About/Changelog·

Changelog

Release notes for Cultivation. This wiki documents v0.10.1, the current release.

Upgrading

Delete the old Cultivation.jar before adding a new one — two copies on the classpath will conflict. Existing worlds, player progress, sects and abodes all carry over, and your config files are migrated automatically. No reset is needed between versions. v0.10.1 takes nothing away.

Server compatibility

v0.10.1 targets Hytale Update 6's release channel (com.hypixel.hytale:Server:0.6.2) rather than the pre-release build v0.10.0 shipped against. Check your server's own version before upgrading — see Compatibility.

v0.10.1 — Duels, Sieges, and What You Leave Behind

A duel can now settle an argument about who actually walks the stronger Way, and a full bracket with a real stake will crown who does it best. A sect strong enough to take a hall can finally take it — and its allies can stand with it, not just watch. A cultivator who retires can hand something real to whoever comes after them, and their own sect remembers them for it. Tribulation lightning now answers every element, not just two. And the leaderboard finally has a second axis, worn visibly, for cultivators whose story was never about their realm.

Nothing an existing cultivator has earned is taken away

Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and your config files are left exactly as they are — every new setting appears with a working default the first time the file is written.

Dao Duels: Elemental Wagers, and a Tournament to Prove It

/cultivation duel challenge <player> [qi] [spirit stones] and accept <player> [spirit stones] add a Spirit Stone stake alongside the existing Qi wager — real items, held safely until the duel resolves, and returned in full if a challenge is declined, expires, or the server goes down mid-duel. Fight as a Dao Duel and your chosen element's Wu Xing matchup against your opponent's is shown before the first blow — overcome their element and the win pays out a bonus on top of the stake, drawn only from what your opponent can actually cover. A full bracket now sits behind it: /cultivation duel tournament register enters a server-wide, single-elimination Dao Duel Tournament with a real Spirit Stone prize pool, split between the champion and the runner-up, and it can now reopen itself on a configurable interval once the last one finishes.

Sect Wars: War of Conquest, and Allies Who Actually Show Up

/sect war conquer <sect> can take a rival's hall outright — deliberately harder to win than the existing suppression siege, with a higher sect level and score-ratio floor, a longer hold requirement, and a steeper cooldown. The old suppression siege is completely unchanged and remains the cheaper, more common tool. An allied sect can now stand with a defender under siege: reinforcing members hold the attacker's clock the same way the defender's own members do, and every allied sect that shows up for a contested, successfully-defended siege earns its members a contribution reward.

Formations 2.0: Spirit Arrays Join the Siege

A defender's Mountain-Guarding array now slows the attacker's hold-clock accrual by a real percentage per tier, and an Immortal-Binding array keeps striking intruders as it always has — both an official part of a hall's defense now. A besieging sect may break the defender's altar blocks bare-handed while a siege is actively contested — a personal, sectless array is never touched by this. Attackers get their own structure, the Siege Banner, which cancels the Warding slow outright and dampens Trapping arrays in its radius while it stands.

Legacy: What a Cultivator Leaves Behind

/cultivation legacy heir <player> names who inherits from you. Retire a cultivator profile at Foundation Establishment or beyond and your named heir receives a temporary breakthrough-cost reduction, scaled by the realm you reached. A sect now remembers its own, too: retire a profile while you are a member above the realm threshold, and your name joins your sect's Legacy Hall — a new card on the Sect page — whether you left an heir or not.

Tribulations: Every Element Answers Now

Lightning is no longer the only way Heaven answers a breakthrough. Every one of the ten Dao elements now strikes with its own bolt and voice: Water as Ice, Wood as a Trial of Voices, and Earth, Fire, Metal, Wind, Poison, Void and the frost-tempered shadow of Ice each with a bolt of their own — the ritual itself unchanged, only what falls from the sky.

Dao Mastery Leaderboard: Now Worn, Not Just Checked

A second ranking sits alongside realm-and-Qi on the Rankings page: Dao Mastery, scored on Heavenly Dao comprehension and the depth and breadth of every Personal Dao you have manifested. /cultivation top dao shows it from chat, and a quiet violet aura marks anyone currently in the top ranks, toggled off separately if you would rather it not follow you.

