XiaoXiang Realms Expansion

An Expansion Of The Xiaoxiang Cultivation Mod. Tired Of One Long Silent Bar Between Breakthroughs? Ten Layers To Every Realm, Mortal Included — 99+ Breakthroughs Across. Every Requirement Is Yours To Set, And A Peak Route Past The Materials.
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v1.0.3 - XiaoXiang Realms Expansion

File namexiaoxiang_realm_expansion-1.0.3.jar
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Oct 9, 2026
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Supported game versions
  • 1.20.1

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What's new

Xiaoxiang Realm Expansion — 1.0.3

  • Spiritual GEAR, ADDED!
  • Demonic GEAR, ADDED!
  • Cultivator Behavior, Expanded!
  • Cultivator Behavior, Expanded!!!!
  • Cultivator Behavior, Expanded!!!!!!!
  • Spiritual water got thicker, harder to make, and one grade taller. The new top grade is gold.

Read Below, Its A Big One (☭ ͜ʖ ☭)

🧘 Wild cultivators climb in layers

Ten layers a realm, like yours. Wild cultivators now climb in layers from Mortal to Tribulation Transcendence: three each to Early, Middle and Late, and one to Peak. Every layer asks its own amount, so a Mortal Early cultivator no longer needs what a Mortal Peak one does.

You can see it. The name over a cultivator's head says its layer - Mortal Late Layer 7 - and so does its Details page. The cultivation figure there is the real requirement, written out in full up to 99,999 and short above that: two million reads 2M.

They move up on their own. A full bar inside a stage carries a cultivator to its next layer at once, with a burst of light and a chime. Every layer it clears drops random attribute points into its five attributes - the same roll your own Mortal layers make - from one point a layer in Mortal to five in Mahayana and Tribulation Transcendence.

Every Mortal layer is +1 to all five. On top of the random point, a cultivator clearing a Mortal layer gains a point in Constitution, Physique, Agility, Spell Power and Qi Sea alike, and its health and strike follow at once. Each realm has its own figure on the Wild Cultivators tab (0 above Mortal, out of the box). Their attributes count as yours do: a point of Constitution is a point of health, Physique is strike.

You see them climb. A notice rises over a cultivator's head when it climbs - Layer 5, or Breakthrough: Qi Refining Middle, or in gold Breakthrough to Foundation Establishment! - and fades after three seconds. With it comes a burst of light that grows with its realm: a few sparks for a Mortal's layer, three times as many in a column for a new stage, nine times as many and a ring of fire on the ground for a new realm, and every realm climbed makes each one bigger and wider. A switch, on by default.

Throw them a pill and they take it. Drop a pill at a cultivator's feet and it picks it up and takes it, one at a time, with the pill's full effect: a cultivation pill fills its bar (an Immortal one all of it), qi pills its qi, Rejuvenation heals it, Clear Mind lifts what ails it, Divine Stride and Blood Burn put their effects on it, a Qi Spring starts its spring, and attribute pills and free Zhenyuan go into its attributes - health and strike following at once. A pill it cannot use now, a breakthrough pill say, goes into its pack. Only pills a player threw; loot on the ground is left alone. A switch, on by default.

Spirit beasts climb in layers too. The cultivation mod's beasts gather qi on their own and read their stage off it. The Xuan Gui's panel now says its layer as well - "Qi Refining Early Layer 2" - three to Early, Middle and Late and one to Peak, read off the same qi, so it always agrees with the stage shown, and it climbs them as it gathers. Crossing one gives off a burst of light sized by its realm. A switch, on by default.

Their Peak opens the way, as yours does. The cultivation mod lets a cultivator at the Peak of Qi Refining build its foundation only from the pills and fruit in its pack - one without them never broke through and stayed at Peak for good. Now a cultivator that fills its Peak takes the same road you do: the foundation tiers the Peak route opens for you (Human, Blood and Earth out of the box, a quarter of the bar a tier), or what its pack allows if that is better - and when its Peak is what opened the tier, it keeps its pills. It then breaks through with that foundation's perks - its health, its spells, its strike. The same at the Peak of Foundation Establishment for the golden core. The tribulation, the lightning and the chance of failing stay the cultivation mod's own. A switch, on by default.

A new Mortal starts at layer 1. The cultivation mod rolls a new cultivator's sub-stage at random, so a fresh Mortal could appear anywhere on the ladder. It now starts at Mortal Early, layer 1, with Early's attributes. One spawned with its sub-stage written into it keeps it; the realms above Mortal start wherever they are rolled. A switch, on by default.

They put their cushion down to break through. A cultivator at the last layer of a stage with a full bar takes the cultivation cushion out of its pack and sets it down - 5 to 15 blocks from the edge of a spiritual pond that reaches out, when one is within 32 blocks, beside itself otherwise - then breaks through on it the way the cultivation mod has cultivators do, and picks it up again after. Wild cultivators used to sit at a full bar for ever, because they never put their cushion down.

