SirenHytale
In this section
  1. Cultivation
  2. The world
  3. Sects

Sects

A Sect (宗门) is Cultivation's guild system. Found one, gather disciples, claim a mountain of your own (a hall on a rich or dragon Spirit Vein pays the most), and the whole roster cultivates faster for it. A sect that holds a hall can also carve an art into it that every disciple may wield, raise Formations on its ground, grow a shared Spirit Spring in the hall, and go to war over someone else's mountain.

Everything on this page is gated behind Sects-Enabled (default true). With it off, every /sect command refuses politely, the sect Qi bonus stops applying, and existing sect data is left on disk untouched.

Founding a Sect

/sect create <name> <abbreviation> founds a sect with you as its leader.

  • Names are 3 to 24 characters of letters, digits, spaces, hyphens and apostrophes. Anything else is refused.
  • Names are unique, case-insensitively - no two sects may share one.
  • You cannot found a sect while you belong to one.
  • A roster holds up to 12 members including the leader (Sect-Max-Members).

/sect info (alias i) prints your roster, your hall, your hall's inscription and your sect's score. /sect leave walks away - and drops your elder rank with you, so rejoining does not silently restore your authority. A leader may not leave; they must /sect disband, which dissolves the sect, disperses every formation the sect controlled, drops its pending invites, and lets its hall spring be reaped. v0.11.0 It also wipes the sect's war cooldowns, so a new sect founded under the same name starts clean instead of inheriting them - and a disband is refused while the pavilion still holds stocked items.

Disbanding asks first

/sect disband on its own only warns you - it names the sect and counts the disciples about to be cast out. It takes /sect disband confirm to actually do it, and every other member is messaged the moment it happens rather than discovering an empty menu later.

Ranks: the four rungs

Since 0.8.0 a sect has four rungs rather than three.

Patriarch (掌门)
The founder, or whoever it was handed to

Elder (长老)
Made and unmade by the Patriarch alone

Inner Disciple (内门弟子)
A mark of standing

Outer Disciple (外门弟子)
Where everybody starts

Inner Disciple carries no new rights

The middle rung is standing, not authority — an Inner Disciple may do nothing an Outer Disciple may not. What it changes is what the pavilion will sell them and which missions their board offers, both of which are rank-gated. Any manager may move somebody between the two lower rungs.

ActionPatriarchElderInnerOuter
Invite a player (/sect invite)YesYesNoNo
Approve or deny a join requestYesYesNoNo
Set the mottoYesYesNoNo
Kick a discipleYesYesNoNo
Promote or demote a disciple (outer ↔ inner)YesYesNoNo
Kick an elderYesNoNoNo
Promote or demote an elderYesNoNoNo
Set the join policyYesNoNoNo
Rename the sect, or set its tagYesNoNoNo
Claim or move the hall (/sect claim)YesNoNoNo
Inscribe or scour the hall (/sect inscribe)YesNoNoNo
Stock the pavilion shelfYesNoNoNo
Start a tournamentYesNoNoNo
Declare war (/sect war declare <sect>)YesNoNoNo
Disband the sectYesNoNoNo

Only the Patriarch makes or unmakes an Elder — deliberately, because an Elder who could appoint Elders could hand out their own authority. Nobody can kick the Patriarch, and an elder who tries to kick another elder is refused. Being kicked or leaving clears your rank and any pending join request you had.

Coming from an older save

A sect founded before 0.8.0 comes back with every plain member as an Outer Disciple — exactly the standing they already had. Elders and the leader are unchanged.

Every sect wears a tag

Each sect carries an abbreviation: 3–6 characters, letters and numbers only, unique across the server. It is chosen when the sect is founded and shown everywhere the sect's name appears — chat, rankings, the roster.

The Patriarch can change it later:

/sect abbr <tag>

A tag already worn by another sect is refused, as is anything with a space or punctuation in it. A sect founded before 0.8.0 simply has no tag until its leader sets one.

/sect kick matches against the sect's own roster, so a member who is offline can still be removed - which is usually the member you actually wanted gone. The name has to match the roster; it does not have to belong to anyone currently on the server.

Join Policies

The leader picks how outsiders get in, from the dropdown in the sect menu's My Sect tab. New sects start on Invite.

PolicyHow a player joins
InviteOnly by a leader or elder running /sect invite <player>, then the invitee running /sect join <name>.
By RequestThe applicant queues a request from the sect menu's Browse tab; a leader or elder approves or denies it.
OpenThe applicant joins instantly from the Browse tab, no approval needed.

Notes on invites and requests:

  • An invite expires after 300 seconds (Sect-Invite-Expiry-Seconds). Invites are held in memory only, so a server restart clears the pending ones.
  • /sect join only ever works against a live invite. Request and Open sects are joined through the menu, not that command.
  • Pending requests appear as approve/deny rows to leaders and elders in the My Sect tab. They persist with the sect.
  • Every path re-checks the 12-member cap, and a request from someone who has since joined another sect is discarded rather than approved.
  • v0.11.0 Inviting a player who already holds a live invite from your sect is refused. It no longer re-arms the expiry or messages them again, so an invite cannot be used to spam someone.

Motto and Renaming

A leader or elder can set a motto from the menu - free text, trimmed and capped at 60 characters. It shows under the sect name in the menu, and since v0.7.0 it is spoken at the moment it means something: the full-screen title a player sees on joining or leaving the sect carries the motto underneath. (A kicked player is deliberately not shown it.)

Only the leader may rename the sect, and the new name goes through exactly the same validation and uniqueness check as founding one. A rename carries everything keyed to the old name along with it:

  • every Formation the sect controls, so the sect's own arrays do not suddenly treat its members as outsiders,
  • the hall's shared Spirit Spring and everything banked in it (see Cave Abodes),
  • every pending invite, so an invitee can still accept under the new name.

The Sect Hall

/sect claim claims the chunk you are standing in as the sect's hall. Only the leader may claim.

