Ever wanted to walk the path of a Xianxia cultivator? Now you can with Cultivation, this mod adds a full realm-and-Qi progression system to your server -- meditate to draw Spirit Qi from the world, hunt creatures for cultivation cores, break through seven realms of power, temper your body by standing in the path of the blow, found a sect and fly its banner, choose an elemental Dao, learn cultivation arts from manuals you find and practice them until they are truly yours, fuse two mastered arts into one that did not exist before, inscribe talismans and wake the spirit sleeping in your own blade, refine pills at your own cauldron, ride a flying sword through the clouds, raise and breed spirit beasts until one is big enough to ride, and survive the tribulation lightning the heavens send to stop you. Secret realms open and seal on their own, the sky runs a schedule of tides and blood moons, a rotating board of solo bounty contracts always has something to hunt or retrieve, and at the very top of the ladder waits Ascension -- the trial past the last realm. And every cultivator gives off an aura other players can read from across a field.
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Features:
Climb 7 realms -- Body Refinement, Qi Condensation, Foundation Establishment, Golden Core Formation, Nascent Soul, Soul Formation, and Void Refinement -- each with 4 sub-stages (Early, Middle, Late, Peak). Both sub-stage advancements and realm breakthroughs are real, timed meditation rituals with a real risk of failure -- breakthroughs are the bigger, higher-stakes ritual of the two.
- Ascend past the last realm. Void Refinement Peak is no longer the end of the road. Ascension is the longest and hardest ritual in the mod -- it will not even progress except on a dragon vein, crimson tribulation lightning falls on you every twenty seconds with every bolt heavier than the last, and unlike a breakthrough it can kill you. The sky turns crimson for a hundred and sixty blocks so a whole valley knows what is happening in it, the server is told when someone begins and when someone lands it, and the cultivator who does keeps a permanent title. Then the real choice: stand at the summit, or begin again -- reset to Body Refinement keeping everything that is not Qi (skill tree, arts, Dao, sect, equipment, titles) and carry a permanent bonus into the next climb, ten loops deep. Server owners decide whether their world has that second option at all.
- Survive Heavenly Tribulations -- realm breakthroughs call down scaling tribulation lightning, and only the prepared endure it. A tribulation now brings its own weather: night falls over the ritual ground and a cloud deck rolls in, colored by how far the cultivator has climbed -- white, then blue, then gold -- with the lightning colored to match, for everyone standing near enough to witness it, while the rest of the server keeps its own sky and time of day. Cultivators who have leaned deep into Yin or Yang instead face the Heart-Devil Trial, where their own inner demons rise and only composure carries them through.
- Secret Realms open and seal on their own. Every few hours a hidden realm opens somewhere near where people actually are -- or the moment somebody uses a Realm Map Fragment taken off a kill. It is announced server-wide and pinned on the world map, because a realm is meant to be found. Inside is genuinely better ground: Qi is drawn far faster, stacking on top of the vein's own tier and your formations and your hall rather than replacing them, the rarer half of the tameable spirit beasts is waiting in it, and a kill landed inside carries an extra chance at a technique manual. Then it seals -- with a warning first, and stragglers walked gently to the boundary rather than yanked out of a fight.
- The sky keeps a schedule of its own. Celestial Events sweep the whole server, one at a time: a Spirit Tide that makes every Spirit Vein in the world refill faster at once, a Meteor Shower that leaves fallen meteors in the ground so the chunk you sit down in may turn out to be far richer than it was yesterday, a Blood Moon under which the Devil path strikes harder and the Righteous path weaker, in every fight and not only against each other, and a Beast Tide (兽潮) assault -- five waves against a sect hall or Cave Abode's beacon, capped by a scaled-up beast lord, non-lethal by default and won or lost on the beacon's integrity. Each arrives with a sky of its own, and add-ons can register a fifth.
/ascend,/celestial,/tide, and formations all now open a themed dashboard instead of chat-only commands -- and the Formations page can remotely disperse an array without a trip back to the chunk it sits in. - Inscribe talismans (符箓) at your own Talisman Desk -- six of them: Explosive, Flying-Sword-Recall, Barrier, a temporary Formation Flag, and two that turn attention aside, Breath-Concealing (breaks a hostile creature's lock) and Concealing (other players lose track of you -- not invisibility). A 60-second ritual, real Qi drained the whole time, and a real chance to botch. Grade is rolled from your own 50-level talisman mastery and your elemental affinity, the one roll in the mod where your Dao genuinely sweetens the result.
- Swear a Heavenly Oath (天道誓言) with another cultivator -- Non-Aggression, Sect Loyalty, a wagered Duel, or Master-Teach, offered and accepted, never imposed, with a clean no-penalty mutual dissolve if you both agree. Break one instead and it costs 15% of your current Qi plus a 30-minute Dao-Heart Flaw that blocks breakthroughs outright while it lasts -- cured over time, or three times as fast meditating beside the person you swore to.
- Wake the spirit sleeping in your own blade (器灵). A well-refined Life-Bound Treasure -- tier 5 or higher, 30 kills landed by its own bonded owner -- can stir a Weapon Spirit that climbs a 5-level ladder of its own, fed by nurturing it with your banked Qi, and speaks as it grows: a line at first stirring, at every level, at maturity, and when its wielder is close to death. At its peak it lends you a bonded technique.
- Breed your spirit beasts. Two bonded beasts, one shared Beast Pen, an offer and an accept -- a successful ritual hands you an egg rather than a beast outright, incubating for a random 4 to 12 hours, entirely offline-safe. The offspring's species and element lean toward its parents rather than roll blind.
- Send your bonded beast on its own Expedition -- Forage the Misty Vale (2 hours), Hunt the Ridge (4 hours), or Delve the Old Cavern (8 hours), away from you the whole time and unavailable to summon, mount or feed until it returns. Rewards scale on the level it left at, and nothing is lost to a full inventory -- whatever cannot fit stays claimable.
- Trade at a player-run Auction House -- list an item stack for a Spirit Stone price, anyone else buys it, cancel your own listing any time, and nothing is ever destroyed: a sold, cancelled, or 72-hour-expired listing always becomes a claimable parcel. Off by default; a server owner turns it on.
