Configuration/Cultivation Configs·配

Cultivation Configs

The 24 files in mods/Siren_Cultivation/Cultivation/ are the progression core: where Qi comes from, what it costs to climb, what the heavens charge you for climbing, what a rank-up pays out, and the trials, ordeals and capstones that sit alongside the ladder. Between them they cover Qi Gathering, Cultivation Realms, Tribulations, Races, the Skill Tree, and most of the personal ordeals a cultivator can choose to face.

Most of these files have a matching section in the in-game /cultivation admin editor, but the editor mostly reaches checkboxes, whole numbers and decimals - asset ids, weather ids, world names and similar text generally stay in the JSON. Each section below says what its editor section covers, and whether it has one. The overview lists every config file in every folder.

FileCovers
SpiritCoreConfigSpirit, Profound and Divine Core drops and Qi values.
SpiritVeinConfigVein tiers, regeneration, meditation timing, Spirit Sense and its Waystones.
BreakthroughConfigBreakthrough and advancement rituals, tribulations, Heart-Devil, Ascension, Storm Omen, tribulation variants and withdrawal.
ReincarnationConfigThe alternate capstone: give up realms early for a lineage bonus.
GrandDaoConfigThe breadth-mastery capstone.
CelestialConfigServer-wide celestial events.
QiDeviationConfigThe lingering affliction, and the risk of rushing a rank-up.
MeridianConfigThe six Meridian Injuries.
CleanseRiteConfigThe Marrow-Cleansing Rite that cures an injury.
OathConfigHeavenly Oaths and the Dao-Heart Flaw.
BodyTemperingConfigThe second ladder, climbed by taking hits.
LifespanConfigThe optional online-play-hour budget.
DivinationConfigThe /divine oracle.
SolarTermConfigThe five-term wall-clock calendar.
ReclusiveConfigThe solo-server preset.
RetreatConfigClosed-Door Retreat.
DreamTrialConfigThe Hollow Mirror ordeal.
InnerDemonConfigThe Inner Demon rival duel.
TeaConfigThe two-player Tea Ceremony.
CampaignConfigThe five-chapter narrative campaign.
CompassConfigThe Progression Compass.
RevealConfigProgressive Reveal.
RaceSystemConfigCross-race server behavior.
SkillTreeConfigSkill points and respec.

Spirit Core Config

Drop chances and Qi values for Spirit, Profound, and Divine Cores, found in the path mods/Siren_Cultivation/Cultivation/SpiritCoreConfig.json.

In-game editor: the Spirit Cores section covers the three Qi values and the meditation bonus multiplier. The three drop chances are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Spirit Core Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Spirit-Core-Drop-Chance"0.12Tier 1 (common) drop chance per creature kill, as a 0-1 fraction.
"Spirit-Core-Qi-Value"30.0Qi granted when a Spirit Core is absorbed.
"Profound-Core-Drop-Chance"0.035Tier 2 (rarer, tougher creatures) drop chance per kill.
"Profound-Core-Qi-Value"80.0Qi granted when a Profound Core is absorbed.
"Divine-Core-Drop-Chance"0.008Tier 3 (rare, powerful creatures) drop chance per kill.
"Divine-Core-Qi-Value"220.0Qi granted when a Divine Core is absorbed.
"Description-Drop-Chances"A long string explaining the values above.All three Drop-Chance values are a 0-1 fraction, rolled independently and rarest-tier-first on every creature kill - at most one core drops per kill.
"Meditation-Core-Bonus-Multiplier"1.1Multiplies a core's Qi value if it is absorbed while the player is currently meditating (the mix-of-both-methods bonus). 1.10 = 10% extra Qi.
"Description-Meditation-Core-Bonus-Multiplier"A long string explaining the value above.Restates that this is the reward for combining meditation with core absorption rather than picking one method.

Spirit Vein Config

Spirit Vein tiers, meditation timing, Spirit Sense, and the Qi absorption item modifiers, found in the path mods/Siren_Cultivation/Cultivation/SpiritVeinConfig.json.

In-game editor: the Spirit Veins section covers the Spirit Sense switch, the vein regeneration and drain rates, and the rich and dragon veins' chance and regeneration multiplier (plus the dragon vein's Qi range). The normal and rich Qi ranges, the terrain jitter, the Spirit Sense gates, visuals and Waystones, the meditation timing and the absorption-item list are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Spirit Vein Config"The name given to this config file.
"ConfigVersion"8Current Version when you have loaded for the plugin.
"Spirit-Vein-Min-Qi"150.0Lower bound of the random maxQi a normal chunk's Spirit Vein seeds with.
"Spirit-Vein-Max-Qi"500.0Upper bound of that same random range. Every chunk starts full.
"Description-Spirit-Vein-Min-Max-Qi"A long string explaining the values above.Every chunk's vein is seeded on first access with a random maxQi between the two values, deterministically from the world seed, and starts full - unless it rolls as a rich or dragon vein instead.
"Spirit-Vein-Rich-Chance"0.03Odds (0-1) that a chunk's Spirit Vein rolls "rich" instead of normal, using the Rich-Min/Max-Qi range below. Rolled once per chunk, deterministically, off the world seed.
"Spirit-Vein-Rich-Min-Qi"1200.0Lower bound for a rich vein's Qi pool.
"Spirit-Vein-Rich-Max-Qi"2600.0Upper bound for a rich vein's Qi pool.
"Description-Spirit-Vein-Rich"A long string explaining the values above.Explains that a rich roll replaces the normal min/max range entirely, and is rolled once per chunk deterministically like the normal range.
"Spirit-Vein-Dragon-Chance"0.003Odds (0-1) that a chunk rolls a "dragon vein" - the rarest tier. Rolled before the rich-vein roll.
"Spirit-Vein-Dragon-Min-Qi"3500.0Lower bound for a dragon vein's Qi pool.
"Spirit-Vein-Dragon-Max-Qi"5500.0Upper bound for a dragon vein's Qi pool.
"Spirit-Vein-Terrain-Jitter-Percent"6.0How far a single chunk may stray from the smooth vein landscape, as a percent of its tier's Qi band. Small on purpose: it only stops a slope from reading as an arithmetic sequence. 0 makes the field perfectly smooth; a large value brings back the old spiky per-chunk field.
"Description-Spirit-Vein-Terrain"A long string explaining the value above.Veins are laid out as a landscape, not rolled per chunk: strength comes from smooth noise over the world, so neighboring chunks form slopes and ridges (about eight chunks per rise), and the rich and dragon chances are redistributed toward spirit-rich regions so the rare tiers cluster. Existing worlds keep the veins they already seeded - only ground no cultivator has visited yet is laid out this way.
"Description-Spirit-Vein-Dragon"A long string explaining the values above.Notes that the dragon roll happens before the rich roll, and that meditating players are told when they sit on a rich or dragon vein.
"Spirit-Vein-Rich-Regen-Multiplier"1.25How much faster a rich vein regenerates than Spirit-Vein-Regen-Per-Second.
"Spirit-Vein-Dragon-Regen-Multiplier"1.6How much faster a dragon vein regenerates than Spirit-Vein-Regen-Per-Second.
"Description-Spirit-Vein-Regen-Multipliers"A long string explaining the values above.Warns that multiplier * Spirit-Vein-Regen-Per-Second must stay BELOW Spirit-Vein-Drain-Per-Second, or the vein refills faster than one meditator drains it and becomes an infinite Qi source.
"Spirit-Vein-Regen-Per-Second"1.5How much Qi a vein passively regenerates per second.
"Spirit-Vein-Drain-Per-Second"2.75How much Qi a meditating player drains from the vein per second.
"Spirit-Vein-Drain-Radius-Chunks"1How many rings of neighboring chunks a meditating player can also drain from once their own chunk runs low (0 = only their own chunk, 1 = a 3x3 area).
"Description-Spirit-Vein-Drain-Radius-Chunks"A long string explaining the value above.Restates the ring counting, with 0 meaning own chunk only and 1 meaning a 3x3 area.
"Meditation-Tick-Interval-Seconds"1.0How often, in seconds, a meditating player's Qi gain is calculated.
"Meditation-Movement-Cancel-Threshold"0.35How far, in blocks, a meditating player may drift from where they sat down before meditation is automatically cancelled.
"Description-Meditation-Movement-Cancel-Threshold"A long string explaining the value above.Restates the drift distance and that exceeding it cancels meditation automatically.
"Meditation-Movement-Check-Interval-Seconds"0.25How often, in seconds, meditating players are checked for movement and seating.
"Qi-Absorption-Item-Modifiers"[{"ItemId": "Cultivation_QiGatheringTalisman", "Multiplier": 1.5}]An array of item id / multiplier pairs. Holding a matching item in your hotbar's active slot while meditating multiplies your Spirit Vein absorption rate by that amount.
"Spirit-Sense-Enabled"trueMaster toggle for Spirit Sense. The sense only ever reads, so turning it off leaves Qi gathering entirely unchanged.
"Spirit-Sense-Qualitative-Min-Realm"0The realm half of the gate that opens the qualitative sense (this key replaces the old single Spirit-Sense-Min-Realm). Realms are 0-based ordinals: 0 is Body Refinement, 2 is Foundation Establishment, 4 is Nascent Soul. Below the gate a cultivator perceives nothing.
"Spirit-Sense-Qualitative-Min-Stage"3The stage half of that gate: 0 Early, 1 Middle, 2 Late, 3 Peak. The default 0 and 3 land on Body Refinement Peak - the first moment a cultivator is standing in front of a rank-up and has to go find ground that can carry it. The qualitative reading names the vein's tier, how full it feels (barren, thin, steady, ample, overflowing) and whether the chunk underfoot can host the ritual you are ready for.
"Spirit-Sense-Precise-Min-Realm"2The realm half of the gate that opens the precise sense: exact Qi figures and the number the ritual is measured against. 2 is Foundation Establishment.
"Spirit-Sense-Precise-Min-Stage"3The stage half of the precise gate. With the defaults the precise sense opens at Foundation Establishment Peak.
"Spirit-Sense-Base-Radius-Chunks"2How far the sense reaches in chunks the moment it opens. Do not set it to 0 - a perception that reaches exactly as far as your own feet cannot answer where should I go.
"Spirit-Sense-Radius-Per-Realm"1Extra chunks of reach for every realm past the one that unlocked the qualitative sense.
"Spirit-Sense-Max-Radius-Chunks"4Ceiling on that reach. At the defaults that is a 5×5 area at Body Refinement Peak, 7×7 at Qi Condensation, and 9×9 from Foundation Establishment on.
"Spirit-Sense-Tick-Interval-Seconds"2.5How often the sense re-reads the world and re-pulses its particles. The assets are sized to finish inside one interval, so raising it thins the effect and lowering it thickens it — and costs more packets.
"Spirit-Sense-Mote-Budget"10Most ambient motes spawned per pulse for one player. The main cost knob; lower this before raising the interval.
"Spirit-Sense-Beacon-Min-Tier"1Lowest vein tier that raises a visible beacon column. 0 = every chunk, 1 = rich veins and better, 2 = dragon veins only, 3 = never.
"Spirit-Sense-Waystone-Min-Tier"1The lowest vein tier for which a precise-stage cultivator's sense plants a permanent, discoverable Spirit Vein Waystone the first time it perceives that chunk. 1 = rich veins and better, 2 = dragon veins only, 3 = never. Never below 1 - a waystone on every ordinary chunk would blanket the world. Kept apart from the beacon tier because the beacon is a cosmetic particle and a waystone writes a block into the world.
"Description-Spirit-Sense"A long string explaining the values above.The two-step realm gate (a realm and a stage within it), how reach scales from the base radius, and the word tiers used below the precise gate.
"Description-Spirit-Sense-Visuals"A long string explaining the values above.The particle cost knobs and what each beacon tier value means.
"Description-Spirit-Sense-Waystone"A long string explaining the value above.Waystones are revealed on a player's own map by looking at them while holding the Spirit Sense Compass or running /cultivation sensechannel; discovery is per player, so finding one reveals it to no one else.
"Description-Qi-Absorption-Item-Modifiers"A long string explaining the array above.Only Spirit Vein absorption is affected, never core Qi values, and other mods may register additional entries in Java through the Cultivation API.

