Changelog
Release notes for Cultivation. This wiki documents v0.10.1, the current release.
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.
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.
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
- Life-Bound Treasures no longer rewrite themselves on every single hit they take or land — a burst of fast strikes now updates a treasure's banked experience at most a few times a second instead of every blow.
- A rare, timing-dependent stall between sect renaming and an in-progress siege is fixed.
- Dispersing an altar-anchored spirit array from the Formations page no longer leaves its physical array-eye stuck glowing at its last tier.
- The Codex's last three gaps are filled — Forging, Body Tempering, and Master-Disciple bonds all now have their own article.
- A wild bush now yields exactly one herb per harvest, not two.
- Dao Mastery and Dao Inheritance are now reached from a link on the Dao page rather than their own buttons on the main menu bar, which was getting crowded.
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.
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
- All 34 technique manuals now use a real hand-made 3D book model and texture with Cultivation's own branding.
- A new Meditation Aura dropdown in Settings — pick a personal particle look for meditation and breakthroughs, separate from your UI theme.
- The Identity page gained a third tab: a Gallery of every cosmetic title you've ever earned.
- The Common Forging Material moved to the Workbench's Tools tab; Talisman Paper and the eight ritual/formation flags moved to Tinkering — organizational only, no recipe changed.
Fixes
- 22 items shipped with no bench requirement at all and couldn't be crafted anywhere.
- A fresh server could crash during the mod's own setup (Grand Tournament manager reading a Universe resource too early), taking every installed add-on down with it.
- The Wandering Rival's new offer menu could leave its interaction state machine invalid, silently failing the challenge flow for some players.
- The Auction House could wrongly report "insufficient funds" when your Spirit Stones were split between hotbar and storage.
- Closed a Qi-duration exploit in the alchemy and talisman rituals where a crafted NaN value could bypass a botch's duration clamp.
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.
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
- Forging is a new standalone crafting system, distinct from Weapon Refinement. Tier 1 uses a vanilla crafting-bench Recipe for base forged gear; Tier 2 and higher consume a three-rung forging-material ladder via a placed Forge anchor and the
/cultivation forge combineritual, upgrading an item in place with a random grade. - Wandering Rival Cultivators are a new roaming NPC, spawned peacefully near populated areas. Right-click to challenge a 1v1 duel fought with native combat AI — winning grants flat Qi, a technique manual drop chance, and a forging-material drop chance. Losing costs nothing.
- Treasure and Ruin Exploration opens at the highest stage of Spirit Sense (Precise): Buried Caches hold direct loot claimed from range, while rare Ruin Vaults teleport you solo into a private instance with real carved geometry and guardian NPCs that drop forging materials.
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
- A near-empty server now gets a Personal Bests view instead of an empty leaderboard: your fastest realm breakthrough, longest unbroken meditation streak, and — once you've Ascended at least once — your Ascension count, in the Rankings page and
/cultivation topalike. - A one-member sect now earns sect XP at 4× the normal rate, so the stronger halls stay reachable solo instead of at a full sect's pace with none of a full sect's members.
- Starting a realm breakthrough now tells you, up front, roughly how many tribulation strikes to expect and what share of your health they'll cost.
Fixes
- A summoned Guardian or Warden spirit beast could treat its own owner as a target. It no longer can, and kept close, it now also strikes back the instant you're hit.
- Heavenly Realm gave no visible way to tell how to leave once inside. The entry and status messages now say the exit command outright.
- The Sea Page dashboard could throw a markup error and disconnect you when opened.
- Entering your Sea could, under some connection timings, immediately redirect you back out the moment you arrived.
- A rare case could place you facing the wrong way on first arrival in your Sea.
What this means for an existing save
- Realm, Qi, Dao, arts, mastery, sects, abodes, beasts and treasures are all untouched. Nothing is reset and nothing is taken back this release.
- Heavenly Realm and Sea of Consciousness are both new, empty worlds the first time each is entered — nothing existing is affected by them shipping.
- Block breaking and gathering are now off inside both Heavenly Realm and the Sea of Consciousness. If you had already placed or broken anything there before this release, that stands; only new attempts are blocked.
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.
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)
- Talismans. Place a Talisman Desk and inscribe one of six — Explosive, Flying-Sword-Recall, Barrier, a temporary Formation Flag, and two that turn a hostile's attention aside, Breath-Concealing and Concealing (the latter makes other players lose track of you, not invisibility). A 60-second ritual, real Qi drained the whole time, and a real chance to botch. Grade is rolled from your own 50-level talisman mastery and your elemental affinity — the one roll in the mod where your Dao genuinely sweetens the result.
- Heavenly Oath. Swear a binding pact with another cultivator — Non-Aggression, Sect Loyalty, a wagered Duel, or Master-Teach — offered and accepted, never imposed, with a clean no-penalty mutual dissolve if you both agree. Break one instead and it costs 15% of your current Qi plus a 30-minute Dao-Heart Flaw that blocks breakthroughs outright while it lasts — cured over time, or three times as fast meditating beside the person you swore to.
- Weapon Spirit. A well-refined Life-Bound Treasure — tier 5 or higher, 30 kills landed by its own bonded owner — can wake a spirit inside it that climbs a 5-level ladder of its own, fed by nurturing it with your banked Qi, and speaks as it grows. At its peak it lends you a bonded technique.
Beast Breeding and Expeditions
- Breed your spirit beasts. Two bonded beasts, one shared Beast Pen, an offer and an accept — a successful ritual hands you an egg rather than a beast outright, incubating for a random 4 to 12 hours, entirely offline-safe. The offspring's species and element lean toward its parents rather than roll blind.
- Send your bonded beast on its own Expedition — Forage the Misty Vale (2 hours), Hunt the Ridge (4 hours), or Delve the Old Cavern (8 hours), away from you the whole time and unavailable to summon, mount or feed until it returns. Rewards scale on the level it left at, and nothing is lost to a full inventory — whatever cannot fit stays claimable.
The Auction House
- Trade at a player-run Auction House — list an item stack for a Spirit Stone price, anyone else buys it, cancel your own listing any time, and nothing is ever destroyed: a sold, cancelled, or 72-hour-expired listing always becomes a claimable parcel. Off by default — a server owner turns it on.
Spiritual Root, and The Way (天道)
- Elemental Dao is now Spiritual Root. Same Five Phases, same counter cycle, same switching and drift — reframed terminology, not a mechanic change. The five shadow-ring elements are now explicitly mutant roots, and off by default:
Dao-Mutant-Roots-Enabledgates whether they can be chosen or drifted into at all. A cultivator who already walked one before it was disabled is drawn back, once, to its fixed classic counterpart. - Yin-Yang, Path and Karma moved to a new page, The Way — nothing about how any of the three works changed, only where you find them, alongside two tracks that are genuinely new:
- Heavenly Dao (天道) — a single meter, grown by productive meditation, surviving a tribulation, an advancement, or a breakthrough. Five ranks from Unheeding to Heaven-Aligned, and a fuller meter softens tribulations, speeds Qi gain, and improves your odds at Dao Enlightenment (悟道) — a rare bonus-roll moment that can hand you comprehension and Qi on top of whatever you were already earning.
- Personal Daos — an open registry, three built in: Sword Dao, grown by fighting with a blade; Slaughter Dao, grown by kills, with a stacking streak; and Space Dao, grown by entering Secret Realms and hidden until found. Comprehend one far enough and it manifests, granting a real payoff while active — up to 2 manifested at once by default, with a global cooldown on taking up a new Way once you set one aside.
Four dashboards, and Beast Tide (兽潮)
/ascend,/celestial,/tideand Formations all traded chat-only commands for a themed page this release. Nothing about how any of them works changed underneath — the same gates, the same checks, the same events fire — only how you see and use it. Formations gained a genuinely new capability alongside the reskin: remote disperse, taking down an array without a trip back to the chunk it sits in.- Beast Tide is a fourth registered Celestial Event, alongside Spirit Tide, Meteor Shower and Blood Moon — a siege of five waves against a sect hall or Cave Abode's beacon, capped by a scaled-up beast lord, non-lethal by default and won or lost on the beacon's integrity.
The Cultivation Journal and the Bounty Board
- The Cultivation Journal — a new article in the in-game Codex, not a new page, that writes itself as you play: every breakthrough, every tribulation survived, every technique mastered, every beast bound, logged automatically with the totals that matter read back to you.
- The Bounty Board — a rotating set of solo contracts, independent of your sect and the Auction House: hunt a named creature, retrieve a named item, or survive tribulation strikes during a real breakthrough, for Qi, a pill, or a manual. A contract you have already made progress on is never lost to a rotation.
Spirit Fields answer the sky
- Three new elemental herb varieties join the original Spirit Herb — Sunpetal (Fire), Mistcap (Water), and Bramblewort (Wood) — each favoring a different pill effect, and each growing faster and finer when the weather overhead actually matches its element.
Fixes
- A Secret Realm or Immortal Court announcement now names the actual world coordinates of where it opened, not a chunk index — the number you were shown is finally one you can walk to.
