The Treasure Pavilion/Cultivation
Cultivation: Classes
Six Xianxia archetypes, each grown through a perk tree of your own — a second path of growth standing beside realm and Dao.
Current release v0.1.0
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Beyond realm and Dao, a cultivator may walk one of six classes: Sword Cultivator, Alchemist, Formation Master, Talisman Master, Body Tempering Warrior and Beast Tamer. Each carries its own primary Dao affinity and a perk tree of four branches, three tiers apiece — twenty-four points to fill it entirely — with the deepest node of one signature branch bestowing a technique unique to that class, usable only while its class is still worn.
A first class costs nothing, once the required realm is reached (Qi Condensation by default). Changing it later is not free: `/cultivationclass sever <class>` begins a timed rite that costs banked Qi — the cost scales with your realm and with how many times you have already changed — sits on a real-world-hours cooldown, and cancels for free the instant you wander more than about a block and a half from where you started it. Every point spent on the abandoned tree comes back; a technique the old tree already granted is never taken away, only gated to whichever class you currently wear.
Perk points arrive from choosing a class, from every realm breakthrough and (optionally) every advancement, and are revoked as debt — never pulled from a balance you don't have — on a demotion. What they buy reaches deep into the rest of Cultivation: Qi gain and meditation Qi, damage dealt and taken, unarmed strikes, charge speed, ritual ease, talisman potency and your beast's own power as standing percentage bonuses, flat Health and Stamina, and direct hooks into technique cooldown and Qi cost, sword-flight speed, a formation's reach and trap damage, the Cave Abode's spring yield/upkeep/seclusion Qi, talisman grade, pill speed and mastery grade, your beast's XP/taming/evolution chances, and body tempering XP.
At a glance
- Six classes — Sword Cultivator, Alchemist, Formation Master, Talisman Master, Body Tempering Warrior and Beast Tamer — each with its own Dao affinity, four perk branches of three tiers, and a signature technique
- `/cultivationclass choose <class>` (alias `/cclass`) picks your first class free once you reach Class-Unlock-Realm (Qi Condensation by default); `sever <class>` begins a paid, timed rite to change it
- 24 points per class, from choosing, breakthroughs and advancements — banked as debt on a demotion, never pulled from a balance you don't have
- Perk delivery reaches nine standing percentage stats, two flat stats, and direct pre-event hooks into techniques, formations, the Cave Abode, talismans, beast taming and body tempering
- Six signature techniques, one per class — kept through a later class change, but gated to only fire while that class is worn again
- A Classes tab on Cultivation's own Identity page, plus two admin config sections and two Players-tab actions, all live without a restart
Six classes to walk
Each one leans on its own Dao element and its own corner of Cultivation's other systems.
- Sword Cultivator (Metal) — Blade Intent and Sword Heart sharpen damage and charge/Qi-cost efficiency; Flying Sword speeds up sword flight; Sword Domain's peak is Ten Thousand Swords Return, a ring of sword qi that cuts down everything within reach.
- Alchemist (Wood) — Cauldron Fire and Pill Nature speed up pill refining and its mastery grade; Spirit Spring grows the Cave Abode's own yield and eases its upkeep; Stillness's peak is the Nine-Turn Elixir, an instant heal followed by a lingering strength buff.
- Formation Master (Earth) — Array Reach and Array Bite grow a formation's radius and trap damage; Anchored Stone and Ward Mastery cut damage taken and ease rituals; Ward Mastery's peak grants Mountain-Root Array, a ward that shields everyone standing inside it.
- Talisman Master (Lightning) — Brushwork and Ink Potency raise talisman grade and potency; Swift Seals and Thunder Script cut technique cooldown and Qi cost; Thunder Script's peak grants Five-Thunder Seal, a lightning burst that scorches and locks up its targets.
- Body Tempering Warrior (Fire) — Iron Skin and Forge the Body add flat Health and Stamina; Unbroken cuts damage taken; Bare Fist raises unarmed damage; Forge the Body's peak grants Adamantine Stance, a temporary flat damage-reduction stance.
- Beast Tamer (Water) — Bond and Beast Might raise beast XP gain and beast power; Taming Hand raises taming and evolution chance; Soul Tether's peak grants Beast Soul Descent, sharing your own Qi as a strength surge for your bonded beast.
A tree of your own
Four branches, three tiers apiece, twenty-four points to fill every node.
- Every branch runs three tiers deep, each node costing points equal to its tier (1, 2, 3) — six points a branch, twenty-four across all four to max a class outright.
