Configuration/Arts Configs·配

Arts Configs

The seventeen files in mods/Siren_Cultivation/Arts/ cover everything a cultivator practices, crafts, tempers, and binds to themselves - the Dao they walk and comprehend, the Techniques they perform and the Combat Depth that can break them mid-gathering, the Fist Arts they train bare-handed, the Manuals that teach them, the pills they brew in Alchemy, the Talismans they inscribe, the Forge that raises their gear, the Spirit Cooking hearth and the wild herbs and forage that feed it, the Weapon Refinement they endure, their Life-Bound Treasures, the Weapon Spirit that may stir within a heavily refined blade, and their Spirit Beasts with the Breeding between them.

This is the largest config group. Several files hold arrays rather than plain values - Techniques, Fusions, Mastery-Stages, Manuals, Life-Bound-Traits, Beast-Arts, Beast-Species and Den-Offerings are open tables you may add your own entries to. Every file is written with its defaults the first time the server starts, along with Description-* keys that explain the values beside them.

Every key of every file is documented below. The Keys column counts each file's top-level keys, including the Description-* notes but not ConfigName or ConfigVersion.

FileSectionKeys
DaoConfig.jsonDao Config69
DaoComprehensionConfig.jsonDao Comprehension Config67
TechniqueConfig.jsonTechnique Config32
CombatDepthConfig.jsonCombat Depth Config10
FistConfig.jsonFist Config10
ManualConfig.jsonManual Config8
AlchemyConfig.jsonAlchemy Config82
TalismanConfig.jsonTalisman Config74
ForgingConfig.jsonForging Config25
HearthConfig.jsonSpirit Hearth Config22
ForageConfig.jsonSpirit Forage Config7
HerbScatterConfig.jsonHerb Scatter Config14
RefinementConfig.jsonRefinement Config17
LifeBoundConfig.jsonLife-Bound Config24
WeaponSpiritConfig.jsonWeapon Spirit Config28
BeastConfig.jsonBeast Config81
BreedingConfig.jsonBreeding Config19
Arrays are replaced, never merged

An array key in the file replaces the shipped default wholesale. The built-in lists on this page (38 techniques, 4 fusions, 5 mastery rungs, 34 manuals, 6 Life-Bound natures, 26 species, 5 beast arts, 10 den offerings) are what a fresh install writes. A server that upgraded keeps whatever list its file already holds - an older file lacks Vulture and Golem_Firesteel, for example - until you add the entries by hand, or delete the file, let it regenerate, and copy your own edits back in.

What the in-game editor reaches

The Config tab of /cultivation admin has a section for the Dao, Dao Comprehension, Techniques, Alchemy, Refinement, Manuals, Life-Bound Gear, Spirit Beasts, Beast Growth, Talismans, Forging, Weapon Spirits and Beast Breeding. Those carry the master switches and most of the numbers - Dao Comprehension nearly all of them, Techniques only its three on/off switches - but never the arrays, the keyword lists or the Description-* notes. Combat Depth, Fist, Spirit Hearth, Spirit Forage and Herb Scatter have no section at all, so they are edited as files. See the Config overview for how the editor works.

Dao Config

Spiritual Roots, mutant roots, the Yin-Yang balance, weather resonance, the Devil/Righteous path split, and Karma (业力), found in the path mods/Siren_Cultivation/Arts/DaoConfig.json. See Spiritual Root, The Way and Karma for what these do in play.

Variable NameDefault ValueDescription
"ConfigName""Dao Config"The name given to this config file.
"ConfigVersion"6Current Version when you have loaded for the plugin.
"Dao-Enabled"trueMaster toggle for the whole Dao system, both Spiritual Root and Yin-Yang.
"Dao-Unlock-Realm""FOUNDATION_ESTABLISHMENT"The realm at which a player may choose their Spiritual Root, as an enum name. The first choice is free.
"Dao-Mutant-Roots-Enabled"falseWhether the five mutant roots (Ice, Wind, Poison, Lightning, Void) may be chosen or drifted into at all. With this off, a cultivator who already carried one is drawn back once to its classic counterpart.
"Description-Mutant-Roots"A long string explaining the value above.Restates the mutant-root gate and the one-time fallback migration.
"Description-Dao-Basics"A long string explaining the values above.Restates the master toggle and that the unlock realm is an enum name, with the first root choice costing nothing.
"Dao-Switch-Enabled"trueWhether a cultivator may deliberately change dao at all. Setting this false leaves drift (if enabled) as the only way a dao ever changes.
"Dao-Switch-Base-Qi-Cost"500.0Banked Qi charged for switching dao from the first realm.
"Dao-Switch-Qi-Cost-Realm-Multiplier"1.6Multiplies the switch cost per realm reached, stacking - cost = base * multiplier ^ realmIndex.
"Dao-Switch-Cooldown-Hours"24.0Real-world hours that must pass between deliberate dao switches.
"Description-Dao-Switch"A long string explaining the values above.Lays out the switch cost formula and the cooldown, and notes that disabling switching does not disable drift.
"Dao-Damage-Bonus-Percent"10.0Extra damage a chosen dao adds when it converts your outgoing melee damage to its element.
"Dao-Counter-Bonus-Percent"15.0Extra damage against a defender whose element yours overcomes in the Wu Xing cycle.
"Dao-Counter-Penalty-Percent"10.0Damage lost against the element that overcomes yours.
"Dao-Wood-Heal-Percent-Of-Damage"20.0WOOD gets no flat damage bonus - it heals you for this percent of the damage you deal instead.
"Description-Dao-Combat"A long string explaining the values above.Explains element conversion, the counter cycle bonus and penalty, and Wood's heal-instead-of-damage exception.
"Dao-Drift-Enabled"trueWhether deeds can pull a cultivator's dao toward an element they keep expressing.
"Dao-Drift-Margin"25.0How far another element's hidden affinity must exceed your chosen dao's before you are warned, and eventually converted.
"Dao-Affinity-Per-Elemental-Kill"1.0Hidden affinity granted to the killing damage type's element on each elemental kill.
"Description-Dao-Drift"A long string explaining the values above.Describes how deeds and race bias build hidden affinity, the warning at the margin, and that disabling drift freezes daos to deliberate choices only.
"YinYang-Endgame-Only"falseBy default every cultivator carries the Yin-Yang balance from the start. Set true to hide and suspend it until YinYang-Unlock-Realm.
"YinYang-Unlock-Realm""NASCENT_SOUL"The realm the balance unlocks at when YinYang-Endgame-Only is true.
"Description-YinYang-Unlock"A long string explaining the values above.Restates that the balance is on from the start unless the endgame-only toggle is set.
"Balance-Bonus-Percent"10.0Bonus to ALL Qi gain and damage while the split sits near 50/50, fading linearly toward the window's edge.
"Balance-Window-Percent"15.0How far from an even split still counts as balanced.
"Lean-Threshold-Percent"70.0The Yin or Yang share at which the lean powers below begin to apply.
"Yin-Power-Damage-Percent"10.0Bonus damage for a cultivator past the Yin lean threshold.
"Yin-Lifedrain-Percent"5.0Percent of damage dealt returned as health for a deeply Yin cultivator.
"Yang-Defense-Percent"10.0Incoming damage reduction for a cultivator past the Yang lean threshold.
"Yang-Heal-Bonus-Percent"25.0How much stronger healing received is for a deeply Yang cultivator, Wood strikes included.
"Description-YinYang-Powers"A long string explaining the values above.Walks the balance window bonus and both sets of lean powers in one place.
"Meditation-Alignment-Shift-Per-Tick"0.2Yin or Yang added per meditation drain tick, depending on the chunk's alignment.
"Chunk-Evil-Qi-Chance"0.05Odds (0-1) that a chunk's Spirit Vein seeds with EVIL qi rather than good.
"Description-Chunk-Alignment"A long string explaining the values above.Explains that each vein rolls an alignment when first seeded, that meditating shifts Yang on good veins and Yin on evil ones, that the race's own bias skews it further, and that veins seeded before this feature count as good.
"Night-Kill-Yin-Enabled"trueWhether kills feed Yin at all.
"Kill-Yin-Amount"1.0Yin added per kill.
"Night-Kill-Yin-Multiplier"2.0Multiplies the Yin from a kill made while the world is in its night phase.
"Description-Kill-Yin"A long string explaining the values above.Restates that every kill adds Yin, doubled (by default) at night.
"Weather-Qi-Enabled"trueMaster toggle for weather resonance affecting meditation Qi.
"Weather-Matched-Multiplier"1.5Qi multiplier while meditating under weather whose element matches your chosen Elemental Dao.
"Weather-Ambient-Multiplier"1.15The gentler multiplier for any other weather that maps to an element - the heavens stir cultivation for everyone.
"Weather-Element-Keywords""Thunder:LIGHTNING,Tribulation:LIGHTNING,Snow:ICE,Sand:EARTH,Ash:FIRE,Lava:FIRE,Volcanic:FIRE,Blazing:FIRE,Rain:WATER,Swamp:WATER,Fog:WATER,Poison:POISON,Windy:WIND,Wind:WIND,Storm:LIGHTNING,Cursed:VOID,Corrupted:VOID,Void:VOID,Sunny:FIRE,Cloudy:WOOD"Comma-separated keyword:ELEMENT pairs (20 by default), matched as case-insensitive substrings of the active weather asset id in list order, first hit wins - so put specific keywords (Snow, Sand) before broad ones (Storm). ELEMENT must be a dao enum name. Tribulation:LIGHTNING makes the tribulation sky count as Lightning weather. Cloudy:WOOD is also what the Spirit Fields weather-resonance mechanic reads for its Wood-aligned herb.
"Description-Weather-Qi"A long string explaining the values above.Documents the keyword matching rule, the two multipliers, that unmapped or clear weather is neutral, and lists the valid element names (WOOD, EARTH, WATER, FIRE, METAL, ICE, WIND, POISON, LIGHTNING, VOID).
"Path-Enabled"trueMaster toggle for the Devil (魔道) and Righteous (正道) path split.
"Path-Lean-Fraction-Threshold"0.5How deep (0-1) the stronger Yin or Yang lean must run before the cultivator formally walks that path.
"Path-Devil-PK-Qi-Reward"100.0Banked Qi a Devil-path cultivator harvests from slaying another player.
"Pk-Same-Victim-Cooldown-Seconds"900.0Killing the SAME victim again inside this window yields no cultivation spoils at all. 0 disables the check.
"Pk-Min-Victim-Realm"1A victim whose realm index is below this is worth no spoils regardless. 0 disables the check.
"Description-Pk-Anti-Farm"A long string explaining the values above.Explains that the two anti-farm limits gate the Devil PK Qi, the kill's Dao deeds, and the manual drop roll - so cutting down a fresh alt earns nothing - while leaving normal PvP untouched.
"Karma-Enabled"trueMaster toggle for Karma (业力), the heavens' retribution ledger.
"Karma-Per-Player-Kill"8.0Karma added for killing another player.
"Karma-Per-Farmed-Kill"25.0Karma added instead when the kill falls inside the anti-farm window - deliberately more than an honest kill, so farming an alt earns retribution rather than nothing.
"Karma-Devil-Multiplier"1.5Multiplies all karma a Devil-path cultivator accrues.
"Karma-Decay-Per-Hour"2.0Karma that bleeds away per real-world hour spent without killing anyone.
"Karma-Max"200.0The karma ceiling.
"Karma-Tribulation-Damage-Percent-At-Max"150.0Percent harder each tribulation bolt lands at full karma, additive on top of the realm scaling and scaled linearly by how much karma you carry.
"Karma-Tribulation-Extra-Strikes-At-Max"4.0Additional bolts a ritual draws at full karma, likewise scaled linearly.
"Karma-Cleared-Per-Tribulation-Survived"15.0Karma burned off by surviving a tribulation strike - enduring the heavens' judgment is how the ledger is settled.
"Description-Karma"A long string explaining the values above.The full Karma system in one paragraph: how it is earned, why farmed kills cost more, how it decays and caps, and how it is paid for at the next ritual.
"Path-Devil-Damage-Vs-Righteous-Percent"15.0Extra damage a Devil deals to Righteous cultivators.
"Path-Righteous-Damage-Vs-Devil-Percent"15.0Extra damage a Righteous cultivator deals to Devils.
"Path-Righteous-Defense-Vs-Devil-Percent"15.0Damage a Righteous cultivator takes less of from Devils.
"Description-Path"A long string explaining the values above.Summarizes how the path is derived from the lean, both sets of path-vs-path edges, the Devil's PK harvest, and that the path shifts as deeds do.

Terrain affinity

The land's pull on your element. These keys belong to DaoConfig.json like everything above. See The Ground You Sit On.

Variable NameDefault ValueDescription
Terrain-Dao-EnabledtrueFalse leaves the land inert.
Terrain-Matched-Multiplier1.25Qi gained where the land matches the cultivator's own dao.
Terrain-Ambient-Multiplier1.08Qi gained on merely elemental ground.
Terrain-Affinity-Interval-Seconds10How often meditating adds affinity toward the land's element.
Terrain-Affinity-Per-Interval1.5How much it adds. Gentler than a kill on purpose.
Terrain-Element-Keywords60 pairskeyword:ELEMENT, matched as case-insensitive substrings of the biome's own name, first hit wins. Works with a generator mod's biomes.
Description-Terrain-DaoA long string explaining the values above.Explains that the biome shapes the Dao the way weather does, the two Qi multipliers, that the affinity feeds the ordinary drift rules so a long meditation in a volcano can eventually turn a Dao to Fire, and that ELEMENT must be a dao enum name.

Dao Comprehension Config

Heavenly Dao (天道), the open Personal Dao registry, and Dao Enlightenment (悟道) - found in the path mods/Siren_Cultivation/Arts/DaoComprehensionConfig.json. See The Way for what these do in play.

Every key in this file is hyphenated - Heavenly-Dao-Max, never HeavenlyDaoMax. A key spelled any other way is read as unknown and ignored.

Variable NameDefault ValueDescription
"ConfigName""Dao Comprehension Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.

Heavenly Dao

A per-player understanding of the cosmic principle itself, separate from the Spiritual Root you choose and from the Personal Daos you comprehend through deeds. It is never worked off the way Karma is - the heavens test hardest those who understand them best.

Variable NameDefault ValueDescription
"Heavenly-Dao-Enabled"trueMaster toggle for the Heavenly Dao meter and its rank-ups.
"Heavenly-Dao-Max"1000.0The meter's ceiling; your rank is computed as a fraction of this.
"Heavenly-Dao-Per-Meditation-Second"0.02Heavenly Dao gained per productive meditation second, i.e. only while Qi is actually being drawn.
"Heavenly-Dao-Per-Tribulation-Survived"1.5Heavenly Dao gained for each tribulation bolt endured.
"Heavenly-Dao-Per-Advancement"5.0Heavenly Dao gained on a sub-stage advancement.
"Heavenly-Dao-Per-Breakthrough"25.0Heavenly Dao gained on a full realm breakthrough.
"Heavenly-Dao-Tribulation-Damage-Percent-At-Max"120.0The cost of understanding: how much harder each tribulation bolt lands at full Heavenly Dao, scaled linearly by how far up the meter you are. It multiplies with Karma's own tribulation effect rather than replacing it.
"Heavenly-Dao-Tribulation-Extra-Strikes-At-Max"3.0Additional bolts a ritual draws at full Heavenly Dao, likewise scaled linearly, and added to Karma's own extra bolts.
"Heavenly-Dao-Qi-Gain-Percent-At-Max"15.0The payback: bonus percent to all Qi gain at full Heavenly Dao, applied as a genuine multiplier alongside the Yin-Yang balance bonus.
"Heavenly-Dao-Enlightenment-Chance-Multiplier-At-Max"3.0How many times likelier the Dao Enlightenment roll becomes at full Heavenly Dao, scaled linearly.
"Description-Heavenly-Dao"A long string explaining the values above.The whole track in one paragraph: the four ways it grows, the cap, and how its tribulation cost composes with Karma and is repaid in Qi and enlightenment odds.