A tab of their own. With Config Extension, the Wild Cultivators tab holds all of it, apart from your own pages: layers on or off; which curve their layers cost - the same as yours, or any of the nine curves for them alone; a pace that makes them climb faster or slower than you (0.5 is twice as fast, 2.0 half as fast); the cushion switches; and the points a layer pays in every realm.

Their own presets. Config Extension's Presets window lists them under Wild Cultivators, after your curves: twice as fast as you, as fast, half as fast; their layers priced as your own pages say; or any of the nine curves for them alone. A pace and a curve are separate picks, so you can take one of each.

They sit by the water to cultivate. A cultivator with no sect, nothing to fight and nobody to trade with goes to a spiritual pond that reaches out within 32 blocks, sets its cushion down 5 to 15 blocks from the edge and sits on it. On the cushion it takes in twice the water's qi (a setting), crosses its layers and makes its breakthroughs right there. A fight or a trade stands it up, and it sits back down after. After ten minutes (a setting) it packs the cushion up and moves on, and rests as long again before it looks for water.

No cushion left behind. A cultivator always takes its cushion back up - after its breakthrough, after its time by the water, and even when it has wandered so far that the cushion's ground was no longer loaded: it is collected the moment that ground loads again. One that dies leaves its cushion lying where the cushion stood, yours for the taking; one that leaves the world any other way takes it along.

Nothing meditates on air. A cultivation cushion whose ground goes - the leaves under it burned away, the earth dug out - comes down to the first ground below, and whoever sat on it falls the way anyone falls. Every cushion, yours too; a wild cultivator still knows its cushion where it landed and sits back down on it. A setting on the Their Cushion page.

Peace around the cushion. Nobody starts a fight with a cultivator sitting on its cushion, or with anyone within 12 blocks of it, and a cultivator standing in that circle starts none either. Being attacked first lifts it: whoever is struck answers the one who struck, player or cultivator, for thirty seconds. A heart demon's trial is never stopped. Every number, and both switches, are on the Wild Cultivators tab.

🪓 Wild cultivators fend for themselves

A wild cultivator with no sect, when it is free - not fighting, trading, sleeping, sitting on its cushion, about to break through or running with a treasure - now sees to itself:

It fells trees. A living tree near it - the game's own logs standing in leaves that grew there - comes down whole, log by log from the foot, into its pack: three seconds a log by hand, two with a wooden axe, one with stone. A log house is never touched: leaves a player set do not count, and a stand of more than sixty-four logs is a building, not a tree.

It crafts. With enough wood in its pack it sets a crafting table down beside it, works at it for a moment and takes it back up: logs into planks, planks into sticks, then a wooden sword, axe and pickaxe - four logs make the lot. With a pickaxe it mines the bare stone it finds at the surface, never digging under, and makes stone ones. The best sword is drawn and the best armour worn as the cultivation mod itself would have it.

It works iron. With a stone pickaxe it mines iron ore that shows near it - in a cliff, a cave mouth, a river bank - three seconds an ore, two with an iron pickaxe. It builds a furnace from eight cobblestone, sets it down beside it and smelts the ore as a furnace would, ten seconds an ingot, burning coal first, then planks, then logs, and takes the furnace back up. The ingots become an iron sword, pickaxe and axe, then a full set of iron armour, chest first. Only ore lying in the ground is taken - every block touching it stone, dirt, gravel, sand, ore, air or water - so ore set into anything built is left alone.

It steeps its gear. Spiritual water within 24 blocks that would raise its sword or a tool it carries draws it there: it tosses the piece in, waits out the ten seconds, fishes it back out and wields it. Anyone quick enough can take it from the water first.

It takes gear lying about. A sword it would draw, armour it would wear, a better axe or pickaxe, or a spiritual vessel lying near it - it goes and picks it up. Nothing steeping in spiritual water is taken out of it, yours included.

Nothing is broken where the game's rules keep mobs from changing the world. Five settings on the Wild Cultivators tab, Their Craft: gathering and crafting, working iron, how far they look (16 blocks), steeping, and taking gear. Spiritual vessels of their own are still to come (work in progress).

🏅 Immortal Spiritual Water

A seventh grade above Supreme. Gold as honey and glossy with it, lit from within at a soft light of nine — enough to light the ground for eight blocks around a pool, which is eight blocks nothing hostile will spawn on. It is warm: ice beside it melts, snow on the bank thins away, and anything that walks in frozen thaws out within a second. To a machine it is a heat source: it is as hot as a fluid can be short of lava, and it counts as lava to a heat generator of the Mekanism kind standing beside it. It is not lava to anything alive - nothing burns in it, and nothing dropped into it is lost.

It gives sixty-four times the qi of Inferior and reaches ninety blocks as a Blessed Land. It takes a pond of at least nine blocks to make — a single block will refuse the stones.

