Overworld
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OverworldThe Weird Blue Rock
By: Pablos#1142 Added: 2022-02-20 Discussion
Finding: There are few piles of unique blue rocks in the Enkanomiya with interesting properties. They can be destroyed and represent unique blend of features native to other overworld objects. The current known locations for these rocks:
Evidence: Known Mechanics:
Blue rocks can be burned down ShampooBrain#9583
Blue rocks do not respawn
Initial pile was found and destroyed on January 9, 2022
The pile at this location has not reappeared as of February 9, 2022: Imgur
Blue rocks light up with Elemental Sight: Imgur
Blue rocks are targetable, examples:
Oz Imgur
Guoba ShampooBrain#9583
Diona ShampooBrain#9583
Blue rocks can hold cryo aura:
Glitches:
The hitbox of blue rocks seems to sink bow attacks directed at them at certain angles showing lack of hit animations or charge attack explosions. Wesu#8719
test demonstrating consistent arrow sinking from different types of bow users at the same spot (except lvl 2 Ganyu bloom explosion) Imgur
test demonstrating consistent arrow hits from all types of bow users at different angle Imgur
test demonstrating arrow glitch affects long range attacks as well Imgur
Significance:
Furthering the knowledge of the cursed overworld of Teyvat.
Considering the island is called the Vishap Research Lab and the enclosure-like nature of the room, I can only surmise that Batyshmal Vishaps who were experimented on were kept in there at some point. The strange substance left behind on the ground is therefore most likely a reptile coprolite - the fossilized excrement of the Vishaps. The cobalt blue color is likely due to the elemental constitution of the beasts, and the crystal-like formation may be thanks to the uric acid that was present at the time of discharge. The easily flammable property further proves my point, since coprolite is mostly carbon. (Mr. Pillow#0065)
The Rock
By: Aevean Leeow#1362, Mcpie#8672, BowTae#0141, KQM Stream Meme Team, and KQM Friends Added: 2021-12-24 Discussion
Finding: There are a few small rocks in the overworld with interesting properties. They can be damaged and destroyed, and they can also deal Geo damage when dropped.
The current known locations for these rocks:
North of the Dragonspine Adventurer's Guild Camp (1 Rock): Imgur
Cape Oath (2 groups of 4 Rocks each): Map - View of Rocks
Evidence: Basic Mechanics:
Rock does not respawn
Initial rock was found and destroyed on November 3, 2021: Imgur
The rock at this location has not reappeared as of December 5, 2021.
Rock has around 8000HP at WL8: Youtube
Rock does not light up with Elemental Sight: Youtube
Rock has 0 DEF and 0 RES: Imgur
Amber and Sara both have 85 ATK and 124% CA modifier. 1.24 * 85 = 105.4. The damage number was 105.
Rock is targettable (Guoba and Oz will target the rock, for example): Imgur
Rock can hold Cryo aura:
No phys RES shred is applied to the Rock
Attack Mechanics:
Rock can do Geo damage when it falls and takes fall damage: TheFirstRapher#9207
This attack can hit other rocks and players: Youtube
Rock level is estimated to be Level 75
The damage is affected by DEF, most likely Geo RES too but unconfirmed
The Geo damage has a gauge, and will Crystallize when hitting a player with an aura: ASnowOwI#7234 Interactions:
Jean Skill can yeet the Rock: pai#3602
Venti Burst can suck in the Rock: Raven#9205
AMC Burst can move the Rock: Imgur
GMC Boulders move the Rock: Imgur
Overload can move the Dragonspine Rock, but didn't seem to move the Cape Oath Rocks: Dragonspine Cape Oath
Ayaka A4 does not proc on the Rock: Reens#9389
Kazuha A4 does not proc on the Rock: ShampooBrain#9583
Mona Burst does not apply Omen to the Rock: ShampooBrain#9583
Rock is not affected by Zhongli RES shred or Lisa DEF shred: Chameleon#9008
Glitches/Weird Stuff:
Spawning the teapot on top of the Rock makes it disappear: Reens#9389
Rock behaves weird on ledges: Imgur
Sometimes fall damage does not trigger on landing, and the rock will just disappear: twentythree#3787
Further Research:
It is currently not known if World Level affects rock HP or damage. This may change in the future.
Significance: The Rock (Igneous Pebblus) is a federally endangered species which is currently known to live in various regions of Mondstadt. The range of the Rock historically included the northern part of Dragonspine and various clusters in Cape Oath. Exploitative research and tree farming have driven this species to near extinction. It is unknown if there are surviving habitats of Rocks in other parts of Teyvat.
Serenitea Pot
Teapot Dog Abuse
By: Asaki#9139 Added: 2021-12-23 Discussion
Finding: 0-poise attacks also register on Kageroumaru.
Evidence: Imgur (notice the double hits)
Significance:
Kageroumaru take hits like a chad.
Helps to map out how XQ’s orbitals work.
Teapot Dog Abuse 2
By: Asaki#9139 Added: 2022-01-21 Discussion
Finding: Kageroumaru can hold non-elemental statuses, but not marks.
Evidence:
(from BowTae#0141)
(from ShampooBrain#9583)
Significance:
Kageroumaru can not be affected by the elements.
Categorisation of character-producing marked statuses:
First type is non status-affiliated mark (or simply mark). These marks so far are consistently referred to in-game by their names only, without mentioning the status effect. Examples include: Riptide, Blood Blossom, Fortune-Preserving Talisman, Aurous Blaze, etc.
Second type is status-affiliated mark (or simply status). These marks so far are consistently referred to in-game by their names, followed by the word “status”. Examples include: Implode status, “Decreased RES” status, Conductive status, etc. Whether mHY keeps up with this consistency is unknown. Whether this is helpful to the general playerbase is unknown.
Precursor to #marks-and-statuses, if mHY decides to add more of this trend, so more testing can be done.
Explosive Barrel Properties
By: kxmndz#4700 Added: 2021-12-16 Discussion
Finding:
Barrel damage is affected by the unit's defense, following the damage formula here: https://genshin-impact.fandom.com/wiki/Defense. Attributes such as level, ascension, max hp have no effect on the amount of damage inflicted by barrel explosions.
Barrels do pyro damage, and is affected by reactions such as vaporize as well as pyro resist.
Damage Reduction such as Xingqiu rainsword orbitals can reduce explosion damage.
Explosive barrels have levels.
Barrel levels (probably) follow zone level rules.
Evidence: A series of suicide-by-barrel attempts have demonstrated the following findings:
[1] , [2] , [3] , [4] , [5] , [6] , [7] , [8] , [9] , [10] , [11] , [12]
Damage can be plotted against defense - Image
Inverse of damage, or effective hp (EHP), against defense: - Image
Inverting barrel damage to EHP linearizes the trend, allowing a linear regression to be performed with the previous data points.
