Branches

Branches are like "departments" within your Sect. You choose a branch leader, with different skills depending on the branch, to lead other cultivators in an endeavour. Branches can also have Branch Areas designated and assigned to them. Branches are unlocked at 2000 reputation.
Cultivators receive a semi-permanent bonus for being member of a branch, and another bonus when in its Branch Area which will gradually diminish when no longer there. Branch leaders will not receive those bonuses and, instead, receive a penalty to their Base Mental State and Cultivation Speed depending on how many members the Branch has. 
A Sect Leader or Branch Leader may additionally lead one or more Branches, but will receive debuffs from each Sect or Branch led. A Sect Leader or Branch Leader may not be a member of any Branch.
== Sect Leader==
The Sect Leader is the most important cultivator in the branch system, as their Effectiveness Score directly improves the bonuses of all branches. The Sect Leader can also lead branches, but in that case they will receive Stress penalties from both Sect and Branch. 
The Sect Leader's Effectiveness Score is calculated by the sum of scores from the followingXiaWorld.SchoolMgr.GetMasterPower():
# Charisma, with a score of -5 at 0, and a score of 5 at 10.
#Social skill, with a score of -5 at 10 or lower, and a score of 5 at 20 or above.
#Cultivation State of the Sect Leader, with a score of 0 at Qi Shaping, 1 at Core Shaping, 3 at Golden Core, 5 at Primordial Spirit or Demigod.
The maximum possible Sect Leader Effectiveness score is 15.
== Branches==
===Alchemy ===
The Alchemy Branch Leader's Effectiveness Score is calculated by the sum of scores from the followingXiaWorld.SchoolMgr.UpdateTangPower() & Settings/Tang/tang.xml [Tang_Dan]:
#Sect Leader's Effectiveness Score (if Branch Leader's Effectiveness Score > 0)
#+5 points for cultivating a law with the Remold special ability (Primordial Alchemy Law)
#Alchemy skill, with a score of -5 at 10 or lower, and a score of 5 at 20 or above.
#Cultivation State, with a score of -3 at Qi Shaping, 1 at Core Shaping, 3 at Golden Core, 5 at Primordial Spirit, 10 at Demigod.
#1 point for every 50 points of base Attainment. This is not changed by Talismans, but is lost when performing Attainment Tribulations.
The maximum possible score is 35 + 1 point per 50 Attainment points. For example, a cultivator with all of the maximum values and 500 Attainment will have an Effectiveness Score of 45.
====Bonuses====
Inner Disciples receive the following bonuses per 1 Effectiveness Score while in the Branch AreaSettings\Modifiers\Modifier_System.xml:
*+1% (AddV) Elixir Concoction Speed (DanMake_SpeedAddV)
*+1% (AddV) Alchemy Speed Bonus (DanMake_SuccessRateAddV)
*+2% (AddV) Alchemy Yield Bonus (DanMake_YieldAddP)
Outer Disciples receive the following bonuses per 1 Effectiveness Score while in the Branch Area:
*+1% (AddP) Medicine Craft Speed (DrugProductSpeed)
*+1% (AddP) Healing Speed (TreatSpeed)
*+1% (AddP) Healing Estimate (TreatmentExpectQuality)
All members of the branch (excluding the Leader) receive the following bonuses per 10 Effectiveness Score, rounded down: 
*+2 Skill Levels in Alchemy or Medicine (does not bypass cap)
*+10% (AddP) Perception
=== Artifact Crafting===
The Artifact Crafting Branch Leader's Effectiveness Score is calculated by the sum of scores from the following:
#Sect Leader's Effectiveness Score (if Branch Leader's Effectiveness Score > 0)
#+5 points for cultivating a law with the Consecrate special ability (Myriad Artifact Law)
#Artifact Crafting skill, with a score of -5 at 10 or lower, and a score of 5 at 20 or above.
#Cultivation State, with a score of -3 at Qi Shaping, 1 at Core Shaping, 3 at Golden Core, 5 at Primordial Spirit, 10 at Demigod.
#1 point for every 50 points of base Attainment. This is not changed by Talismans, but is lost when performing Attainment Tribulations.
The maximum possible score is 35 + 1 point per 50 Attainment points. For example, a cultivator with all of the maximum values and 500 Attainment will have an Effectiveness Score of 45.