Claiming a Hall
  • v0.11.2 A hall can stand on any land; the vein under it decides only how large a bonus it pays. See Halls on any land. A server that turned Sect-Hall-Claim-Anywhere off gets the old rule back: a Spirit Vein of at least tier 1 (Sect-Hall-Min-Vein-Tier; 2 requires a dragon vein).
  • One hall per sect. Claiming a different chunk moves the hall. v0.11.0 Claiming the chunk your hall already stands on does nothing but tell you it is already there - it no longer restarts the hall's settling window for wars, which used to make a hall permanently immune to a siege.
  • A hall cannot move while the sect is defending a live siege.
  • v0.11.0 No hall, and no building, in an instanced world - a Pagoda floor, a dungeon, a treasure vault. Those worlds are deleted when the run ends, so a hall there would be unreachable and unbesiegeable while still paying its Qi bonus.
  • No two sects may hold the same chunk.
  • v0.11.2 Not on an open Secret Realm, not over a rare structure, and not on the ground near a world's spawn or an area an admin has closed. See Spawn and protected land.

A claimed hall pays the whole roster a sect Qi bonus on Qi from every source - meditation, cores, spring collection, everything - multiplied in alongside your race, skill tree, pill and Dao multipliers:

Hall sits onQi bonusConfig key
Rich vein (tier 1)+5%Sect-Qi-Bonus-Percent-Rich-Hall
Dragon vein (tier 2)+8%Sect-Qi-Bonus-Percent-Dragon-Hall

A sect with no hall gets no bonus at all. v0.11.2 A hall on plain ground (no rich or dragon vein) gets neither row, and a hall whose vein has ascended pays the Dragon row. Lose the hall - to a War of Conquest, by unclaiming it, or by disbanding - and the bonus stops for everyone at once.

The hall also grows the sect's shared Spirit Spring when Sect-Hall-Spring-Enabled is on - it follows the hall, so moving the hall moves the spring and losing the hall hands the spring, and whatever it had banked, to the victor. See Cave Abodes for how springs fill and are collected.

Halls on any land

v0.11.2 Sect-Hall-Claim-Anywhere (on) lifts the vein requirement: /sect claim works on any ground. Before 0.11.2 only a rich or dragon vein could hold a hall. A hall on plain ground simply gets no vein bonus from the table above; it still receives the sect land enrichment below.

  • A server that had raised Sect-Hall-Min-Vein-Tier above its default of 1 keeps its vein rule: the first time the new version reads such a config it switches Sect-Hall-Claim-Anywhere off. Everyone else gets the new default.
  • With the setting off, the old rule is back exactly: the chunk's vein must reach Sect-Hall-Min-Vein-Tier. Admin bypass lifts that vein rule, as it always did.
  • Flipping the setting never moves or revokes a hall that already stands.
  • Some ground stays closed whatever the setting. A hall cannot be raised on an open Secret Realm (a sect's land rules would lock every visitor out of its loot), nor on a rare structure or where the hall's spring would reach one; sect territory is refused over a rare structure too. Admin bypass lifts none of these.

Spawn and protected land

v0.11.2 Two rules keep shared ground out of any one sect's hands. Neither is lifted by admin bypass, and land a sect already holds there is never taken back.

  • World spawn. No hall and no territory within Sect-Spawn-Protection-Radius-Chunks (3) chunks of a world's spawn point. The radius is counted as a square around the spawn chunk, so 3 closes a 7 x 7 chunk square (a chunk is 32 blocks). 0 turns it off.
  • Protected areas. An admin can close any other land, such as a town or an event arena, with /cultivation admin sectprotect. Needs cultivation.admin.
CommandWhat it does
/cultivation admin sectprotect add <name>Closes the chunk you stand in to sect halls and territory.
/cultivation admin sectprotect add <name> <radius>Closes a square of that many chunks around the chunk you stand in. The radius is 0 to 32, so at most 65 x 65 chunks.
/cultivation admin sectprotect remove <name>Lifts the area.
/cultivation admin sectprotect listShows every area and the spawn radius.
/cultivation admin sectprotect checkTells you whether sects may claim where you stand and, if not, why.

A name is one word of letters, digits, _ or -, up to 32 characters. A server holds at most 256 areas. They are saved with the sects in SectsData.json. When you close ground a sect already holds, the command tells you how many of that sect's chunks lie inside; they stay the sect's.

Sect Veins

v0.11.2 A sect makes the ground it holds richer. This is an overlay that lives on the sect and is never written into the world's own vein data: lose the hall and the land is exactly what it was. /sect vein (alias /sect land) reports it for your hall: its natural and current vein, its enrichment, and how close it is to ascending.

Enrichment

Every chunk the sect holds, the hall and all of its territory (plain ground or building alike), reads as denser Qi by

1.5% x sect level + 1% x members past the founder, up to 35%.

The keys are Sect-Vein-Enrichment-Percent-Per-Level, Sect-Vein-Enrichment-Percent-Per-Member and Sect-Vein-Enrichment-Max-Percent, with Sect-Vein-Enrichment-Enabled as the switch.

Denser means the vein's pool and the Qi a meditator can draw from it are that much larger, and the draw takes proportionally less off the stored pool. It counts where the game reads a vein's strength: meditation, and the Qi a breakthrough ritual or an ascension needs to find in the vein. Percentages from different sources are added, never multiplied.

Dragon veins

A hall on a rich vein can ascend. The clock runs while the hall stands on a rich vein and the sect is at least level Sect-Vein-Ascension-Min-Sect-Level (5) with at least Sect-Vein-Ascension-Min-Members (3) members. Hold that for Sect-Vein-Ascension-Hours (72) without a break and the vein becomes a Dragon vein. Fall below the bar and the clock starts over.

  • The sect gets a title and a message, and with Sect-Vein-Ascension-Announce-Server (on) every player on the server hears of it.
  • An ascended hall reads and refills as a Dragon vein, gains Sect-Vein-Ascension-Density-Percent (80%) more density on the hall chunk, and pays the Dragon row of the Qi bonus.
  • A Dragon hall vein, ascended or natural, then deepens through three grades, one every Sect-Vein-Grade-Hours (48) hours, each adding Sect-Vein-Grade-Density-Percent (5%) density. The sect is told at each grade.
  • On the hall chunk the three parts add: enrichment (up to 35%) + 80% once ascended + 5% per grade (up to 15%).
  • The hours are wall-clock and keep passing while the server is offline. Losing the hall, moving it or having it captured zeroes the clock, the ascension and the grade at once. Sect-Vein-Ascension-Enabled switches ascension and its grades off.

Ascension never changes the world. A Vein-Tapping Array is not affected by it: an array can only be planted at the tier the chunk was born with, and its yield is fixed by that tier.