Breakthrough Config

Timing and Qi-presence requirements for both sub-stage advancements and realm breakthroughs, plus the two tribulation trials, found in the path mods/Siren_Cultivation/Cultivation/BreakthroughConfig.json.

In-game editor: the Breakthrough section covers the durations and chunk-Qi bars, the tribulation switches, strike interval and damage, the Heart-Devil switches, the storm and world-event settings, the death penalty and ritual withdrawal. The Ascension keys have their own Ascension Capstone section. Weather and sound ids, the Heart-Devil numbers, Storm Omen and the tribulation variants are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Breakthrough Config"The name given to this config file.
"ConfigVersion"14Current Version when you have loaded for the plugin.
"Breakthrough-Min-Chunk-Qi"750.0The chunk a player is meditating in must hold at least this much Spirit Vein Qi for their realm-breakthrough attempt to make progress - a presence check, not a drain.
"Description-Breakthrough-Min-Chunk-Qi"A long string explaining the value above.Stresses that the vein is not consumed by the check, only required to be present.
"Breakthrough-Base-Seconds"24.0How long, in seconds, a realm breakthrough takes from the very first realm.
"Breakthrough-Duration-Realm-Multiplier"1.35Multiplies the breakthrough duration for each realm reached, stacking.
"Description-Breakthrough-Duration"A long string explaining the values above.Total duration in seconds = Breakthrough-Base-Seconds * Breakthrough-Duration-Realm-Multiplier ^ realmIndex, before any race speed bonus.
"Advancement-Min-Chunk-Qi"200.0Same presence-check mechanism as Breakthrough-Min-Chunk-Qi, just a lower bar since sub-stage advancements happen far more often.
"Description-Advancement-Min-Chunk-Qi"A long string explaining the value above.Restates that this is the same presence check at a lower threshold.
"Advancement-Base-Seconds"8.0How long, in seconds, a sub-stage advancement takes from the very first realm.
"Advancement-Duration-Realm-Multiplier"1.3Same formula shape as breakthroughs, just shorter.
"Description-Advancement-Duration"A long string explaining the values above.Total duration = Advancement-Base-Seconds * Advancement-Duration-Realm-Multiplier ^ realmIndex, before any race speed bonus.
"Tribulation-Enabled"trueMaster toggle for heavenly tribulation lightning during realm breakthrough rituals.
"Tribulation-Strike-Interval-Seconds"6.0How many seconds of ritual progress pass between lightning strikes.
"Tribulation-Damage-Percent-Of-Max-Health"15.0Percent of the cultivator's max health each breakthrough strike deals, before realm scaling.
"Tribulation-Damage-Realm-Multiplier"1.12Multiplies strike damage per realm reached, stacking.
"Tribulation-Lethal"trueIf false, a strike always leaves at least a sliver of health instead of killing.
"Description-Tribulation"A long string explaining the values above.Lays out the whole strike formula: damage percent of max health, multiplied by the realm multiplier raised to realmIndex, delivered on the strike interval, and whether it may kill.
"Advancement-Tribulation-Enabled"falseOff by default - opt in to make routine sub-stage advancements also carry tribulation lightning.
"Advancement-Tribulation-Damage-Percent-Of-Max-Health"6.0The much lower damage percent used when advancement tribulation is enabled.
"Description-Advancement-Tribulation"A long string explaining the values above.Notes that advancement tribulation reuses the same interval, realm scaling, and lethality rule as breakthroughs, only with this lower percent.
"HeartDevil-Enabled"trueMaster toggle for the Heart-Devil Trial (心魔劫) - the inner-demon tribulation variant that replaces lightning for deeply leaned cultivators.
"HeartDevil-Lean-Threshold"0.5How deep (0-1) the stronger of the Yin/Yang lean must be before the heart-devil manifests instead of lightning.
"HeartDevil-Max-Composure"100.0The per-attempt composure (道心) pool the cultivator defends.
"HeartDevil-Composure-Drain-Per-Pulse"34.0Base composure lost per pulse. The actual drain is this multiplied by (0.5 + leanFraction), so a deeper lean faces a fiercer demon.
"HeartDevil-Debuff-Effect""Stun"A vanilla EntityEffect asset id applied on each pulse. Real options include Stun, Root, Slow, and Poison. Leave blank to skip the debuff.
"HeartDevil-Debuff-Duration-Seconds"1.5How long that entity effect lasts per pulse.
"HeartDevil-Deviation-Demotes"trueOn Qi Deviation (走火入魔), demote one sub-stage - which wipes banked Qi, as any failed ritual does. If false, the stage is kept and only the Qi fraction below is lost.
"HeartDevil-Deviation-Qi-Loss-Percent"100.0Percent of banked Qi lost on Qi Deviation when HeartDevil-Deviation-Demotes is false.
"HeartDevil-On-Advancement"falseWhether the heart-devil can also manifest during sub-stage advancement rituals. Off by default so routine advancements stay safe.
"Description-HeartDevil"A long string explaining the values above.Walks the whole trial: pulses fire on Tribulation-Strike-Interval-Seconds, drain scaled composure and apply the debuff, a banked Clear-Mind Pill charge negates one pulse, and composure reaching zero fails the ritual with Qi Deviation.
"Tribulation-Storm-Enabled"trueMaster toggle for the tribulation skies - night and a colored cloud deck over the ritual ground.
"Tribulation-Storm-Radius"96.0Horizontal blocks. Everyone inside shares the storm; the rest of the server keeps its own weather and time of day.
"Tribulation-Storm-Transition-Seconds"2.5How long the sky takes to close in, and to clear afterwards.
"Tribulation-Storm-Weather-White""Cultivation_Tribulation_White"The sky for Body Refinement through Foundation Establishment.
"Tribulation-Storm-Weather-Blue""Cultivation_Tribulation_Blue"The sky for Golden Core Formation through Nascent Soul.
"Tribulation-Storm-Weather-Gold""Cultivation_Tribulation_Gold"The sky for Soul Formation and above.
"Description-Tribulation-Storm"A long string explaining the values above.Explains the per-player sky override, the three realm bands, and that the lightning is colored to match.
"Tribulation-World-Event-Enabled"trueOnce a breaking-through cultivator's effective realm reaches "Tribulation-World-Event-Min-Realm-Index", their tribulation stops being a private storm and announces itself as a world event to nearby witnesses.
"Tribulation-World-Event-Asset-Id""Cultivation_Tribulation"The world-event asset id the encounter registers under.
"Tribulation-World-Event-Min-Realm-Index"3Realm index floor for the world-event announcement - 3 is Golden Core Formation, the floor of the Blue tribulation tier.
"Tribulation-Encounter-Boss-Bar-Enabled" v0.10.3falseShows a boss-style bar to every witness of a world-event tribulation. Now defaults to off while a possible client-crash link is investigated - the ritualist was being sent an UpdateBossBar naming their own network id, something vanilla never does, and a crash-to-desktop was seen on a server running it. This is only the default for a freshly written config file - if your existing BreakthroughConfig.json already has this key set to true, it keeps that value; set it to false yourself if you'd rather not wait for the investigation.
"Tribulation-Encounter-Witness-Radius-Blocks"96Radius the boss bar (and the world-event gate above) checks - mirrors Tribulation-Storm-Radius by default.
"Tribulation-Encounter-Music-Id"""A music asset id forced on witnesses for the ritual's duration. Blank (the default) plays no forced music.
"Description-Tribulation-World-Event"A long string explaining the values above.Explains the world-event gate and asset id.
"Description-Tribulation-Encounter"A long string explaining the values above.Explains the presentation layer: the boss bar's investigated-off default, the witness radius, and the forced music.
"Tribulation-Death-Penalty-Enabled"falseOff by default. Tribulation-Lethal already governs whether a strike can kill at all; this only adds what happens when one does, and only within a world-event tribulation.
"Tribulation-Death-Item-Loss-Percent"25.0Percent of the cultivator's carried items lost when they die to tribulation lightning during a world-event breakthrough.
"Tribulation-Death-Durability-Loss-Percent"25.0Percent of durability lost on whatever survives.
"Description-Tribulation-Death-Penalty"A long string explaining the values above.Notes that the penalty is applied per player by Cultivation's own death handling - it never swaps the server's own death or keep-inventory rules for everyone, so a player who never faces a world-event tribulation is never touched by it.

Ascension

The capstone past Void Refinement Peak lives in the same file. It has its own Ascension Capstone section in the in-game /cultivation admin editor, covering every key below except Ascension-Storm-Weather-Crimson.

Variable NameDefault ValueDescription
"Ascension-Enabled"trueMaster toggle for the whole capstone.
"Ascension-Min-Chunk-Qi"4500.0The chunk-Qi presence check. Set high enough that only a Dragon vein can ever host it.
"Ascension-Base-Seconds"900.0Fifteen minutes, before any speed bonus.
"Ascension-Duration-Per-Ascension-Multiplier"1.2Multiplies the duration per Ascension already completed, so each prestige loop is longer than the last.
"Ascension-Strike-Interval-Seconds"20.0Seconds between crimson tribulation bolts.
"Ascension-Damage-Percent-Of-Max-Health"8.0The first bolt's damage, as a percent of max health.
"Ascension-Damage-Escalation-Per-Strike"1.015Compounds per bolt, so an attempt begins survivable and ends fearsome.
"Ascension-Lethal"trueIf false, a bolt leaves a sliver of health instead of killing - the same rule as Tribulation-Lethal.
"Ascension-Cooldown-Seconds-On-Failure"3600.0One hour before another attempt may begin. Walking away or dying also costs a stage.
"Ascension-Storm-Radius"160.0The crimson storm's reach - wider than a realm tribulation, because it is meant to be seen from further away.
"Ascension-Storm-Weather-Crimson""Cultivation_Tribulation_Crimson"The Weather asset for the Ascension sky. Blank falls back to the shipped one.
"Ascension-Prestige-Enabled"falseWhether /ascend prestige is offered at all. Deliberately off - whether a world has a prestige loop is the owner's call.
"Ascension-Prestige-Qi-Gain-Percent-Per-Stack"4.0Permanent extra Qi from every source, per completed loop.
"Ascension-Prestige-Ritual-Ease-Percent-Per-Stack"2.0Permanent easing of every timed ritual - shorter, and its bolts softer - per loop.
"Ascension-Prestige-Max-Stacks"10Where the bonus stops growing. The count itself may climb past this and still names the title tier.
"Ascension-Prestige-Dao-Affinity-Nudge-Per-Stack"1.5Every completed prestige loop nudges the cultivator's Yin-Yang balance further toward whichever pole they already lean, by this amount per stack (capped at the same max stacks). A small flavor touch, not a power spike.
"Ascension-Prestige-Starting-Technique-Id"""If set to a technique id that resolves, the first completed prestige loop grants that technique once, ever - a starting gift for the reset cultivator's second climb. Blank leaves the reward off.
"Ascension-Legacy-Enabled"falseThe third Ascension ending, armed at entry with /ascend legacy sect or /ascend legacy self and completed with the same realm, stage and Qi reset the plain prestige loop uses. Its own independent switch, off by default, separate from Ascension-Prestige-Enabled.
"Ascension-Legacy-Sect-Percent-Per-Stack"1.5Sect legacy (the Lineage Stele). Every legacy ever inscribed into a sect raises every member's Qi gain by this percent per legacy. Qi gain only - it never touches ritual difficulty.
"Ascension-Legacy-Sect-Max-Stacks"8Where that sect bonus stops growing. The sect's legacy count keeps climbing past this for display.
"Ascension-Legacy-Mote-Percent"25.0Self legacy (the Legacy Mote). A mote banked on Ascension completion and spent automatically on the player's next new profile raises that profile's Qi gain by this percent per mote.
"Ascension-Legacy-Mote-Max-Spent"2The most motes any one profile may ever have spent on it.
"Ascension-Legacy-Mote-Fade-Realm"3The realm ordinal (3 = Golden Core Formation) at or above which a spent mote's bonus stops applying for that profile, for good - an early head start that can never become a late-game strategy.
"Transcendent-Ascension-Threshold"15How many completed Ascension prestige loops mark a cultivator Transcendent - a permanent, world-visible status with its own capstone title, a standing aura and one exclusive technique. Derived live from the cultivator's ascension count, so changing it takes effect at once for every existing save.
"Transcendent-Aura-Enabled"trueServer-wide kill switch for the Transcendent standing aura. Players can additionally opt out on their own settings page.
"Description-Ascension-Min-Chunk-Qi" / "-Duration" / "-Tribulation" / "-Storm" / "-Prestige" / "-Legacy"Long strings explaining the values above.Six separate documentation blocks, one per group.
"Description-Transcendent"A long string explaining the two Transcendent keys above.The threshold, the capstone title, the aura and the exclusive technique.