Breakthrough Quality: Qi Purity, Difficulty, and Four More Factors

Spirit, Profound and Divine Cores still count as Qi like anything else — lean on them too heavily, though, and your next realm breakthrough comes out weaker for it: up to 10% weaker in health and damage, scaling with how much of it came from a Core. A new Difficulty dropdown trades Qi cost against resulting strength — Simple, Difficult, or today's Default. And four more factors now shape a breakthrough's outcome: standing in a dragon vein or your sect's territory, how you handled the tribulation itself, timing it inside a Secret Realm or matching weather, and two new pills that trade real safety for a real cost. All six modifiers compose together, with a floor so no combination can crush your health or damage toward zero.

Roots of Ruin: Chapter 5 — The Corruption Made Flesh

The campaign finally has an ending with teeth. What was always standing behind Duan Heiyan now takes physical form near his own site, and for the first time in this story, it is genuinely fightable — a real, soloable boss tuned for one cultivator at Golden Core Formation, owned by the player who reached this chapter. Defeating it grants Voidscar Reclamation, a signature void-flavored art obtainable no other way.

Dao Inheritance: One Web, Worn Together

Your Master-Disciple bonds and your Legacy heir designation now form one visible web: /cultivation inheritance tree opens a new page showing your master, your disciples, your named heir, everyone who has named you heir, and the full connected web beyond them. Every member draws a passive Dao comprehension bonus scaled by the whole web's combined Dao Mastery strength — felt the moment you gain comprehension yourself, and gated behind a consent step your heir has to actually take. Any connected member may register a shared Dao House and declare rivalry on another; winning a real-stake Dao Duel against a rival house's member grants a personal Heavenly Dao comprehension reward.

Transcendent: Beyond the Ascension

Cross 15 completed prestige loops and something rarer still opens up: Transcendent status, permanent from the moment you cross it, marked by its own quiet aura and capstone title. The crossing itself grants Transcendent Reckoning, a signature void-flavored art obtainable no other way. Reaching it also unlocks a deeper vein inside the Immortal Court itself — a better manual-drop rate, an exclusive bonus roll at a Realm Map Fragment, and richer Qi than even the Court's own already-elevated ground pays everyone else.

Event World Bosses: When the Sky Answers

Four of the mod's public celestial events now carry a real chance of manifesting their own themed boss the moment they begin: a Tide Leviathan for Spirit Tide, a Meteor Golem for Meteor Shower, a Bloodmoon Howler for Blood Moon, and a Starfall Snapdragon for Starfall Convergence — no omen needed. The existing Calamity Beast is completely unaffected — it still wins any collision with an event boss outright.

Path War: Righteous vs Devil, Server-Wide

A standing, server-wide contest between the Righteous and the Devil path — no enlistment, no sign-up: a kill only counts when both sides are strictly opposed, live, the moment it happens. A new celestial event, Heavenly Schism, opens a window where every scored kill counts double. Win a window outright and your side's meditation draws a standing Qi bonus for as long as you keep walking that path.

Progression Compass: What You Haven't Tried Yet

The new Progression Compass — reached from the Misc page — always shows your top 3 "you haven't tried this yet" or "you have something pending" suggestions, drawn from across sects, beasts, Body Tempering, Talismans, Alchemy, Personal Daos, Oaths, Master-Disciple bonds, Closed-Door Retreat, the Sea of Consciousness, Forging, Weapon Spirits, spirit arrays, and Legacy heirs. Dismiss any suggestion individually and it never resurfaces on that account again.

Grand Dao Capstone: Mastery, Not Repetition

Transcendent rewards climbing the same ladder further than anyone else. The Grand Dao Capstone rewards the opposite instinct — proven mastery across five entirely unrelated disciplines all at once. Proving all five grants Convergence of the Myriad Daos, a signature art obtainable no other way, and a quiet jade aura marks you while all five hold true.

Seasonal Cycle & Hall of Fame: A New Chapter, Without Erasing the Last

Every competitive ladder now runs on a shared season, closing on a configurable interval (28 days by default) — Path War, the Cultivation and Dao Mastery leaderboards, and Sect standings all settle their season together, then open fresh. Nothing real is ever reset — only each season's own delta decides who is enshrined in the new Hall of Fame Codex article, permanently. A new Hall of Fame Foundation Flag lets any player found a permanent, server-wide monument once.

