Cultivation: Xianxia Leveling & Realm Progression

Walk the path of a Xianxia cultivator. Meditate for Spirit Qi, break through 7 realms, found a sect, inscribe talismans, wake a weapon spirit, breed spirit beasts, brew pills, survive heavenly tribulation -- then ascend past the peak itself.
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Cultivation v0.10.1 [BETA]

File nameCultivation-0.10.1.jar
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SirenHytaleSirenHytale
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Sep 1, 2026
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7.3 MB
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8781863
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R
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Supported game versions
  • 0.6

What's new

v0.10.1 - Duels, Sieges, and What You Leave Behind

A duel can now settle an argument about who actually walks the stronger Way, and a full bracket with a real stake will crown who does it best. A sect strong enough to take a hall can finally take it - and its allies can stand with it, not just watch. A cultivator who retires can hand something real to whoever comes after them, and their own sect remembers them for it. Tribulation lightning now answers every element, not just two. And the leaderboard finally has a second axis, worn visibly, for cultivators whose story was never about their realm.

Beta disclaimer: Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and your config files are left exactly as they are - every new setting appears with a working default the first time the file is written. Nothing an existing cultivator has earned is taken away.

Server compatibility notice: v0.10.1 targets the same Hytale Update 6 pre-release server as v0.10.0 (ServerVersion: >=0.6.0-pre.0 <0.7.0). No change to the server-version floor.

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Dao Duels - Elemental Wagers, and a Tournament to Prove It

  • /cultivation duel challenge <player> [qi] [spirit stones] and accept <player> [spirit stones] add a Spirit Stone stake alongside the existing Qi wager - real items, held safely until the duel resolves, and returned in full if a challenge is declined, expires, or the server goes down mid-duel.
  • Fight as a Dao Duel and your chosen element's Wu Xing matchup against your opponent's is shown before the first blow - overcome their element and the win pays out a bonus on top of the stake, drawn only from what your opponent can actually cover. Nothing is ever minted.
  • Yielding now actually costs something: your Spirit Stone stake goes to whoever you yielded to, the same as a loss in the field.
  • Anything that could not be delivered - a full inventory, a disconnect at the wrong moment - waits for you at /cultivation duel claim.
  • A full bracket now sits behind it: /cultivation duel tournament register enters a server-wide, single-elimination Dao Duel Tournament with a real Spirit Stone prize pool, split between the champion and the runner-up. status shows where things stand; a bye is seeded automatically if the field is uneven.
  • A server owner no longer has to open registration by hand every time - the tournament can now reopen itself on a configurable interval once the last one finishes, alongside the existing admin command for opening one on demand.

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Sect Wars: War of Conquest, and Allies Who Actually Show Up

  • Sieges could weaken a rival hall before; now /sect war conquer <sect> can take it outright. A War of Conquest is deliberately harder to win than the existing suppression siege - a higher sect level and score-ratio floor, a longer hold requirement, a longer settling period before a fresh hall can be targeted, and a steeper cooldown afterward.
  • The old suppression siege is completely unchanged and remains the cheaper, more common tool - Conquest is the escalation, not the replacement.
  • An allied sect can now stand with a defender under siege. Reinforcing members hold the attacker's clock the same way the defender's own members do, and if the siege is genuinely contested and the defender holds out, every allied sect that showed up earns its members a contribution reward - reserved for alliances old enough to mean something, not one struck the moment the gate is under attack.

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Formations 2.0 - Spirit Arrays Join the Siege

  • A defender's spirit arrays are no longer bystanders to their own siege. A Mountain-Guarding (Warding) array covering the hall now slows the attacker's hold-clock accrual by a real percentage per tier, and an Immortal-Binding (Trapping) array keeps striking intruders exactly as it always has - now an official part of the defense, not a side effect nobody could counter.
  • That counterplay: while a siege is actively contested, a member of the besieging sect may now break the defender's altar blocks near the hall bare-handed - the same reach a formation's usual protection would otherwise refuse them. A personal, sectless array nearby is never touched by this, and explosives still can't demolish an altar either way.
  • Attackers get a structure of their own: the new Siege Banner, plantable near a contested hall while it is under CONTEST. While it stands, it cancels the Warding slow outright and dampens the defender's Trapping arrays in its radius - but it carries no protection at all, and any defender may tear it down with their bare hands. Every standing banner comes down automatically the moment its siege ends, win or lose.
  • /sect war status and the Sect page now report an active Warding slow and how many banners are standing on either side.
  • War-Formation-Assault-Enabled and War-Siege-Banner-Enabled both default ON - an existing WarConfig.json from before this update picks up both new keys, and the two counterplay mechanics above, the moment the server next boots. Set either to false if you'd rather opt out.