- Closed a bug where a tribulation's storm sky could, in rare circumstances, never lift — a relog was the only fix. The restore now survives a disabled system, a config toggle mid-storm, and a plugin reload, and force-repeats itself for a few extra seconds after every tribulation just in case.
What this means for an existing save
- Realm, Qi, Dao, arts, mastery, sects, abodes, beasts and treasures are all untouched. Nothing is reset and nothing is taken back this release.
- Twelve new config files appear beside the existing ones — Talisman, Oath, Weapon Spirit, Breeding, Tide, Market, Bounty and Dao Comprehension among them — each written with working defaults and its own in-file documentation. See Config.
- The Auction House ships off.
Market-Auction-Enableddefaults tofalse— a server owner switches it on deliberately. - Mutant roots ship off, too.
Dao-Mutant-Roots-Enableddefaults tofalse. If your world already had cultivators walking a mutant root from before this release, each one is drawn back to its classic counterpart automatically, once, the next time they log in — no Qi cost, no cooldown spent. - A new permission node,
cultivation.bounty, gates the top-level/bountycommand.
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.
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
- At Void Refinement Peak,
/ascendopens the capstone. It runs fifteen minutes at default tuning, and it will not progress on ordinary ground: the chunk must hold 4,500 Qi, which in practice means a dragon vein or nothing. - Crimson tribulation lightning falls every twenty seconds, each bolt heavier than the last — so an attempt begins survivable and ends fearsome — and unlike a realm breakthrough it is lethal by default. Walking away, or dying, costs a stage and an hour before you may stand up again.
- The sky over an attempt turns crimson for 160 blocks in every direction, so a whole valley knows what is happening in it. The server is told when someone begins and when someone lands it, and the cultivator who does keeps a permanent title for it.
- Then the real choice: stay at the summit, or
/ascend prestige— go back to Body Refinement with 0 Qi and keep everything that is not Qi: skill tree, arts, Dao, sect, equipment, titles. Every completed loop permanently grants +4% Qi from every source and eases every timed ritual by 2%, stacking ten times, and each loop is deliberately longer than the one before it. Prestige is off by default — it is the server owner's call whether their world has one.
Secret Realms (祕境) — places that open, and then close
- A realm opens on its own every few hours, somewhere near where the population actually is — or the moment somebody uses a Realm Map Fragment, which any creature anywhere may drop. It is announced server-wide and pinned on the world map, because a realm is meant to be found, not stumbled into.
- Inside is genuinely better ground, seven chunks across: ×1.75 on every Qi you draw, stacking on top of the vein's own tier, your formations, your abode and your sect hall rather than replacing any of them.
- It stocks itself with the rarer half of the tameable spirit beasts, and a kill landed inside carries an extra roll for a technique manual on top of the ordinary table — the reason to make the trip rather than hunt the same species at home.
- Its own violet sky, and its own rules: Foundation Establishment to set foot inside, and nobody mines, builds or opens a chest on preserved ground.
- It seals after forty-five minutes — but nobody is punished for a fight running long. You are warned a minute out, and for thirty seconds after the barrier falls stragglers are walked to the boundary rather than yanked out of where they were standing.
Celestial Events (天象) — the sky keeps its own schedule
- One event runs at a time, chosen at random after a quiet interval, each with a sky of its own.
/celestialtells you what is overhead and how long is left. - Spirit Tide (灵潮) — every Spirit Vein on the server refills faster at once. A tide lifts every meditation spot, not a favored few.
- Meteor Shower (流星) — some of the chunks a cultivator meditates in turn out to hold a fallen meteor, and their vein is lifted to a far richer tier for as long as the shower lasts, settling back to what it truly was afterward. Nothing is permanently rewritten, and a site nobody visits never manifests at all.
- Blood Moon (血月) — a cultivator on the Devil path strikes harder and one on the Righteous path strikes weaker, in every fight, not only against each other.
- It is an open registry: an add-on can hang a fourth phenomenon off the same scheduler and sky. See Registries.
The Pill Cauldron (丹道) and Spirit Fields (灵田)
- Alchemy stopped being a recipe and became a craft. Place a Pill Cauldron and refine beside it: the ritual drains your Qi for as long as it runs, spends its herbs the moment it starts, and can fail — or botch outright and take the explosion with it.
- The old recipe is gone. A pill used to be two Spirit Cores at a workbench; it is no longer craftable at a bench at all. Pills you already have keep working exactly as they did — they simply carry no grade, and count as the plain version they always were.
- Every pill now comes out at a grade — low, mid, high, or perfect — rolled from the quality of the herbs that went in and the alchemist's own skill. The grade is what the pill is worth: longer duration, or more charges banked.
- Alchemy mastery is a ladder of its own, climbed only by refining and entirely separate from your realm — and it feeds straight back into the grades you roll, so a career alchemist genuinely makes better pills than a cultivator who owns a cauldron.
- Spirit Herbs grow. Plant a Spirit Field plot in your Cave Abode and it yields every real-world hour whether you are online or not — faster and finer on a rich or dragon vein, and better still under a Qi-Gathering formation, which now lifts quality and not only yield.
Master and Disciple (師徒), and Qi Deviation (走火入魔)
- A higher-realm cultivator may formally take on a disciple — offered and accepted, never imposed, with a required gap in realms and a cap on how many one master may hold. Meditating together lifts both of you, a master can teach an art directly, and a disciple's breakthrough pays the person who got them there.
- Losing your composure in a Heart-Devil Trial now leaves something behind. For fifteen minutes your meditation yields a third less, and the next inner demon presses half again as hard — an unstable cultivator inviting more instability.
- Three ways out, and none of them is helpless: wait (the clock runs while you are logged off), drink a Clear-Mind Pill, or meditate beside someone bonded to you — a spouse, your master, your disciple — which burns it away three times as fast.
/cultivation deviationtells you where you stand.
Technique Fusion (合道) — what mastery is finally for
- Two arts carried to the top rung of the mastery ladder can be fused into a single stronger art that did not exist before. Three recipes ship: Thunderous Blade Requiem (Sword Qi Slash + Nine Heavens Thunder Palm), Diamond Sovereign Ward (Iron Body + Qi Barrier), and Vital Ascendance (Healing Pulse + Qi Infusion).
- Fusion consumes both parents. 合道 is the two becoming one — keeping all three would make it a free extra art rather than a decision. (Per-recipe switch for owners who want the generous version.)
- It asks for a realm above the higher parent, a one-time Qi cost, and a cooldown, and it can fizzle — but a failure only ever costs the Qi and the wait. Nothing you already hold is ever taken by a failed fusion.
- A fused art is a real technique — keybindable, listed, with its own five-rung mastery ladder starting fresh. And it is the only way to get one: enlightenment and breakthrough gifts can never hand you a fused art.
/cultivation technique fusionslists every recipe and how close you are.
A sect is an economy now
- Contribution points are a member's standing, earned three ways:
/sect donatehands over Spirit Stones, taking a rival's vein in a war pays every member of the winning sect, and the mission board pays whoever finishes a task. - The Pavilion. Each sect stocks its own shelf — items, or the one-time right to inscribe an art into the hall — at prices and ranks its own leadership sets. Nobody is handed a server-wide shop list.
- The mission board. Repeatable tasks — gather an item, hunt spirit beasts, put in meditation hours, win duels — each with its own target, reward and rank gate, all editable by the server owner.
- Tournaments.
/sect tournamentbuilds a single-elimination bracket out of whoever is online right then and runs every match as a real duel with nothing wagered but standing, announced round by round, ending in contribution and a title for the champion. - Four rungs instead of two: Outer Disciple, Inner Disciple, Elder, Patriarch. Any manager can move somebody through the lower two; only the leader makes or unmakes an Elder, because an Elder who could appoint Elders could hand out their own authority.
- Every sect wears a tag — three to six characters, chosen when it is founded, unique on the server, changeable by the leader with
/sect abbr, and shown everywhere the sect's name appears.
And the smaller things
- A spirit beast that flies is now a real alternative to Sword Flying. Ride a flight-capable species that has reached its mount realm and you actually fly it — with a new vulture mount to fly.
- Tribulations bring their own weather. Night falls over the ritual ground and a cloud deck rolls in, colored by how far the cultivator has climbed — white, blue, then gold — with the lightning colored to match. Everyone within about 96 blocks shares the storm; the rest of the server keeps its own sky and its own time of day.
- Open your inventory and your whole cultivation sheet stands beside it — realm, stage, Qi, breakthrough readiness, body tempering and what your armor is costing you, Dao and Yin-Yang, race, title, sect and rank, arts, Spirit Sense, bound beast. Rows fold away when there is nothing in them, so a new cultivator sees six lines and a sect Elder sees the full page.
- Purchases reach the buyer in game. Anything bought from the Treasure Pavilion at xianxia.dev/store now applies on any server running Cultivation, and brings its own cosmetic title with it. The mod reads a public list of account IDs and nothing about your server is ever sent; a refund revokes itself at the next check. Switch it off in one line.