- Read your own Cultivation Journal -- a new article in the in-game Codex that writes itself as you play, logging every breakthrough, every tribulation survived, every technique mastered and every beast bound automatically, with the totals that matter read back to you.
- Take on solo contracts from the Bounty Board -- a rotating set independent of your sect and the Auction House, asking you to hunt a named creature, retrieve a named item, or survive tribulation strikes during a real breakthrough, for Qi, a pill, or a manual. A contract you have made progress on is never lost to a rotation.
- Temper your body on a second progression ladder that is not climbed with Qi at all -- it is climbed by taking the hit. XP comes only from damage that actually reached you, measured after armor, so the less you wear the faster you temper and the more your body eventually gives back: up to 40% damage reduction bare-skinned, 15% in a full set, across 100 hard-earned levels.
- Give off a visible cultivation aura -- your realm sets its color and how thickly it pours off you, from earthy bronze at Body Refinement through jade and gold to a void indigo at Void Refinement, and your sub-stage sets its size. Sit down to meditate and a second aura converges inward instead, deepening the longer you sit.
- Keep up to three separate cultivators on one account and switch between them freely -- realm, race, dao, skill tree, techniques and keybinds all saved per profile, while your sect, cave abode, formations and marriage stay with the account and are shared by every profile.
- Earn 28 cosmetic titles -- one for each realm, one for each of the ten Daos, one for each side of the Righteous/Devil split, ranks for a sect's leader and elders, a champion's title for winning your sect's tournament, a capstone for the peak of Void Refinement, and four more that only Ascension can hand out. Titles show above your head and in chat, and follow you onto the rankings and your sect's roster.
- Learn 31 cultivation arts -- Sword Flying (with a rideable flying sword), One Step a Thousand Li, Sword Qi Slash, Nine Heavens Thunder Palm, Iron Body, Cloud Step, Healing Pulse, Qi Barrier and Qi Infusion, three gathered arts that grow the longer you hold your ground, three fist arts that refuse to be thrown with a weapon in hand, one art for each of the ten Daos that only a cultivator walking that element may use, and one for each bloodline -- Blood Devour for Demons, Divine Descent for Deities, Boundless Potential for Humans. Each is gated behind a realm, a Qi cost, and a cooldown.
- Nothing is given. Reaching an art's realm makes you able to hold it, not entitled to it -- every technique must be come by, through a manual you found, an enlightenment that simply arrives while meditating on good ground, the one art a breakthrough opens for you, or an art your sect inscribed into its hall.
- Practice an art and it grows. Every technique climbs its own five-rung mastery ladder -- Entry through Pinnacle -- separately from every other art you know, so realm no longer decides how strong your arts are, only which ones you may hold. A rung asks for all three at once: a realm you have reached, experience the art earned from being used successfully, and more copies of its manual studied into it. At Pinnacle an art hits over twice as hard, costs a quarter less Qi, and returns a third faster.
- Then fuse two of them. Two arts carried to the top of that ladder can be combined into a single stronger art that did not exist before -- lightning riding a sword's edge in a full circle, a ward that turns damage aside and absorbs what gets through, a healing pulse that leaves the strength behind. Fusion consumes both parents, which is what makes it a decision instead of a third art for free, and it can fizzle -- though a failed attempt never takes anything you already hold. It is also the only route to a fused art: no manual drops one and no enlightenment ever hands one over.
- Refine your own pills at your own cauldron. A pill is not something you assemble at a workbench -- place a Pill Cauldron, feed it Spirit Herbs, and sit the ritual out while it drains your Qi the whole time it runs, knowing it can fail, or botch outright and take the explosion with it. Every pill comes out at a grade, low through perfect, rolled from the quality of the herbs and the alchemist's own skill, and the grade is what the pill is worth. Alchemy mastery is a ladder of its own, climbed only by refining and entirely separate from your realm, so a career alchemist genuinely makes better pills than a cultivator who happens to own a cauldron.
- Grow the herbs yourself. A Spirit Field plot planted in your cave abode yields every real-world hour whether you are logged in or not -- faster and finer on a rich or dragon vein, and better still under a Qi-Gathering formation, which lifts the quality of what you grow and not only the amount. Plant one of three elemental varieties -- Sunpetal (Fire), Mistcap (Water), or Bramblewort (Wood) -- alongside the original Spirit Herb, each favoring a different pill effect, and each growing faster and finer when the weather overhead actually matches its element.
- Hunt for cultivation manuals -- 28 technique manuals, a Tattered Manual that teaches one at random, and skill-tree insights, all written in books that drop from tribulations, from slain cultivators, and from the players you cut down.
- Take a disciple, or find a master. A higher-realm cultivator can formally take on a lower one -- offered and accepted, never imposed. Meditating together lifts both of you, a master can teach a disciple an art outright, and a disciple's breakthrough pays the person who got them there.
- And there is a price for losing your composure. Fail a Heart-Devil Trial and Qi Deviation lingers afterward: your meditation yields a third less and the next inner demon presses half again as hard, an unstable cultivator inviting more instability. Wait it out (the clock runs while you are logged off), drink a Clear-Mind Pill, or meditate beside someone bonded to you -- a spouse, your master, your disciple -- and it burns away three times as fast.
- Found a sect with its own hall claimed on a powerful Spirit Vein -- sect-wide Qi blessings, join policies, mottos, a three-to-six character tag it wears everywhere its name appears, and sect rankings, all managed from a dedicated jade-themed menu -- then lay siege to a rival sect's hall to seize their vein for yourself.
- A sect is an economy. Members earn contribution points by donating Spirit Stones, by taking a rival's vein in a war, and by working a mission board of repeatable tasks -- gather this, hunt spirit beasts, put in meditation hours, win duels. They spend them at a pavilion each sect stocks itself: items, or the one-time right to inscribe an art into the hall, at prices and ranks its own leadership sets. And
/sect tournamentbuilds a single-elimination bracket out of whoever is online, runs every match as a real duel with nothing wagered but standing, and crowns a champion. - Four rungs of standing -- Outer Disciple, Inner Disciple, Elder, Patriarch. Any manager can move somebody through the lower two; only the leader makes or unmakes an Elder, because an Elder who could appoint Elders could hand out their own authority.