Combat Depth: Interrupts, Punish Windows, and a Reason to Read the Matchup

A charged technique is no longer safe just because it takes a second to gather — land a hard-enough hit on someone mid-charge and their gathering shatters unspent, opening a short Punish Window against them. A plainer, more common trigger exists too: any ordinary Wu Xing-favorable hit opens a smaller one. And winning the elemental matchup on a real player kill now pays a flat Spirit Stone reward, on top of whatever else that kill already earns.

Reincarnation: Give Up the Climb, Keep the Bloodline

A second ending sits alongside the Ascension Capstone: /reincarnate lets a cultivator at Nascent Soul or beyond give up their current realm early, dropping three realms in exchange for a permanent bloodline grant — unlike Ascension, no vein quality is required. The bloodline points a Reincarnation earns share into a standing Qi-gain bonus with every cultivator you share a confirmed Dao Inheritance bond with, capped at 30%.

Weapon Spirits: Devotion, Temperament, and a Reason to Talk Back

Levels 2 through 4 finally do something: Whetted, Watchful and Swift each lend a passive perk from the level they unlock. A new bond, Devotion, decides how much any of that is actually worth — a freshly-awoken spirit's perks start faint and grow toward full strength as you earn its trust. Every spirit settles into one of three personalities the first time it truly speaks — Haughty, Zealous, or Devoted — and /cultivation spirit name <name> lets an awoken spirit be named at last.

Solar Terms & Wild Spirit Herbs: The Sky Keeps Its Own Calendar

The heavens now run a calendar of their own: five Solar Terms — Spring Quickening, Summer Blaze, Earth Repose, Autumn Keening and Winter Stillness — cycle forever, derived purely from the clock. Wild Spirit Herb bushes now scatter through the world on their own, independent of anything grown in a Cave Abode, and which herb turns up leans on the current term and weather. Two new elemental herbs, Ironleaf (Metal) and Loamroot (Earth), round the herb family out to one for every classic Wu Xing element.

Fixes and tuning

v0.10.0 — A World That Remembers

A rival you beat once now remembers losing, and comes back angrier. Ascension gained a third ending that leaves something behind on purpose. Three wandering NPCs and a four-chapter campaign give the world people in it. Dungeons became plural. Sects can now be enemies as well as allies. And a run of smaller systems — a rite that actually cures a Meridian Injury, a beast that helps everyone nearby instead of just its owner, forged relics out of the vaults you already raid, a market that finally tells you what things are worth — fill in gaps the mod has had since launch.

Nothing an existing cultivator has earned is taken away

Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and your config files are left exactly as they are — every new setting appears with a working default the first time the file is written.

Dungeons

The Sunken Foundry is joined by a second instance, the volcanic Ember Wastes, capped by its own boss, the Ashen Colossus. /cultivation dungeon list and /cultivation dungeon enter <id> replace the old bare enter command.

Quest Lines

Three wandering quest-givers — the Ash-Robed Hermit, the Grave-Warden, and the repeatable Cloud-Ferry Merchant — each run a themed multi-step chain through their own dialog page. Alongside them, a fixed four-chapter campaign, Roots of Ruin, introduces three named characters: Elder Shen, Lin Qingzhu, and Duan Heiyan.

Wandering Rival Cultivators: Nemesis Escalation

Lose to a rival once and the mod names your Nemesis — roughly 1 in 3 later rival fights is them again. Beat them three times and they retire; lose again and they climb, up to five tiers. Right-clicking a rival now opens a real menu — Spar, up to three rolled offers, or Leave — rather than an instant duel.

Sect Diplomacy: Trade, Alliance, and Rivalry

A real three-rung ladder — Non-Aggression, Trade, Alliance — each a strict superset of the last, alongside a unilateral Rivalry declaration that blocks any further escalation between the pair.

Ascension: A Third Ending — Legacy

/ascend legacy sect carves your sacrifice into your sect's permanent Legacy count; /ascend legacy self banks a Legacy Mote for later. Same reset as prestige, your choice of who it's for.

Meridian Injuries: The Marrow-Cleansing Rite (洗髓)

The first real cure for a Meridian Injury rather than only waiting it out — pay Qi, hold composure through a scaling drain, and on success your deepest carried injury is cured outright. Fail the hold and it deepens instead.

Spirit Beasts: Familiars

A fourth beast kind. Never fights — it can be stationed instead of following, and shares a passive Qi-gain aura with every nearby cultivator, not just its owner.