Every Grade Glows, a switch on the Spiritual Water page, lights the other grades too: one at Inferior and a step more each grade, six at Supreme, so a pond's grade shows at night - never brighter than Immortal Light, and off unless you turn it on. Like Immortal Light, it takes effect on restart.

💎 The ladder is sixteen stones a rung

Making and raising spiritual water is one rule now, and the rule is throw in sixteen stones of the right grade for every source block — a quarter of a stack a block, and a number you can change: one block of water takes sixteen, a nine-block pond 144, a Blessed Land's eighty-one 1,296. The stones vanish the moment they touch the water. Any number at a time; the pond keeps count with the world, through restarts, and a floating count hangs over it - "40 / 144 Low Spirit Stones - to Mid-grade" - as well as the action bar after each throw. Whatever the pond does not need stays in the world.

to reach priced at into
Inferior 16 low spirit stones a block plain water, a block at a time
Low 16 low Inferior
Mid 16 mid Low
High 16 high Mid
Top 16 supreme High
Supreme 16 supreme Top
Immortal 16 supreme Supreme, nine blocks or more

Any grade of stone pays, at its worth. A rung is priced in its own grade - sixteen mid stones a block to climb into Mid - but every grade pays towards it at the cultivation mod's own rates: a low stone is worth ten, a mid stone a hundred, a high stone a thousand, a supreme stone ten thousand. Ten low stones do what one mid stone does; one supreme stone does what a hundred mid stones do. After each throw the action bar says how many more of the stone you just threw it takes - throw a low stone and it counts in low stones, throw a high one and it counts in high. The count over the pond stays in the rung's own stone, to one decimal place.

The stone that finishes a rung pays only what was left, and the rest floats back up as change, biggest stones first - a supreme stone dropped on a rung that wanted 160 gives back nine high, eight mid and four low. Change still in the water goes on towards the next rung, so one supreme stone thrown into a puddle can carry it up several grades; at the top, or in a pond too small for its next rung, it simply floats for you to pick up. Nothing is lost, and change is never a better stone than the one you threw.

Each step still needs the water of the step below, so there is no skipping Low to buy Mid from a bucket of water. Worlds that were part-way up a rung keep what they had paid.

The crafting-bench recipe is gone. The bench made it a thing you craft; it is a thing you raise.

💠 Spirit stone blocks: nine stones in, ten stones' worth

Every grade of spirit stone has a block now: Low-grade, Mid-grade, High-grade and Supreme Spirit Stone Blocks. Nine stones of one grade press into a block at the Refining Furnace - a material recipe that spends one stone's worth of the furnace's own qi (10, 100, 1,000 or 10,000) - and a crafting table breaks a block back into nine.

A block counts for ten stones wherever its qi is used:

  • Thrown into a pond, it counts as ten stones of its grade towards the next rung, so two low blocks wake a block of plain water. When the pond needs fewer than a block holds, the last block breaks open: the pond takes what it needs and the rest float back up as loose stones - which, like any change left in the water, go on towards the next rung. Nothing is lost.
  • Sneak and hold use toward open air and you draw on it the way a stone is eaten: ten stones' qi at once - 100 from a low block, 100,000 from a supreme one. Without the sneak it only ever places, so building with them never eats one.

Placed, a block wears its stone's colour and a soft glow that brightens with the grade, and any pickaxe mines it.

The press lives at the furnace because the crafting grid's three-by-three of one stone is already the cultivation mod's own climb - nine low stones make a mid stone - and a second recipe on the same grid would let the game hand you either one. How many stones a block counts for is Stone Block Worth on the Spiritual Water page, ten by default; the crafting table always gives back nine, so pressing and breaking never makes stones.

Slabs and stairs of every grade's block: on the stonecutter (two slabs or one stair a block) and on the crafting grid in the game's own patterns, each in its block's colour and glow and mined as it is. They are for building and hold no qi - thrown into a pond they count for nothing, they cannot be drawn on, and nothing turns them back into blocks or stones - so cutting a block is its qi spent on looks, and never makes stones.

🌊 Every grade falls, and travels as far as its grade allows

Spiritual water of any grade pours down a hole beneath it and fills what is below - thick as it is, it is still a liquid. Sideways it travels on a budget set by its grade: Inferior thirteen blocks, Low eleven, Mid nine, High seven, Top five, Supreme three, Immortal one. It flows as plain water does: the block you pour is a source and the rest is a spill that drains when the source goes. It makes no source of its own - not where it comes to rest, and not between two sources the way plain water does - so a pond grows only beside Spirit Obsidian, the fuel it feeds on, and climbs with the spirit stones thrown in. Ponds made before this update stay as they are. The reach, the step per grade and a switch that lets resting water become a source again are on the Spiritual Water page; Config Extension's Infinite Sources page can turn the two-sources rule back on for a grade. Wading is slower the better the water.