Personal Daos

The open registry of comprehendable Ways. Seven ship built in - Sword, Slaughter, Space, Beast Taming, Devil, Body Refinement and Elemental - and another mod may register more. Each is comprehended by a deed, manifests at its own threshold, and pays a bonus once it is manifested. The two lists of ids and keywords below are text, so the in-game editor leaves them alone.

Variable NameDefault ValueDescription
"Personal-Dao-Enabled"trueMaster toggle for every Personal Dao, the built-in seven and any a mod registers.
"Personal-Dao-Max-Manifested"2How many Personal Daos may be manifested and active at once. Comprehending past the cap does not auto-manifest; you're told you're at the cap instead.
"Personal-Dao-Set-Aside-Cooldown-Hours"24.0Real-world hours before a Dao you set aside on the Dao page, to make room under the cap, can be taken back up. Comprehension itself is never lost.
"Sword-Dao-Manifest-Threshold"150.0Comprehension at which Sword Dao (剑道) manifests.
"Sword-Dao-Max-Comprehension"500.0The Sword Dao's ceiling, where its bonuses are paid in full.
"Sword-Dao-Per-Sword-Kill"1.0Comprehension for a killing blow struck holding an item whose id contains one of Sword-Dao-Item-Keywords.
"Sword-Dao-Per-Sword-Technique"0.5Comprehension each time you perform one of the arts in Sword-Dao-Technique-Ids.
"Sword-Dao-Technique-Ids""sword_qi_slash,myriad_swords,sword_flying,golden_edge"Comma-separated technique ids that count as sword arts, for both the comprehension above and the cooldown discount below.
"Sword-Dao-Item-Keywords""Sword,Longsword,Katana,Blade,Sabre,Saber,Rapier,Scimitar,Cutlass,Jian"Comma-separated substrings matched against the held item's id to decide whether a blow was struck with a sword.
"Sword-Dao-Damage-Percent-At-Max"25.0Bonus damage with a sword in hand at maximum comprehension.
"Sword-Dao-Technique-Cooldown-Percent-At-Max"20.0Percent taken off the cooldown of those sword arts at maximum comprehension.
"Slaughter-Dao-Manifest-Threshold"150.0Comprehension at which Slaughter Dao (杀道) manifests.
"Slaughter-Dao-Max-Comprehension"500.0The Slaughter Dao's ceiling.
"Slaughter-Dao-Per-Kill"0.35Comprehension per kill.
"Slaughter-Dao-Player-Kill-Multiplier"4.0How many times as much a player kill is worth.
"Slaughter-Dao-Damage-Percent-Per-Stack"3.0Bonus damage per kill stack at maximum comprehension.
"Slaughter-Dao-Max-Stacks"5The most kill stacks that can be held at once.
"Slaughter-Dao-Stack-Seconds"20.0How long a stack lasts without a fresh kill to renew it.
"Space-Dao-Manifest-Threshold"60.0Comprehension at which Space Dao (空间道) manifests - deliberately lower than the others, since it is the rarer Way.
"Space-Dao-Max-Comprehension"200.0The Space Dao's ceiling.
"Space-Dao-Per-Teleport"2.0Comprehension per performance of One Step, a Thousand Li, or any art in Space-Dao-Technique-Ids.
"Space-Dao-Per-Secret-Realm-Entry"8.0Comprehension for each distinct secret realm entered.
"Space-Dao-Technique-Ids""one_step_thousand_li"Comma-separated technique ids that count as space arts.
"Space-Dao-One-Step-Qi-Percent-At-Max"40.0Percent taken off that art's Qi cost at maximum comprehension.
"Space-Dao-One-Step-Cooldown-Percent-At-Max"40.0Percent taken off its cooldown at maximum comprehension.
"BeastTaming-Dao-Manifest-Threshold"40.0Comprehension at which Beast Taming Dao (灵兽道) manifests.
"BeastTaming-Dao-Max-Comprehension"150.0The Beast Taming Dao's ceiling.
"BeastTaming-Dao-Per-Successful-Tame"20.0Comprehension per creature actually bound; a failed attempt earns nothing.
"BeastTaming-Dao-Damage-Percent-At-Max"20.0Bonus damage at maximum comprehension, but only while a companion is summoned at your side.
"Devil-Dao-Manifest-Threshold"150.0Comprehension at which Devil Dao (魔道) manifests.
"Devil-Dao-Max-Comprehension"500.0The Devil Dao's ceiling.
"Devil-Dao-Per-Pvp-Kill"8.0Comprehension per player kill. Mobs never feed it.
"Devil-Dao-Decay-Per-Hour"15.0Comprehension lost per real hour without a fresh kill - the one Personal Dao that decays.
"Devil-Dao-Damage-Percent-Min-At-Max"10.0Floor of the random bonus damage rolled on each hit at maximum comprehension.
"Devil-Dao-Damage-Percent-Max-At-Max"35.0Ceiling of that roll. The bonus is a fresh number every hit, scaled by comprehension.
"BodyRefinement-Dao-Manifest-Threshold"150.0Comprehension at which Body Refinement Dao (炼体道) manifests.
"BodyRefinement-Dao-Max-Comprehension"500.0The Body Refinement Dao's ceiling.
"BodyRefinement-Dao-Per-Xp-Granted"0.3Comprehension for every point of Body Tempering XP banked.
"BodyRefinement-Dao-Damage-Percent-At-Max"20.0Flat bonus damage at maximum comprehension, unconditionally.
"Elemental-Dao-Manifest-Threshold"200.0Comprehension at which Elemental Dao (元素道) manifests.
"Elemental-Dao-Max-Comprehension"500.0The Elemental Dao's ceiling.
"Elemental-Dao-Per-New-Element"50.0Comprehension the first time - and only the first time - you land a hit with each distinct element, up to all ten.
"Elemental-Dao-Damage-Percent-At-Max"20.0Flat bonus damage at maximum comprehension, unconditionally.
"Description-Personal-Daos"A long string explaining the values above.Walks all seven Ways in turn: what feeds each, what it pays at its ceiling, and the manifested-at-once cap.

Dao Enlightenment

A rare, random moment of sudden comprehension, weighted by whatever comprehension gain just triggered it. Not to be confused with the technique Enlightenment in the technique config, which randomly teaches an art while you meditate.

Variable NameDefault ValueDescription
"Dao-Enlightenment-Enabled"trueMaster toggle for Dao Enlightenment - the chance-based bonus roll on any comprehension gain.
"Dao-Enlightenment-Unlock-Realm""FOUNDATION_ESTABLISHMENT"The realm at which Dao Enlightenment can first trigger, as an enum name.
"Dao-Enlightenment-Chance-Per-Comprehension"0.0025Roll chance per point of comprehension gained, boosted at full Heavenly Dao.
"Dao-Enlightenment-Cooldown-Hours"6.0Real-world hours between Dao Enlightenment rolls.
"Dao-Enlightenment-Comprehension-Percent-Of-Max"20.0Bonus comprehension a successful roll grants, as a percent of the subject's own max.
"Dao-Enlightenment-Qi-Percent-Of-Requirement"60.0Qi granted by a successful roll, as a percent of your current breakthrough requirement - skipped entirely (not zeroed) at max cultivation level.
"Dao-Enlightenment-Qi-Cap-Fraction-Of-Requirement"0.95Ceiling on the Qi grant above, as a fraction of the requirement, so an insight brings you to the brink and never past it.
"Dao-Enlightenment-Qi-Max-Base"1500.0The absolute ceiling on one roll's Qi, at the first realm. The requirement grows geometrically per realm, so a percentage of it would eventually hand over a whole rank at once; this keeps an insight a large windfall without being a free breakthrough. 0 removes the absolute cap entirely.
"Dao-Enlightenment-Qi-Max-Growth-Per-Realm"1.3The absolute ceiling is multiplied by this for each realm you have reached, so it keeps pace with the curve.
"Dao-Enlightenment-Chance-Max-Per-Roll"0.1Hard ceiling on the odds of one roll, applied last - after the Heavenly Dao, Reclusive Cultivator and Starfall Convergence multipliers - so no stack of presets can turn a rare insight into a routine one.
"Dao-Enlightenment-Broadcast-Manifestations"trueWhether a Personal Dao manifesting as part of an Enlightenment roll adds a private note to the enlightened player's own chat.
"Description-Dao-Enlightenment"A long string explaining the values above.The whole roll: odds, cooldown, the comprehension and Qi payouts, and the two Qi ceilings (a fraction of the requirement, and the absolute cap).
In the live admin editor

Dao Comprehension has its own section in the /cultivation admin editor covering every toggle and number above. Only the three id and keyword lists (Sword-Dao-Technique-Ids, Sword-Dao-Item-Keywords, Space-Dao-Technique-Ids), Dao-Enlightenment-Unlock-Realm and the Description-* notes are file-only.

Technique Config

The rule set behind every active cultivation art, found in the path mods/Siren_Cultivation/Arts/TechniqueConfig.json. See Techniques for what each one does.

Variable NameDefault ValueDescription
"ConfigName""Technique Config"The name given to this config file.
"ConfigVersion"8Current Version when you have loaded for the plugin.
"Techniques-Enabled"trueMaster toggle for the whole Technique system. False disables every technique at once, regardless of the individual rules.
"Description-Techniques"A long string explaining the value above.Restates that this toggle overrides every entry in the Techniques array below.
"Techniques"An array of the 38 built-in rules (see below).One entry per technique. Each entry's Id must match a technique id for the manager to apply it as an override.
"Technique-Hotkeys-Enabled"trueWhether cultivators may fire techniques from a keybind (a modifier plus a key) rather than only from /cultivation technique. Independent of "Techniques-Enabled".
"Technique-Hotkeys-Q-E-R-Enabled"falseWhether Q, E and R may be bound at all. Off by default because taking one over costs a player dropping an item, the inventory, or their hotbar block set — the number row only costs a hotbar switch, which the mod immediately undoes.
"Description-Technique-Hotkeys"A long string explaining the values above.Which keys and modifiers are bindable and why the set is what it is, that there is no 0 key, the default bindings, and that the modifier arms on the press for half a second rather than while held.
"Description-Technique-Rules"A long string explaining the array above.Documents every field of a technique rule and the One Step distance params.

Each entry in the Techniques array uses this shape. Every key after Params is optional and defaults as shown; an entry that omits it behaves as if it had been written with that value.

Variable NameDefault ValueDescription
"Id"""Must match a registered technique id for this entry to take effect as an override.
"Enabled"trueToggles just this one technique.
"Dao-Specific"falseIf true, only a cultivator whose chosen dao is Required-Element may perform it.
"Required-Element"""The DaoElement name this technique is locked to. Only meaningful when Dao-Specific is true.
"RequiredRace"""The race id that may perform this art, or blank for any. This key has no hyphen. Race-locked arts are how a Demon's bloodline gives it something a Deity's never will, and a race another mod added can own arts too.
"Elements"""A comma-separated list of DaoElements the technique carries, as metadata and flavor.
"Damage-Type"""A DamageCause asset id for damaging techniques. Empty means the effect falls back to PHYSICAL, which the Dao combat filter may still re-convert to the caster's own element.
"Requires-Unlock"trueWhen true this technique cannot be performed until the player has come by it — a manual, enlightenment, a breakthrough, or a sect inscription. Set on every built-in since 0.7.4; set it false to make an art freely available at its realm. This key replaced Requires-Manual, and the rename is deliberately the migration: an old config's stale "Requires-Manual": false is read as an unknown key and ignored, so the new default applies rather than being silently overridden.
"Charged"falseWhen true the art is pressed once to begin gathering and again to loose it, growing stronger the longer it is held. Its numbers ride along as the Charge* params. Set on the five gathered arts: Meridian-Opening Art, Myriad Swords, Qi Beam, Starfall Strike and Heaven-Shaking Fist.
"Requires-Unarmed"falseWhen true the art refuses while a weapon is in hand. Set on the three fist arts. What counts as a free hand is governed by Unarmed-Requires-Empty-Hand in the fist config.
"Requires-Gates"""Comma-separated technique-gate ids, such as mermaids:song_ready, that must all pass before the art can be performed. A gate is a condition another mod registers at runtime. Blank means none. The Twin Spirit Pact arts and the Dao Fusion Rite use gates, but those arts have no entry in the shipped array.
"Fusion-Only"falseMarks an art that only Technique Fusion may grant. It stays fully performable once granted; the flag only removes it from the pool that enlightenment, a breakthrough gift and granttechnique all draw from, so meeting its realm alone can never hand it over. Set on the four fused arts.
"Pact-Only"falseSame pool filtering, for an art only the Twin Spirit Pact may grant - its real requirement, a living married and beast-bonded partner, is not something a random roll should satisfy.
"Campaign-Only"falseSame pool filtering, for an art that only a Campaign chapter reward grants. It is never backed by a lootable manual, so a sect cannot teach it.
"Transcendent-Only"falseSame pool filtering, for an art that only becoming Transcendent grants.
"Grand-Dao-Only"falseSame pool filtering, for an art that only the Grand Dao Capstone grants.
"Merit-Only"falseSame pool filtering, for the six arts that only the Merit axis grants.
"Unlock-Realm""QI_CONDENSATION"The realm required to use it, as an enum name.
"Qi-Cost"0.0Banked Qi spent per use.
"Cooldown-Seconds"0.0Real-time cooldown between uses.
"Params"[]An array of Key/Value pairs holding technique-specific numbers, so a technique can add its own knobs without changing the config's shape.
"Shapeshift-Effect"""The entity-effect asset id a shapeshift art applies. Blank on every rule except White Tiger Body and Demon Ape Body. It is not a gate of any kind; it is simply the effect that gets applied.
"Off-Race-Allowed"falseOpts a race-locked art into borrowed-bloodline access. Off by default on a rule that omits it, so a hand-edited entry written before this key existed stays a true hard lock until you add "Off-Race-Allowed": true to it (or delete the entry so the built-in default takes over).
"Off-Race-Unlock-Realm"""An explicit realm an off-race cultivator must reach for this art. Blank derives it from the native Unlock-Realm plus the global Off-Race-Realm-Offset.
"Off-Race-Qi-Cost-Multiplier"-1.0This art's own off-race Qi-cost multiplier. A negative value means inherit the global one; 0 is a real value (a free off-race cast).
"Off-Race-Cooldown-Multiplier"-1.0This art's own off-race cooldown multiplier, with the same negative-means-inherit rule.
"Off-Race-Failure-Chance-Percent"-1.0This art's own off-race fizzle chance, 0-100, with the same negative-means-inherit rule.

The 38 built-in rules

These are the 38 rules written to the file on first run, in the order the file lists them. Requires-Unlock is true on every one. Damage and healing figures are the Entry-rung values; mastery multiplies them. Every Params figure is a plain number, so DistancePerRealm 3 means 3 blocks gained per realm.