Storm Omen

v0.10.0 The optional, weather-gated Storm Omen tribulation variant, in the same file. These keys are edited in the file; the in-game editor does not reach them.

Variable NameDefault ValueDescription
"Tribulation-Storm-Omen-Enabled"trueMaster switch for the omen.
"Tribulation-Storm-Omen-Opt-In-Required"trueThe fairness switch. On, a player must arm the omen first with /cultivation tribulation arm, and a player who never does gets a ritual byte-identical to one on a server without the feature. Off, every ritual is eligible.
"Tribulation-Storm-Omen-Consume-Opt-In"trueWhether a successful storm ritual disarms the request. A ritual that was checked but found the sky calm never consumes it either way.
"Tribulation-Storm-Omen-Weather-Keywords""Thunder,Storm"Case-insensitive substrings of the natural weather asset id, matched in list order, any hit qualifying. The check always reads the natural sky, never this mod's own tribulation sky. Deliberately separate from Weather-Element-Keywords in the Dao config, so a snow-prefixed storm still counts as a storm.
"Tribulation-Storm-Omen-Honour-Forced-Weather"falseOff by default: an admin-forced world weather would otherwise let a server push every tribulation into an omen forever, defeating the biome-dependent rarity. On, a forced weather takes precedence over the natural sky.
"Tribulation-Storm-Omen-Damage-Multiplier"1.35Multiplies the ritual's tribulation damage for a latched omen.
"Tribulation-Storm-Omen-Extra-Strikes"2.0How many more bolts are compressed into the same duration.
"Tribulation-Storm-Omen-Loot-Chance-Multiplier"2.0On a successful, endured completion, multiplies the manual and Spirit Stone survival rolls.
"Tribulation-Storm-Omen-Lightning-Affinity"6.0Lightning Dao affinity granted once per successfully endured omen ritual.
"Tribulation-Storm-Omen-Manual-Pool""Cultivation_Manual_ThunderPalm,Cultivation_Manual_ThunderclapDescent"The manuals an endured omen can grant - one deterministic manual from this list per ritual.
"Tribulation-Storm-Omen-Fallback-Spirit-Stones"3Spirit Stones granted instead once every manual in the pool is already known.
"Tribulation-Storm-Omen-Weather""Cultivation_Tribulation_Wrath"The Weather asset for the omen sky - the shared Wrath sky. The realm band still picks the strike's own bolt color; only the sky differs.
"Tribulation-Storm-Omen-Bolt-Particle""Cultivation_TribulationBolt_Wrath"The bolt particle used while an omen ritual runs.
"Description-Tribulation-Storm-Omen"A long string explaining the values above.The whole flow: arm, latch once at the ritual's start against the natural sky, then damage, extra bolts and the once-per-ritual reward. Notes that storms being commoner in some biomes than others is a deliberate pilgrimage mechanic, not something to widen away with more keywords.

Tribulation Variants

v0.10.1 Every element answers: a breakthrough or advancement tribulation's bolt and clap follow the ritualist's chosen Dao element. These keys are edited in the file.

Variable NameDefault ValueDescription
"Tribulation-Variants-Enabled"trueMaster switch. Off restores the classic Lightning bolt and the thunder clap for every ritualist, whatever their Dao. A cultivator with no chosen element, the Lightning Dao itself and the off-ring Duck element all draw the classic bolt on purpose. The damage cause never changes with the variant.
"Tribulation-Variant-Sound-Ice"""The sound event for the Water Dao's Ice bolt clap. Blank uses that variant's own shipped sound.
"Tribulation-Variant-Sound-Voices"""The same, for the Wood Dao's Trial of Voices.
"Tribulation-Variant-Sound-Earth"""The same, for the Earth Dao's ground-shake.
"Tribulation-Variant-Sound-Fire"""The same, for the Fire Dao's fireball impact.
"Tribulation-Variant-Sound-Metal"""The same, for the Metal Dao's steel impact.
"Tribulation-Variant-Sound-Wind"""The same, for the Wind Dao's tearing strike.
"Tribulation-Variant-Sound-Poison"""The same, for the Poison Dao's corrosive strike.
"Tribulation-Variant-Sound-Void"""The same, for the Void Dao's unmaking blast.
"Tribulation-Variant-Sound-Frost"""The same, for the shadow-ring Ice Dao's frost slam. Lightning has no key - its clap has never been configurable.
"Description-Tribulation-Variants"A long string explaining the values above.Lists which element draws which bolt, notes that the flavored bolts are one fixed asset each rather than tier-varied, and that blank sound ids fall back to the shipped sound.

Ritual Withdrawal

v0.11.0 Withdrawing from a breakthrough or advancement with /cultivation meditate abort - see Realms & Stages. These keys are new in config version 14 and start at the defaults below in any existing file.

Variable NameDefault ValueDescription
"Ritual-Abort-Enabled"trueMaster toggle. Off, the command refuses and no reminder is shown.
"Ritual-Abort-Qi-Loss-Percent"50.0Percent of the cultivator's banked Qi scattered by a withdrawal (0-100). The only cost: realm and stage hold.
"Ritual-Abort-Max-Progress-Percent"50.0A withdrawal is refused once the ritual has run past this percent of its duration (0-100).
"Ritual-Abort-Min-Composure-Percent"50.0While a Heart-Devil composure pool is armed, a withdrawal is refused if composure has fallen under this percent of HeartDevil-Max-Composure (0-100). A composure projected to reach zero before the ritual ends is refused regardless.
"Ritual-Abort-Cooldown-Minutes"60.0Minutes after a withdrawal before another is allowed. Kept per profile on the wall clock.
"Description-Ritual-Abort"A long string explaining the values above.Restated on every load, so it cannot drift from the code.

Withdrawing is unavailable while another mod supplies the progression ladder (a ProgressionProvider), and an add-on can veto it - Cultivation: Hardcore Tribulation does, on a hardcore server.

Reincarnation Config

The alternate capstone alongside the Ascension capstone, found in the path mods/Siren_Cultivation/Cultivation/ReincarnationConfig.json. Where Ascension asks a cultivator who has run out of realm to face the trial at the very top of the ladder, Reincarnation lets one who has not reached the top give up their current realm early - dropping a fixed number of realms in exchange for a permanent, lineage-wide bloodline bonus. It runs through /reincarnate.

In-game editor: the Reincarnation section covers every setting.

Variable NameDefault ValueDescription
"ConfigName""Reincarnation Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Reincarnation-Enabled"trueMaster toggle for /reincarnate.
"Reincarnation-Min-Realm-Ordinal"4The lowest realm that may reincarnate, as a 0-based ordinal. 4 is Nascent Soul - two full realms short of Ascension's literal peak requirement, so the two mechanics never compete for the same moment.
"Reincarnation-Realms-Dropped"3How many realms the ritual takes away, floored at Body Refinement.
"Reincarnation-Base-Seconds"900.0How long the ritual takes, in seconds (fifteen minutes), before any speed bonus.
"Reincarnation-Strike-Interval-Seconds"20.0Seconds between tribulation bolts.
"Reincarnation-Damage-Percent-Of-Max-Health"8.0The first bolt's damage, as a percent of max health.
"Reincarnation-Damage-Escalation-Per-Strike"1.015Compounds per bolt, so an attempt begins survivable and ends fearsome.
"Reincarnation-Storm-Radius"160.0The storm's reach in blocks.
"Reincarnation-Cooldown-Seconds-On-Failure"3600.0One hour before another attempt may begin after a failure.
"Reincarnation-Lethal"falseUnlike Ascension-Lethal, this defaults to off: a bolt leaves a sliver of health instead of killing. Same rule as Tribulation-Lethal.
"Reincarnation-Cooldown-Hours-On-Success"24.0Hours between successful completions for the same account. 0 disables it. Reincarnation keeps the skill tree and is reachable from a far lower entry bar than Ascension, with a much shorter re-climb, so without a cooldown the skill-point-preserving loop would be cheaper than Ascension's own.
"Reincarnation-Bloodline-Points-Per-Realm"10Bloodline points granted per realm given up.
"Reincarnation-Bloodline-Points-Max-Per-Event"60The cap on points from one reincarnation - exactly Void Refinement's ordinal times 10, so a peak-realm event gets full value with no wasted headroom.
"Reincarnation-Bloodline-Bonus-Per-Point-Percent"0.15Qi-gain bonus, in percent, per combined lineage point.
"Reincarnation-Bloodline-Bonus-Cap-Percent"30.0The most that bonus can reach.
"Description-Reincarnation"A long string explaining the values above.The whole rule: points are min(Max-Per-Event, realm ordinal given up * Points-Per-Realm), banked cumulatively in the account's ledger; every cultivator confirmed-connected to the account through the Dao Inheritance web - Master-Disciple bonds always, Legacy heir edges once confirmed - shares the Qi-gain bonus, including a solo reincarnator off their own points. Techniques, skill tree, Dao, sect, equipment and titles are all kept, exactly like Ascension's prestige reset.

The bloodline points are stored in Reincarnation Ledger Data.

Grand Dao Config

The breadth-mastery endgame, found in the path mods/Siren_Cultivation/Cultivation/GrandDaoConfig.json. The Grand Dao Capstone rewards proven mastery across five unrelated systems at once - Alchemy, Talismans, Forging, a Personal Dao and Sect Contribution. Every requirement but Forging's reuses a stat the mod already tracks or a threshold from an existing config, so this file holds only what had no home yet: the master switch, the one new lifetime counter's threshold, and the standing aura's kill switch.

In-game editor: the Grand Dao Capstone section covers all three settings.

