The World/Sects·

Sects

A Sect (宗门) is Cultivation's guild system. Found one, gather disciples, claim a mountain of your own on a good Spirit Vein, and the whole roster cultivates faster for it. A sect that holds a hall can also carve an art into it that every disciple may wield, raise Formations on its ground, grow a shared Spirit Spring in the hall, and go to war over someone else's mountain.

Everything on this page is gated behind Sects-Enabled (default true). With it off, every /sect command refuses politely, the sect Qi bonus stops applying, and existing sect data is left on disk untouched.

Founding a Sect

/sect create <name> founds a sect with you as its leader.

/sect info (alias i) prints your roster, your hall, your hall's inscription and your sect's score. /sect leave walks away - and drops your elder rank with you, so rejoining does not silently restore your authority. A leader may not leave; they must /sect disband, which dissolves the sect, disperses every formation the sect controlled, drops its pending invites, and lets its hall spring be reaped.

Disbanding asks first

/sect disband on its own only warns you - it names the sect and counts the disciples about to be cast out. It takes /sect disband confirm to actually do it, and every other member is messaged the moment it happens rather than discovering an empty menu later.

Ranks: the four rungs

Since 0.8.0 a sect has four rungs rather than three.

Inner Disciple carries no new rights

The middle rung is standing, not authority — an Inner Disciple may do nothing an Outer Disciple may not. What it changes is what the pavilion will sell them and which missions their board offers, both of which are rank-gated. Any manager may move somebody between the two lower rungs.

ActionPatriarchElderInnerOuter
Invite a player (/sect invite)YesYesNoNo
Approve or deny a join requestYesYesNoNo
Set the mottoYesYesNoNo
Kick a discipleYesYesNoNo
Promote or demote a disciple (outer ↔ inner)YesYesNoNo
Kick an elderYesNoNoNo
Promote or demote an elderYesNoNoNo
Set the join policyYesNoNoNo
Rename the sect, or set its tagYesNoNoNo
Claim or move the hall (/sect claim)YesNoNoNo
Inscribe or scour the hall (/sect inscribe)YesNoNoNo
Stock the pavilion shelfYesNoNoNo
Start a tournamentYesNoNoNo
Declare war (/sect war declare <sect>)YesNoNoNo
Disband the sectYesNoNoNo

Only the Patriarch makes or unmakes an Elder — deliberately, because an Elder who could appoint Elders could hand out their own authority. Nobody can kick the Patriarch, and an elder who tries to kick another elder is refused. Being kicked or leaving clears your rank and any pending join request you had.

Coming from an older save

A sect founded before 0.8.0 comes back with every plain member as an Outer Disciple — exactly the standing they already had. Elders and the leader are unchanged.

Every sect wears a tag

Each sect carries an abbreviation: 3–6 characters, letters and numbers only, unique across the server. It is chosen when the sect is founded and shown everywhere the sect's name appears — chat, rankings, the roster.

The Patriarch can change it later:

/sect abbr <tag>

A tag already worn by another sect is refused, as is anything with a space or punctuation in it. A sect founded before 0.8.0 simply has no tag until its leader sets one.

/sect kick matches against the sect's own roster, so a member who is offline can still be removed - which is usually the member you actually wanted gone. The name has to match the roster; it does not have to belong to anyone currently on the server.

Join Policies

The leader picks how outsiders get in, from the dropdown in the sect menu's My Sect tab. New sects start on Invite.

PolicyHow a player joins
InviteOnly by a leader or elder running /sect invite <player>, then the invitee running /sect join <name>.
By RequestThe applicant queues a request from the sect menu's Browse tab; a leader or elder approves or denies it.
OpenThe applicant joins instantly from the Browse tab, no approval needed.

Notes on invites and requests:

Motto and Renaming

A leader or elder can set a motto from the menu - free text, trimmed and capped at 60 characters. It shows under the sect name in the menu, and since v0.7.0 it is spoken at the moment it means something: the full-screen title a player sees on joining or leaving the sect carries the motto underneath. (A kicked player is deliberately not shown it.)

Only the leader may rename the sect, and the new name goes through exactly the same validation and uniqueness check as founding one. A rename carries everything keyed to the old name along with it:

The Sect Hall

/sect claim claims the chunk you are standing in as the sect's hall. Only the leader may claim.