Open arts and the gathered Meridian-Opening Art:

Technique IdUnlock RealmQi CostCooldownElementsDamage TypeLocks and flagsParams
one_step_thousand_liQI_CONDENSATION50.05.0WIND(none)-BaseDistance 6, DistancePerRealm 3, DistancePerStage 0.75, MaxDistance 60
sword_flyingGOLDEN_CORE_FORMATION0.03.0WIND(none)-HorizontalFlySpeed 12, VerticalFlySpeed 10, FlySpeedPerRealm 1.5, QiDrainPerSecond 6, QiDrainReductionPercentPerRealm 5
sword_qi_slashFOUNDATION_ESTABLISHMENT30.04.0(none)(none)-Range 8, ConeHalfAngleDegrees 50, BaseDamage 15, DamagePerRealm 4
nine_heavens_thunder_palmNASCENT_SOUL60.08.0LIGHTNINGCultivation_Lightning-Radius 6, BaseDamage 25, DamagePerRealm 6
iron_bodyFOUNDATION_ESTABLISHMENT25.020.0EARTH(none)-DurationSeconds 10, ReductionPercent 40, ReductionPercentPerRealm 2
cloud_stepQI_CONDENSATION15.015.0WIND(none)-DurationSeconds 12, SpeedMultiplier 1.6, SpeedMultiplierPerRealm 0.05
healing_pulseQI_CONDENSATION40.012.0WOOD(none)-BaseHeal 40, HealPerRealm 10
qi_barrierFOUNDATION_ESTABLISHMENT35.018.0METAL(none)-DurationSeconds 15, BaseShieldAmount 60, ShieldPerRealm 15
qi_infusionQI_CONDENSATION20.015.0FIRE(none)-DurationSeconds 10, DamageBonusPercent 30, DamageBonusPercentPerRealm 3
meridian_opening_artFOUNDATION_ESTABLISHMENT60.090.0WOOD(none)ChargedChargeMinSeconds 1.5, ChargeMaxSeconds 6, ChargeQiPerSecond 8, ChargePowerAtFull 1, ChargeMoveTolerance 2, SecondsHealedAtFull 1200, NoBackfire 1, OverchargeMaxSeconds 3, OverchargePowerAtFull 1.35

The great arts, each gathered before it is loosed:

Technique IdUnlock RealmQi CostCooldownElementsDamage TypeLocks and flagsParams
myriad_swordsGOLDEN_CORE_FORMATION40.022.0METAL(none)ChargedChargeMinSeconds 0.5, ChargeMaxSeconds 5, ChargeQiPerSecond 11, ChargePowerAtFull 2.4, ChargeMoveTolerance 3, Radius 9, RadiusPerRealm 0.75, MinBlades 5, MaxBlades 20, BladeRadius 2.4, BaseDamage 9, DamagePerRealm 2.5, OverchargeMaxSeconds 3, OverchargePowerAtFull 4.8
qi_beamNASCENT_SOUL45.025.0METAL(none)ChargedChargeMinSeconds 0.6, ChargeMaxSeconds 6, ChargeQiPerSecond 14, ChargePowerAtFull 3.2, ChargeMoveTolerance 2.5, Range 45, RangePerRealm 3, MinRangeFraction 0.4, BeamRadius 1.5, BeamRadiusAtFull 2.75, BaseDamage 30, DamagePerRealm 8, OverchargeMaxSeconds 3.5, OverchargePowerAtFull 6.1
starfall_strikeSOUL_FORMATION55.030.0FIREFireChargedChargeMinSeconds 0.75, ChargeMaxSeconds 7, ChargeQiPerSecond 16, ChargePowerAtFull 3.6, ChargeMoveTolerance 2, Range 38, Radius 5, RadiusAtFull 9, BaseDamage 40, DamagePerRealm 10, OverchargeMaxSeconds 4, OverchargePowerAtFull 6.66

The fist arts, which refuse while a weapon is in hand:

Technique IdUnlock RealmQi CostCooldownElementsDamage TypeLocks and flagsParams
crashing_mountain_fistQI_CONDENSATION20.06.0EARTH(none)Unarmed onlyRange 4.5, ConeHalfAngleDegrees 45, BaseDamage 22, DamagePerRealm 6
hundred_rending_fistsFOUNDATION_ESTABLISHMENT35.012.0WIND(none)Unarmed onlyRange 5, ConeHalfAngleDegrees 60, Strikes 8, StrikesPerRealm 1, BaseDamage 4.5, DamagePerRealm 1.2
heaven_shaking_fistGOLDEN_CORE_FORMATION50.026.0EARTH(none)Charged; Unarmed onlyChargeMinSeconds 0.6, ChargeMaxSeconds 5.5, ChargeQiPerSecond 12, ChargePowerAtFull 3, ChargeMoveTolerance 1.75, Radius 5, RadiusAtFull 10, BaseDamage 30, DamagePerRealm 8, OverchargeMaxSeconds 2.5, OverchargePowerAtFull 6

The Dao arts, each locked to the element that comprehends it:

Technique IdUnlock RealmQi CostCooldownElementsDamage TypeLocks and flagsParams
verdant_renewalQI_CONDENSATION30.025.0WOOD(none)Dao-locked: WOODBaseHeal 30, HealPerRealm 9
mountain_pressFOUNDATION_ESTABLISHMENT42.013.0EARTHCultivation_EarthDao-locked: EARTHRadius 5, BaseDamage 20, DamagePerRealm 5.5
flowing_currentQI_CONDENSATION26.020.0WATER(none)Dao-locked: WATERDurationSeconds 10, BaseReductionPercent 12, ReductionPerRealm 3
blazing_lotusFOUNDATION_ESTABLISHMENT40.012.0FIREFireDao-locked: FIRERadius 6, BaseDamage 18, DamagePerRealm 5
golden_edgeFOUNDATION_ESTABLISHMENT38.010.0METALCultivation_MetalDao-locked: METALRadius 5, BaseDamage 22, DamagePerRealm 6
frozen_domainFOUNDATION_ESTABLISHMENT40.014.0ICEIceDao-locked: ICERadius 7, BaseDamage 14, DamagePerRealm 4
gale_rendQI_CONDENSATION28.08.0WINDCultivation_WindDao-locked: WINDRadius 6, BaseDamage 12, DamagePerRealm 3.5
venom_mistQI_CONDENSATION30.016.0POISONPoisonDao-locked: POISONRadius 6.5, BaseDamage 10, DamagePerRealm 4
thunderclap_descentGOLDEN_CORE_FORMATION55.015.0LIGHTNINGCultivation_LightningDao-locked: LIGHTNINGRadius 5.5, BaseDamage 28, DamagePerRealm 7
void_devourNASCENT_SOUL65.020.0VOIDCultivation_VoidDao-locked: VOIDRadius 6, BaseDamage 24, DamagePerRealm 6, HealPercentOfDamage 25

The racial arts. All but Hundred Trials Body opt into the off-race path; Hundred Trials Body is the one true hard lock:

Technique IdUnlock RealmQi CostCooldownElementsDamage TypeLocks and flagsParams
boundless_potentialQI_CONDENSATION35.045.0(none)(none)Race: Human; off-raceDurationSeconds 20, BaseDamageBonusPercent 15, BonusPerRealm 4
blood_devourFOUNDATION_ESTABLISHMENT45.018.0(none)(none)Race: Demon; off-race (35% fizzle)Radius 5, BaseDamage 20, DamagePerRealm 5, HealPercentOfDamage 40
divine_descentGOLDEN_CORE_FORMATION60.022.0(none)Cultivation_LightningRace: Deity; off-race (Qi x2.5)Radius 7, BaseDamage 26, DamagePerRealm 6, SelfHeal 25
corpse_miasmaFOUNDATION_ESTABLISHMENT48.020.0(none)(none)Race: Demon; off-raceRadius 6, DurationSeconds 8
immortal_radianceGOLDEN_CORE_FORMATION70.060.0(none)(none)Race: Deity; off-raceRadius 8, BaseHeal 40, HealPerRealm 8, InjuryReliefSeconds 60
hundred_trials_bodyQI_CONDENSATION40.050.0(none)(none)Race: HumanDurationSeconds 30, ReductionPercent 20, HealthPerInjuryEver 15

The shapeshift arts:

Technique IdUnlock RealmQi CostCooldownElementsDamage TypeLocks and flagsParams
white_tiger_bodyFOUNDATION_ESTABLISHMENT55.090.0(none)(none)Shapeshift: Cultivation_Shapeshift_TigerBodyDurationSeconds 35, DamageBonusPercent 0, DamageReductionPercent 0
demon_ape_bodyGOLDEN_CORE_FORMATION70.0120.0(none)(none)Race: Demon; off-race; Shapeshift: Cultivation_Shapeshift_ApeBodyDurationSeconds 45, DamageBonusPercent 0, DamageReductionPercent 0

The fused arts, reachable only through Technique Fusion:

Technique IdUnlock RealmQi CostCooldownElementsDamage TypeLocks and flagsParams
thunderous_blade_requiemSOUL_FORMATION80.010.0LIGHTNINGCultivation_LightningFusion-OnlyRadius 8, RadiusPerRealm 0.6, BaseDamage 45, DamagePerRealm 9
diamond_sovereign_wardGOLDEN_CORE_FORMATION60.025.0EARTH,METAL(none)Fusion-OnlyDurationSeconds 18, ReductionPercent 55, ReductionPercentPerRealm 2, BaseShieldAmount 110, ShieldPerRealm 20
vital_ascendanceFOUNDATION_ESTABLISHMENT50.016.0WOOD,FIRE(none)Fusion-OnlyBaseHeal 55, HealPerRealm 12, DurationSeconds 14, DamageBonusPercent 40, DamageBonusPercentPerRealm 3
frost_flame_cataclysmNASCENT_SOUL95.013.0FIRE,ICEFireFusion-OnlyRadius 8, RadiusPerRealm 0.7, BaseDamage 55, DamagePerRealm 10

Sword Flying is the one technique whose Qi-Cost is 0 on purpose - toggling it is free, and the real price is the ongoing QiDrainPerSecond charged while airborne. A blank Damage-Type means the art deals plain physical damage (or none at all, for the healing, buff and movement arts), and the Dao combat filter may still recolor it with the caster's own element. The shapeshift arts ship with DamageBonusPercent and DamageReductionPercent at 0: the effect asset decides what the form does, and those two params add a flat damage bonus or reduction on top if you raise them.

Twelve further built-in arts are not written into this array: the six Merit arts, the two Twin Spirit Pact arts (twin_spirit_descent, yin_yang_reversion), the Dao Fusion Rite (dao_fusion_rite) and the three capstone arts (voidscar_reclamation, transcendent_reckoning, grand_dao_convergence). They run off their own registered default rule, as do techniques registered by other mods, though you may still add an override entry with a matching Id by hand.

Unlocking arts

How a cultivator comes by an art at all. A manual and a sect hall's inscription have their own configs; these are the two sources that belong to the technique system itself. See Unlocking an Art.

Variable NameDefault ValueDescription
Enlightenment-EnabledtrueMaster toggle for sudden enlightenment: a chance, while meditating, to comprehend one art you already qualify for but have not learned. It is the source that guarantees nobody is hard-blocked behind loot that has not dropped, so switching it off only makes sense on a server that leans on manuals.
Enlightenment-Chance-Per-Second0.0015Chance per second of meditation that actually banks Qi - per second, not per tick, so a faster-ticking server is not luckier. Roughly one comprehension per eleven minutes of good meditation before the vein bonus.
Enlightenment-Vein-Bonus-Multiplier2.0How far the rate can be raised, in proportion to how full the vein underfoot is - at 2.0 a full, dragon-grade vein roughly triples it.
Breakthrough-Grants-ArttrueOpens one eligible art for free each time a cultivator crosses into a new realm, so a new tier does not arrive empty.
Description-UnlockingA long string explaining the values above.The four ways to come by an art - manual, enlightenment, breakthrough gift and sect inscription - and that a sect's inscription is borrowed live, so a sect that loses its hall stops teaching it.

Overcharge

Holding a gathered art past its own ChargeMaxSeconds for a stronger release, at a price. It is a per-art opt-in on top of this switch: only a rule that declares its own OverchargeMaxSeconds and OverchargePowerAtFull params can enter the band at all, and all five gathered arts do.

Variable NameDefault ValueDescription
Overcharge-EnabledtrueMaster switch. Off, and no art can be held past full charge.
Overcharge-Grace-Seconds0.75A short window right at full charge before the ramping Qi drain begins - the gap between I meant to overcharge and I was a fraction of a second slow to release.
Overcharge-Qi-Drain-Multiplier-At-Max3.0How many times the normal Qi drain the gathering costs by the end of the art's own OverchargeMaxSeconds. The drain ramps up to this.
Description-OverchargeA long string explaining the values above.Restates the per-art opt-in, the grace window, the ramping drain, and that overcharging also risks a technique-backfire Meridian Injury on release unless the art's rule sets NoBackfire (see MeridianConfig).

Off-race access

Borrowed bloodline (借血之法): a race-locked art whose own rule sets Off-Race-Allowed may still be performed by a cultivator of a different race, at a real cost.

Variable NameDefault ValueDescription
Off-Race-Access-EnabledtrueMaster switch. Off, and every race-locked art reverts to a true hard lock server-wide, whatever any single rule says.
Off-Race-Realm-Offset2How many realms above an art's own native Unlock-Realm an off-race cultivator must reach, when the rule names no Off-Race-Unlock-Realm of its own. It is clamped to the last realm when it is applied.
Off-Race-Qi-Cost-Multiplier2.0Multiplies the Qi cost of an off-race performance, unless the rule overrides it.
Off-Race-Cooldown-Multiplier2.0Multiplies the cooldown of an off-race performance, unless the rule overrides it.
Off-Race-Failure-Chance-Percent25.0Chance (0-100) an off-race performance fizzles, unless the rule overrides it. A fizzle still spends the Qi and stamps the cooldown, but runs no effect and banks no mastery.
Off-Race-Backfire-Chance-Percent30.0Rolled only after a fizzle, never on every attempt: the chance that a fizzle also backfires as a Meridian Injury.
Description-Off-RaceA long string explaining the values above.Everything above in one place, plus the warning that a saved override entry for blood_devour, boundless_potential or divine_descent carries no Off-Race-Allowed key and so stays a hard lock until you add it.

The shipped racial rules set these overrides: Blood Devour fizzles 35% of the time off-race, and Divine Descent costs 2.5 times the Qi. Everything else inherits the globals.

Technique mastery

The five-rung ladder every art climbs. See Mastery for what it means in play.

Variable NameDefault ValueDescription
Mastery-EnabledtrueWhole-system switch. False returns every art to realm-only strength, exactly as 0.7.1 behaved.
Mastery-Xp-Per-Use2Practice XP banked by one successful use. A refused activation teaches nothing.
Mastery-Xp-Per-Qi-Cost0.05Extra XP per point of the art's Qi cost, so an expensive art climbs faster per cast.
Mastery-Stages5 entriesThe ladder itself. Each rung carries Name, RequiredRealm, RequiredXp, RequiredManuals, PowerMultiplier, QiCostMultiplier and CooldownMultiplier.
Description-MasteryA long string explaining the values above.A rung needs all three of its requirements at once - the cultivator's realm, the art's own XP, and extra copies of its manual studied into it - and advances on its own the moment the last lands.

The five shipped rungs:

NameRequiredRealmRequiredXpRequiredManualsPowerMultiplierQiCostMultiplierCooldownMultiplier
"Entry"(none)0.001.01.01.0
"Minor Accomplishment"QI_CONDENSATION60.011.20.950.95
"Major Accomplishment"FOUNDATION_ESTABLISHMENT200.021.450.90.88
"Consummation"GOLDEN_CORE_FORMATION500.031.750.850.8
"Pinnacle"NASCENT_SOUL1100.052.20.750.7
The ladder is capped at five

A config with more than five rungs is clamped to the first five, and one with none falls back to a single flat rung. The cap exists because the UI and the lang keys only cover five — an add-on calling registerMasteryStage past that gets false back rather than a silently ignored rung.

Technique fusion

Combining two fully-mastered arts into one. New in 0.8.0 — see Technique Fusion.

Variable NameDefault ValueDescription
Fusion-EnabledtrueMaster toggle. False makes /cultivation technique fuse and fusions refuse with a disabled message; any fused art already granted stays fully performable.
Description-FusionA long string explaining the value above.Restates that fusion needs both parents fully mastered, that a success consumes both parents by default, and that a disabled switch leaves already-granted fused arts alone.
Fusions4 entriesThe recipe list. Each carries Id, Enabled, ParentA, ParentB, ResultTechnique, Required-Realm, Qi-Cost, Failure-Chance-Percent, Cooldown-Seconds, Consume-Parents and Params.
Description-Fusion-RulesA long string explaining the array above.Documents every field of a recipe.