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Legacy - What a Cultivator Leaves Behind

  • /cultivation legacy heir <player> names who inherits from you. Retire a cultivator profile at Foundation Establishment or beyond and your named heir receives a temporary breakthrough-cost reduction, scaled by the realm you reached - delivered the moment you retire if they are online, or waiting for them the next time they log in if they are not.
  • The buff never overwrites a stronger one your heir already holds, and a very recently created heir profile receives a reduced share - a legacy is meant to reward the cultivator who inherits it, not a throwaway account built to receive one.
  • /cultivation legacy status shows your designated heir and your own active or pending inheritance.
  • A sect now remembers its own. Retire a profile while you are a member, above the realm threshold, and your name joins your sect's Legacy Hall - a new card on the Sect page listing who came before, with a quiet second beacon marking any hall that holds at least one. Whether you left an heir or not, the achievement is recorded either way.
  • A retired profile is now credited to whichever sect it actually belonged to, not whatever sect you happen to be in when you delete it - switching sects and later clearing out an old profile no longer misfiles it into your new sect's hall.

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Tribulation Variants - Every Element Answers Now

  • Lightning is no longer the only way Heaven answers a breakthrough. Every one of the ten Dao elements now strikes with its own bolt and voice: Water as Ice, Wood as a Trial of Voices, and Earth, Fire, Metal, Wind, Poison, Void, and the frost-tempered shadow of Ice each with a bolt of their own - the ritual itself unchanged, only what falls from the sky.

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Dao Mastery Leaderboard - Now Worn, Not Just Checked

  • A second ranking sits alongside realm-and-Qi on the Rankings page: Dao Mastery, scored on Heavenly Dao comprehension and the depth and breadth of every Personal Dao you have manifested. /cultivation top dao shows it from chat.
  • Standing in the top ranks now shows - a quiet violet aura marks anyone currently there, visible to others the same way a realm aura is, and toggled off separately if you would rather it not follow you.

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Qi Purity - What a Breakthrough Is Actually Made Of

  • Meditation, quests, bounties, duels, rivals, treasure caches, campaign and trial rewards, Master-Disciple bonds, beast arts, weapon-spirit hits, Devil-path kills, and your Dwelling's drip all still count as pure Qi, exactly as before. Spirit, Profound, and Divine Cores are the one exception now: lean on them too heavily and your next realm breakthrough comes out weaker for it.
  • A breakthrough funded entirely by Cores lands up to 10% weaker in health and outgoing damage than one funded entirely by everything else, scaling linearly with how much of it actually came from a Core - configurable per-server via Breakthrough-Impurity-Max-Penalty-Percent.
  • /cultivation info now shows your current tracked Qi Purity before you decide to break through, and the breakthrough itself names the penalty if it landed above 0.
  • Only a realm breakthrough is measured this way - a regular sub-stage advancement is untouched, and a failed ritual's demotion touches neither the running tally nor whatever penalty your last completed breakthrough already earned. Only finishing a breakthrough, clean or not, ever moves either number - a failed attempt can't be used to launder impurity history away for free.

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Cultivation Difficulty - Choose Your Own Climb

  • A new Difficulty dropdown on the Cultivation Settings page lets you trade Qi cost against resulting strength: Simple costs 7% less Qi per rank-up but ends up 10% weaker, Difficult costs 10% more but ends up 10% stronger, and Default is exactly today's numbers.
  • The Qi-cost side is live - switch anytime, for free, and it changes what your very next sub-stage advancement or realm breakthrough costs. The strength side is not: whatever difficulty is active the moment a rank-up actually completes locks in and averages into your current realm's climb, so switching mid-climb never retroactively changes a milestone you already locked in.
  • The running strength average resets fresh at every realm breakthrough, same as Qi Purity's own tracker, and a failed ritual's demotion never touches it - only a completed milestone counts.
  • Fully independent of Qi Purity above - the two stack, and stack safely: neither can push your health or damage to zero on its own.

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Breakthrough Quality - Where, How, and What You Give Up

Four more factors now join Qi Purity and Difficulty in shaping a realm breakthrough's resulting strength - all four realm-breakthrough-only, same as Qi Purity above.