- Points arrive from `Points-On-Choose` (2 by default) the moment you pick a class, `Points-Per-Breakthrough` (2) on every realm breakthrough, and `Points-Per-Advancement` (0, off by default) on every advancement — all three configurable.
- A demotion revokes the matching amount, taken from your available points first and only banked as debt against future income once your balance hits zero — you are never docked points you don't have.
- Unlocking a node needs its prerequisite (one tier down, same branch) already held and enough points banked; the deepest node of one signature branch per class also grants that class's technique, the first time it's reached.
Choosing and changing
A first pick is free. Changing your mind later is a rite, not a menu click.
- `/cultivationclass choose <class>` (or the same choice from the Identity page) is free the first time, once you reach `Class-Unlock-Realm` — Qi Condensation by default, and any realm's enum name works if a server owner retunes it.
- `/cultivationclass sever <class>` begins a `Rite-Duration-Seconds` rite (5 minutes by default) that charges `Class-Change-Base-Qi-Cost` times `Class-Change-Qi-Cost-Realm-Multiplier` raised to your realm, multiplied again by `Class-Change-Cost-Escalation` for every change you've already made, then sits on a `Class-Change-Cooldown-Hours` real-world cooldown (48 hours by default).
- Wander more than about a block and a half from where you started the rite and it cancels for free — no Qi lost, no cooldown started. A mid-rite hit does not interrupt it; only movement does, by design.
- Completing the rite refunds every point spent on the abandoned tree's unlocked nodes back to your balance. A technique that tree already granted is never taken away — it just stops working until you wear that class again.
What a class actually changes
Every perk node feeds one of twenty-six delivery channels, split three ways.
- Nine standing percentage multipliers, through Cultivation's own modifier-source interface: Qi gain, meditation Qi, damage dealt, unarmed damage, damage taken, charge speed, ritual ease, talisman potency and your beast's own power.
- Two flat engine stats, applied the same way Cultivation's own stat bonuses are: Health and Stamina.
- Direct pre-event hooks into technique cooldown and Qi cost, sword-flight speed, a formation's reach and trap damage, the Cave Abode's spring yield/upkeep/seclusion Qi, talisman grade, pill refining speed and mastery grade, your beast's XP gain/taming chance/evolution chance, and body tempering XP.
For server owners
- Two admin config sections — general (master switch, the realm gate, and all three point-income numbers) and class change (Qi cost, escalation, cooldown and rite duration) — plus two Players-tab actions: set or clear a target's class outright, and grant or revoke perk points directly. All of it live, no restart.
- Six class-mastery titles (earned by maxing a class's entire tree), a Codex overview article plus one per class, and registration in Cultivation's shared update/build/compat-check API against xianxia.dev.
- A Classes tab on Cultivation's own Identity page, themed through every palette this addon and the Jade Slip/Rubber Duck/Soul Rings addons ship.
- All five of Cultivation's locales ship the full key set: English, Simplified Chinese, Brazilian Portuguese, Russian and Ukrainian.
What it needs
- Cultivation 0.10.3 or newer — the manifest will stop an install on anything older.
- Hytale Server API 0.6.8 (the Update 6 release line).
- Server-side only. Your players install nothing.
Version history
- Six classes — Sword Cultivator, Alchemist, Formation Master, Talisman Master, Body Tempering Warrior and Beast Tamer — each with a primary Dao affinity, four perk branches of three tiers (24 points to max), and a signature technique.
- `/cultivationclass` (alias `/cclass`): `choose <class>` for a free first pick once the realm gate is reached, `sever <class>` to begin a paid, timed rite that changes it, and `list` to see every class and your own progress.
- The severing rite: a realm- and change-count-scaled Qi cost, a real-world-hours cooldown, a free cancel on about 1.5 blocks of movement, and a full refund of every unlocked node's points on completion.
- Perk points from choosing a class, from every breakthrough and every advancement, revoked as debt (never below zero) on a demotion — all three rates configurable.
- Perk delivery across the whole mod: nine standing percentage multipliers, flat Health/Stamina, and direct pre-event bridges into techniques, formations, the Cave Abode, talismans, beast taming and body tempering.
- Six signature techniques, one per class's deepest signature-branch node, gated to only fire while that class is currently worn.
- A Classes tab on Cultivation's own Identity page, two admin config sections, two Players-tab actions, six class-mastery titles, a Codex overview plus one article per class, and all five of Cultivation's locales.
- Built against Hytale Server API 0.6.8 and Cultivation 0.10.3+.