Each entry in the Fusions array uses this shape.

Variable NameDefault ValueDescription
Id""Names the recipe, and is what a player types in /cultivation technique fuse. The built-ins reuse their result's id so it can be guessed from the art's name, though nothing requires that.
EnabledtrueToggles just this recipe.
ParentA""One of the two technique ids that must both be learned and fully mastered.
ParentB""The other.
ResultTechnique""The technique id granted on success. It must have its own entry in Techniques.
Required-Realm""The realm the cultivator must have reached to attempt the ritual. Blank means no realm gate beyond what mastering both parents already implies.
Qi-Cost0.0The one-time price of the ritual, spent whether it succeeds or fails.
Failure-Chance-Percent0.0Chance (0-100) the ritual fizzles.
Cooldown-Seconds0.0Gates re-attempting this same recipe.
Consume-ParentstrueWhether a success removes both parent arts from the cultivator's learned set.
Params[]Reserved Key/Value pairs; the built-ins use none.

The four shipped recipes:

Id / resultParentsRealmQiFizzleCooldown
thunderous_blade_requiemsword_qi_slash + nine_heavens_thunder_palmSOUL_FORMATION15015%120s
diamond_sovereign_wardiron_body + qi_barrierGOLDEN_CORE_FORMATION12015%120s
vital_ascendancehealing_pulse + qi_infusionFOUNDATION_ESTABLISHMENT9012%90s
frost_flame_cataclysmfrozen_domain + blazing_lotusNASCENT_SOUL14016%130s

Notes that matter when writing your own recipe:

Combat Depth Config

Technique interrupts, the punish window, and the general Wu Xing PvP reward, found in the path mods/Siren_Cultivation/Arts/CombatDepthConfig.json. See Combat Depth for what these do in play. Not in the in-game editor.

Variable NameDefault ValueDescription
"ConfigName""Combat Depth Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Technique-Interrupt-Enabled"trueMaster toggle for interrupting a charge: a hard enough hit on a cultivator mid-gathering breaks their charged art outright.
"Technique-Interrupt-Min-Damage-Percent-Of-Max-Health"8.0The smallest hit that interrupts, as a percent of the victim's max health rather than a flat number, so incidental chip damage cannot cancel every charged art.
"Punish-Window-Enabled"trueMaster toggle for the punish window: a short, one-shot bonus-damage window against a target, opened for whoever landed the right blow and spent by their very next hit on that target.
"Punish-Window-Interrupt-Bonus-Percent"12.0Bonus damage of the window opened by landing an interrupt - the skill-shot reward.
"Punish-Window-Interrupt-Duration-Seconds"4.0How long that window stays open.
"Punish-Window-Counter-Hit-Bonus-Percent"6.0Bonus damage of the window opened by a plainer, commoner trigger: a Wu Xing-favorable hit.
"Punish-Window-Counter-Hit-Duration-Seconds"2.0How long that window stays open.
"Wuxing-Pvp-Reward-Enabled"trueMaster toggle for the Wu Xing PvP reward: a flat Spirit Stone grant for a PvP kill won on a favorable elemental matchup. Sanctioned duels, plain or Dao, are excluded - they already have their own stakes.
"Wuxing-Pvp-Reward-Spirit-Stones"5Spirit Stones paid for that kill. Negative values are clamped to 0.
"Description-Combat-Depth"A long string explaining the values above.Walks the three mechanics and states that a punish window is consumed by a single hit, never a sustained buff.

Fist Config

The bare-handed damage ladder and the arts that ride on it (拳法), found in the path mods/Siren_Cultivation/Arts/FistConfig.json. New in 0.7.4. See Fist Arts. Not in the in-game editor.

Variable NameDefault ValueDescription
"ConfigName""Fist Art Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Fist-Arts-Enabled"trueSwitches the whole ladder off, including its damage bonus. The three fist arts still exist as techniques and can be disabled individually in the technique config.
"Unarmed-Requires-Empty-Hand"falseWhat counts as a free hand. False means anything that is not a weapon, so a torch or a stack of stone still lets a fist art fly; true demands a strictly empty hand.
"Max-Level"100The ceiling on the ladder. The full damage bonus is paid out only there.
"Base-Xp-Requirement"30.0XP needed for level 2. The requirement for level N is this times Xp-Growth-Rate to the power of N-1.
"Xp-Growth-Rate"1.075How steeply the requirement compounds. Small changes here move the ceiling a very long way.
"Xp-Per-Damage-Dealt"0.5XP per point of damage that actually got through. Hitting something armored teaches less than hitting something soft, and a punch a shield ate whole teaches nothing.
"Xp-Per-Block-Broken"3.0Flat XP for each block broken with a completely empty hand. Any item in hand at all, tool or not, earns nothing - this ladder is about the fists, not about what you mined with.
"Damage-Bonus-Percent-At-Max"220.0Extra unarmed damage at Max-Level, as a percentage. It applies to your fists and to the three fist arts, and never to a weapon.
"Damage-Bonus-Percent-Per-Realm"12.0Further unarmed damage for every realm you have broken into, on top of the ladder.
"Description-Fist-Arts"A long string explaining the values above.The whole ladder: that it is independent of the Qi realms and of body tempering, how XP is banked, the level curve, what the reward applies to, and what Unarmed-Requires-Empty-Hand decides.

Manual Config

Lootable books that permanently teach a technique or a skill-tree node, found in the path mods/Siren_Cultivation/Arts/ManualConfig.json. See Manuals.

Variable NameDefault ValueDescription
"ConfigName""Manual Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Manuals-Enabled"trueMaster toggle for the whole manual system.
"Manual-Consumed-On-Use"trueWhether reading a manual consumes it. Reading one you already know refuses and consumes nothing either way.
"Manual-Tribulation-Drop-Chance"0.04Chance a manual drops, rolled once per tribulation strike SURVIVED - so a long ritual is many rolls.
"Manual-Demonic-Cultivator-Drop-Chance"0.12Chance a manual drops when a player kills an NPC whose role id is listed below.
"Manual-Demonic-Cultivator-Npc-Roles"""Comma-separated NPC role ids that count as demonic cultivators. Empty by default on purpose: role ids vary by world and zone, so shipping a guess would either do nothing or fire on the wrong mob.
"Manual-Player-Kill-Drop-Chance"0.02Chance that slaying another cultivator shakes loose ONE manual for an art they themselves knew. Deliberately tiny - it is a real loss for the victim.
"Manuals"An array of the 34 built-in entries (see below).The drop table, and the reverse index from a technique or node back to the manual that teaches it.
"Description-Manuals"A long string explaining the values above.Explains what a manual teaches, the consume rule, all three drop sources, and that the dropped manual is picked from the table by Weight.

Each entry in the Manuals array uses this shape.

Variable NameDefault ValueDescription
"ItemId"""The manual item's asset id.
"TechniqueId"""The technique reading it teaches, if any. Since 0.7.4 every built-in art sets Requires-Unlock, so a technique manual is a real unlock rather than a curiosity. The value * marks a Tattered Manual: it names no art and instead teaches one at random from those the reader has already grown into, and a reader with nothing left to learn is refused and keeps the book.
"SkillNodeId"""The skill-tree node reading it unlocks, if any. The node's prerequisites are still honored, but its point cost is ignored.
"Weight"1.0Relative likelihood within the drop table. 0 means it never drops on its own and must be placed by an admin or another mod.

These are the 34 entries written to the file on first run: five skill-node books, one manual for each of the 28 arts a player can read their way into, and the Tattered Manual. The weights fall off with tier on purpose - a Qi Condensation manual is the common find and a Soul Formation one is a story - and arts locked to a dao or a race are rarer still, since most cultivators who find one cannot read it. The Tattered Manual is the heaviest of all at 2.5, because it is never wasted on a reader who cannot use it.

ItemIdTeachesWeight
Cultivation_Manual_IronSinewSkill node VITALITY_11.0
Cultivation_Manual_HiddenEdgeSkill node MIGHT_11.0
Cultivation_Manual_ClearSpringSkill node INSIGHT_11.0
Cultivation_Manual_UnmovingMountainSkill node WARDING_10.6
Cultivation_Manual_WindchaserStrideSkill node SWIFTNESS_10.6
Cultivation_Manual_OneStepTechnique one_step_thousand_li1.0
Cultivation_Manual_CloudStepTechnique cloud_step1.0
Cultivation_Manual_HealingPulseTechnique healing_pulse1.0
Cultivation_Manual_QiInfusionTechnique qi_infusion1.0
Cultivation_Manual_SwordQiSlashTechnique sword_qi_slash0.8
Cultivation_Manual_IronBodyTechnique iron_body0.8
Cultivation_Manual_QiBarrierTechnique qi_barrier0.8
Cultivation_Manual_SwordFlyingTechnique sword_flying0.35
Cultivation_Manual_ThunderPalmTechnique nine_heavens_thunder_palm0.2
Cultivation_Manual_MyriadSwordsTechnique myriad_swords0.3
Cultivation_Manual_QiBeamTechnique qi_beam0.15
Cultivation_Manual_StarfallStrikeTechnique starfall_strike0.1
Cultivation_Manual_CrashingMountainFistTechnique crashing_mountain_fist0.7
Cultivation_Manual_HundredRendingFistsTechnique hundred_rending_fists0.5
Cultivation_Manual_HeavenShakingFistTechnique heaven_shaking_fist0.25
Cultivation_Manual_GaleRendTechnique gale_rend0.4
Cultivation_Manual_VenomMistTechnique venom_mist0.4
Cultivation_Manual_VerdantRenewalTechnique verdant_renewal0.4
Cultivation_Manual_FlowingCurrentTechnique flowing_current0.4
Cultivation_Manual_BlazingLotusTechnique blazing_lotus0.35
Cultivation_Manual_FrozenDomainTechnique frozen_domain0.35
Cultivation_Manual_GoldenEdgeTechnique golden_edge0.35
Cultivation_Manual_MountainPressTechnique mountain_press0.35
Cultivation_Manual_ThunderclapDescentTechnique thunderclap_descent0.2
Cultivation_Manual_VoidDevourTechnique void_devour0.12
Cultivation_Manual_BoundlessPotentialTechnique boundless_potential0.3
Cultivation_Manual_BloodDevourTechnique blood_devour0.25
Cultivation_Manual_DivineDescentTechnique divine_descent0.15
Cultivation_Manual_TatteredA random art the reader has already grown into (tattered manual)2.5

Alchemy Config

The Pill Cauldron, the grade roll, the alchemy mastery ladder, the Fire Watch tending minigame, pill toxicity and the pills, found in the path mods/Siren_Cultivation/Arts/AlchemyConfig.json. See Alchemy.

ConfigVersion 3 removed the pill recipes

In 0.8.0 the four Cultivation_*Pill items lost their Recipe blocks - a pill was two Spirit Cores at a workbench and is now cauldron-only. An ungraded pre-0.8.0 pill reads as Low grade, whose potency multiplier is exactly 1.0, so nothing anyone already owns changed value.

The cauldron ritual

Variable NameDefault ValueDescription
"ConfigName""Alchemy Config"The name given to this config file.
"ConfigVersion"4Current Version when you have loaded for the plugin. Version 4 added the Fire Watch tending keys.
"Alchemy-Enabled"trueMaster toggle for the Pill Cauldron.
"Cauldron-Interaction-Radius-Blocks"4.0How far from the cauldron a refine may be started, and how far you may drift before it interrupts.
"Herbs-Required-Per-Refine"3Spirit Herbs consumed immediately on starting - the cost of even a cancelled attempt.
"Refine-Duration-Seconds"60.0How long the ritual runs.
"Refine-Tick-Interval-Seconds"1.0How often it is re-checked.
"Refine-Qi-Drain-Per-Second"2.0Qi drained for the whole time it runs. Running dry interrupts into a failed roll.
"Refine-Minimum-Qi-To-Start"20.0A floor checked only at the start.
"Refine-Base-Failure-Chance"0.35The starting failure chance of a completed ritual.
"Refine-Mastery-Failure-Reduction-At-Max"0.25How much a maxed alchemy ladder subtracts from it, scaled by mastery.
"Refine-HerbQuality-Failure-Reduction"0.15How much perfect herbs subtract, scaled by quality.
"Refine-Min-Failure-Chance"0.05The floor. A veteran working perfect herbs sits here.
"Refine-Botch-Chance-Of-Failure"0.3Share of failures - not of attempts - that botch the flame outright.
"Refine-Botch-Explosion-Damage-Percent-Of-Max-Health"12.0Damage a botch deals, through the same pipeline tribulation lightning uses.
"Refine-Botch-Explosion-Lethal"falseWhether a botch may kill. Off by default.
"Description-Alchemy"A long string explaining the values above.The whole ritual, including that /cultivation alchemy cancel is the only stop that does not roll for failure - and still loses the herbs.

Grades

Variable NameDefault ValueDescription
"Grade-Herb-Weight"0.6The herbs' average quality's weight in the 0-1 score.
"Grade-Mastery-Weight"0.4The alchemist's mastery fraction's weight. The two are normalized against each other.
"Grade-Random-Jitter"0.12How much randomness is added, either way.
"Grade-Threshold-Mid"0.30Score at which a pill comes out Mid rather than Low.
"Grade-Threshold-High"0.60…High rather than Mid.
"Grade-Threshold-Perfect"0.85…Perfect rather than High.
"Grade-Potency-Low"1.0The Low grade's multiplier - exactly 1.0, which is what an ungraded legacy pill reads as.
"Grade-Potency-Mid"1.3The Mid grade's multiplier.
"Grade-Potency-High"1.7The High grade's multiplier.
"Grade-Potency-Perfect"2.2The Perfect grade's multiplier.
"Description-AlchemyGrade"A long string explaining the values above.Stresses that potency multiplies duration (or banked charges), never raw magnitude - a Low pill is the same strength for less time, not a weaker pill.

Alchemy mastery

Variable NameDefault ValueDescription
"Mastery-Max-Level"50The ceiling of the 丹道境界 ladder, which is independent of the Qi realms.
"Mastery-Base-Xp-Requirement"40.0XP for level 2. Level N costs this × growth^(N−1) - the same curve Fist Arts uses.
"Mastery-Xp-Growth-Rate"1.08How steeply that compounds.
"Mastery-Xp-Per-Success"15.0Banked by a successful refine.
"Mastery-Xp-Per-Grade-Step"8.0Extra, per grade above Low.
"Mastery-Xp-Failure-Fraction"0.25Share of that banked by a failed-but-not-botched attempt. A botch banks nothing.
"Description-AlchemyMastery"A long string explaining the values above.Notes the ladder feeds back into both the grade roll and the failure chance.

Fire Watch tending

v0.10.0 A reflex-timing minigame laid over the cauldron ritual (火候). Periodic prompts ask the alchemist to press one of four keys - Fan, Damp, Stir or Seal - inside a window that widens as their mastery grows. The averaged result nudges both the grade roll and the failure chance. See Fire Watch for how it plays.