/cultivation admin bypass— a session-only toggle lifting requirements, costs and cooldowns so staff can test a thing without a week of climbing. It deliberately never lifts a system the owner switched off: a rule about the player is waived, a decision about the server is not.- Two new permission nodes:
cultivation.ascendandcultivation.celestial. - All five languages ship complete. English, Simplified Chinese, Portuguese (Brazil), Russian and Ukrainian all carry every line of this release — the roadmap item about keeping the last three current is done rather than deferred.
What this means for an existing save
- Realm, Qi, Dao, arts, mastery, sects, abodes, beasts and treasures are all untouched. Nothing is reset and nothing is taken back this release.
- A sect founded before v0.8.0 simply has no tag until its leader sets one, and every plain member comes back as an Outer Disciple — exactly the standing they already had.
- Ascension prestige is off by default. Turn it on deliberately, or leave the capstone as a one-time summit with a title on it.
- Pills are no longer crafted at a workbench. The two-Spirit-Core recipe is gone and the Pill Cauldron replaced it. Pills already in a chest keep the exact effect they always had — they read as the plain grade, so nothing you own got weaker either.
- Six new config files appear beside the existing ones — Celestial, Secret Realm, Master-Disciple, Qi Deviation, Tournament and Web Store — each written with working defaults and its own in-file documentation. Web Store and the new Ascension block are editable live from
/cultivation admin; the other five are JSON-only for now. See Config.
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”.
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
- Meeting an art's realm, Dao and bloodline now makes you able to hold it — not entitled to it. Coming by it is a separate event, and there are four ways. See Unlocking an art.
- Manuals. There is now one manual per art — twenty-eight of them — plus a Tattered Manual that names no art and teaches one at random from those you have already grown into. Manuals are the only route you can go looking for, trade, or take off a body, and they glow the color of the realm they belong to. See Manuals.
- Enlightenment (頁悟). Sit long enough on good ground and understanding sometimes simply arrives. Every second of meditation that actually draws Qi rolls for it, and richer veins comprehend faster — so nobody is ever hard-stuck behind loot that has not dropped.
- Breakthrough. Crossing into a new realm opens one art you had grown into but never met, so a new tier never arrives empty.
- Sect inscription works as it always did — borrowed, not learned, and gone the moment the sect loses the hall.
- A second copy of a manual you can already read is still studied into that art's mastery, exactly as before.
/cultivation techniquenow shows what you hold, what is within reach and what is still beyond you — and the keybind menu only offers arts you actually know, so no key is ever bound to something that cannot fire.
The gathered arts — hold it, and it grows
- Three new arts are not loosed the moment you call them. Use one and you begin gathering Qi; use it again to loose it. The longer you hold, the more it carries — up to a ceiling past which it fires on its own rather than making you watch a full bar.
- Piercing Sun Qi Beam. Everything you have gathered condensed into a single lance along your line of sight. It pierces — it does not stop at the first thing it meets, only at the world itself.
- Myriad Swords Return. A storm of sword qi over the ground around you, every blade falling and cutting on its own and landing on the terrain rather than hanging in a flat disc. Five blades at a tap; twenty at a full gathering.
- Starfall Strike. Alone among them, it lands somewhere other than where you stand — on whatever you are looking at, up to thirty-eight blocks off.
- A gathering drains Qi every second and scatters if you move off your mark, so what these really cost is standing still in a fight. Run your Qi dry and the art looses at whatever it had reached rather than being lost.
- A charge meter on the HUD tracks it, and the gathering visibly tightens and rises in pitch as it deepens.
Fist arts — a third ladder, climbed with empty hands
- Fighting bare-handed now trains something. Every blow you land with a free hand banks fist-art experience, and your bare hands hit harder for it — up to +220% at the top of the ladder, plus more for every realm you have broken into.
- XP is measured by the damage that actually got through. Hitting something armored teaches less than hitting something soft, and a punch a shield ate whole teaches nothing.
- The bonus applies to your fists and to the fist arts, and never to a weapon. It also never leaks onto your other techniques — a Sword Qi Slash thrown with empty hands is still a Sword Qi Slash.
- Crashing Mountain Fist is one committed straight punch: the shortest reach and by far the hardest single blow. Hundred Rending Fists is a flurry where every strike lands on everything caught in the arc. Heaven-Shaking Fist is the summit — a gathered art thrown from a planted stance and loosed as a shockwave.
- All three scale on the fist ladder as well as your realm, so the levels you spent punching things are what make them worth throwing.
Spirit Sense — “can I break through here?”
- Fullness alone could never answer that. A breakthrough wants 750 Qi and a common vein's entire capacity is 500, so “Overflowing” on ordinary ground was a full vein that still refused the ritual — and a player could search forever while being told, truthfully, that the land was rich.
- It now reads your pending rank-up and gives a verdict: ready, wait for it to refill, or this ground will never do. Color-coded on the HUD and on the panel, with a bright jade wash on every square of the map that would carry your ritual right now.
- The sense opens in two stages — Qualitative at Body Refinement Peak tells you how the ground feels, Precise at Foundation Establishment Peak gives you the numbers. See Spirit Sense.
- It also reaches further from the start. The old formula gave the unlocking realm a radius of zero — your own chunk and nothing else — which could not answer “where should I go”, the entire point of having it.
Fixes and tuning
- Body tempering could be farmed on a brazier. Standing in a fire ticked constant chip damage that a tempered body shrugged off and a meat skewer out-healed, so the ladder climbed for free. Damage nothing is holding — a burning block, drowning, a fall — now has to be worth 8% of your maximum health and can only count every 5 seconds. Combat is untouched: a swing or a projectile has an attacker behind it and never reaches those rules. See Body Tempering.
- Add-ons can now publish which Cultivation versions they work with, so a pairing that turns out to be broken can be corrected after both have shipped instead of needing a new jar. It fails open in every direction — an offline server is never told its mods disagree. See Compatibility.
- The Info page now lists Cultivation: Sacred Bodies alongside the rest of the family. See Sacred Bodies.
- New for add-on authors: one registration can now change what a cultivator is — re-pricing Qi, damage, Dao progress, charge time, rituals and the aura at once — and contribute its own rows to the Overview. Sacred Bodies is built entirely on it. See Registries.
What this means for an existing save
- Your realm, Qi, Dao, sect, abode, beasts and treasures are untouched. Your arts are not — every cultivator begins this release knowing none of them.
- This is deliberate, and it is quick to undo: a breakthrough hands one back, meditation on good ground hands more back over time, and manuals drop from tribulation strikes, demonic cultivators and slain cultivators as they always have.
- Server owners who want the old behavior can set
Requires-Unlocktofalseon any rule inArts/TechniqueConfig.json— per art, or on all of them. See Arts config. - Admins get
/cultivation admin granttechnique <art>(orall) andrevoketechnique, both usable on another player.
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 halls, every chunk a sect holds, and every cave abode now refuse outsiders by default — no breaking, placing, opening containers, using doors or workbenches, or harming creatures. See Land Protection.
- Rules are set per claim, separately for outsiders and for plain members, from
/landwhere you stand or the Rules button in the sect menu. There is a one-click Seal. - Every claim carries a posture line — Sealed, Partly open or Exposed — with anything outsiders can do marked in red.
- Trusted guests pass through the rules: a sect-wide list, and a separate one per abode.
- Each kind of sect building carries its own defaults, so a treasury is sealed and a training yard is open the moment each is raised.
- A disciple who cannot change the rules can still read them.
Sect territory
- The sect menu now carries a live map of your territory — crimson is ground you hold, faint gold is open ground you could take next. Click a chunk to work on it. See Territory.
- Sects spread outward: a chunk can only be claimed if it touches ground the sect already holds, so territory stays one connected piece of land.
- Ground is bought with disciples, not levels. A sect holds 3 chunks including its hall, and gains one more per disciple past the founder.
- Claiming and building are two steps. Take a chunk as plain ground and decide later what it is for, or set it back without giving it up. Assigning a use never touches the land rules or the Dao switch already on it.
- A title on screen when you cross a sect's border, so a claimed compound stops being invisible from outside.
A smaller menu
- The nav bar went from fourteen buttons to nine without losing a page.
- Bonuses folded into the Overview, which now leads with your totals summed per stat — and per unit, so a flat +120 Health and a +15% Health stay separate lines. Show More unfolds the full per-source breakdown.
- Profiles and Technique Keybinds moved into Settings.
- Titles folded in beside Race, on one page now called Identity.
- Spirit Sense only appears once your realm actually opens it. Its setting stays in Settings the whole time.
Command grammar
- Every
--flagargument is gone — all twenty-three of them. Where a command took an option it now takes a real subcommand:/cultivation bind confirm,/cultivation technique use <name>,/sect dao set <element>,/sect building assign <type>. See Commands. - Admin tools take the player as a trailing name:
/cultivation admin setrealm player <realm> <name>. Acting on yourself is still/cultivation admin setrealm <realm>. - Nothing lost a default —
/cultivation admin grantskillpointsstill grants one. - Test profiles left the menu and are command-only. Admins can grant one to another player and set its realm, stage and Qi with
/cultivation admin test.