Variable NameDefault ValueDescription
"ConfigName""Grand Dao Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Grand-Dao-Enabled"trueMaster switch. On by default - it is a reward for progress across systems that already ship on, not an opt-in feature of its own.
"Grand-Dao-Forging-Max-Tier-Threshold"3How many times a cultivator must have successfully forged a weapon or armor to its Forge max-tier ceiling to satisfy the Forging leg. Clamped at 1: a threshold of 0 would make the leg free for an account that has never forged anything.
"Grand-Dao-Aura-Enabled"trueServer-wide kill switch for the capstone's standing aura. The per-player opt-out lives on the player's own settings page.
"Description-GrandDao"A long string explaining the values above.Lists the five legs of proven, currently-true mastery - maxed Alchemy mastery, maxed Talisman mastery, the Forging threshold above, any one Personal Dao fully comprehended, and lifetime Sect Library funding (which reads Sect-Library-Patron-Title-Threshold from the Society configs). All five are derived live, so the title and aura can revert if a condition later stops being true, while the exclusive technique it grants stays learned once earned.

Celestial Config

The server-wide celestial events, found in the path mods/Siren_Cultivation/Cultivation/CelestialConfig.json.

In-game editor: the Celestial Events section covers the schedule and every switch, weight, duration and number for Spirit Tide, Meteor Shower and Blood Moon. The weather ids, and all of Starfall Convergence, are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Celestial Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Celestial-Enabled"trueMaster toggle for the whole scheduler.
"Celestial-Interval-Min-Minutes"60.0The lower bound of the quiet interval after each event ends.
"Celestial-Interval-Max-Minutes"120.0The upper bound. A random point in the band, so it never feels metronomic.
"Celestial-Check-Interval-Seconds"30.0How often the scheduler re-reads whether to start or end an event.
"Celestial-Sky-Transition-Seconds"4.0How long the sky blend takes, each way.
"Celestial-Announce-Titles-Enabled"trueWhether an event start raises an on-screen title as well as a chat line.
"Spirit-Tide-Enabled"trueWhether Spirit Tide is in the random pool.
"Spirit-Tide-Weight"1.0Its relative odds against every other enabled event.
"Spirit-Tide-Duration-Minutes"15.0How long a tide runs.
"Spirit-Tide-Vein-Regen-Multiplier"2.5How much faster every Spirit Vein on the server regenerates while it runs.
"Spirit-Tide-Weather"""Weather asset for its sky. Blank uses the shipped one.
"Meteor-Shower-Enabled"trueWhether Meteor Shower is in the pool.
"Meteor-Shower-Weight"1.0Its relative odds.
"Meteor-Shower-Duration-Minutes"10.0How long a shower runs.
"Meteor-Shower-Site-Density-Percent"3.0Roughly what share of meditated chunks turn out to hold a fallen meteor.
"Meteor-Shower-Vein-Tier"1The tier a meteor site is temporarily raised to. 1 is a rich vein.
"Meteor-Shower-Vein-Qi"2000.0The Qi a meteor site holds - well clear of the 750 breakthrough bar.
"Meteor-Shower-Weather"""Weather asset for its sky.
"Blood-Moon-Enabled"trueWhether Blood Moon is in the pool.
"Blood-Moon-Weight"1.0Its relative odds.
"Blood-Moon-Duration-Minutes"12.0How long a Blood Moon runs.
"Blood-Moon-Devil-Damage-Bonus-Percent"20.0Extra damage dealt by a cultivator on the Devil path, in every fight.
"Blood-Moon-Righteous-Damage-Penalty-Percent"20.0Damage lost by one on the Righteous path. An unaligned cultivator is unaffected.
"Blood-Moon-Weather"""Weather asset for its sky.
"Starfall-Convergence-Enabled"trueWhether Starfall Convergence (星陨汇聚) is in the random pool.
"Starfall-Convergence-Weight"1.0Its relative odds.
"Starfall-Convergence-Duration-Minutes"12.0How long a convergence runs.
"Starfall-Convergence-Enlightenment-Chance-Multiplier"2.0How many times more likely both enlightenment rolls become while it runs: the Dao Enlightenment roll (悟道) and the Technique Enlightenment roll (顿悟). It composes multiplicatively with the Reclusive Cultivator preset's own multiplier rather than replacing it, and the Dao roll is still held under Dao-Enlightenment-Chance-Max-Per-Roll in the Dao Comprehension config, applied last.
"Starfall-Convergence-Weather"""Weather asset for its sky. Blank uses the shipped Cultivation_Celestial_StarfallConvergence.
"Description-Celestial-Schedule" / "Description-Spirit-Tide" / "Description-Meteor-Shower" / "Description-Blood-Moon" / "Description-Starfall-Convergence"Long strings explaining the values above.Includes the rule that a tribulation storm over a player's own position always wins the sky for that player.

Qi Deviation Config

The lingering affliction a broken Heart-Devil Trial leaves behind, and the separate risk of rushing a rank-up on unearned Qi - see Qi Deviation. Found in the path mods/Siren_Cultivation/Cultivation/QiDeviationConfig.json.

In-game editor: the Qi Deviation section covers the six affliction settings. The twelve Deviation-Rush-* keys are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Qi Deviation Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Deviation-Enabled"trueMaster toggle. Off leaves the Heart-Devil Trial's original demotion exactly as it was in v0.7.4.
"Deviation-Base-Duration-Minutes"15.0How long the affliction lasts. The clock runs while the player is logged off.
"Deviation-Qi-Gain-Penalty-Percent"35.0How much meditation Qi gain is cut while afflicted.
"Deviation-HeartDevil-Risk-Increase-Percent"50.0How much harder the next inner demon drains composure - an unstable cultivator inviting more instability.
"Deviation-Companion-Cure-Multiplier"3.0How much faster the clock runs while meditating beside a bonded companion - a spouse, a master, or a disciple - within that bond's own radius.
"Deviation-Reminder-Interval-Seconds"60.0How often the affliction reminds the player in chat, so a drop in yield is never a mystery.
"Description-Deviation"A long string explaining the values above.Names all three cures: waiting, a Clear-Mind Pill, and a bonded companion.
"Deviation-Rush-Enabled"trueMaster switch for the whole rushing-risk layer: skipping meditation and leaning on unearned Qi (Spirit Cores, quest rewards, kills, abode collection) to force a rank-up. On by default, but the curve is shaped so a cultivator who meditates even a third of the pending rank-up's requirement sees exactly 0% risk, so ordinary play never meets it.
"Deviation-Rush-On-Advancement"falseWhether the Peak-stage realm advancement ritual also rolls this risk, not just a sub-stage rank-up. Off by default - an advancement is already gated by its own Heart-Devil Trial.
"Deviation-Rush-Earned-Qi-Fraction"0.5The stability denominator: stability = meditated Qi / (Qi required x this), clamped to 0-1. At 0.5, meditating half the requirement is already fully stable.
"Deviation-Rush-Grace"0.35Instability below this is forgiven outright, before the curve is evaluated. Together with the fraction above it is the "meditate a third of it and you are fine" guarantee.
"Deviation-Rush-Max-Chance"0.35Ceiling on the rolled chance, reached only at full instability in the Body Refinement realm.
"Deviation-Rush-Curve-Exponent"2.0Shapes the curve between the grace and full instability. Higher punishes near-total rushing far more than partial rushing.
"Deviation-Rush-Realm-Multiplier"1.08Compounds onto the chance per realm index, so a Nascent Soul cultivator rushing courts more danger than a Body Refinement one at the same instability.
"Deviation-Rush-Backslide-Enabled"falseWhether a failed rush roll also demotes the cultivator a sub-stage, on top of the Qi loss. Off by default - gentler than the Heart-Devil Trial.
"Deviation-Rush-Qi-Loss-Percent"100.0Percent of banked Qi a failed rush roll costs. 100 is all of it.
"Deviation-Rush-Affliction-Multiplier"1.0Multiplies the severity of the Qi Deviation affliction itself when a rush, rather than a Heart-Devil Trial, inflicted it. 1 is identical severity.
"Deviation-Rush-Clarity-Pill-Instability"0.0The floor a Clear-Mind Pill's protection leaves instability at, for this roll, while its shield is active. 0 is fully immune.
"Deviation-Rush-Warn-Threshold"0.02Below this instability no chat warning is sent when a cultivator is about to rank up while unstable. A chat-spam guard, not a risk gate.
"Description-Deviation-Rush"A long string explaining the twelve keys above.The whole flow: how meditated Qi sets stability, the grace band, the curve up to the max chance, the realm scaling, and what a failed roll costs.

Meridian Config

The six Meridian Injuries, found in the path mods/Siren_Cultivation/Cultivation/MeridianConfig.json. Six independently inflictable named afflictions a cultivator can carry at once, each with its own magnitude and recovery band, layered on top of tribulations, the Heart-Devil Trial, rushed rank-ups and technique use.

In-game editor: none. This file is edited as JSON.

Variable NameDefault ValueDescription
"ConfigName""Meridian Injuries Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Enabled"trueMaster switch for the whole system.
"Max-Simultaneous-Injuries"3The most injuries one cultivator can carry at once. At the cap, a new injury type deepens the shallowest one already carried instead of being added.
"Recovery-Rate-Idle"1.0How fast an injury's recovery counts down while the cultivator is online and not meditating, as a multiple of real time.
"Recovery-Rate-Meditating"4.0The same, while meditating.
"Recovery-Rate-Meditating-With-Companion"8.0The same, while meditating with a bonded companion alongside.
"Reminder-Interval-Seconds"180.0How often a carried injury reminds the player in chat.
"Deepen-Duration-Fraction"0.5When an injury is inflicted again it deepens instead of stacking: its remaining recovery time grows by this fraction of a freshly rolled duration, up to the injury's own maximum recovery time.
"Deepen-Magnitude-Step-Percent"0.15How much a deepened injury's magnitude grows. Magnitude is a fraction of full strength, so 0.15 adds fifteen percentage points, up to the injury's own maximum.
"Tribulation-Injury-Health-Fraction"0.5A tribulation bolt can injure only when it leaves the cultivator below this fraction of max health. 0 turns tribulation injuries off.
"Tribulation-Injury-Base-Chance"0.25The chance of an injury roll from a bolt that leaves the cultivator at zero health. It scales down linearly to 0 as health approaches the fraction above.
"HeartDevil-Injury-Chance"1.0The chance a broken Heart-Devil Trial rolls an injury from the heart-devil pool. The default always injures once.
"HeartDevil-Injury-Second-Chance"0.2A further, independent chance of a second roll from the same pool.
"Rushed-Injury-Chance"0.5The chance that a rushed rank-up that fails its Qi Deviation roll (see Deviation-Rush-* above) also rolls a fresh injury, as a broken Heart-Devil Trial can.
"Backfire-Chance-Exhausted"0.08The chance a charged technique that ended exhausted rolls a backfire injury.
"Backfire-Chance-Full"0.03The same, for one that ended at full or overcharged charge.
"Backfire-Chance-Overcharged-At-Max"0.45The backfire chance at maximum overcharge. It interpolates from the Backfire-Chance-Full value as the overcharge deepens.
"Backfire-Overcharge-Double-Threshold"0.75The overcharge depth (0-1) at or above which a backfire that lands draws a second injury as well.
"Backfire-Overcharge-Magnitude-Bias"1.0How strongly overcharge pulls the rolled magnitude toward the injury's maximum. 0 leaves it a plain roll across the band.
"CrackedDantian-Blocks-Breakthrough"truePresent in the file, but nothing in 0.11.0 reads it - changing it does nothing. A Crack in the Dantian acts through the Qi cap below.
"CrackedDantian-Leak-Fraction-Per-Second"0.002If a Crack opens while the cultivator already banks more Qi than the new cap allows, the excess spills away at no less than this fraction of the next rank-up's requirement per second.
"CrackedDantian-Leak-Max-Seconds"180.0The spill is also fast enough to clear the excess within this many seconds. The faster of the two rates applies.
"Scarred-Pill-Potency-Floor"0.4A Scarred Sea of Qi weakens the pills you drink; this is the floor on the potency multiplier, however deep the scarring.
"Composure-Drain-Multiplier-Cap"2.5The ceiling on how much a Fault in the Spirit, combined with every other effect that scales Heart-Devil composure drain, can multiply that drain.
"MendingPill-Seconds"900.0How many seconds of recovery one Meridian-Mending Pill shaves off, deepest injury first, before the pill's own potency scales it.
"MendingPill-Max-Injuries-Touched"2How many injuries one Meridian-Mending Pill can reduce. The Meridian-Opening Art technique reuses this as its own cap per release.
"Description-Meridian"A long string explaining the values above.The six injuries by name, what rolls them, how magnitude and recovery bands work, the recovery rates, the cap, and how the Crack caps and spills banked Qi.