Variable NameDefault ValueDescription
"Tending-Enabled"trueMaster toggle. Off, and the ritual is the passive one it was before ConfigVersion 4. A ritual that delivers no prompts contributes exactly nothing to the roll.
"Tend-Prompt-Interval-Seconds"12.0How often a prompt fires during a running ritual.
"Tend-Prompts-Max"6The most prompts one ritual will deliver.
"Tend-Prompt-Lead-In-Seconds"4.0No prompt fires in the opening seconds, so the cultivator can watch the cauldron settle before the first cue.
"Tend-Window-Seconds-Novice"3The answer window, in whole seconds, for a novice alchemist. It is shown as that many embers and lerps toward the master value as the mastery ladder fills.
"Tend-Window-Seconds-Master"6The answer window at the top of the ladder.
"Tend-Sharp-Fraction-Novice"0.35The leading share of the window that counts as a sharp press rather than a merely steady one, at novice.
"Tend-Sharp-Fraction-Master"0.60The same share at the top of the ladder.
"Tend-Reading-Mastery-Threshold"0.45Below this share of the ladder a cue only names the drifting gauge and the alchemist must work out which key corrects it; at or above it, the cue names the key outright.
"Tend-Score-Sharp"1.0Score banked by a sharp press.
"Tend-Score-Steady"0.45Score banked by a later, steady press.
"Tend-Miss-Penalty"0.0Score lost when a prompt lapses unanswered. Zero by default, so a miss only forgoes a good score.
"Tend-Fumble-Penalty"0.8Score lost for the wrong key, or a key pressed with no window open.
"Tend-Miss-Penalty-At-Max-Mastery"0.4What the miss penalty is multiplied by at the top of the ladder (it is 1.0 at novice), so a seasoned alchemist is punished less for the same slip.
"Tend-Fumble-Penalty-At-Max-Mastery"0.5The same multiplier for the fumble penalty.
"Tend-Fumble-Singe-Percent-Of-Max-Health"1.5A fumble also singes the alchemist for this percent of max health - the small echo of the botch explosion.
"Grade-Tend-Bonus-Max"0.22The most a perfect tending performance can add to the grade roll's 0-1 score.
"Grade-Tend-Penalty-Max"0.18The most a disastrous one can take off it.
"Refine-Tend-Failure-Swing"0.12How far the same result also moves the failure chance, subtracted from Refine-Base-Failure-Chance and still floored at Refine-Min-Failure-Chance.
"Mastery-Xp-Per-Sharp-Tend"2.0Bonus alchemy mastery XP for each sharp-answered prompt, on top of the success and grade XP.
"Description-AlchemyTending"A long string explaining the values above.The whole minigame: how prompts are paced, how a press is scored, how the averaged result feeds the grade and the failure chance, and that a ritual with no prompts leaves the roll unchanged.

Pill toxicity

v0.10.2 A body-state axis, separate from Qi Purity. Every spirit pill adds a little; enough of it weakens the next pill and makes a rushed rank-up riskier. You can read your own with /cultivation alchemy toxicity. See Pill toxicity.

Variable NameDefault ValueDescription
"Toxicity-Enabled"trueMaster switch.
"Toxicity-Cap"100.0The most toxicity a body can carry.
"Toxicity-Per-Pill"18.0What one pill adds at the flat end of the grade interpolation below.
"Toxicity-Grade-Scale"0.00 means every pill adds the same flat Toxicity-Per-Pill; 1 means the add is fully scaled by the pill's grade potency, so a Perfect pill is far more toxic than a Low one; anything between interpolates. Zero by default, because grade already buys a bigger effect through potency and should not also buy a cheaper toxicity cost.
"Toxicity-Exempt-Effects""clearmind,longevity"Comma-separated pill effect ids that never add toxicity.
"Toxicity-Decay-Per-Hour"25.0Toxicity shed per real hour, offline included.
"Toxicity-Threshold"40.0Below this settled toxicity nothing happens at all: pill potency is untouched and a rushed rank-up gains no extra instability.
"Toxicity-Max-Potency-Loss"0.6At the cap, a pill's potency (and the magnitude it pulls toward 1.0) is multiplied by 1 minus this.
"Toxicity-Potency-Curve-Exponent"1.0Shapes how that loss ramps between the threshold and the cap. 1 is linear.
"Toxicity-Max-Instability"0.45At the cap, the extra instability toxicity adds to the Qi Deviation rushing-risk roll. It is additive to the roll's own instability, never a multiplier on it.
"Toxicity-Instability-Curve-Exponent"2.0Shapes how that instability ramps. 2 keeps it gentle until toxicity is high.
"Description-Toxicity"A long string explaining the values above.How toxicity accrues, decays, and what it does above the threshold.

The pills

Five of the cauldron's pills have their numbers here. The Meridian-Mending Pill's two numbers live in MeridianConfig.json, and the Longevity Pill is tuned in the lifespan config instead.

Variable NameDefault ValueDescription
"QiPill-Gain-Multiplier"1.5The Qi Gathering Pill multiplies every source of cultivation Qi - meditation drain and absorbed cores alike - by this much.
"QiPill-Duration-Seconds"300.0How long that multiplier lasts. Re-consuming refreshes the timer.
"Description-QiPill"A long string explaining the values above.Restates that the pill covers both Qi sources and that re-consuming refreshes rather than stacks.
"ClarityPill-Ritual-Speed-Multiplier"0.75Multiplies breakthrough and advancement ritual DURATIONS, so below 1 is faster.
"ClarityPill-Duration-Seconds"300.0How long that multiplier lasts.
"Description-ClarityPill"A long string explaining the values above.Notes the below-1-is-faster convention and that it stacks multiplicatively with race and skill tree ritual-speed bonuses.
"WardPill-Shield-Charges"1Charges banked per Tribulation Ward Pill consumed.
"WardPill-Max-Stored-Charges"3The most ward charges a cultivator may hold at once.
"Description-WardPill"A long string explaining the values above.Each charge fully negates one tribulation lightning strike's damage - the bolt still falls - and charges persist until used.
"ClearMindPill-Charges"1Charges banked per Clear-Mind Pill consumed.
"ClearMindPill-Max-Stored-Charges"3The most clear-mind charges a cultivator may hold at once.
"Description-ClearMindPill"A long string explaining the values above.Each charge holds composure through one Heart-Devil Trial pulse (that pulse drains no composure, though the demon still appears), and charges persist until used.
"Description-MendingPill"A long string explaining the pill.The Meridian-Mending Pill takes MendingPill-Seconds times its grade off your deepest Meridian Injury, spilling any remainder into the next-deepest, and refuses to be consumed if you carry none. Its two numbers, MendingPill-Seconds and MendingPill-Max-Injuries-Touched, live in MeridianConfig.json beside every other injury value, not in this file.
"SacrificePill-Shield-Amount"150.0The Qi Barrier shield a Tribulation Sacrifice Pill grants the instant it is consumed - deliberately larger than the Barrier Talisman's own baseline, because it is framed as a real sacrifice.
"SacrificePill-Shield-Duration-Seconds"20.0How long that shield lasts.
"Description-SacrificePill"A long string explaining the values above.The pill can only be consumed while a realm-breakthrough tribulation is running, and costs Sacrifice-Item-Penalty-Percent (see the Cultivation config) off the finished breakthrough's strength.

Talisman Config

New in 0.9.0. The Talisman Desk ritual: each talisman's paper cost, ritual duration and Qi drain, its failure and botch odds, the grade weighting between mastery and elemental affinity, the charges, potency and duration each grade buys, the talisman mastery ladder and the Drawing minigame, found in the path mods/Siren_Cultivation/Arts/TalismanConfig.json. See Talismans and Commands for the ritual itself.

The Desk ritual

Variable NameDefault ValueDescription
"ConfigName""Talisman Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Talisman-Enabled"trueMaster toggle for the Talisman Desk.
"Desk-Interaction-Radius-Blocks"4.0How far from your desk a ritual may run before it interrupts. The desk is a single exact point, not a chunk-radius area, the same convention the Pill Cauldron uses.
"Materials-Required-Per-Inscribe"3Talisman papers consumed immediately on starting - the cost of even a cancelled attempt. A flat count: unlike herbs, papers carry no quality of their own.
"Inscribe-Duration-Seconds"60.0How long the passive ritual runs.
"Inscribe-Tick-Interval-Seconds"1.0How often a running ritual is re-checked.
"Inscribe-Qi-Drain-Per-Second"2.0Qi drained for the whole time it runs. Running dry interrupts into a failed roll.
"Inscribe-Minimum-Qi-To-Start"20.0A floor checked only at the start.
"Inscribe-Base-Failure-Chance"0.35The starting failure chance of a completed ritual.
"Inscribe-Min-Failure-Chance"0.05The floor.
"Inscribe-Mastery-Failure-Reduction-At-Max"0.25How much a maxed talisman ladder subtracts from the failure chance, scaled by mastery.
"Inscribe-Botch-Chance-Of-Failure"0.3Share of failures - not of attempts - that botch the talisman outright.
"Inscribe-Botch-Explosion-Damage-Percent-Of-Max-Health"12.0Damage a botch deals, through the same pipeline the Pill Cauldron's botch uses.
"Inscribe-Botch-Explosion-Lethal"falseWhether a botch may kill. Off by default.
"Description-Talisman"A long string explaining the values above.The whole ritual, including that /cultivation talisman cancel is the only stop that does not roll for failure - and still loses the papers.
"PlacedExplosive-Enabled"trueMaster toggle for the Detonation Talisman (引爆符). It is a standalone item, not one of the desk-inscribed talismans: no mastery, no affinity roll, no charges. Off, and placing it is refused outright.
"Description-PlacedExplosive"A long string explaining the value above.Its fuse, blast radius and blast damage are not config keys - they live on the item's own block asset, as they do for every vanilla explosive block, so edit that JSON to retune them. The blast always counts as environment damage, so its Fire flavor is cosmetic. Placement still obeys land claims.

Grades

Unlike a pill, a talisman's grade multiplies both how many times it fires and, for four of them, how hard each firing hits.

Variable NameDefault ValueDescription
"Grade-Mastery-Weight"0.5The inscriber's talisman-mastery fraction's weight in the 0-1 quality score.
"Grade-Affinity-Weight"0.5The weight of their elemental affinity for the talisman's own element - the term alchemy's grade roll does not have. Do not set this to 0 unless you mean to take away the point of affinity. The weights are normalized against each other.
"Grade-Random-Jitter"0.12How much randomness is added, either way.
"Grade-Threshold-Mid"0.30Score at which a talisman comes out Mid rather than Low.
"Grade-Threshold-High"0.60…High rather than Mid.
"Grade-Threshold-Perfect"0.85…Perfect rather than High.
"Grade-Charges-Low"1Charges a Low talisman carries - how many times it can be triggered before it is spent.
"Grade-Charges-Mid"2Charges a Mid talisman carries.
"Grade-Charges-High"3Charges a High talisman carries.
"Grade-Charges-Perfect"5Charges a Perfect talisman carries.
"Grade-Potency-Low"1.0The Low grade's multiplier on the magnitude of a fire-and-forget talisman's effect (Explosive, Flying-Sword-Recall, Barrier, Formation Flag), or on the duration of a concealment talisman.
"Grade-Potency-Mid"1.2The Mid grade's multiplier.
"Grade-Potency-High"1.5The High grade's multiplier.
"Grade-Potency-Perfect"2.0The Perfect grade's multiplier.
"Description-TalismanGrade"A long string explaining the values above.How the quality score is built (mastery fraction, affinity normalized against your strongest element, jitter, and the Drawing score when present), and which of the two traits each talisman's grade multiplies.

The two concealment talismans

Both are held effects rather than fire-and-forget ones, so their grade buys duration (by the Grade-Potency-* values) instead of potency.

Variable NameDefault ValueDescription
"BreathConcealing-Base-Duration-Seconds"30.0How long the Breath-Concealing Talisman (敛息符) makes hostile NPCs lose you as a target, at a multiplier of 1.
"Description-BreathConcealing"A long string explaining the value above.Notes this is the one that genuinely breaks NPC targeting, and the engine detail an implementer needs to keep it broken every tick.
"Concealing-Base-Duration-Seconds"30.0How long the Concealing Talisman (隐匿符) makes other players lose track of you, at a multiplier of 1.
"Description-Concealing"A long string explaining the value above.Warns that this is not invisibility - any viewer with entity markers enabled still sees you - so describe it to players as losing you on the map.

Talisman mastery

Variable NameDefault ValueDescription
"Mastery-Max-Level"50The ceiling of the 符箓境界 ladder, which is independent of the Qi realms and of alchemy mastery.
"Mastery-Base-Xp-Requirement"40.0XP for level 2. Level N costs this × growth^(N−1) - the same curve alchemy uses.
"Mastery-Xp-Growth-Rate"1.08How steeply that compounds.
"Mastery-Xp-Per-Success"15.0Banked by a successful inscription.
"Mastery-Xp-Per-Grade-Step"8.0Extra, per grade above Low.
"Mastery-Xp-Failure-Fraction"0.25Share of that banked by a failed-but-not-botched attempt. A botch banks nothing.
"Mastery-Xp-Per-Flourish-Tier"4.0Extra XP on a Drawing-mode success for each flourish tier drawn.
"Description-TalismanMastery"A long string explaining the values above.Notes the ladder feeds back into the grade roll and the failure chance.

Talisman Drawing

v0.10.3 The click-grid stroke-order minigame. See Talisman Drawing for how it plays. A Drawing attempt is scored on three 0-1 terms - accuracy (few wrong clicks), pace (the whole draw finishing between an ideal and a failing time per stroke) and cadence (an even rhythm, with rushed "smears" and stalled "blots" counted against it).

Ritual-Mode defaults to DRAWING

A saved config that predates this feature has no Ritual-Mode key, so it takes the default, DRAWING. That is a real change to your top-grade outcomes, because the grade roll gains a whole new weighted term. Set "Ritual-Mode": "TIMER" explicitly to restore the exact passive-only behavior from before.

Variable NameDefault ValueDescription
"Ritual-Mode""DRAWING"DRAWING seats the cultivator into the stroke-order minigame; TIMER keeps the original passive ritual with no minigame at all.
"Grade-Draw-Weight"1.0The third weighted term of the grade roll, beside mastery and affinity, whenever a Drawing score exists. Never read in Timer mode.
"Grade-Draw-Mode-Jitter-Scale"1.0Scales the random jitter in Drawing mode only. 1.0 leaves it identical to Timer mode's; lower it to make drawing less random.
"Draw-Wrong-Tolerance-Ratio"0.5Accuracy reaches 0 once the wrong clicks equal this fraction of the glyph's length (never fewer than 1 click).
"Draw-Max-Wrong-Click-Ratio"2.0The hard wrong-click ceiling for one draw: the larger of 6 and the glyph's length times this.
"Draw-Ideal-Seconds-Per-Stroke"0.55Pace is full when the whole draw takes no longer than this per stroke.
"Draw-Fail-Seconds-Per-Stroke"2.2Pace is zero when it takes this long or longer per stroke. Floored just above the ideal.
"Draw-Min-Interval-Millis"180A gap between strokes shorter than this counts as a rushed smear.
"Draw-Max-Interval-Millis"2500A gap longer than this counts as a stalled blot. Floored just above the smear limit.
"Draw-Cadence-CV-Fail"0.6How uneven the stroke gaps may be, as a coefficient of variation, before the rhythm scores 0.
"Draw-Neutral-Cadence"0.75The cadence score used when a glyph is too short (under three strokes) to judge a rhythm at all.
"Draw-Smear-Penalty"0.5Taken off cadence in proportion to the share of gaps that were smears.
"Draw-Blot-Penalty"0.5Taken off cadence in proportion to the share of gaps that were blots.
"Draw-Accuracy-Exponent"1.0Accuracy is raised to this power before it multiplies the pace-and-cadence blend. Above 1 punishes sloppy clicking harder.
"Draw-Pace-Weight"0.5Pace's share of that blend.
"Draw-Cadence-Weight"0.5Cadence's share of that blend.
"Draw-Flourish-Score-Bonus-Per-Tier"0.1The final score is multiplied by 1 plus this for each flourish tier drawn - the three optional, more intricate extensions of a talisman's base glyph.
"Draw-Failure-Pivot"0.5A draw scoring above this lowers the failure chance; one scoring below raises it.
"Draw-Failure-Swing"0.25The most that distance from the pivot moves the failure chance, before the Inscribe-Min-Failure-Chance floor.
"Draw-Botch-Pivot"0.45On a failed draw, a score above this botches somewhat less than the flat rate; one below botches more.
"Inscribe-Botch-Draw-Swing"0.45The most a wild, rushed draw (score 0) adds to the botch chance. Timer mode, and any ritual with no draw score, always uses the flat Inscribe-Botch-Chance-Of-Failure alone.
"Draw-Session-Timeout-Seconds"120.0The longest a Drawing session may run. Counted from the page's Begin button, never from the prepare screen, so reading the glyph and choosing a tier is never punished.
"Draw-Stroke-Stall-Seconds"15.0The longest allowed between two strokes once drawing has begun.
"Draw-Abandon-Rolls-Failure"falseFalse: closing the minigame without finishing it simply cancels it (the papers are already spent). True: closing it is treated like wandering off mid-ritual, and rolls a failure or botch on whatever partially landed.
"Draw-Flourish-Tier1-Mastery-Fraction"0.25Share of the mastery ladder at which the first flourish tier unlocks.
"Draw-Flourish-Tier2-Mastery-Fraction"0.5…the second.
"Draw-Flourish-Tier3-Mastery-Fraction"0.8…the third.
"Draw-Flourish-Window-Scale-Per-Tier"0.08Each flourish tier shrinks the pace window by this much, so a more intricate glyph must be drawn faster to score the same.
"Draw-Flourish-Min-Window-Scale"0.75The floor that shrinking can never pass.
"Description-TalismanDrawing"A long string explaining the values above.The scoring, the flourish tiers, the timeouts, and the upgrade warning about Ritual-Mode.
"Description-TalismanDrawBotch"A long string explaining the two botch keys.How Draw-Botch-Pivot and Inscribe-Botch-Draw-Swing make a failed draw's botch roll depend on how the draw went.