Treasure and Ruin Exploration: Ruin Vault Relics

Every Ruin Vault now always rolls one of three named relics on completion: the Wardstone Shard, the Hollowed Token, and the rarer Voidglass Shard.

Tribulations: Storm Omen

An optional fifth tribulation tier. Opt in, and if the sky is already running storm weather when your breakthrough begins, you draw one harder, better-rewarded bolt — rolled once, at the start, never mid-ritual.

Spirit Cooking

A gentler parallel to Alchemy. Four wild ingredients scatter near players; cook them at a personal Spirit Hearth into one of four dishes. Never fails or botches — grade only affects buff duration.

The Cultivator's Exchange

A new market page showing a live price guide sourced from recent real Auction House sales — a reference only, never moves items or Spirit Stones itself.

And the smaller things

Fixes

v0.9.1 — The Heavens, The Depths, and the Sea Within

Two new endgame dimensions, an escalating solo roguelike, and a full forging system — plus a run of world systems built up around them. Heavenly Realm is a permanent, shared plane that opens above Ascension itself. Sea of Consciousness is a private world that's yours alone, hand-carved and growing as you do. Secret Realm Depths pushes floor by floor for an escrowed reward you can walk away from — or risk for more. Forging stands beside Weapon Refinement as its own crafting ladder, fed by materials from new Wandering Rival Cultivators and Treasure and Ruin Exploration. An addon-facing Admin API addition, and a run of solo-play quality-of-life on top.

Nothing an existing cultivator has earned is taken away

Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and your config files are left exactly as they are — every new setting appears with a working default the first time the file is written. See what this means for an existing save.

Heavenly Realm

A permanent, shared endgame dimension gated behind Ascension. Reachable with /cultivation heaven ascend; /cultivation heaven descend returns you to exactly where you left off, and every Ascended cultivator on the server shares the same Realm. It is hand-carved from scratch, not generated — a central plaza tapering into its own underside, twelve standing pillars, a scatter of satellite islands, and an arched bridge tying them together, all lit under a white-gold sky found nowhere else in the mod. Dying inside the Realm respawns you inside it, at its own spawn point, never ejecting you back out through the world you Ascended from. Block breaking and gathering are disabled — a hand-carved dimension, not a resource to mine.

Sea of Consciousness

A permanent, per-player private world unlocked at Qi Condensation realm, entered via /cultivation sea enter or a new Sea Page dashboard. Your Sea is persistent across logins, with an explorable horizontal radius that grows as your realm advances. Six landmark stages unlock as you progress — Home Islet, Coral Reef, Drowned Shrine, Moon Terrace, Abyssal Gate, and The Still Point — each hand-carved with real geometry and tied to a realm milestone from Qi Condensation up through Void Refinement. A vertical soft floor keeps you at the surface unless you deliberately visit a landmark built below the waterline. The sky above it is Dao-colored, shaped by your chosen elemental Dao. PvP is disabled, spawners are suppressed, and it is a solo space — only you see your own Sea, and block breaking and gathering are disabled here too.

Secret Realm Depths

Secret Realms gained an escalating, solo roguelike layer. Stand inside your own open realm and descend: each floor is a wave of beasts that gets tougher the deeper you push. Clear a floor and a reward drops into your escrow, unbanked. Then choose: Extract and walk away with what you've earned, or Push Deeper for a harder floor and a richer prize. Die mid-floor and the escrow is lost — disconnecting between floors auto-extracts what you've earned, but disconnecting mid-fight forfeits it exactly like dying would. A new themed Depths panel tracks your run, and /cultivation depths gets you in.

Forging, Wandering Rival Cultivators, and Treasure and Ruin Exploration

Admin API: Player Actions

A small, addon-facing API addition: PlayerAdminAction. An addon that owns a concept entirely its own — a Heavenly Flame, a bloodline, anything Cultivation has no built-in row for — can now register a row on /cultivation admin's Players tab, targeting whichever player the admin has selected, without Cultivation needing to know what that concept is. Mirrors the existing AdminConfigSection registry, which does the same for server-wide settings. Admins can also now set a player's Ascension count directly from the Players tab.