Each injury has four band keys, named with its prefix: <Prefix>-Magnitude-Min-Percent, <Prefix>-Magnitude-Max-Percent, <Prefix>-Recovery-Min-Seconds and <Prefix>-Recovery-Max-Seconds. An injury rolls a magnitude and a recovery time uniformly inside its own band. The defaults are:

InjuryKey prefixMagnitude (percent)Recovery (seconds)While carried
Crippled MeridianCrippledMeridian20 - 45900 - 1800Raises the Qi cost of every technique and slows how quickly you can gather one.
A Crack in the DantianCrackedDantian10 - 251200 - 2400Caps how much Qi you can bank, and can spill the excess away.
A Hand That Will Not CloseSlackHand12 - 25600 - 1200Weakens every blow you land.
Scarred Sea of QiScarredSea15 - 35900 - 1800Slows meditation gain, dulls healing received, and weakens the pills you drink.
A Fault in the SpiritSpiritFault20 - 401200 - 2400Drains composure faster under strain and slows how quickly your Dao comprehension deepens.
Ribs That Never SetUnsetRibs12 - 25600 - 1200Every blow you take lands harder.

Cleanse Rite Config

The Marrow-Cleansing Rite (洗髓), found in the path mods/Siren_Cultivation/Cultivation/CleanseRiteConfig.json. /cultivation cleanse is the one place a cultivator can pay to try to cure a Meridian Injury outright - every other trial only inflicts them. It always targets the deepest injury carried, and the cost is composure held under a drain for a set time, Qi staked up front whatever the outcome, and a failure that deepens the very injury being risked. See the rite.

In-game editor: none. This file is edited as JSON.

Variable NameDefault ValueDescription
"ConfigName""Marrow-Cleansing Rite Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Cleanse-Enabled"trueMaster switch.
"Description-Cleanse-Trigger"A long string explaining the command./cultivation cleanse starts the rite; it refuses with nothing to cleanse if the caller carries no injury at all.
"Cleanse-Min-Entry-Realm"1The realm ordinal required to attempt the rite, the same convention as every other trial's entry gate.
"Cleanse-Cooldown-Seconds-After-Success"1800.0Rest after a cured injury before the rite may be risked again.
"Cleanse-Cooldown-Seconds-After-Failure"600.0Rest after a failed attempt that deepened the injury. Shorter on purpose, so an unlucky cultivator is not locked out longer than a lucky one.
"Cleanse-Duration-Seconds"45.0How long composure must hold for the rite to succeed.
"Cleanse-Pulse-Interval-Seconds"5.0How often the rite tests composure during that time.
"Description-Cleanse-Entry"A long string explaining the values above.The realm gate, why the two cooldowns are separate dials, and the duration and pulse interval.
"Cleanse-Max-Composure"100.0The composure pool defended in one attempt. It is armed once and only ever drained.
"Cleanse-Composure-Drain-Per-Pulse"12.0Base composure lost per pulse, scaled by 0.5 plus the targeted injury's magnitude - the deeper the injury being risked, the harder the rite bites.
"Cleanse-Burden-Drain-Per-Extra-Injury"0.20Scales every pulse's drain further by one plus this value for each other injury carried, so carrying more injuries than the one targeted makes the whole rite harder.
"Cleanse-Debuff-Effect""Slow"A vanilla EntityEffect asset id applied on each pulse. Slow rather than Stun: scouring your own meridians disorients, it does not freeze you.
"Cleanse-Debuff-Duration-Seconds"3.0How long that effect lasts per pulse.
"Cleanse-Companion-Drain-Multiplier"0.65A bonded Partnered-Cultivation spouse or Master-Disciple companion sitting close enough multiplies every pulse's drain by this, steadying the rite.
"Cleanse-Companion-Radius"8.0How close, in blocks, that companion must be. It only tightens the radius the pairing already required, never widens it.
"Description-Cleanse-Companion"A long string explaining the two values above.Explains the companion steadying.
"Cleanse-Qi-Stake-Percent-Of-Next-Realm"15.0The Qi paid up front, as a percent of what the next rank-up would cost. It is spent whether the rite succeeds or fails - that is the whole risk of paying to try.
"Cleanse-Qi-Stake-Flat-Fallback"400.0The flat stake used instead when another mod supplies the progression ladder, whose curve this mod cannot read.
"Description-Cleanse-Stake"A long string explaining the two values above.Explains the stake and the fallback.
"Cleanse-Resolve-Pending-On-Login"trueThe disconnect-exploit fix. A player who logs back in with a rite still armed has it resolved at once as a failure, so logging out mid-rite does not dodge the deepening.
"Description-Cleanse-Outcome"A long string explaining the outcome.Holding composure cures the injury outright. Breaking it deepens the same injury, reusing the normal deepen logic, so repeated failures can never push it past its own configured maximum.

Oath Config

The Heavenly Oath (天道誓言), found in the path mods/Siren_Cultivation/Cultivation/OathConfig.json. This file sits in Cultivation/ rather than Society/ - the oath is part of the core progression files. Two cultivators swear one of four kinds of oath by offer and accept; breaking one is punished by Heaven, not by the other party, with an immediate Qi and karma cost and a lingering Dao-Heart Flaw that blocks realm breakthrough until it is cured.

In-game editor: the Heavenly Oaths section covers every setting.

Variable NameDefault ValueDescription
"ConfigName""Heavenly Oath Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Oaths-Enabled"trueMaster toggle for /cultivation oath.
"Oath-NonAggression-Enabled"trueWhether the Non-Aggression oath (broken by attacking each other) may be sworn.
"Oath-SectLoyalty-Enabled"trueWhether the Sect-Loyalty oath (broken by leaving the sect sworn to) may be sworn.
"Oath-WageredDuel-Enabled"trueWhether the Wagered-Duel oath (a Qi stake, enforced on the loser) may be sworn.
"Oath-MasterTeach-Enabled"trueWhether the Master-Teach oath (a master's oath to teach a disciple) may be sworn.
"Oath-Offer-Expiry-Seconds"120.0How long an unanswered offer stays open.
"Oath-Max-Wager"0The largest Qi either party may stake on a Wagered-Duel oath. 0 means uncapped.
"Breach-Qi-Loss-Percent"15.0Percent of the breaker's current banked Qi lost the instant a breach is recorded, on top of whatever the breach itself already cost them.
"Breach-Karma-Swing"25.0Flat karma (业力) added to the breaker. Tribulations already read karma, so a broken oath compounds with the mod's other karma sources.
"Flaw-Base-Duration-Minutes"30.0How long the Dao-Heart Flaw lasts before it wears off on its own. The clock runs while the player is offline.
"Flaw-Severity-Percent"50.0Snapshotted onto the flaw when the breach lands. It scales only Flaw-HeartDevil-Risk-Increase-Percent; the breakthrough block itself is absolute.
"Flaw-HeartDevil-Risk-Increase-Percent"40.0How much worse a flawed cultivator fares in a Heart-Devil Trial, scaled by the severity.
"Flaw-Companion-Cure-Multiplier"3.0How much faster the flaw burns down while the other party to the broken oath - not just any bonded companion - meditates close by. Making amends means sitting beside the person you wronged.
"Flaw-Companion-Radius-Blocks"8.0How close that party must be.
"Flaw-Reminder-Interval-Seconds"60.0How often the flaw reminds the player in chat. 0 disables the reminder.
"Description-Oaths"A long string explaining the values above.The four kinds, offer-and-accept, the punishment, and the three cures: waiting, a future cleansing item, or meditating beside the wronged party.

Body Tempering Config

The second progression ladder, climbed by taking hits, found in the path mods/Siren_Cultivation/Cultivation/BodyTemperingConfig.json. See Body Tempering for the system itself. The whole system turns on one number - a worn set's protection score, 0 for bare skin and 1 for the most protective armor a server has - which both divides the XP a blow is worth and decides how much of the ladder's reward you keep.

In-game editor: the Tempering Stage section covers the two Tempering-Tribulation-Budget-* settings. Everything else is edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Body Tempering Config"The name given to this config file.
"ConfigVersion"3Current Version when you have loaded for the plugin.
"Body-Tempering-Enabled"trueSwitches the whole system off, including its damage reduction.
"Max-Level"100The ceiling. The reward is paid in full only there.
"Base-Xp-Requirement"40.0The XP for the first level. The curve is deliberately steep: reaching the cap is meant to be a long campaign of getting hit.
"Xp-Growth-Rate"1.085The requirement for level N is Base-Xp-Requirement x Xp-Growth-Rate^(N-1). At the defaults level 2 costs 40 and level 100 roughly 120,000, about 1.5 million damage taken bare-skinned in total. It compounds, so small changes move the ceiling a very long way.
"Xp-Per-Damage-Taken"1.0XP per point of health actually lost, before the armor multiplier. XP comes only from damage that got through armor and every other reduction.
"Min-Damage-For-Xp"0.5Blows under this are ignored outright.
"Curve-Desc"A long string explaining the values above.The ladder, the XP source and the curve formula.
"Attrition-Min-Damage-Percent-Of-Max-Health"8.0Anti-farm. Attrition is damage with no entity behind it - a burning or poisoning effect, drowning, suffocation, a fall, a damaging block; mobs and players hitting you are never attrition. To temper at all, an attrition blow must cost at least this share of your maximum health. At a base 100 health the bar is 8, above the 5 a vanilla brazier's Burn deals each second, while a bad fall or a lava bath still counts. Lower toward 5 if you want fire to temper. 0 switches this half off.
"Attrition-Xp-Interval-Seconds"5.0Attrition tempers at most once per this many seconds, because the real problem with a burning block is not how hard it hits but that it hits forever. 0 switches this half off; both at 0 restores the pre-0.7.4 behavior.
"Attrition-Desc"A long string explaining the two values above.The standing-in-a-fire loop and how the two keys close it.
"Bare-Skin-Xp-Multiplier"1.0The XP multiplier at protection score 0. Naked, you earn full value.
"Full-Armor-Xp-Multiplier"0.1The XP multiplier at score 1. In the most protective set on the server you earn a tenth. Both scale linearly between.
"Bare-Skin-Reduction-Percent"40.0The damage reduction a maxed body grants at score 0. It is multiplied by how far up the ladder you are, so a level-50-of-100 body wearing nothing gets half of this. It stacks with armor's own resistance.
"Full-Armor-Reduction-Percent"15.0The same, at score 1.
"Reward-Desc"A long string explaining the four values above.What armor costs you and what tempering pays back.
"Tempering-Stage-Health-Bonuses""2,3,4,5,6,7,8,9,10"The Tempering Stage (锻体境) ladder - nine milestones derived from the level above, level divided by 11, rounded down, at most 9. Nine ascending flat health amounts, one per stage, added cumulatively as each is reached (stage 3 grants the first three together) through an additive modifier. They sum to 54, about half the realm ladder's own health ceiling, and are kept small because fall and tribulation damage scale with max health.
"Tempering-Tribulation-Budget-Base"45.0The per-ritual cap on XP that tribulation strikes can grant in total. Strikes bypass the normal attrition interval, so they draw from this budget instead; 45 is about what five ordinary attrition grants earn a fresh bare-skinned body.
"Tempering-Tribulation-Budget-Breakthrough-Multiplier"2.0A breakthrough ritual is the real ordeal, so its budget is this many times a lesser ritual's.
"Tempering-Stage-Desc"A long string explaining the three values above.The stage formula, the cumulative health bonuses and the tribulation budget.
"Protection-Mode""Tiered"How the protection score is measured, read live off the worn items. Tiered scores each worn piece by its family from the table below. Live ignores that table and scores whatever the loaded assets say, so a pack that retunes armor is honored without editing anything here.
"Protection-Family-Scores""Prisma=1.0,Onyxium=0.85"Tiered mode only. A comma-separated family=score table matched as a substring of the item id, so Prisma=1.0 scores every Armor_Prisma_* piece, including a modded one. Scores are averaged over the armor slots: a full set reaches its listed score, a single piece is a quarter of it, and an empty slot scores 0.
"Protection-Other-Armor-Score"0.7222Tiered mode only. The score for worn armor whose family is not listed. 0.7222 lands on exactly a x0.35 XP multiplier, a 65% loss.
"Protection-Damage-Causes""Physical,Projectile,Fire,Fall"Live mode only. The damage causes whose percent resistance is summed.
"Protection-Full-Resistance-Percent"40.0Live mode only. The summed resistance that counts as a full score.
"Protection-Resistance-Weight"1.0Live mode only. How much the resistance term counts in the combined score.
"Protection-Health-Weight"0.5Live mode only. How much the max-health term counts.
"Protection-Full-Health-Bonus"68.0Live mode only. The max-health bonus that counts as a full score.
"Protection-Item-Level-Weight"0.0Live mode only. How much item level counts. 0 ignores it.
"Protection-Full-Item-Level"75.0Live mode only. The item level that counts as a full score.
"Protection-Score-Desc"A long string explaining the protection keys above.Both modes, the averaging, and why Tiered is the default: a stock server's numbers do not rank Prisma top, since vanilla Prisma matches Iron on resistance and health.