Forging Config

New in 0.9.1. The Forge Anchor ritual that tempers a weapon or armor piece one tier higher, found in the path mods/Siren_Cultivation/Arts/ForgingConfig.json. See Forging.

Variable NameDefault ValueDescription
"ConfigName""Forging Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Forging-Enabled"trueMaster toggle for the Forge.
"Forge-Anchor-Interaction-Radius-Blocks"4.0How far from the forge a ritual may run before it interrupts. A single exact point, as with the cauldron.
"Forge-Max-Tier"5The highest tier an item can be forged to.
"Forge-Materials-Required-Tier2"2Forging material consumed by an attempt to reach tier 2. Which of the three materials (Common, Refined, Pristine) a tier needs depends on its band.
"Forge-Materials-Required-Tier3"3The same for an attempt to reach tier 3.
"Forge-Materials-Required-Tier4"4…tier 4.
"Forge-Materials-Required-Tier5"5…tier 5.
"Forge-Ritual-Duration-Seconds"45.0How long the ritual runs.
"Forge-Ritual-Tick-Interval-Seconds"1.0How often a running attempt is re-checked, so wandering off the forge is caught within about a second.
"Forge-Qi-Drain-Per-Second"2.0Qi drained for the whole time it runs. Running dry interrupts into a failed roll.
"Forge-Minimum-Qi-To-Start"20.0A floor checked only at the start.
"Forge-Base-Failure-Chance"0.30The starting failure chance.
"Forge-Min-Failure-Chance"0.05The floor.
"Forge-Failure-Chance-Increase-Per-Tier"0.05Added to the failure chance for each tier above 1, so a tier-5 attempt is markedly riskier than a tier-2 one.
"Forge-Botch-Chance-Of-Failure"0.25Share of failures that botch the temper outright.
"Forge-Botch-Explosion-Damage-Percent-Of-Max-Health"10.0Damage a botch deals to the smith.
"Forge-Botch-Explosion-Lethal"falseWhether a botch may kill. Off by default.
"Forge-Demote-On-Fail-From-Tier"2At or above this target tier, a failure knocks the item down one tier instead of only costing the materials. 0 means a failure never costs a tier. The item itself is never destroyed either way.
"Description-Forging"A long string explaining the values above.The whole ritual, including that /cultivation forge cancel is the only stop that does not roll for failure, and hands the item back untouched.
"Grade-Material-Weight"1.0The weight of the forging material's own quality (Common, Refined or Pristine, according to the target tier) in the 0-1 grade score.
"Grade-Random-Jitter"0.15How much randomness is added, either way.
"Grade-Threshold-Mid"0.30Score at which a forged tier comes out Mid rather than Low.
"Grade-Threshold-High"0.60…High rather than Mid.
"Grade-Threshold-Perfect"0.85…Perfect rather than High.
"Description-ForgeGrade"A long string explaining the values above.The grade is stamped onto the item beside its tier and shown in its tooltip.

Spirit Hearth Config

The cooking station and the buffs a meal gives, found in the path mods/Siren_Cultivation/Arts/HearthConfig.json. See Spirit Cooking. Not in the in-game editor.

Variable NameDefault ValueDescription
"ConfigName""Spirit Cooking Hearth Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Spirit-Hearth-Enabled"trueMaster toggle for the Spirit Hearth.
"Cook-Interaction-Radius-Blocks"4.0How close you must stand to your own Hearth to begin cooking. A single exact point per owner, like the cauldron.
"Cook-Duration-Seconds"20.0The fixed time a cook takes. Deliberately a fraction of the cauldron's 60 seconds: this is food, not a ritual.
"Cook-Tick-Interval-Seconds"1.0How often a running cook is re-checked.
"Description-Hearth"A long string explaining the values above.Unlike a cauldron ritual, a cook has no failure or botch chance, and you need not stay nearby once it has begun - it always produces its dish.
"Dish-Grade-Threshold-Good"0.55Quality score at which a dish comes out Good rather than Plain.
"Dish-Grade-Threshold-Exquisite"0.75…Exquisite rather than Good.
"Dish-Grade-Quality-Jitter"0.15How much randomness is added to the quality score, either way. The score's baseline rises with how many ingredients the recipe combines.
"Dish-Grade-Potency-Plain"1.0The Plain grade's multiplier on the dish's buff duration.
"Dish-Grade-Potency-Good"1.3The Good grade's multiplier.
"Dish-Grade-Potency-Exquisite"1.7The Exquisite grade's multiplier.
"Description-DishGrade"A long string explaining the values above.Grade multiplies duration only, never the buff's magnitude - the same split the pill grades use.
"Raw-Buff-Duration-Seconds"90.0How long the small buff from eating a raw forage ingredient directly, with no Hearth, lasts.
"Raw-QiGain-Multiplier"1.10The Qi-gain multiplier from a raw Dewroot Berry.
"Raw-MeditationQi-Multiplier"1.10The meditation-Qi multiplier from raw Moonpetal Greens.
"Raw-DamageTaken-Multiplier"0.94The damage-taken multiplier from a raw Embercap Mushroom or Wild Yam. Below 1 is protective.
"Dish-Buff-Base-Duration-Seconds"480.0How long a cooked dish's buff lasts, before the grade multiplier above.
"Dish-QiGain-Multiplier"1.30The Qi-gain multiplier a cooked dish grants.
"Dish-MeditationQi-Multiplier"1.30The meditation-Qi multiplier a cooked dish grants.
"Dish-DamageTaken-Multiplier"0.80The damage-taken multiplier a cooked dish grants. Below 1 is protective.
"Dish-DamageDealt-Multiplier"1.25The damage-dealt multiplier a cooked dish grants. There is no raw-tier version: that channel belongs to the Fourfold Spirit Feast alone, which needs all four ingredients combined at the Hearth.
"Description-Buffs"A long string explaining the values above.Every multiplier here feeds Cultivation's own bonus channels as the cultivation:spiritCooking modifier source, the same way a race, a skill tree or an addon does.

Spirit Forage Config

The wild forage that scatters through the world for the Hearth to cook, found in the path mods/Siren_Cultivation/Arts/ForageConfig.json. See Gathering. Not in the in-game editor.

Variable NameDefault ValueDescription
"ConfigName""Spirit Cooking Forage Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Spirit-Forage-Enabled"trueMaster toggle for the wild forage scatter.
"Spirit-Forage-Spawn-Interval-Min-Minutes"6.0Shortest wait between one plant being placed and the next, per world. The real wait is a random point between the two bounds.
"Spirit-Forage-Spawn-Interval-Max-Minutes"12.0Longest wait.
"Spirit-Forage-Spawn-Radius-Min-Chunks"4Nearest a plant may be placed to a random online player in that world.
"Spirit-Forage-Spawn-Radius-Max-Chunks"14Farthest.
"Spirit-Forage-Max-Concurrent-Per-World"40A density ceiling. These plants are permanent, regrowing scenery rather than timed encounters, so the cap counts every plant this system has placed in that world since the last restart, not how many currently stand.
"Description-Spawn"A long string explaining the values above.Only a world with at least one online player and fewer than the cap gets a new plant, anchored near a random player there.

Herb Scatter Config

Wild Spirit Herb bushes, scattered by the world and shaped by the calendar, found in the path mods/Siren_Cultivation/Arts/HerbScatterConfig.json. See Solar Terms & Wild Spirit Herbs. Not in the in-game editor.

Variable NameDefault ValueDescription
"ConfigName""Wild Spirit Herb Scatter Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"HerbScatter-Enabled"trueMaster toggle for Wild Spirit Herb bushes.
"HerbScatter-Interval-Minutes-Min"6.0Shortest wait between one bush being planted and the next, per world. The real wait is a random point between the two bounds.
"HerbScatter-Interval-Minutes-Max"12.0Longest wait.
"HerbScatter-Per-World-Cap"40The most wild bushes this system will have planted in a world.
"HerbScatter-Scan-Radius-Chunks-Min"5Nearest a bush may be placed to a random online player.
"HerbScatter-Scan-Radius-Chunks-Max"16Farthest.
"HerbScatter-Harvest-Cooldown-Seconds"90.0One harvest per player per this many seconds. It is per player, not per bush, which closes the camp-one-bush-forever exploit.
"SolarTerm-Match-Weight"3.0How many times likelier a herb variety is to be the one planted when its element matches the current Solar Term.
"Weather-Match-Weight"2.0The same, when its element matches the current weather. A variety matching both gets both.
"Millennium-Ginseng-Weight"0.05A dedicated multiplier on Millennium Ginseng alone, making it the rarest wild herb - roughly a 1-in-20 draw against an unmatched ordinary herb. It is the ingredient the Longevity Pill favors.
"HerbScatter-Base-Quality-Min"0.2Bottom of the 0-1 quality band a freshly harvested wild herb rolls from.
"HerbScatter-Base-Quality-Max"0.55Top of that band.
"HerbScatter-SolarTerm-Quality-Bonus"0.25Added to the rolled quality when the herb's element equals the Solar Term at the moment of harvest - the reason to learn the calendar.
"Description-HerbScatter"A long string explaining the values above.The whole scatter: the schedule, how the variety is weighted, the one-herb-per-break rule, the refusal when the harvester's inventory is full, and the quality roll.

Refinement Config

Tempering a weapon in tribulation lightning (炼器), found in the path mods/Siren_Cultivation/Arts/RefinementConfig.json. See Weapon Refinement.

Variable NameDefault ValueDescription
"ConfigName""Refinement Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Refinement-Enabled"trueMaster toggle for weapon refinement.
"Refinement-Unlock-Realm""QI_CONDENSATION"The realm required to refine at all. Deliberately EARLIER than the Dao unlock realm - a refined weapon is how a cultivator who has not yet grasped a dao gets to fight elementally.
"Refinement-Max-Tier"9The tempering ceiling. Nine (九炼) is the traditional limit.
"Refinement-Min-Chunk-Qi"40.0The ritual draws on the chunk's Spirit Vein the way a breakthrough does; below this the ritual simply pauses.
"Refinement-Base-Duration-Seconds"45.0How long a first tempering takes.
"Refinement-Duration-Seconds-Per-Tier"15.0Added to the duration for each tier already held.
"Refinement-Base-Qi-Cost"200.0Banked Qi charged for a first tempering.
"Refinement-Qi-Cost-Tier-Multiplier"1.6Multiplies the Qi cost per tier, stacking.
"Refinement-Base-Success-Chance"0.95Success odds (0-1) for the first tempering.
"Refinement-Success-Chance-Loss-Per-Tier"0.08Success odds lost per tier beyond the first.
"Refinement-Min-Success-Chance"0.15The floor those odds can never fall below.
"Refinement-Demote-On-Fail-From-Tier"4At or above this target tier, a failure knocks the weapon down one tier instead of merely wasting the attempt. 0 disables demotion entirely.
"Refinement-Destroy-On-Fail"falseOff by default - a shattered weapon is unrecoverable, and a player may well be tempering an Awakened Life-Bound treasure.
"Refinement-Tribulation-Damage-Percent-Of-Max-Health"10.0Percent of max health each tribulation strike during a refinement ritual deals, still scaled by realm and still lethal if Tribulation-Lethal is on.
"Refinement-Damage-Bonus-Percent-Per-Tier"4.0Combat damage a refined weapon grants per tier held.
"Refinement-Resonance-Bonus-Percent"15.0Extra damage when the weapon's element matches the wielder's own chosen dao.
"Description-Refinement"A long string explaining the values above.The full ritual: the sit-and-endure loop, the success roll and its floor, what failure costs at each tier, and how a refined weapon supplies its element for damage conversion when its wielder has no dao of their own.

Life-Bound Config

The XP curve and combat bonuses for Life-Bound Treasures, found in the path mods/Siren_Cultivation/Arts/LifeBoundConfig.json. See Life-Bound Treasures.

Variable NameDefault ValueDescription
"ConfigName""Life-Bound Treasure Config"The name given to this config file.
"ConfigVersion"4Current Version when you have loaded for the plugin.
"LifeBound-Base-Xp-Requirement"75.0How much XP a Life-Bound Treasure needs to advance from level 1 to level 2.
"LifeBound-Xp-Growth-Rate"1.07Multiplies the XP requirement for each level gained, stacking.
"LifeBound-Max-Level"100The highest level a single Life-Bound weapon or armor piece can reach.
"Description-LifeBound-Max-Level"A long string explaining the value above.Once the cap is hit the item stops gaining XP entirely rather than banking it uselessly.
"LifeBound-Weapon-Xp-Per-Damage-Dealt"0.15XP granted to a Life-Bound weapon per point of actual damage it lands on a hit, on any creature, not just kills.
"LifeBound-Armor-Xp-Per-Damage-Taken"0.1XP granted to each worn Life-Bound armor piece per point of actual damage its wearer takes and survives.
"Description-LifeBound-Xp-Per-Damage"A long string explaining the two values above.Both are a multiplier against the FINAL damage on a hit, after weapon bonus and armor reduction are already applied - a 20-damage hit at 0.15 grants 3 XP. Weapon XP fires on every landed hit; armor XP only if the wearer survives.
"LifeBound-Weapon-Damage-Percent-Per-Level"1.0Percent damage increase per level while wielding a Life-Bound weapon.
"LifeBound-Weapon-Max-Damage-Percent"100.0Hard cap on the damage bonus a single Life-Bound weapon can grant, however high its level-based bonus would otherwise reach.
"Description-LifeBound-Weapon-Max-Damage-Percent"A long string explaining the value above.Restates that a fully-leveled weapon is capped to this value.
"LifeBound-Armor-Reduction-Percent-At-Max-Level"55.0The damage reduction a single worn Life-Bound armor piece grants once it hits max level.
"Description-LifeBound-Armor-Reduction-Percent-At-Max-Level"A long string explaining the value above.The reduction scales linearly from 0% at level 1 to this value at max level, so a level-50 piece of a 100-level cap grants half.
"LifeBound-Armor-Max-Damage-Reduction-Percent"60.0Hard cap on the COMBINED reduction from every worn Life-Bound armor piece.
"Description-LifeBound-Armor-Max-Damage-Reduction-Percent"A long string explaining the value above.Prevents a fully-leveled set from approaching damage immunity however high the individual levels add up.
"LifeBound-Reset-On-Transfer"trueIf true, a Life-Bound item that ends up with a different player silently rebinds to them at level 1 / 0 XP the next time they land a hit with it. If false, it stays permanently bound to its original owner and does nothing for anyone else.
"Description-LifeBound-Reset-On-Transfer"A long string explaining the value above.Restates both halves of the rebind rule, including trades and dropped-then-picked-up items.
"Awakened-Bonus-Percent"10.0Extra damage percent (weapons) or reduction percent (armor) an awakened treasure grants on top of the normal max-level benefit, applied after the usual caps.
"Awakened-Proc-Chance"0.25Odds (0-1) that a landed hit from an awakened weapon flares with a spirit-energy particle burst.
"Description-Awakened"A long string explaining the values above.A treasure awakens on reaching LifeBound-Max-Level: it gains the awakened suffix in its name, the bonus above, and the particle proc.
"LifeBound-Xp-Write-Min-Interval-Ms"500Minimum real time, in milliseconds, between XP writes to a single Life-Bound item. The hit's damage bonus or reduction always still applies, but if its XP would be written back sooner than this after the last write, that hit's XP is dropped instead. Every write forces a full equipment resync to the client, and granting on every hit floods it during bursts such as a tribulation barrage. 0 disables the throttle.
"Description-LifeBound-Xp-Write-Min-Interval-Ms"A long string explaining the value above.Restates the throttle and why it exists.