  • Breaking through while standing in a dragon-tier Spirit Vein is worth a bonus, and breaking through inside your own sect's territory is worth another, stacking to a full 2% if you manage both at once.
  • How you actually handled the tribulation now matters: come out of it at full health without leaning on a potion and you earn the biggest strength bonus this feature offers; survive it battered and drugged through four or more potions and it costs you instead. The Tribulation Ward Pill is excluded from the potion count here - it already pays its own price below.
  • Timing plays a part too - breaking through inside an open Secret Realm or under weather that resonates with your own Dao element is worth a bonus (whichever is stronger, not both at once).
  • A new Tribulation Sacrifice Pill can be drunk mid-tribulation for an immense Qi Barrier shield, well beyond the Barrier Talisman's own - real protection, at a real cost to the breakthrough it saves you from. Leaning on a banked Tribulation Ward Pill charge mid-ritual now carries a smaller cost of its own, on top of whatever it already does. Both can be paid in the same ritual.
  • /cultivation info and the breakthrough message itself now summarize all four in one line alongside your net Breakthrough Quality, rather than one line apiece.
  • All six modifiers now active (Qi Purity, Difficulty, and these four) compose together, with a floor on their combined effect (Breakthrough-Combined-Multiplier-Floor, default 25% of baseline) so no combination of them can crush your health or damage toward zero.

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Roots of Ruin - Chapter 5: The Corruption Made Flesh

  • The campaign finally has an ending with teeth. Duan Heiyan was never the source - only the loudest thing standing in front of it, and he stays exactly as he was, redemption arc and all. What was always behind him now takes physical form near his own site, and for the first time in this story, it is genuinely fightable.
  • A real, soloable boss - tuned for one cultivator at Golden Core Formation, nowhere near this mod's party-sized dungeon bosses - owned by the player who reached this chapter, so an uninvolved passerby can no longer land the killing blow that was supposed to be yours.
  • Defeating it grants Voidscar Reclamation, a signature void-flavored art obtainable no other way - not comprehended, not looted, not inscribed by a sect. A radial burst that turns a share of what it deals back into your own vitality.
  • Chapter 3's branching choice still matters here - the corruption's own reveal reads differently depending on whether you trusted Elder Shen's account or confronted him with what you found in the shrine.

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Dao Inheritance - One Web, Worn Together

  • Your Master-Disciple bonds and your Legacy heir designation now form one visible web: /cultivation inheritance tree opens a new page showing your master, your disciples, your named heir, everyone who has named you heir, and the full connected web beyond them.
  • Every member of your web draws a passive Dao comprehension bonus scaled by the whole web's combined Dao Mastery strength - a legendary elder's standing empowers everyone still connected to them, online or not, felt the moment you actually gain comprehension yourself.
  • Because a Legacy heir designation needs no consent from the heir, being named no longer feeds your strength into someone else's web by default - /cultivation inheritance house confirm <benefactor> is a new, separate opt-in the bonus requires (who named you heir is always visible regardless; only the bonus itself is gated).
  • Any connected member may register or rename a shared Dao House with /cultivation inheritance house name <name>, and declare unilateral rivalry on another house with /cultivation inheritance house rival declare <house>. Win a Dao Duel against a member of a rival house and you personally - never your whole web - are granted a real Heavenly Dao comprehension reward, as long as it was a real-stake duel and you have not already claimed this reward within its own cooldown window - a free, unlimited-repetition farm was never the intent.

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Transcendent - Beyond the Ascension

  • Ascending once was already a rare, rewarded achievement. Cross 15 completed prestige loops and something rarer still opens up: Transcendent status, permanent from the moment you cross it.
  • A quiet aura marks you from then on, visible to others the same way a realm aura is, and toggleable independently of both the realm aura and the Dao Mastery flex - its own capstone title sits alongside the existing Ascendant tiers, and your Ascension page carries a standing line of its own once you have earned it.
  • The crossing itself grants Transcendent Reckoning, a signature void-flavored art obtainable no other way - not comprehended, not looted, not inscribed by a sect - that hits harder the further past that threshold you keep climbing.
  • The threshold is server-tunable (Transcendent-Ascension-Threshold, default 15), and status is read live off your existing ascension count - nothing to migrate on an existing save.