Fixes
- Every map marker was in the wrong place. A Hytale chunk is 32 blocks and the mod treated it as 16, so hall, abode, formation and vein pins all sat at half their true distance from the origin — drifting further off the further out you went. Hall beacons and vein beacons were misplaced the same way.
/sect building claimclaimed the wrong chunk for the same reason, disagreeing with both the sect menu and/sect claim./landread the rules of a different chunk than the one it named.- Fixed a crash that took the world thread down when Sword Flying ran out of Qi mid-flight, and again on death while flying. Two more of the same kind were found and fixed on spirit beasts — completing an evolution, and taming while you already had one.
- Spirit Sense no longer pins a vein on ground a sect already holds — a compound is built on exactly those veins, so two markers stacked on one chunk.
- The Overview no longer shows a bare heading over an empty list for a cultivator who has not started yet.
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
- Every technique now climbs its own five-rung ladder — Entry, Minor Accomplishment, Major Accomplishment, Consummation, Pinnacle — separately for each art you know. See Mastery.
- A rung needs all three at once: a realm you have reached, practice XP the art earned from successful uses, and more copies of its manual studied into it.
- At Pinnacle an art hits 2.2× as hard, costs 25% less Qi and returns 30% faster. A well-worn old art can beat a fresh one.
- A duplicate manual is no longer a wasted drop — reading one for an art you already know now studies it deeper.
- Realm now decides only whether you may hold an art, not how good you are with it.
Thirteen new arts
- The roster goes from 9 to 22. See Techniques.
- One art for each of the ten Daos, usable only by a cultivator walking that element — Blazing Lotus, Frozen Domain, Golden Edge, Gale Rend, Venom Mist, Thunderclap Descent, Mountain Press, Void Devour, Verdant Renewal and Flowing Current. Eight strike; Wood mends and Water wards.
- One art for each bloodline: Blood Devour (Demon) drinks what it wounds, Divine Descent (Deity) is judgment and the strength to stand after it, and Boundless Potential (Human) is a long damage buff with no element and nothing closed off.
Spirit beasts grow up
- Beasts learn five arts of their own — Rending Claw, Ember Maw, Stone Hide, Spirit Siphon and the late Beast Soul Howl — and use them in a fight without being told. Each is gated on the beast's own realm, not yours. See Beast Arts.
- Twelve evolution paths run through the 24 species: a black wolf becomes an Emberwulf, a white one a Snow Leopard then a Sabertooth. Levels, XP and the bond all carry across. See Evolution.
- Seven species grow large enough to ride. See Mounts.
/cultivation beast infowas rewritten around all of it.
The ground shapes you
- The land now pushes your Dao the way weather already did — Fire in a volcano, Ice in a glacier, Poison in a bog. 60 biome keywords cover all ten elements, matched against the biome's own name so it works with a generator mod's biomes too. See The Ground You Sit On.
- Ground matching the Dao you already walk gathers Qi a quarter faster.
Sects: a Dao, a shared climb, and holdings
- A sect can name one of the ten Daos as its own, and ground it holds turns Qi toward that element — +30% for a disciple who shares it. See The Sect Dao.
- Shared progression: a sect banks XP whenever one of its members advances or breaks through, and levels from it. Recruiting people and raising them is the whole of it.
- Six kinds of sect building beyond the hall, one slot per sect level up to six. Each carries a switch for whether its ground presses the sect's Dao on those inside — turning it off makes neutral ground, which is how a sect takes in a friend who walks a different element. See Sect Buildings.
Life-Bound Treasures have a nature
- A treasure's nature is now rolled once, at binding, and never re-rolled. Six of them: Keen Edge, Warding Shell, Blood Drinker, Qi Siphon, Vessel of Life and the rare Spirit Conduit that quickens cultivation itself. See Traits.
- Two natures grow into an art the treasure lends you while it is held, and takes back when you sheathe it.
- Treasures bound before this release keep the exact benefit and numbers they already had.
Fixes
- Pills, spirit cores, talismans and manuals activate on right-click now rather than left — all 20 consumables.
- One Step, a Thousand Li reaches farther: 6 blocks base rather than 4, +3 per realm rather than +2, and a ceiling of 60 rather than 40.
- The flying sword can be mounted. The summoned sword and every rideable beast carried an interaction check that quietly refused.
Owners and add-on authors
- The in-game admin editor covers all of it — 22 sections, 135 settings, up from 21 and 116. Every new system has a switch that turns it fully off and returns that system to exactly how v0.7.1 behaved.
- The API grew to 156 events and gained four new open registries — beast arts, sect building types, Life-Bound traits and mastery rungs. See Registries and Events.
- All five languages ship complete: English, Simplified Chinese, Portuguese (Brazil), Russian and Ukrainian.
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
- A second progression track running alongside the realms — see the new Body Tempering page. It is not the Body Refinement realm: a Void Refinement cultivator can still be completely untempered.
- XP comes from damage that actually reached you, after armor and every other reduction. Bare-skinned you temper at full rate; in the heaviest set on the server you earn a tenth as much.
- It pays back as damage reduction — up to 40% with nothing on at max level, 15% in full armor, scaling the whole way up, and stacking with your armor's own resistance rather than replacing it.
- Max level is deliberately distant. The curve compounds; capping out bare-skinned means taking roughly 1.5 million damage.
- Your Overview page shows the trade live: your level, how armored you are, and what your body currently turns aside.
The Info Page
- A new last tab listing every mod in the Cultivation family — installed or not, its version, and whether its build verified.
- Administrators are told once on join when something is out of date, with a clickable link. "Unverified" only ever means nobody could confirm it, never an accusation, and nothing is disabled because of it.
- All of it is off with one switch in the new
UpdateConfig.json. Nothing about your server is ever sent — each check is a plain read of a static file.
Cultivation: Jade Slip
- The first release of the supporter add-on — five hand-made palettes recoloring every menu, the HUD, the skill tree and the aura you give off, plus banners, titles and lore. See Jade Slip.
- Purely cosmetic. No stats, no power, no advantage. Cultivation is free and stays free; Jade Slip comes with a Cultivation subscription.
Compatibility & API
- Body tempering's protection is handed to Endless Leveling's Defense rather than stacking on top of it — one combined calculation instead of two.
- API: BodyTemperingEvents (its pre-XP event carries a mutable amount, so an add-on can scale the reward rather than only refuse it),
registerUpdateCheckandregisterBuildCheck, and palettes can now recolor the cultivation aura throughauraPrefix.
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
- Keep up to three separate cultivators on one account and switch freely — see the new Profiles page. A profile carries realm, stage and Qi, race, dao, the skill tree, learned techniques and their keybind loadouts; your sect, cave abode, formations and marriage stay with the account and are shared by every profile.
- Manage them from the new Profiles menu page beside Settings, or with
/cultivation profile. Starting a fresh cultivator asks you to confirm, the menu's erase button asks twice, and your current cultivator becomes Profile 1 the first time you look. - A test profile for anyone granted
cultivation.profile.test— a sandbox whose realm, stage, Qi, skill points and race are typed in by hand. It requires a wall-clock time limit, dissolves on its own, never touches the rankings, sect scores or rosters, and does not use one of your three slots.
Auras — Qi You Can See
- Every cultivator now gives off an aura: realm sets its color and density — earthy bronze at Body Refinement, climbing through jade and gold to void indigo — and sub-stage sets its size, so a Peak cultivator visibly stands wider than an Early one of the same realm.
- Meditating adds a second, different aura that converges inward — Qi drawn out of the land toward you. It deepens through three stages the longer you sit, and stops deepening when the vein beneath you runs dry.
- Three switches in Settings — give off an aura, see your own, see everyone else's — plus the
/cultivation auratoggle, and two server keys (Aura-Enabled,Aura-Pulse-Interval-Seconds).
Titles
- Twenty-three cosmetic titles — one per realm, one per dao element, the Righteous and Devil paths, sect leader and elder, and a capstone for the Peak of Void Refinement. Equip one from the new Titles page; it shows above your head, in chat, on the rankings and on your sect's roster.
- Titles you have not earned stay on the list, greyed, telling you what unlocks them — rather than hiding until they appear from nowhere.
Sect Halls — Beacons and Banners
- A claimed hall now raises a standing column of light visible to anyone walking past (
Sect-Hall-Beacon-Enabled), and sects can fly a banner over it — Azure Dragon, Vermilion Bird, White Tiger, Black Tortoise, Golden Court or Jade Terrace — from the sect menu or/sect banner(leader or elder). - Lose the hall to a siege and the light goes back to whatever the vein wanted to be; the banner choice survives on the sect for its next hall. A sect with no hall can still pick one in advance.
The World Map
- Every claimed sect hall is pinned on Hytale's own world map for everyone, tinted with that sect's banner color and labelled with its name.
- Your own cave abode is marked, and so are the formations you or your sect control — colored by what the array does, and visible only to you. A Trapping array stays as hidden as it should be.