Coefficients
(Intercept)
1.277e-04
1.953e-08
6536
<2e-16 ***
def
1.443e-07
1.911e-11
7555
<2e-16 ***
Signif. codes: 0 ‘***’ 0.001 ‘**’ 0.01 ‘*’ 0.05 ‘.’ 0.1 ‘ ’ 1
Residual standard error: 4.527e-08 on 13 degrees of freedom Multiple R-squared: 1, Adjusted R-squared: 1 F-statistic: 5.707e+07 on 1 and 13 DF, p-value: < 2.2e-16
Barrels do pyro damage, and is affected by reactions such as vaporize as well as pyro resist.
Damage reduction such as Xingqiu rainsword orbitals can reduce explosion damage
Explosive barrels have levels
The formula for EHP vs defense from linear regression EHP = 1.443e-07 * DEF + 1.277e-04 can be applied to figure out the base damage (damage done if the unit has 0 defense) as well as the level of the barrels, following the Genshin damage formula linked above.
Base damage of the tested barrel is the inverse of the Y-intercept, or when DEF = 0. 1.277e-04^-1 = 7832.3563130198 or 7832 when rounded to a whole number.
To figure out the level of the barrel: Incoming damage = Original damage * (1 - Damage reduction) Damage reduction = DEF / (DEF + 5*Level + 500)
Incoming dmg → Inf means Incoming damage = Original damage * (1 - Damage reduction) → Inf which, given constant original damage translates as -Damage reduction → Inf, then Damage reduction = DEF / (DEF + 5*Level + 500) → -Inf And this is only possible if the denominator (DEF + 5 * Level + 500)→ 0⁻, given a constant def
In practice, the negative value of the "x-intercept" (DEF when EHP approaches 0, or barrel damage approaches infinity) in the EHP vs DEF function is DEF + 5 * Level + 500. Since the x-intercept is -884 defense, the level of the barrel is 76.9, or 77 when rounded to whole number levels.
Important note: This level only applies to the two tested barrels shown in the videos in evidence 1.
Barrel levels (probably) follow zone level rules.
Two zones (dark blue, orange) were tested and the barrels within those zones all do the same amount of damage, given that the character's defense remains constant.
The barrels tested in evidence a) agree with the zone level map (blue, levels 77 to 79).
Enemies in the northern orange zone are between 82 and 90, and calculations with the evidence shows that those barrels are level 90 with base damage of 12176.
Significance: Insight into the mechanics of overworld explosive barrels. Hopefully lays the foundation for the research of future explosive barrel enthusiasts.
Inazuma Artifact Spots
By: Mcpie#8672 Added: 2021-12-16 Discussion
Finding: There are currently 214 (+1 or +2) respawnable investigation spots that drop artifacts.
Pre 2.0:
Liyue (pre 2.0) - 48 spots.
Dragonspine - 7 spots.
2.0:
Liyue (added in 2.0) - 6 spots.
Inazuma non-Tatarasuna - 24 spots.
Tatarasuna - 24 spots.
Bake-danukis - 11 spots.
Cannons - 5 spots.
Conch spots on the beach - either 1 or 2 spots - rng based.
Patch 2.1 introduced 2 more islands. Each island has:
Seirai island: 44 spots.
Watatsumi island: 24 spots.
Bake-danukis - 6 spots.
Patch 2.2 introduced Tsurumi Island:
Moshiri Kara: 1 spot (north of Tsurumi Island).
Tsurumi Island: 14 spots.
Maps:
Cannons (by Miin from Hoyolab).
Evidence: Transcript of this entire ticket + spreadsheet displaying each spot with a screenshot and video for each spot: Spreadsheet Unfortunately we're unable to tell if we managed to cover all of the spots, but based on our research (from the transcript) we managed to gather 144 (+1/+2) investigation spots that drop artifacts.
Cursed Terrain
Electro Crystals have levels
By: Greyhound#7836 Added: 2021-04-23 Discussion
Finding: Electro crystals have different damage values on the same world level, the recorded ones after defense are: 325, 267, 247, 279, 273, 297, 292, 303, 287, 283, the Lisa used for the test had 159 defense, meaning 15% damage reduction, further testing shows that there is no level differencial taken into the formula for crystal attacks, but they do have levels as indicated by reactions, the pre defense damage dealt by them is: 373, 307, 284, 320, 313, 341, 335, 348, 320, 325 repsectively to the values stated above, with the end results as:
325
1443
90
267
1135
80
247
1053
77
279
1189
82
273
1189
82
297
1307
86
292
1279
85
303
1337
87
287
1243
84
283
1216
83
The curious part is how 2 different crystal damages share the same level.
Evidence:
Significance: Ruining kid's trust in Mihoyo's consistancy, fluff, learning how the world is made
Electrified Environment Reaction
By: Greyhound#7836 Added: 2021-06-25 Disscussion
Theory: Genshin's overworld works under a different set of reaction rules than the players, additionally supported by the entry Overworld Entities Have Levels, one of those different rules of reactions is Electrified water, when applying electro to water, it does not produce electro-charged, instead it infuses the water with electro for a few seconds, which does not apply electro, does not spread, and is not affected by 4TF set bonus, this electrified water can damage both the player and enemies. Water additionally is seen as friend to both player and enemy, which questions the nature of this Electrified reaction even further.
Evidence: Electrified water evidence, including 4TF attempts, enemy taking damage, as well as water never being a trigger to any reaction, only aura, as it's friendly to both parties: Video
Significance: There might be more reactions unknown to the player coded into the game's files for various reason, potentially to be used in the future or simply scrapped ideas that have not been remove
Electrified Water Properties
By: RazorClaws#4343 Added: 2021-06-27 Discussion
Finding: The duration of the environmental elemental reaction Electrified Water has varying duration based on the gauge strength of electro applied. There are approximately 2 seconds between each tick. 1A of electro lasts for 3 ticks, 2B lasts for 5 ticks, and 4C lasts for 10 ticks. The damage dealt by Electrified water is affected by Electro Resistance. For example, a character with 15% Electro Resistance will take 85% of the Electrified Water damage.
Evidence: Video contains Fischl and Lisa getting 3 ticks after applying 1A electro with charge attacks. Razor hold E and Beidou E get 5 ticks, and Beidou Q initial proc gets 10 ticks. The video also shows damage being reduced according to electro resistance obtained by the Protective Canopy Elemental Resonance. Finally, there is also footage of the monolith taking 248 damage from Electrified Water. The nearby slime (10% electro res) takes 223 damage from the same tick. Each tick reduces the monolith's health by about 1%. The monolith on Floor 2 of the Spiral Abyss will take damage from Electrified Water. Using Electrified Water, the monolith is found to have 0% electro resistance and approximately 24,800 HP: Video
Significance: Learning more about how environmental reactions are programmed/calculated. Also, don't bring electro units if you're trying to get the achievement for Floor 2-2 of the Spiral Abyss.