🪨 It grows beside Spirit Obsidian

Spiritual water does not multiply on its own, and it has nothing to do with ordinary water. What it feeds on is Spirit Obsidian, the stone that is made of it: a source block touching the stone grows, now and then, into the water or the air beside it. Line a basin with Spirit Obsidian and the pool fills itself; a pool with no stone beside it stays exactly the size it was poured. Inferior grows at about a block every twenty minutes, Immortal every five, and the speed is yours to set.

Top, Supreme and Immortal source blocks cannot be overwritten. A block placed into one or a sand column dropped on one leaves the water where it was. No bucket of anything pours into spiritual water of any grade. To move it, carry it away in a bucket.

🧱 Spirit Obsidian, cut

Spirit Obsidian goes on the stonecutter: bricks, a slab, stairs, a wall and a pillar from the stone, and a slab, stairs and a wall from the bricks. Eight new blocks. The crafting grid makes them too, in the patterns you already know - four stone in a square for bricks, a row of three for slabs, the step of six for stairs, two rows of three for walls, two stacked for a pillar.

Every cut keeps the stone's glow and its blast resistance, needs a diamond pickaxe like the stone does, and still quickens the water beside it - a pond rimmed with stairs grows as one rimmed with blocks does.

Spirit Obsidian Glass: four glass set around a block of Spirit Obsidian on the crafting grid make four. The game's glass in a jade frame, as hard and as blast-proof as the stone, faintly lit - and the stone still, so a pond walled in it grows as one rimmed with the stone does, and you can see into it.

🧊 Hardened Spirit Obsidian holds the water

Smelt Spirit Obsidian - a furnace, or a blast furnace in half the time - and it comes out Hardened Spirit Obsidian: darker, tougher, with its qi sealed in. It is the stone's other half. Spirit Obsidian feeds the water; the hardened stone holds it. Spiritual water touching it is still - it does not grow, even with Spirit Obsidian beside it too, and it does not take the poorer water next to it - and nothing grows onto it. Line a basin's floor with the one and its rim with the other, and the pool fills the basin and stops at the rim.

It needs a diamond pickaxe, takes half as long again as obsidian to mine, stands up to explosions like obsidian, and a piston cannot move it. It gives no light.

🩸 Demonic liquid - the water's dark twin

Seven grades, Inferior to Immortal, blood red at the bottom to near-black at the top. It eats. A source block now and then takes a block beside it - any side, up included - and that block becomes more of it, so a pool left alone keeps growing: a block about every eight minutes for Inferior, about every minute for Immortal. Only three things hold it: blocks nothing can break, Hardened Spirit Obsidian, and spiritual water of a higher grade. Equal or poorer spiritual water is eaten like anything else, and so are chests and furnaces, with what is inside them, unless the setting spares them.

Whoever stands in it burns, is poisoned - withered as well from Top up - and takes a point more damage a second for each grade. A player or a wandering cultivator loses morality every second, 1 in Inferior doubling to 64 in Immortal, so a long soak puts a cultivator on the evil path.

Creatures turn demonic. Anything that wades in comes out tougher, stronger, faster and harder to knock back - half again at Inferior, three times at Immortal - never burns again, heals in the liquid, and hunts every living thing that has not turned. A cow is given a blow of its own; a skeleton or a creeper keeps its own and aims it at everything. Bosses and wandering cultivators never turn.

Where to find it. Walled springs form in newly made land: Inferior, Low and Mid in the Nether; High to Immortal in the outer End, the richest the rarest. Each is a small pool in a shell of Hardened Spirit Obsidian, open at the top - take it with a bucket. It stays put until the shell is broken or something comes to rest on top of it. Every number - whether it eats, how fast, whether it spares containers, morality a second, whether creatures turn, whether springs form - is on the new Demonic Liquid page.

Demonic gear. The liquid steeps tools and armour as the water does: leave an ordinary piece in it for ten seconds and it comes out demonic at the liquid's grade, drawn as the piece it was with the liquid's red over it - every piece in every grade, 378 of them, on seven Demonic Gear tabs of their own. The numbers are the spiritual gear's, grade for grade. A demonic weapon or tool withers what it strikes for three seconds - Wither I up to Mid, II to Supreme, III at Immortal - and demonic armour keeps the liquid's harm off you, a quarter a piece: its fire, its blows, its poison and its wither, so a full set walks through it. Not its corruption: the morality it takes still goes. Each side takes the other's gear where it is of a lower grade, as each takes the other's grass - a Mid spiritual sword left in High demonic liquid comes out a High demonic one, and the other way round; enchantments, damage and names go with it. The liquid leaves pills alone and cleanses nothing.