Claiming a Hall
  • The chunk must hold a Spirit Vein of at least tier 1 - a rich vein - by default (Sect-Hall-Min-Vein-Tier; set it to 2 to require a dragon vein). Ordinary chunks can never host a hall, which is what makes good veins worth fighting over.
  • One hall per sect. Claiming again simply moves the hall.
  • No two sects may hold the same chunk.

A claimed hall pays the whole roster a sect Qi bonus on Qi from every source - meditation, cores, spring collection, everything - multiplied in alongside your race, skill tree, pill and Dao multipliers:

Hall sits onQi bonusConfig key
Rich vein (tier 1)+5%Sect-Qi-Bonus-Percent-Rich-Hall
Dragon vein (tier 2)+8%Sect-Qi-Bonus-Percent-Dragon-Hall

A sect with no hall gets no bonus at all. Lose the hall to a siege and the bonus stops for everyone at once.

The hall also grows the sect's shared Spirit Spring when Sect-Hall-Spring-Enabled is on - it follows the hall, so moving the hall moves the spring and losing the hall hands the spring, and whatever it had banked, to the victor. See Cave Abodes for how springs fill and are collected.

Beacons and Banners

v0.7.0 A claimed hall raises a standing column of light visible to anyone walking past, not just members - a hall is a real, contestable presence in the world rather than a record only its sect knows about. The beacon re-pulses every Sect-Hall-Beacon-Interval-Seconds (2.5s) and is switched off server-wide with Sect-Hall-Beacon-Enabled - see the Society config.

By default the light matches the vein under the hall. A sect's leader or an elder can instead fly a banner - from the Hall Banner picker in the sect menu, or with /sect banner set <name>. Six ship with the mod:

BannerIdColorGroup
Azure Dragoncultivation:azureazureThe Four Symbols
Vermilion Birdcultivation:vermilionvermilionThe Four Symbols
White Tigercultivation:whitewhiteThe Four Symbols
Black Tortoisecultivation:blackdeep indigoThe Four Symbols
Golden Courtcultivation:goldengoldSect Colors
Jade Terracecultivation:jadejadeSect Colors

Every claimed hall is also pinned on Hytale's own world map, tinted with its banner's color and labelled with the sect's name - for everyone, member or not. The map pin is not affected by Sect-Hall-Beacon-Enabled.

Hall Inscriptions

Hall Inscriptions (碑文) let a sect teach one art to every disciple at once. Stand in your hall holding a technique Manual and run /sect inscribe.

The inscription lives in the hall, not in anyone's head. It is resolved live on every technique check, which means:

Set Sect-Inscription-Enabled to false to switch the whole feature off; inscriptions stop teaching immediately while it is off.

The Sect Dao

Since 0.7.2 a sect can name one of the ten Daos as its own with /sect dao set {element}. Cultivate on ground the sect holds — its hall, and any building whose Dao switch is on — and the Qi turns toward that element.

What Sect Ground Does
SettingDefaultEffect
Sect-Dao-Matched-Multiplier1.3Qi gained when the cultivator already walks the sect’s element.
Sect-Dao-Ambient-Multiplier1.1Qi gained when they do not.
Sect-Dao-Affinity-Interval-Seconds8How often meditating on sect ground adds affinity.
Sect-Dao-Affinity-Per-Interval2.5How much it adds, feeding the ordinary drift rules.

This is deliberately stronger than terrain — 2.5 affinity every 8 seconds against terrain’s 1.5 every 10. A sect’s grounds are cultivated on purpose, and a disciple who sits in them for a season is meant to come out sharing its element. A sect now has a character, and its ground teaches it.

Run /sect dao bare to see the current element, or pass none to clear it. A sect with no Dao named leaves its ground elementally inert, exactly as every sect was before 0.7.2.

Shared Progression

A sect levels because its disciples do. Every time a member advances a stage or breaks through a realm, the sect banks XP for it:

v0.9.1 A sect with exactly one member earns both of those at (Sect-Hermit-Xp-Multiplier), so the stronger halls stay reachable solo instead of at a full sect's pace with none of a full sect's members. The moment a second member joins, the multiplier stops applying.

That is the whole of shared progression, and the shape of it is the point: there is nothing to donate and nothing to grind directly. Recruiting people and actually raising them is what builds a sect — a hall full of Body Refinement disciples who never advance earns nothing at all.