Invisible Water Layer
By: Greyhound#7836 Added: 2021-06-23 Discussion
Theory: Genshin's water is coded in a way where the visual water and actual layer are separate, thus there is an invisible field of water that does not apply wet in random places of the world, but can be infused
Evidence:
Invisible water infused by electro: Video
Water hitbox & reactions from UNDER the water, UNDER the ocean: Video
Significance: Understanding the cursed overworld of Teyvat
Overworld Hydro Gauge and ICD
By: BowlSoldier#3528 and p.pineapple#1129 Added: 2021-11-05 Discussion
Finding: Overworld Hydro can be split into 2 types:
Water (eg. seas, rivers, lakes, etc)
ICD = 0.25s
Strength = 10 durability per tick, stacks up to a max of 50
Duration = 8s, regardless of durability
Rain (unknown whether normal rain and thunderstorm rain work the same)
ICD = 0.5s
Strength = 10 durability per tick, stacks up to a max of 30
Duration = Unknown, could not manage to test
Evidence: Water ICD and per-tick strength: Ticks happened every 0.25s. Number of ticks indicates that each tick was 10 durability.
Water Duration: Hydro aura disappears 8 seconds after leaving the water.
Water Max Strength, and Stacking:
The duration the Hillichurl was frozen for indicates they had 48-50 durability
They were re-frozen 43 frames after falling into the water. Since water ticks every 15 frames, they should have had 3 ticks applied to them for 30 durability. * Their frozen duration matches 28-30 durability
Rain Max Strength:
Tested by freezing with both 25 and 50 Cryo, then comparing the duration to the Freeze duration formula
Freeze duration formula: t = 24 * ( 5^0.5 * ((x) + 20)^0.5 - 10 )
Where t is the freeze duration in frames, and x is the freeze aura durability, which is 2x the minimum of the Cryo and Hydro gauges.
25 Cryo test: Lasted 210 frames. This is the number for min(25, Hydro) = 25, so Hydro durability is at least 25
50 Cryo test: Lasted 240 frames. This is the number for min(50, Hydro) = 30, so Hydro durability is 30
Rain ICD and Per-tick Strength: The reductions in the Pyro shield happened every 30 frames, or 0.5s. The number of ticks it took to remove the Pyro shield indicates 10 durability per tick. The first reduction was 30 durability's worth, since the mage already had fully stacked rain on them when they applied their shield.
Significance: Better understanding of how overworld hydro works for aura and reaction testing.
Fountain Water Cannot Cause Electrified
By: Sayline#5959 Added: 2021-11-10 Discussion
Finding: Fountain water does not react with Electro and cause Electrified water.
Evidence:
Significance: Overworld spaghetti. Overworld bodies of water are not all the same.
Not All Falls Water is False Water
By: Sayline#5959 Added: 2022-01-27 Discussion
Finding: Waterfalls are inconsistent.
Most waterfalls apply the Wet status if you climb on the sides, but on occasion this won't happen. For most waterfalls, you only get the Wet status if you're climbing on either side of them, and not any other part. Gliding, falling, or walking onto the side will not apply the Wet status.
a. Most waterfalls do not apply the Wet status if you drop down or climb in the middle, but there are waterfalls that do. b. There are platforms in waterfalls that can be landed/climbed onto. Some of these platforms will apply the Wet status, others will not. It's not always consistent even in the same waterfall.
If you climb up the middle part of the waterfall, you will get the Wet status, although this does not happen in certain waterfalls and parts of other waterfalls.
The edge of the waterfall between the water on the top and the actual falling water does not apply the Wet status when standing or swimming in it.
Evidence:
Map of all the waterfalls: Google Sheets
Climbing up middle of a waterfall: Video
a. Swimming on the edge: Video b. Floating on the edge: Screenshot
Significance: Falls water.
Not All Falls Water is False Water: Enkanomiya Addendum
By: Pablos#1142 Added: 2022-03-09 Discussion
Finding:
Waterfalls are still inconsistent in version 2.4.
Adding point 2. c.
Some of the platforms mentioned in point 2. b. can be invisible.
New region mapped.
New waterfall testing techniques found.
Evidence:
Enkanomiya and research techniques tabs added to the existing waterfall sheet with links.
Significance: Update to the map of all waterfalls. Update to the original findings in the library entry. Added collection of tips for future generations of waterfall scholars.
Electro Crystal Range
By: Greyhound#7836 Added: 2021-06-21 Disscussion
Finding: Electro crystals' pulse range works in a rectangle range, with the crystal being not centered, but rather between the center and the side
Evidence: https://www.youtube.com/watch?v=f8QfbYvuR6Q
Significance: electro crystals work in a similar way to cryo&pyro stamen flowers, for a better understanding of the overworld.
Parametric Crystal Electric Bungaloo
By: Ultimate Noob#2955 Added: 2022-01-14 Discussion
Findings:
An electric crystal can have its aura removed, but it will be reapplied.
When it's raining, you can apply Hydro aura using 2B Cryo (Kaeya) then end rain (by time skipping) and the crystal will not apply Electro to itself again. It has to be 2B, 1A won’t work.
So far the crystal can hold Cryo, Hydro, and Electro.
Rain water Hydro is different from regular Hydro, and the game doesn’t recognize it as the same as Hydro from different sources (Such as player Hydro and Hydro from bodies of water). This is proved as the crystal doesn’t update and reapply Electro onto itself as it thinks no element was applied onto it, removing the Electro. Game does not recognize rain Hydro, as other sources of Hydro.
Evidence:
Youtube credit to NZPIEFACE#8439
Youtube (On single crystal to prove not applied by another) credit to CrazyWeke123#9720
Youtube credit to ShampooBrain#9583
Imgur Hydro on crystal
Youtube credit to CrazyWeke123#9720
Youtube credit to Puffin#9920
Youtube credit to CrazyWeke123#9720 (Proof works in 2.4)
Significance: Rain Hydro isn’t the same as other Hydro sources. Electro crystals don’t have infinite aura, it just constantly reapplies Electro aura, it’s more then 1A, but less then 2B.
Overworld Entities Have Levels
By: Greyhound#7836, mol#3280, deaf#0246 Added: 2021-06-23 Updated: 2021-08-07 Discussion 1 Discussion 2
Finding: Overworld has levels for every "body", including water and grass and sand, trees, rocks, and other things that we can't prove in any other way other than the game's code which shows this, thus varying stats which is proven by their damage.
Evidence: Flower stamens deal damage based on a static, pre-determined level assigned to them. While levels for grass are dynamic and change under currently unknown circumstances: Video Water (using electrified): Video
Signifiance: Almost cracking the code for overworld. Now getting a bit closer.
Genshin has 2D Water
By: mol#3280, Greyhound#7836, IshnuKal#3728 Added: 2021-06-23 Discussion
Finding: Genshin's water exists only in horizontal, 2 dimensional sheets. Additionally, true water is not graphically represented at all times, while graphically represented water is only an approximation.
Evidence: Album 1 shows Jean standing in waterfall without getting wet. 2 shows venti climbing into waterfall below the 2d plane of "true water" without getting wet, but getting wet when he climbs into it at a slightly higher angle. When Venti then falls through the waterfall, he remains dry the entire time before impacting the second 2D plane of water. Greyhound's videos demonstrate that such planes appear to have water properties from below (Clip 3), and that its edges in some cases look to be perfectly square (Clip 4). Razor illustrates the trouble with this in Clip 5 by electrocharging the "true water" hidden below a dry floor and hurting himself with the resulting electrocharge AoE.