- A sect can name one of the ten Daos as its own, and cultivating on ground it holds turns the Qi toward that element -- 30% faster for a disciple who already shares it, and a steady pull toward it for one who does not. A sect levels because its disciples do, earning progress every time a member advances a stage or breaks through, and each level buys a holding beyond the hall: a Scripture Hall, Pavilion, Guest Court, Alchemy Garden, Forge or Ancestral Shrine, each deepening meditation on its ground. Every building carries one switch -- whether the sect's Dao presses on cultivators inside it -- so turning it off makes that building neutral ground, and a friend who walks a different element can join your sect without being slowly turned into something else.
- Claimed ground refuses outsiders. A sect's hall, every chunk it holds, and every cave abode are sealed by default -- no breaking, no placing, no opening containers, no using doors or workbenches, no harming the creatures living there -- and you set all five permissions separately for outsiders and for plain members, from
/landor from the sect menu, with a trusted-guest list for the people you actually want walking in. Sects spread outward chunk by chunk from a live map inside the menu, and the ground they hold is bought with disciples rather than levels. - A claimed hall raises a standing column of light anyone walking past can see, and the sect can fly a banner over it -- the Four Symbols (Azure Dragon, Vermilion Bird, White Tiger, Black Tortoise) plus Golden Court and Jade Terrace. Lose the hall to a siege and the light changes, which is how a valley tells you its owners have changed before any messenger does.
- Every claimed sect hall is pinned on Hytale's own world map, tinted with that sect's banner color and labeled with its name -- along with your cave abode, any secret realm currently open, and the formations you or your sect control, colored by what each array does.
- Walk one of ten Elemental Daos -- your strikes become your element, governed by the Wu Xing counter cycle -- and balance Yin against Yang through your deeds, your meditation grounds, and your race's nature. The land itself shapes your element the way weather does -- meditate in a volcano and your Dao drifts toward Fire, in a glacier toward Ice, in a bog toward Poison, across 60 terrain keywords covering all ten elements -- and ground that matches the Dao you already walk gathers Qi a quarter faster. Lean far enough and you formally walk the Devil Path or the Righteous Path, each with its own edge against the other.
- Bind a spirit beast to your soul -- tame a wounded creature with a talisman or hatch it from an egg. It cultivates its own realm alongside you, and as a Guardian, Warden, or Spirit-Gatherer it fights beside you, shields you, or deepens your meditation.
- Raise that beast into something else. It learns arts of its own -- Rending Claw, Ember Maw, Stone Hide, Spirit Siphon, and the late Beast Soul Howl that mends its master -- and uses them in a fight without being told, each gated on the beast's own realm rather than yours. Twelve evolution paths run through the 25 tameable species, carrying its levels and its bond across into a stronger form, and eight species grow large enough to ride -- one of which flies, so a raised companion is now a real alternative to a flying sword rather than only a faster way to walk.
- Carve out a Cave Abode with its own Spirit Spring -- it gathers Qi every real-world hour whether you are online or not, and you come home to drink it. Sit down to meditate inside it and log out, and you enter closed-door seclusion, still gathering while you are away.
- Inscribe formations on the land -- arrays that amplify your sect's meditation, choke the Qi of outsiders on your ground, or root and wound anyone who trespasses.
- Temper your weapon in tribulation lightning to imbue it with a Dao element and a refinement tier -- a real gamble, where a failed tempering can shatter the blade entirely.
- Duel other cultivators for a wager of banked Qi, on any world -- even one with PvP switched off.
- Awaken max-level Life-Bound Treasures, and transcend into the skill tree's eighth tier.
- Spend skill points earned from every rank-up in a massive 9-branch, 117-node radial skill tree with hybrid forks, capstones, and Transcendence nodes.
- Meditate to pull ambient Qi from your chunk's Spirit Vein, a real per-chunk energy pool that depletes and regenerates over time -- and seek out rare rich and dragon veins whose Qi runs deeper and refills far faster.
- Read the land itself -- Spirit Veins rise and fall across the world like terrain, so the Qi runs in slopes and ridges you can follow rather than jumping at random from one chunk to the next. Walk toward the rising Qi and you will get somewhere.
- Awaken Spirit Sense and perceive the Qi of the chunks around you without setting foot in them -- a live grid showing each nearby chunk's terrain, vein tier, and Qi, and a straight answer to the question you were actually asking: can I break through here?, color-coded, with a jade wash on every square of the map that would carry your ritual right now.
- Study an in-game Codex of 26 articles that read your own live progress back to you -- your realm, your Qi, your dao, your sect -- so the mod teaches itself instead of sending you to a wiki.
- Bind your cultivation arts to keybinds and loadouts -- modifier + key combinations you can swap as a set, so a fight does not become a scroll through a command list.
- Open your inventory and your whole cultivation sheet stands beside it -- realm, stage, Qi and how close the next breakthrough is, body tempering and what your armor is costing you, your Dao and Yin-Yang balance, race, title, sect and rank, the arts you know, your Spirit Sense and your bound beast. Rows fold away when there is nothing in them, so a brand-new cultivator sees six lines and a sect Elder sees the full page.
- The moments that matter land on screen -- a breakthrough takes over the screen and is felt by every cultivator within nine chunks, joining a sect carries its motto underneath, and the smaller things arrive as corner notifications instead of scrolling past in chat.
- Cultivate alongside your partner -- married couples who meditate together draw Qi faster and drift toward Yin-Yang harmony together. (Requires the Marriage mod.)
- Meditate under weather that resonates with your Dao and the Qi pours into you far faster -- the heavens themselves answer your element.
- Hunt creatures for a chance at Spirit, Profound, or Divine Cores -- absorb them instantly, or absorb one mid-meditation for a bonus.
- Choose a race -- Human, Demon, or Deity -- once you reach Golden Core Formation, each with its own server-tunable bonuses to health, damage, Qi gain, and breakthrough speed.
- Bind any weapon or armor piece into a Life-Bound Treasure that levels up from combat -- its level shows right in the item's name, and its tooltip tells you exactly how much benefit it's granting. Its nature is rolled once, when you bind it, and never rolled again: it may deal more damage or turn more aside, but it may instead drink what it wounds, feed you Qi on every hit, widen your vessel with flat health, or -- rarest of all -- quicken your cultivation itself. Some natures grow into an art the treasure lends you while you hold it, and takes back when you sheathe it.
