The World/Rogue Cultivators·界

Rogue Cultivators (散修客)

A Rogue Cultivator is a lawless wanderer with a realm, a Dao element and one or two real cultivation arts of its own. It is not a companion and it is not a rival with a name worth remembering. It is danger roaming the wild, and it comes for you.

v0.10.2 Rogues are on by default (Rogue-Enabled). They exist so a quiet server still has someone worth fighting: up to two roam a world at once, each fighting with a sword and a pair of arts, and each leaving something behind when it falls.

Not a Wandering Rival

Wandering Rival Cultivators look similar from a distance and are nothing alike up close. A rival is peaceful until you open its menu and choose to spar. A rogue is hostile on sight, has no menu, and offers no duel - only a fight where your death is an ordinary death.

Rogue or Rival?

Rogue CultivatorWandering Rival
AttitudeHostile - it attacksPeaceful until you right-click and choose Spar
What you doFight it, or runSpar, browse offers, or leave
LosingA normal deathCosts nothing at all
Appears4 to 14 chunks from a chosen player, every 15 to 35 minutes per world6 to 20 chunks from a player
Leaves after20 minutes30 minutes, if nobody challenges it
At once in a worldUp to 2Up to 2
PaysCores, manuals, a Testament, Azure Dawn standing150 Qi, manual and forging-material chances
Remembers youNoYes - the Nemesis system
SettingsRogueConfig.jsonRival config

The Three Tiers

Rogues come in three tiers, and the tier is decided by the realm the rogue rolls. The seven realms are cut two, two and three:

TierRole nameRealmsSwordMelee hitBonus core
T1Rogue Cultivator (散修客)Body Refinement, Qi CondensationIron20 PhysicalSpirit Core
T2Rogue Adept (散修强者)Foundation Establishment, Golden Core FormationSteel28 PhysicalProfound Core
T3Rogue Elder (散修宗师)Nascent Soul, Soul Formation, Void RefinementMithril36 PhysicalDivine Core

A melee hit varies by up to 10 percent either way. A rogue's nameplate does not show the role name. It reads like Mo Yan the Gale, Golden Core Formation Rogue - a given name, an epithet for its element, then its realm. That nameplate is always English, whatever language you play in.

Realm and health

A rogue's realm is the realm of the player it spawned near, shifted by a random -1, 0 or +1 (Rogue-Realm-Offset-Min and Rogue-Realm-Offset-Max) and kept inside the real ladder. It is fixed for the rogue's whole life.

Max health is Rogue-Base-Health (180) × (1 + Rogue-Health-Per-Realm (0.55) × the realm's number), counting Body Refinement as 0:

RealmTierMax health
Body RefinementT1180
Qi CondensationT1279
Foundation EstablishmentT2378
Golden Core FormationT2477
Nascent SoulT3576
Soul FormationT3675
Void RefinementT3774

Where and When They Appear

Every world with a player in it runs its own timer. When it comes due, the world rolls for a rogue; the next roll is set between Rogue-Spawn-Interval-Min-Minutes (15) and Rogue-Spawn-Interval-Max-Minutes (35) later. A world that already has Rogue-Max-Concurrent-Per-World (2) rogues roaming skips the roll, and a world with nobody in it simply waits. Only the Heavenly Realm is exempt.

A roll first picks one online player as the anchor, then places the rogue on a ring Rogue-Spawn-Anchor-Min-Radius-Chunks (4) to Rogue-Spawn-Anchor-Max-Radius-Chunks (14) chunks away. A chunk is 32 blocks, so that is roughly 128 to 448 blocks.

Who gets picked

The pick is weighted, not fair. Every eligible player starts at weight 1, then:

So the cultivator most likely to meet a rogue is the one alone on a dragon vein, far from the sect hall. A crowd near a hall rarely sees one.