Solo Play

Fixes

What this means for an existing save

v0.9.0 — Beyond the Peak, Extended

Ascension shipped in v0.8.0. Everything below is what got built up around it since: Talismans, a spirit that can wake inside your own blade, sworn Oaths between cultivators, beasts that breed true, and a player-run Auction House — five real systems, not add-ons to existing ones. Ascension, Celestial Events, the Beast Tide siege, and your sect's Spirit Arrays all traded their command-only interface for a themed dashboard. Elemental Dao is now Spiritual Root, with a set of rarer mutant roots a server can allow, and Yin-Yang, Path and Karma moved to a new page, The Way — which also introduces two tracks that never existed before: Heavenly Dao, the heavens' own standing meter, and Personal Daos — Sword, Slaughter and Space — deliberate Ways a cultivator manifests through practice. And past all of that: a bonded beast you can now send off on its own Expedition, a Journal that writes itself as you climb, a rotating Bounty Board of solo contracts, and Spirit Fields that finally answer the weather overhead — plus two real bugs closed, including one that could disconnect a player outright.

Nothing an existing cultivator has earned is taken away

Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and your config files are left exactly as they are — every new setting appears with a working default the first time the file is written. See what this means for an existing save.

Talismans (符箓), Heavenly Oath (天道誓言), and Weapon Spirit (器灵)

Beast Breeding and Expeditions

The Auction House

Spiritual Root, and The Way (天道)

Four dashboards, and Beast Tide (兽潮)

The Cultivation Journal and the Bounty Board

Spirit Fields answer the sky

Fixes

What this means for an existing save

v0.8.0 — Beyond the Peak

Void Refinement Peak was the end of the road. It is now a door. Ascension is the longest, hardest ritual in the mod, and the cultivator who survives it chooses whether to stand at the summit or come back down and climb again stronger.

Around it, the world stopped being a backdrop: Secret Realms open and seal on their own, Celestial Events sweep the whole server, alchemy became a craft with a mastery ladder of its own, two fully mastered arts can be fused into one that did not exist before, a sect turned into an economy with a pavilion and a tournament bracket, and a cultivator can finally take a disciple — or lose their mind to Qi Deviation for trying to do too much too fast.

Nothing an existing cultivator has earned is taken away

Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and your config files are left exactly as they are — every new setting appears with a working default the first time the file is written. Unlike v0.7.4, nothing is reset. One thing does change hands: pills are no longer crafted at a workbench. See what this means for an existing save.

Ascension (飛升) — the trial past the last realm

Secret Realms (祕境) — places that open, and then close

Celestial Events (天象) — the sky keeps its own schedule

The Pill Cauldron (丹道) and Spirit Fields (灵田)

Master and Disciple (師徒), and Qi Deviation (走火入魔)

Technique Fusion (合道) — what mastery is finally for

A sect is an economy now

And the smaller things

What this means for an existing save

v0.7.4 — Nothing Is Given

Reaching a realm used to hand you every art that realm allowed. That is over. Every technique must now be come by — found in a manual, comprehended in meditation, opened by a breakthrough, or taught by your sect. Six new arts arrive with it: three gathered arts that are not loosed the instant you call them but built up, and three fist arts that refuse to be thrown with a weapon in hand. Fighting bare-handed now trains a ladder of its own. And Spirit Sense finally answers the question it was always asked: not “is this ground rich” but “can I break through here”.

One thing does not carry over

Worlds, progress, sects, abodes, beasts and Life-Bound Treasures are untouched, and your config files are left as they are. Techniques are the exception: every cultivator starts this release knowing none of them, and comes by them again through the four routes below. See what this means for an existing save.

Every art must be come by

The gathered arts — hold it, and it grows

Fist arts — a third ladder, climbed with empty hands

Spirit Sense — “can I break through here?”

Fixes and tuning

What this means for an existing save

v0.7.3 — The Ground You Stand On

A sect could claim a hall, and it meant almost nothing. Anyone could walk in, break the walls, empty the chests and walk out again. This release makes claimed ground real: it has a border you can see, rules you set yourself, and it turns away people who do not belong on it.

Land protection

Sect territory

A smaller menu

Command grammar

Fixes

v0.7.2 — The Long Practice

An art used to be only as strong as the realm of whoever held it. Learn it at Foundation Establishment and it did what a Foundation Establishment art does — and it kept doing exactly that until you broke through, however many thousand times you had thrown it. This release makes practice something the mod actually measures.