Levels gate which buildings a sect may raise. How much ground it may hold is a separate question, and since 0.7.3 that one is answered by how many disciples it has.

Territory

Since 0.7.3 a sect holds a connected stretch of ground rather than a hall and some scattered pins. It spreads outward one chunk at a time from the hall, and the ground it holds is protected.

How much ground
SettingDefaultWhat it does
Sect-Chunks-Base3Chunks a sect holds to begin with, the hall included
Sect-Chunks-Per-Member1Extra chunks per disciple past the founder
Sect-Chunks-Max32Ceiling, however large the sect grows

So a sect founded by one cultivator holds its hall and two chunks around it. Take in a second disciple and it may claim a third. Ground is bought with people, which is the same thing that already drives a sect’s level — and it means an abandoned one-person sect cannot sit on a sprawl.

Claiming from the map

The sect menu carries a live map of your territory: a window of chunks centred on the hall. Crimson is ground the sect holds, faint gold is open ground it could take next, and everything else is inert with a tooltip saying why — another sect holds it, it is out of reach, or the sect has no room left.

Click a chunk to select it, and the row beneath the map offers what can be done with it: Claim Chunk for open ground, or Set Use and Give Up for ground you already hold.

Territory grows outward

A chunk can only be claimed if it touches ground the sect already holds, orthogonally — not diagonally. A sect’s land is therefore always one connected piece you can walk across, rather than pins scattered over a continent. The hall is the seed; claim it first.

Plain ground, and ground with a use

Claiming and building are two steps. A newly claimed chunk is plain ground — it counts against the allowance, it is protected, and its Dao switch works, but it has no kind. Decide later what it is for with /sect building assign {type} or the map’s Set Use button, and assign none takes the kind back off without giving the ground up.

Assigning a use never re-applies a building kind’s default rules. The land rules and the Dao switch you set are yours to keep; renaming what a chunk is for will not quietly unseal it.

Crossing the border

Walking onto a sect’s ground shows a title on screen naming the sect, and walking off shows another. Your own sect’s border greets you with its motto; a rival’s simply tells you whose land you are standing on. It fires only on the crossing, never while you stand or walk about inside.

Sect Buildings

A chunk the sect holds can be given a kind. Each has a meditation multiplier of its own and a sect level it waits for:

The Six Kinds
BuildingMeditationSect LevelCarries the sect Dao?
Scripture Hall (藏经阁)×1.21Yes
Pavilion (静修亭)×1.151Yes
Guest Court (客卿院)×1.12No
Alchemy Garden (丹药园)×1.12No
Forge (宗门炼器坊)×1.053No
Ancestral Shrine (祖师祠)×1.34Yes

Take the chunk you are standing in with /sect building claim, or take it and raise something on it at once with /sect building claim {type}. Name what a held chunk is for with /sect building assign {type}, give it up with /sect building abandon, and run /sect building bare to list what your sect holds.

The switch that matters

Every building carries one switch above all the others: whether the sect’s Dao presses on cultivators inside it. Toggle it with /sect building dao.

Neutral ground is the point

A building with its Dao switch off is neutral ground: its meditation multiplier still applies, but nothing pulls a cultivator’s element toward the sect’s. That is how a sect takes in a friend who walks a different Dao without slowly turning them into something else. It is why the Guest Court, the Alchemy Garden and the Forge default to off — a guest hall that quietly converted its guests would not be a guest hall.

The reverse is equally deliberate. A sect that wants every disciple on one element raises Scripture Halls and an Ancestral Shrine and leaves every switch on; a sect that draws from everywhere raises Guest Courts. Both are playable, and the buildings are how a sect says which it is.

Contribution Points

New in 0.8.0. Where shared progression measures what the sect has achieved, contribution points measure what a member has put in — a personal balance, spent at the pavilion.

There are three ways to earn them:

SourcePaysKey
/sect donate — hands over the whole stack of Spirit Stones in your hand5 CP per stoneSect-Contribution-Per-Spirit-Stone
Taking a rival's vein in a sect war15 CP to every member of the winning sectWar-Capture-Contribution-Per-Member
Finishing a missionthat mission's own rewardper-mission
Winning a tournament150 CP to the championTournament-Champion-Contribution

That the war payout goes to the whole roster and not the raiding party is deliberate: a siege is won by the people who held the line as much as by the ones who walked onto the chunk.

