境界: the thirteen realms

The realm screen shows a chain of thirteen lamps, a 修为 number, a success rate and two locked panels per lamp. It explains none of it. This is what each lamp costs, what it pays, what stops you, and the one number on the character sheet that turns out to depend on which mode you started the save in.

The shape of the thing

There is no graph. jingjie_graph is twelve edges joining node groups 100→101→…→112 in a straight line, and each group holds exactly one node. Thirteen realms, one order, no branches, no choices.

Each realm has two layers on the same lamp:

They are separate buttons, 修行 and 突破, and jingjie_node gives each one a full set of conditions of its own. The same five kinds sit on every node twice, once in the cond* fields that gate 修行 and once in the cond1* fields that gate 突破: 经脉, 五脏, items, attributes, 秘籍. Which of the ten slots are filled is the whole difference between the halves. 修行 uses 经脉 on every realm and 五脏 from realm 9 up, and nothing else; 突破 uses items and attributes, and nothing else. Every attribute requirement on the ladder therefore belongs to 突破, and the realm itself has none. That is a data and code reading, not measured.

The thirteen

# Realm 修为 修行 经脉 修行 五脏 心法 quality it accepts 突破 items (×1 each) 突破 attributes
1 略通拳脚 2,540 1 — 白 绿 碧莹丹, 生骨丹 力道 45
2 初窥门径 3,048 2 — 白 绿 蓝 碧莹丹, 生骨丹 内力 45
3 融会贯通 4,032 3 — 白 绿 蓝 紫 逍遥丸, 凝血丹 身法 40
4 登堂入室 5,242 4 — 绿 蓝 紫 逍遥丸, 凝血丹 根骨 40
5 炉火纯青 6,400 5 — 绿 蓝 紫 金 逍遥丸, 凝血丹 体魄 75
6 出神入化 8,320 6 — 蓝 紫 金 逍遥丸, 凝血丹 内力 75
7 登峰造极 10,160 7 — 蓝 紫 金 红 特制碧莹丹, 特制生骨丹 力道 120
8 一代宗师 16,126 8 — 紫 金 红 特制碧莹丹, 特制生骨丹 根骨 120
9 绝世高手 25,600 8 1 紫 金 红 彩 特制逍遥丸, 特制凝血丹 体魄 150 + 身法 150
10 独步江湖 40,638 8 2 金 红 彩 特制逍遥丸, 特制凝血丹 根骨 150 + 内力 150
11 天下无双 64,508 8 3 金 红 彩 生脉丹, 疾风丹 力道 150 + 体魄 150
12 武林传说 102,400 8 4 金 红 彩 三顺散, 明心见性丹 内力 150 + 身法 150
13 陆地神仙 162,550 8 5 金 红 彩 混元塑骨丹, 破妄无尘丹 身法 200 + 体魄 200

Read out of the jingjie_node table (column order from SweetPotato.JingJie_node.CreateFromCsvRow), which is one table with no per-mode variant. Costs and conditions are identical in all four game modes. Only the rewards differ; see below.

The 心法 column is a window, not a floor. Realm 1 will not accept a blue technique even if you own one, and realm 8 will not accept a green one. The game's help panel says as much — "低阶境界只能使用低 品质心法,反之,高阶境界只能使用高阶心法" — without ever telling you where the edges are. They are the three or four grades in that column, and nothing else.

The panel marks passes and not failures

Both condition lists are drawn by the same code, and it only ever styles a pass. On the desktop layout a condition you meet turns its number green, while a condition you fail keeps that number in the same grey as its own label. A node you cannot enter is therefore a block of identical grey lines, under a message that names nothing, and telling the met conditions from the unmet ones means reading the requirements against your own sheet by hand. The phone layout does have a red for the failing case (#d65b5b); the desktop layout never got that branch. That is a data and code reading, not measured.

What the game checks, in order

The 修行 button appears only when all of these hold (JingJieGraphMgr.CanNodeActiveExcludeXiuWei, surfaced by JingJiePartView.RefreshGuDing):

  1. the previous realm is unlocked;
  2. your completed meridians ≥ the 经脉 number;
  3. your activated organs ≥ the 五脏 number;
  4. 感悟 ≥ the node's 感悟 cost — which is 0 for all thirteen;
  5. the 修行 set's items and 秘籍 — empty for all thirteen.