- Persistent, toggleable HUD showing your realm, stage, Qi, sect, composure, and breakthrough progress at a glance.
- A ten-page in-game menu covering everything above -- Spirit Sense appears on the bar only once your realm actually opens it, and Admin only for staff -- including a live admin config editor of 24 sections and 144 settings, with checkboxes, dropdowns, and whole-number fields, so most of the mod can be retuned without ever opening a JSON file.
- An Info page listing every mod in the Cultivation family, its version, and whether that build verified against xianxia.dev -- and administrators are told once as they join if anything is behind, with a clickable download link. Off with a single switch, and nothing about your server is ever sent.
- Anything bought from the Treasure Pavilion reaches the buyer in game -- on any server running Cultivation, not only the shop's own. The mod reads a public list of account IDs, brings the purchase's cosmetic title with it, and revokes itself if a purchase is refunded. Nothing about your server is ever sent, and one switch turns it off entirely.
- A test profile for anyone granted
cultivation.profile.test-- a sandbox cultivator whose realm, stage, Qi, skill points, and race you set by hand, kept out of the rankings and off sect rosters, and dissolving on its own when its wall-clock time limit runs out. Staff also get/cultivation admin bypass, a session-only toggle that lifts requirements, costs and cooldowns for testing -- and deliberately never lifts a system the owner switched off. - Every number in the mod lives in a themed config file -- nothing is hardcoded -- and a public API of 173 events lets other mods register their own races, techniques, beast arts, sect building types, Life-Bound natures, mastery rungs, celestial events, store benefits, menu pages, Codex articles, titles, sect banners, palettes, and settings sections, or replace the realm ladder entirely.
- Plays well with others -- with Endless Leveling installed, Cultivation hands its health, damage, and Body Tempering protection bonuses to EL rather than stacking a second multiplier on top, so the two progressions add instead of compounding. With PlaceholderAPI installed, around 64
%cultivation_...%placeholders are available for chat formats, scoreboards, and tab lists. - Fully localized in five languages -- English, Simplified Chinese, Portuguese (Brazil), Russian, and Ukrainian -- with proper Xianxia terminology throughout, right down to the realm names, the ten Daos, the sect ranks and the cosmetic titles. All five are complete as of v0.9.0, and Hytale picks the language from each player's own client, so one server can be read in all five at once.
- Works in Singleplayer and Multiplayer.
- and More!
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Play it on the official server:
Nine Heavens is the official Cultivation server -- every system on this page running live, with the add-ons, and with the people to found a sect with, duel, or lose a vein war to.
Join at play.xianxia.dev:9120.
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Add-ons -- the Treasure Pavilion:
Cultivation is free and will stay free. The add-ons are optional, they are what pays for the time that goes into the free half, and they live in the Treasure Pavilion at https://xianxia.dev/store. Buy one there and it reaches you in game on any server running Cultivation -- no file to install, and nothing your players have to download.
Cultivation: Jade Slip -- purely cosmetic
A jade slip is the tablet an immortal's arts are handed down on. This one hands down a look.
- Five hand-made palettes -- Frost Peak, Verdant Hall, Bloodmoon, Golden Court, and Ink Wash. Each is a complete recoloring of every Cultivation menu, the HUD, and the skill tree's nine branch halos, and they cover installed add-on pages too, so a server running Soul Rings gets its pages in your palette instead of one stubbornly crimson page in the middle. Chosen from the theme dropdown in Cultivation's own Settings page.
- Brighter auras -- Jade Slip ships its own aura set, emitting roughly twice as thickly as the base mod's, so your realm reads at proper distance. One switch puts it back if you prefer the quieter original.
- Eight more sect hall banners, on top of the six Cultivation ships, plus six cosmetic titles -- five earned by wearing the palette they belong to, so settling on Frost Peak says something -- and four Codex articles written as lore rather than mechanics.
- A little more room: six technique keybind layouts instead of three, and five cultivation profiles instead of three. Neither grants a single point of power.
- Everything is configurable and editable in game from Cultivation's admin page, including per-look permission nodes, so palettes can be handed out as rank rewards instead of given to everyone at once.
- Purely cosmetic. No stats, no power, no advantage of any kind. A server without Jade Slip plays exactly the same game, and a player without it stands beside one who has it as an equal. That is deliberate and it will stay true.
Cultivation: Sacred Bodies -- what your flesh already was
Everything else in cultivation is earned. A sacred body is not: no amount of practice puts one into a body that lacks it.
- You are measured once, on your first login, and roughly nineteen in twenty are told they were born ordinary. There is no re-roll, for you or for anyone else -- that is the entire reason a sacred body is worth something.
- Sixteen sacred bodies, of which you carry at most one -- among them the Ancient Sacred Body's golden blood, the Chaos Divine Body that comprehends every element at once, the Dao Fetus the heavens judge gently, and a Yang Body that cannot be touched by fire or lava, which makes a lava lake the finest meditation seat on the map for exactly one person alive.
- Eight physiques on top of that, rolled independently and stacking, each fixed at one of four tiers the moment you acquire it -- Legendary, King, Saint or Immortal. It is not a ladder: nothing promotes a King physique into a Saint one.
- Unlike Jade Slip this one is not purely cosmetic -- and it says so plainly. Two of its gifts are real trades rather than straight upgrades: Tyrant Strength hits harder and takes more damage doing it.
- An open registry, so another add-on can register bodies and physiques of its own.
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Roadmap:
Ascension, Celestial Events, the Beast Tide siege, and Formations all traded chat-only commands for a themed dashboard this release. What is still ahead:
- A themed in-game panel for alchemy and spirit fields -- both are still command-driven today.
- The newest config files (Celestial, Secret Realm, Master-Disciple, Qi Deviation, Tournament, Talisman, Oath, Weapon Spirit, Breeding, Auction House, Bounty Board) in the live admin editor, so they can be tuned in game like the other sections rather than in JSON.
- More balance passes on everything v0.8.0 and v0.9.0 added, driven by what servers actually report.
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Commands, Config, and Permissions:
Commands Extra Info:
- /cultivation (aliases: /cult, /qi)
- Opens your cultivation stats page. Requires permission: cultivation
- /cultivation info (i)
- Prints your realm, stage, and Qi progress to chat.