Demonic gear is safe only on the evil path. Hold a demonic weapon or tool in either hand, or wear a demonic piece, while you are not yet evil and the gear turns on you: it withers you - harder for a better grade - and drags your morality toward evil every second, each piece its grade's share (one a second for Inferior, doubling a grade to sixty-four for Immortal). Once you cross below -50, where the cultivation mod counts you evil, the gear is yours and does you no harm - "You walk the evil path now". Wandering cultivators are held to the same rule; creative players are left alone. Both the rule and the pull are on the Demonic Liquid page, under Demonic Gear.

⚔️ Peak can be left early

At Peak the breakthrough may be attempted at any point, not only with a full bar. A quarter of the way through, with the first tier open, the button already works - a player in the middle of a fight who needs the next realm to survive it takes what they have earned instead of waiting for a bar.

What the attempt gives is unchanged: the route opens its tiers by segment, the materials open theirs, and a character with neither is refused as before. Every other layer still needs a full bar. A switch under Peak Route, on out of the box.

The marks are on the bar. At Peak of Qi Refining and of Foundation Building, the cultivation bar in the corner panel now carries a small mark at each tier's segment - a quarter, a half, three quarters - dim until the bar reaches it and bright once it has, so you can see what the next stretch buys before you get there.

🔮 Smaller ponds reach out too

A three-by-three pond now projects its aura for thirty blocks — before, only a Blessed Land did. The payout scales with the pond: a three-by-three gives a fifth of what a nine-by-nine gives, a five-by-five two-fifths, a seven-by-seven two-thirds. A single block of High or better reaches out on its own, at a quarter of its contact rate.

Reach still climbs ten blocks a grade on top of that, to ninety at Immortal.

A single block of water that reaches out is now found as reliably as a lake: stand anywhere inside its reach and the aura is there, every time.

The aura thins with distance. Its qi is strongest at the water's edge and falls away the further out you go - four fifths of it a tenth of the way out, a quarter halfway, almost nothing near the edge of the reach, though never quite nothing - for players and wandering cultivators alike. A cultivator far out in an Immortal pond's ninety-block reach no longer cultivates as if it sat on the bank; sitting by the water is worth the walk. The crosshair readout gives the figure at the bank.

🫧 The dome is a membrane, measured from the shore

The edge of a blessed land is now a thin, tinted membrane drawn in the world: a dome from outside, the sky of another place from inside, with a faint lattice over it and a glow just where you are about to pass through. Motes still rise along the ground where it meets the land. How strongly it is drawn is a setting (0 hides it); it is drawn on your own screen only.

The reach is measured from the water's edge, not its middle. A blessed land that reaches ninety blocks reaches ninety blocks past its bank on every side, so a long pond blesses its far end as fully as its centre, and a lake and a puddle of the same grade reach equally far past their shores. The aura, the safe zone, the turning land and the membrane all measure the same way.

No more quiet spots. The aura used to lose a pond when you climbed a few blocks above it, flew over it, or stood beside the far end of a long one. It now finds a pond on the ground from any height, and the membrane is found the same way.

✨ The effects climb to level ten

Qi Absorption, Regeneration and Haste rise with the grade: level one in Inferior, two in Low, three in Mid, four in High, five in Top, seven in Supreme, nine in a lone Immortal block — and level ten in an Immortal blessed land, the tenth realm's number. A bigger pond adds a level or two on top of its grade along the way.

And past ten, up to 999. Raise Highest Effect Level and a pond bigger than a Blessed Land keeps climbing from level ten's curve: the level its Blessed Land has, times its blocks over 81 — an Immortal pond of 162 blocks is level 20, of 8,100 level 999. Ponds are now counted up to 8,192 blocks. The readout over the water shows the level; the effects themselves stop at 128, the most the game can carry to a player.

⚙️ A Spiritual Water tab, and a page for every grade

Open the config and the Expansion tab has a Spiritual Water page: stones per rung, growth speed, qi per tier, reach per tier, the highest effect level, safe-zone damage, the tribulation shelter, and Immortal's light and warmth. Every one is read live.

A Water Grades tab gives each grade a page of its own — Inferior to Immortal — with the effect levels it adds, its qi multiplier, its stones per rung, its flow delay (how thick it runs), how hard its current pushes, and how fast it grows beside Spirit Obsidian. Each starts at the figures the water was built with. A qi multiplier or stones per rung of 0 follows the Spiritual Water page, so nothing changes until you change it. The All Grades page sets a value for every grade at once: change it and, a second after you stop typing, all seven pages take it. A grade's effect levels can now go past ten on their own (the effect level cap still holds), and the water's numbers now take effect while the config screen is open, without waiting for the file to reload.

⚔️ Spiritual gear: 378 tools and armour pieces, steeped in the water

Drop any ordinary tool or piece of armour into spiritual water and ten seconds later it is its spiritual self at the water's grade: an iron sword in Inferior water is an Inferior Spiritual Iron Sword; drop that into Supreme water and it climbs. Six materials of sword, pickaxe, axe, shovel and hoe, six materials of helmet, chestplate, leggings and boots, seven grades — three hundred and seventy-eight pieces, every one drawn as the piece it was with the water's colour over it, jade climbing to gold.