====Bonuses ====
Inner Disciples receive the following bonuses per 1 Effectiveness Score while in the Branch Area:
*+1% (AddV) Artifact Crafting Speed Bonus (FabaoMake_SpeedAddV)
*+1% (AddV) Artifact Crafting Success Rate Bonus (FabaoMake_SuccessRateAddV)
*+5% (AddV) Artifact Crafting Grade Bonus (FabaoMake_LingInheritRateAddV)
*+2% (AddV) Artifact Crafting Quality Bonus (FabaoMake_QualityAddV)
Outer Disciples receive the following bonuses per 1 Effectiveness Score while in the Branch Area:
*+2% (AddP) Forging Speed (SmithingSpeed)
*+2% (AddP) Handicraft Speed (HandworkSpeed)
*+2% (AddP) Sewing Speed (TailoringSpeed)
*+1% (AddP) Product Quality Estimate (ManufactureExpectQuality)
All members of the branch (excluding the Leader) receive the following bonuses per 10 Effectiveness Score, rounded down:
*+2 Skill Levels in Artifact Crafting or Crafting (does not bypass cap)
*+10% (AddP) Constitution
===Battle===
The Battle Branch Leader's Effectiveness Score is calculated by the sum of scores from the following:
#Sect Leader's Effectiveness Score (if Branch Leader's Effectiveness Score > 0)
#+5 points for cultivating a law with the Exorcise special ability (Six Paths Reincarnation Law/Sunflower Refining Law/Grand Chariot Wisdom Law/Seven-Slaughtering Sword/Emotion Severing Law)
# Battle, Artifact Mastery, Spell, and Protect skills, with a score of -5 at 10 or lower, and a score of +5 at 20 or above for each of the skills.
#Cultivation State, with a score of -3 at Qi Shaping, 1 at Core Shaping, 3 at Golden Core, 5 at Primordial Spirit, 10 at Demigod.
The maximum possible score is 50 points.
==== Bonuses====
Inner Disciples and Outer Disciples receive the following bonuses per 1 Effectiveness Score while in the Branch Area: 
*+1% (AddP) Natural Resilience (RecoveryPower)
*+1% (AddP) Pain Tolerance (PainTolerance)
All members of the branch (excluding the Leader) receive the following bonuses per 10 Effectiveness Score, rounded down: 
*+10% Base (BAddP) Artifact Power (NpcFight_FabaoPowerAddP)
*+10% Base (BAddP) Spell Power (NpcFight_SpellPowerAddP)
*+10% (AddP) Barrier Power Bonus (NpcFight_ShieldConversionRateAddP)
*+10% (AddP) Accuracy (NpcFight_BaseHitChance)
*+10% (AddP) Dodge (NpcFight_BaseDodgeChance)
*+1 Skill Levels in Battle, Artifact Mastery, Spell, Protect (does not bypass cap)
*+10% (AddP) Perception and Constitution
===Cultivation===
The Cultivation Branch Leader's Effectiveness Score is calculated by the sum of scores from the following:
# Sect Leader's Effectiveness Score (if Branch Leader's Effectiveness Score > 0)
#+5 points for cultivating a law with the Land special ability (True Sun Refining Law/Emotion Severing Law/Sixteen Supreme Steps Law/Jade Purity Immortal Law)
#Intelligence, with a score of -5 at 0, and a score of 5 at 10.
#Qi Sense skill, with a score of -5 at 10 or lower, and a score of 5 at 20 or above.
#Cultivation State, with a score of -5 at Qi Shaping, -3 at Core Shaping, -1 at Golden Core, 0 at Primordial Spirit, 5 at Demigod.
#1 point for every 25 points of base Attainment. This is not changed by Talismans, but is lost when performing Attainment Tribulations.
The maximum possible score is 35 + 1 point per 25 Attainment points. For example, a cultivator with all of the maximum values and 500 Attainment will have an Effectiveness Score of 55.
==== Bonuses====
Inner Disciples receive the following bonuses per 1 Effectiveness Score while in the Branch Area: 
*+1 (AddV) Base Mental State (MindStateBaseValue)
*+5% (AddP) Cultivation Speed (DeepPracticeSpeedSpecialCoefficient)
* +2% (AddP) Learning Speed (IntelligenceSkillEXPConstant)
*+1% (AddP) Breakthrough Chance Bonus (PracticeRateAddPFromDan)
*+1% (AddP) Comprehension Intelligence Multiplier (InspirationCoefficient)
Outer Disciples receive the following bonuses per 1 Effectiveness Score while in the Branch Area: 
*+2% (AddP) Foundation Training Speed Bonus (BasepracticeSpeedCoefficient)
All members of the branch (excluding the Leader) receive the following bonuses per 10 Effectiveness Score, rounded down:
*+2 Skill Levels in Qi Sense (does not bypass cap)
*+10% (AddP) Intelligence
===Foreign Affairs===
The Foreign Affairs Branch Leader's Effectiveness Score is calculated by the sum of scores from the following:
#Sect Leader's Effectiveness Score (if Branch Leader's Effectiveness Score > 0)
#Charisma, with a score of -5 at 0, and a score of 5 at 10.
#Artisanry and Social skill, with a score of -5 at 10 or lower, and a score of 5 at 20 or above for each of the skills.
#Cultivation State, with a score of -3 at Qi Shaping, 1 at Core Shaping, 3 at Golden Core, 5 at Primordial Spirit, 10 at Demigod.
The maximum possible score is 40 points.