Moments That Land
- Breaking into a new realm takes over the screen with a title, and every cultivator within nine chunks is told (
Breakthrough-Title-Radius-Chunks; 0 makes it private). Advancements and demotions get their own titles, sized to what they mean — see the new Notices page. - Smaller moments — a skill node unlocked, a Life-Bound Treasure leveling, a respec, a ritual beginning — arrive as corner notifications. Every one still says its piece in chat, so nothing becomes unrecoverable the instant it fades.
- Joining or leaving a sect is marked with a title that carries the sect's motto underneath. The HUD gained a sect line, and the keybinds page now shows how many loadouts you keep against how many you may.
For Add-on Authors
- The API is up to 144 events across eleven subsystems — new
ProfileEvents(switch, create, erase, expiry) and sect banner events, with cancellable pre-events (expiry excepted). See API Events. - Three more open registries:
registerTitle,registerSectBannerandregisterPalette— your own titles on the picker, banners sects can fly, and full menu/HUD recolors. See API Registries. ProgressionProvider.supportsProfiles()keeps a progression add-on honest: until it declares support, profile switching is refused rather than half-performed.- The profile and keybind-loadout caps are addon-raisable (
registerProfileCap,registerTechniquePresetCap) — highest registration wins, and nothing is destroyed when a cap falls. Note the loadout default is now 3 (v0.6.x allowed a flat 8); anything you already kept survives.
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
/sect disbandnow needs/sect disband confirm, stating the sect's name and member count before a leader commits — and every other member is told the instant it happens rather than finding out next time they open the sect menu./cultivation bindgave the same success message whether you were binding a fresh Life-Bound Treasure or silently resetting your own leveled one to level 1. Re-binding above level 1 now needs/cultivation bind confirm, and names the level you are about to lose./cultivation abode abandonforfeited every banked Spirit Spring point with no warning. It now needs/cultivation abode abandon confirm, and tells you exactly how much Qi is sitting in the spring first.
Spirit Sense Reads Deeper
- A precise reading was a single percentage. It now shows the vein's actual Qi amount on its own line (abbreviated past 10,000, e.g.
12.4k), with fullness underneath in a dimmer line. A rich vein at 300/900 no longer looks identical to a common vein at 300/300. - Turning Spirit Sense off, or disconnecting, now clears the vein markers it drew on the world map. They used to stay pinned where you last sensed from, forever.
Sect Fixes
/sect kickcould not remove an offline member at all — the exact moment you would reach for it — and reported them as not online. It matches against the roster now, online or not.- A sect's custom motto went through a code path the client silently ignores, so it had never once displayed. It does now.
- A server with no sects founded yet showed a blank scroll region; it says so instead.
- Kick, Disband and Deny use a crimson danger style rather than the ordinary jade sect button, so a destructive click looks like one.
Everyday Fixes
- The HUD's Nudge Up/Down buttons moved the panel the wrong way on both bottom-anchored corners, and Nudge In/Out had its sign backwards on top of that. Both corrected, and the HUD background is more opaque (0.55 → 0.72) so parchment and jade text stop washing out against snow or a bright sky.
/cultivation duel challenge's wager silently became0on a typo (1O0for100) instead of being rejected. The engine's own number parser handles it now, and a negative wager is refused outright./cultivation refine,/cultivation respecand/sect inscribeblamed the server's own settings ("refinement is not enabled") when the real cause was an add-on vetoing that one attempt. All three now say something prevents that right now instead of pointing at the wrong culprit.- The seven
/cultivation admin set-*andgrant-*commands did nothing at all, with no message, if the target had never joined the world. They tell you that now. - Your own row on
/cultivation topsits on a distinct plate, so you can find yourself in a long list at a glance. /cultivation debug veinand/cultivation infoheld the last two hardcoded English strings in the mod. Both are translated.- HUD and Stats-page labels flashed English on a Simplified Chinese client for one frame before the first refresh. They start blank and fill in translated.
Under the Hood
- Flying-sword flight's per-tick correction ran its full start-up ceremony — including firing the public flight-started event to every add-on listening — once a second for the entire flight. It checks first now, and only re-asserts when the vanilla mount interaction has actually reverted it.
- Two small memory leaks fixed: the PK-cooldown ledger and the Spirit Sense snapshot each kept an entry per player forever. Both clear on disconnect.
- Boot telemetry no longer shares the server's own task scheduler, so a slow metrics endpoint cannot stall unrelated server tasks.
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
- A Spirit Vein's strength used to be rolled independently per chunk, so walking in a straight line gave
417 → 175 → 216 → 324— a different number every sixteen blocks, with no ridges to follow. - It is terrain now:
459 → 432 → 445 → 428 → 409 → 369, with rises and hollows over roughly eight chunks. Follow the Qi uphill and you arrive somewhere. - Rich and dragon veins gather into spirit-rich regions rather than being sprinkled evenly. Their rarity is unchanged — still exactly the odds your config asks for, only redistributed toward potent ground.
- Tunable with
Spirit-Vein-Terrain-Jitter-Percent. Existing worlds keep the veins they already have; only ground nobody has visited is laid out the new way.
Drawing From The Ground
- Meditation now draws half from the chunk beneath you and an eighth from each of the four around it, instead of taking greedily from wherever held the most.
- Your rate is unchanged — only where it comes from. A favourite spot no longer hollows out one square while its neighbours sit full.
- A share the ground cannot supply is simply not drawn. Sit where four exhausted chunks meet and you draw only the centre's half — a reason to move on.
- The Vein Drain Radius skill now lets each of the four arms reach further for its share, so a high cultivator keeps their full rate in worked-over land.
Seeing What You Sense
- Spirit Sense gained a panel of its own: the chunks around you as a grid, each tile tinted with that ground's real colour, taken from Hytale's own world map.
- A gold wash marks a rich vein, jade a dragon vein, and the chunk you stand on is ringed. Ground you have never explored stays veiled — you feel its Qi through the earth, but you have not laid eyes on the land.
- Rich and dragon veins now also appear as markers on the world map you already use.
- Both obey the perception you already had — the same radius, and the same deep-or-thin before exact numbers.
Endless Leveling
- Both mods raise max health and outgoing damage, and left alone the two multiplied. Cultivation now hands those two to Endless Leveling so the progressions add instead. See Compatibility.
- Automatic — nothing to install or configure, and on a server without Endless Leveling nothing changes at all.
PlaceholderAPI
- Around 60 placeholders for chat formats, scoreboards, tab lists, holograms and signs — realm, Qi, sect, Dao, spirit beast, and the vein under your feet.
- The rankings work with no player at all, which is what makes a leaderboard sign possible. Relational placeholders too.
Admin & API
- 19 sections and 109 settings in the admin menu, up from 9 and 59 — with real checkboxes, so 14 master switches that were config-file-only are now in-game toggles.
- Every config file is now readable and writable from the API, progression can be driven rather than only watched, and Cultivation's own admin settings are ordinary API registrations an add-on can reorder, hide or replace.
Fixes
- A failed ritual at Early-Stage cost nothing at all — the stage cannot fall below Early, but the banked Qi is now properly scattered. Early-Stage is where every cultivator lands after a breakthrough, so this was not rare.
/cultivation partnernow says when your cultivation is too shallow to partner at all, instead of claiming you were ready.
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
- An in-game reference book: 24 articles across The Path, The Self, The World and The Craft.
- Every article is written against your server, not the defaults — it states the numbers this server actually runs and what you have actually reached. The one thing a wiki cannot do.
- Recipes resolve live from the item's own asset, so an edited recipe is correct in the Codex with nothing else to update.
- Open it with the Codex item, from the menu bar, or with
/cultivation codex.
Spirit Sense
- Spirit Sense (灵气感知) renders the ambient Qi around you — motes off the ground you sit on, and a beacon over a rich or dragon vein from across the landscape.
- Realm-gated in two steps: at first you feel only whether the Qi runs deep or thin; exact numbers wait on a keener perception. Words before numbers.
- Your sensing radius grows with your realm — one chunk at Foundation Establishment, a 9×9 area at Void Refinement.
- Toggle with
/cultivation sense.
Keybinds and loadouts
- Techniques fire from a keypress: bind four to ALT, CTRL or SHIFT plus 1–9 on the new Keybinds page.
- Keep eight named loadouts and cycle them with a key, so a combat set and a travelling set need not be re-bound by hand.
- Menu pages bind too — ALT+3 opens your Qi overview and ALT+4 the Codex out of the box.
- Only combinations you actually bound are ever intercepted, and the modifier arms on the press rather than being held.
- Server owners: Q, E and R are bindable but ship switched off (
Technique-Hotkeys-Q-E-R-Enabled) — taking them over costs a player dropping, the inventory, or their hotbar block set.
Partnered Cultivation
- Two married cultivators meditating together each draw more Qi from the vein than either would alone.
- Their Yin-Yang balances pull toward one another, dragging a dangerously-leaned cultivator back from the Heart-Devil Trial.