- /cultivation meditate (med)
- Toggles meditation, drawing Spirit Qi from the Spirit Vein of the chunk you're standing in. Meditating inside your own abode or your sect's hall and then logging out begins closed-door seclusion.
- /cultivation codex
- Opens the in-game Codex -- 26 articles on every system in the mod, written against your own live progress.
- /cultivation sense
- Opens Spirit Sense -- a live grid of the surrounding chunks showing each one's terrain, vein tier, Qi, and whether your next breakthrough could actually be attempted there. Unlocks in two stages at configurable realms.
- /cultivation aura
- Toggles whether you give off a visible cultivation aura. Whether you see your own and whether you see everyone else's are separate switches on the settings page.
- /cultivation profile list | new [name] | switch {profile} | rename {name} | delete {profile}
- Manages your cultivation profiles -- up to three separate cultivators on one account. Run it bare to list them, marked with the one you are playing. Starting a fresh cultivator and erasing a save both ask you to confirm.
- /cultivation bind
- Personalizes the item in your hand into a Life-Bound Treasure. Run again on your own item to reset it to level 1.
- /cultivation race
- Opens the Identity menu to view racial benefits, choose your race (once eligible), and set your title.
- /cultivation dao
- Opens the Dao menu to choose your elemental path and view your Yin-Yang balance and your path (Devil / Righteous / the Mortal Road).
- /cultivation skilltree (tree)
- Opens the radial skill tree to spend skill points.
- /cultivation respec (resetskillpoints, resetskills)
- Refunds every spent skill point so you can re-choose your build (can be disabled in config).
- /cultivation technique [use {name}]
- Performs a cultivation art. Run it bare to list what you hold, what is within reach, and what is still beyond you, each with its realm, its Qi cost after mastery, its readiness, and the mastery rung it stands on.
- /cultivation technique fusions | fuse {recipe}
- Lists every fusion recipe and how close you are to it, and attempts one. Both parent arts must be learned and fully mastered; a success consumes them.
- /cultivation refine {element}
- Tempers the weapon in your hand in tribulation lightning to imbue it with a Dao element. Omit the element to inspect the weapon you're holding and see what the next tier would cost.
- /cultivation alchemy refine {qigain|ritualspeed|tribulationshield|clearmind} | cancel
- Begins a refining ritual at the Pill Cauldron you are standing beside, consuming Spirit Herbs and draining Qi while it runs, or calls one off. Run it bare for your alchemy mastery and what a refine would currently cost.
- /cultivation talisman (talismans, fu) [list | inscribe {talisman} [element] | cancel]
- Inscribes one of six talismans at your placed Talisman Desk -- a 60-second ritual, real Qi drained the whole time, and a real chance to botch. Run it bare for your talisman mastery, desk, and ritual status.
- /cultivation oath offer {player} {type} [wager] | accept {player} | decline {player} | dissolve {player} | list | flaw
- Offers, answers, or ends a Heavenly Oath, or reports a Dao-Heart Flaw left by a broken one.
- /cultivation spirit [nurture {qi}]
- Reports your Weapon Spirit's status, or feeds it banked Qi to grow it toward its next level.
- /cultivation market [list | sell {price} | buy {id} | cancel {id} | claim]
- Opens the Auction House, or lists, buys, cancels and claims from chat. Off by default -- requires
Market-Auction-Enabled.
- Opens the Auction House, or lists, buys, cancels and claims from chat. Off by default -- requires
- /cultivation beast
- summon / dismiss / feed / art / evolve / mount / info / release -- call your bound spirit beast to your side, feed it cores and pills, command one of its arts, grow it into its next form, ride it once it is large enough (and fly it, if its species can), inspect what it lends you, or sever the bond entirely.
- /cultivation beast breed offer {player} | accept {player} | decline {player} | cancel
- Offers or answers a breeding ritual with another bonded beast at a shared Beast Pen. A success yields an egg that incubates 4-12 hours, offline-safe.
- /cultivation beast expedition send {type} | status | claim
- Sends your bonded beast out on its own for materials, Qi and beast XP -- Forage the Misty Vale, Hunt the Ridge, or Delve the Old Cavern. Your beast is unavailable to summon, mount or feed while away.
- /cultivation abode
- claim / collect / deposit / info / abandon -- claim a Cave Abode, drink its Spirit Spring, offer tribute to sustain it, or give it up.
- /cultivation abode field (fields) [plant [variety] | harvest | varieties]
- Plants a Spirit Field plot in your abode -- optionally naming Sunpetal, Mistcap or Bramblewort instead of the plain Spirit Herb -- or brings in what it has grown. Run it bare for what is banked, the cap, the rate, the quality, and its current weather resonance.
- /cultivation duel challenge {player} [wager] | accept {player} | decline {player} | yield
- A Qi-wager duel with another cultivator, valid even on worlds with PvP disabled.
- /cultivation masterdisciple offer {player} | accept {player} | decline {player} | dissolve {player} | teach {disciple} {technique}
- Forms and runs a master-disciple bond. Run it bare for your own standing. A master's realm must lead the disciple's, a disciple has exactly one master, and both must accept.
- /cultivation deviation
- Reports whether you are suffering Qi Deviation, what it is costing you, and how long is left.
- /cultivation partner
- Shows your partnered-cultivation standing -- the Qi bonus you and your spouse draw when meditating together, and how far your Yin-Yang balances have converged. Requires the Marriage mod.
- /cultivation formations
- Lists every formation you or your sect controls, with its type, world, and chunk.
- /cultivation realms
- Lists the secret realms currently open, where they are, and how long they have left.
- /cultivation realms open | close
- Opens a realm on the chunk you're standing in, or seals one early. Requires permission: cultivation.admin
- /cultivation bonuses
- Lists every active stat bonus you currently have, from every source.
- /cultivation top
- Ranks the server's mightiest cultivators by realm, stage, and Qi.
- /cultivation hud
- Toggles the persistent Cultivation HUD on or off. The stats sheet beside your inventory has its own switch in the config.
- /cultivation settings (options)
- Opens the player settings menu, including profiles, the keybind editor for your cultivation arts, the theme dropdown, and the aura visibility switches.
