Feng Shui

**Feng Shui** is the elemental interaction of the Five Elements. For Cultivation related Feng Shui, it's usually either Connective, Same, or Counteractive. For Feng Shui buildings, Rooms, and Sects, it ranges between Very Ominous (Cursed) and Very Auspicious (Blessed).

## Feng Shui and Element Interaction

### Connective Elements

Metal begets Water. Water begets Wood. Wood begets Fire. Fire begets Earth. And Earth begets Metal.

"Begets" means makes that element stronger. Thus the adjacent element is the connective element. In case of Metal, Metal begets Water and is beget by Earth.

### Counteractive Elements

Metal overcomes Wood. Water overcomes Fire. Wood overcomes Earth. Fire overcomes Metal. And Earth overcomes Water.

"Overcome" means decrease or make that element weaker.

Thus the opposite element is the counteractive element. In case of Metal, Metal overcomes Wood and is overcome by Fire.

## Effects of Elemental Interactions

*See: Element Relationships*

None (Element) has no Element Relationships. Outside of that special case:

* for a cultivator, their law element is taken into account for some events, notably Harvesting wild spirit roots and Luck Based Adventure Loot.
* An Artifact's strength is relative to their element compability with their wielder, maximized when the cultivator's element begets/feeds into the Artifact's one.
* A cultivator has increased Cultivation Speed and improved Breakthrough chances depending on the Element Composition of the tile they're on and their law element.
* Studying a manual with an element beget/fed by or begotten by/feeding the cultivators element reduces its Attainment, therefore reducing its Inspiration cost.
* For Formations, auxiliary cultivators feed into the pillar cultivator, increasing the auxiliary rate.
* For Feng Shui Buildings, auspiciousness is based on the elemental strength, which is heavily influenced by the amount of the begetting or overcoming element.
* An Alchemy Furnace will have:
	+ x1.5 yield and +20% success chance if the furnace's element begets/feeds the Pill being made,
	+ x1.2 yield and +10% success chance if they are the same element
	+ x0.5 yield and -20% success chance if the furnaces's element counteracts/overcomes the Pill's element.

See also the later section Feng Shui Effect.

## Feng Shui of a Building

There are two types of buildings, decorative and functional.

Decorative buildings are also called Decorations or Element Emitters. Decorations are not affected by Feng Shui rating, but affect the Elements of their surroundings, usually in a Range of 2 tiles away from them. Decorations can be used to change the Elements of their surroundings. Most buildings under *Decorations*, *Structure*, and *Flooring* (which only affects its tile) can be classified as Decorations.

Functional buildings are also called Feng Shui Buildings, or Feng Shui Nodes. Feng Shui buildings have a Feng Shui rating, which is affected by the distribution (or ratios/percentages) of the Elements of its tiles. The more compatible the elements, the better the rating. Most buildings under *Life*, *Work*, *Sect*, and *Entertainment* can be classified as Functional.

While most building either emit Feng Shui or "sense" Feng Shui, there are also some that do both. The earliest examples the player would encounter are Well (Water emitter), Stove, Forge and Furnace (Fire emitters), but it also concerns some Cultivation Seats. Even though these buildings emit Fire or Cold Feng Shui, they do not affect surrounding temperature (except the Stove). These building are especially hard to balance since you have to think about the Element these building emit as well.

For example, Forge and Funaces both emit Fire, in order to maximize Feng Shui, we would need to build them out of Earth and surround them with Fire Feng Shui. However building Fire Decorative buildings increases room Temperature so we would need to also control for that. An easy way to handle auspiciousness in that situation is to pair these buildings together (put a well in the same room as a forge and furnace). Moreover forge and furnace being put next to each other means they can feed each other as both emit and desire fire.

Feng Shui Buildings can be affected by element emitters like:

*See: Full list of Element Emitters*

* Decorations
* Walls
* Flooring
* Ground
* Items - a large amount of items can be utilized as Element Emitters, especially within the context of Cultivation Arrays. While most items utilized in that context are Range 3 (like Spiritwood timber), there are exceptions. Most notable are Spirit Fruits, Lumina Cores, and the Secret Boss Drops, all with Range 5.

Due to the elements emitted by materials, close attention should be paid towards Storage rooms with Feng Shui Buildings, as items near Feng Shui Buildings can ruin the existing elemental compositions of their tiles.

## Feng Shui of a Room

*See: Room*

A room will have a Feng Shui rating if it contains at least one Feng Shui Building. The Feng Shui rating is also referred to as Auspiciousness.

Auspiciousness is visible only after an Observatory has been built, and is determined by the following factors:

* The average Feng Shui Rating of contained Feng Shui Buildings
* Door Orientation (related to Room Type)
* Feng Shui Leakage (if it exists)
* Room Layout (Emptiness/Crampedness)
* Contained Feng Shui Relics

For more in-depth information please refer to Room page.

## Feng Shui of a Sect

The Feng Shui rating of a Sect is the average rating of all Feng Shui Rooms and Feng Shui Buildings.

