Breakthrough

**Breakthrough** is a game mechanic used to overcome Bottlenecks between Cultivation States and Stages. Without succesfully performing one when available, an Inner Disciple will accrue no Cultivation Experience and will only be able to work towards their Inner Cauldron limit before reaching Golden Core or Anima Conversion after. Breakthroughs vary in methodology.

## Common Breakthroughs

Usually the first kind of Breakthrough a new player comes across. Performed by clicking the Breakthrough button and a location of choice.

### Success chance

**The breakthrough chance is evaluated at the very end of the breakthrough duration**, so the in-game indicator may be inaccurate as it evaluates the start of the breakthrough. It has a percentage of success influenced by different aspects listed below. Some breakthroughs require items, and failure may incur injuries, depending on the breakthrough.

### Base success chance

The base success chance is determined by the breakthrough itself, possibly influenced by one of the Five Attributes. Some breakthroughs also add axtra base success chance from each previous failure, which also depends on the breakthrough. Those chances are detailed in the table below.

### Factors

The base chance is then multiplied by the following factors:

* Mental State
* Luck
* Breakthrough Chance Bonus Property

The following bonuses are then added:

* Sect Feng Shui
* Yin-Yang (Light)
* Weather
* Season
* Qi on the breakthrough tile
* Element Composition of the breakthrough tile

Finally, for cultivators at Golden core or higher, it is multiplied by the Golden Core Tier factor.

## Common Breakthrough Factors

### Mental state

The Mental State bonus applies a multiplier to the base chance. As the breakthrough chance is calculated at the very end of the breakthrough, you have to consider the gradual decay.

 95
 85
 70
 50
 30

### Breakthrough Rooms

*See: Breakthrough Rooms are very similar to Cultivation Rooms, see that page for designs*

Breakthrough Rooms affects two factors, Element Composition and Qi Bonus.

#### Element Composition

The Element Composition of the tile the breakthrough is made on is considered. This is distinct from the auspiciousness a Feng Shui Building on the same tile may have, or if in a room, from the auspiciousness of the room. The strength of the cultivator's element is the important factor here. For example, a Fire law cultivator wants the Fire strength to be above 1.85 on the tile they're having a breakthrough to maximize their chances, which means a lot of Wood emitters around. For cultivators of None element laws, the effect is always 0%. This extra breakthrough chance is additive.

 1.85
 1
 0
 -1
 -1.9

#### Qi Bonus

This bonus depends on the Qi value of the tile where the breakthrough takes place. It is equal to

Q
i
T
i
l
e

3000

{\displaystyle \frac{QiTile}{3000}}

. While it has no limit in practice and is only positive, the following table documents how the bonus would be displayed in-game. The extra breakthrough chance is additive.

 +4
 +3
 +2
 +1
 0

### Luck

The Luck factor can be improved by temporary boosts like Blessed Pill, it applied multiplicatively and before the additive factors. It's equal to

0.8
0.075
∗
L
u
c
k

{\displaystyle 0.8 + 0.075 \* Luck}

.

### Breakthrough chance bonus

The Breakthrough Chance Bonus Property (`PracticeRateAddPFromDan`) applies multiplicatively before the additive factors. To determine its value for your case, add the percentage value of your different sources of it together, then treat it as a fraction (140% = 1.4) and add 1 to it, so with a sum of 140% Breakthrough chance bonus, you'd have a factor of 2.4.

 Favored by Destiny background
 Stress (Sect leader)
 Stress (Branch leader)
 Practice Expertise | 1% (per stack)

### Sect Feng Shui

The Sect Feng Shui affects breakthrough chances in the following manner:

 Cultivated
 Auspicious
 Ominous
 Sinister
 Dire

### Weather

The Weather can be created, removed, and controlled through the use of Inner Cultivator Miracles once learned, thought they still respect the seasons restictions those weather are subject to. The table shows the best weather effects for breakthroughs, you can find a more exhaustive one on the Weather page. While it is advised to match these effects for high quality Golden Cores, waiting for the correct season, time of the year, and weather effect to randomly coincide is not generally recommended. For the best Golden Core breakthroughs, you will need to master the miracles that create these effects first, which can be done with earlier moderate quality cores. The extra breakthrough chance is additive.

### Season

*See: Seasons* for detailed calculation. The extra breakthrough chance is additive.

### Yin Yang

The ambient Light (not tile light) determines this aspect, which roughly corresponds to the hour of the day, with some variations due to Season and Weathers (for those that affect Light). The table below chose a selection of date ranges that coincides with best seasonal breakthrough (or in the case of Metal laws, the 2 seasons for their best weather). If your date is not within these ranges consult the detailed tables in the Light page or just take the closest row to your date. The extra breakthrough chance is additive.

As some Weathers affect light, they also influence this aspect.

Regarding None (Element), it prefers neutral light, and due to lack of good weather bonus, weathers that prioritize yin yang are more important since weather is at most +2% but yin yang can be raised to +8%.

