Nascent Soul Escape
v0.10.2Nascent Soul Escape (元婴遁走) gives a Nascent Soul or higher cultivator, struck down by another player in a fight that would otherwise kill them, one real chance to flee - as a soul, not a body - rather than simply dying. It is a genuine second chance with real costs and real limits, not a second life handed out for free.
Nascent Soul Escape ships disabled (Soul-Escape-Enabled: false). It changes the meaning of every high-realm PvP death on a server, and a server owner decides whether it belongs on their world before turning it on.
What Triggers It
There is no command that begins an escape. Only being struck down by another player while eligible does - /cultivation soul status is the entire player-facing command surface this feature has.
A killing blow only opens an escape when every one of these holds:
- The blow is player-sourced - a mob, environmental damage, or your own hand never triggers it. A tamed spirit beast's blow counts as its owner's, unless that owner is itself a fleeing soul.
- You are Nascent Soul realm or higher.
- You are not already standing in one of your own sanctuaries.
- The nearest sanctuary you own is at least a few chunks away - fleeing from right next to safety isn't a real escape.
- You are not mid-duel, not inside a Sea of Consciousness instance, and not on an active Trial Pagoda or Depths run.
- You actually own a sanctuary reachable in this world - an escape that could never be won is refused outright rather than offered.
- You haven't used up today's allowance (see Configuration).
- You can afford the Qi cost (below) - the escape is refused rather than discounted if you can't.
Every one of these is a silent refusal except running out of sanctuary, distance, duel, instance, run, daily allowance or Qi - those tell you why, since by this point you're high enough realm to have expected an escape.
While Your Soul Is Fleeing
For a shrinking window of time, you become a wraith: flying, fast, with no inventory access and no interactions. A fleeing soul can only fly and look for safety - it cannot fight, trade, build, claim land or a sect hall, place a formation, or step through any instance gate (Sea of Consciousness, the Heavenly Realm, the Trial Pagoda, a dungeon, a Ruin Vault). Any mount you were riding is dismounted, and a summoned spirit beast is recalled home for the duration - it keeps everything it has cultivated and comes straight back if you survive.
The window shrinks with use. The first escape of the day gets the full window; each escape already used today shrinks the next one, down to a configured floor.
The escape is never free. A percentage of your current Qi is charged the instant the attempt begins - spent even if you are later struck down - with a floor so the cost can never be trivialized down to nothing by spending your Qi bar to zero first. If Lifespan is enabled on your server, a Lifespan cost is charged too.
A fleeing soul can be extinguished early - struck down again before reaching safety ends the escape immediately, in real death, and charges the extinguisher extra karma and Yin shift on top of a normal kill's own.
Reaching a Sanctuary
Reach a sanctuary you control before the window closes - your Cave Abode, your sect hall, or a Warding Formation you own (each individually toggleable by a server owner) - and you return to your body: weakened, and short exactly the Qi (and, if enabled, Lifespan) it cost to escape at all. Nothing scavenged mid-flight survives the trip - your inventory is restored exactly as it was the moment the escape began, so a pickup made while fleeing simply vanishes rather than being kept, duplicated, or dropped as a refund.
If the cultivator who struck you down never touches your fleeing soul and you make it to safety, they are credited a small amount of Merit for sparing you - unless the two of you are sect mates.
Failing
Running out of time, or being extinguished, is a real death - credited exactly as if the escape had never happened at all: the same kill credit, karma, Path War consequence and manual drop a straight kill would produce. Disconnecting or changing worlds mid-flight forfeits the escape the same way; the death itself is always delivered the next time you log in.
Nothing is duplicated, refunded, or lost in the process. Every in-flight reward, stake, or delivery your soul was already owed still arrives once you're back in your body; everything a soul cannot touch simply waits, untouched, until then.
For Server Owners
Every value on this page lives in mods/Siren_Cultivation/Society/SoulEscapeConfig.json.
| Key | Default | Controls |
|---|---|---|
Soul-Escape-Enabled | false | Master toggle. Ships off. |
Soul-Escape-Window-Seconds | 75.0 | The un-shrunk window - what the first escape of the day gets. |
Soul-Escape-Window-Min-Seconds | 20.0 | The floor the window shrinks down to. |
Soul-Escape-Window-Shrink-Percent-Per-Escape | 25.0 | Percent the window shrinks by, per escape already used today. |
Soul-Escape-Min-Realm | 4 (Nascent Soul) | Lowest realm eligible to escape at all. |
Soul-Escape-Daily-Max | 3 | Escapes allowed per real day, account-scoped. 0 disables the feature entirely. |
Soul-Escape-Qi-Cost-Percent | 25.0 | Percent of current Qi charged at the start of the attempt. |
Soul-Escape-Qi-Cost-Floor-Percent-Of-Next | 10.0 | Floor under that cost, as a percent of the Qi needed for your next advance - keeps the price real even at low current Qi. 0 restores the old percent-of-current-only pricing. |
Soul-Escape-Lifespan-Hours | 6.0 | Lifespan hours charged at the start, only while Lifespan is enabled. |
Soul-Escape-Min-Sanctuary-Distance-Chunks | 4 | Your nearest owned sanctuary must be at least this far away for the escape to be offered. |
Soul-Sanctuary-Abode | true | Whether a Cave Abode counts as a sanctuary. |
Soul-Sanctuary-Sect-Hall | true | Whether a sect hall counts as a sanctuary. |
Soul-Sanctuary-Formation | true | Whether an owned Warding Formation counts as a sanctuary. |
Soul-Restore-Health-Percent | 35.0 | Percent of max health restored on survival. |
Soul-Weakened-Minutes | 10.0 | Duration of the Weakened debuff on survival. 0 skips it. |
Soul-Extinguish-Hits | 1 | Hits required to extinguish a fleeing soul early. |
Soul-Extinguish-Hit-Cooldown-Millis | 400 | Throttle so one multi-hit swing can't count as more than one hit. |
Soul-Extinguish-Karma | 12.0 | Extra karma paid to the extinguisher, on top of a normal kill's own. |
Soul-Extinguish-Yin-Shift | 4.0 | Extra Yin shift paid to the extinguisher, on top of a normal kill's own. |
Soul-Spare-Merit | 20.0 | Merit paid to the original killer if they never touch the soul and it reaches sanctuary. 0 disables it. |
Soul-Drop-Scavenged-Items | true | Whether items picked up mid-flight are discarded on survival, rather than kept. |
Soul-Forfeit-Attribution-Hours | 24.0 | How long a disconnect forfeit still credits the original killer once you log back in. 0 never attributes it; 720 (30 days) is the ceiling. |
Soul-Broadcast-Radius-Blocks | 64 | How far the begin/killer chat lines reach beyond the soul and the killer themselves. 0 tells only those two. |
Soul-Announce-To-World | false | Whether an escape also fires a world-wide event title, on top of the targeted chat lines. |
| Command | Description | Permission |
|---|---|---|
/cultivation soul status | Reports whether you're currently fleeing (and seconds left), or your realm, today's escapes used, the window you'd get right now, and the distance to your nearest owned sanctuary. | cultivation |
The in-game Codex carries its own Nascent Soul Escape article - see The Codex. For the PvP consequence chains this sits alongside, see Path War and Karma.