The Feng Shui rating of a Sect mostly affects the Blessed Event, sleep quality and grants a bonus to certain breakthroughs.

## Feng Shui Effect

The Feng shui can have an effect on different kind of structures: Rooms, Sect, Feng shui Buildings and Tiles. The following details the Feng Shui effect for each of those.

### Sect

The Sect Feng Shui can be checked by going into the sect panel once it's created. It affects:

* Breakthrough chances, from +10% (Blessed) down to -10% (Dire).

* The chances of Nice dreams and Nightmares, which apply up to +24 (Nice dreams) and -24 (Nightmares) Moodlets. Example effects:
	+ Blessed: +20% Nice dreams and - 10% Nightmares,
	+ Dire: -10% Nice dreams and +20% Nightmares.
* the numbers of NPCs spawning during Spring Festivals from 10 (very auspicious) down to 5 (very ominous).

It is also linked to the trigger of the Blessed Event.

### Room

#### Bedroom

The bedroom in particular applies specific and powerful effects on the bed-owner(s), specifically any Characters who have been assigned a Bed in the room. The Feng Shui effect of the bedroom is not linked to the Bed auspiciousness, but to the room the bed is in. For Outer Disciples and Animals, sleeping in an ominous to very ominous room can also give heart attacks leading to Death.

* modifies Overall Work Efficiency from +20% (Very Auspicious) down to -30% (Very Ominous) (`AddP`).
* adds fixed Moodlets, from +15 (Very Auspicious) down to -25 (Very Ominous, cultivator) (`AddP`).
* Sweetdream Occurring Chance: +500% (Very Auspicious) to -80% (Very Ominous) (`AddP`).
* Nightmare Occurring Chance: -80% (Very Auspicious) to +500% (Very Ominous) (`AddP`).
* modifies Leisure loss over time from -20% (Very Auspicious) down to +50% (Very Ominous) (`AddP`).
* modifies Energy Replenishment Bonus (higher values reduce sleep duration) from +40% (Very Auspicious) down to -50% (Very Ominous) (`AddP`).
* modifies their Mining Injury Chance, Construction Injury Chance and Forging Injury Chance from -80% (Very Auspicious) down to +500% (Very Ominous) (`AddP`).
* modifies their Social Contact level (which is not the Social skill level but affects the chance of positive interactions between sect members) from +2 (Very Auspicious) down to -2 (Very Ominous) (`AddV`)

#### Non-bedroom

The auspiciousness of the room itself, not its buildings, is considered.

* Cultivation in a slightly ominous to very ominous rooms can create Qi Overflow injuries.
* Setting the auspiciousness of the room containing the Mysterious Cavern can suppress it.
* A character whose soul has not been extracted dying in a slightly ominous to very ominous room can drop an Anguish Soul Gem, with a probability of 10% for a slightly ominous room, 50% for an ominous room and 100% for a very ominous room. It is the basis for Hell Gates.
* For Physical Cultivation, the auspiciousness of the room they're Breathing in affects the Essences they can get.
* For the Miracles Specter Refinement, Spiritual Refinement and Tao Refinement, a slightly ominous to very ominous room improves the success rate base multipliers.
* For the Miracles Qi Absorption Cauldron, Alluring Illusion, Soul Snatcher and Sacrifice Offering, a slightly ominous to very ominous room improves both the Inspiration and the cultivation experience gains by 10% for slightly ominous rooms, 20% for ominous rooms and 50% for very ominous rooms.

### Feng shui buildings

In this case, the auspiciousness of the buildings themselves, not the room, is considered.

* For all crafting buildings: influences the crafting speed, from +25% (Very Auspicious) down to -25% (very ominous)
* Alchemy Furnaces: modifies success rate, from +50% (very auspicious) down to -50% (very ominous)
* Artifact Crafting: influences the randomness factor on the tier of the produced artifact
* For Forges, Handcraft Stations and Sewing Tables, influences the Quality of the produced item (if relevant), from +15% (very auspicious) down to -15% (very ominous)
* For Stoves, the auspiciousness influences the cooking success rate from +50% (very auspicious) to -50% (very ominous)

### Tile

It is the Element Composition of the tile that is considered here, and neither any building on it (a cushion for example) not the room it is in. It affects:

* the Element factor for Golden Core Breakthrough and normal Breakthroughs
* Cultivation Speed
* Qi Recovery

## References

1. ↑ `GameDefine.SchoolFengShuiEffect{}`
2. ↑ `XiaWorld.ToilTakeRest.OnStepToil()`
3. ↑ `Settings/Modifiers/Modifier_System.xml`
4. ↑ `XiaWorld.Npc.ChangeToCorpse()`
5. ↑ `XiaWorld.ToilAbsorbGong.GetAddP()`
6. ↑ `XiaWorld.ToilMakeItem.OnStepToil()`
7. ↑ `GameDefine.BuildingFengshui2Efficiency{}`
8. ↑ `XiaWorld.BuildingProduce.Making() & XiaoWorld.GameDefine.BuildingFengshui2Q{}`