Significance: Electro is awful for the overworld because you can electrocharge water which resides in a flat sheet invisibly below the ground with AoE attacks. By doing this, you take continuous damage while standing on a dry surface. Also, you can stand in waterfalls without getting wet.
Environment Reactions Base
By: Greyhound#7836 Added: 2021-06-23 Discussion
Theory: Environment uses a different set of reaction bases than players, thanks to the EM buffs and my prior testing of electro crystal levels, we can conclude that although the value at release was the same as for the player, now it's different, with the player having a new one, and the electro crystals using the old, unchanged base.
Evidence: The video shows a level 84 electro-charged tick of the pre 1.6 base (1243) Video
Significance: We're getting ever so closer to figuring out the cursed world of teyvat's code
Some Pillars in Enka You Don't Take Fall Damage On
By: Ultimate Noob#2955 Added: 2022-05-12 Discussion
Finding: Some pillars in Enkanomiya allow you to evade fall damage if you land on the side.
Evidence: Video (credit to ♡Maddie'soneandonlyPinkie♡#0949)
Significance: Fall damage evasion.
Campfires act like 1U of Pyro Aura
By: RazorClaws#4343 Added: 2021-07-15 Discussion
Finding: Lit campfires essentially have a 1U aura of pyro that don't decay over time.
Consuming the campfire aura requires one of the following:
One 1U application of Hydro or Electro
Two 1U applications of Cryo, Anemo, or Geo
One 2U (or higher) application of Cryo, Anemo, or Geo
The aura on the campfire is 1U, regardless of the Pyro aura applied. For example, Bennett's tap E, which applies 2U of Pyro, still creates a campfire that behaves the exact same as one lit with 1U of pyro.
Evidence: Video
Significance: Putting out campfires with utmost efficiency
Zone Levels
Mondstadt
By: deaf#0246 Added: 2021-08-26 Discussion
Zone levels have been updated as of 2021-12-22 with more precise maps. See below.
Finding: The overworld in Genshin is split into multiple zones which can be distinguished by how much damage overworld reactions deal. These are the zones for Mondstadt.
Evidence: Zones A lot of painful testing was done via monitoring: enemy levels, Burning grass and Electrified, all of which can be found in the image above.
Significance: Fluff, and a deeper understanding of how the overworld is programmed. With that, I consider this completed. I have nothing but regrets.
Liyue
By: Vladone ツ#9281 Added: 2021-11-11 Discussion
Zone levels have been updated as of 2021-12-22 with more precise maps. See below.
Finding: The overworld map is split into multiple zones that effect damage dealt by environmental reactions. These are the zones for Liyue.
Evidence: Imgur Map Full Resolution Map Video representation of how I test/search borders: YouTube Zone levels are usually very intuitive, Liyue has very messed up borders and a lot of bugs. Because of this, the borders are really weird and in some areas, the representation might not be very accurate. Bug Example
Significance: Fluff and overworld documentation.
Inazuma
By: deaf#0246 Added: 2021-11-11 Discussion
Zone levels have been updated as of 2021-12-22 with more precise maps. See below.
Finding: The overworld map is split into multiple zones that effect damage dealt by environmental reactions. These are the zones for Inazuma.
Evidence: Map My methodology for the borders in the water can be seen in this video. Also, I think we can all agree that trying to document anything in the ocean between Inazuma and Liyue is unreasonable, so the northern borders are completely made up.
Significance: Fluff, and overworld documentation I guess.
Zone Levels Update
By: deaf#0246 & Vladone ツ#9281 Added: 2021-12-22 Discussion
Mondstadt Map has been updated and there is a newly discovered area that doesn't have a zone level. - Updated Mondstadt Map The no level area (Mondstadt bridge) does not have any value marked in the game code. Burned grass and electrified water do damage, but the damage is depending on the previous zone level you have been in. In other words, that area's level is dynamic and fully dependent on your position on the map before entering it. - Video example of the no level area
Liyue Map has been updated. - Updated Liyue Map
Inazuma Map has been updated. - Updated Inazuma Map
Teyvat Map has been updated. - Updated Teyvat Map
Mentions By "'map has been updated" we understand: - all the maps have more accurate borders that include even those present in the water - all maps have high quality renders taken directly from the finished Teyvat render - all maps share the same color marks specific to their level
Enkanomiya
By: Vladone ツ#9281, Mcpie#8672 Added: 2022-01-21 Discussion
Finding: The overworld map is split into multiple zones that effect damage dealt by environmental reactions. These are the zones for Enkanomiya.
Evidence: Map
Significance: Fluff and overworld documentation.
The Chasm and Teyvat Update
By: Vladone ツ#9281 Added: 2022-04-08 Discussion
Finding: The overworld map is split into multiple zones that effect damage dealt by environmental reactions. These are the zones for Chasm and Teyvat.
Evidence:
Significance: Fluff and overworld documentation.
Constructs Take Zone Level Damage
By: Vladone ツ#9281 Added: 2022-02-20 Discussion Finding: Some constructs take damage according to zone level.
Evidence:
Ganyu Skill: Youtube
Hilichurl Dummy: Youtube
The Rock: Youtube
Amber Skill: Youtube
Ningguang Skill: Youtube
Itto Skill: Youtube
Hilichurl Tower: Youtube
Hilichurl Target: Youtube
Hilichurl Hut: Youtube
Slime Pool: Youtube
Significance: Fluff and overworld documentation.
Zone Level Damage Is Based On Player Location
By: NZPIEFACE#8439 Added: 2022-03-13 Discussion
Finding: Zone level damage is relative to the player's position rather than the location of whatever is taking damage.
Evidence: The burning damage changes as the player enters and exists different zone levels. Youtube
Significance: Zone levels are "global" in a sense.
Bush Elemental Interaction
By: deaf#0246 Added: 2021-09-06 Disscussion
Theory: Elemental applications can be used to destroy and damage bushes, however not all elements are equal in this regard. Additionally, there are several other abilities such as Jean's E, the cast of Kaeya's burst, Albedo's burst, etc... which can be used to both damage and destroy bushes.
Evidence: Hydro: Video Cryo: Video Pyro: Video Anemo: Video Electro + Geo: Video
Burst knock back: Video
Significance: Optimizing your bush harvesting game.
Bush Lighting
By: Ayzel#7399 Added: 2021-06-11 Discussion
Finding: Bushes take one unit of pyro elemental application to light on fire.
Evidence: https://youtu.be/TTcHouqT-Qg
Significance: don't go around lighting bush fires, kids
Structures aren't enemies
By: anonpuffs#2537 Added: 2021-10-09 Disscussion
Finding: Structures do not count as "opponents" for the purposes of triggering abilities like albedo's elemental skill.
Evidence: Hilichurl Tower: Youtube Slime Balloon: Youtube Other random structures: Youtube Youtube Youtube Youtube Youtube
Significance: Overworld is hard.
