Trial Pagoda
v0.10.2 The Trial Pagoda (试炼塔) is a tower you climb alone. You step into a private chamber, face whatever the current floor holds, and the moment you clear it the next floor begins. There is no party, no entry fee, no cooldown and no limit on attempts. The only thing the Pagoda remembers is the highest floor you have ever cleared, and that record never resets.
It matters because it never waits on the world. A Secret Realm opens when the heavens decide and a Calamity Beast walks when it chooses, but the Pagoda is always open, and what it pays grows with every floor you add to your record.
The Codex article under The World reads: "Enter alone, fight or solve your way up one floor at a time. There is no cooldown, no entry cost, and no cap on attempts - only your own highest floor cleared, which never resets." It closes with the rules: a first clear of any floor pays in full and advances your record, and dying, timing out or leaving forfeits nothing already banked but ends your current climb. See The Codex.
Getting in
Type /cultivation pagoda enter. You are moved into a fresh instance of your own, and the chat tells you which floor awaits. A run always begins at your highest cleared floor plus one, so a new climber starts on floor 1 and a climber who last cleared floor 23 starts on floor 24. There is no way to choose a lower floor.
There is also a menu route. The Trial Pagoda row appears on the Misc page (/cultivation misc) once your highest-ever realm reaches Qi Condensation, or as soon as you have entered once. It shows your record, the kind of floor waiting and what it will pay, and carries Enter, Return to Floor, Leave and Claim buttons. Hidden-until-earned menu rows are explained on Progression Compass. The command itself has no realm requirement.
You will be refused if:
- the Pagoda is switched off on this server (
Pagoda-Enabled); - you already have a run open;
- the server is already running its limit of Pagoda instances (8 by default,
Pagoda-Max-Concurrent-Runs), in which case try again shortly; - you are standing inside another instanced space, such as a dungeon;
- you are a fleeing soul under Nascent Soul Escape.
How a run plays
- You arrive in the Arena, a plain stone room, and the first floor starts within a second.
- A floor is either a Guardian fight or a brazier puzzle (see Floors). Clear it and you are paid immediately, with a chat line and a short chime.
- The next floor begins on its own a moment later. There is no "push on or take your winnings" prompt, because there are no winnings held back: every floor pays the instant you clear it.
- You keep climbing until you die, run out of time on a floor, walk out, or disconnect (see How a run ends).
Each floor has its own clock, 300 seconds by default (Pagoda-Floor-Timeout-Seconds), that restarts when the floor does. 0 turns the clock off.
While a run is open you also cannot step through the gate into the Heavenly Realm or turn inward into the Sea of Consciousness. Finish or leave the run first.
Floors
Floor 1 is always a fight. After that, every fifth floor is a puzzle (Pagoda-Puzzle-Every-N-Floors, 0 for no puzzles at all) and every other floor is a fight.
Guardian floors
A Pagoda Guardian, a crystal golem, rises in the Arena and you fight it alone. Killing it clears the floor; a summoned spirit beast fighting for you counts as your own kill.
Three Guardians appear, by how high you have climbed:
| Tier | Floors (default) | Guardian | Base damage per swing | Ground slam |
|---|---|---|---|---|
| T1 | 1 to 16 | Sand Guardian | 14 | 18 |
| T2 | 17 to 32 | Frost Guardian | 24 | 30 |
| T3 | 33 and above | Thunder Guardian | 38 | 46 |
Higher tiers also move and recover faster. The tier bands are thirds of Pagoda-Max-Scaling-Floor, so changing that setting moves them.
Health is separate from tier and grows smoothly with every floor:
Guardian health = Pagoda-Base-Guardian-Health x (1 + Pagoda-Health-Growth-Per-Floor x (floor - 1))
With the defaults (100 base, 0.18 growth) that is 100 on floor 1, about 370 on floor 16, about 658 on floor 32 and about 982 on floor 50. The climb to floor 50 is the whole difficulty curve. Past Pagoda-Max-Scaling-Floor (50) the floor counter keeps going but the Guardian stops getting stronger, and the status commands say so.
Puzzle floors
No Guardian appears. Instead the chat gives you an order, for example Floor 10: light the braziers in this order - 3, 1, 4, 2. The numbers refer to braziers in the side chamber, and you light each by using it (the hint says Light), in exactly that order. Each correct brazier lights up and reports your progress. A wrong brazier puts every flame out and you begin the sequence again, but the floor clock does not restart. Light the last one and the floor clears a moment later.
Braziers are numbered in pairs outward from the doorway, in the instance's own coordinates:
| Brazier | Position (X, Z) | Pair |
|---|---|---|
| 1 and 2 | -5, 10 and 5, 10 | Nearest the doorway |
| 3 and 4 | -5, 14 and 5, 14 | Middle |
| 5 and 6 | -5, 18 and 5, 18 | Far end |
How many braziers a puzzle uses grows with the floor: 3 plus one for every 10 floors, up to 6. Only the first few are in play, and the rest sit dark and do nothing if you touch them.
| Floors (default) | Braziers in play |
|---|---|
| 5 | 1 to 3 |
| 10 to 19 | 1 to 4 |
| 20 to 29 | 1 to 5 |
| 30 and above | 1 to 6 |
With the default settings every milestone floor (10, 20, 30 and so on) is also a puzzle floor, so the bonus manual always follows a puzzle.