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Transcendent Court - The Deepest Sanctum

  • Reaching Transcendent status unlocks a deeper vein inside the Immortal Court itself: a better manual-drop rate at the mod's already-rarest ground, an exclusive bonus roll at a Realm Map Fragment on top of the world-wide chance every kill already carries, and richer Qi than even the Court's own already-elevated ground pays everyone else.
  • None of it touches what a non-Transcendent ascended cultivator already earns inside the Court - every bonus here is additive, on top of what Ascension itself already unlocked.
  • Fully server-tunable (Court-Transcendent-Manual-Bonus-Drop-Chance, Court-Transcendent-Fragment-Drop-Chance, Court-Transcendent-Qi-Bonus-Percent), and documented in the Codex alongside the rest of the Immortal Court's own entry.

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Event World Bosses - When the Sky Answers

  • Four of the mod's public celestial events now carry a real chance of manifesting their own themed boss the moment they begin: a Tide Leviathan for Spirit Tide, a Meteor Golem for Meteor Shower, a Bloodmoon Howler for Blood Moon, and a Starfall Snapdragon for Starfall Convergence - no omen needed, the sky itself is the warning.
  • Blood Moon's own boss is both more likely to appear and pays out more than the others - the richest of the four, matching how much rarer and harsher that event already reads.
  • A cultivator whose realm is not yet deep enough for the fight still lands every blow - their damage simply is not credited toward the reward, with one quiet notice rather than a wall.
  • The existing Calamity Beast is completely unaffected by any of this - it still wins any collision with an event boss outright, and every one of its own numbers (health, reward, timing) is untouched.

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Path War - Righteous vs Devil, Server-Wide

  • A standing, server-wide contest between the Righteous and the Devil path - no enlistment, no sign-up: a kill only counts when both sides are strictly opposed, live, the moment it happens.
  • A new celestial event, Heavenly Schism, opens a window where every scored kill counts double and lets an opposed-path kill resolve even on a PvP-off world - the same allowance an accepted duel already gets.
  • Win a window outright and your side's meditation draws a standing Qi bonus for as long as you keep walking that path - defect to the losing side and it is gone the moment you do. A draw clears it for everyone.
  • /cultivation top war shows season totals for both sides, the current window's status, the last window's victor, the top five contributors, and your own standing - fully chat-based, no new page to find.
  • Two new titles: Path War Veteran for season standing, and Schism Champion for having carried a window's winning side among its top three contributors.

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Progression Compass - What You Haven't Tried Yet

  • With this many systems, the honest problem was never depth, it was discovery. The new Progression Compass - reached from the Misc page - always shows your top 3 "you haven't tried this yet" or "you have something pending" suggestions, drawn from across sects, beasts, Body Tempering, Talismans, Alchemy, Personal Daos, Oaths, Master-Disciple bonds, Closed-Door Retreat, the Sea of Consciousness, Forging, Weapon Spirits, spirit arrays, and Legacy heirs.
  • Every suggestion carries a real action - open the right page, or jump to the relevant Codex article - and an untreated Meridian Injury shows up too, with nothing to click but a reminder that it heals with time.
  • Dismiss any suggestion individually and it never resurfaces on that account again - permanent, per-suggestion, and entirely optional.
  • A fresh cultivator sees beginner-tier suggestions immediately; a veteran who has genuinely closed every gap sees the rarer late-game ones instead, or an empty page once there is truly nothing left to nudge.
  • Compass-Enabled is a master switch for server owners who would rather not have it at all.

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Grand Dao Capstone - Mastery, Not Repetition

  • Transcendent rewards climbing the same ladder further than anyone else. The new Grand Dao Capstone rewards the opposite instinct - proven mastery across five entirely unrelated disciplines all at once: maxed Alchemy mastery, maxed Talisman mastery, a real run of successful forges landed at a weapon or armor's own max tier, any one Personal Dao fully comprehended, and a real lifetime of Sect Library funding.
  • Proving all five grants Convergence of the Myriad Daos, a signature art obtainable no other way - not comprehended, not looted, not inscribed by a sect - a radial burst that draws strength from however many of the five disciplines you still currently prove, so it hits hardest while your breadth is fullest.
  • A quiet jade aura marks you while all five hold true, visible to others the same way the realm aura and Transcendent's own gold aura are, and toggleable independently of both - its own capstone title sits alongside them on the Rankings picker.
  • Unlike the other four legs, a manifested Personal Dao's comprehension can genuinely drop - setting a Way aside, or Devil Dao's own decay - so the title and aura are live-derived and can go quiet again if that happens. The Convergence art itself, once learned, is yours for good regardless.
  • Server-tunable (Grand-Dao-Enabled, Grand-Dao-Forging-Max-Tier-Threshold default 3, Grand-Dao-Aura-Enabled), and reads live off state every account already has - nothing to migrate on an existing save.