Lifespan Config

The optional online-play-hour budget, found in the path mods/Siren_Cultivation/Cultivation/LifespanConfig.json. Off by default, so installing the update changes nothing about an existing server until an owner opts in. Every cultivator is given a budget of online hours keyed to the highest realm they have ever reached; spend it all and they enter Withering, then face the configured expiry action. The HUD shows the hours left.

In-game editor: the Lifespan section covers the master switch, the grace period, the Withering multiplier, the Mortal Passing realms dropped and the two Longevity Pill settings. The tick interval, the per-realm hours, the warning tiers, the expiry action and the sound and particle ids are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Lifespan Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Lifespan-Enabled"falseMaster switch. Off by default.
"Lifespan-Tick-Interval-Seconds"5.0How often the clock is checked. Lower values track the remaining time more precisely at a small extra cost.
"Lifespan-Hours-Body-Refinement"40.0The online-hour budget for a cultivator whose highest realm ever reached is Body Refinement. Reaching a new realm replaces the budget rather than adding to it, and a demotion never lowers it - the high-water mark drives it.
"Lifespan-Hours-Qi-Condensation"80.0The budget at Qi Condensation.
"Lifespan-Hours-Foundation-Establishment"160.0The budget at Foundation Establishment.
"Lifespan-Hours-Golden-Core-Formation"300.0The budget at Golden Core Formation.
"Lifespan-Hours-Nascent-Soul"600.0The budget at Nascent Soul.
"Lifespan-Hours-Soul-Formation"1200.0The budget at Soul Formation.
"Lifespan-Hours-Void-Refinement"2400.0The budget at Void Refinement.
"Budget-Desc"A long string explaining the values above.The budget rules: keyed to the highest realm ever reached, replaced rather than summed, reset only by a completed Reincarnation or Mortal Passing.
"Lifespan-Warn-Tier1-Fraction"0.25The first warning fires when this fraction of the budget remains.
"Lifespan-Warn-Tier2-Fraction"0.10The second warning.
"Lifespan-Warn-Tier3-Fraction"0.02The final warning fires at whichever of this fraction or the flat floor below leaves more time, so a huge budget still gets a meaningful last warning.
"Lifespan-Warn-Tier3-Min-Hours"1.0The flat floor for the final warning, so even a tiny budget gets at least this much runway.
"Lifespan-Grace-Minutes"60.0After the budget is spent, the minutes of online time spent Withering before the expiry action applies. Logging out neither burns nor refunds it.
"Lifespan-Withering-Qi-Multiplier"0.25Qi gain while Withering is multiplied by this.
"Lifespan-Expiry-Action""MORTAL_PASSING"What happens when grace runs out. MORTAL_PASSING drops Lifespan-Mortal-Passing-Realms-Dropped realms and resets the clock: a new life, with no bloodline reward. WITHER_ONLY stays Withering indefinitely with no forced change. NOTHING clears Withering and resets the clock to the current budget, making the whole feature warning-only. A blank or unrecognized value falls back to MORTAL_PASSING. A real Reincarnation or Ascension resets the clock regardless of this setting.
"Lifespan-Mortal-Passing-Realms-Dropped"1Realms lost on a Mortal Passing, floored at Body Refinement.
"Expiry-Desc"A long string explaining the values above.Withering, grace, and the three expiry actions.
"Lifespan-Pill-Hours"20.0Hours a Longevity Pill adds to the budget (the seventh alchemy effect).
"Lifespan-Pill-Bonus-Cap-Fraction"0.5The most pills can add in total, as a fraction of the realm's budget.
"Lifespan-Expiry-Sound""SFX_Discovery_Z1_Medium"The sound played when the budget runs out. No vanilla bell or toll sound exists, so this reuses the discovery cue other milestone moments use.
"Lifespan-Withering-Particle""Cultivation_Withering_Motes"The particle shown while Withering.

Divination Config

The /divine oracle, found in the path mods/Siren_Cultivation/Cultivation/DivinationConfig.json. See Divination for how it plays. A Spirit Stone-gated query over three systems that already exist: /divine tribulation reads your own next tribulation's flavor, tier and rush risk; /divine heavens reads the next celestial event as a real committed prophecy, not inferred odds, and optionally its event world boss; /divine rival reads an online rival cultivator's realm and element. It keeps no state of its own and changes nothing it reads.

In-game editor: none. This file is edited as JSON.

Variable NameDefault ValueDescription
"ConfigName""Divination Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Divination-Enabled"trueMaster switch.
"Description-Divination-Trigger"A long string explaining the command.Lists the three subcommands and states that a refusal - disabled, on cooldown, not far enough along, no answer yet - never costs a Spirit Stone. Only a produced reading is charged.
"Divination-Min-Realm"1The realm ordinal required, applying to all three subcommands equally.
"Divination-Cost-Tribulation"5Spirit Stones charged for a /divine tribulation reading.
"Divination-Cost-Heavens"10Spirit Stones charged for a /divine heavens reading.
"Divination-Cost-Rival"15Spirit Stones charged for a /divine rival reading.
"Description-Divination-Cost"A long string explaining the three costs.The reading is resolved first and only then charged; a refusal never touches the cost.
"Divination-Cooldown-Seconds"300.0One shared spam-guard clock for /divine tribulation and /divine heavens.
"Divination-Rival-Cooldown-Seconds"900.0The separate, longer clock for /divine rival.
"Description-Divination-Cooldown"A long string explaining the two cooldowns.Both cooldowns are in memory only, so a relog resets them - a deliberate choice for a pure spam guard.
"Divination-Heavens-Reveals-Boss"trueWhether /divine heavens also names the pre-rolled event's event world boss, always with may descend wording - the prophecy predicts the roll, not a guaranteed spawn. If the boss has not settled yet, the event line is shown without it and nothing is refused or recharged.
"Description-Divination-Heavens-Reveals-Boss"A long string explaining the value above.Why the wording is never will descend.

Solar Term Config

The five-term calendar, found in the path mods/Siren_Cultivation/Cultivation/SolarTermConfig.json. See Solar Terms. The current term is derived purely from wall-clock time - no save file, no join or leave hooks - so every server reading the clock at the same moment sees the same term, and nothing per-player or per-world can desync. Spirit Field plots and wild Spirit Herb scatter and quality read the current term's element as a match bonus; this file tunes only the calendar, not how strongly anything reacts to it.

In-game editor: none. This file is edited as JSON.

Variable NameDefault ValueDescription
"ConfigName""Solar Term Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"SolarTerm-Enabled"trueMaster switch. Off, the term is still computed (it is a pure function of the clock), but every caller checks the switch first and skips the term-based bonus entirely.
"SolarTerm-Length-Hours"4.0How many real-world hours each term lasts. Five terms at 4 hours is a 20-hour cycle - short enough that an active player sees every term in a normal session, long enough not to feel like a flickering minute timer.
"Description-SolarTerm"A long string explaining the values above.The five terms in their fixed order - Spring Quickening (Wood), Summer Blaze (Fire), Earth Repose (Earth), Autumn Keening (Metal), Winter Stillness (Water) - cycling forever.

Reclusive Config

The Reclusive Cultivator preset (隐修), found in the path mods/Siren_Cultivation/Cultivation/ReclusiveConfig.json. A single admin toggle that eases the mod's risk and reward tuning for a solo or near-empty server, where numbers tuned around sect wars and twenty-person vein competition read as unfairly punishing rather than as intended risk. Every multiplier is applied as a read-time overlay at the point of use; the underlying tuned values are never changed, so turning the toggle back off is instant and complete. It also grants Ascension prestige access without touching Ascension-Prestige-Enabled, so turning it off never silently leaves prestige enabled.

In-game editor: the Reclusive Cultivator section covers every setting.

Variable NameDefault ValueDescription
"ConfigName""Reclusive Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Reclusive-Mode-Enabled"falseMaster switch. Off by default; a server owner opts in deliberately.
"Reclusive-Tribulation-Damage-Multiplier"0.6Scales tribulation lightning damage - and, sharing the same axis, Heart-Devil composure drain - to 60% of its configured bite.
"Reclusive-Tribulation-Interval-Multiplier"1.6The gap between bolts is divided by this. As 0.11.0 ships, a value above 1 packs the bolts closer together: 1.6 gives about 1.6 times as many in the same ritual. The in-game description says the opposite — see Presets.
"Reclusive-Spirit-Vein-Drain-Multiplier"0.5Slows only how fast the persisted vein pool depletes. The cultivator is still credited the full Qi they were due, so a solo player's single vein lasts longer without inflating their Qi gain.
"Reclusive-Dao-Enlightenment-Chance-Multiplier"1.5Multiplies the Dao Enlightenment roll's chance. It is still held under Dao-Enlightenment-Chance-Max-Per-Roll in the Dao Comprehension config, applied last.
"Reclusive-Technique-Enlightenment-Chance-Multiplier"1.5Multiplies the Technique Enlightenment roll's chance.
"Description-Reclusive"A long string explaining the values above.The read-time overlay rule, each multiplier's axis, and the Ascension prestige access.

