Sects

## General Overview

**Sects** are organizations the player can join, groups of Cultivators that practice specific Martial Arts with their own purpose, rules and traits. Sects are generated at the start of the game, with at least 4 guaranteed per region, two being **Righteous** and two being **Demonic**. Players can join any of them, regardless of their own personal inclination or even if they do **not** possess a **Sect Recommendation Letter** (an item only obtained by rescuing any of the two cultivators at the start of the tutorial). Sects will require the Player to fulfills at least a minimum stat to enter the initiation duels, those usually being of the same **Martial Art** school the sect practices. All the pictures you will find below are of a random **Righteous** sect a player has joined.

Shown above is an example picture of a *Player* that has joined the sect, and this article will give an overview of every building the player can interact with, but first we shall explain the Menu on the right; which serves as an overview of the **Sect**, with the **Martial Art** it practices, it's **Purpose**, it's **Rules**, and it's **Traits**, as well as the current position of the Player in the hierarchy, with additional info on their **Reputation** and **Wages**.

### Sect properties

The sect **Purpose, Rules** and **Traits** are randomly generated, and don't have any correlation with the Sects inclination nor martial practices. The **purpose** of the sect has no impact on gameplay. Players must be wary of their Sect **rules**, for if a player decides to gift an enemy of the sect when the rules explicitly say **not** to, it will incur a penalty of their affinity with other members, and maybe even lead one to be demoted of their current position. The sect **traits** are just positive buffs to certain actions, such as an easier escape from battle if the Player is engaged on a fight on enemy sect territory, for example.

Sects have **alignments**, those being **Righteous** and **Demonic**. Having a higher inclination of the opposite alignment of your sect (i.e having a higher righteous value than demonic while being part of a demonic sect, for example), will incur a tax penalty in your **Contribution tokens** amount each month, as well as lose reputation with fellow members of the sect, until the proper inclination is higher than the opposite.

Clicking the **Promotion** button on the menu to the right will allow players to test themselves for higher positions, which will reward the player with access to higher ladders on the **Manual Library** and higher wages each month. There is also an option at the bottom of the rankings to leave the sect. All positions have a brief description indicating the requirements the Player must fulfill to contest for them.

### Buildings of a Sect

The main **Martial Arts** the Sect practice is reflected as the Skill books they sell on the **Manual Library**, which can be bought using the sect's currency, **Contribution tokens**. You will also need a certain amount of **Sect Contribution**, which is a sort of "reputation" system which is earned by the Player doing Sect missions, which can be acquired and submitted once completed on the **Mission Hall**. Manuals on the higher levels will require a higher position on the Sect's hierarchy, and its usually divided with the 3 on the lower for the lowest Realm of the region, and the 3 above for the highest Realm of the region. Also, the higher the Sect's **Prestige** is, more manuals and of higher rarity will be found on the Library. Manuals on the sect will be refreshed every 6-12 months.

The **Hospital** serves as a free **Inn**, and does the same exact without any cost, aside from the consumed Days.

The **Treasure Pavillion** is the Sect's shop players can use to buy Elixirs, Monster Materials, a Furnace, and Spiritual Fruit of the corresponding Martial arts the sect practices. On the bottom left corner of the shop's menu there is a **Mining** and **Herb** counter, which makes it so every 12 months or when any of them reach 2500 to replenish materials on the Pavillion.

The **Mission Hall** is a building that serves exactly as the Bounty Board on cities but for the Sect, letting the player accept quests to further increase their Contribution standing, gain Contribution tokens and increase the Sect many resources (such as prestige, spiritual stones, herb and ore, etc) by completing random missions assigned every month. Beware the missions can be of harder difficulty, and its **not** recommended for new players to accept Missions that require you to **kill** another cultivator; those usually incur the wrath of their close ones, which tend to be of higher realm and will hunt you down until they kill you.

The **Spirit Pavillion** is a way for the Player to gain **Cultivation** points and further advance in their EXP bar, until they either reach a bottleneck or the final step before ascending to the next Realm. This usually cost an amount of Contribution Tokens, as well as a certain amount of Days. Bear in mind you can't put more days than you currently have left of the month.