- No command — sit near your spouse, both meditate, and it begins. Requires the Marriage mod; without it the feature stays entirely off.
Menus, HUD and the API
- The shared nav bar scrolls horizontally, which is what made room for Keybinds and the Codex without crowding anything out.
- The HUD gained a live Qi-flow line and a readiness line, each switchable individually, and the panel nudges toward any corner.
- The menu bar and the Codex are open registries — see Registries for
registerMenuPageandregisterCodexEntry.
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
- A ritual that cannot start because the Spirit Vein beneath you is inadequate now says so in chat, instead of quietly refusing to progress.
- It distinguishes the two cases, because they call for opposite responses:
- Too shallow — the vein's full capacity is below what the ritual demands. No amount of waiting helps; you are told to seek a rich or dragon vein.
- Drawn too low — the vein could hold enough but has been meditated down. You are told how much of the requirement remains, so you can judge whether to wait or move on.
- Covers all three rituals that read the vein: realm breakthroughs, sub-stage advancements and weapon refinement.
- The warning fires once per distinct reason rather than on every meditation tick, and re-arms whenever you sit down somewhere new — so relocating always gets you a fresh reading on the new ground.
The HUD grew meters
- Ritual progress is now a real progress bar rather than a percentage buried in a line of text — and its label names whichever ritual is running: breakthrough, advancement or refinement.
- During a Heart-Devil Trial, a second bar tracks your composure as the inner demon wears it down, so you can see how many more pulses you can bear rather than guessing.
- Both meters appear only while they are relevant, and the panel resizes to fit. A bottom-anchored HUD now sits flush against the edge of the screen while nothing is running, instead of floating above a fixed-height box.
- All three ritual labels are translated in every language the mod ships.
Also
- The mod's own Website link now points at this wiki.
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
- A mod can now hand Cultivation a progression system of its own — its own levels, rank names and curve — and Cultivation stops reading realms, stages and Qi from its own records and reads that mod's numbers instead.
- Everything else carries on as normal. Sects, the Dao, techniques, spirit beasts, formations, cave abodes, duels, alchemy, weapon refinement and the skill tree keep working exactly as they do today.
- Every realm gate in the mod — a technique's unlock realm, a race's, a spirit beast species' minimum realm, refinement tiers, abode quality, the Dao unlock — asks the replacement system what realm you count as, so dozens of existing gates needed no rewriting to understand a brand-new progression.
- Rank-ups still run through the meditation ritual, in the same two flavours: the routine advancement, and the milestone breakthrough with its tribulation lightning — or the Heart-Devil Trial, if you have leaned far enough into Yin or Yang.
- The HUD,
/cultivation, the stats menu and the rankings all follow along, showing the installed system's rank names and progress bar. - Your original Cultivation progress is never overwritten while an add-on is running — it sits untouched underneath, so removing that add-on hands you straight back the realm you had.
New words for the same world
- A mod can now re-word Cultivation's entire vocabulary — chat messages, command output, the HUD, every menu, item names and tooltips — without changing a single behaviour. A setting with soul masters and academies instead of cultivators and sects now reads as its own game rather than a re-skin.
- It is a proper hook rather than a language file, because a language file cannot do this: the engine merges every mod's language pack into one catalog on a first-come basis, and Cultivation's own pack always loads first, so an add-on trying to override wording that way is silently discarded.
- Re-wording is as complete or as partial as the add-on likes — anything it does not rename keeps Cultivation's own wording, and stays translated in every language Cultivation ships.
Add-on settings, in the menus you already use
- Mods built on Cultivation can now put their own balance numbers in Cultivation's admin menu. They appear as their own section buttons on the Config tab of
/cultivation admin, beside the nine that arrived in 0.4.2, with the same rows, the same editing and the same single Save. - The same settings also appear in a new Mod Settings block at the bottom of the ordinary settings menu — but only for admins. For everyone else the block is not merely hidden but absent, and the server re-checks the permission on save rather than trusting the menu.
- Change several numbers across several mods, then commit them all at once.
Under the hood
- The rankings and
/cultivation topnow sort on a single flattened level rather than realm-then-stage. For the built-in ladder that is the exact same order as before; it also means a replacement progression ranks correctly against itself, and that offline cultivators still show a proper rank name on the board. - The realm an add-on says you count as is never written to your save file — deliberately, so that uninstalling one cannot leave a stale rank behind to poison your gates.
- Every message the mod shows a player now passes through one shared chokepoint, which is what makes re-wording possible at all. With no theme installed it is a single null check, so there is no cost to a server running Cultivation alone.
- New public API:
setProgressionProvider,setTheme,registerAdminConfigSection, plusgetGlobalLevel/getProgress/refreshProgressionfor reading a cultivator's standing under whichever system happens to be live. Every one is documented in full, threading rules included — see the API pages.
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.
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
- On a new world, a cultivator who had not yet meditated (and had never opened the Dao menu) could crash the entire world by killing anything at all — a mob, a spirit beast, another player, it made no difference.
- The cause: crediting that kill to your Dao tried to create your Dao record from inside the engine's own entity loop, which the engine forbids outright. That record is created the moment you first meditate, which is exactly why the crash only ever struck brand-new characters — and why it looked so random.
- Everything a kill credits — elemental affinity and Dao drift, the Yin a night kill stains you with, karma, and the Devil Path's Qi harvest — now goes through the engine's proper deferred path instead, and all of it shares one Dao record rather than quietly overwriting each other's work.
- Nothing was rewritten or corrupted by this — the world thread simply stopped. If you have been hit by it, updating is all that is needed.
- Every earlier version of Cultivation is affected, so any server with a new player on it was one mob kill away from a crash. This is a strongly recommended update for live servers.
The Admin Config Editor, Now in Sections
- The Config tab of
/cultivation adminwas a single scroll of sixty-odd settings with nothing to break it up — finding the one number you came for meant reading past all the others. - It is now split into nine sections, one per config file, listed down the left: Cultivation, Spirit Cores, Spirit Veins, Breakthrough, Skill Tree, The Dao, Alchemy, Life-Bound Gear and Sects. Pick one and only its settings are on screen.
- Each section carries a one-line summary of what it governs, above the fields and on the button itself, so you can tell where a setting lives before you go hunting for it.
- Edits follow you between sections. Change a value, wander off to another section, come back — your typed value is still sitting there, and one Save still writes every section at once, exactly as before.
English Menus, in English
- A few Chinese characters had been left sitting inside the English menu text — the Dao page's title, the Five Phases ring, and the karma tooltip. They are gone, and the English UI now reads as English throughout.
- The Simplified Chinese localization is untouched, and still uses proper Xianxia terminology throughout.
Under the Hood
- The mod now reports its version straight from its own manifest, so the version in the logs, in the metrics and in the API can no longer disagree with the build you actually installed.
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.
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
- Slaying another cultivator now stains your ledger. Karma costs you nothing on the day — the heavens simply remember, and collect at your next tribulation.
- A karma-laden cultivator's tribulation is genuinely worse: every bolt bites deeper, and more bolts fall — compressed into the ritual's existing duration rather than lengthening it, so a heavy ledger isn't punished twice.
- Cutting down the same victim over and over is the fastest way to ruin yourself: a farmed kill yields no Qi at all and costs more karma than an honest one. The anti-farm rule is now a deterrent rather than merely a wall.
- Walking the Devil Path multiplies every karma charge — power taken by slaughter is written down heavier.
- Two ways to clear it: endure a tribulation strike and the lightning burns your ledger down fast, or keep your blade sheathed and let it fade on its own — which ticks in real time, whether you are logged in or not.
- Your karma reads in the Dao menu, and you are warned as it crosses into each new severity band rather than on every kill.
- Entirely optional and fully tunable: kill cost, farmed-kill cost, devil multiplier, decay rate, ceiling, how much extra tribulation damage and how many extra bolts it buys, and how much one survived strike burns off. Set
Karma-Enabledto false to switch the whole ledger off.
NEW — Sect Governance
- Elders (长老). A sect leader can raise disciples to elder and demote them again. Elders may invite and remove plain members and approve newcomers — but only the leader may remove an elder, and nobody removes the leader.
- Join policies. Every sect chooses how outsiders get in: Invite (invitation only), By Request (applicants queue for a manager to approve or deny), or Open (walk straight in).
- Pending join requests are listed right in the sect menu, with approve and deny where the leadership can actually see them.
- Sects can now set a motto and rename themselves. A rename carries everything keyed to the old name with it — your formations, your hall's spirit spring, and any invites still pending — so nothing is stranded.
- Leaving a sect now properly strips your rank, so rejoining an open sect no longer quietly restores an elder's authority.
- The sect menu was rebuilt around all of it: roster with ranks, policy, motto, power score and pending requests in one place.
NEW — Hall Inscriptions (碑文)
- A sect leader can carve a technique manual into the sect hall with
/sect inscribe, and every disciple in the sect can wield that art — without ever finding a manual of their own. - The inscription lives in the hall, not in your members' memories. Lose the hall to a siege and the art passes from the whole sect at once, instantly, for everyone. Take a rival's hall and you take what is carved in it.