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Seasonal Cycle & Hall of Fame - A New Chapter, Without Erasing the Last

  • Every competitive ladder now runs on a shared season, closing on a configurable interval (28 days by default) - Path War, the Cultivation and Dao Mastery leaderboards, and Sect standings all settle their season together, then open fresh.
  • Nothing real is ever reset: your realm, level, Qi, and Dao Mastery are exactly what they always were. Only each season's own tally of what was earned since it began - the delta - decides who is enshrined, so an Ascension mid-season is never punished with a negative score.
  • A new Hall of Fame Codex article records every season's top performers permanently, alongside the Dao Duel Tournament's own champion history read straight from its existing records.
  • Four new titles crown each season's champions: Season's Warbringer, Season's Ascendant, Season's Dao Sage, and Season's Champion Sect - a rarer badge than any single window or tournament run, and never touching the titles those already give out.
  • A new Hall of Fame Foundation Flag lets any player found a permanent, server-wide monument - once. Five fixed marker posts stand on it, one per ladder, each nameplated with whoever currently holds that crown, refreshed automatically as the standings change.

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Combat Depth - Interrupts, Punish Windows, and a Reason to Read the Matchup

  • A charged technique is no longer safe just because it takes a second to gather - land a hard-enough hit on someone mid-charge (a percent of their own max health, not a flat number, so incidental chip damage in a longer fight can't trivially cancel it) and their gathering shatters unspent.
  • Landing that interrupt opens a short Punish Window against the same target - your very next hit on them lands harder, consumed the instant it does. A plainer, more common trigger exists too: any ordinary Wu Xing-favorable hit (the same counter-cycle bonus that already applies outside duels) opens a smaller one.
  • Wu Xing counters were never duel-exclusive to begin with - what's new is a reason to care about them in open PvP: winning the elemental matchup on a real player kill now pays a flat Spirit Stone reward, on top of whatever else that kill already earns. Any sanctioned duel kill, plain or Dao, is excluded outright - a duel already has its own stakes.
  • All three are independently toggleable and fully tunable (Technique-Interrupt-*, Punish-Window-*, Wuxing-Pvp-Reward-* in the new CombatDepthConfig), and none of it touches Dao Duel's own separate Spirit Stone wager and elemental bonus.

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Reincarnation - Give Up the Climb, Keep the Bloodline

  • A second ending sits alongside the Ascension Capstone: /reincarnate lets a cultivator at Nascent Soul or beyond give up their current realm early, dropping three realms (floored at Body Refinement, never wiped out) in exchange for a permanent bloodline grant - unlike Ascension, no vein quality is required and max level is never a requirement.
  • Techniques, skill tree, Dao, sect membership, equipment and titles all survive the turning untouched - only realm, stage and Qi (and the trackers sized against them) reset, exactly the same preserved set the Ascension prestige loop already promises.
  • The bloodline points a Reincarnation earns don't just sit on your own account - every cultivator you share a confirmed Dao Inheritance bond with (a Master-Disciple bond unconditionally, a Legacy heir edge once both sides consent) shares in a standing Qi-gain bonus scaled off the combined pool, capped at 30%. A solo reincarnator with no bonds yet still earns their own bonus off their own points.
  • The ritual itself mirrors Ascension's own shape - a timed sit, periodic crimson tribulation strikes, walking away costs a stage and a cooldown - and composes multiplicatively with Ascension's own standing bonus and every other source, never simply added on top.
  • /reincarnate status reports your own standing (reincarnations completed, banked points, current bonus); the full page shows live eligibility and progress. Fully independent of, and fully compatible with, the Ascension Capstone - a cultivator may pursue both.

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Weapon Spirits - Devotion, Temperament, and a Reason to Talk Back