====Bonuses====
Inner Disciples and Outer Disciples receive the following bonuses per 1 Effectiveness Score while in the Branch Area:
*+1.5% (AddP) Work Efficiency (GlobalEfficiency)
All members of the branch (excluding the Leader) receive the following bonuses per 10 Effectiveness Score, rounded down:
*+2% (AddV) Reputation Multiplier (ExperiencePrestigeAddP)
* +10% (AddV) Adventure Fly Speed (WorldMapFlySpeedAddP)
*-1.5% (AddP) Breakthrough Time Multiplier (ExperienceNeckTimeCostCoefficient)
*+2 Skill Levels in Social (does not bypass cap)
*+10% (AddP) Charisma and Luck
==Stress==
Stress is an Active Effect debuff which reduces the Mental State, Cultivation Speed, Inspiration Gain Speed, and Breakthrough Chance of the cultivator. It applies to both the Sect Leader and Branch Leaders. If a cultivator is both Sect Leader and Branch Leader, they will receive both debuffs stacking additively. 
===Receiving stress===
A Sect Leader will receive stress if there are too many different branches. The amount of stress increases with the number of branches and decreases with the Sect Leader's Effectiveness Score. Each branch increases stress by 6 points, and the Sect Leader's Effectiveness Score reduces stress by the same amount. 
For example, having 3 branches in a Sect with a Sect Leader of Effectiveness Score 15 results in 3*6-15 = 3 points of stress for the Sect Leader.
A Branch Leader will receive stress if there are too many members in the branch. The amount of stress increases with the number of members and decreases with the Sect Leader's effectiveness. Each member increases stress by 4 points, and the Sect Leader's Effectiveness Score reduces stress by the same amount.
For example, having 5 members in a branch with a Sect Leader of Effectiveness Score 15 results in 4*5-15 = 5 points of stress for the Branch Leader.
===Continuing stress===
After the sect/branch leader is removed from their post, the debuff will turn into a "Tired" Active Effect of the same strength as the initial Stress debuff, which increases in duration with the length of time the cultivator was leading the sect/branch from a minimum of 14 to a maximum of 84 days. The Tired effect has the same properties as the Stress effect, but the Reputation Multiplier modifier is removed. If desired, this debuff can be removed by waiting in a Camp map until it expires, then re-entering the Player Sect
===Effects of stress===
Each point of stress as a Sect Leader results in the following:
*+10% (AddV) Reputation Multiplier (ExperiencePrestigeAddP)
*-2 (AddV) Base Mental State (MindStateBaseValue)
*-10% (AddP) Cultivation Speed Bonus (DeepPracticeSpeedSpecialCoefficient)
*-2% (AddP) Breakthrough Chance Bonus (PracticeRateAddPFromDan)
*-2% (AddP) Learning Speed (IntelligenceSkillEXPConstant)
Each point of stress as a Branch Leader results in the following:
*+5% (AddV) Reputation Multiplier (ExperiencePrestigeAddP)
*-1 (AddV) Base Mental State (MindStateBaseValue)
*-5% (AddP) Cultivation Speed Bonus (DeepPracticeSpeedSpecialCoefficient)
*-1% (AddP) Breakthrough Chance Bonus (PracticeRateAddPFromDan)
*-1% (AddP) Learning Speed (IntelligenceSkillEXPConstant)
===Uses of stress===
While stress is not beneficial for Xiandao cultivators, Shendao cultivators can greatly benefit from stress by allowing the mental state to be reduced and fall into tiers where it increases much more quickly. 
==Moodlets==
Certain Moodlets may be received by being part of the Branch systemSettings\Npc\Moods\Moods_Sys.xml:
===Sect Leader===
*-10, 28 days: Dismissed (Mood_Sys_School_ZhangMen3)
===Sect Member===
*+15, 28 days: A New Leader (Mood_Sys_School_ZhangMen1) - If Member has >70 Relation with Sect LeaderXiaWorld.SchoolMgr.SetMaster
*-25, 28 days: A New Leader (Mood_Sys_School_ZhangMen2) - If Member has <-70 Relation with Sect Leader
*-15, 28 days: Resigning as Sect Leader (Mood_Sys_School_ZhangMen4) - If Member has >70 Relation with Sect Leader
*+25, 28 days: Resigning as Sect Leader (Mood_Sys_School_ZhangMen5) - If Member has <-70 Relation with Sect Leader
===Branch Leader===
*+25, 28 days: Becoming Branch Leader (Mood_Sys_School_TangZhu0)XiaWorld.SchoolMgr.ChangeTangMaster
*-10, 28 days: Dismissed (Mood_Sys_School_TangZhu3)
===Branch Member===
*+10, 28 days: Branch Leader in Office (Mood_Sys_School_TangZhu1) - If Member has >70 Relation with Branch Leader
*-20, 28 days: Branch Leader in Office (Mood_Sys_School_TangZhu2) - If Member has <-70 Relation with Branch Leader
*-10, 28 days: Resigning as Branch Leader (Mood_Sys_School_TangZhu4) - If Member has >70 Relation with Branch Leader
*+20, 28 days: Resigning as Branch Leader (Mood_Sys_School_TangZhu5) - If Member has <-70 Relation with Branch Leader
*-15, 28 days: Disappointing Branch Leader (Mood_Sys_School_Disappointment) - If Branch Leader has <=0 Effectiveness Score
==References==
Category:Game Mechanics