The **Behemoth Peaks** is the place where the Sect's **Guardian** resides, currently always in the form of a Dragon. In here you are offered three choices: **Spirit, Feed** or **Interact**. The first allow players to exchange from a 2>1 ratio Spiritual fruits of any kind into another of a specific stat. The second and third allow the player to raise the Guardian's **Mood** and **Satiety**, which influence the current realm of the Guardian when on battle; higher value of those make the Guardian reach the highest realm of the current Region.

Finally, the **Council Hall** allows the Player to check the Sect current amount of **Members, Sect territory, Sect Prestige, Stability, Prosperity, Loyalty, Spirit Stones** in the treasury, **Mining** and **Herb** amount on the **Brief** section. You can hover the mouse above them for a brief explanation of what they do, but in brief; More members mean more missions completed, and more resources gained monthly; more territories increase the Sect properity threshold, more prestige increase the amount of Manuals and their quality on the Library, stability will make it so the sect's prosperity does not fall if high enough, prosperity increases the amount of spirit stones taxed each month, loyalty is the chance of disciples leaving the Sect each month (i.e the higher loyalty, the less chance they do so), spirit stones are used to pay Disciples monthly wages, and mining/herb serves as counters to refill the Treasure shop. Below are also the Sect's purpose, rules and traits.

On the **Members** menu of the Council hall, the Player can find the Sect's current **Leader**, the amount of people on each position, and a button to **View** the players position on the hierarchy, while offering on the same menu the ability to redeploy or kick people of lower hierarchy if the Player is at least an Elder.

On the **Internal Affairs** tab is a brief summary of the activities done by the sect this month, as well as the way they impact the sect overall.

And on the **External Affairs** menu, the Player has a summary of the Sect current relation status with other Sects of the region, as well as some intelligence on the affairs of other sects.

### Sect interactions with the world

Below all those menus, on the bottom midle of the **Council Hall** screen, there are two options; **Sect Tactics** and **Sect Territory**. Only a sect leader has access to the first one, which allows to decide if the current sect is on the **Offensive, Middle Ground,** or **Defensive** position. Those dictate if the sect will wage war at will to other sects for resource deposits on the Region, have the need of approval of those above to wage war, or simply protect the Sect's currently owned deposits. The second option allows the Player to see the sect's currently owned resource deposit, and if they are Elder or above, allow to wage war to specific deposits or sects.

There will be a third option called **Sect Relocation** if the sect does not have branches on the next region. It will require a great amount of Spirit stones, and medium amount of Herb and Ore, as well as being the Sect leader to use it; after doing so, the Player shall be given a **Relocation Flag**, which they must use on the next region in where they wish for the Sect to be; bear in mind there is a restriction that the flag **CANNOT** be placed too close to other buildings, such as Ancient Ruins, Herb Gardens, Fallen Valleys, other Sects, Towns, etc. Once the flag has been placed on a proper place, the Player will then need to return to the Sect and while trying to relocate, choose what Sect Members they wish to have relocated in the new branch; and the rest will be left to manage the previous one. After a short cutscene, the new Sect branch will be a permanent addition in the region.

Please note that while from the **First** region you have access to all those systems, the Player can only wage and be part of deposit wars from the second region and forward; it is however possible to wage war on Sects of the first region if one is a **Sect Leader**. On the current version of the game, if the Player joins a Sect Branch, they can **only** reach the True Disciple position on the first region, and the Elder position on the second region. However, in each region, there is always one sect that isn't a branch, in which players can become a Sect Leader through **Sect Tradition**.

### New sects, same branches

Unlike previous versions, you are no longer made a **Honorary Member** after getting into the next region and having to trial your way into a new sect. As you might have realized by the name, all sects are branches of the Original sect (which is located in the latest region), and regardless of your position in the previous sect, you will receive a dialogue upon arrival to the new Region and be given a **Sect Pass**:

The branch of the new region will be revealed on your map, and after arriving, you will be given a dialogue and instantly welcome as an Initiate in the sect. This pass is given to all players after reaching the latest Realm of the previous region, once they arrive into the next one (you might need to skip a month to receive the pass).