Admin commandWhat it does
/cultivation admin sectvein status <sect>The same readout as /sect vein, for any sect.
/cultivation admin sectvein ascend <sect>Ascends a rich hall vein now, with the real announcements.
/cultivation admin sectvein reset <sect>Zeroes the ascension timer, the ascension and the grade.
/cultivation admin sectvein advance <hours> <sect>Pretends that many hours passed on the vein clocks.

Spirit Stone Mines

A sect can claim a Spirit Stone Mine at its heart with /sect mine claim (Patriarch or Elder, standing at the mine). See that page for what a claim does.

Beacons and Banners

v0.7.0 A claimed hall raises a standing column of light visible to anyone walking past, not just members - a hall is a real, contestable presence in the world rather than a record only its sect knows about. The beacon re-pulses every Sect-Hall-Beacon-Interval-Seconds (2.5s) and is switched off server-wide with Sect-Hall-Beacon-Enabled - see the Society config.

By default the light matches the vein under the hall. A sect's leader or an elder can instead fly a banner - from the Hall Banner picker in the sect menu, or with /sect banner set <name>. Six ship with the mod:

BannerIdColorGroup
Azure Dragoncultivation:azureazureThe Four Symbols
Vermilion Birdcultivation:vermilionvermilionThe Four Symbols
White Tigercultivation:whitewhiteThe Four Symbols
Black Tortoisecultivation:blackdeep indigoThe Four Symbols
Golden Courtcultivation:goldengoldSect Colors
Jade Terracecultivation:jadejadeSect Colors
  • /sect banner with no argument lists what your sect may fly, marking the current one. The short name (azure) and the full id both work; /sect banner set none returns to the plain vein light.
  • A sect with no hall can still pick its banner - it goes up the moment a hall is claimed.
  • Lose the hall to a War of Conquest and the light drops back to whatever the vein wanted to be - which is how a valley tells you its owners changed before any messenger does. The choice survives on the sect, so reclaiming a hall raises the same banner again.
  • Add-ons can register more banners through registerSectBanner; none of the built-in six are permission-gated.

Every claimed hall is also pinned on Hytale's own world map, tinted with its banner's color and labeled with the sect's name - for everyone, member or not. The map pin is not affected by Sect-Hall-Beacon-Enabled.

Hall Inscriptions

Hall Inscriptions (碑文) let a sect teach one art to every disciple at once. Stand in your hall holding a technique Manual and run /sect inscribe.

  • The Patriarch may always inscribe. Since 0.8.0 anyone else may too, if they have bought a one-time hall-inscription right from the pavilion — contribution buys the privilege, not the art, which still costs a physical manual.
  • Either way you must be standing on the hall's own chunk - the art is carved into that ground in person.
  • The manual is consumed, but only after the inscription actually takes. If the manual cannot be removed from your hands the inscription is rolled straight back rather than teaching the sect an art nobody paid for.
  • Only manuals that teach a technique work. Skill-tree manuals grant permanent stat nodes and are refused, because a permanent node cannot be revoked when the hall falls.
  • One inscription at a time. Inscribing again silently replaces what was there - the old art is simply gone.
  • Running /sect inscribe empty-handed scours the hall clean instead, taking the art from every member and refunding nothing.

The inscription lives in the hall, not in anyone's head. It is resolved live on every technique check, which means:

  • Every member can perform the inscribed technique without having read its manual themselves, as long as the sect holds the hall.
  • The instant the sect loses the hall - taken in a War of Conquest, unclaimed, or the sect disbanded - the art vanishes from every member simultaneously, with no cleanup pass.
  • The inscription itself is stored on the sect, so a sect that later claims a new hall gets its old inscription back.
  • Members are reminded of the art they are borrowing when they log in, and /sect info only lists it while the hall is actually held.

Set Sect-Inscription-Enabled to false to switch the whole feature off; inscriptions stop teaching immediately while it is off.

The Sect's Spiritual Root Type

Since 0.7.2 a sect can name an element of its own with /sect dao set {element}. v0.11.0 Player text now calls it the sect's Spiritual Root Type (灵根类型) rather than its Dao, to keep it apart from the Daos; the command is still /sect dao, and so is /sect building dao. Cultivate on ground the sect holds — its hall, and any building whose root-type switch is on — and the Qi turns toward that element.

Mutant roots are closed to sects

v0.11.0 A sect may take Wood, Earth, Water, Fire or Metal, and nothing else from the ten Spiritual Roots. The five mutant roots - Ice, Wind, Poison, Lightning, Void - are refused whatever the server allows its cultivators: Dao-Mutant-Roots-Enabled still governs only players' own roots. A root that an add-on has claimed outside the two rings is allowed while its add-on is installed. A sect that already held a mutant root before this rule keeps it until its leader changes it, and the Sect page still lists it for as long as it is the sect's own.

Sect-Dao-Enabled (default true) switches the whole feature off.

What Sect Ground Does
SettingDefaultEffect
Sect-Dao-Matched-Multiplier1.3Qi gained when the cultivator already walks the sect’s element.
Sect-Dao-Ambient-Multiplier1.1Qi gained when they do not.
Sect-Dao-Affinity-Interval-Seconds8How often meditating on sect ground adds affinity.
Sect-Dao-Affinity-Per-Interval2.5How much it adds, feeding the ordinary drift rules.

This is deliberately stronger than terrain — 2.5 affinity every 8 seconds against terrain’s 1.5 every 10. A sect’s grounds are cultivated on purpose, and a disciple who sits in them for a season is meant to come out sharing its element. A sect now has a character, and its ground teaches it.

Run /sect dao bare to see the current element, or /sect dao set none to clear it. A sect with no Spiritual Root Type named leaves its ground elementally inert, exactly as every sect was before 0.7.2.

Shared Progression

A sect levels because its disciples do. Every time a member advances a stage or breaks through a realm, the sect banks XP for it:

  • 10 XP per member stage advancement (Sect-Xp-Per-Member-Advancement).
  • 60 XP per member realm breakthrough (Sect-Xp-Per-Member-Breakthrough).

v0.9.1 A sect with exactly one member earns both of those at 4× (Sect-Hermit-Xp-Multiplier), so the stronger halls stay reachable solo instead of at a full sect's pace with none of a full sect's members. The moment a second member joins, the multiplier stops applying.