The Pavilion

/sect pavilion list
/sect pavilion buy <id>

Every sect stocks its own shelf. Nobody is handed a server-wide shop list: what is on offer, at what price, and to which rank is entirely the Patriarch's configuration.

Two kinds of offer:

An item

A fixed quantity of any item id the Patriarch names — a technique manual, a pill, anything with an id. Added straight to the buyer's inventory. If there is no room, nothing is spent.

A hall-inscription right

A one-time right to inscribe the hall without being the leader. Contribution buys the privilege, not the technique — the art still has to be paid for the usual way, with a physical manual consumed at the hall.

Each offer carries a MinRank (outer / inner / elder), which is what makes the four rungs worth having. The Patriarch stocks the shelf with:

/sect pavilion additem  <id> <itemId> <quantity> <cost> <rank>
/sect pavilion addright <id> <cost> <rank>
/sect pavilion remove   <id>

Sect-Pavilion-Enabled is the master switch.

The Mission Board

/sect mission list
/sect mission deposit <id>

Repeatable tasks that pay contribution. Unlike the pavilion, the board is server tuning — every sect on the server works the same list, set in SectConfig.json under Sect-Mission-Types.

The Shipped Missions
MissionMetricTargetPaysRankCooldown
gather_spirit_stonesgather_item20 Spirit Stones30 CPOuter12h
slay_spirit_beastsslay_beast10 kills40 CPOuter12h
meditate_on_sect_groundmeditate_seconds1,800s25 CPOuter12h
win_duelswin_duel3 wins35 CPInner24h

Three of the four accrue automatically as you do the thing — meditating on your own sect's ground, slaying a tameable spirit beast species, winning any duel. gather_item is the exception: there is no passive "picked up an item" hook to accrue from, so it is a manual turn-in with /sect mission deposit.

The per-mission CooldownHours is the anti-farm limit — how long a member waits after completing one before it can progress for them again.

The metric namespace is open

Metric is a free string, not a closed enum. The four above are what this mod's own hooks credit, but an add-on may credit an entirely new one by calling MissionManager.creditProgress(player, "myMod:eventId", amount) and listing a mission that names the same string. Adding a mission that reuses one of the four — a different item, count, reward or rank — is pure config. See Registries.

Tournaments

/sect tournament status
/sect tournament start

论道大会 — a single-elimination bracket among your sect's own members. There is no signup step: whoever is online when it starts is entered.

Each round pairs the field and runs every pair as a real duel through the existing duel machinery, at a 0 Qi wager — nothing changes hands but standing — announced to the sect as each round resolves. A player who disconnects mid-match forfeits to whoever is still online; if both are gone the pair is dropped.

ValueKey
Minimum entrants2Tournament-Min-Entrants
Champion's purse150 CPTournament-Champion-Contribution
Patriarch's start cooldown4 hoursTournament-Manual-Cooldown-Hours
Automatic tournamentsoff by default, every 24hTournament-Auto-Start-Enabled / -Interval-Hours

The champion is paid, and may wear the Tournament Champion title from then on. With auto-start enabled, a tournament runs on that clock whenever a sect has enough members online and none is already running.

Sect Diplomacy

v0.10.0 Standing between two sects is a real three-rung ladder, each rung a strict superset of the one below it. All three are matters between two whole sects, not individual members.

The Ladder
RungGrants
Non-AggressionNeither sect may declare war on the other
TradeEverything Non-Aggression has, plus a discounted Auction House cut between the two sects' members
AllianceEverything Trade has, plus shared land and trust access, and a tribulation-assist buff

Offer and answer with /sect ally propose|accept|decline|break. Either party can walk away at any time with break.

The tribulation-assist buff

An Alliance's one active-combat benefit: an allied member standing within 32 blocks of you, and online, cuts 25% off one lightning strike's damage during your tribulation. It is a buff to you, not a shared or split hit — the ally takes nothing themselves for standing near you.

Rivalry — the opposite gesture

/sect rival declare|withdraw is unilateral: no acceptance is needed, and declaring costs nothing but the choice. Withdrawing is cooldown-gated, so a Rivalry cannot be declared and immediately taken back the moment it looks unfavorable.