Pressing it additionally requires 修为 ≥ the cost and a technique selected in the panel. Then JingJieGraphMgr.UpgradeNode spends the 修为, spends the 感悟, rolls the success rate, and on success raises 境界, applies the attribute block, and performs one free 洗练.

感悟 does nothing for realms. Every realm's 感悟 cost is zero. The panel prints a 感悟 line beside the 修为 line and it always says 0. 感悟 is the currency for 秘籍 nodes, technique learning and 轻功, never for 境界 or 经脉.

The realm itself has no attribute requirement. All thirteen rows carry 0 in the 修行 attribute slot. Every 根骨/力道/内力/体魄/身法 number in the table above belongs to the 永灵 half. You can reach 陆地神仙 with eight untouched 资质.

The breakthrough cannot fail. The condition sets decide whether the button is live at all; the success rate decides what happens once you press it, and it decides the same thing every time. Every row's success rate is 10000 out of 10000, and the roll is Random.Range(0, 10000) <= 10000, which is always true. The panel prints "100.00%", the failure animation and the failure sound are both wired up, and neither can ever play. The per-node rate is stored in the save (j5), so the game intends it to be movable, but nothing in this build moves it. Note that the 修为, the 感悟 and the items are all taken before the roll, so if anything ever did move it, a failure would burn the lot.

The 永灵 half

Once a realm is unlocked, a second panel offers 突破. It appears only when JingJieGraphMgr.IsYongLingCanActive passes: you hold both pills, and you meet the attribute thresholds in the last column above. It costs the two pills and nothing else: no 修为, no 感悟.

What it pays is three 词条, rolled from the realm's own entry pool (groups 10 through 22, three entries each). These are stored per node and persist.

JingJieGraphMgr.CreateOrWashWordEntry checks whether you are carrying any aura whose effect subtype is 59, and if so doubles the value of all three entries. It is a straight ×2 on the rolled numbers, applied once at creation, and the result is what gets saved. If you can identify and hold that buff, hold it before you press 突破 on every realm. This is a code reading, and the specific buff has not been identified in play.

What a realm actually pays

Each realm grants a fixed block of six or seven attributes. The pool for each realm holds exactly seven entries, the node asks for seven, and every entry's minimum equals its maximum.

The block depends on which mode you started the save in. FormulaBaseAttri.GetTableName picks a different table per mode — 爽文江湖, 险恶江湖, 真实江湖 or 暗黑江湖 — and the four disagree on every number. 爽文江湖 and 暗黑江湖 are identical to each other. 险恶江湖 and 真实江湖 drop 真气 from every realm entirely and pay much more 命中, 闪避 and 化解 instead.

Cumulative totals, 爽文江湖 / 暗黑江湖:

Realm 气血 真气 外攻 内攻 外防 内防 命中 闪避 要害 化解 诛心 御心 轻功
1 210 45 41 41 26 22 26
2 486 106 41 41 131 131 26 26 22 22 26 26
3 834 185 107 41 310 131 61 61 22 22 26 26 18
4 1260 284 107 107 310 310 61 108 22 53 26 61 18
5 1770 404 107 202 310 545 108 108 53 53 61 61 18
6 2370 546 202 202 545 545 108 108 53 96 108 61 45
7 3066 712 202 329 844 844 108 167 53 96 108 108 45
8 3864 904 329 329 844 844 167 167 96 151 167 108 45
9 4770 1123 493 329 1215 1215 241 167 96 151 167 167 45
10 5790 1370 493 493 1215 1215 241 241 151 221 167 167 108
11 6930 1647 493 818 1215 1215 241 382 221 221 167 241 201
12 8196 1956 818 818 1924 1924 241 382 221 221 241 241 330
13 9594 2298 818 818 1924 1924 382 382 356 356 382 382 330

Cumulative totals, 真实江湖:

Realm 气血 真气 外攻 内攻 外防 内防 命中 闪避 要害 化解 诛心 御心 轻功
1 185 — 36 36 46 26 15
2 420 — 36 36 74 74 46 74 26 100 15 15
3 709 — 91 36 173 74 104 171 26 100 15 15 10
4 1068 — 91 92 173 175 104 303 26 239 15 35 10
5 1510 — 91 174 173 311 185 303 62 239 35 35 10
6 2064 — 178 174 318 311 185 303 62 451 64 35 27
7 2760 — 178 301 517 510 185 500 62 451 64 66 27
8 3666 — 322 301 517 510 319 500 127 784 109 66 27
9 4806 — 528 301 828 821 505 500 127 784 109 115 27
10 6204 — 528 526 828 821 505 838 228 1296 109 115 85
11 8190 — 528 1092 828 821 505 1657 391 1296 109 201 193
12 10680 — 1167 1092 1758 1751 505 1657 391 1296 206 201 362
13 13728 — 1167 1092 1758 1751 1120 1657 783 2866 411 406 362

险恶江湖 is the same shape as 真实江湖 (no 真气 anywhere, large 命中, 闪避 and 化解) at about 70% of its late-realm numbers, except 气血, where it ends slightly ahead (14,391 against 13,728 by realm 13).

Realms are the only source of four combat stats

character_build.md measured that no attribute point moves 要害, 化解, 诛心 or 御心, and that nothing you spend points on raises them. All four come from the realm ladder, appear in every mode's realm table, and by realm 13 in 真实江湖 are worth 783, 2866, 411 and 406 respectively. Equipment affixes and 词条 can add more; attribute points cannot add any.

That matters most for 诛心, which is the stat with the ×1.0 crit-damage floor. Realm progress is the only way to buy it that is not a gear roll.

Where the 104 命中 came from

character_build.md read a resting 命中 of 405 broken down as 基础+26, 装备+42, 境界+104, 词条+31, 连招+23, 其他+179. The realm bucket is filled by AttriManager.ReCalAttrJingjie, which walks the active realm nodes and adds their attribute blocks under source 4; nothing else writes to it.

104 does not appear anywhere in the default realm table. It is 46 + 58, the 真实江湖 grants for realms 1 and 3, so the measured character is a 真实江湖 save at realm 3 or 4. The save file settles it: the player's stored realm blocks are 10000, 10010, 10020, 10030 (realm 4, 登堂入室), and the values recorded against them (气血 185/235/289/359, 命中 46/·/58/·, 化解 ·/100/·/139) are the 真实江湖 numbers to the digit.

AttributeAdditionInfo.GetTableName also swaps table per mode, and a 真实江湖 save reads attribute_addition_zhenshijianghu, not attribute_addition. That table predicts character_build's measurements almost exactly: 力道 → 外攻 at 1.25 a point (measured 1.25), 体魄 → 外防 and 内防 at 1.0 (measured 1.0 across both), 元气 + 根骨 + 精神 + 专注 → 气血 at 12 each, which is 24,000 for +500 to all four (measured 24,000), 要害/化解/诛心/御心 rows either absent or set to 0 (measured 0), and no 真气 row at all (measured 0). It also reproduces the live 命中 exactly: 26 + 42 + 104 + 31 + 23 + ⌊235×0.2⌋ + ⌊290×0.2⌋ + ⌊116×0.8⌋ = 423, against 423 read off the running game.

So the published attribute_addition numbers were not wrong because the table is dead. They were the wrong table for this save's mode.

The achievement payout

Unlocking a realm also fires an achievement, and each one pays items: a stack of eight or five crafting materials, three of a consumable, three of a technique manual, and one pill. The pill is present in 爽文江湖 and stripped from every one of the thirteen in 真实江湖 (achievement vs achievement_zhenshijianghu, rows 1200–1212). The materials and manuals are the same in both.

洗练: rerolling the technique buff

Every unlocked realm carries one buff drawn from a technique you attach to it. 洗练 rerolls it.

The roll is UnityEngine.Random.Range(0, n) over the technique's own effect list, with no weighting and no exclusion of the current result. 周天吐纳功, the starting internal technique, lists ten effects, so each reroll is a flat 1-in-10 and can hand back what you already had.