- /cultivation preset (presets, loadout) list | new [name] | rename {name} | delete [preset] | switch {preset}
- Manages your technique keybind loadouts. Run it bare to list them.
- /cultivation store [status | recheck]
- Reports what the server last read from the Treasure Pavilion and when, or forces a re-check now. Requires permission: cultivation.admin
- /cultivation admin
- Requires permission: cultivation.admin
- /cultivation admin (no args)
- Opens the live config editor UI.
- /cultivation admin bypass [player {name}]
- Toggles a session-only bypass of requirements, costs and cooldowns for yourself or another player. It never bypasses a system the server has switched off, and it clears on logout.
- /cultivation admin setrealm {realm} [player {name}]
- Sets a realm directly. Omit the player to target yourself -- the same shape for setstage, setqi and setrace.
- /cultivation admin granttechnique {art|all} | revoketechnique {art|all}
- Hands an art over or takes it back, on yourself or another player.
- /cultivation admin grantracechoice | grantskillpoints | setlifebound | reset
- Grants another race selection or skill points, force-sets the level of a held Life-Bound Treasure, or resets a cultivator to Body Refinement, Early-Stage.
- /cultivation admin test grant {duration} [name] | realm | stage | qi | end
- Hands a player a sandbox test profile and drives it. Requires permission: cultivation.profile.test
- /cultivation debug (d)
- Requires permission: cultivation.debug
- /cultivation debug vein
- Prints the current/max Qi of the Spirit Vein in the chunk you're standing in. Requires permission: cultivation.debug.vein
- /cultivation debug hotkeys
- Reports what the server currently reads from your keyboard state, for diagnosing a technique keybind that will not fire. Requires permission: cultivation.debug.hotkeys
- /ascend
- Reports where you stand on the Ascension capstone -- whether you may attempt it, what it will ask of you, and how many times you have already come back down. Requires permission: cultivation.ascend
- /ascend begin | prestige
- Begins an attempt aiming to stay at the peak, or one aiming to reset and climb again. Both are the same trial; you choose the ending before you sit down.
- /celestial
- Says what celestial event is overhead and how long is left, Beast Tide assaults included. Requires permission: cultivation.celestial
- /celestial list | start {id} | stop
- Lists every registered event, and starts or ends one by hand. Starting and stopping require permission: cultivation.admin
- /bounty (bounties) [list | contracts]
- Opens the Bounty Board dashboard, or lists the board and your accepted contracts from chat. Requires permission: cultivation.bounty
- /land (protect, protection)
- Reads and sets the rules on the claim you are standing in -- break, place, containers, use, and harming creatures, each set separately for outsiders and for plain members, plus a one-click Seal and the trusted-guest list. Requires permission: cultivation.land
- /sect
- Opens the sect menu. Requires permission: cultivation.sect
- /sect create {name} {tag} | invite {player} | join {sect} | leave | kick {player} | disband
- Found and run a sect. Every sect is founded with a 3-6 character tag it wears wherever its name appears. Leaders and Elders can invite, approve requests, and discipline disciples.
- /sect abbr (abbreviation, tag) {tag}
- Changes your sect's tag (leader only). Tags are unique across the server.
- /sect claim
- Claims (or moves) your sect's hall to the rich or dragon Spirit Vein chunk you're standing in (leader only).
- /sect dao set {element}
- Names one of the ten Daos as your sect's own, so cultivating on ground the sect holds turns Qi toward that element (leader only). Run it bare to see the current one.
- /sect building claim | assign {type} | dao | abandon | list
- Takes the chunk you're standing on as sect ground, decides later what it is for, toggles whether that building carries the sect's Dao, gives one up, or lists what your sect holds and what it could still raise.
- /sect banner {banner}
- Chooses the banner your sect flies over its hall -- the Four Symbols, Golden Court, or Jade Terrace (leader or Elder only). A sect with no hall can still pick; it goes up the moment one is claimed.
- /sect inscribe
- Carves the technique manual in your hand into your sect's hall, teaching that art to every member for as long as the sect holds the hall. The manual is consumed. Open to the leader, or to anyone who bought an inscription right at the pavilion. Run it empty-handed to scour the inscription away (leader only).
- /sect donate
- Hands the whole stack of Spirit Stones in your hand to the sect, banking contribution points for yourself.
- /sect pavilion list | buy {offer} | additem | addright | remove {offer}
- Browses and buys from your sect's own pavilion, or -- for whoever ranks high enough -- stocks it with items and hall-inscription rights at prices and ranks you set.
- /sect mission list | deposit
- Reads the mission board and your progress on it, and turns in a gather task from the stack in your hand. Everything else credits itself as you play.
- /sect tournament status | start
- Reports the bracket, or starts one among whoever is online right now.
- /sect war declare {sect} | status
- Lays siege to a rival sect's hall to seize their vein (leader only), or reports your sect's current siege.
- /sect info | /sect top
- View your sect's members, hall, tag and standing, or the server's sect rankings.
Permissions Extra Info:
- cultivation
- The base /cultivation command and all player-facing subcommands (info, meditate, codex, sense, aura, profile, bind, race, dao, skilltree, respec, technique, preset, refine, alchemy, talisman, oath, spirit, beast, abode, market, duel, partner, masterdisciple, deviation, formations, realms, bonuses, top, hud, settings).
- cultivation.bounty
- The /bounty command and the Bounty Board dashboard.
- cultivation.ascend
- The /ascend command and the Ascension capstone. Grant it to everyone unless you want the top of the ladder reserved.
- cultivation.celestial
- Reading what celestial event is overhead with /celestial. Starting and stopping one is cultivation.admin.
- cultivation.land
- The /land command for reading and setting the rules on claimed ground.
- cultivation.land.bypass
- Passing through every land claim's rules -- sect ground, cave abodes, and open secret realms alike. Staff only.
- cultivation.profile.test
- The sandbox test profile and the subcommands that configure it. Grant it to staff only -- it hands out realms, Qi, and skill points by hand.
- cultivation.sect
- The /sect command group, including the pavilion, the mission board, tournaments, banners and sect wars.
- cultivation.admin
- Access to /cultivation admin and all of its subcommands (including the bypass toggle), the store re-check, opening and sealing secret realms, starting and stopping celestial events, the Admin page on the menu bar, and the join-time update notice.