  • Levels 2 through 4 finally do something: Whetted lends a little extra bite to every blow, Watchful shaves a little off what lands on you in return, and Swift gathers a charged art a little faster - each one live from the level it unlocks, no separate switch to flip.
  • A new bond, Devotion, decides how much any of that is actually worth - a freshly-awoken spirit's perks start faint and grow toward their full strength as you earn its trust. Carry it through a breakthrough, win a duel it stood beside you for, survive a near-death moment together, land the killing blow on something that deserved to fall, or simply keep feeding it Qi after it has nothing left to grow into - a spirit left sitting in a chest for too long quietly forgets some of what it was owed.
  • Two players' spirits no longer sound alike. Every spirit settles into one of three personalities the first time it truly speaks - Haughty, Zealous, or Devoted - and carries it for good, coloring every line it has ever spoken and several new ones: a first kill for the day, witnessing your own breakthrough, crossing a threshold of trust, and noticing how long it went untouched.
  • /cultivation spirit name <name> lets an awoken spirit be named at last - its name replaces the generic voice tag from then on, and shows right in the weapon's own tooltip.
  • The Misc page now carries a card for your bonded spirit - name, Temperament, level, a Devotion meter, the next perk still to unlock, its bonded art, and the last few things it has said - and the in-game Codex spells out Temperament, Devotion and the level 2-4 perks in full.

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Solar Terms & Wild Spirit Herbs - The Sky Keeps Its Own Calendar

  • The heavens now run a calendar of their own: five Solar Terms - Spring Quickening (Wood), Summer Blaze (Fire), Earth Repose (Earth), Autumn Keening (Metal) and Winter Stillness (Water) - cycle forever, derived purely from the clock rather than saved anywhere, so every server agrees on which term is active without a byte of coordination.
  • Wild Spirit Herb bushes now scatter through the world on their own, independent of anything grown in a Cave Abode - anchored near players the same way Spirit Cooking's own wild forage already works, capped per world so a server never drowns in them.
  • Which herb turns up leans on the moment: a bush is more likely to be the variety whose element matches the CURRENT Solar Term, more likely again if it also matches the CURRENT weather, and breaking one right as its element lines up with the season stamps it with a visibly better quality - the whole point is a reason to notice what season it is.
  • Two new elemental herbs, Ironleaf (Metal) and Loamroot (Earth), round the herb family out to one for every classic Wu Xing element - Sunpetal, Mistcap and Bramblewort no longer have the field to themselves.
  • A wild bush won't be harvested out from under you for nothing - a full inventory or too-recent a harvest refuses the break outright rather than quietly voiding the herb, and cultivated Spirit Field plots get a quieter version of the same seasonal favor baked into their own weather resonance.
  • Stand on your own Cave Abode's Spirit Field and the HUD now names the current term and how strongly it is resonating with your plot. The in-game Codex covers the full five-term cycle in its own article, cross-linked from Alchemy, Cave Abode and Spirit Fields.
  • /cultivation solarterm names the current term and element from anywhere, adds your own Spirit Field's resonance when you're standing on it, and nudges you toward a nearby wild bush if you have neither a Spirit Field nor a gathered herb on hand yet.

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Fixes and tuning

  • Life-Bound Treasures no longer rewrite themselves on every single hit they take or land - a burst of fast strikes (a tribulation barrage among them) now updates a treasure's banked experience at most a few times a second instead of every blow, closing off a client-side stall a rapid-fire fight could trigger.
  • A rare, timing-dependent stall between sect renaming and an in-progress siege is fixed - the two systems no longer wait on each other under any circumstance.
  • Dispersing an altar-anchored spirit array from the Formations page no longer leaves its physical array-eye stuck glowing at its last tier - the block itself is now correctly reset the same moment the array is lifted.
  • The Codex's last three gaps are filled - Forging, Body Tempering, and Master-Disciple bonds all now have their own article - so the Progression Compass's suggestions for all three finally open straight to them instead of sitting inert.
  • A wild bush now yields exactly one herb per harvest, not two - breaking a Wild Spirit Herb bush no longer grants both the quality-stamped herb and a second, unstamped copy of the same thing.
  • Dao Mastery and Dao Inheritance are now reached from a link on the Dao page rather than their own buttons on the main menu bar, which was getting crowded.

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A cultivator is not only what they have broken through. They are also who they have dueled, who they have besieged, who stood beside them when it mattered, and who they leave something to. Feedback welcome!

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Support Cultivation -- the Treasure Pavilion

Cultivation is free and will stay free -- every system in this changelog, and everything before it, works without spending a cent. The Treasure Pavilion at https://xianxia.dev/store is what pays for the time that goes into the free half, and everything sold there is purely cosmetic -- no stats, no power, nothing a non-buyer is locked out of. Buy something and it reaches you in game on any server running Cultivation, no file to install.

Pick up Cultivation: Jade Slip for five hand-made palettes, brighter auras, extra sect banners and cosmetic titles, or Cultivation: Sacred Bodies for a body no amount of practice could have earned. Prefer to support development directly instead? https://patreon.mermaids.dev/ gets you Jade Slip as a backer reward.

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