  • Level N costs 200 × 1.6N−1 — so 200 for level 2, 320 for level 3, 512 for level 4, and so on.

v0.11.0 The sect pays only for new ground. It remembers the highest realm and stage it has paid each member for, and a member's advancement earns XP only above that mark - so starting a fresh profile, or falling back and climbing the same stages again, no longer re-earns what the sect already banked (four times over, in a one-member sect). The mark starts from the best stage any of the member's real stored profiles holds, and a new joiner is seeded the same way, so joining with an established cultivator and then opening a new profile does not pay out the early stages again. A test profile earns the sect nothing, and after an Ascension, Reincarnation or demotion a member feeds the sect nothing until they climb back past their old peak.

That is the whole of shared progression, and the shape of it is the point: there is nothing to donate and nothing to grind directly. Recruiting people and actually raising them is what builds a sect — a hall full of Body Refinement disciples who never advance earns nothing at all.

Levels gate which buildings a sect may raise. How much ground it may hold is a separate question, and since 0.7.3 that one is answered by how many disciples it has.

Territory

Since 0.7.3 a sect holds a connected stretch of ground rather than a hall and some scattered pins. It spreads outward one chunk at a time from the hall, and the ground it holds is protected.

How much ground
SettingDefaultWhat it does
Sect-Chunks-Base3Chunks a sect holds to begin with, the hall included
Sect-Chunks-Per-Member1Extra chunks per disciple past the founder
Sect-Chunks-Max32Ceiling, however large the sect grows

So a sect founded by one cultivator holds its hall and two chunks around it. Take in a second disciple and it may claim a third. Ground is bought with people, which is the same thing that already drives a sect’s level — and it means an abandoned one-person sect cannot sit on a sprawl.

Claiming from the map

The sect menu carries a live map of your territory: a window of chunks centered on the hall. Crimson is ground the sect holds, faint gold is open ground it could take next, and everything else is inert with a tooltip saying why — another sect holds it, it is out of reach, or the sect has no room left.

Click a chunk to select it, and the row beneath the map offers what can be done with it: Claim Chunk for open ground, or Set Use and Give Up for ground you already hold.

Territory grows outward

A chunk can only be claimed if it touches ground the sect already holds, orthogonally — not diagonally. A sect’s land is therefore always one connected piece you can walk across, rather than pins scattered over a continent. The hall is the seed; claim it first.

Plain ground, and ground with a use

Claiming and building are two steps. A newly claimed chunk is plain ground — it counts against the allowance, it is protected, and its root-type switch works, but it has no kind. Decide later what it is for with /sect building assign {type} or the map’s Set Use button, and assign none takes the kind back off without giving the ground up.

Assigning a use never re-applies a building kind’s default rules. The land rules and the root-type switch you set are yours to keep; renaming what a chunk is for will not quietly unseal it.

Other sects' arrays stay off your ground

v0.11.0 Nobody can plant a permanent Formation on a rival's land any more. A formation flag or altar is refused on another sect's hall or building chunks, and a Trapping or Warding array is also refused if its whole reach would cover them. Your sect's leader and elders can disperse a foreign array that already stands on the sect's own ground, with the same flag gesture its owner would use, or by breaking a foreign altar's eye.

Under siege: the Array Domain

v0.11.1 Once a siege is declared against a sect, its Patriarch or an Elder can raise a Sect Array Domain over every chunk the sect holds, the hall and all its buildings. It places nothing and changes no block: members and allies inside take less damage, the besieging sect's members are slowed and hit softer, and the territory's edge is drawn in light. It costs 100 of the raiser's own contribution and ends with the siege. It is not the Warding formation a sect lays with a flag, and the two stack.

Crossing the border

Walking onto a sect’s ground shows a title on screen naming the sect, and walking off shows another. Your own sect’s border greets you with its motto; a rival’s simply tells you whose land you are standing on. It fires only on the crossing, never while you stand or walk about inside.

Sect Buildings

A chunk the sect holds can be given a kind. Each has a meditation multiplier of its own and a sect level it waits for:

The Seven Kinds
BuildingMeditationSect LevelCarries the sect's root type?
Scripture Hall (藏经阁)×1.21Yes
Pavilion (静修亭)×1.151Yes
Guest Court (客卿院)×1.12No
Alchemy Garden (丹药园)×1.12No
Forge (宗门炼器坊)×1.053No
Trial Ground (试炼场)×1.083No
Ancestral Shrine (祖师祠)×1.34Yes

Take the chunk you are standing in with /sect building claim, or take it and raise something on it at once with /sect building claim {type}. Name what a held chunk is for with /sect building assign {type}, give it up with /sect building abandon, and run /sect building bare to list what your sect holds. assign none takes the use off a chunk and leaves it plain ground, and /sect building list is the same as the bare command. v0.11.1 /sect building types lists the kinds your sect may raise and which its level has unlocked; the "no building of that kind" refusal points you at it. The ids you type are the lowercase names with underscores: scripture_hall, pavilion, guest_court, alchemy_garden, forge, trial_ground and ancestral_shrine. A server owner can change the list in Sect-Building-Types.

v0.11.2 Each Guest Court also lengthens the day's retainer recruit list: three candidates to start, one more for each Guest Court, six at most.

The Scripture Hall has a second job: the Sect Library only researches while the sect holds at least one chunk assigned to it.

The switch that matters

Every building carries one switch above all the others: whether the sect’s Spiritual Root Type presses on cultivators inside it. Toggle it with /sect building dao.

Neutral ground is the point

A building with its switch off is neutral ground: its meditation multiplier still applies, but nothing pulls a cultivator’s element toward the sect’s. That is how a sect takes in a friend who walks a different root without slowly turning them into something else. It is why the Guest Court, the Alchemy Garden, the Forge and the Trial Ground default to off — a guest hall that quietly converted its guests would not be a guest hall.

The reverse is equally deliberate. A sect that wants every disciple on one element raises Scripture Halls and an Ancestral Shrine and leaves every switch on; a sect that draws from everywhere raises Guest Courts. Both are playable, and the buildings are how a sect says which it is.

Contribution Points

New in 0.8.0. Where shared progression measures what the sect has achieved, contribution points measure what a member has put in — a personal balance. The pavilion is where most of it is spent, but not the only place; see Where it goes.

