The World/Trial Pagoda·界

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.

What the in-game Codex says

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:

How a run plays

  1. You arrive in the Arena, a plain stone room, and the first floor starts within a second.
  2. 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.
  3. 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.
  4. 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:

TierFloors (default)GuardianBase damage per swingGround slam
T11 to 16Sand Guardian1418
T217 to 32Frost Guardian2430
T333 and aboveThunder Guardian3846

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:

BrazierPosition (X, Z)Pair
1 and 2-5, 10 and 5, 10Nearest the doorway
3 and 4-5, 14 and 5, 14Middle
5 and 6-5, 18 and 5, 18Far 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
51 to 3
10 to 191 to 4
20 to 291 to 5
30 and above1 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.

RewardAmountKeys
Spirit Stones5 + 3 per floorPagoda-Spirit-Stones-Base, Pagoda-Spirit-Stones-Per-Floor
Qi25 per floorPagoda-Qi-Per-Floor
A technique manualOn every 10th floorPagoda-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:

FloorSpirit StonesQiExtra
1825
520125
1035250Manual
2065500Manual
501551,250Manual
51 to 591551,250
601551,250Manual

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

HowWhat happens
You dieThe 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 outThe 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 disconnectThe 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

Related Commands
CommandDoesPermission
/cultivation pagodaPrints your record and the next floorcultivation
/cultivation pagoda enterEnters, or re-enters, the Pagoda at your next floorcultivation
/cultivation pagoda leaveEnds your current run and returns you to your entry pointcultivation
/cultivation pagoda statusHighest floor cleared, next floor, lifetime clears, the floor you are on if a run is open, and any parcels waitingcultivation
/cultivation pagoda claimDelivers rewards a full inventory could not acceptcultivation

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.

KeyDefaultWhat it does
Pagoda-EnabledtrueMaster switch. Off, and enter is refused and the Misc row disappears.
Pagoda-Instance-NameCultivation/TrialPagodaThe instance asset each run spawns into. Leave it alone; it is not meant to point at another dungeon.
Pagoda-Max-Scaling-Floor50Floor at which Guardian health and rewards stop growing. The counter itself never stops. Also sets the three tier bands.
Pagoda-Health-Growth-Per-Floor0.18Slope of the Guardian health curve.
Pagoda-Base-Guardian-Health100Guardian health on floor 1.
Pagoda-Puzzle-Every-N-Floors5Every Nth floor is a brazier puzzle (never floor 1). 0 means every floor is a fight.
Pagoda-Floor-Timeout-Seconds300How long one floor may take before it is forfeited. 0 disables the clock.
Pagoda-Spirit-Stones-Base5Flat part of the Spirit Stone reward.
Pagoda-Spirit-Stones-Per-Floor3Spirit Stones added per floor.
Pagoda-Qi-Per-Floor25Qi paid per floor.
Pagoda-Milestone-Every-N-Floors10Every Nth first-cleared floor also awards a manual. 0 disables the manual.
Pagoda-Replay-Reward-Percent0Percent 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-Runs8Pagoda instances allowed open at once, server-wide.
Spirit Stone and Qi totals

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.