- Requires a claimed hall, consumes the manual, and replaces whatever was carved there before. Run
/sect inscribeempty-handed to scour it away. - Server owners who would rather sects did not share arts can switch it off with
Sect-Inscription-Enabled.
Rankings That Survive a Restart
- The realm rankings behind
/cultivation top, the Rankings page and sect power scores are now saved to disk instead of living only in memory. - This fixes
/sect top, which previously counted only members who had logged in since the last restart — so sects ranked by who happened to be online rather than by their actual roster, and the whole board reset every time the server came back up. - (Your own progress was never at risk — it has always lived on your character. Only this cross-player index was volatile.)
Combat Fixes
- Cultivation's damage layers — Dao element conversion and the Wu Xing counters, Yin lifedrain, refinement bonuses, Life-Bound armor and XP, technique buffs and spirit beast bonuses — no longer apply to a hit that was already cancelled. Damage blocked by the world, by spawn protection, or by another mod now stays blocked instead of being quietly revived, converted, or credited.
- The duel system's ability to override a world's PvP setting now has its own toggle (
Duel-Overrides-World-Pvp) — set it to false and a PvP-disabled world stays absolutely final, duel or no duel.
NEW — For Modders: the Full Event API
- Cultivation's public API grew from 7 events to roughly 135, covering every system in the mod: Qi and meditation, rituals, breakthroughs, tribulations, the Heart-Devil Trial, races, the skill tree, the Dao, karma, techniques, sword flight, manuals, refinement, pills, drops, spirit beasts, sects, wars, duels, formations and cave abodes.
- Almost everything is exposed twice: a cancellable event fired before the change, and a notification once it is committed.
- Those "before" events do not just say no — they hand you the numbers. An addon can halve a breakthrough's Qi cost, zero a technique's cooldown, soften a tribulation bolt, re-weigh a taming roll, re-price a dao switch, or make sect halls unstealable, all without touching a config file.
- Nothing changes for players, and existing addons keep working — the original seven events are untouched.
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.
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)
- Nine active arts, each with its own unlock realm, Qi cost, and cooldown — performed with
/cultivation technique, or bound to a reusable technique scroll you hold and use. - Sword Flying — take to the sky and soar freely for as long as your Qi holds out, faster the higher your realm. Run dry mid-flight and you fall. A rideable flying sword comes with it: summon the blade and ride it through the clouds.
- One Step, a Thousand Li — fold the distance before you and cross it in a single step, farther with every realm and stage. It reads the terrain as it goes, so it never drops you into a wall, off a cliff, or into the void.
- Seven more combat and utility arts: Sword Qi Slash (sweeping arc), Nine Heavens Thunder Palm (heavy AoE lightning), Iron Body (damage reduction), Cloud Step (burst of speed), Healing Pulse, Qi Barrier (absorbs damage), and Qi Infusion (empowered strikes). Every one of them scales with your realm and routes through your Dao's element and counters.
- Every technique is fully config-driven — realm, cost, cooldown, element, damage type, and its own numbers — and other mods can register their own arts through the public API.
NEW — Cultivation Manuals (秘籍)
- Arts and insights are no longer simply handed to you — they're written in manuals you have to find. Read one and its technique settles into your memory permanently.
- Manuals fall from surviving a Heavenly Tribulation, from the remains of slain cultivator NPCs, and from the robes of players you cut down.
- Five skill manuals — Iron Sinew, the Hidden Edge, the Clear Spring, the Unmoving Mountain, and the Windchaser's Stride — unlock the first node of a skill-tree branch outright, no skill points spent.
- Whether a technique requires its manual is a per-technique config toggle, so servers can keep the old always-known behavior if they prefer.
NEW — Spirit Beasts (灵兽)
- Wound a creature badly, then use a Beast Taming Talisman on it to bind its spirit — or crack open a Spirit Beast Egg and let what sleeps inside bond to you. 24 tameable species, each with its own elemental nature.
- Your beast cultivates alongside you, with its own realm and stages, capped at your own realm — advance yourself and it can follow. Feed it cultivation cores, pills, or spirit stones to speed it along.
- Three kinds, each lending you something while it stands at your side: a Guardian fights with you and grants bonus damage, a Warden cuts the damage you take, a Spirit-Gatherer deepens your meditation Qi.
- Dao resonance: a beast whose nature matches your element yields far more readily to the talisman — and everything it lends you afterwards runs deeper.
- Summon, dismiss, feed, and inspect it with
/cultivation beast. Release it and everything it cultivated goes with it.
NEW — Cave Abodes (洞府) & Spirit Stones
- Claim a Cave Abode anywhere in the world with
/cultivation abode claim. Inside it you meditate faster and outsiders meditate slower, and nobody else can inscribe a formation on your ground. - Every abode holds a Spirit Spring that gathers Qi every real-world hour whether you are online or not — richer on a rich or dragon vein, with a pool cap that grows with your realm. Come home and drink it.
- Abodes need upkeep: offer Spirit Stones, pills, or cultivation cores to sustain the claim. Let it lapse and the spring stops; leave it long enough and the ground is released. (Upkeep is one config toggle away from off.)
- The new Spirit Stone — the coin of cultivators — crystallizes from slain creatures and from tribulation lightning.
- Sect halls have their own shared spring, tended by the whole sect and never lost to lapsed upkeep.
NEW — Formations (阵法)
- Inscribe chunk-anchored spirit arrays with formation flags, controlled by your sect if you're in one and by you alone if you aren't. Use the flag again on the same ground to disperse it.
- Spirit-Gathering Array (聚灵阵) — amplifies meditation Qi regen for you and your sect across its radius.
- Mountain-Guarding Array (护山大阵) — chokes the Qi regen of outsiders who meditate on your ground, and bars them from inscribing formations or claiming abodes there.
- Immortal-Binding Array (困仙阵) — roots and wounds any intruder who trespasses within its bounds.
NEW — The Devil Path, Duels & Sect Wars
- Lean deep enough into Yin or Yang and your deeds formally set your feet upon a path. A Devil (魔道) strikes harder against the righteous and harvests the dispersing Qi of every player they slay; a Righteous (正道) cultivator both hits and endures better against devils. Your path follows your balance, so it shifts as you do.
- Qi-wager duels: challenge another cultivator with
/cultivation duel, stake banked Qi on the outcome, and settle it by blade — or yield. Duels work even on worlds with PvP switched off. - Sect vein wars: a sect leader can lay siege to a rival sect's hall with
/sect war. Hold their hall chunk long enough and the hall — and its Spirit Vein — becomes yours. Defenders standing on the chunk stall the capture. Sieges have a window, a post-war cooldown, and won't start against a sect with nobody online.
NEW — Weapon Refinement (炼器) & the Heart-Devil Trial (心魔劫)
- Raise a weapon to the heavens with
/cultivation refineand temper it in tribulation lightning. Success grants it a Dao element and a refinement tier (I through IX) carrying bonus damage — your strikes now carry that element into the counter cycle. - Tempering is a real gamble: it costs banked Qi, it takes time under the lightning, and it can fail. Deep tiers risk knocking the blade back down a tier, stripping its element entirely, or shattering it into spirit dust.
- The Heart-Devil Trial is a new tribulation variant for cultivators who have leaned deeply into Yin or Yang — instead of lightning, your own inner demons rise to bar your path. Hold your composure (道心) through the ritual, now shown on the HUD, or your composure shatters into Qi Deviation and scatters your banked Qi.
- The new Clear-Mind Pill banks a stillness that carries you unharmed through one pulse of the trial.
Weather, Interface & Fixes
- The weather now resonates with your Dao. Meditate under weather matching your element and the Qi pours into you; any active weather gives a smaller ambient boost. Which weather maps to which element is fully configurable.
- Your path (Devil / Righteous / the Mortal Road) now shows in the Dao menu alongside your element and balance.
- All item tooltips — Life-Bound Treasures, refinement tiers, manuals, talismans — now flow through one composer, so a refined Life-Bound weapon reads cleanly instead of fighting over its own name.
- Fixed duel damage being swallowed on worlds with PvP disabled — duels resolve properly everywhere now.
- Sect sieges now persist across restarts, and
/sect war statusreports the siege you're in (or the cooldown you're under). - Closed two Cave Abode upkeep exploits, including abandoning and re-claiming to dwell for free.
- Six new config files (techniques, manuals, refinement, beasts, dwellings, duels/wars) — every number in all of it is editable, live, from the in-game admin editor.
- Almost every config value across the mod has been reset to a new default for this release, and the config files are now sorted into Cultivation, Arts, and Society folders. Server owners with custom tuning will need to re-apply it.
- All new content is localized in English and Simplified Chinese with proper Xianxia terminology. Portuguese, Russian, and Ukrainian remain from earlier versions and will catch up in a later pass.
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.
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)
- Found a sect, gather disciples, and claim a sect hall on a rich or dragon Spirit Vein — while your sect holds a hall, every member gains bonus Qi from all sources, server-wide, scaled by the vein's quality. High-quality veins are now territory worth competing over.