There are seven ways to earn them:

SourcePaysKey
/sect donate — hands over the whole stack of Spirit Stones in your hand5 CP per stoneSect-Contribution-Per-Spirit-Stone
Winning a siege in a sect war15 CP to every member of the winning sectWar-Capture-Contribution-Per-Member
Standing with an ally whose hall is under siege and holds out (details)15 CP to every member of each allied sect that showed upWar-Reinforcement-Contribution-Per-Member
Finishing a missionthat mission's own rewardper-mission
Winning a tournament150 CP to the champion at a field of four, scaling with the fieldTournament-Champion-Contribution
Beating back a Beast Tide at a sect hall50 CP to every member of the sectTide-Win-Contribution-Reward
v0.11.1 Clearing a Goblin Breach, Goblin Coffer, Voidtaken Hunt or Dungeon Boss nearby (details)15, 10, 20 or 40 CP to each player who is paid and in a sectBreach-Reward-Breach-Contribution, Breach-Reward-Coffer-Contribution, Breach-Reward-Hunt-Contribution, Breach-Reward-Dungeon-Boss-Contribution

That the war payout goes to the whole roster and not the raiding party is deliberate: a siege is won by the people who held the line as much as by the ones who walked onto the chunk.

Where it goes

Contribution is always spent from your own balance, and a balance never drops below zero.

SpendCostKey
An offer on the pavilionThe offer's own price, set by the Patriarchper offer
Funding the sect Library with /sect library fundWhatever amount you choosenone
Stationing a guardian post60 CP, charged to the member who stations itGuardian-Station-Cost-Contribution
Declaring a siege50 CP from the declaring leader, or 150 CP for a War of ConquestWar-Declaration-Cost-Contribution, War-Conquest-Declaration-Cost-Contribution
v0.11.1 Raising a Sect Array Domain under siege100 CP from the Patriarch or Elder who raises it; given back only if the siege is called offSect-Array-Cost-Contribution
Opening a Dao Sermon15 CP from the lecturer, never refundedSermon-Contribution-Cost

Some of it is taken without anyone choosing to spend it: every member of a sect that has just lost a siege loses 10 CP (War-Suppression-Contribution-Penalty-Per-Member), and every member of a sect that loses a Beast Tide at its hall loses 30 CP (Tide-Loss-Contribution-Penalty).

The Pavilion

/sect pavilion list
/sect pavilion buy <id>

Every sect stocks its own shelf. Nobody is handed a server-wide shop list: what is on offer, at what price, and to which rank is entirely the Patriarch's configuration. v0.11.0 And the shelf is really stocked: an item offer sells only what the Patriarch has put on it. A purchase draws from that stock, so the pavilion never creates items out of thin air, which it used to.

Two kinds of offer:

An item

A fixed quantity of any item id the Patriarch names — a technique manual, a pill, anything with an id. It sells out: each purchase takes that quantity from the offer's stock, and when the stock cannot cover a whole purchase the offer is out of stock. The item goes to the buyer's inventory, and if there is no room nothing is spent and the stock is put back.

A hall-inscription right

A one-time right to inscribe the hall without being the leader. Contribution buys the privilege, not the technique — the art still has to be paid for the usual way, with a physical manual consumed at the hall. A right needs no stock and never runs out.

Each offer carries a MinRank (outer / inner / elder), which is what makes the four rungs worth having. The Patriarch sets the shelf up with:

/sect pavilion additem  <id> <itemId> <quantity> <cost> <rank>
/sect pavilion addright <id> <cost> <rank>
/sect pavilion stock    <id>
/sect pavilion remove   <id>

additem only sets the price, quantity per purchase and rank; the offer sells nothing until it is stocked. Hold the items and run /sect pavilion stock <id> to move the held stack onto the shelf.

Stocking the shelf
  • Only the Patriarch stocks, and only an item offer holds stock. Hold exactly the offer's own item.
  • The stack must be plain: no extra data (binding, enchantments, contents) and no wear. A used or repaired tool is refused, because the shelf stores only a count and would hand it back as a factory-new copy.
  • An offer holds at most 10,000 items.
  • Offers saved before 0.11.0 come through with 0 stock. They show as out of stock until the Patriarch restocks them.
  • Changing an offer with additem again keeps its stock if the item is the same. Switching it to a different item, or to a right, is refused while stock remains: take the offer down first.
  • remove hands the stock back to the Patriarch before it takes the offer down - as much as fits their inventory. What does not fit stays on the shelf, with the offer switched off, until a later remove clears it.
  • A sect cannot be disbanded while any offer still holds stock. Remove those offers first, which returns the items.
  • The price rules are unchanged: ids may not contain : or ; or any whitespace, and a price below 1 is refused.

list shows each offer's remaining stock beside it. With Sect-Pavilion-Enabled off, the shelf is closed to buying, but the Patriarch can still list the offers that hold stock and remove them to get the items back.

Sect-Pavilion-Enabled is the master switch.

The Mission Board

/sect mission list
/sect mission deposit <id>

Repeatable tasks that pay contribution. Unlike the pavilion, the board is server tuning — every sect on the server works the same list, set in SectConfig.json under Sect-Mission-Types.

The Shipped Missions
MissionMetricTargetPaysRankCooldown
gather_spirit_stonesgather_item20 Spirit Stones30 CPOuter12h
slay_spirit_beastsslay_beast10 kills40 CPOuter12h
meditate_on_sect_groundmeditate_seconds1,800s25 CPOuter12h
win_duelswin_duel3 wins35 CPInner24h
v0.11.1 clear_goblin_breachescultivation:clear_breach3 clears40 CPOuter24h

Four of the five accrue automatically as you do the thing — meditating on your own sect's ground, slaying a tameable spirit beast species, winning any duel, and v0.11.1 clearing Goblin Breaches. gather_item is the exception: there is no passive "picked up an item" hook to accrue from, so it is a manual turn-in with /sect mission deposit.

v0.11.1 Clear Goblin Breaches is the one mission that is not in Sect-Mission-Types. The mod registers it itself when it starts, so it appears on every sect's board beside the four above. Each time you are paid for a cleared Goblin Breach, Goblin Coffer, Voidtaken Hunt or Dungeon Boss, the mission moves by one; three payouts complete it, for 40 contribution, open from Outer Disciple, with a 24 hour cooldown. See the breach rewards page for what counts and for the daily caps. A payout you are denied (the daily cap, or a test profile) counts for nothing here. If a server lists its own mission with the id clear_goblin_breaches in Sect-Mission-Types, that entry replaces the built-in one. If Breach-Reward-Enabled is off, the mission still shows on the board but nothing can credit it.

The per-mission CooldownHours is the anti-farm limit — how long a member waits after completing one before it can progress for them again. v0.11.0 That cooldown now survives leaving the sect: /sect leave and rejoining clears a member's progress but not a cooldown still running, so it is no longer a free reset.