Life-Bound traits

The natures a treasure can roll. See Traits.

Variable NameDefault ValueDescription
Life-Bound-Traits-EnabledtrueFalse returns every treasure to the flat damage/reduction split of 0.7.1.
Life-Bound-Traits6 entriesEach carries Id, Slot (WEAPON, ARMOR or ANY), BaseAmount, AmountPerLevel, MaxAmount, Weight, and optionally UnlockTechnique plus UnlockTechniqueLevel.
Description-Life-Bound-TraitsA long string explaining the keys above.The whole trait system: a nature is rolled once at binding, a magnitude is BaseAmount plus AmountPerLevel per treasure level up to MaxAmount, and a trait may lend its owner an art while the treasure is held.

A nature is rolled once, at binding, weighted by Weight and restricted by Slot, and never re-rolled. Weight 0 retires a trait from the roll without breaking treasures already carrying it — the safe way to remove one from a live server.

The six natures written to the file on first run. What an amount means depends on the trait: damage and reduction are percentages, lifesteal and Qi-on-hit are what one hit returns, Qi gain multiplies meditation, and health is flat max health.

IdSlotBaseAmountAmountPerLevelMaxAmountWeightLends an art
weaponDamageWEAPON0.01.560.03.0-
armorReductionARMOR0.01.040.03.0-
lifestealWEAPON1.00.420.01.5blood_devour, from treasure level 8
qiOnHitWEAPON1.00.630.01.5-
healthARMOR2.01.260.01.5-
qiGainANY2.00.835.01.0-

A trait's art is checked live, so sheathing the treasure takes the art away again. Set Life-Bound-Traits-Enabled false and every treasure falls back to the old flat damage/reduction split.

Weapon Spirit Config

New in 0.9.0. The refinement tier and kill count needed to stir a spirit within a weapon, its five-level ladder and XP curve, /cultivation spirit nurture's Qi-to-XP rate and cooldown, the near-death voice line's trigger threshold and rate limit, and (since ConfigVersion 2) Devotion and the level 2-4 perks it scales, found in the path mods/Siren_Cultivation/Arts/WeaponSpiritConfig.json. See Weapon Spirit.

Variable NameDefault ValueDescription
"ConfigName""Weapon Spirit Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin. Version 2 added Devotion and the perks. A config without those keys simply loads their defaults.
"WeaponSpirit-Enabled"trueMaster switch. Off leaves every already-awakened spirit's saved data untouched, but kills stop counting and nurturing does nothing, so no new weapon can begin stirring.
"WeaponSpirit-Voice-Enabled"trueMutes only the spirit's flavor lines, for a server that wants the mechanic without the chat.
"WeaponSpirit-Awaken-Required-Refinement-Tier"5The refinement tier a weapon must reach before it carries any spirit data at all. Refinement tops out at 9, so this sits a little past halfway. A zero or negative value only weakens the gate.
"WeaponSpirit-Awaken-Required-Kills"30Kills the bound owner must land with the weapon, counted only once the tier bar is met.
"WeaponSpirit-Max-Level"5The top of the spirit's own ladder, which is separate from the realm ladder and from alchemy mastery.
"WeaponSpirit-Base-Xp-Requirement"300.0XP needed at level 1.
"WeaponSpirit-Xp-Growth-Rate"1.6Multiplies that requirement for each level after.
"WeaponSpirit-Nurture-Qi-To-Xp-Rate"0.5Banked Qi fed in with /cultivation spirit nurture is multiplied by this to become spirit XP.
"WeaponSpirit-Nurture-Max-Qi-Per-Use"400.0The most Qi one nurture accepts. With the cooldown below it caps XP-per-minute however you split your Qi.
"WeaponSpirit-Nurture-Cooldown-Seconds"60.0The shortest gap between two nurtures.
"WeaponSpirit-Bonded-Technique-Id"""The technique id the spirit lends its owner once it reaches WeaponSpirit-Max-Level. Blank means none - a spirit can still awaken and level without ever lending an art.
"WeaponSpirit-Name-Cooldown-Seconds"60.0The shortest gap between two /cultivation spirit name renames, because each rename rewrites the item and resyncs it to nearby players.
"WeaponSpirit-NearDeath-Health-Percent"20.0The health percent (0-100) below which the spirit may speak up when its owner is nearly dead. It is clamped where it is read, because a near-death event also feeds a Devotion credit.
"WeaponSpirit-NearDeath-Announce-Cooldown-Seconds"45.0How long the spirit waits before it will say so again, so a fight spent below the threshold does not become ten lines.
"Description-WeaponSpirit"A long string explaining the values above.The awakening bar, nurturing, the ladder, what maturity grants and what the two master switches do.
"WeaponSpirit-Devotion-Write-Min-Interval-Ms"500The shortest real time between two Devotion writes to the same item.
"WeaponSpirit-Devotion-Decay-Grace-Hours"48.0Hours a weapon may sit unheld before its Devotion begins to decay.
"WeaponSpirit-Devotion-Decay-Rate-Per-Day"5.0Devotion lost per day once that grace has passed.
"WeaponSpirit-Devotion-Per-Breakthrough"10.0Devotion earned by a realm breakthrough with the weapon held.
"WeaponSpirit-Devotion-Per-Duel-Win"5.0Devotion earned by winning a duel.
"WeaponSpirit-Devotion-Duel-Cooldown-Minutes"30.0The shortest gap between two duel-win credits.
"WeaponSpirit-Devotion-Duel-Min-Stake"10The Qi actually transferred by a duel must reach this before a win credits Devotion, so two accounts cannot farm it with a one-Qi wager.
"WeaponSpirit-Devotion-Per-Boss-Kill"8.0Devotion earned by a boss kill.
"WeaponSpirit-Devotion-NearDeath-Cooldown-Minutes"15.0The shortest gap between two near-death Devotion credits. Deliberately much longer than the voice-line cooldown, which only exists to stop chat spam.
"WeaponSpirit-Devotion-Max"100.0The ceiling of Devotion.
"WeaponSpirit-Perk-L2-Damage-Bonus-Percent"2.0Bonus damage from the level 2 perk at full Devotion.
"WeaponSpirit-Perk-L3-Damage-Reduction-Percent"2.0Damage reduction from the level 3 perk at full Devotion.
"WeaponSpirit-Perk-L4-Charge-Time-Reduction-Percent"5.0Percent off charged-art gathering time from the level 4 perk at full Devotion.

The three perk values are each the magnitude at WeaponSpirit-Devotion-Max; below it they scale down linearly with the spirit's current Devotion. See Devotion and Temperament.

Beast Config

Spirit Beast companions (灵兽), found in the path mods/Siren_Cultivation/Arts/BeastConfig.json. See Spirit Beasts.

Variable NameDefault ValueDescription
"ConfigName""Spirit Beast Config"The name given to this config file.
"ConfigVersion"5Current Version when you have loaded for the plugin.
"Beasts-Enabled"trueMaster toggle for Spirit Beast companions.
"Leash-Distance"24.0How far a summoned beast may stray from its owner before it is pulled back. Its own vanilla AI handles everything inside this radius.
"Description-Beasts"A long string explaining the values above.One bound beast per cultivator, summoned and dismissed by command, leashed to its owner, and despawned the moment its owner logs out.
"Tame-Max-Health-Percent"30.0A wild creature must be beaten down to this share of its health or lower before a talisman can bind it.
"Tame-Chance-Bonus-Per-Realm"0.05Added to the bind chance per realm the tamer has reached.
"Tame-Chance-Element-Match-Bonus"0.25Added when the beast's element matches the tamer's chosen dao - a cultivator's dao calls to beasts of like nature.
"Tame-Chance-Max"0.95The ceiling the final bind chance is capped to.
"Tame-Consume-Talisman-On-Failure"trueWhether a failed attempt still costs the Beast Taming Talisman.
"Description-Taming"A long string explaining the values above.Walks the whole bind roll: species TameChance, plus realm bonus, plus element match, capped at the maximum, against a creature already at or below the health threshold.
"Beast-Base-Xp-Requirement"120.0XP a beast needs for its first stage.
"Beast-Xp-Growth-Rate"1.35Multiplies the XP requirement per level, stacking.
"Beast-Xp-Per-Kill"12.0XP granted whenever its owner kills.
"Beast-Xp-Own-Kill-Multiplier"2.0Multiplies that XP when the beast itself landed the blow.
"Beast-Xp-Per-Qi-Item-Point"0.75XP per point of Qi value in an item fed with /cultivation beast feed.
"Meditation-Qi-Share-Percent"12.0Share of the Qi its owner draws while meditating that also feeds the beast.
"Meditation-Share-Taken-From-Owner"falseFalse by default: the beast feeds on the ambient overflow rather than taking Qi out of its owner's pocket. Set true to make the share a genuine tithe.
"Beast-Realm-Capped-By-Owner"trueA beast can never out-rank its master - it stalls at its owner's realm until they advance.
"Description-Progression"A long string explaining the values above.The full XP model: kills, fed items, the meditation share and whether it is a tax, the per-stage cost formula, and the owner realm cap.
"Guardian-Damage-Percent-Base"4.0Outgoing damage a GUARDIAN beast adds to its owner at level 1.
"Guardian-Damage-Percent-Per-Level"0.6Added to that per beast level.
"Warden-Reduction-Percent-Base"5.0Incoming damage a WARDEN beast cuts for its owner at level 1.
"Warden-Reduction-Percent-Per-Level"0.7Added to that per beast level.
"Warden-Reduction-Percent-Max"40.0The cap on a warden's reduction.
"Gatherer-Qi-Multiplier-Base"1.15Meditation Qi multiplier a GATHERER beast grants at level 1.
"Gatherer-Qi-Multiplier-Per-Level"0.02Added to that per beast level.
"Element-Resonance-Multiplier"1.25Multiplies every figure above when the beast's element matches its owner's chosen dao.
"Description-Bonuses"A long string explaining the values above.What each Kind is worth, that every figure is further multiplied by the species' own Power, and that a dismissed beast does nothing at all.
"Egg-Kill-Drop-Chance"0.015Chance a Spirit Beast Egg drops from a creature kill.
"Description-Eggs"A long string explaining the value above.An egg hatches a random species weighted by EggWeight, respects MinRealm the way taming does, and is refused while you already keep a beast.
"Beast-Species"An array of 26 built-in species (see below).The tameable roster. Nothing about a species is hardcoded - add your own creatures, or another mod's, by adding entries here.
"Description-Species"A long string explaining the array above.Documents every species field and the wild-role vs summon-role distinction.

The remaining keys of this file are grouped below: arts, evolution and mounts, expeditions, dens and familiars.

Species entries

Each entry in the Beast-Species array uses this shape. The first eight keys describe the roster; the rest are read by the growth systems.

Variable NameDefault ValueDescription
"RoleId"""The WILD NPC role a taming talisman may be used on.
"SummonRoleId"""What the bound companion is spawned as. Leave blank to summon the wild role itself; set it to a vanilla Tamed_* variant where one exists so the companion is not hostile to its own master.
"Kind""GUARDIAN"GUARDIAN, WARDEN, GATHERER or FAMILIAR - which of the four bonus sets this species provides. The 26 species in the array use the first three; the four built-in Familiar species are registered by the mod and listed below the roster, and the kind itself is covered under Familiars.
"Element""WOOD"One of the ten daos. This is the beast's OWN nature, unrelated to its owner's.
"TameChance"0.35Base bind chance (0-1) before the realm, health, and element-resonance adjustments.
"MinRealm"0Realm ordinal the tamer must have reached to bind this species at all. 0 = Body Refinement.
"Power"1.0Multiplies everything the species contributes - a rarer, fiercer beast is worth more at the same realm.
"EggWeight"1.0Relative odds of hatching from an egg. 0 excludes the species from eggs entirely, leaving it wild-tame only.
"Arts"""Comma-separated ids of the beast arts this species knows, in the order it learns them. Each art has its own unlock realm, so listing one does not hand it over at once.
"EvolvesTo"""The RoleId this species evolves into, or blank for a terminal form. The chain is walked one link at a time, so A to B to C is written as two species.
"EvolveRealm"3Realm ordinal the beast (not its owner) must reach before the evolution ritual will take.
"Mountable"falseWhether a grown beast of this species can be ridden at all.
"MountRealm"3Realm ordinal the beast must reach before it can carry a rider.
"MountRoleId"""The NPC role spawned when the beast is summoned as a mount - one carrying the vanilla interact-to-mount action. Blank derives Cultivation_Mount_<RoleId>.
"Flying"falseWhether a rider gets real, player-controlled flight the moment they climb on. Meaningless unless Mountable is also true.
"FlySpeedHorizontal"8.0Horizontal flight speed while riding airborne. Not scaled by the rider's realm - the beast's speed is the beast's own.
"FlySpeedVertical"6.0Vertical flight speed. The defaults sit below Sword Flying's 12 and 10, so a beast reads as the sedate alternative to burning your own Qi.