Retreat Config

Closed-Door Retreat (闭关苦修), found in the path mods/Siren_Cultivation/Cultivation/RetreatConfig.json. /cultivation retreat is a player-started, timed lockdown that pays a large Qi and insight reward on completion, at the risk of being interrupted - which forfeits the whole payout. It is distinct from the passive, log-out-triggered Seclusion the mod also has: this is an active ritual, usable anywhere, with no vein-quality gate, and a mid-ritual risk roll that reuses the Heart-Devil pipeline.

In-game editor: the Closed-Door Retreat section covers every setting.

Variable NameDefault ValueDescription
"ConfigName""Retreat Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Retreat-Enabled"trueMaster switch.
"Retreat-Duration-Minutes"30.0How long a retreat runs.
"Retreat-Qi-Payout-Base"400.0The base Qi paid on completion. The total is Retreat-Qi-Payout-Base x Retreat-Qi-Payout-Realm-Multiplier^realmIndex.
"Retreat-Qi-Payout-Realm-Multiplier"1.3Compounds the payout per realm index.
"Retreat-Heavenly-Dao-Insight-Gain"5.0Heavenly Dao comprehension granted on completion.
"Retreat-Guaranteed-Enlightenment-Chance"0.15On completion, the chance of comprehending one random technique. A guaranteed roll checked once, distinct from the ambient per-second roll ordinary meditation makes.
"Retreat-Trial-Enabled"trueWhether the one-shot mid-retreat risk roll exists. On a hit it summons the same Heart-Devil torment a breakthrough tribulation would, which can fail the retreat outright.
"Retreat-Trial-Check-Fraction"0.5The point in the ritual, as a fraction of its duration, at which the roll is made.
"Retreat-Trial-Chance"0.35The chance that roll summons the torment.
"Retreat-Cooldown-Seconds-After-Success"1800.0Throttles chaining a successful retreat into another immediately. An interrupted attempt carries no extra cooldown beyond its own lost payout.
"Description-Retreat"A long string explaining the values above.The whole flow. Interruption by any means - damage, disconnect, standing up - forfeits the payout, with no partial credit; a disconnect the server causes is spared, since a kick holds the progress for the next retreat and a server stop pays the completed share.

Dream Trial Config

The Dream Trial (幻境劫), found in the path mods/Siren_Cultivation/Cultivation/DreamTrialConfig.json. /cultivation dreamtrial is a deliberately entered ordeal inside one hand-built warded site, the Hollow Mirror. It reuses the Heart-Devil Trial's whole pipeline - a composure pool armed once and only drained, a per-pulse apparition and debuff, an escape charm, and a configurable failure menu - but what scales the drain is different: not how extreme a cultivator's Yin-Yang lean is, but how unresolved their Dao still is. A cultivator settled hard into one path and one element faces a nearly harmless mirror; one torn on both counts faces its fiercest pulses.

In-game editor: the Dream Trial section covers the switch, the entry realm, the cooldown, the duration, the composure pool and the drain per pulse. The site location, pulse interval, weights, debuff, failure menu, reward, charm and sky are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Dream Trial Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"DreamTrial-Enabled"trueMaster switch.
"DreamTrial-World"""The world the Hollow Mirror stands in. It is one hand-authored site, not a rolled Secret Realm, so the owner builds it and points these keys at it. Blank means not yet built, and every attempt is refused with a distinct message rather than pretending the site exists at 0,0.
"DreamTrial-Chunk-X"0The anchor chunk's X.
"DreamTrial-Chunk-Z"0The anchor chunk's Z.
"DreamTrial-Radius-Chunks"2How close to the anchor chunk a cultivator must stand for the command to accept them.
"Description-DreamTrial-Site"A long string explaining the four site keys above.Suggests a moonlit box canyon or a half-flooded cave-temple with a still, mirror-flat pool at the center that the sky reflects.
"DreamTrial-Min-Entry-Realm"2The realm ordinal required, the same convention as Secret Realm entry.
"DreamTrial-Cooldown-Seconds"1800.0Charged after any attempt ends - success, failure or walking out. Unlike Retreat, the mirror is meant to be entered rarely.
"DreamTrial-Duration-Seconds"90.0How long a cultivator must hold their reflection to succeed.
"DreamTrial-Pulse-Interval-Seconds"6.0How often the mirror tests them.
"Description-DreamTrial-Entry"A long string explaining the values above.The entry gate, the cooldown rule, the duration and the pulse interval.
"DreamTrial-Max-Composure"100.0The per-attempt composure pool.
"DreamTrial-Composure-Drain-Per-Pulse"22.0Base composure lost per pulse, scaled by 0.35 plus the Dao-pressure measure. The floor means even a fully settled cultivator feels something, so standing in the mirror is never entirely free.
"DreamTrial-Moral-Irresolution-Weight"0.5How much it counts that the Yin-Yang balance sits near a torn 50/50.
"DreamTrial-Elemental-Irresolution-Weight"0.5How much it counts that the chosen element's affinity sits close to a rival's, close to drifting. The two weights need not sum to 1.
"DreamTrial-Debuff-Effect""Slow"A vanilla EntityEffect asset id applied each pulse. Slow rather than Stun, since the mirror disorients rather than freezes.
"DreamTrial-Debuff-Duration-Seconds"1.5How long that effect lasts per pulse.
"Description-DreamTrial-Pressure"A long string explaining the drain.The drain formula and the two irresolution measures.
"DreamTrial-Failure-Mode""QI_LOSS"The failure menu - exactly one lands when composure breaks or the cultivator walks out early. DEMOTE drops a sub-stage; QI_LOSS costs a percent of banked Qi; INJURY rolls for a lingering Meridian Injury and costs no Qi at all. Case-insensitive; an unrecognized value falls back to QI_LOSS.
"DreamTrial-Failure-Qi-Loss-Percent"35.0Percent of banked Qi lost in QI_LOSS mode.
"DreamTrial-Failure-Injury-Chance"0.7The chance of an injury in INJURY mode, drawn from the Heart-Devil injury pool.
"DreamTrial-Success-Qi-Reward"600.0Qi banked outright for holding composure for the full duration.
"Description-DreamTrial-Outcome"A long string explaining the outcome.Success, the three failure modes, and the cooldown that starts either way.
"WakingBellCharm-Charges"1The Waking Bell charm is the Dream Trial's escape hatch, the counterpart to the Clear-Mind Pill. Each charm banks this many charges.
"WakingBellCharm-Max-Stored-Charges"3The most charges a cultivator can store. Each negates one pulse's composure drain outright.
"Description-WakingBellCharm"A long string explaining the two charm values.The charm is priced independently of alchemy pills and carries no pill grade.
"DreamTrial-Atmosphere-Weather-Id""Cultivation_DreamTrial_HollowMirror"The unnatural sky pushed over the mirror as a per-player override on entry and cleared on exit - never the world's own weather, so nobody else's sky changes.
"DreamTrial-Atmosphere-Transition-Seconds"3.0How long that sky takes to blend.
"Description-DreamTrial-Atmosphere"A long string explaining the two sky values.The per-player override.

Inner Demon Config

The Inner Demon rival duel, found in the path mods/Siren_Cultivation/Cultivation/InnerDemonConfig.json. /cultivation innerdemon is a deliberately entered ordeal built on the same pipeline as the Dream Trial, but with no site and no travel: it can be started anywhere. The phantom is your own Nemesis, wearing its name and fighting at its tier, if you have one; a cultivator who has never lost to a Wandering Rival instead faces an unnamed echo of your own doubt at baseline intensity.

In-game editor: none. This file is edited as JSON.

Variable NameDefault ValueDescription
"ConfigName""Inner Demon Rival Duel Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"InnerDemon-Enabled"trueMaster switch.
"Description-InnerDemon-Trigger"A long string explaining the command./cultivation innerdemon starts the duel; the Nemesis or generic-echo rule.
"InnerDemon-Min-Entry-Realm"1The realm ordinal required. Kept low, unlike the Hollow Mirror's, because this trial is meant to be reachable by anyone who has crossed paths with a Rival Cultivator at all.
"InnerDemon-Cooldown-Seconds"1200.0Charged after any attempt ends.
"InnerDemon-Duration-Seconds"60.0How long composure must hold.
"InnerDemon-Pulse-Interval-Seconds"4.0How often the phantom tests it.
"Description-InnerDemon-Entry"A long string explaining the values above.The entry gate, cooldown, duration and pulse interval.
"InnerDemon-Max-Composure"100.0The per-attempt composure pool.
"InnerDemon-Composure-Drain-Per-Pulse"20.0Base composure lost per pulse, scaled by 0.5 plus the echo intensity - the same shape the Heart-Devil Trial uses for its lean fraction.
"Description-InnerDemon-Echo"A long string explaining the echo intensity.Echo intensity runs 0 to 1: 0 for the generic doubt-phantom, rising toward 1 as your Nemesis's tier climbs toward the maximum Nemesis tier in the Rival config. It scales both the drain and the reward, and is fixed once when the duel begins, so a Nemesis event elsewhere never changes an attempt in progress.
"InnerDemon-Debuff-Effect""Stun"A vanilla EntityEffect asset id applied each pulse. Stun here, matching the Heart-Devil Trial: this is a duel, not a disorientation.
"InnerDemon-Debuff-Duration-Seconds"1.5How long that effect lasts per pulse.
"InnerDemon-Failure-Mode""QI_LOSS"The same three-way failure menu the Hollow Mirror offers: DEMOTE, QI_LOSS or INJURY. Case-insensitive; an unrecognized value falls back to QI_LOSS.
"InnerDemon-Failure-Qi-Loss-Percent"30.0Percent of banked Qi lost in QI_LOSS mode.
"InnerDemon-Failure-Injury-Chance"0.6The chance of an injury in INJURY mode.
"InnerDemon-Success-Qi-Reward"500.0The base reward, multiplied by one plus the echo intensity. Lower than the Hollow Mirror's flat reward at baseline, but up to double (1000) against a fully escalated Nemesis.
"Description-InnerDemon-Outcome"A long string explaining the outcome.Success, the three failure modes and the cooldown. A loss to your own inner demon never touches your real Nemesis's win and loss record - it is a private defeat, not a rematch.

Tea Config

The two-player Tea Ceremony (茶道), found in the path mods/Siren_Cultivation/Cultivation/TeaConfig.json. A shared reflex-timing duet reached through the same offer, accept and decline flow as oaths, duels and master-disciple bonds.