- cultivation.debug
- Access to the /cultivation debug command group.
- cultivation.debug.vein
- Access to /cultivation debug vein.
- cultivation.debug.hotkeys
- Access to /cultivation debug hotkeys.
Config Extra Info:
Every number in Cultivation lives in one of these themed config files -- edit the JSON directly, or use /cultivation admin for the live in-game editor. Every file carries its own in-file documentation explaining what each value does:
- "Config.json"
- The core Qi curve (how much Qi each sub-stage/realm requires), the max health / damage bonus granted per level, and the visual layer -- whether cultivation auras are on and how often they pulse, the stats sheet beside the inventory, the full-screen titles for breakthroughs (and how far one is felt by other players), and the corner notifications for the smaller moments.
- "Cultivation/BodyTemperingConfig.json"
- The Body Tempering ladder -- max level, the XP curve, XP per point of damage taken, the bare-skin and full-armor multipliers, the damage reduction paid out at each end, and the whole armor-scoring model. Protection-Mode switches between Tiered (an armor-family table) and Live (scored from your own server's resistance, health, and item-level numbers, so a mod's armor is scored on the same terms as vanilla's).
- "Cultivation/SpiritCoreConfig.json"
- Drop chances and Qi values for Spirit, Profound, and Divine Cores, plus the meditation-absorb bonus multiplier.
- "Cultivation/SpiritVeinConfig.json"
- Spirit Vein min/max Qi, rich and dragon vein rarity and regen, drain rates, meditation timing, the Spirit Sense unlock stages and radius, and the Qi Gathering Talisman's multiplier.
- "Cultivation/BreakthroughConfig.json"
- Ritual duration and minimum chunk Qi for breakthroughs and advancements, all tribulation lightning and Heart-Devil Trial tuning, the tribulation storm sky and its radius, and the whole Ascension block -- its vein requirement, duration curve, crimson strike interval and escalation, whether it is lethal, its failure cooldown, and the prestige loop (off by default) with its per-loop bonus and cap.
- "Cultivation/CelestialConfig.json"
- The celestial event scheduler -- the random interval between events and how often it checks -- plus one section per event: Spirit Tide's vein-regen multiplier, Meteor Shower's site density and the tier and Qi it lifts a vein to, Blood Moon's Devil bonus and Righteous penalty, and each one's weight, duration and sky.
- "Society/TideConfig.json"
- The Beast Tide siege -- whether it's lethal, its interval, wave count and spacing, beacon max health, the boss lord's scale multiplier, integrity costs, and the win/loss contribution reward and penalty.
- "Arts/TalismanConfig.json"
- Each talisman's paper cost, ritual duration and Qi drain, failure and botch odds, grade weighting between mastery and elemental affinity, and the charges/potency/duration each grade buys.
- "Cultivation/OathConfig.json"
- Offer expiry and cooldowns, the wager cap, the breach penalty (Qi lost, karma gained), the Dao-Heart Flaw's duration and severity, and how much faster it cures beside the party you swore to.
- "Arts/WeaponSpiritConfig.json"
- The refinement tier and kill count a spirit needs to stir, its 5-level ladder and XP curve, nurture's Qi-to-XP rate and cooldown, and the near-death voice line's health threshold and rate limit.
- "Arts/BreedingConfig.json"
- Ritual duration and Qi drain, the shared-pen radius, the incubation window, and how offspring quality, element and species weight toward their parents.
- "Society/MarketConfig.json"
- The Auction House on/off switch (off by default), max active listings and price per player, the sale cut, and the unsold-listing expiry.
- "Society/BountyConfig.json"
- Board size and rotation hours, max contracts held at once, per-archetype target-count ranges, reward Qi/pill-chance/manual-chance, and how long claimed contracts are kept on record.
- "Cultivation/QiDeviationConfig.json"
- How long Qi Deviation lasts after a failed Heart-Devil Trial, how much Qi gain it costs, how much more composure the next inner demon drains, how much faster a bonded companion cures it, and how often the afflicted are reminded.
- "Society/SecretRealmConfig.json"
- Whether realms open on a schedule and how often, how far from a player they anchor, how many may be open at once, their footprint and duration, the warning and grace before sealing, the realm floor to enter and what visitors may do inside, the Qi multiplier, how many and which beasts stock one, the fragment and bonus-manual drop chances, and the announcement and sky.
- "Society/MasterDiscipleConfig.json"
- The realm gap a master must lead by, how many disciples one master may hold, the proximity radius and Qi multiplier for meditating together, the teaching cooldown, and what a disciple's breakthrough pays their master.
- "Society/TournamentConfig.json"
- Whether sect tournaments run at all, the fewest online members a start requires, the champion's reward, the cooldown between brackets, and whether they can start themselves.
- "Arts/DaoConfig.json"
- The ten elemental Daos, counter-cycle bonuses, deed drift, Yin-Yang balance, the Devil/Righteous path perks, the weather-to-element resonance map, and the terrain map -- 60 biome keywords paired to elements, matched against your world's own biome names, so it works with a generator mod's biomes too.
- "Arts/TechniqueConfig.json"
- Every technique's rule set -- enabled, whether it must be come by, unlock realm, Qi cost, cooldown, carried elements, damage type, whether it needs empty hands, and its own numbers -- the five mastery rungs and what each asks for and multiplies, and the fusion recipes: which two mastered arts make which third one, at what realm, Qi cost, failure chance and cooldown, and whether a success consumes the parents.
- "Arts/ManualConfig.json"
- Which manual teaches what, and the drop rates from tribulations, cultivator NPCs, and player kills.
- "Arts/AlchemyConfig.json"
- Every pill's potency and duration, and the whole Pill Cauldron ritual -- its radius, duration, Qi drain, herbs per refine, failure and botch odds and what a botch does, the four grades and how herb quality and alchemy mastery are weighted into rolling one, and the alchemy mastery ladder's own curve.
- "Arts/RefinementConfig.json"
- Weapon tempering -- tier count, Qi costs, ritual duration, success odds, damage per tier, and the failure penalties (demotion, stripping, destruction).