A steeped piece keeps its enchantments, its name and its wear. It mines what the original mined, only faster, for longer and harder. Its blow climbs steeply: five times the piece it was at Supreme and fifteen times at Immortal - an Immortal diamond sword strikes for 105, an Immortal netherite one for 120, an Immortal netherite axe for 150 - and every kind keeps its place against the others. A tool lasts at least a whole set longer per grade and fifteen times as long at Immortal; armour lasts a whole set longer per grade, and mining speed and armour climb more gently, to about three and a half times at Immortal. There are no recipes for these; the water makes them or nothing does.

A creative tab for every grade. The gear has moved out of the main tab into seven of its own, Spiritual Gear - Inferior to Spiritual Gear - Immortal: swords and axes first, then the tools, then the armour from the head down, each from wood to netherite.

Nine cleansings. An Immortal piece is not unbreakable on its own. Leave it in Immortal water and every ten seconds is a cleansing, counted on its tooltip; the ninth makes it unbreakable, and whole again.

Every piece is what the game calls it. A spiritual or demonic sword is a sword to the game and to other mods, a pickaxe a pickaxe, and so on - and armour trims take on spiritual and demonic armour at the smithing table, as on the pieces they came from.

🧱 Every building block steeps: 2,784 blocks in eight sets

Every block on the game's own Building Blocks tab steeps in the water - logs and wood, planks, stone and every stone family, bricks, sandstone, prismarine, quartz, purpur, copper in all its stages, the metal and gem blocks, and every stair, slab, wall, fence, fence gate, door, trapdoor, button and pressure plate made of them: 348 blocks. Leave a stack in spiritual water for ten seconds and the whole stack comes out steeped at the water's grade, however many are in it. A steeped stack of a lesser grade climbs to the water's; a better one is left as it is.

A steeped block is the block it was - the same shape, sound, light, hardness and tool; a steeped stair is a stair, a steeped door opens, a steeped wall joins the walls beside it - drawn with the game's own textures under the grade's colour, jade climbing to gold. It always drops itself (steeped stone stays steeped stone, not cobblestone), steeped copper never turns green, and steeped wood does not burn. Seven new creative tabs, Spiritual Building Blocks - Inferior to - Immortal, each in the game's own order.

Sealed. An Immortal stack left in Immortal water is cleansed instead, ten seconds a time, nine times - like the gear - and the ninth seals it: it comes out of the water as the sealed block, which nothing breaks. No tool, no explosion, no wither, no dragon, no piston moves it. The sealed blocks sit under the Immortal ones in their tab.

What it costs. 2,784 blocks, and the shapes among them come with every state the game gives them - a wall has 324, one for each way it can join - about 117,000 states in all, which is memory a large pack feels. Two switches on the Spiritual Water page, read as the game starts, leave out the shapes (the 140 full blocks still steep) or the whole set; a server and its players must agree on both.

🔥 Spiritual torches and lanterns

The torch, the soul torch, the lantern and the soul lantern steep too, the same way: a stack left in the water ten seconds comes out at its grade, a lesser grade climbs, and nine cleansings in Immortal water seal an Immortal one. Every one of them gives full light, 15, in every grade - the soul torch and the soul lantern as well, which the game keeps dim. A steeped torch burns with its grade's colour where the ordinary flame would be, stands on the ground or goes on a wall as the game's own does, and is drawn with the game's own texture under the grade's colour. They sit at the end of each grade's building blocks tab, and come with the building blocks switch - whichever way the shapes switch is set.

🌱 Wheat seeds become Spirit Herb Seeds

Leave wheat seeds in spiritual water, any grade, and ten seconds later the whole stack comes out as the cultivation mod's Spirit Herb Seeds, one for one. They grow its Spirit Herb Crop, harvested ripe for Spirit Herbs for its alchemy - on its Spirit Fields only, as its own seeds do, not on farmland. So a Spirit Field can be sown from the wheat you already have, without first finding a herb in the wild. A switch on the Spiritual Water page turns it off.

Bone meal steeps into Spirit Meal, the whole stack, at any grade. Used on a plant it is the game's bone meal worked on it until there is nothing left to grow - a seedling to its harvest, a sapling to a tree - and the grass the plant stands on turns spiritual; used on grass, it turns the grass. One meal a use.

Glass bottles fill with spiritual water left in it - the whole stack, a bottle for each grade. Drunk, a bottle is a minute standing in a pool of its grade, at a draught, and the empty bottle comes back.