4-piece set bonuses on environment reactions
By: Aluminum#5462 Added: 2021-06-22 Discussion
Bug: Sometimes set bonuses do not work properly if triggered on unconventional sources
Evidence: https://youtube.com/playlist?list=PLPByPR2TubV4zjXSKhIhhWEww2Oo7Tmwh
Significance: This explains some strange damage numbers when fighting enemies in the overworld
Location remembered between map tabs
By: Creonalia#2818 Added: 2021-06-29 Discussion
Theory: Genshin remembers your location and world state(such as bosses) in different map tabs separately.
Evidence: Anemo hypostasis and other world bosses normally respawn after 3 minutes and teleporting away&back (as shown at the end), but doesn't respawn after going to the Archipelago, additionally teapot shows that it remembers your ogriginal location in Teyvat upon leaving: Video
Significance: It'll be relevant whenever more overworld mechanics are added which refresh when tping in/out or if we get more map tabs.
Coordinates
Coordinates translation methods
By: Mcpie#8672 Added: 2021-07-21 Discussion
Theory: Coordinates translation methods from in-game coordinates into official teyvat map and vice versa. Official Teyvat Interactive Map
Translation snippet: If you open feedback url and paste the snippet below into the console, it will give you your current coordinates as you would see them on center parameter url in interactive map.
coords = JSON.parse(decodeURIComponent((new URLSearchParams(window.location.search)).get('ext'))).loc;
f1 = ((x, y, z) => [-x + 2329.9357585906982, -z - 749.9086303710938]);
f1(coords.x, coords.y, coords.z);
Here is the reversal snippet, which assumes that you're on the interactive map and you want to get the coordinates in game of your current visible center:
coords = String(window.location).split('&').find(e => e.match(/^center=(.*)$/)).split('=')[1].split(',').map(e => +e);
f2 = ((x, y) => [-x + 2329.9357585906982, 200, -y - 749.9086303710938]);
f2(...coords);
NOTE: (calculations were done in patch 1.6)
Evidence: Official map url (query parameters) contain two variables: center
and zoom
. zoom
does not matter at all in calculations because the translation function applies a vector, therefore there is no scaling and everything is 1-1 with a manipulated OX and OY axises directions.
IMPORTANT:
The format from center
, which is center=x,y
is reversed in the database, so if you were to look into requests and something seems off - that's because each coordinate is stored in the system with attributes x_pos
and y_pos
. If we had to translate it directly into the url, it would be center=${y_pos},${x_pos}
.
From now on, I am assuming a format center=x,y
is a correct one, because it's easier to manipulate for common folks.
Method used to get translation vector:
Find
(0,0)
in game - use feedback url and go north/east/west/south and compare it against previous coordinates.Once
(0,0)
is found, create a new pin here.Go to Official Teyvat Map and synchronize your in-game pins. You might need to wait few minutes/hours before it's properly synced - try refreshing the page.
While still on the page, open the console and start tracking network requests. You're looking for
https://api-os-takumi.mihoyo.com/common/map_user/ys_obc/v1/map/spot/get_map_spots_by_kinds
Toggle visible pins from the same category as the one you placed in game. Request should respond with a list of pins. Each pin has x_pos and y_pos attribute. Example pin:
{ x_pos: 585.788330078125, y_pos: -362.876220703125 }
However, as stated above - this is reversed in center parameter in the url for unknown to me reason. Keep that in mind.If you managed to find the pin you created, it should have values
{ x_pos: 749.9086303710938), y_pos: 2329.9357585906982 }
- this represents the translation vector.
Images: Map center pin: https://i.imgur.com/D43fqoJ.jpg Screenshot from this pin: https://i.imgur.com/ym4TOvB.png
Method used to figure out directions:
Note coordinates
Go strictly east and note coordinates again. Only one of them should change.
Go strictly north this time and note coordinates again. Only one of them should change compared to the ones from step 2.
Perform the same action but for interactive map. Now play around with coordinates and decide whether you need to multiply scalar by (-1) or not in translation function.
In our case, in-game -> interactive map requires (-1) on both scalars. Image representing coordinate axises (assumes
center=x,y
format): https://i.imgur.com/rEy06Mq.png
Method used to get in-game -> interactive map scale:
Place 2 pins rather far away from each other (in order to reduce the error).
Go to first pin -> feedback url and extract the coordinates.
Repeat for second pin.
Now do the same, but by extracting direct coordinates from network tracking on interactive map. The differences on respective axises should be the same. Remember that coordinates from the database are reversed. Now that we figured out the translation vector, scale and direction of target, we can create a translation from in-game coordinate system to interactive map coordinates system.
If you open feedback url and paste this snippet into the console, it will give you your current coordinates as you would see them on center parameter in interactive map.
coords = JSON.parse(decodeURIComponent((new URLSearchParams(window.location.search)).get('ext'))).loc;
f1 = ((x, y, z) => [-x + 2329.9357585906982, -z - 749.9086303710938]);
f1(coords.x, coords.y, coords.z);
Since 1: R^3 -> R^2
then one variable (altitude) is completely lost, hence the reversal is impossible with altitude variable restored.
Here is the reversal snippet, which assumes that you're on the interactive map and you want to get the coordinates in game of your current visible center:
coords = String(window.location).split('&').find(e => e.match(/^center=(.*)$/)).split('=')[1].split(',').map(e => +e);
f2 = ((x, y) => [-x + 2329.9357585906982, 200, -y - 749.9086303710938]);
f2(...coords);
As a confirmation, you can run this snippet on any coordinate you would like.
coords = [100, 200, 300]
f1 = ((x, y, z) => [-x + 2329.9357585906982, -z - 749.9086303710938]);
f2 = ((x, y) => [-x + 2329.9357585906982, 200, -y - 749.9086303710938]);
result = f2(...f1(...coords))
due to IEEE 754, the result will be off at epsilon level.
Significance: Easier navigation at finding in-game and official teyvat map coordinates.
Coordinates Units Descriptions
By: Mcpie#8672 Added: 2021-08-09 Discussion
Finding:
In-game (x,y,z) and Official Teyvat Map (x,y) coordinates system description: 1 = 1m
- visible for example when you're navigating towards commission.
1.68 = 1px
- at max zoom out and 1920x1080 resolution.
0.42 = 1px
- at max zoom in and 1920x1080 resolution.
Official map
Evidence:
1 unit represents 1 meter in-game Three coordinates, extracted through feedback url.

Calculations:
1: Object { x: 608.6038208007812, y: 228.3050537109375, z: 1754.6199951171875 }, distance: 3172m
2: Object { x: 2189.55419921875, y: 207.5247802734375, z: -1075.6280517578125 }, distance: 84m
3: Object { x: 2040.2203369140625, y: 215.52943420410156, z: -1077.7127685546875 }, distance: 83m
Let's try to find (x,y,z)
meeting the criteria.
((x-608.6038208007812)^2 + (y-228.3050537109375)^2 + (z-1754.6199951171875)^2= 3172^2) and
((x-2189.55419921875)^2 + (y-207.5247802734375)^2 + (z+1075.6280517578125)^2= 84^2) and
((x-2040.2203369140625)^2 + (y-215.52943420410156)^2 + (z+1077.7127685546875)^2= 83^2)
After solving, Noelle is at around { x: 2113, y: 210.71, z: -1037.51 }
Distance between 1st coordinate and Noelle:
((608.6038208007812 - 2113)**2 + (228.3050537109375 - 210.71)**2 + (1754.6199951171875 - (-1037.51))**2)**(1/2) = 3171.6726438170454
Due to possible error in displaying meters in-game (rounding up), this seems accurate.
Let's compare the real coordinates. We're taking first coordinate with distance of 3172m
Noelle estimated coordinates from in-game (hard to get without ~1m error):
{ x: 2113.30712890625, y: 206.05450439453125, z: -1038.918212890625 }
Coordinates difference:
[608.6038208007812 - 2113.30712890625, 228.3050537109375 - 206.05450439453125, 1754.6199951171875 - (-1038.918212890625)]
[ -1504.7033081054688, 22.25054931640625, 2793.5382080078125 ]
After measuring the vector length:
(1504.7033081054688**2 + 22.25054931640625**2 + 2793.5382080078125**2)**(1/2) = 3173.0872745589463
So our own calculations yielded 3172m
, while estimated real distance was 3173m
.
Therefore, 1 unit in-game represents 1 meter in game.
1px represents 1.68 units at max zoom out and 1920x1080 resolution. Since we know that translation from in-game coordinates to interactive map system does not use scaling, we can use interactive map coordinates system. We assume format
center=x,y
and we're using interactive map system. Remember that error of <30 is possible for each coordinate.

pos1 = (-580, 877)
pos2 = (256, -713)
|pos1_x - pos2_x| = |-580 - 256| = 836
|pos1_y - pos2_y| = | 877 - (-713)| = 1590
Since we know that x represents vertical axis and y is horizontal axis, the difference is 1590 units in width and 836 units in height.
I'm taking a picture from pos1 to pos2 at max zoom out using 1920x1080 resolution on PC. width: 937, height: 498 In order to verify that ratio is saved, we'll compare coord ratio vs image size ratio.
coord_ratio = 1590.0 / 836.0
> 1.9019138755980862
image_ratio = 937.0 / 498.0
> 1.8815261044176708
ratio is within acceptable error, let's compare the scale by dividing coordinates both width and height difference by image width and height
1590.0 / 937.0
> 1.696905016008538
836.0 / 498
> 1.678714859437751
So this would mean that 1 px is equal to around ~1.68 in-game units assuming 1920x1080 and max zoom out.
1504px in height and 2792px in width.
However, I'm playing on 1920x1080 and I can clearly see it on the screen, so the theory that 1px = 1m might hold true, but not for all resolutions or it might be dependant on zoom level.
1px represents 0.42 units at max zoom in and 1920x1080 resolution. How much is 1 pixel equal to at 1080p and max zoom in? Same process as with max zoom out.

pos1 = (-580, 877)
pos3 = (-363, 586)
|pos1_x - pos3_x| = |-580 - (-363)| = 217
|pos1_y - pos3_y| = | 877 - 586| = 291
That's 291 units in width and 217 units in height. Let's take a screenshot at max zoom in using 1920x1080 resolution. Dimensions are: width: 685 height: 512 Let's compare the ratios to be sure
coord_ratio = 291.0 / 217.0
> 1.3410138248847927
image_ratio = 685.0 / 512.0
> 1.337890625
ratio is within acceptable error, let's compare the scale by dividing coordinates both width and height difference by image width and height
291.0 / 685.0
> 0.4248175182481752
217.0 / 512.0
> 0.423828125
So this would mean that 1 px is equal to around ~0.424 in-game units assuming 1920x1080 and max zoom in.
Significance: Estimating distance between points is now easier due to known values in different systems.
Extracting coordinates while in game
By: Mcpie#8672 Added: 2021-08-09 Discussion
Theory: It's possible to extract your current coordinates through feedback url.
Evidence:
Go to Paimon Menu -> Feedback. They're stored in the generated url. Under query value called ext
.
ext=%7b%22loc%22%3a%7b%22x%22%3a713.8189697265625%2c%22y%22%3a120.84298706054688%2c%22z%22%3a275.4739074707031%7d%2c%22platform%22%3a%22WinST%22%7d
Running decodeURIComponent
on this value will yield a valid JSON.
See attached image on how to decode it in vanillaJS.
VanillaJS snippet that will extract this value in console:
JSON.parse(decodeURIComponent((new URLSearchParams(window.location.search)).get('ext'))).loc
The result for example case will look like this:
Object { x: 713.8189697265625, y: 120.84298706054688, z: 275.4739074707031 }
Significance: This provides an easy way to calculate the distance between two points in game.
Coordinates axises descriptions
By: Mcpie#8672 Added: 2021-08-09 Discussion
Theory:
Description of each coordinate in in-game coordinate system and interactive teyvat map coordinates system.
It's possible to find in-game coordinates through feedback url, or from center=x,y
value from the url from official teyvat map.
Map
In-game coordinates x - vertical axis y - altitude z - horizontal axis
Teyvat Interactive Map, assuming center=x,y format x - vertical axis y - horizontal axis

Evidence: Method used to figure out directions:
Note coordinates
Go strictly east and note coordinates again. Only one of them should change.
Go strictly north this time and note coordinates again. Only one of them should change compared to the ones from step 2.
Perform the same action but for interactive map. Now play around with coordinates and decide whether you need to multiply scalar by (-1) or not in translation function.
In our case, in-game -> interactive map requires (-1) on both scalars.
Significance: If someone is going to rely on in-game coordinates from feedback url, they might get lost thinking they're going in wrong direction while navigating through interactive map.
Coordinates change when idle
By: Mcpie#8672 Added: 2021-08-09 Discussion
Finding: Character coordinates change whenever game state is not frozen (unpaused single player).
Evidence: Steps to reproduce:
Extract coordinates
Go back to Genshin Impact
Unpause and pause the game (do not move)
Extract coordinates
The coordinates will be different.
In my case, ext
query values were:
first="%7b%22loc%22%3a%7b%22x%22%3a713.8158569335938%2c%22y%22%3a120.84288787841797%2c%22z%22%3a275.4771728515625%7d%2c%22platform%22%3a%22WinST%22%7d"
second="%7b%22loc%22%3a%7b%22x%22%3a713.8189697265625%2c%22y%22%3a120.84298706054688%2c%22z%22%3a275.4739074707031%7d%2c%22platform%22%3a%22WinST%22%7d"
Running decodeURIComponent
on both of them yields:
"{\"loc\":{\"x\":713.8158569335938,\"y\":120.84288787841797,\"z\":275.4771728515625},\"platform\":\"WinST\"}"
"{\"loc\":{\"x\":713.8189697265625,\"y\":120.84298706054688,\"z\":275.4739074707031},\"platform\":\"WinST\"}"
Which upon closer inspection, differ at 3rd decimal value in x and z axis. Lower difference on y means that y coordinate is responsible for height.
Significance: Fluff. This could also explain the fact that when you switch from child to adult male, your camera "target" goes up because the head is higher by ~0.4m.