* You can use Cloud Dispel during the night to help yin yang slightly and Rain-Making during the day.
* The best way to maintain a positive multiplier over long periods of time is by starting in the morning, using the Yin Yang Stela once the sun rises above 63 Light, then immediately after the Cloud Dispelling Miracle (or the Lushu one).

### Golden Core Tier

Golden Core Tier affects chances of every breakthrough at Golden Core and Primordial Spirit cultivation levels. It applies a multiplier after everything else.

## Adventure Breakthrough

For this breakthrough your disciple needs to experience adventures either by Adventure or Camping.

Amount of adventures needed is affected by the specific breakthrough as well as the Breakthrough Time Multiplier Property. Some breakthroughs require more time than others. The Breakthrough Time Multiplier is reduced by the cultivator's Luck, Charisma and Social Skill level.

For example: The "Consonance" Bottleneck for Emotion Severing Law requires an Adventure time of 1 day (600 seconds). A Cultivator with a Breakthrough Time Multiplier of 0.8 will require 480 seconds spent Adventuring or Camping to clear this Bottleneck.

## Tribulation Breakthrough

Your disciple needs to survive a Tribulation to breakthrough.

The count down for the Tribulation starts as soon as your disciple has enough ex to reach the bottleneck. Due to this it's advised to prepare for the Tribulation prior to reaching the breakthrough.

## Void Breakthrough

During this breakthrough, your disciple turns back into an outer disciple and needs to progress the breakthrough through working. During this phase your disciple can't use spells, miracles or artifacts, can't craft artifacts, perform alchemy, fly or travel. This breakthrough can't be stopped midway.

The speed of Void Breakthroughs is affected by the Comprehension Intelligence Multiplier Property.

All breakthroughs of this type require 500 points of Understanding.

Each second the Cultivator is in this current stage of Breakthrough, there is a 3%\*Comprehension Intelligence Multiplier chance that the Cultivator gains a random number of Understanding points, averaging 3 points.

During this breakthrough, the currently outer disciple can still gain experience in skills, due to the skill transformation during promotion, the gained exp. is provided to the updated skills. Crafting exp. is transferred to Artifact crafting and medicine exp. is transferred to Alchemy. Exp. gained this way is not subject to Magic crafting skill level and is applied at full amount. Skill Levels gained this way neither require Inspiration nor increase Attainment.

## Golden Core Breakthrough

*See: Detailed page for a full breakdown*

The Golden Core breakthrough is special. Instead of being pass/fail, it has a quality rating from 9 (worst) to 1 (best) and can only be attempted once. Once a disciple starts breaking through to Golden Core, his Qi will start ticking down and his core score will start ticking up, based on the influences available. Once he runs out of Qi, the final score is settled and compared to a list of benchmark values to determine the grade. 145,000 score is needed to get the highest quality Golden Core, which influences how much Qi the disciple will have after that point. The Golden Core breakthrough cannot be cancelled, only ended early, and this is almost always a bad idea because it reduces the score you get.

Forming a Golden Core is strictly for Xiandao Cultivation. Shendao Cultivation uses the Divine Realm mechanic, while Physical Cultivation has nothing similar.

## Talisman Drawing Breakthrough

The Primordial Symbols Law requires you to draw a Natal Talisman on yourself for some breakthroughs

## Mental State Breakthrough

Shendao Mental State Breakthroughs aren't actually cultivation breakthroughs - they're a side-system, but they are unmistakably a power-up, with a bottleneck like any normal breakthrough.

## Divine Realm Breakthrough

*See: Detailed page for a full breakdown*

The Shendao Divine Realm Breakthrough establishes Divine Realm states and is similar to the Golden Core Breakthrough for Xiandao cultivators. Up to 48 states can be obtained that way.

## References

1. ↑ `XiaWorld.ToilBrokenNeck.OnLeaveToile()`
2. ↑ `XiaWorld.NpcPractice.MindStateEffectBroken()`
3. ↑ XiaWorld.NpcPractice.LingEffectBroken()
4. ↑ Does not work on None element cultivators except Law of Nimbus Conquest ones
5. ↑ 5.0 5.1 Rain dance, either from Fei or the Miracle, changes the weather either to Light Rain or Heavy Rain, with 50% chance for both (`XiaWorld.ToilAbsorbGong.OnStepToil() [case 20] & Settings/Esoterica/Esoterica_Magic.xml [Magic_PrayForRain_1]`
6. ↑ `XiaWorld.NpcPractice.GlodDanEffectBroken() & GameDefine.GlodDanEffectBroken{}`
7. ↑ `XiaWorld.NpcPractice.AddPractice`
8. ↑ `XiaWorld.NpcFeeling.Step`
9. ↑ `XiaWorld.NpcPractice.AddResource`
10. ↑ `World.RandomNumberInNormalDistribution`