Milk steeps into spiritual milk, a bucket for each grade, and a lesser grade climbs in better water. Drunk, it clears what harms you and keeps what helps: every harmful effect plain milk would clear is gone, while a qi absorption, a regeneration or a fire resistance stays. It gives as much qi as a bottle of water of its grade, and the empty bucket comes back. A cow, a mooshroom or a goat milked while it stands in spiritual water gives that water's grade of it straight into the bucket.

Saplings steep into spiritual saplings — every sapling the game has, the mangrove propagule and both azaleas, at any grade, the whole stack. Planted, one grows as the game's own does, in the light or with bone meal, into the game's own tree — two-by-two giants included — and the tree comes up already spiritual: every log and leaf it grew takes the element of the place it stands in, as a pond's reach would make it in time, each keeping its own wood. So a spiritual tree can be grown anywhere, and its element chosen by where you plant it. Its leaves are a grown tree's: cut the trunk and they fall.

Glass steeps into still spiritual water — a block for each grade, the whole stack, and a lesser grade climbs in better water. It is the water held still as glass: the water's own look, moving as the water moves, in its grade's colour and seen through as stained glass is, and a wall of one grade reads as one body of water. It never flows and cannot be swum in or drawn up in a bucket; nothing steeps in it and it gives no qi — it is for building. Immortal's glows as Immortal water does. It breaks as quickly as glass, and unlike glass it comes back whole.

A golden apple steeps into the Immortal Apple — in Immortal water only; lesser water leaves it as it is, and the enchanted golden apple is left alone. Eaten, it is still a golden apple — the same hunger, regeneration and absorption — and a whole day standing in an Immortal pool at a bite: twenty minutes of that pool's qi, as much as twenty bottles of Immortal water. Then not another until that day has passed: the wait shows on the apple as an ender pearl's does, and is kept through leaving the world and through death.

🍞 Steeped food: bread, apples, steak and fourteen more

Bread, apples and steak steep in the water like everything else, and so do carrots, golden carrots, baked potatoes, beetroot, melon slices, pumpkin pie, cookies, dried kelp, and every cooked meat and fish - pork, chicken, mutton, rabbit, cod and salmon. Only foods that are food and nothing more: nothing with an effect of its own, a bowl or a bottle to hand back, or a bush to plant. A stack left in it ten seconds comes out at the water's grade, and a lesser grade climbs. Eaten, a steeped food fills as the food it was, keeps you full for longer the better its grade, and gives qi: 15 for every point of hunger it fills, times its grade's qi multiplier - the one the water itself pays by. So Inferior bread gives 75 qi and Supreme bread 2,400. Drawn as the food it was under its grade's colour, in the Realm Expansion tab. The qi a point is a setting on the Spiritual Water page; 0 and steeped food only feeds.

🏹 Steeped bows and crossbows

The bow and the crossbow steep like the swords: ten seconds in the water and one comes out at the water's grade, keeping its enchantments and its wear; a lesser grade climbs; nine cleansings in Immortal water make an Immortal one unbreakable. Their arrows strike harder by the same figure a steeped sword's blow does - a quarter harder at Inferior, twice at Mid, five times at Supreme, fifteen at Immortal - and they last longer, as the tools do. Drawn as the bow and crossbow they were, every pull frame of them and the loaded crossbow too, under the grade's colour; each sits at the end of its grade's gear tab. Mods that recognise bows and crossbows by Forge's shared tags recognise the steeped ones too.

🐴 Steeped horse armour

Leather, iron, golden and diamond horse armour steep too: at the water's grade, a lesser grade climbing. It guards a horse by the same figure the steeped armour guards a rider - about three and a half times the plain at Immortal, up to the game's armour limit of 30 (Config Extension can raise it) - and is drawn on the horse and in the hand as the armour it was, in the grade's colour; dye it and it takes the dye. Each sits at the end of its grade's gear tab.

🪵 Element woods: planks, slabs, stairs, fences, doors

A spiritual log makes planks of its element - four at a crafting table, as an oak log makes oak planks - and the planks make the element's slabs, stairs, fences and doors by oak's own recipes. Metal, Wood, Water, Fire and Earth: 25 blocks, each oak in every way but colour, drawn with oak's textures in its element's colour. They count as planks, wooden slabs, stairs, fences and doors wherever the game asks: they make sticks, crafting tables and chests, their fences join any wooden fence, and an axe is the tool for them. In the Realm Expansion tab after the land's own blocks.

✂️ Steeped shears, flint and steel and fishing rods

Shears, flint and steel and the fishing rod steep too, as the bows do - the water's grade, a lesser grade climbing, nine cleansings in Immortal water for an unbreakable Immortal one - and last longer by the same figure as the steeped tools: an Inferior pair of shears a quarter longer, a Supreme pair six times, an Immortal flint and steel fifteen. They do everything the plain ones do - shear sheep and leaves, carve pumpkins, light fires and portals, cast and reel - and a steeped flint and steel lights a creeper as the plain one does. Drawn as the plain ones under the grade's colour, the rod drawn cast while its line is out; at the end of each grade's gear tab.