Technique mastery

Thirteen new arts

Spirit beasts grow up

The ground shapes you

Sects: a Dao, a shared climb, and holdings

Life-Bound Treasures have a nature

Fixes

Owners and add-on authors

v0.7.1 — The Body Endures

Every realm so far was climbed by gathering Qi. This release adds a second ladder that is not climbed that way at all — it is climbed by standing there and taking the hit. And because armor stops the blow, armor also stops the lesson.

Body Tempering

The Info Page

Cultivation: Jade Slip

Compatibility & API

v0.7.0 — Many Roads

Until now a server knew exactly one thing about you: your realm, on your own HUD, where only you could see it. This release is about the other direction — what everyone else can see. Cultivators give off Qi you can read from across a field, sects fly a banner over their hall, and the moments that matter arrive on screen instead of scrolling past in chat. And underneath all of it: you can now keep more than one cultivator.

Cultivation Profiles

Auras — Qi You Can See

Titles

Sect Halls — Beacons and Banners

The World Map

Moments That Land

For Add-on Authors

v0.6.2 — Steadying the Path

No new system — a pass back through the ones already here, fixing the places where they were quietly wrong. A sect leader could not kick the one member who was never online. A custom motto never actually rendered. A typo'd duel wager vanished into a 0 instead of being rejected. Three commands that destroy something now ask first, and Spirit Sense grows a real number to sit beside its band word.

Confirm Before You Commit

Spirit Sense Reads Deeper

Sect Fixes

Everyday Fixes

Under the Hood

v0.6.1 — Good Company

The land itself is the headline. Spirit Veins now rise and fall like terrain instead of rolling a fresh number every chunk, and a new Spirit Sense panel lays that landscape out in front of you. Alongside it, a release about getting along — with Endless Leveling, with PlaceholderAPI, and with itself.

The Land Has Shape

Drawing From The Ground

Seeing What You Sense

Endless Leveling

PlaceholderAPI

Admin & API

Fixes

v0.6.0 — What the Cultivator Knows

Everything this mod does, it did silently. The numbers driving your realm sat in a config file you could not open, the Qi under your feet was invisible, and every technique needed a typed command. This release is about perception.

The Codex

Spirit Sense

Keybinds and loadouts

Partnered Cultivation

v0.5.1 — What the Vein Will Bear

Sitting down on ground that could never carry your breakthrough used to look exactly like sitting down on ground that could. The ritual simply never moved, and nothing told you why. This release gives the land a voice — and gives the HUD real meters to watch while you sit.

The vein now tells you

The HUD grew meters

Also

Why this release exists

It is aimed squarely at the most common piece of confusion this mod produces — "why won't my breakthrough start?" — which is also the top entry on the FAQ. Now the ground answers instead of the wiki having to.

v0.5.0 — Another Road Up the Mountain

Cultivation had always had exactly one ladder: Qi, realms, stages. This release opens that ladder up, so another mod can replace it entirely — a different progression, a different vocabulary, its own balance settings — while sects, daos, techniques, spirit beasts, formations, abodes, duels, alchemy and the skill tree all keep working on top of it, untouched.

If you run Cultivation on its own, nothing about your server changes. Same realms, same Qi, same menus. This one is the foundation the next wave of add-ons stands on.

A different ladder, the same mountain

New words for the same world

Add-on settings, in the menus you already use

Under the hood

Beta

Cultivation is still in beta. Existing worlds, player progress, sects and abodes all carry over — no reset needed, and your config files are left exactly as they are.

v0.4.2 — Steadier Ground

A short, sharp-edged release. On a fresh world, a cultivator's very first kill could take the whole world down with it — that is fixed, and it is the reason to take this update. The admin config editor also stops being one endless scroll, and the English menus stop borrowing from the Chinese ones.

Beta disclaimer

This mod is still in beta. Existing worlds, player progress, sects and abodes all carry over — no reset needed, and your config files are left exactly as they are.

FIXED — The First Kill Crash

The Admin Config Editor, Now in Sections

English Menus, in English

Under the Hood

A small release, but the first item on it is worth updating for on its own. Feedback welcome!

v0.4.1 — Karma, Sect Governance & the Modding API

The heavens start keeping accounts. Every cultivator you cut down writes karma onto a ledger your next tribulation collects — in harder bolts, and more of them. Sects grow a real chain of command, with elders, join policies, and an art carved into the hall for every disciple to wield. And under the hood, almost everything Cultivation does can now be watched, vetoed, or re-tuned by other mods.