The cost is ⌈修为 cost of that realm ÷ 3⌉:

Realm 1 2 3 4 5 6 7 8 9 10 11 12 13
洗练 847 1,016 1,344 1,748 2,134 2,774 3,387 5,376 8,534 13,546 21,503 34,134 54,184

At realm 13 with a ten-effect technique, the expected 修为 spend to land one particular buff is around 540,000, more than three times what the realm itself cost. Reroll the cheap realms; on the expensive ones, choose the technique with the shortest effect list you are happy with, because the list length is the whole of your odds.

The first 洗练 on any realm is free: UpgradeNode performs one automatically the moment the breakthrough succeeds, and that one does not charge.

Attached buffs persist. They are stored per node in the save and re-applied as auras when the character loads (UnitController.Init walks the stored node buffs).

修为 and 感悟

修为 is the realm currency and the 经脉 currency, and it is spent, not held. Both graphs deduct it on activation.

It has one metered source: sitting down to meditate. PlayerController.UpdateGetXiuWei grants a tick every 360 seconds of in-game quest time (six in-game minutes, so 240 ticks per in-game day). Each tick is worth

32 × 1.25 ^ (真理值 spent on 贯通 / 550)

so 32 a tick with nothing invested, and it climbs with how much 真理值 you have committed to linking techniques. At the base rate that is 7,680 修为 per in-game day.

But the ticks only pay while your lifetime metered total is below a budget you bought. Committing to a meditation session with an NPC raises the budget by the ticks that session's length is worth; once you have collected them, IsGetXiuWeiShangXian returns true and the ticks stop granting until you sit again. Passing time on its own earns nothing.

There is also an unmetered path: consumables. The thirteen 不水芸丹 grades are straight 修为 potions (朱 1,380, 泉 1,794, 玉 2,332, 碧 3,030, 青 3,938, 秋 5,119, 弥 6,654, 月 8,650, 日 11,244, 霜 14,617, 曲 19,002, 隐 24,702, 玄 32,112), and the 修为书 / 修为残卷 / 修为全篇 / 修为心得 line does the same. None of it counts against the meditation budget.

One 修为 tick can be paid twice. AttriManager.ModAttriField re-runs itself once, for 修为 and 感悟 only, when either of two things fires:

感悟 comes from killing things, and 悟性 matters here and almost nowhere else (NpcEntity.AddJiShaGanWu):

感悟 = round( target's 气血上限 × kind × (悟性 / 100) ^ 1.01 × closeness )   capped at 500,000

The 悟性 tooltip claims it "影响学习能力和战斗获得感悟的多少". The second half is exactly this formula. The first half has no corresponding read anywhere in the assembly for the player; the only other thing that scales off 悟性 is how many growth events a non-player character needs, and a scripted fight-outcome roll.

Since realms need no 感悟 at all, 悟性 is a 秘籍-and-technique stat, not a realm stat.

What actually stops you

Not 修为 directly. The 修为 cost of the realms themselves is the small half of the bill. The gate is 经脉 and 五脏, and those are where the money goes.

In 真实江湖, opening every one of the 72 meridian nodes costs about 286,000 修为 and opening the five organs costs about 936,000, against 452,000 for all thirteen realms put together. The organ costs are the wall: 25,400, 25,400, 63,500, 158,750, 396,875 before the surcharge below. Realm 9 needs one organ, realm 13 needs all five.

Both graphs surcharge as you go. Each meridian node costs +4.5% per node you have already opened; each organ costs +12% per organ you have already opened. Cheapest-first ordering is what the figures above assume; any other order costs more.

In 爽文江湖 the split reverses, with 422,000 for the meridians and only 157,000 for the organs, because that mode's organs are a flat 25,400 each.

Getting the meridian count up is straightforward and slow: eight meridians, nine node groups each. A meridian only counts toward a realm's 经脉 number once its ninth group is open (the one the game pays 10 attribute points for instead of 5), so a half-opened meridian counts for nothing. The organs are one node apiece and count the moment they are activated.

The 瓶颈 the game warns you about is a different system

「瓶颈」in this game means a skill (刀法, 剑术, 学问, 技艺 and the rest) parked exactly on 100, 250, 450 or 700 and refusing to move until your identity rank for that skill outranks the band it is sitting in (NpcEntity.HavePingJing, AttriManager.CheckUpPingJing). Reading a technique book at a bottleneck is refused outright with 当前属性已经到达瓶颈.