- A full jade-themed sect menu (open with
/sect): manage your roster, approve join requests, invite players, set your motto and join policy (Invite Only / By Request / Open), promote Elders, browse and petition every sect on the server, and climb the sect rankings. - Two leadership ranks: the Leader runs the sect; Elders can invite, approve requests, and discipline disciples. Everything persists across restarts, and the whole system sits behind a single config toggle.
NEW — The Dao (道)
- Choose your Elemental Dao from ten paths — Fire, Ice, Poison, Water, Lightning, Void, Earth, Wind, Metal, and Wood — seven of them brand-new damage types this mod adds to the game. Your strikes convert to your element with a damage bonus.
- The classic Wu Xing cycle governs the five phases (Wood > Earth > Water > Fire > Metal), a shadow ring governs the rest (Ice > Wind > Poison > Lightning > Void) — fight the element you overcome for bonus damage, beware the one that overcomes you. Wood walks the healer's path: it converts damage dealt into self-healing instead.
- Your first choice is free at the Dao realm; switching later costs realm-scaled Qi on a cooldown. And your deeds pull at your Dao — fight persistently with another element and it will warn you, then convert on its own.
- The Yin-Yang Dao: chunks now hold good or evil qi (evil is rare — and evil dragon veins exist). Meditating shifts your balance, night kills stain you with Yin, and your race colors what you absorb — a Demon darkens even good qi. Stay balanced for a blessing to all Qi and damage, or lean deep: Yin grants dark power (damage + lifedrain), Yang grants light power (defense + amplified healing).
NEW — Alchemy, Awakening & Transcendence
- Three craftable spirit pills give your cores a purpose: the Qi Gathering Pill (all Qi x1.5 for 5 minutes), the Clarity Pill (rituals 25% faster), and the rare Tribulation Ward Pill — a ward that fully absorbs one bolt of tribulation lightning.
- A Life-Bound Treasure that reaches max level now AWAKENS: a new ★ Awakened name, bonus power beyond the normal caps, and spirit-energy flares on its strikes.
- The skill tree gained a tier-8 Transcendence capstone per branch — the tree's only dual-prerequisite nodes — carrying three new stats: Qi Cost Reduction, Life-Bound XP Gain, and Vein Drain Radius.
- Skill nodes now show hover tooltips (tier, cost, bonuses), and
/cultivation respecrefunds every spent point to re-choose your build (config-gated).
Rankings & Interface
- New Rankings menu page and
/cultivation top— the server's mightiest cultivators, ranked by realm, stage, and Qi — plus sect rankings in the sect menu and/sect top. - Every menu (except the skill tree) is wider, and all buttons now size themselves to their text — no more clipped labels in any language.
- The admin config editor gained ~30 new live-editable values covering veins, tribulations, alchemy, sects, and the Dao.
- All new content fully localized: English, Portuguese (Brazil), Russian, Ukrainian, and Simplified Chinese.
Fixes & Balance
- Fixed tribulation lightning being invisible to the cultivator it strikes — bolts now fall as a ring of five around you, impossible to miss.
- Fixed dragon veins regenerating faster than they could be drained (an accidental infinite Qi source) — special vein regen now always trails the drain rate, and rich/dragon veins are rarer overall.
- Config files migrate automatically, and the three race files gained a Qi-alignment nature for the Yin-Yang system.
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.
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
- A massive radial skill tree with 9 branches and 108 nodes across 7 tiers — Health, Breath, Damage, Damage Reduction, Qi Gain, Ritual Speed, Movement Speed, Stamina, and Mana, each radiating outward from a central medallion showing your unspent points.
- Earn skill points from every sub-stage advancement and realm breakthrough, then spend them your way: outer tiers fork into hybrid nodes that blend neighboring branches' stats, ending in powerful capstones that close the tree into a full ring.
- Deeper nodes cost more — tiers 1-4 cost 1 point, the fork tiers 2, and the outer capstones 3 — so going deep in one branch is a real build commitment.
- Every node is framed in its branch's color, with gold marking what you can afford and jade marking what you own. The tree is bigger than the screen on purpose — scroll down and across to explore all of it.
NEW — Heavenly Tribulations
- Realm breakthroughs now call down tribulation lightning! While your breakthrough ritual progresses, lightning strikes you at regular intervals — each bolt dealing a percentage of your max health, scaling harsher with every realm you've reached.
- Strikes are lethal by default — prepare before you defy the heavens. Armor, Life-Bound gear, and the skill tree's Damage Reduction all soften the bolts, so tanky cultivators genuinely endure tribulations better.
- Everything is server-tunable in
BreakthroughConfig.json: strike interval, damage, realm scaling, and a non-lethal mode that always leaves you a sliver of health. Servers that want every ritual to carry risk can also enable a milder tribulation on sub-stage advancements (off by default).
NEW — Spirit Vein Quality Tiers
- Rare chunks now hide something greater than a rich vein: dragon veins — vast pools of Spirit Qi that regenerate three times faster than normal. Find one, and you've found a home worth settling (or fighting over).
- Rich veins also regenerate faster now (1.5x), making high-quality meditation spots matter long-term, not just on first arrival.
- You'll be told the moment your meditation taps a rich or dragon vein, and
/cultivation debug veinnow reports a vein's quality tier.
Visual Overhaul & Interface
- Every menu got a ground-up Xianxia retheme: gold-rimmed lacquer panels, deep crimson title bars, warm ink backgrounds, and crimson-and-gold buttons — the current page/selection now reads as an engraved gold plaque at a glance.
- Admin Player menu: set a player's banked Qi directly from the menu, and Reset Player now requires a confirmation click before it wipes anything.
- All new content is fully localized in English, Portuguese (Brazil), Russian, Ukrainian, and Simplified Chinese.
For Mod Developers
- The public API gained a full event system (CultivationEvents): listen for breakthroughs, advancements, race changes, skill unlocks, tribulation strikes, and Life-Bound level-ups from your own mod with one line of registration.
Fixes & Balance
- Fixed the admin config editor never actually saving edited values, and the admin Player tab's dropdowns not applying the selected player/realm/stage/race.
- Fixed the Settings menu's HUD toggle, which silently did nothing.
- Fixed several menus getting stuck on a loading state after clicking buttons.
- Skill tree balance: the Qi Gain branch was toned down to stop it dwarfing every other stat, and hybrid/capstone values were retuned around the new point costs.
- Combat performance: the Life-Bound damage path does a fraction of the item-data work per hit that it used to.
- Config files migrate automatically (BreakthroughConfig v3, SpiritVeinConfig v4) — new fields appear with sensible defaults on first run.
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.
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
- 7 realms — Body Refinement, Qi Condensation, Foundation Establishment, Golden Core Formation, Nascent Soul, Soul Formation, and Void Refinement — each with 4 sub-stages (Early, Middle, Late, Peak).
- Both sub-stage advancements and realm breakthroughs are real, timed meditation rituals — meditate in a Spirit-Qi-rich chunk to complete one, and cancelling early costs you a stage. Realm breakthroughs are the bigger, higher-stakes ritual of the two.
- Meditate to pull ambient Qi from your chunk's Spirit Vein — a real per-chunk energy pool that depletes and regenerates over time. Rare "rich" veins hold far more Qi than average, giving you a reason to go looking for a good meditation spot.
- Hunt creatures for a chance at Spirit, Profound, or Divine Cores — absorb them instantly, or absorb one mid-meditation for a bonus. Consuming a core is automatically blocked (and never wastes the core) while you're mid-ritual.
Races & Life-Bound Treasures
- Choose a race — Human, Demon, or Deity — once you reach Golden Core Formation, each with its own server-tunable bonuses to health, damage, Qi gain, and breakthrough speed.
- Bind any weapon or armor piece into a Life-Bound Treasure that levels up from combat — its level shows right in the item's name, and its tooltip tells you exactly how much benefit it's granting.
Interface
- A full set of Xianxia-themed menus — Overview, Settings, Race, and (admin-only) Admin — all linked together with an in-menu navigation bar.
- Persistent, toggleable HUD showing your realm, stage, Qi, and ritual progress at a glance — pick which corner of the screen it sits in from the Settings menu.
- Live in-game admin config editor — retune the entire mod without ever opening a JSON file — plus admin commands to directly set or reset any player's realm, stage, race, or Life-Bound gear.
- Fully localized interface: English, Portuguese (Brazil), Russian, Ukrainian, and Simplified Chinese, with proper Xianxia terminology throughout — menus, HUD, and chat messages all translate with your client language.
Under the Hood
- Every number in the mod lives in a themed config file — nothing is hardcoded.
- Works in Singleplayer and Multiplayer.
- Collects anonymous, opt-out usage analytics (server count, player count) via HStats and Modifold to help guide future development — no personal data, and you can disable it at any time by editing the generated
hstats-server-uuid.txt/modifold-analytics-server-uuid.txtfiles in your server folder.
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!
New builds are published to CurseForge. Every build listed above, current and past, can be downloaded from the CurseForge files page.