What never gets picked

These are hard refusals, not low weights:

How They Fight

A rogue chases and swings its sword like any hostile creature (it is hostile to players by default), and on top of that it casts its arts every Rogue-Art-Cooldown-Seconds (6) while it has a target within 12 blocks and a clear line of sight. It rolls its two arts when it spawns:

Each cast picks one of its two arts at random. Burst and Qi Slash use the same numbers as the matching player technique, then multiply by Rogue-Art-Power-Multiplier (0.75). Retuning that technique retunes the rogue too. The damage carries the rogue's element.

ElementBurst art
WoodVerdant Renewal
EarthMountain Press
WaterFlowing Current
FireBlazing Lotus
MetalGolden Edge
IceFrozen Domain
WindGale Rend
PoisonVenom Mist
LightningThunderclap Descent
VoidVoid Devour

Each rogue's element is one of those ten, picked at random, with an epithet to match (the Verdant, the Mountain-Bound, the Tide, the Ember, the Edge, the Frost, the Gale, the Miasma, the Thunder, the Hollow). If an add-on has claimed the spare off-ring element slot, that joins the pool too.

Control deals no damage. It slows its target to Rogue-Control-Slow-Multiplier (40 percent) of their normal movement speed for Rogue-Control-Duration-Seconds (5). Being hit again re-times the slow rather than stacking it.

The Codex notes that a rogue's element never counters yours the way another cultivator's would.

Who a rogue will not hit

A rogue's target pick, and the arts it casts, skip:

That list governs the arts and the rogue's choice of whom to chase. Its plain sword swings are ordinary hostile-creature behavior.

If a rogue's strike kills you, you get a single line - "A rogue cultivator strikes you down." - and the rogue carries on.

How long they stay

A rogue that is not slain vanishes after Rogue-Lifetime-Minutes (20), and also if its chunk unloads. Rogues are never saved: restarting the server removes every one.

Slaying One

Who gets credit

Whoever lands the killing blow gets credit - and a kill by your Spirit Beast counts as yours. If something else finishes the rogue, the last player to hit it gets credit, but only if that hit landed within Rogue-Kill-Credit-Window-Seconds (30). A rogue that dies to lava, a trap or another creature long after you struck it pays nobody. Credit also needs the killer to be in the same world as the rogue when it dies.

What it pays

A credited kill makes all of these rolls, on top of the ordinary creature-kill rolls any mob gives:

RewardChanceSettingNotes
A manual12%Rogue-Manual-Drop-ChanceA manual for one of the rogue's own arts, if one exists. Control is not a technique, so it never drops as a manual.
A bonus core20%Rogue-Bonus-Core-ChanceAn extra roll beyond the usual kill drop: a Spirit Core from a T1 rogue, a Profound Core from T2, a Divine Core from T3.
A Rogue's Testament3%Rogue-Testament-ChanceSee below. Limited by a per-player cooldown.
Azure Dawn standingEvery credited killFaction-Azure-Dawn-Standing-Per-Rogue-Slain12 standing with the Azure Dawn Sect (the default), within the daily cap.

Items go to your hotbar first, then your storage. If your inventory is full, the roll is spent and you get nothing. A cultivator on a test profile (a Profiles sandbox) gets no real cores, manuals or Testaments - the roll is withheld and they are told so.

Azure Dawn standing

Every credited rogue kill earns standing with the Azure Dawn Sect. It counts against the shared daily cap (60 per faction, per player) like Merit does, and Azure Dawn's gain drains a share from its rival, the Crimson Abyss Cult. See Earning Standing and Rivalry. Rogues touch no other faction.

The Rogue's Testament

The Rogue's Testament (散修传承) is an epic-quality scroll: "the last written teaching of a slain rogue cultivator." It remembers the element and the two arts of the rogue it came from, so every Testament is a little different. It is an ordinary item, so it can be traded.

Right-click it to read it. The scroll is used up, and then one of two things happens:

Both finding and reading a Testament start the same personal cooldown, Rogue-Testament-Cooldown-Seconds (600, ten minutes):

That means a Testament you have just found cannot be read for ten minutes. A relog does not reset the cooldown, but a server restart does.

For Server Owners

Lives in mods/Siren_Cultivation/Society/RogueConfig.json. It is JSON-only - there is no section for it in the in-game admin editor. See Society Config for the other files in the folder.