These are the 26 species written to the file on first run, 10 Guardians, 8 Wardens and 8 Gatherers. None of them sets a SummonRoleId by default. The roster:

RoleIdKindElementTameChanceMinRealmPowerEggWeight
Wolf_BlackGUARDIANVOID0.35111
Wolf_WhiteGUARDIANICE0.35111
EmberwulfGUARDIANFIRE0.231.40.4
Golem_FiresteelGUARDIANFIRE0.1551.70.15
Leopard_SnowGUARDIANICE0.2821.20.7
Tiger_SabertoothGUARDIANMETAL0.2231.40.5
Fen_StalkerGUARDIANWATER0.2521.20.6
Raptor_CaveGUARDIANWIND0.321.10.8
Rex_CaveGUARDIANMETAL0.1541.60.2
HyenaGUARDIANPOISON0.3510.91
Bear_GrizzlyWARDENEARTH0.2821.20.8
Bear_PolarWARDENICE0.2621.250.7
YetiWARDENICE0.1841.50.3
TortoiseWARDENEARTH0.500.91.2
Toad_RhinoWARDENPOISON0.4111
Toad_Rhino_MagmaWARDENFIRE0.2531.30.5
ArmadilloWARDENMETAL0.500.851.2
Moose_BullWARDENEARTH0.3211.10.9
Spark_LivingGATHERERLIGHTNING0.231.50.4
SnapdragonGATHERERWOOD0.321.20.7
CacteeGATHERERWOOD0.4111
TrillodonGATHERERWOOD0.2231.350.5
FoxGATHERERWIND0.4500.91.2
Deer_StagGATHERERWOOD0.4500.91.2
AntelopeGATHERERWIND0.4500.851.2
VultureGATHERERWIND0.2221.150.35

And what each one learns, evolves into, and carries:

RoleIdArtsEvolves to (at realm)Mountable (from realm)
Wolf_Blackrending_clawEmberwulf (3)-
Wolf_Whiterending_clawLeopard_Snow (3)-
Emberwulfrending_claw, ember_mawGolem_Firesteel (5)-
Golem_Firesteelrending_claw, ember_maw--
Leopard_Snowrending_clawTiger_Sabertooth (4)-
Tiger_Sabertoothrending_claw, beast_soul_howl-yes (3)
Fen_Stalkerrending_claw--
Raptor_Caverending_clawRex_Cave (4)-
Rex_Caverending_claw, ember_maw, beast_soul_howl-yes (4)
Hyenarending_clawFen_Stalker (3)-
Bear_Grizzlyrending_claw, stone_hideBear_Polar (3)yes (3)
Bear_Polarrending_claw, stone_hideYeti (4)yes (3)
Yetistone_hide, rending_claw, beast_soul_howl-yes (4)
Tortoisestone_hide--
Toad_Rhinostone_hideToad_Rhino_Magma (3)-
Toad_Rhino_Magmastone_hide, ember_maw--
Armadillostone_hideTortoise (2)-
Moose_Bullrending_claw, stone_hide-yes (2)
Spark_Livingspirit_siphon, beast_soul_howl--
Snapdragonspirit_siphonTrillodon (4)-
Cacteespirit_siphonSnapdragon (2)-
Trillodonspirit_siphon, beast_soul_howl-yes (3)
Foxspirit_siphonSpark_Living (4)-
Deer_Stagspirit_siphon--
Antelopespirit_siphon--
Vulturespirit_siphon-yes (4), flying 8/6

The evolution chains are Wolf_Black to Emberwulf to Golem_Firesteel (the apex Guardian, only reached by walking the whole chain), Wolf_White to Leopard_Snow to Tiger_Sabertooth, Raptor_Cave to Rex_Cave, Hyena to Fen_Stalker, Bear_Grizzly to Bear_Polar to Yeti, Toad_Rhino to Toad_Rhino_Magma, Armadillo to Tortoise, and Cactee to Snapdragon to Trillodon. Fox evolves into Spark_Living.

Four more species are not in the array at all: the built-in Familiars. The mod registers them itself at startup, so they reach servers whose file predates them. Each is a non-aggressive bird with Kind FAMILIAR, SummonRoleId blank, MinRealm 0, EggWeight 0.4 and no arts:

RoleIdElementTameChancePower
Owl_BrownWIND0.41
RavenVOID0.351.15
ParrotWOOD0.450.9
CrowMETAL0.41.05

A role id your own Beast-Species array already declares is never overwritten, so you can declare one of these to reskin or rebalance it.

Growth: arts, evolution and mounts

The 0.7.2 half of the beast system. See Beast Arts, Evolution and Mounts.

Variable NameDefault ValueDescription
Beast-Arts-EnabledtrueWhole-system switch for companion arts. Off, and beasts fall back to being the pure stat companions they once were.
Beast-Arts-Owner-CommandedtrueWhether /cultivation beast art works at all.
Beast-Arts-AutonomoustrueWhether a beast uses its arts unprompted in a fight.
Beast-Arts-Autonomous-Range12How close a fight must be for it to act on its own.
Beast-Defend-Owner-EnabledtrueLets a summoned GUARDIAN or WARDEN react the instant its owner takes damage from another entity, instead of waiting for its own autonomous sweep to notice. It needs the beast to be within Beast-Arts-Autonomous-Range of its owner and to have a known art off cooldown. Independent of the two switches above, so any combination works.
Description-Defend-OwnerA long string explaining the value above.Restates the reaction rule and its independence.
Description-ArtsA long string explaining the arts keys.A beast knows the arts its species lists, performs each once it has grown into that art's own unlock realm, and needs nothing taught or spent.
Beast-Evolution-EnabledtrueWhole-system switch for evolution.
Evolution-Qi-Cost800.0Banked Qi taken from the owner up front for the first evolution. It is not refunded on failure.
Evolution-Qi-Cost-Per-Evolution600.0Added to the cost for each link the beast has already walked.
Evolution-Duration-Seconds12.0How long the ritual runs.
Evolution-Min-Chunk-Qi300.0The Qi the vein beneath the ritual must hold, exactly as a breakthrough requires.
Evolution-Base-Success-Chance0.7Success odds (0-1) for the first evolution.
Evolution-Success-Chance-Loss-Per-Evolution0.15Odds lost per link already walked.
Evolution-Min-Success-Chance0.25The floor those odds can never fall below.
Evolution-Demote-On-FailtrueA failure costs the beast one stage. It never costs the beast itself, and a successful evolution keeps its realm, stage and XP - the same animal grown greater, not a new one.
Description-EvolutionA long string explaining the values above.The whole ritual, shaped like weapon refinement rather than a breakthrough: the owner starts it, pays up front, and can fail.
Beast-Mounts-EnabledtrueWhole-system switch for rideable companions.
Beast-Mount-Flying-EnabledtrueWhole-system switch for flying mounts, new in 0.8.0. Off lets a server allow ground riding without allowing any ride to fly, even for species marked Flying.
Description-MountsA long string explaining the mount keys.Documents the species-level mount fields, why a mount needs its own NPC role, and the flight rules.
Beast-ArtsAn array of 5 rules (see below).Per-art rules. An art with no entry here falls back to its own registered default, so a third-party art works with no entry at all.

Which creature learns what is not here - it is on the species itself, in the Beast-Species key: Arts lists the art ids it can grow into, EvolvesTo plus EvolveRealm name its next form, and MountRealm makes it rideable. That is what lets an add-on register an art and still leave the owner to decide which beasts get it.

A species that also sets Flying true, with FlySpeedHorizontal and FlySpeedVertical, grants its rider real player-controlled flight the moment they climb on - costing no Qi, and not scaled by the rider's realm, because the beast carries you rather than your own cultivation. The Vulture is the roster's one flying mount by default (mount realm 4, speed 8/6).

Flying needs a mount role to exist

Riding uses the ordinary vanilla interact-to-mount flow, so the rideable body is a separate NPC role (MountRoleId, defaulting to Cultivation_Mount_<RoleId>) carrying that interaction. A plain creature role has none to borrow — which is why marking an arbitrary species Mountable also needs a matching role to exist. The mod ships roles for the large creatures it marks mountable by default.

Each entry in the Beast-Arts array uses this shape.

Variable NameDefault ValueDescription
"Id"""The art's id, as a species lists it in Arts.
"Enabled"trueToggles just this art.
"UnlockRealm""QI_CONDENSATION"The realm the beast must have grown into before it can perform the art.
"CooldownSeconds"12.0Cooldown between performances.
"DamageType"""A DamageCause asset id for damaging arts. Empty means plain physical damage.
"Params"[]Key/Value pairs holding the art's own numbers.

The five shipped arts:

IdUnlock RealmCooldownDamage TypeParams
rending_clawBODY_REFINEMENT9.0(physical)Radius 3.5, BaseDamage 4, DamagePerLevel 0.6
ember_mawQI_CONDENSATION14.0FireRadius 5, BaseDamage 6, DamagePerLevel 0.8
stone_hideFOUNDATION_ESTABLISHMENT30.0(physical)DurationSeconds 8, BaseReductionPercent 10, ReductionPerLevel 0.5, MaxReductionPercent 35
spirit_siphonQI_CONDENSATION45.0(physical)BaseQi 8, QiPerLevel 1.5
beast_soul_howlGOLDEN_CORE_FORMATION60.0(physical)BaseHeal 12, HealPerLevel 1.2

Expeditions

v0.9.0 Send the bound beast off on a timed offline task. See Beast Expeditions.

Variable NameDefault ValueDescription
Expeditions-EnabledtrueMaster toggle. While away, a beast cannot be summoned, mounted, fed, evolved, bred or perform arts, and a claim that does not fit your inventory holds back exactly what did not fit.
Expedition-Reward-Level-Scale0.05Fraction added to the primary reward and to beast XP for each level the beast had reached when it was sent. It is locked in at dispatch, so growing it mid-expedition changes nothing already in flight.
Expedition-Hunt-Profound-Core-Level6The beast level from which the four-hour Hunt returns Profound Cores rather than Spirit Cores.
Expedition-Hunt-Divine-Core-Level12The beast level from which the Hunt returns Divine Cores.
Expedition-Delve-Manual-Drop-Chance0.08Chance the eight-hour Delve also brings back a manual.
Description-ExpeditionsA long string explaining the values above.The three expeditions - Forage the Misty Vale (2 hours, Spirit Herbs), Hunt the Ridge (4 hours, Spirit Cores and beast XP) and Delve the Old Cavern (8 hours, Spirit Stones, the manual chance and the largest beast XP) - and the status and claim commands.

Spirit Beast Dens

v0.10.0 A placed hearth you stock with elemental offerings, appraise, and eventually claim a brood from - raising the environment rather than the animal. See Spirit Beast Dens.

Variable NameDefault ValueDescription
Beast-Dens-EnabledtrueMaster toggle for dens, layered under Beasts-Enabled.
Den-Brood-Minutes180.0The base wait for a brood.
Den-Brood-Minutes-Minimum30.0The floor the wait can be reduced to.
Den-Brood-Minutes-Reduction-Per-Offering-Score3.0Minutes taken off the wait for each point of appraisal score. With the other defaults, a den that has only just cleared the minimum score waits about 150 minutes, and a solidly stocked one around score 50 already hits the floor.
Den-Min-Offering-Score10The appraisal score a den must reach before a brood is rolled at all.
Den-Offering-Score-Per-Realm15A brood's realm ceiling is its keeper's own realm, further capped by the offering score divided by this.
Den-Element-Bias-Per-Offering-Score0.02How strongly each point of score biases the brood toward whichever element was best represented.
Den-Max-Per-Player1How many dens one cultivator may keep at once.
Den-Min-Separation-Blocks24The least distance between two dens.
Den-Appraisal-Vertical-Range7How many blocks above and below the hearth the offering scan reaches. Its horizontal radius comes from the hearth's own spawner recipe.
Den-Protect-HearthtrueGuards a placed hearth from being broken by anyone but its keeper.
Den-OfferingsAn array of 10 entries (see below).The block ids and tags that count toward a den's appraisal, each tied to an element.
Description-DensA long string explaining the values above.The appraisal, the brood roll, the wait, and the per-player cap.

Each entry in the Den-Offerings array uses this shape. A match is worth Score toward the appraisal, up to MaxCounted instances of that same entry, so one giant wall of a single block cannot max it out.

Variable NameDefault ValueDescription
"MatchBy""BlockId"BlockId matches one exact block id; Tag matches a block-tag value.
"Value"""The block id, or the tag value.
"Element"""The dao element the match counts toward.
"Score"1Appraisal score per matching block.
"MaxCounted"8The most blocks of this entry that count.

The ten shipped offerings. The first six are checked against the vanilla block assets; the last four rest on thinner evidence (a single wood species each for Wind, Poison and Lightning, and one exact block for Void), so their score and cap are set lower on purpose:

MatchByValueElementScoreMaxCounted
TagVolcanicFIRE26
TagAquaWATER26
TagRockEARTH26
TagWoodWOOD26
TagMetalMETAL26
TagIceICE26
TagWindwillowWIND14
TagPoisonedPOISON14
TagStormbarkLIGHTNING14
BlockIdRock_Gem_VoidstoneVOID13

Familiars

v0.10.0 A fourth beast kind that shares the single companion slot. A Familiar never fights, stays where you leave it instead of following you, and while it is summoned shares a passive Qi-gain aura with cultivators near it. See Familiars.

Variable NameDefault ValueDescription
Familiars-EnabledtrueMaster toggle for the FAMILIAR kind.
Familiar-Max-Realm3A Familiar is capped at this realm ordinal regardless of its owner's. It can never evolve, be mounted, be bred or go on an expedition.
Familiar-Station-Radius-Blocks64.0If its owner strays further than this, the Familiar is dismissed with a message.
Familiar-Aura-Radius-Blocks16.0How far from the Familiar the aura reaches.
Familiar-Aura-Qi-Percent-Base8.0The aura's Qi-gain bonus at level 1.
Familiar-Aura-Qi-Percent-Per-Level0.4Added to that per level.
Familiar-Aura-Qi-Percent-Max25.0The cap on the bonus.
Familiar-Aura-Shares-With-SecttrueWhether the aura reaches the owner's sect-mates.
Familiar-Aura-Shares-With-EveryonefalseWhether it reaches literally everyone nearby.
Description-FamiliarsA long string explaining the values above.The kind's rules, and that standing in several auras at once takes only the strongest, never a stacked total.

Breeding Config

New in 0.9.0. The ritual duration and Qi drain for pairing two Spirit Beasts, the shared-pen radius and the incubation window, and how offspring quality, element and species weight toward their parents, found in the path mods/Siren_Cultivation/Arts/BreedingConfig.json. See Spirit Beasts and Commands for the beast breed flow.

Variable NameDefault ValueDescription
"ConfigName""Spirit Beast Breeding Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Breeding-Enabled"trueMaster toggle for spirit beast breeding.
"Breeding-Pen-Radius-Blocks"6.0How close both cultivators must stay to either one's Beast Pen. Slightly wider than a cauldron's radius, since two cultivators have to fit in it.
"Breeding-Ritual-Duration-Seconds"30.0How long the ritual runs.
"Breeding-Ritual-Tick-Interval-Seconds"1.0How often a running ritual is re-checked.
"Breeding-Qi-Drain-Per-Second"3.0Qi drained from both cultivators independently, so a pair spends twice what a solo ritual would.
"Breeding-Minimum-Qi-To-Start"90.0Checked for both cultivators before the ritual may begin at all.
"Breeding-Offer-Expiry-Seconds"60.0How long a beast breed offer stays open for the other cultivator to accept.
"Description-Breeding"A long string explaining the values above.Two cultivators, each already keeping a bound beast, produce ONE Spirit Beast Egg for whoever sent the offer; either leaving the radius or running dry ends the ritual for both with no refund; a bred egg carries its own data, so it never stacks with another.
"Incubation-Hours-Min"4.0The shortest a bred egg takes to hatch.
"Incubation-Hours-Max"12.0The longest. The wait is rolled once between the two at the moment the egg is laid.
"Description-Incubation"A long string explaining the two values above.The countdown is stamped onto the egg itself and runs in real wall-clock time whether or not the server is online, like Cave Abode upkeep; using the egg early reports how long is left rather than consuming it.
"Trait-Inheritance-Parent-A-Chance"0.5Odds the offspring favors the element of whichever cultivator sent the breeding offer rather than the other parent's.
"Trait-Inheritance-Species-Match-Chance"0.65Odds the egg actually becomes a species of that favored element (bounded by the parents' average realm) rather than a plain EggWeight-weighted roll like a wild egg.
"Quality-Roll-Min"0.4Bottom of the offspring quality roll.
"Quality-Roll-Max"0.8Top of the roll.
"Quality-Bonus-Per-Realm"0.03Added to quality for each realm the parents average.
"Hatch-Xp-Bonus-Base"40.0A one-time starting XP gift the hatched beast receives, scaled by the quality roll.
"Hybrid-Vigor-Xp-Multiplier"1.5Multiplies that gift again when the two parents shared no element at all.
"Description-Traits"A long string explaining the inheritance keys.How a bred offspring's species and starting nature are decided. None of it changes the one-beast-per-cultivator rule or how an ordinary beast grows.