The metric namespace is open

Metric is a free string, not a closed enum. The five above are what this mod's own hooks credit (the last, cultivation:clear_breach, shows the modId:eventId shape an add-on should use), but an add-on may credit an entirely new one by calling MissionManager.creditProgress(player, "myMod:eventId", amount) and listing a mission that names the same string. Adding a mission that reuses one of the five — a different item, count, reward or rank — is pure config. See Registries.

The Sect Library

The pavilion spends contribution on goods that come and go. The Library spends it on something a sect keeps for good: one exclusive technique manual, researched together. The hall inscription lends a technique only while the hall stands and is lost the instant it falls to a siege. A compiled Library manual belongs to the sect for ever, and every eligible member can take a real, tradeable copy.

Everything runs through /sect library. Bare, it reports the lot: what is being researched and how far along it is, an estimate of the time left, the funding banked, and every technique the sect has compiled with whether you have claimed yours.

  1. Choose a subject. /sect library choose {technique} (an elder or the Patriarch by default) names the art to research. Only some arts are on offer. They must be ones that are unlocked by a manual, not fusion, pact, campaign, Transcendent, Grand Dao or Merit arts, not the art your hall already lends, and the sect's level has to reach the art's unlock realm (the realm's number from Body Refinement as 0, times Sect-Library-Sect-Level-Per-Realm). Name one that is not on offer and the command lists the ones that are. There is no vote: a subject nobody wants simply sits at zero.
  2. Fund it. /sect library fund {amount} moves that much of your own contribution into the sect's shared funding pool (outer disciples and up by default). It is the pavilion's currency, not a new one, and it is spent: the pool is the fuel and time is the limiter. Funding is accepted even while research is paused.
  3. Wait. Progress arrives over real time, Sect-Library-Progress-Per-Hour (25) plus Sect-Library-Progress-Per-Member-Bonus (1.5) for every member, and each point of progress burns Sect-Library-Funding-Per-Progress (2) points of funding. With no funding there is no progress. The target is Sect-Library-Cost-Base (600) divided by the art's manual weight (never below Sect-Library-Cost-Weight-Floor, 0.25), so a rare manual costs more research than a common one. When it fills, the art is compiled, the whole sect is told, and any leftover funding carries forward.
  4. Redeem it. /sect library redeem hands you your own copy of the finished manual (inner disciples and up by default), once per compiled art. If your inventory is full nothing is marked as claimed, so you can try again.

What pauses it. Research stops, without losing any progress, whenever the hall would not teach either: the sect holds no hall, it holds no Scripture Hall building (while Sect-Library-Requires-Scripture-Hall is on), or it is under a lost siege's suppression. Time spent paused is not banked for later, and a single catch-up can convert at most Sect-Library-Max-Offline-Hours (24) of elapsed time, so an untouched Library never finishes itself while nobody is looking.

Changing your mind. Choosing a different subject mid-research forfeits Sect-Library-Abandon-Forfeit-Percent (50%) of the progress so far. Funding is never lost.

One art, ever. A sect compiles Sect-Library-Max-Total (1) art in its whole life. Once it has, choose has nothing left to offer.

The Grand Dao capstone runs through here

A real lifetime of Library funding is one of the five legs of the Grand Dao capstone. What counts is what a member has personally put in, Sect-Library-Patron-Title-Threshold (500) in total, and that total keeps counting after the sect compiles its art. A member who never joins a sect with a working Library cannot complete the capstone.

KeyDefaultWhat it does
Sect-Library-EnabledtrueMaster switch for the Library and /sect library
Sect-Library-Requires-Scripture-HalltrueA Scripture Hall building must be held before research runs
Sect-Library-Max-Total1Arts a sect may ever compile
Sect-Library-Cost-Base / Sect-Library-Cost-Weight-Floor600 / 0.25Research cost is the first divided by the art's manual weight, floored at the second
Sect-Library-Progress-Per-Hour / Sect-Library-Progress-Per-Member-Bonus25 / 1.5Progress per real hour, plus the bonus for each member
Sect-Library-Funding-Per-Progress2Funding burned per point of progress
Sect-Library-Max-Offline-Hours24Most elapsed hours one settlement can convert
Sect-Library-Sect-Level-Per-Realm1Sect level needed per realm of the art's unlock
Sect-Library-Abandon-Forfeit-Percent50Progress lost when the subject is changed
Sect-Library-Min-Rank-Fund / -Choose / -Redeemouter / elder / innerLowest rank for each action (outer, inner, elder or patriarch)
Sect-Library-Patron-Title-Threshold500Lifetime funding at which a member counts as a patron, and the capstone's sect leg

All of these live in SectConfig.json.

Sect Guardians

v0.10.2 A sect with a hall can pay to post Sect Guardians there: constructs animated by the hall's own defensive array, which the game calls Warding-Array Puppets (tier 1), Sentinels (tier 2) and Colossi (tier 3). They defend the hall in a siege. They do not hold it for you. v0.11.2 Fixed: a guardian's ward glow never expired, so a new copy piled up every ten seconds and the area around a hall could lag. It now lasts until the next pulse. Posted Hall Guard retainers stand at the hall alongside the guardians.

/sect guardian
/sect guardian station
/sect guardian dismiss [post]
/sect guardian status

Stationing. Stand in your hall's own chunk and run /sect guardian station. It needs an elder or the Patriarch, a sect of at least Guardian-Min-Sect-Level (2), and Guardian-Station-Cost-Contribution (60) from your own contribution balance, the pavilion's currency again. It cannot be done while your hall is under a live siege (Guardian-Respawn-Blocked-During-Siege). Each paid post is a guardian, up to min(Guardian-Max-Posts, Guardian-Posts-Base + level ÷ Guardian-Levels-Per-Post) posts: at the defaults a level 2 sect (the minimum) may hold 2 posts and a level 4 sect the cap of 3.

Dismissing. /sect guardian dismiss removes the most recent post, and /sect guardian dismiss 2 removes the numbered one that status shows. Posts are interchangeable, so only the count matters. By default nothing is refunded (Guardian-Dismiss-Refund-Percent, 0). If a server sets a refund, it goes back to whoever paid, only outside a live siege, and only Guardian-Refund-Cooldown-Hours (24) after the post was last paid for. Bare /sect guardian and status print posts owned out of the ceiling, how many are standing, and what another would cost.