None of the eight 资质 are in that range, and no realm condition reads a skill. Nothing about the realm ladder is bottlenecked in the game's own sense of the word. If a realm will not unlock it is because of 修为, meridians or organs, in that order of likelihood.

Nothing takes a realm away

JingJieGraphMgr.DeActivateNode exists and would remove a realm: it drops the node, its word entries, its 永灵 flag, and marks the attributes dirty. It has no callers anywhere in the assembly. No quest, no debuff, no death penalty, no item, no difficulty setting reaches it.

The same holds for the attributes: the realm bucket is rebuilt from the active node list every recalculation, and the active node list is only ever appended to. Once a realm is on, it is on for the save.

The game calls every realm two different things

The thirteen achievements for realm progress are keyed to the thirteen realm node ids, and carry a different set of names:

Node The realm panel says The achievement says
10000 略通拳脚 初窥门径
10010 初窥门径 气血小成
10020 融会贯通 洗经伐髓
10030 登堂入室 锻体大成
10040 炉火纯青 融会贯通
10050 出神入化 内气初生
10060 登峰造极 炉火纯青
10070 一代宗师 后天圆满
10080 绝世高手 出神入化
10090 独步江湖 先天宗师
10100 天下无双 登峰造极
10110 武林传说 凌渊绝顶
10120 陆地神仙 破碎虚空

The right-hand column is an older ladder, still sitting in the string table and still wired to the achievements, while the realm ladder itself was rewritten. Five names appear in both columns against different realms: reach 融会贯通 and the achievement that fires is called 洗经伐髓, while the achievement called 融会贯通 fires two realms later.

Community realm guides that list realm names are listing that right-hand column.

What the community says, and what survives

Checked against 星界云's 境界突破全解析, 233乐园's breakthrough page, a TapTap systems overview, TapTap's 奇经八脉 guide and the Steam thread reporting realms granting nothing.

Claim Verdict
Thirteen realms Right, and it is thirteen in every mode
The realm list: 初窥门径 / 气血小成 / 洗经伐髓 / 锻体大成 / 融会贯通 / 内气初生 / 炉火纯青 / 后天圆满 / 出神入化 / 登峰造极 / 凌渊绝顶 / 破碎虚空 Wrong ladder, and one entry short. Those are the achievement names, and they no longer line up with the realms they fire on. The realms are 略通拳脚 … 陆地神仙
Each realm needs an attribute: 根骨≥25, 元气≥25, 筋骨≥35, 内息≥35, 体魄≥60, 精神≥60, 身法≥100, 专注≥100 Wrong twice. The realm itself checks no attribute at all. The 永灵 half does, and its numbers are 45/45/40/40/75/75/120/120 then 150s and 200s — and it reads 力道/内力/根骨/体魄/身法, never 元气, 精神 or 专注
Each realm consumes a 不水芸丹 grade Not in this build. The 修行 set on every realm row carries no required item. The 不水芸丹 line exists and is thirteen 修为 potions (朱 +1,380 … 玄 +32,112). The in-game help panel still promises 境界丹 as a fixed requirement, so the game agrees with the guide and its own data does not
The pill list, 朱 泉 玉 碧 青 秋 弥 月 日 曲 隐 玄 Twelve of thirteen — it omits 霜, which sits between 日 and 曲. Its realm list drops the tenth entry too (先天宗师), so both of its ladders are this build's minus slot 10. A clean tell that it predates a build that inserted a realm
The 经脉 ladder 1,2,3,4,5,6,7,8 then all-8 Right
The 五脏 ladder 1, 3, 4, 5 for the last four realms Wrong. It is 1, 2, 3, 4, 5 across the last five realms — realm 9 needs one, and there are five realms above eight meridians, not four
"筋骨" and "内息" as attribute names Outdated, same as everywhere else. This build calls them 力道 and 内力
Higher realms need higher-quality 心法 Right, and it cuts both ways — low realms refuse high-quality techniques too. The bands are white/green at realm 1 sliding to gold/red/rainbow by realm 10
洗练 gives "随机获取心法中的一条属性" Exactly right. Uniform pick from that technique's effect list, current result included
"进阶" unlocks hidden attributes and its conditions are shown separately Right — that is the 永灵 layer, three 词条, gated on pills and 资质
Meridian nodes give 5 points, the centre node 10 Right in 真实江湖 and 险恶江湖 only. In 爽文江湖 and 暗黑江湖 every meridian node grants 0 points. Guides quoting 5/10 are describing a mode without saying so
五脏 unlock only after all eight meridians Not enforced by the realm code, which counts organs and meridians independently. Whether the organ screen itself gates on eight meridians was not checked
Max 儒学 unlocks double 修为 and double 感悟 Right, and better than stated. The chance is 儒学/1000; the perk unlocks at 900 (90%) and is a guaranteed double at 1000. Save your 修为 and 感悟 scrolls until then
Bosses drop 境界丹 Consistent with the game's own help text, which names strong enemies, hidden chests, 杂货商 and 游吟商人. Not verified against the loot tables here
"激活经脉、洗炼境界、打通五脏六腑都不会提升数值" (Nov 2024) Historical. The developer shipped a fix in version 85 on 2024-11-22. This build is version 95 and the realm attribute path is live — the resting character sheet reads 境界+104 命中 on a realm-4 character, which is exactly what the table predicts

