Awakened Animal

An **Awakened Animal** is an Animal that has gained self awareness. After receiving sufficient Intelligence Shards, an Awakened Animal can become a YaoGuai.

## Obtainment

* Cast any Miracle from Chant of Phenomena or Chant of Animal on an Animal:
	+ Qi of Genesis
	+ Understanding: Resentment
	+ Understanding: Joy
	+ Understanding: Thoughts
	+ Understanding: Fear
	+ Understanding: Anxiety
* Feed an Animal any of these pills Pills, their recipe being in Chant of Animal:
	+ Enlightening Pill, starts with no thoughts or thought shard
	+ Spring Pill
	+ Summer Pill
	+ Autumn Pill
	+ Winter Pill
	+ Ground Pill
* Buy them from other sects and the Merchant in cages, with various bonuses depending on the cage and animal. Animals obtained from Cages will have a bugged 10 base Perception (see Mods):
	+ Simple Cage for 150 (sects) / 200 (merchant) Spirit Stones
	+ Cage for 1,000 (sects) / 1,500 (merchant) Spirit Stones
	+ Beautiful Cage for 4,000 (sects) / 5,000 (merchant) Spirit Stones

* Random Awakening Events appearing in the World. The specified location needs to be Entered, following which the cultivator needs to find and catch the animal. The animal will have three identical thought shards, but no intelligence shards yet.

## Awakening

After gaining 3 or more Intelligence Shards through YaoGuai Raising, it can be further awakened into a YaoGuai. The more Intelligence Shards, the more powerful the Yaoguai will be, but the faster their Shapeshifting Tribulation arrives.

The age of the resulting Yaoguai is set to

14
36
∗

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{\displaystyle 14+36\*{\frac {Age}{Lifespan}}}

, where Age is the age of the animal before Yaoguai Awakening.

**Note:** Upon Rebirth, Age and Attributes may get re-randomized.

### Stats post Awakening

The base stats of the resulting Yaoguai are (by default) the sum of the initial stats of the animal and their inborn background. It is possible to use Remolding Miracles on the animals pre-awakening to improve those. As they become part of base stats, this is usually better than remolding post-awakening. Howver rebirthing that yaoguai will remove the modified stats. Moreover, any temporary stats boost the animal has when awakening will be definitive post-awakening, transferred to base stats as well.

The stats from thoughts are then added but not part of the base stats (`AddV`). Note that if you bought the animal from a cage, their perception will be set at 10, though they won't keep that stat on rebirth. In case the animal is not from a cage refer to this table's Perception for the actual base stats. The "Age" in reference is the age at which the animal was awakened, stats are not modified while aging in-game.

### Base skill levels post Awakening

#### Skill points generation

The game generates a number of "skill points" to be added randomly to any skill that isn't banned. That number is equal to

N
e
w
A
g
e
∗
1.25
∗

L
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d

100

{\displaystyle NewAge\*1.25\*{\frac {LearningSpeed}{100}}}

, with NewAge defined as

14
36
∗

A
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{\displaystyle 14+36\*{\frac {Age}{Lifespan}}}

 and the Learning Speed is the one calculated after taking into account Thought shards. The table below gives the average number of skill points per Yaoguai subrace:

where :

* **min Age** is the minimum (generated) age of the animal
* **avg Age** is the average age of a generated animal, which is 37% of the maximum generated age (absent from this table but corresponding to `GenerateMaxAge`), rounded down.

#### Skill points repartition

The above skill points are added to skill levels, excluding banned skills for the subrace if necessary, and some Inner disciples skills (Artifact Mastery, Spell, Protect, Formation), for a base total of 12 skills. First between 1 and 2 liked (\*) skills are added on non-banned skills, then between 0 and 2 loved (\*\*) skills are added (can replace previously loved or liked skills). The 4 previously mentionned skills (Artifact Mastery, Spell, Protect Formation) are also randomly liked (30% chance), with a 35% chance the liked skill becomes loved instead.

After that, all liked or loved skills gets added skill levels: 1.4 skill level for a liked skill, and 3 skill level for a loved one. The number of skill points is also reduced by the number of liked or loved skills.

Finally, for all remaining skill points, a random skill is upgraded from the list of non-banned skills, not part of the 4 above:

* if the skill is loved, 3 extra skill levels are added,
* if the skill is liked , 1.4 extra skill levels,
* otherwise, 1 extra skill levels.

Finally all skill levels obtained that way are limited to 10.

#### Practical example

Supposing we want to evaluate the Battle skill level of an Awakened wolf before transformation. If that wolf has an age of 4, with no thought affecting learning speed or battle, they'll have 28 base skill points, and they'll love (\*\*) Battle by default. As they don't ban any skills, 12 skills can get points. They also love Social, so on average will love 2.83 skills and like 1.06 skill. This means their Battle skill level will be at a minimum of 8 from the initial points repartition on liked and loved skills and their background, and an average of

5
min

(
10
,
3
∗
(
1

28
−
2.83
−
1.06

12

)
)

=
14.0

{\displaystyle 5+\min {(10,3\*(1+{\frac {28-2.83-1.06}{12}}))}=14.0}

.

## Animal Properties

Each species of Animal have different properties. The Preferences of an Awakened Animal affect the rate at which it gains Thought Shards, and the rate of Thought Shard generation is highest if all Preferences are met.

The preferences are tied to the pasture they're in. If they're not in a pasture, no preference can be satisfied.

## Mods

### Iguana's Overhaul, Fixes

* Correct Caged Animal's Perception (Optional) - remove the 10 Perception from caged animals.
* Also fixes a number of Yaoguai-related bugs

## References

1. ↑ 1.0 1.1 `XiaWorld.HumanoidEvolutionMgr.CreateA2HNpc()`
2. ↑ `XiaWorld.HumanoidEvolutionMgr.ModifyNpcByFrag()`
3. ↑ It is likely all stats ought to be set at 10 but only perception is due to improper implementation
4. ↑ `XiaWorld.ItemThing.FreePackAnimal()`
5. ↑ `Settings/Npc/Race/Race_Animal.xml`
6. ↑ `XiaWorld.NpcRandomMechine.MakeA2HNpcSkill()`
7. ↑ Settings\HumanoidEvolution\Race\RaceEvoInfo.xml
8. ↑ G:\Games\Amazing Cultivation Simulator\Settings\HumanoidEvolution\Race\RaceEvoInfo\_DLC.xml
9. ↑ `XiaWorld.HumanoidEvolutionMgr.GetThinkInterval()`
10. ↑ `XiaWorld.AreaBreeding.HasPlant(), nearGrid` includes all neighbour tiles to the pasture's so +1 distance.
11. ↑ 11.0 11.1 This Animal cannot be Awakened except through Possession, however it has the following default properties: