Guide

Marrow Cleansing guide — five team-wide stat lines, locks, plans and Quick Cleanse

How Marrow Cleansing works in Tales of Ascension: five stat lines that buff every disciple on your team, the eleven stats they can roll, locking lines and what it costs in Immortal Herb, four saved plans, Quick Cleanse, and how your Marrow Cleansing level rises on its own.

Marrow Cleansing guide — five team-wide stat lines, locks, plans and Quick Cleanse

Marrow Cleansing turns the Immortal Herb from your Herb Garden into permanent stats for your whole team. You roll five stat lines, keep the good ones with locks and re-roll the rest. It opens with the Herb Garden at Foundation Early and stays useful for the rest of the game, because the lines only get better as your Marrow Cleansing level rises.

At a glance

The eleven stats

Each line rolls one of eleven stats, in one of four grades: Common, Spirit, Mystic and Immortal. Rarer grades roll bigger numbers.

Main statsCombat statsDamage and healing
ATK, HP, DEF, SPDCrit Rate, Crit DMG, ResistSkill DMG, Basic DMG, DoT DMG, Healing Bonus

Which line is "good" depends on your team. A Fire or Wood team that wins with burn and plague gets more from DoT DMG than from Crit DMG. A team built on ultimates wants Skill DMG, and a team that leans on a healer wants Healing Bonus. ATK, HP and DEF are safe for any team.

Caps

Several lines of the same stat add together, but each stat has a cumulative cap for the whole page. Anything past the cap is trimmed, so five ATK lines are rarely the best use of a page. The panel shows each line as a share of its cap. The caps rise as your Marrow Cleansing level goes up.

Locks and cost

Tap Lock line on any line you want to keep. Locked lines are not re-rolled.

Turn on Warn when a rare line is unlocked and the game stops you before a cleanse would wipe a rare line you forgot to lock.

Tip: while most of your lines are still poor, cleanse with no locks at 100 per roll. Start locking once you have one or two lines you would be sad to lose.

Plans

You have 4 plans, each with its own five lines and locks. Use them to keep a PvE page and an Arena page, or to try a new build without losing the old one. Only the plan marked In use applies in battle, and you can switch at any time.

Quick Cleanse

Quick Cleanse rolls for you, up to 50 cleanses in one go. Pick a stat (or Any stat) and a minimum grade, and it stops as soon as one line hits it. It charges the same herbs per roll as cleansing by hand, so check your locks first.

Levelling up

Every Immortal Herb you spend on cleansing becomes Cleansing Qi. When the bar is full, Marrow Cleansing levels up on its own (up to level 9). A higher level:

The info panel shows your current level and what the next one changes. Lines you already rolled keep their value; the next rolls benefit from the new level.

Where Immortal Herb comes from

FAQ

Does Marrow Cleansing buff only the Sect Master?

No. The plan in use applies to every disciple in your formation.

Do I lose a line when I re-roll?

Every unlocked line is replaced, and the old value is gone for good. Lock what you want to keep.

Is it worth cleansing before I have a good herb income?

Yes, a little. Every herb you spend also raises your level, so early cleanses are never wasted.


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