How strong they are. A guardian's tier is min(3, 1 + level ÷ Guardian-Levels-Per-Tier) (3), further capped by the strongest Warding array on the hall. With no Warding array at all, a guardian is stuck at tier 1. Health is Guardian-Base-Health (240) plus Guardian-Health-Per-Tier (60% of that) for each tier above the first.

In a siege. Each guardian still standing slows the attackers' hold clock by Guardian-Slow-Per-Living-Percent (12 points). That stacks with the Warding slow, and from 0.11.1 with the Sect Array Domain's 15, under the single ceiling War-Total-Slow-Max-Percent, so guardians can slow a siege but never stop one. A guardian never counts as a defender standing on the chunk: a hall whose members are all absent can still fall with three guardians alive. A guardian fights only the sect that is attacking its hall in a live Contest, only within Guardian-Aggro-Radius-Blocks (16) of itself, and never its own sect or its allies. With Guardian-Aggro-Outside-Siege on (off by default) it also attacks members of a sect your sect has a standing Rivalry with, siege or no.

On the Sect page. The Guardians card shows posts, how many stand and, for a manager, the station button. During a live Contest it also lists the Warding and guardian slow and the combined total. v0.11.1 When a Sect Array Domain is slowing the clock, the combined line names its share ("the array adds 15%").

If one falls. A guardian killed by the attackers comes back after Guardian-Respawn-Seconds (900), but never while the hall is in a live Contest. A guardian killed by its own sect or an ally is gone for good: no respawn, no refund, and the post is lost. Live guardians are not saved, so a restart drops the bodies but keeps the paid posts, and they respawn once the hall's chunk loads.

KeyDefaultWhat it does
Guardian-EnabledtrueMaster switch
Guardian-Min-Sect-Level2Lowest sect level that may station one
Guardian-Max-Posts3Hard ceiling on posts, whatever the level
Guardian-Posts-Base / Guardian-Levels-Per-Post1 / 2Posts at level 0, and sect levels per extra post
Guardian-Levels-Per-Tier3Sect levels per guardian tier (tier cap 3)
Guardian-Station-Cost-Contribution60Contribution charged to the member who stations one
Guardian-Dismiss-Refund-Percent / Guardian-Refund-Cooldown-Hours0 / 24Refund share on dismissing, and how long after payment it stays locked
Guardian-Base-Health / Guardian-Health-Per-Tier240 / 0.6Tier 1 health, and the added fraction per tier
Guardian-Slow-Per-Living-Percent12Points each living guardian takes off the attackers' hold rate
Guardian-Respawn-Seconds900Wait before a guardian killed by attackers returns
Guardian-Respawn-Blocked-During-SiegetrueNo stationing or respawning while a Contest is live
Guardian-Aggro-Radius-Blocks16How near a target must be to be fought
Guardian-Aggro-Duration-Seconds15How long a hostile grant lasts before it is re-asserted
Guardian-Aggro-Outside-SiegefalseAlso fight members of rival sects when no siege is running

All of these live in GuardianConfig.json.

Tournaments

/sect tournament status
/sect tournament start

论道大会 — a single-elimination bracket among your sect's own members. There is no signup step: whoever is online when it starts is entered.

Each round pairs the field and runs every pair as a real duel through the existing duel machinery, at a 0 Qi wager — nothing changes hands but standing — announced to the sect as each round resolves. A player who disconnects mid-match and does not return within the duel's reconnect grace forfeits to whoever is still online; if both are gone the pair is dropped.

ValueKey
Minimum entrants4Tournament-Min-Entrants
Champion's purse150 CP at a field of fourTournament-Champion-Contribution
Field the purse is quoted for4Tournament-Champion-Reference-Entrants
Largest field that raises the purse16Tournament-Champion-Max-Entrants
Patriarch's start cooldown4 hoursTournament-Manual-Cooldown-Hours
Automatic tournamentsoff by default, every 24hTournament-Auto-Start-Enabled / -Interval-Hours

The champion is paid, and may wear the Tournament Champion title from then on. v0.11.0 The purse scales with the field: it is Tournament-Champion-Contribution × (entrants, capped at Tournament-Champion-Max-Entrants) ÷ Tournament-Champion-Reference-Entrants, rounded down. At the defaults that is 150 CP for four entrants, 300 for eight, and 600 for sixteen or more; a field of two or three would pay 75 or 112. A bigger bracket pays more and a tiny one pays less. Four is also the new default minimum field. A server that already wrote Tournament-Min-Entrants: 2 in its config keeps it - the default only applies to a new config, and the code never accepts fewer than 2.

A duel inside a bracket follows the ordinary duel rules, so a player who drops out gets the duel's reconnect grace (Duel-Reconnect-Grace-Seconds) to come back before it counts as a forfeit. With auto-start enabled, a tournament runs on that clock whenever a sect has enough members online and none is already running.

Sect Diplomacy

v0.10.0 Standing between two sects is a real three-rung ladder, each rung a strict superset of the one below it. All three are matters between two whole sects, not individual members.

The Ladder
RungGrants
Non-AggressionNeither sect may declare war on the other
TradeEverything Non-Aggression has, plus a discounted Auction House cut between the two sects' members
AllianceEverything Trade has, plus shared land and trust access, and a tribulation-assist buff

Offer and answer with /sect ally propose|accept|decline|break. Either party can walk away at any time with break.

Proposing names the rung as well as the sect: /sect ally propose <sect> <nonaggression|trade|alliance>. The other sect's leader answers with /sect ally accept <sect> or /sect ally decline <sect> within Alliance-Proposal-Expiry-Minutes (60), or the proposal lapses. /sect ally break <sect> needs no consent, and it starts a Relation-Cooldown-Hours (24) wait before that pair can re-form any rung or declare a new siege. /sect ally list (or bare /sect ally) shows your standing relations and the proposals sent and received. All of it is leader-only.

The tribulation-assist buff

An Alliance's one active-combat benefit: an allied member standing within 32 blocks of you, and online, cuts 25% off one lightning strike's damage during your tribulation. It is a buff to you, not a shared or split hit — the ally takes nothing themselves for standing near you.

Rivalry — the opposite gesture

/sect rival declare|withdraw is unilateral: no acceptance is needed, and declaring costs nothing but the choice. Withdrawing is cooldown-gated, so a Rivalry cannot be declared and immediately taken back the moment it looks unfavorable.