- "Arts/BeastConfig.json"
- Spirit beast taming odds, the tameable species list with their kinds, elements, arts, evolution targets, and whether they can be ridden or flown, the beast XP curve, feed values, the bonuses each kind grants, and switches for beast arts (owner-commanded and autonomous, with their range), evolution, mounts and mount flight.
- "Arts/FistConfig.json"
- The bare-handed ladder -- max level, the XP curve, XP per point of damage actually landed, and the damage the ladder and your realm each add to an unarmed strike.
- "Society/DwellingConfig.json"
- Cave Abode radius, meditation multipliers, Spirit Spring gather rate and pool caps, the full upkeep tribute table, Spirit Stone drop chances, closed-door seclusion, the sect hall's own spring, and Spirit Field plots -- their yield per hour, vein and formation multipliers, cap, herb quality, the three elemental varieties, and their weather-resonance sample interval and match/ambient multipliers.
- "Society/FormationConfig.json"
- Each array's radius, strength, and per-player limit.
- "Society/LandConfig.json"
- Land protection -- which actions are guarded, the default rules for outsiders and members on each kind of claim, and the border titles.
- "Society/SectConfig.json" / "Society/WarConfig.json" / "Society/DuelConfig.json"
- Sect creation rules and tags, hall Qi bonuses and the hall beacon; the sect Dao's multipliers and affinity rate; shared sect progression and the chunk allowance per member; the sect building types with their meditation multipliers and default Dao switch; contribution per Spirit Stone, the pavilion switch, and the mission board's task list -- each task's metric, target, reward and rank gate; siege duration, hold time, cooldowns and what a capture pays each member; duel wager limits and payouts.
- "Cultivation/SkillTreeConfig.json"
- Skill points per rank-up, node costs, per-stat bonuses, and whether respec is allowed.
- "Arts/LifeBoundConfig.json"
- Life-Bound Treasure XP curve, max level, awakening, and the full trait table -- each nature's slot restriction, base and per-level magnitude, cap, roll weight, and the art it lends its owner once grown far enough. Weight 0 retires a nature from the roll without breaking treasures already carrying it.
- "Cultivation/RaceSystemConfig.json" and "Race/Human.json", "Race/Demon.json", "Race/Deity.json"
- Cross-race server behavior, plus each race's own health/damage/Qi-gain/breakthrough-speed bonuses, Qi alignment nature, and menu flavor text.
- "Society/PartnerConfig.json"
- Partnered cultivation -- the shared-meditation Qi multiplier, the required realm, the proximity radius, and the Yin-Yang convergence rate. Inert without the Marriage mod.
- "Compatibility/EndlessLevelingConfig.json"
- Whether Cultivation hands its max-health, damage, and Body Tempering protection bonuses to Endless Leveling instead of applying them itself, so the two progressions add rather than multiply. Inert without EL.
- "UpdateConfig.json"
- The version and build checks behind the Info page -- switch them off entirely, keep them running but silent in game, or set how many hours between re-checks. Each check is a plain read of a static file on xianxia.dev; nothing about your server is ever sent.
- "WebStoreConfig.json"
- Whether Treasure Pavilion purchases apply on this server, how many hours between checks, whether staff may force one, and a list of individual benefits to leave switched off. Reads a public list of account IDs and sends nothing.
- "Data/" (SectsData, FormationsData, WarsData, DwellingsData, FieldsData, CauldronsData, MasterDiscipleData, SecretRealmsData, TournamentsData, LeaderboardData, WebStoreData, TalismanDesksData, OathsData, ExpeditionsData, BountiesData)
- Runtime save state, not settings -- do not hand-edit these.
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HOW TO INSTALL:
Client:
Upload the Cultivation.jar file into your %appdata%\Hytale\UserData\Mods\ Folder
Server:
Upload the Cultivation.jar file into your servers mods\ folder
Make sure you delete any previous version of Cultivation otherwise your world may not start.
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VERSION COMPATIBILITY:
v0.1.0-latest : Built against Hytale Server 0.5.x - Active support for continued versions until specified.
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Known Limitations:
- Early release (v0.9.0) -- progression numbers, technique costs, fusion odds, alchemy grades, beast bonuses, refinement odds, abode upkeep, sect war and tournament pacing, secret realm and celestial event frequency (Beast Tide included), tribulation and Ascension difficulty, talisman and oath penalties, Body Tempering pacing, and Dao/Yin-Yang balance are all still being tuned based on feedback.
- Existing worlds carry over. Player progress, arts, mastery, sects, abodes and beasts are kept, and config files are left exactly as they are -- every new setting appears with a working default the first time the file is written.
- A sect founded before v0.8.0 simply has no tag until its leader sets one with
/sect abbr, and every plain member comes back as an Outer Disciple -- the standing they already had. - Ascension's prestige loop is off by default. The capstone itself is on; whether a cultivator may reset and climb again for a permanent bonus is a decision left to each server.
- Alchemy and Spirit Fields are command-driven -- they have no themed menu page yet. So are the newest config files (Celestial, Secret Realm, Master-Disciple, Qi Deviation, Tournament, Talisman, Oath, Weapon Spirit, Breeding, Auction House, Bounty Board): they are edited as JSON, with in-file documentation, rather than from the in-game admin editor. Both are on the roadmap above.
- The Auction House is off by default -- a server owner switches
Market-Auction-Enabledon deliberately. - Body Tempering's level 100 is deliberately a long campaign -- the curve compounds, and capping out bare-skinned means taking roughly 1.5 million damage. Lower Xp-Growth-Rate in the config if that is not the pace you want on your server.
- Spirit Veins already generated in an existing world keep the values they were rolled with. The terrain-like vein landscape only shapes ground no one has visited yet, so an established world will see it as it explores outward rather than everywhere at once.
- All five languages are complete as of v0.9.0.
- Found a bug or have a balance suggestion? Please report it so it can get fixed.
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Support the Creator:
You can support me by using my creator code SIREN at checkout.
Cultivation is free and will always stay free. If you would like to support its development -- and pick up Cultivation: Jade Slip or Cultivation: Sacred Bodies while you are there -- the Treasure Pavilion is at https://xianxia.dev/store.
Play on the official server, Nine Heavens, at play.xianxia.dev:9120.
Full API reference, guides and worked examples for add-on authors live at https://xianxia.dev/.
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