The Path/Spiritual Root·

Spiritual Root

Open your Spiritual Root page with /cultivation way. Your Spiritual Root (灵根) is the element your strikes carry — one of the Five Phases everyone can walk, or one of five rarer mutant roots if your server allows them.

It unlocks at Foundation Establishment (Dao-Unlock-Realm). Your first choice is free.

Looking for Yin-Yang, Path or Karma?

Those moved to The Way alongside the two newer tracks, Heavenly Dao and the Personal Daos — one page for everything that isn't your Spiritual Root.

The Ten Roots

Five classic Wu Xing elements form the Five Phases, and five rarer elements form their own Shadow Roots. Each element overcomes the next in its own ring, wrapping around. Cross-ring matchups are neutral - a Fire cultivator has no elemental edge over a Poison one either way.

Shadow ring

Ice

Wind

Poison

Lightning

Void

Wu Xing ring

Wood

Earth

Water

Fire

Metal

Shadow ring

Ice

Wind

Poison

Lightning

Void

Wu Xing ring

Wood

Earth

Water

Fire

Metal

An arrow reads "overcomes". Wood overcomes Earth, Earth overcomes Water, and so on around the ring; Ice overcomes Wind, Wind overcomes Poison, and so on around the shadow ring.

Every element maps to a real damage type. Fire, Ice and Poison use vanilla causes; Wood, Earth, Water, Metal, Wind, Lightning and Void are damage assets this mod ships, all inheriting the engine's Elemental cause.

Mutant Roots

The five Shadow Root elements — Ice, Wind, Poison, Lightning, Void — are mutant roots: rarer than the Five Phases, and off by default. A server switches them on with Dao-Mutant-Roots-Enabled.

Disabled by default

With mutants off, only the Five Phases can be chosen or drifted into. The Shadow Root ring simply doesn't render on your Spiritual Root page — no locked buttons, no dead clicks.

If a server disables mutant roots after a cultivator already walked one, that cultivator is drawn back once to its fixed classic counterpart the next time they join — no Qi cost, no cooldown spent, and their affinity toward the new root is seeded the same way an ordinary switch seeds one, so they don't immediately drift back off it:

Where a mutant root falls back to
Mutant rootFalls back to
IceWater
WindWood
PoisonEarth
LightningFire
VoidMetal

The migration is permanent and only ever runs once per cultivator — re-enabling mutant roots later doesn't undo it, but a server that keeps flipping the switch back and forth never re-migrates someone twice.

Damage Conversion and the Counter Cycle

Once you walk a dao, your outgoing melee damage is converted to that element's damage type and adjusted:

Dao Damage Values
Variable NameDefault ValueDescription
Dao-Damage-Bonus-Percent10Flat bonus on any converted strike.
Dao-Counter-Bonus-Percent15Extra damage against a defender whose element yours overcomes.
Dao-Counter-Penalty-Percent10Less damage against the element that overcomes yours.
Dao-Wood-Heal-Percent-Of-Damage20Wood's alternative to the flat bonus.
Wood is the healing path

It takes no flat damage bonus at all - instead you are healed for 20% of the damage you deal. The counter bonuses still apply normally.

A cultivator with no dao at all is not left out: a refined weapon supplies its own element for conversion and the counter cycle, and when that element matches its wielder's own dao it adds a resonance bonus on top. Techniques that deal damage route through the same filter, so Sword Qi Slash and Nine Heavens Thunder Palm are recoloured by your dao for free.

Switching, and Drift

Switching dao deliberately costs banked Qi and honours a real-time cooldown:

Variable NameDefault ValueDescription
Dao-Switch-Base-Qi-Cost500Base Qi cost of a switch.
Dao-Switch-Qi-Cost-Realm-Multiplier1.6Multiplied per realm reached.
Dao-Switch-Cooldown-Hours24Real-world hours between deliberate switches.

Your dao can also drift on its own. Every elemental kill feeds Dao-Affinity-Per-Elemental-Kill (1) into the hidden affinity of the killing blow's element, and your race's alignment bias feeds it too. When another element's affinity exceeds your chosen dao's by Dao-Drift-Margin (25) you get a warning; if it keeps growing past twice the margin, your dao converts on its own - no Qi cost, no cooldown. Set Dao-Drift-Enabled false to freeze daos to deliberate choices only.

The Ground You Sit On

Weather has always pushed your element. Since 0.7.2 so does the land itself. Meditate in a volcano and your affinity drifts toward Fire; in a glacier, toward Ice; in a bog, toward Poison — whether or not you meant it to.

The element of a place is resolved from its biome’s own name. Terrain-Element-Keywords is a list of keyword:ELEMENT pairs matched as case-insensitive substrings, first hit wins, and it ships with 60 keywords covering all ten elements:

What the Land Counts As
ElementKeywords in a biome name
FireVolcan, Lava, Magma, Ember, Scorch
EarthDesert, Dune, Canyon, Badland, Mesa, Rock, Mountain, Cave
WoodForest, Jungle, Wood, Grove, Bamboo, Plains, Meadow
WaterOcean, Sea, River, Lake, Beach, Coast, Swamp, Marsh
PoisonBog, Fen, Blight, Rot, Fungal, Mushroom
IceSnow, Frost, Ice, Glacier, Tundra, Frozen, Arctic
WindPeak, Sky, Cliff, Highland, Steppe, Savanna
LightningStorm, Thunder
MetalCrystal, Quarry, Mine, Iron, Ore
VoidVoid, Corrupt, Cursed, Shadow, Dark, Abyss

Matching on the name rather than on a fixed biome list is what lets this work on any world — including one whose biomes come from a generator mod. A biome that matches nothing is simply inert ground.

What sitting on it does

Two things, and the second matters more:

Slower than a kill, on purpose

The per-tick affinity from terrain is deliberately gentler than what a kill grants. Terrain is a slow pressure you choose to sit in, not an event — it should take a season of meditating in one kind of place to turn you, not an afternoon. If that is not the pace you want, Terrain-Affinity-Per-Interval and Terrain-Affinity-Interval-Seconds are both yours; Terrain-Dao-Enabled false leaves the land inert entirely.

Terrain is not the strongest pull on your element. Sect ground is stronger still, because a sect’s grounds are cultivated deliberately — and unlike terrain, that one you opt into by joining.

Commands
CommandDescriptionPermission
/cultivation wayOpen the Spiritual Root page - element, affinities and drift.cultivation
/cultivation daoOpen Dao - Yin-Yang, Path, Karma, Heavenly Dao and the Personal Daos.cultivation
/cultivation bonusesEvery bonus currently applying to you, root included.cultivation

Every value on this page lives in the Dao config - see Config - and the commands are on the Commands page.