Burning grass has standard ICD
By: Greyhound#7836 Added: 2021-08-20 Discussion
Theory: Burning grass has standard ICD - 3 hits/2.5 seconds
Evidence: Virgin running into a lake evidence by Greyhound#7836: Video
Chad perma wet evidence by Aluminum#5462: Video
Significance: Vault update.
Health And Revive Mechanics
By: kxmndz#4700 Added: 2021-10-16 Discussion
Findings: A) When all party members' health reaches 0, the revive screen comes up and 2 things happen:
You are respawned at the nearest Teleport Waypoint, Statue of the Seven or Domain, relative to where the last member died.
All party members are healed to 35% of their max HP (rounded off to the nearest whole number).
B) There are 2 kinds of environmental deaths:
Drowning and falling into the void takes away a set 10% of all party members' max HP.
Other environmental deaths tie in with Finding A
C) Health is "dynamic" and restored as "% of max HP" instead of a flat amount.
Evidence: Teleported to the Nearest Waypoint:
Revived at 35% of Max HP:
Data from falling into the void and drowning:
Other environmental deaths:
Health is dynamic: To start, Bennett had 281/10,987 HP (2.56%) and Fischl had 190/8,144 HP (2.33%). Bennett had 10,987 HP at the moment of death. After he died, flowers were equipped on both characters, raising Bennett's Max HP to 15,767 and Fischl's to 12,924. After equipping the flower, Fischl's HP changed from 190/8,144 to 301/12,924, staying at 2.33% of her max HP. Fischl dies with 12,924 Max HP. The revive screen comes up, and they are both respawned and healed. Bennett is revived with 5,518/15,767 HP, which is 35% of his new max HP. Fischl is revived with 4,523/12,924 HP, at 35%. After unequipping both flowers, Bennett's HP changed to 3,845/10,987, which is still 35% of his max HP while Fischl's HP changed to 2,850/8144, staying at 35% of her max HP. Video
Significance: Documentation and better understanding of how the game handles health and death.
Not All 2U Pyro Attacks Ignite Grass
By: Nass008#8577 Added: 2021-10-16 Discussion
Finding: Not all 2U pyro attack ignite grass.
We already know applying 2U pyro on grass can light them on fire with single hit, but for unknown reason some 2U pyro attacks do not apply pyro on grass.
Evidence: Bennett Q Thoma Q initial hit (tested as 2U in thoma-basic-mechanics, not verified yet as of October 15, 2021 10:36 AM) Yoimiya Q initial hit (Credit to BowTae#0141)
Significance: Applying pyro on grass is not a foolproof method for testing elemental gauge since not all attacks apply element to environment.
Chests
Treasure Compass Chest Rendering
By: Tibo#4309 Added: 2021-10-17 Discussion
Finding:
Treasure Compass detection depends on chest rendering, chest rendering suffers from an It Depends™.
Chest rendering seems to be square, off-set from chest, 360m x 360m for some while 180m x 180m for others.
Evidence: Testing:
To reduce variance in coordinates, the same character (Kazuha) is being used when checking coordinates. Smaller characters have lower coordinates. Repeat the following until some samples in each cardinal direction/some in same cardinal direction on different ends
If chest in view: find border where chest becomes invisible, take screenshot before the chest becomes visible and open feedback menu. Move closer until it does, repeat screenshot/feedback menu.
If chest not in view: while slowly moving inwards, repeatedly screenshot/feedback until you find the border - use last two feedback tabs/screenshots for last out/in coordinates.
Tested chests:
Chest 1 (Common): Imgur (chest unlocks after defeating monsters)
Chest 2 (Luxurious): Imgur (chest appears after lighting electro structures)
Chest 3 (Common): Imgur (chest appears after completing time trial)
Chest 4 (Precious): Imgur (chest unlocks after defeating monsters)
Chest 1:
Range doesn't seem to be square centered around chest
Not circular: seen from two testing points on the north side
Seems to be in range at around (+- a couple meters) 166m north, 191m east, 193m south and 172m west
Chest 2 (only south range tested):
Chest is on top of some Hilichurl structure and disappears with said structure after 97m south
Chest 3 (only north range tested):
Disappears after ~90.5m north
Chest 4 (unable to easily test south):
Chest is visible around 178m north, 195m east and ~165m west
Since 1 & 4's north+south and east+west add up to ~360, it seems that it's a square but not centered around the chest itself
In some screenshots, the compass points towards another chest when the tested chest is out of range, but will still point towards the tested chest in range. This is due to the compass picking the closest chest in euclidean distance while rendering isn't a circle/sphere, but a square
Maps: (1 pixel = 1 meter, some pixels have both in and out dot)
Range doesn't seem to be square centered around chest: Imgur
Chest 1 map: Imgur
Chest 2 map: Imgur
Chest 4 map using chest 1 rectangle: Imgur
Data/generating of images:
Screenshots/coordinates in-game: Spreadsheet
Map make stuff: Git
Summary:
Treasure Compass detection depends on chest rendering
Chest rendering is square, but not centered around chest
Chests that unlock render for ~180m (360x360 square)
Chests that appear render for ~90m (180x180 square) (assumed to be similar with just lower range to other chests)
Rarity doesn't affect range
Compass points towards closest chest in euclidean distance
Significance: Using the Treasure Compass to play ChestColle
Torch Lighting with Zero Gauge Pyro Hits
By: kxmndz#4700 Added: 2021-11-11 Discussion
Finding: Some overworld objects (torches, mist flowers) interact with 0 gauge pyro hits (hits that don't apply pyro aura to enemies).
Evidence: Overload and Torches:
Ice Flowers:
Zero Gauge Pyro Skills:
ItzSomebody#0029: Hu Tao E cast and NAs that are on ICD
Couldn't get a proper Diluc clip because his infusion window is short and the Phoenix's Pyro app makes the timing not line up with Mona E, but feel free to test it.
Significance: Documenting the overworld spaghetti, and a better understanding of 0 gauge stuff.
No Raining in Mondstadt
By: Ayzel#7399 Added: 2021-05-21 Discussion
Finding: If it's raining and you approach Mondstadt, the rain will stop, even though the rain will continue outside Mondstadt.
Evidence: https://youtu.be/yJ-3I3xGDgs
Significance: Can't do hydro tests on dandelions near Mondstadt
Electro Fog
By: pai#3602 Added: 2022-01-04 Discussion
Finding: Interactions with the Thunder Fog in The Thundering Wilds daily commission.
Sucrose's N1, N2, and N3 don't work on their own.
Sucrose's N1 and N2 work when there is something next to it that she can target, so it's assumed that N3 is the same way, but no one has been able to actually do it yet.
Every other Anemo ability works on its own.
The attacks from Anemo Slimes don't work, some examples of things that Sucrose can't target (and can't disperse the fog with) are the Portable Waypoint, Serenitea Pot, and Windblume Festival Commemorative Balloon.
Evidence:
Sucrose N1 and N2 not working: Youtube
All other Anemo abilities that work: Youtube
Anemo Slimes not being able to disperse it and Sucrose not being able to target some gadgets: Youtube
Significance: Fluff.