Rewards
Every floor you clear for the first time pays three things.
| Reward | Amount | Keys |
|---|---|---|
| Spirit Stones | 5 + 3 per floor | Pagoda-Spirit-Stones-Base, Pagoda-Spirit-Stones-Per-Floor |
| Qi | 25 per floor | Pagoda-Qi-Per-Floor |
| A technique manual | On every 10th floor | Pagoda-Milestone-Every-N-Floors |
"Per floor" means the floor number, capped at the scaling floor, so rewards stop growing at floor 50 just as the Guardians do. A few examples:
| Floor | Spirit Stones | Qi | Extra |
|---|---|---|---|
| 1 | 8 | 25 | |
| 5 | 20 | 125 | |
| 10 | 35 | 250 | Manual |
| 20 | 65 | 500 | Manual |
| 50 | 155 | 1,250 | Manual |
| 51 to 59 | 155 | 1,250 | |
| 60 | 155 | 1,250 | Manual |
The milestone manual is drawn at random from a fixed pool of eight: Manual of the Vajra Body, Manual of the Gale Stride, Manual of a Thousand Li, Manual of the Clear Spring, Manual of the Mending Pulse, Manual of the Infused Fist, Manual of Iron Sinew and Manual of the Windchaser's Stride. A duplicate is not wasted; see Manuals.
Nothing is paid twice. Rewards go only to a floor above your record, and because every run starts at your highest cleared floor plus one, in normal play every clear is a first clear. If a clear ever lands at or below your record it is a replay and pays Pagoda-Replay-Reward-Percent of the normal reward, which is 0 by default and never moves the record. The setting is a safety net, not a farming route, and it is best left at 0.
A full bag does not lose anything. Spirit Stones and manuals go into your hotbar and then your pack. If neither has room, the reward is parked as a parcel, and /cultivation pagoda status (or the Pagoda page) tells you how many are waiting. /cultivation pagoda claim delivers them once you have made space, and they are delivered automatically the next time you log in.
Test profiles earn nothing. On a sandbox profile a cleared floor pays no stones, Qi or manual and does not touch your record. The run still plays out.
How a run ends
| How | What happens |
|---|---|
| You die | The run ends and you are ejected from the instance. Floors you already cleared keep their rewards and stay in your record; the Pagoda adds no penalty of its own. Your next run starts at the floor you died on. |
| The floor clock runs out | The floor is forfeited, you are told you lingered too long, and you are returned to where you entered. |
| You leave | /cultivation pagoda leave (or the Leave button) ends the run and returns you to your entry point. |
| You disconnect | The run ends at once and its instance is discarded. If you log back in somehow still standing in an orphaned Pagoda, you are moved out. |
Whatever ends the run, the cleared floors stand. Only the floor in progress is lost.
Commands
| Command | Does | Permission |
|---|---|---|
/cultivation pagoda | Prints your record and the next floor | cultivation |
/cultivation pagoda enter | Enters, or re-enters, the Pagoda at your next floor | cultivation |
/cultivation pagoda leave | Ends your current run and returns you to your entry point | cultivation |
/cultivation pagoda status | Highest floor cleared, next floor, lifetime clears, the floor you are on if a run is open, and any parcels waiting | cultivation |
/cultivation pagoda claim | Delivers rewards a full inventory could not accept | cultivation |
cultivation is granted to every player by default; see Permissions.
For server owners
Everything lives in mods/Siren_Cultivation/Society/PagodaConfig.json. Waiting rewards are kept in mods/Siren_Cultivation/Data/PagodaPendingRewards.json. The Pagoda is not in the in-game /cultivation admin editor, so edit the file. The full list of society files is on Society Configs.
| Key | Default | What it does |
|---|---|---|
Pagoda-Enabled | true | Master switch. Off, and enter is refused and the Misc row disappears. |
Pagoda-Instance-Name | Cultivation/TrialPagoda | The instance asset each run spawns into. Leave it alone; it is not meant to point at another dungeon. |
Pagoda-Max-Scaling-Floor | 50 | Floor at which Guardian health and rewards stop growing. The counter itself never stops. Also sets the three tier bands. |
Pagoda-Health-Growth-Per-Floor | 0.18 | Slope of the Guardian health curve. |
Pagoda-Base-Guardian-Health | 100 | Guardian health on floor 1. |
Pagoda-Puzzle-Every-N-Floors | 5 | Every Nth floor is a brazier puzzle (never floor 1). 0 means every floor is a fight. |
Pagoda-Floor-Timeout-Seconds | 300 | How long one floor may take before it is forfeited. 0 disables the clock. |
Pagoda-Spirit-Stones-Base | 5 | Flat part of the Spirit Stone reward. |
Pagoda-Spirit-Stones-Per-Floor | 3 | Spirit Stones added per floor. |
Pagoda-Qi-Per-Floor | 25 | Qi paid per floor. |
Pagoda-Milestone-Every-N-Floors | 10 | Every Nth first-cleared floor also awards a manual. 0 disables the manual. |
Pagoda-Replay-Reward-Percent | 0 | Percent of the normal reward paid on a floor at or below the player's record. Do not raise it without thinking through the farming it allows. |
Pagoda-Max-Concurrent-Runs | 8 | Pagoda instances allowed open at once, server-wide. |
A player who clears every floor from 1 to 50 has been paid 4,075 Spirit Stones in total (the sum of 5 + 3 x floor) and 31,875 Qi, before any manuals. Check those against your server's economy before you raise the per-floor values.
For add-on developers
The Pagoda raises three public events: a floor was cleared (and whether it set a new record), a run ended (and why: died, left, timed out, disconnected), and a cancellable one fired just before a reward is granted that lets an add-on change or veto the amounts. See Events.