Rogue Config
KeyDefaultWhat it does
Rogue-EnabledtrueMaster switch for Rogue Cultivators.
Rogue-Spawn-Interval-Min-Minutes15Shortest wait between a world's spawn rolls.
Rogue-Spawn-Interval-Max-Minutes35Longest wait between a world's spawn rolls.
Rogue-Max-Concurrent-Per-World2Most rogues roaming one world at once.
Rogue-Lifetime-Minutes20How long a rogue lives if nobody slays it.
Rogue-Spawn-Anchor-Min-Radius-Chunks4Nearest a rogue spawns to its anchor player.
Rogue-Spawn-Anchor-Max-Radius-Chunks14Farthest a rogue spawns from its anchor player.
Rogue-Qi-Weight1.5How strongly standing on a richer Spirit Vein raises a player's chance of being the anchor.
Rogue-Lonely-Radius-Blocks96A player with nobody else this close counts as lonely.
Rogue-Lonely-Weight2.0Multiplier on the anchor chance of a lonely player far from their hall.
Rogue-Far-From-Hall-Chunks12How far from their sect hall a lonely player must be to get that multiplier.
Rogue-Skip-Ritual-PlayerstrueNever anchor on, or aim arts at, a player mid-breakthrough.
Rogue-Base-Health180Health of a Body Refinement rogue.
Rogue-Health-Per-Realm0.55Extra health per realm, as a fraction of the base.
Rogue-Realm-Offset-Min-1Lowest realm shift from the anchor player's realm.
Rogue-Realm-Offset-Max1Highest realm shift from the anchor player's realm.
Rogue-Art-Cooldown-Seconds6Seconds between a rogue's arts.
Rogue-Art-Power-Multiplier0.75Scales burst and slash damage against the matching player technique.
Rogue-Control-Slow-Multiplier0.4Fraction of normal speed a Control cast leaves its target.
Rogue-Control-Duration-Seconds5How long that slow lasts.
Rogue-Manual-Drop-Chance0.12Chance of a manual for one of the rogue's arts.
Rogue-Bonus-Core-Chance0.20Chance of the extra core.
Rogue-Testament-Chance0.03Chance of a Testament per credited kill.
Rogue-Testament-Technique-Chance0.25Chance a read Testament teaches the art instead of giving comprehension.
Rogue-Testament-Cooldown-Seconds600Per-player cooldown on being dropped, and on reading, a Testament.
Rogue-Kill-Credit-Window-Seconds30How long after your last hit a rogue's death still counts as yours.

Azure Dawn standing per kill is not here - it is Faction-Azure-Dawn-Standing-Per-Rogue-Slain in FactionConfig.json, covered on Factions.

Keep the lifetime above zero

Every rogue also carries a built-in despawn timer set one minute past Rogue-Lifetime-Minutes. Setting the lifetime to 0 does not mean "forever" - the built-in timer still removes rogues about a minute after they appear.

Commands

Commands
CommandDescriptionPermission
/cultivation rogueReports whether rogues are enabled, how many are roaming the whole server, and how many are in your current world.cultivation
/cultivation rogue spawnMarks your current world as due for its next spawn roll. The roll then runs through the normal rules and can still be refused (the cap, claimed ground, everyone mid-ritual), so it may spawn nothing.cultivation.admin
/cultivation rogue clearWipes the server's rogue bookkeeping. It does not remove rogues already roaming.cultivation.admin

cultivation is granted to every player by default. cultivation.admin is granted to nobody - see Permissions.

/cultivation rogue clear has a catch worth knowing before you use it. A rogue already roaming loses its record, so it keeps fighting but pays nothing if you kill it, and it only disappears when its built-in despawn timer fires (a minute past its normal lifetime). The command also resets everyone's Testament cooldown and every world's spawn clock.

For add-on authors

RogueEvents fires PreRogueCultivatorSpawnEvent (cancellable, and can change the rolled realm and element), RogueCultivatorSpawnedEvent and RogueCultivatorSlainEvent. See Events.