In-game editor: the Tea Ceremony section covers every number and switch. The particle and sound ids are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Tea Ceremony Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Tea-Enabled"trueMaster switch. Disabling it mid-ceremony voids the reward.
"Tea-Herb-Cost"2Spirit Herbs spent from the accepter's own inventory at the start. Never refunded on any abnormal end.
"Tea-Rounds"3Rounds of four steps (Boil, Steep, Pour, Serve); rounds times four is the total number of prompts.
"Tea-Step-Interval-Seconds"5.0Seconds between one prompt opening and the next. The four steps map to hotbar keys 1-4 for both players at once.
"Tea-Window-Seconds-Novice"6.0The answer window, in seconds, at the lowest realm. The window is lerped between this and the Master value by the lower of the two participants' realms.
"Tea-Window-Seconds-Master"3.5The answer window at the highest realm.
"Tea-Radius-Blocks"5How far apart the two may drift before the grace timer starts.
"Tea-Grace-Seconds"4.0How long a drift past the radius is tolerated before the ceremony voids. A brief step apart does not ruin it.
"Tea-Offer-Expiry-Seconds"60.0How long an unanswered /cultivation tea invite stays open.
"Tea-Qi-Bonus-Percent-Max"8.0The ceiling on the Qi-gain buff the ceremony grants. The actual bonus is this scaled by the finish's harmony score out of 100, so only a One Mind finish reaches the full value.
"Tea-Buff-Minutes"15.0How long the buff lasts.
"Tea-Merit-Amount"20.0Base Merit credited to each participant for a Harmonious-or-better finish, before Merit's own throttle and caps.
"Tea-Merit-Lifetime-Cap"25A server-wide lifetime cap on how many distinct-partner Merit grants this deed ever pays out.
"Tea-Steam-Particle""Cultivation_TeaSteam"The steam particle.
"Tea-Harmony-Particle""Cultivation_TeaHarmony"The particle for a harmonious moment.
"Tea-Prompt-Sound""SFX_Alchemy_Bench_Open"The sound a prompt opens with.
"Tea-Correct-Sound""SFX_Alchemy_Bench_Craft"The sound for a correct answer.
"Tea-Miss-Sound""SFX_Furnace_Bench_Processing_Failed"The sound for a miss.
"Tea-Finish-Sound""SFX_Discovery_Z2_Medium"The sound for finishing.
"Description-Tea"A long string explaining the values above.Straying past the radius for longer than the grace, disconnecting, entering combat, or the feature being disabled mid-ceremony voids all reward, and the herbs stay spent.

Campaign Config

The narrative campaign, found in the path mods/Siren_Cultivation/Cultivation/CampaignConfig.json. /cultivation campaign runs the one shipped throughline, Roots of Ruin, in five chapters - see Quest Lines. The file holds each chapter's quest-chain numbers and the fixed world coordinate where each named character appears. Every appearance is a hand-placed anchor, a single fixed site rather than a rolled one: a blank World on any appearance means the owner has not placed that character yet, and /cultivation campaign refuses to begin that chapter until they are.

In-game editor: the Campaign section covers the switch and the numbers and coordinates of chapters 1 to 4. The world names, Campaign-Kill-Role-Prefix and all of chapter 5 are edited in the file.

Variable NameDefault ValueDescription
"ConfigName""Campaign Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Campaign-Enabled"trueMaster switch for the whole campaign.
"Campaign-Kill-Role-Prefix""Cultivation_Corrupted_"Matched by prefix against a slain NPC's role id for every chapter's slaying step. It is the same prefix the Cloud-Ferry Merchant quest hunts, since the campaign's antagonist is that corruption's source.
"Description-General"A long string explaining the two values above.The master switch and the kill prefix.
"Campaign-Ch1-Min-Realm-Ordinal"0Chapter 1, The Withering Grove: the realm ordinal required.
"Campaign-Ch1-Herb-Count"6Purifying herbs to turn in.
"Campaign-Ch1-Slay-Count"4Corrupted beasts to cull.
"Campaign-Ch1-Reward-Qi"250.0Qi paid by Elder Shen.
"Campaign-Ch1-Reward-Faction-Standing"15.0Standing with the Azure Dawn paid.
"Campaign-Ch1-Mentor-World"""Where Elder Shen appears for this chapter: the world.
"Campaign-Ch1-Mentor-X"0The X coordinate.
"Campaign-Ch1-Mentor-Y"0The Y coordinate.
"Campaign-Ch1-Mentor-Z"0The Z coordinate.
"Description-Ch1"A long string explaining chapter 1.The chapter's steps and rewards.
"Campaign-Ch2-Min-Realm-Ordinal"0Chapter 2, Lin Qingzhu's chain: the realm ordinal required.
"Campaign-Ch2-SpiritStone-Count"20Spirit Stones to fund her search.
"Campaign-Ch2-Slay-Count"8Of the antagonist's corrupted minions to cull.
"Campaign-Ch2-Reward-Qi"450.0Qi paid.
"Campaign-Ch2-Reward-Manual-Chance"0.6The chance of a manual as well.
"Campaign-Ch2-Ally-World"""Where Lin Qingzhu appears: the world.
"Campaign-Ch2-Ally-X"0The X coordinate.
"Campaign-Ch2-Ally-Y"0The Y coordinate.
"Campaign-Ch2-Ally-Z"0The Z coordinate.
"Description-Ch2"A long string explaining chapter 2.The chapter's steps and rewards.
"Campaign-Ch3-Min-Realm-Ordinal"1Chapter 3, the reversal: the realm ordinal required.
"Campaign-Ch3-Paper-Count"8Talisman papers needed to seal the tainted shrine.
"Campaign-Ch3-Ink-Count"4Cinnabar ink needed to seal it.
"Campaign-Ch3-Reward-Qi"300.0Qi paid. Elder Shen then presents the branching choice that decides how chapter 4 opens.
"Campaign-Ch3-Mentor-World"""Elder Shen's second, separate appearance - deliberately a different point than chapter 1's, since the story has moved on: the world.
"Campaign-Ch3-Mentor-X"0The X coordinate.
"Campaign-Ch3-Mentor-Y"0The Y coordinate.
"Campaign-Ch3-Mentor-Z"0The Z coordinate.
"Description-Ch3"A long string explaining chapter 3.The chapter's steps, the choice and the second appearance.
"Campaign-Ch4-Min-Realm-Ordinal"2Chapter 4, the confrontation: the realm ordinal required. Gated at Foundation Establishment so the climax cannot be rushed.
"Campaign-Ch4-Slay-Count"12Of Duan Heiyan's forces to cull.
"Campaign-Ch4-Reward-Qi-Trusted"900.0Qi paid if chapter 3's choice trusted Elder Shen.
"Campaign-Ch4-Reward-Qi-Confronted"1300.0The larger Qi payout if he was confronted instead - the choice's real, mechanical consequence.
"Campaign-Ch4-Reward-Faction-Standing-Confronted"40.0Azure Dawn standing, paid only on the confronted branch.
"Campaign-Ch4-Antagonist-World"""Where Duan Heiyan finally appears in person: the world.
"Campaign-Ch4-Antagonist-X"0The X coordinate.
"Campaign-Ch4-Antagonist-Y"0The Y coordinate.
"Campaign-Ch4-Antagonist-Z"0The Z coordinate.
"Description-Ch4"A long string explaining chapter 4.The chapter's steps, the two reward branches and the antagonist's location.
"Campaign-Ch5-Min-Realm-Ordinal"3Chapter 5, the climax: the realm ordinal required. One realm above chapter 4's floor (Golden Core Formation), so the finale is never reachable first.
"Campaign-Ch5-Reward-Qi"1800.0Qi paid, plus the Voidscar Reclamation technique, which no other source grants.
"Campaign-Ch5-Boss-World"""Where the boss appears: the world. It is soloable - one boss tuned well below the party-sized dungeon bosses, and owned by the questing player alone so nobody can kill it out from under them.
"Campaign-Ch5-Boss-X"0The X coordinate.
"Campaign-Ch5-Boss-Y"0The Y coordinate.
"Campaign-Ch5-Boss-Z"0The Z coordinate.
"Description-Ch5"A long string explaining chapter 5.The chapter's boss, reward and where it appears.

Compass Config

The Progression Compass, found in the path mods/Siren_Cultivation/Cultivation/CompassConfig.json. A standalone page, reached from the Misc menu page, that always shows a cultivator's top three you have not tried this yet or you have something pending suggestions across every system the mod ships, each with a real action button and a permanent individual dismissal. The catalog itself lives in code; this file is a single master switch.

In-game editor: the Progression Compass section covers its one setting.

Variable NameDefault ValueDescription
"ConfigName""Compass Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Compass-Enabled"trueMaster switch. Off shows a disabled label instead of computing or rendering anything.
"Description-Compass"A long string explaining the value above.Restates what the compass shows and what the switch does.

Reveal Config

Progressive Reveal, found in the path mods/Siren_Cultivation/Cultivation/RevealConfig.json. It keeps player-facing systems (sieges, wagers, Path War and more) out of the menus and the Codex until a cultivator's highest-ever realm makes them relevant. This file decides whether the feature runs, whether it announces, whether staff see everything by default, and a per-system realm override an admin can dial without a restart. The Progression Compass documents the player-facing side.

In-game editor: the System Reveal section covers the three switches and shows one realm dropdown for each built-in system, which is how Reveal-Realm-Overrides is meant to be edited.

Variable NameDefault ValueDescription
"ConfigName""Reveal Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Reveal-Enabled"trueMaster switch. Off still tracks each account's high-water mark and evaluates silently; it only stops hiding rows.
"Description-RevealEnabled"A long string explaining the value above.Restates the switch.
"Reveal-Announce-Enabled"trueWhether a newly opened system gets a toast, chat and sound push notice. The Compass's Newly Opened section and the menu and Codex reveals themselves are unaffected - this silences only the nudge.
"Description-RevealAnnounceEnabled"A long string explaining the value above.Restates the switch.
"Reveal-Admins-See-All"trueWhether a player holding cultivation.admin sees every system regardless of their own realm, so staff are never staring at a menu row they cannot find. Off, an admin sees the feature exactly as a player would, except while the admin bypass (/cultivation admin bypass) is active.
"Description-RevealAdminsSeeAll"A long string explaining the value above.Restates the switch.
"Reveal-Realm-Overrides"""Re-tunes a single built-in system's own realm gate without touching its default. A comma-separated list of id=REALM_NAME pairs, where the value may also be NEVER for never reveal by realm. Entries that are malformed or name an unknown id are logged once and skipped. Edit it through the System Reveal section rather than by hand.
"Description-RevealRealmOverrides"A long string explaining the value above.Restates the format.

Race System Config

Cross-race server behavior that is not specific to any one race's stats, found in the path mods/Siren_Cultivation/Cultivation/RaceSystemConfig.json. The per-race numbers themselves live in the Race Configs.

In-game editor: the Race System section covers its one setting.

Variable NameDefault ValueDescription
"ConfigName""Race System Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Race-Admin-Bypasses-Realm-Gate"trueIf true, /cultivation admin setrace (and the admin UI's Set Race action) can force any online player's race regardless of whether they have reached that race's own configured unlock realm. If false, the admin override is refused for players below that realm.
"Description-Race-Admin-Bypasses-Realm-Gate"A long string explaining the value above.Restates the override rule and points at each race file's own Unlock-Realm.

Skill Tree Config

How skill points are earned and spent, found in the path mods/Siren_Cultivation/Cultivation/SkillTreeConfig.json. See the Skill Tree page for the tree itself.

In-game editor: the Skill Tree section covers all four settings.

Variable NameDefault ValueDescription
"ConfigName""Skill Tree Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Points-Per-Advancement"1Skill points granted every time a player completes a regular sub-stage advancement.
"Description-Points-Per-Advancement"A long string explaining the value above.Clarifies that this covers sub-stage advancements only, and that realm breakthroughs pay this plus Points-Per-Breakthrough.
"Points-Per-Breakthrough"2Extra skill points granted, on top of Points-Per-Advancement, when a player breaks through into a new realm.
"Description-Points-Per-Breakthrough"A long string explaining the value above.Restates that the breakthrough award is additive on top of the advancement award.
"Qi-Cost-Reduction-Cap-Percent"40.0Ceiling for the stacked tier-8 Qi Cost Reduction skill stat, so rank-up Qi requirements can never collapse toward zero no matter how many capstones a build collects.
"Description-Qi-Cost-Reduction-Cap"A long string explaining the value above.Restates that the stat is clamped to this total percent however many capstones grant it.
"Respec-Enabled"trueIf true, players can run /cultivation respec to clear their entire skill tree and get every spent point refunded.
"Description-Respec-Enabled"A long string explaining the value above.Notes that setting this false makes skill choices permanent, and that admins can still grant extra points.