Beta disclaimer

This mod is still in beta. Existing worlds, player progress, sects and abodes all carry over — no reset needed. Unlike v0.4.0, this update does not reset your config files; the new karma and sect settings are simply added with sane defaults.

NEW — Karma (业力) & Heavenly Retribution

NEW — Sect Governance

NEW — Hall Inscriptions (碑文)

Rankings That Survive a Restart

Combat Fixes

NEW — For Modders: the Full Event API

Karma is the big new dial on this release and it is deliberately gentle out of the box — if it feels too light or too cruel on your server, every number is live-editable from the in-game admin editor. Feedback welcome!

v0.4.0 — Techniques, Spirit Beasts & the Devil's Path

Cultivation stops being something you only grow and becomes something you wield. Learn nine cultivation arts from manuals scattered across the world, ride a flying sword through the clouds, bind a spirit beast to your soul, carve out a cave abode with its own spirit spring, temper your blade in tribulation lightning, and walk the Devil Path or the Righteous Path to its end.

Beta disclaimer

This mod is still in beta. Existing worlds and player progress carry over — no player-data reset needed — but note that almost every config value has been reset to its new default for this update, so if you had the mod retuned for your server you'll want to re-apply your changes.

NEW — Cultivation Techniques (功法)

NEW — Cultivation Manuals (秘籍)

NEW — Spirit Beasts (灵兽)

NEW — Cave Abodes (洞府) & Spirit Stones

NEW — Formations (阵法)

NEW — The Devil Path, Duels & Sect Wars

NEW — Weapon Refinement (炼器) & the Heart-Devil Trial (心魔劫)

Weather, Interface & Fixes

Technique costs, beast bonuses, refinement odds, abode upkeep, and war pacing are all brand-new numbers — feedback from real multiplayer play shapes the next pass!

v0.3.0 — Sects, The Dao & Alchemy

The biggest update in the mod's history. Found a sect and claim a dragon vein with your disciples, choose your elemental Dao and balance Yin against Yang, brew spirit pills, awaken your Life-Bound Treasures, and transcend into the skill tree's eighth tier.

Beta disclaimer

This mod is still in beta. Future updates may require resetting player progress/data as core systems get reworked. I'll do my best to support upgrading from older versions so your data isn't lost, but at this stage it isn't guaranteed.

NEW — Sects (宗门)

NEW — The Dao (道)

NEW — Alchemy, Awakening & Transcendence

Rankings & Interface

Fixes & Balance

Sect bonuses, Dao numbers, pill effects, and Yin-Yang pacing are all brand-new — feedback from real multiplayer play shapes the next pass!

v0.2.0 — Heavenly Tribulations, Skill Tree & Dragon Veins

The heavens have taken notice. This update adds the mod's biggest systems yet — a full radial skill tree, tribulation lightning during breakthroughs, and legendary dragon veins — plus a ground-up visual retheme and a long list of fixes.

Beta disclaimer

This mod is still in beta. Future updates may require resetting player progress/data as core systems get reworked. I'll do my best to support upgrading from older versions so your data isn't lost, but at this stage it isn't guaranteed. No player progress should be lost in this update.

NEW — Skill Tree

NEW — Heavenly Tribulations

NEW — Spirit Vein Quality Tiers

Visual Overhaul & Interface

For Mod Developers

Fixes & Balance

Tribulation difficulty, skill tree balance, and vein rarity are all fresh numbers — feedback on how they feel in real play is especially welcome this update!

v0.1.0 — Initial Release

The first release of Cultivation! A full Xianxia realm-and-Qi progression system, built from the ground up.

Beta disclaimer

This mod is still in beta. Future updates may require resetting player progress/data as core systems get reworked. I'll do my best to support upgrading from older versions so your data isn't lost, but at this stage it isn't guaranteed.

Progression

Races & Life-Bound Treasures

Interface

Under the Hood

This is an early release — progression numbers, race balance, and Life-Bound bonuses are still being tuned based on feedback. Found a bug or have a balance suggestion? Please report it so it can get fixed!

Where to watch for new releases

New builds are published to CurseForge. Every build listed above, current and past, can be downloaded from the CurseForge files page.