The World/Sect Wars·界

Sect Wars

A sect war is a siege of a rival Sect's claimed hall. There is no score, no kill count and no capture points - an attacking sect simply has to stand on the contested chunk long enough, uncontested, before the window runs out. There are two kinds. The ordinary siege suppresses the hall: its Spirit Vein plays a tier lower for two days, and the hall stays where it is. A War of Conquest is the harder declaration that takes the hall outright.

The whole system is gated behind Wars-Enabled (default true).

Declaring War

/sect war declare <sect> declares a siege on that sect's hall; /sect war conquer <sect> declares a War of Conquest. Only your sect's leader may declare. The declaration is refused if:

RefusalReason
Same sectYou cannot besiege yourself.
Target holds no hallThere is nothing to take. See Sects for how halls are claimed.
You hold Non-Aggression, Trade or an Alliance with the targetv0.10.0 Sect Diplomacy blocks it, and so does a relation broken recently enough to still be on its cooldown. Break the relation first.
Target is already besiegedOne siege per defender at a time.
You are already attackingOne siege per attacker at a time.
Too many sieges runningNo more than War-Max-Concurrent-Sieges (5) on the whole server at once.
Not eligibleEither sect has fewer than War-Min-Member-Count (3) members or is below the sect-level floor, the target's hall has stood for less than War-Hall-Min-Settling-Days (3 days), or the two sects' scores are too far apart. The attacker's score must sit between War-Score-Ratio-Min (0.5) and War-Score-Ratio-Max (2.0) times the defender's, and a sect with no score is ineligible on either side.
Target is on cooldownThey finished a war too recently, or you have attacked this same sect too recently - see Cooldowns.
You cannot payDeclaring costs War-Declaration-Cost-Contribution (50) of the declaring leader's own contribution. It is spent whatever the outcome; the one exception is a server owner switching wars off (Wars-Enabled) mid-siege, which cancels the siege and refunds the cost.

Any siege whose window has already run out is swept and failed before these checks, so a forgotten siege can never lock either side out of declaring.

On success, both sects are told at once - the attackers that the siege is open, the defenders that their mountain is under threat.

The Siege

A siege moves through four phases, all config-driven:

PhaseLastsWhat happens
DeclaredWar-Notice-Seconds (600)Advance warning. Nothing accrues, so a hall can never flip before its defenders have seen the declaration.
MusterWar-Muster-Seconds (300)The siege needs War-Muster-Attacker-Min-Online (2) attackers online anywhere, and War-Muster-Defender-Min-Online (1) defenders online in the hall's own world. Meet both and it moves on. Miss the deadline and the siege lapses as a no-op, with no cooldown for the defender.
ContestWar-Window-Seconds (600)The hold clock runs. Reaching the required hold inside the window wins; the window lapsing fails the siege.
ResolutioninstantThe win or loss is applied.

The defender-presence checks in Muster and Contest are the offline protection War-Requires-Defender-Online (default true): a sect with nobody in its hall's world cannot lose its hall. Turn it off for a fully unprotected server.

The rules of the Contest:

Sieges are persisted. A restart mid-siege resumes it with the time it had left rather than handing the defender a free win, and hold progress is flushed to disk at least every 15 seconds. A siege whose window ran out while the server was down is treated as having run its course - the defender gets their post-war immunity anyway.

Guardians and array eyes

v0.11.0 A defender's Sect Guardians are there to be fought, and their array eyes are there to be broken. The server's default land protection (Protect-During-Siege on) shielded both, which left the attackers no counterplay. In a live Contest, a member of the attacking sect can now strike the defender's Sect Guardians and break the defender's array eyes and anchor stones near the hall - and still nothing else on the defender's ground. Guardians slow the hold clock too, together with the Warding slow under one shared ceiling of War-Total-Slow-Max-Percent (50); a guardian never counts as a defender standing on the chunk. See Formations 2.0.

What a Win Does

An ordinary siege does not move the hall. When the hold completes, the hall is suppressed:

If the defending sect disbanded or gave up its hall before the hold completed, there is nothing to suppress: the siege fails instead, so the attacker is at least told it is over.

Cooldowns

Two separate cooldowns follow a siege:

The attacker also cannot declare a second siege while the first is still live.

v0.11.0 Cooldowns belong to the sect, not to its name. Disbanding a sect now wipes its war cooldowns, its recorded suppression and every pair cooldown keyed to it, so an unrelated sect later founded under the same name starts clean. Before this it silently inherited them.

/sect war status

Bare /sect war and /sect war status both report - and any member may ask, not just the leader:

With no siege in flight it says so, and adds the hours and minutes left on your sect's own war cooldown if it has one. Asking for status also reaps a siege whose window has quietly run out.

War of Conquest

v0.10.1 The siege above can weaken a rival hall. /sect war conquer <sect> can take it outright - a second, deliberately harder declaration that sits above the ordinary siege rather than replacing it. It has its own switch, War-Conquest-Enabled.

Ordinary siegeWar of Conquest
Sect level floor1 (War-Min-Sect-Level)3 (War-Conquest-Min-Sect-Level)
Score ratio, attacker to defender0.5 - 2.00.75 - 1.35
Hold requirement120 s (War-Required-Hold-Seconds)300 s (War-Conquest-Required-Hold-Seconds)
Hall must have stood for3 days7 days (War-Conquest-Hall-Min-Settling-Days)
Declaration cost50 contribution150 contribution (War-Conquest-Declaration-Cost-Contribution)
Defender immunity afterward24 h (War-Cooldown-Hours)96 h (War-Conquest-Cooldown-Hours)

The ordinary suppression siege is unchanged and stays the cheaper, more common tool. Conquest is the escalation, not the replacement - a sect reaches for it only once it can genuinely back the harder terms. It shares the ordinary siege's phases, its one-siege-per-defender slot and its pair cooldown.

When a Conquest hold completes, the defender's hall - the exact chunk and its vein tier - transfers to the attacking sect, and the defender is left hall-less. That single transfer carries a lot with it:

Allies Who Show Up

v0.10.1 An allied sect can now stand with a defender under siege, not just watch from outside.

See Sect Diplomacy for how an Alliance is formed in the first place.

Commands

Commands
CommandDescriptionPermission
/sect war declare <sect>Declares a siege on that sect's hall (leader only).cultivation.sect
/sect war conquer <sect>Declares a War of Conquest on that sect's hall (leader only).cultivation.sect
/sect war statusReports the siege your sect is in, or your war cooldown.cultivation.sect
/sect claimClaims or moves your hall - what a siege is fought over.cultivation.sect

Every War-* value named here lives in WarConfig.json - see Society Config for the reference, and Commands for every command in the mod. A defender's own Formations are active participants in every siege above, ordinary or Conquest alike.