on the Blessed or Cursed state of the Spirit Root. No Attainment nor Inspiration is consumed when learning the Manual directly from the Spirit Root.

These Manuals can be transcribed into the Manual Pavilion. Additional details of the Manuals produced can be found on the Unorthodox Manuals page.

### Nurturing Spirit Roots

Spirit Roots can be nurtured with corpses or items. The element of the item or the dead Cultivator's Law affects their Bless/Curse state, and can also transform certain Medicine items or corpses into others. None (Element) items or corpses do not affect Bless/Curse state.

Nurturing with certain items containing Qi can also increase the Qi within the plant. The plant will receive 50-80% of the Qi content of the item if it is a Spirit Stone or a Spirit Crystal, otherwise it will receive 5-15% of the Qi content of the item.

The bless/curse state of the tree is affected for the duration of the digestion, and equal to

E
l
e
m
C
o
e
f
∗
(
25
T
i
e

r
2

)
∗
0.00002

{\displaystyle ElemCoef\*(25 + Tier^2) \* 0.00002}

, where ElemCoef depends on the relationship between the item's element and the root's:

* (item) Feeding (root): +2
* Overcome: -2
* Same: +1
* Neutral: -1
* None: 0

#### Nurturing event

There's a 5% chance to trigger a Nurturing event when feeding an item. All cultivators with the Sympathy buff receive 1 base Sympathy point, then randomly:

* 33.3% (1/3):

50
∗
T
i
e
r
∗
(
1
A
t
t
a
i
n
m
e
n
t
)

{\displaystyle 50 \* Tier \* (1 + Attainment)}

 Base Inspiration, where Attainment is the True Attainment,
* 33.3% (1/3):

10
∗
T
i
e
r

{\displaystyle 10 \* Tier}

 Stamina,
* 33.3% (1/3):

10
∗
T
i
e
r

{\displaystyle 10 \* Tier}

 Base Mental State for 300s (1/2 day)

#### Digestion Time

The digestion time will depend on the item's tier, with exceptions for Spirit Stone and Spirit Crystal, which will always be digested in half a day (300s) and a full day (600s) respectively. It is equal to

3

T
i
e
r

2

{\displaystyle 3 + \frac{Tier}{2}}

, in days.

### Reproduction of Spirit Root Plants

**Spirit Roots** that have undergone a reproduction process may result in new Spirit Root plants sprouting near existing plants.

The plants spawned this way can exceed the limit of 1 Spirit Root grown from the Fruit. They have significantly higher growth speeds than regular Spirit Root plants, and do not have the bless/curse mechanic, nor the nurturing mechanic. All other growth requirements remain identical, however.

All reproduced daughter plants have 80 Gather Qi of 5 Range, and slightly improve the Soil Fertility near themselves, like a blessed Spirit Root.

## Guides

* Spirit Tree Guide (google docs) by Kurt from the Discord Community

## References

1. ↑ Settings\MapStories\MapStory\_FillingLv2.xml
2. ↑ 2.0 2.1 2.2 `XiaWorld.PlantThing.OnStep_LingPlant`
3. ↑ `XiaWorld.PlantThing.CalcStepInfo`
4. ↑ 4.0 4.1 `Settings\MapStories\MapStory_LingPlant.xml`
5. ↑ `XLua.ObjectTranslator.XiaWorldThingLuaHelperBase_m_AddEnemy`
6. ↑ 6.0 6.1 `ThingLuaHelperBase.AddEnemy`
7. ↑ `Settings/ThingDef/Plant.xml [LingShaSpeed]`
8. ↑ `XiaWorld.GameDefine.mapSeasonLingSha{}`
9. ↑ `XiaWorld.PlantThing.GetEffectSourceValue()`
10. ↑ `XiaWorld.NpcFlag.PractivingFlag_LingPlant`
11. ↑ `XiaWorld.AreaLingPlant.GetJiaoGanNpcLingShaIncreaseSpeed()`
12. ↑ Scripts\MapStory\MapStory.lua
13. ↑ `XiaWold.PlantThing.OnStep()`
14. ↑ 14.0 14.1 14.2 should also lower BlessCurse depending on Qi, but since Qi has been removed beforehand, this part does nothing.
15. ↑ `Settings\ThingDef\Plant\Plant_LingZhi.xml`
16. ↑ Settings\Modifiers\Modifier\_MapStory\_SpEsoteriac.xml