Two sects rivaling each other at once locks out any further escalation between that pair — you cannot also hold Non-Aggression, Trade or an Alliance with a sect you have declared a Rivalry against, and the reverse — until the Rivalry is withdrawn.

Diplomacy is between sects, not people

A relation is recorded on the two sects, not on whichever member proposed or declared it. Membership can turn over entirely and the standing relation carries on unchanged, the same way a hall or a bank of Legacy carries on past any one member.

Score and Rankings

A sect's score is the summed global cultivation level of every member the leaderboard has seen, where one member contributes realm x 4 + stage + 1. Bigger, higher-realm rosters rank higher.

/sect top (alias leaderboard) lists the top 10 sects by score with their member counts. The sect menu's Rankings tab shows the top 20.

The season closes a separate Sect standings ladder that sums each member's gain over the season rather than their absolute level. v0.11.0 An account's season gain is its best real profile's gain, so switching profiles cannot inflate a sect's standing.

The Sect Menu

Bare /sect, or /sect menu (alias ui), opens the sect menu - the graphical face of every command on this page. Three tabs:

My Sect

your roster with per-member kick and promote/demote buttons, the pending join requests, the motto/rename/policy/invite controls for managers, the Hall Banner picker, and the claim, leave and disband actions.

Browse

every sect on the server, sorted by name, with a join or request button on the ones whose policy allows it.

Rankings

the top 20 sects by score.

Roster rows show each member's equipped title in front of their name, and the HUD can carry a sect line naming the sect you belong to - it appears once you are in one, and switches off under Show your sect in Settings.

Commands

Commands
CommandDescriptionPermission
/sectOpens the sect menu.cultivation.sect
/sect create <name> <abbreviation>Founds a sect with you as Patriarch. The tag is chosen here.cultivation.sect
/sect abbr <tag>Changes the sect's tag (Patriarch).cultivation.sect
/sect invite <player>Invites a player (leader or elder).cultivation.sect
/sect join <sect>Accepts a live invite to that sect.cultivation.sect
/sect leaveLeaves your sect (not the leader).cultivation.sect
/sect kick <player>Removes a member, online or offline (leader or elder).cultivation.sect
/sect claimClaims the chunk you stand in as the hall, or moves the hall there (leader).cultivation.sect
/sect dao [set <element>]Bare shows the sect’s Spiritual Root Type; set names one of the five classic roots, and set none clears it. Leader only to change.cultivation.sect
/sect building [list|types|claim|assign|abandon|dao]Take this chunk, name what a held one is for, give it up, toggle whether its ground carries the sect’s Spiritual Root Type, or list what the sect holds. Leader only to claim or give up; elders may assign and toggle.cultivation.sect
/sect libraryShows the Library: subject, progress, funding and compiled arts.cultivation.sect
/sect library choose <technique>Names the technique the Library researches (elder or Patriarch by default).cultivation.sect
/sect library fund <amount>Moves your own contribution into the Library's funding pool.cultivation.sect
/sect library redeemClaims your copy of a compiled manual.cultivation.sect
/sect guardian [status]Reports your Guardian posts and how many stand.cultivation.sect
/sect guardian stationStations a Guardian at the hall from its own chunk (elder or Patriarch).cultivation.sect
/sect guardian dismiss [post]Dismisses a Guardian post, the last one by default (elder or Patriarch).cultivation.sect
/sect array [status|raise|lower]v0.11.1 Reports your sect's Array Domain, or raises or lowers it (Patriarch or Elder). Needs a siege declared against your sect to raise.cultivation.sect
/sect inscribeCarves the held technique manual into the hall, or scours it empty-handed (leader).cultivation.sect
/sect banner [set <banner>]Bare lists what the sect may fly; set flies one, and set none lowers it (leader or elder).cultivation.sect
/sect war [status|declare <sect>]Bare or status reports your current siege; declare starts one (leader). See Sect Wars.cultivation.sect
/sect war conquer <sect>Declares a War of Conquest on that sect's hall (leader). See Sect Wars.cultivation.sect
/sect ally propose <sect> <nonaggression|trade|alliance>Offers a diplomatic relation to another sect (leader).cultivation.sect
/sect ally accept|decline|break <sect>Accepts or declines a proposal from that sect, or ends a standing relation with it (leader).cultivation.sect
/sect ally [list]Lists your sect's relations and the proposals sent and received.cultivation.sect
/sect rival declare|withdraw <sect>Unilaterally declares or withdraws a Rivalry with another sect (leader).cultivation.sect
/sect donateDonates the Spirit Stone stack in hand for contribution.cultivation.sect
/sect pavilion [list|buy|additem|addright|stock|remove]The pavilion shelf. list and buy for everyone; the other four are Patriarch-only.cultivation.sect
/sect mission [list|deposit]The mission board — progress, cooldowns, and item turn-ins.cultivation.sect
/sect tournament [status|start]The tournament bracket. start is Patriarch-only.cultivation.sect
/sect veinv0.11.2 Shows your hall ground's natural and current vein, its enrichment and its progress toward a Dragon vein. Alias land.cultivation.sect
/sect mine claimv0.11.2 Claims the Spirit Stone Mine you stand at (Patriarch or Elder). release gives it up and bare /sect mine shows mine info.cultivation.sect
/sect retainerv0.11.2 Opens the Retinue page; see Retainers.cultivation.sect
/sect infoPrints your sect's roster, hall, banner, inscription and score.cultivation.sect
/sect topLists the top 10 sects by score.cultivation.sect
/sect menuOpens the sect menu.cultivation.sect
/sect disband [confirm]Warns; confirm dissolves your sect (leader).cultivation.sect

cultivation.sect is granted to everyone by default; rank checks happen inside the sect itself, not in the permission system.

Every field named on this page - Sect-Max-Members, Sect-Hall-Min-Vein-Tier, Sect-Hall-Claim-Anywhere, Sect-Spawn-Protection-Radius-Chunks, the Sect-Vein-* keys, the two Qi bonus percentages, Sect-Invite-Expiry-Seconds, Sect-Inscription-Enabled, Sect-Contribution-Per-Spirit-Stone, Sect-Pavilion-Enabled and Sect-Missions-Enabled - lives in SectConfig.json; tournaments have their own TournamentConfig.json, and Sect Diplomacy has its own AllianceConfig.json. See Society Config for the full reference, and Commands for every command in the mod.