Nothing in the community material mentions that the realm rewards differ by game mode, that the realm names on the achievement list are a different ladder, that 感悟 is never spent on a realm, that the breakthrough cannot fail, or that no code path can take a realm away.

Where this was read

JingJieGraphMgr (UpgradeNode, UpGradeNode, CanNodeActiveExcludeXiuWei, IsYongLingCanActive, YongLingActive, CreateOrWashWordEntry, GetNeedXiuWei, GetNeedGanWu, GetNodeSuccessRate, DeActivateNode), JingJiePartView (RefreshGuDing, GuLingCondition, YongLingCondition, OnClickXiuXing, OnClickTuPo, XiLian, OpenXinFa), SweetPotato.JingJie_node, SweetPotato.JingJie_graph, SweetPotato.FormulaBaseAttri.GetAttriDicByGroupId, AttriManager.ReCalAttrJingjie / GetAttriResultDes / ModAttriField / CheckUpPingJing, PlayerController.UpdateGetXiuWei / GetXiuWei / IsGetXiuWeiShangXian, NpcEntity.AddJiShaGanWu / HavePingJing, JingMaiGraphMgr.UpGradeNode / GetNeedXiuWei, UnitController.Init, and the tables jingjie_node, jingjie_graph, jingjie_node_pos, formula_baseattri (all four mode variants), jingmai_node (both variants), attribute_addition_zhenshijianghu, achievement (both variants), item_base, stunt_proto, spellprotype_zhenshijianghu.

What was checked live. The running session's realm state and attribute blocks were read out of Save2/savefile5.json (realm 4, nodes 10000–10030, five completed meridians, no organs, 235 meridian attribute points allocated), and every stored attribute value matched the 真实江湖 table exactly. The character's live 命中 of 423 was read from the trainer's HTTP endpoint and reproduced to the digit from the realm table plus attribute_addition_zhenshijianghu. The 境界+104 breakdown comes from the character sheet reading in character_build.md.

Everything else is a code and data reading and has not been measured: the two condition sets on each node and the way the panel marks them, the success rate that cannot fail, the 修为 tick rate and the meditation budget, the 感悟 kill formula, the doubling perks and their windows, the 洗练 odds, the word-entry doubling buff, and the claim that no realm can be lost. The per-mode reward tables were confirmed against one 真实江湖 save; the other three modes are read from their tables only.

Two things this page could not settle. Which aura carries effect subtype 59 (the one that doubles the 词条 a 永灵 unlock grants) was not identified, and it is the most valuable timing decision on this page. And the meditation budget could not be reconciled against the save: the character's lifetime metered 修为 is 15,113, while realms 1–4 alone cost 14,862 and 7,035 is still banked, which only works if a large share of their 修为 came from potions and books rather than from sitting.