Two sects rivaling each other at once locks out any further escalation between that pair — you cannot also hold Non-Aggression, Trade or an Alliance with a sect you have declared a Rivalry against, and the reverse — until the Rivalry is withdrawn.

Diplomacy is between sects, not people

A relation is recorded on the two sects, not on whichever member proposed or declared it. Membership can turn over entirely and the standing relation carries on unchanged, the same way a hall or a bank of Legacy carries on past any one member.

Score and Rankings

A sect's score is the summed global cultivation level of every member the leaderboard has seen, where one member contributes realm x 4 + stage + 1. Bigger, higher-realm rosters rank higher.

/sect top (alias leaderboard) lists the top 10 sects by score with their member counts. The sect menu's Rankings tab shows the top 20.

The Sect Menu

Bare /sect, or /sect menu (alias ui), opens the sect menu - the graphical face of every command on this page. Three tabs:

My Sect

your roster with per-member kick and promote/demote buttons, the pending join requests, the motto/rename/policy/invite controls for managers, the Hall Banner picker, and the claim, leave and disband actions.

Browse

every sect on the server, sorted by name, with a join or request button on the ones whose policy allows it.

Rankings

the top 20 sects by score.

Roster rows show each member's equipped title in front of their name, and the HUD can carry a sect line naming the sect you belong to - it appears once you are in one, and switches off under Show your sect in Settings.

Commands

Commands
CommandDescriptionPermission
/sectOpens the sect menu.cultivation.sect
/sect create <name> <abbreviation>Founds a sect with you as Patriarch. The tag is chosen here.cultivation.sect
/sect abbr <tag>Changes the sect's tag (Patriarch).cultivation.sect
/sect invite <player>Invites a player (leader or elder).cultivation.sect
/sect join <sect>Accepts a live invite to that sect.cultivation.sect
/sect leaveLeaves your sect (not the leader).cultivation.sect
/sect kick <player>Removes a member, online or offline (leader or elder).cultivation.sect
/sect claimClaims the chunk you stand in as the hall (leader).cultivation.sect
/sect dao [set <element>]Bare shows the sect’s Dao; set names it, and set none clears it. Leader only to change.cultivation.sect
/sect building [list|claim|assign|abandon|dao]Take this chunk, name what a held one is for, give it up, toggle whether its ground carries the sect Dao, or list what the sect holds. Leader only to claim or give up; elders may assign and toggle.cultivation.sect
/sect inscribeCarves the held technique manual into the hall, or scours it empty-handed (leader).cultivation.sect
/sect banner [set <banner>]Bare lists what the sect may fly; set flies one, and set none lowers it (leader or elder).cultivation.sect
/sect war [status|declare <sect>]Bare or status reports your current siege; declare starts one (leader). See Sect Wars.cultivation.sect
/sect ally propose|accept|decline|break <sect>Offers, accepts, declines or ends a diplomatic relation with another sect (leader).cultivation.sect
/sect rival declare|withdraw <sect>Unilaterally declares or withdraws a Rivalry with another sect (leader).cultivation.sect
/sect donateDonates the Spirit Stone stack in hand for contribution.cultivation.sect
/sect pavilion [list|buy|additem|addright|remove]The pavilion shelf. list and buy for everyone; the other three are Patriarch-only.cultivation.sect
/sect mission [list|deposit]The mission board — progress, cooldowns, and item turn-ins.cultivation.sect
/sect tournament [status|start]The tournament bracket. start is Patriarch-only.cultivation.sect
/sect infoPrints your sect's roster, hall, banner, inscription and score.cultivation.sect
/sect topLists the top 10 sects by score.cultivation.sect
/sect menuOpens the sect menu.cultivation.sect
/sect disband [confirm]Warns; confirm dissolves your sect (leader).cultivation.sect

cultivation.sect is granted to everyone by default; rank checks happen inside the sect itself, not in the permission system.

Every field named on this page - Sect-Max-Members, Sect-Hall-Min-Vein-Tier, the two Qi bonus percentages, Sect-Invite-Expiry-Seconds, Sect-Inscription-Enabled, Sect-Contribution-Per-Spirit-Stone, Sect-Pavilion-Enabled and Sect-Missions-Enabled - lives in SectConfig.json; tournaments have their own TournamentConfig.json, and Sect Diplomacy has its own AllianceConfig.json. See Society Config for the full reference, and Commands for every command in the mod.