Boat Mechanics Addendum
By: ElliMiku#5071 Added: 2022-01-14 Discussion
Findings: General:
Waverider level is determined by world level.
The Waverider has 0 def and 0 elemental resistances.
Waverider heals 0.65% when the player is outside of it, and 5% when inside and not in combat. Percentages are in terms of waverider max HP.
Waverider-Terrain interactions:
When the waverider is in water that is too shallow for it, it slowly drifts towards deeper water.
When you try to go over a waterfall, you either get stuck if the water is too shallow... or the boat deconstructs.
Waverider vs environment:
Waverider can be hit by lightning (possibly only in shallow water)
Waverider takes EC damage if player is in the boat.
Waverider takes damage from the environment, such as electro crystals and cryo mistflowers. The player needs to be in the boat.
Waverider is not affected by balethunder or "spicy water".
Waverider vs player:
Waverider cannot be CC'd with Anemo attacks such as Jean's or Venti's E.
Waverider can be slightly shifted with Geo MC's E.
You cannot raise the boat with Albedo E.
You cannot place Zhongli Steles near the boat.
There's a zone around the waverider where the water can't be frozen.
If you use the waverider TP to summon the waverider when the "destination" is frozen, it deconstructs
Misc:
Waverider is not affected by Corrosion. If a character is affected by corrosion and enters the boat, HP does not continue to decay, but the duration of the corrosion effect still ticks.
Evidence:
Significance: Fluff, exploration, overworld survivability.
Stuff Can Infuse Cryo
By: Raven#9205 Added: 2022-01-21 Discussion
Finding: The Cryo element is able to be applied to many overworld objects, such as ores and animals. Additionally, it has been demonstrated that some overworld objects can hold Cryo without said Cryo being visible through elemental sight.
Evidence: Sheet documenting which objects can and cannot be infused with Cryo: Google Doc It should be noted that some objects simply cannot be tested as they are destroyed even due to zero damage attacks, such as Ayaka's special sprint (an example being the Liyue screens in domains).
Significance: Largely fluff. However, the application of cryo does mean that some elemental reactions can be performed on inanimate objects which can come with some side benefits. An example of this is that shatter can be trigged on rocks via this method, turning normally slow characters for mining into slightly more acceptable (such as Albedo).
Electro Seelie Electro Application Vertical Range
By: EatYourVeggies#7493 Added: 2022-01-27 Discussion
Finding: Electro Seelie when on a mount, can apply Electro at any vertical range, but not when it has yet to reach its final destination.
Evidence: Totem Seelie / Free Seelie
Significance: More knowledge on Electro Seelie mechanics
Phase Gates
Phantom Phase Gates
By: Rathalos#2875 Added: 2022-03-16 Discussion
Finding: Activated Phase Gates don't need to be visually present to allow travelers to phase through and travel to the opposite gate. This condition can be observed during a commission.
Evidence:
Significance: Better understanding of Teyvat laws. Commissions don't remove Phase Gate interactions. There's potential that it could apply to other objects.
Anemo Slimes
Flying Anemo Slimes Have Hitboxes
By: Kurt#5846 Added: 2022-04-16 Discussion
Finding: Flying Anemo Slimes and Bloaty Floaty bubbles have hitboxes and can move your characters.
Significance: Mostly fluff.
Paimon Hates Climbing
By: Magnus Artifex#8719 Added: 2022-04-16 Discussion
Finding: After reaching a certain height in locations of The Chasm, Paimon will say some lines. Usually these are triggered when you try climbing up to a light source.
Evidence: Video
Significance: Knowledge about the world and maps of the game.
Fishing Spots
Fishing Spot Prompt Has Infinite Height
By: Beast Boy#2560 Added: 2022-04-16 Discussion
Finding: Fishing Spots do not seem to check height before displaying the prompt. It is possible to view the prompt (but not catch fish) from far above and below the fishing spot. In addition to this, it is possible to catch fish from underwater.
Evidence:
Fishing Prompt Above: video
Significance: Knowledge of game mechanics.
Hanrocks
By: makeway4pK#3901 Added: 2022-04-16 Discussion
Finding: The Spoutrocks introduced into the overworld with Chasm in patch 2.6, let you land your jump without taking fall damage regardless of height difference(+/-), as long as you don't:
Glide
Roll off a cliff (counts as landing, you don't take damagedmg for roll but the next landing won't be soft)
Use mid-air skills e.g. Xiao
Plunge (normal reduced fall dmg for plunge, capped at 40% max HP)
Side-on collisions while jumping don't hurt and don't remove the fall damage reduction.
Evidence: Video clips of jumps from spoutrocks showing:
No DMG landing
Side-on collision then landing with no DMG.
Freezing and unfreezing mid-air then landing with no DMG.
Death by fall DMG after glide canceling a spoutrock jump.
Death by fall DMG on second landing after rolling for the first.
Death by fall DMG after skill canceling a spoutrock jump.
Normal plunging fall DMG after plunge canceling a spoutrock jump.
Significance: Relax and enjoy the ride, it's often safer and faster than plunging if you want to get down on the ground.
Properties of Eagles
By: Pablos#1142 Added: 2022-04-24 Discussion
Finding: Eagles can get stuck on terrain. Unlike other animals they do not have collision with players. They can be hit by melee attacks and at short range they attract auto-aim.
Evidence: Video 1 Video 2 (by makeway4pK#3901)
Significance: Fluff and documenting overworld mechanics.
Highest Places in Teyvat
By: Beast Boy#2560 Added: 2022-05-21 Discussion
Finding: Highest Places in Teyvat
Evidence: A comprehensive guide to the highest places in each region/map, extracted using Extracting coordinates while in-game. The exact values might differ due to Coordinates change when idle. For reference, sea level is 200 meters in Teyvat, and Mt. Everest is 8,848.86 meters.
From lowest highest place to highest highest place, the order is:
Highest Place in Liyue: Qinguyn Peak Cloud Dwelling: 551.7357788085938 meters. Coordinates from this point
Highest Place in Inazuma: Serai Island Thunder Manifestation Arena: 558.1334838867188 meters. Coordinates from this point
Highest Place in Mondstadt (Considering Dragonspine a part of Mondstadt): Dragonspine Skyfrost Nail: 697.6060180664062 meters. Coordinates from this point
Highest Place in the Chasm Underground: Ad Hoc Main tunnel out of bounds: 1487.64208984375 meters. Coordinates from this point
Highest Place in Enkanomiya: Mirror Library: 1941.7440185546875 meters. Coordinates from this point Note: It is possible to get a few meters higher by glitching out of the library and climbing to the top, I was unable to do so.
Just from base of map to highest point possible in the map, Enkanomiya is the clear winner. However, as it is underground, the Dragonspine Skyfrost Nail is technically the highest place in Teyvat. With Earth's gravity, free falling from the Highest Point in Enkanomiya to 0 meters would take 19.89 seconds in Earth's gravity.
Significance: Teyvat has some very high places.
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