TNT, candle cakes and dispensers treat them as the plain ones. A steeped flint and steel lights TNT at once and lights a candle cake's candle, as the plain one does, and a dispenser shears and lights with them rather than spitting them out. Mods that recognise shears and fishing rods by Forge's shared tags recognise the steeped ones too.

🗡️ Fly on what the water made

Every steeped weapon and tool flies. Sword, axe, pickaxe, shovel and hoe, spiritual or demonic, in your hand or in a treasure slot: the cultivation mod's Sword Flight carries you on any of them, and the better the grade, the faster it goes. An Immortal piece flies 50 blocks a tick at a sprint - a thousand blocks a second - and each grade below flies the same fraction slower: Inferior 1.9, Low 3.2, Mid 5.6, High 9.7, Top 16.8, Supreme 28.9. An ordinary sword flies about 1.1. Not sprinting, half that. Every piece's tooltip gives its speed. Armour does not fly.

Below Mid it is a hoverboard. Inferior gear holds five blocks over whatever is beneath it - ground or water - and Low ten, rising with a hill and sinking into a valley by itself, with no key pressed. Crouch and it lets you down. From Mid up you fly as high as you like.

The Spiritual Vessel flies on its own. Hold it, look up at the open sky and right-click: you stand on it and rise - no technique learned and no qi spent, so a Mortal can ride one. It flies at its own grade's speed, and a vessel never steeped hovers as Inferior gear does. Come down to the ground and crouch for half a second to step off; it goes back to your hand. Sword Flight still carries you on a vessel too, and costs no qi on one either.

Fast enough outruns the world: past a few blocks a tick the land ahead cannot load as quickly as you reach it, and you wait at its edge until it does. A server lets a steeped rider move this fast; the game's own limit is ten blocks a tick. The Immortal speed, the hover height and the vessel's own flight are settings in a new Flight group on the Spiritual Water page.

🌿 The land turns spiritual

A pond that reaches out slowly turns the ground inside its reach. Grass becomes spiritual grass of the pond's own grade — seven grades, Inferior to Immortal, each in its water's colour, jade climbing to gold — and better water raises lower grass to its own grade. Grass and ferns become spiritual herbs of the five elements — metal, wood, water, fire, earth — which you can eat for a little qi, and the land grows the elements of where it is: deserts, badlands and savannas earth and fire; the sea, rivers and beaches water; anywhere beside lava, deep down too, fire; high up — fifty blocks over the sea — metal, the element of the air, and the mountains below metal and earth; swamps water and wood; jungles wood and water; snow and the cold water and metal; forests wood; open grassland wood and earth. Trees turn, one element to a tree: every log and every leaf of a tree takes the same element, the one the place its trunk stands in grows, and keeps its shape. Under water, kelp and seagrass become spiritual kelp and seagrass — the game's own, in the water's jade, glowing softly and glimmering — and grow and spread as the game's do: a kelp climbs to the surface, bone meal makes seagrass tall. A whole stem turns at once, so nothing breaks half way. They are eaten for a little qi like the herbs, and seagrass still wants shears. Corals, sea pickles and lily pads turn too: every coral block, coral and fan of the five corals, glowing with their own colours, still dying into the game's dead coral out of the water and still wanting silk touch; sea pickles glowing as the game's do, bone meal on coral spreading spiritual ones; and lily pads in water's blue. Flowers become spiritual flowers — every flower the game grows but the wither rose, the tall ones by both halves at once, and pink petals too, as many petals as there were and facing the same way. Each keeps its own colour and glows softly, with motes of its element: a flower's element is its own colour's, red flowers fire, yellow earth, white metal, blue and violet water, pink petals fire, and the green-leaved lily of the valley and pitcher plant wood. Picked, a spiritual flower shines in the hand, names its element, and is eaten for a little qi; a small one still makes suspicious stew, and bees still visit every one - spiritual flowering azaleas and mangrove propagules too, as they visit the game's. A tree keeps its own wood, only its colour changes — a birch turned to fire is still birch bark and birch leaves, in fire's red; so is every log, wood, stem and kind of leaves the game has, stripped ones too. Broken, a log or leaf keeps its wood and goes back down the same, and an axe strips it like the plain one. Even a leaf that only touches its crown at a corner takes its own trunk's element, so a trunk and its crown always match. Trees turned before this, drawn as oak, get their own bark back where a log they run on from is still plain. Where two trees of different elements touch, the touching leaves burn away — no tree is ever two elements. A tree that bears the cultivation mod's fruit is never turned. Nothing else is destroyed; it changes kind.

An element's herb makes its dye — metal white, wood green, water blue, fire red, earth yellow, one herb a dye — and element leaves now and then leave their herb behind, and a spiritual sapling of their own tree, at the game's own sapling chances, more often with Fortune — broken, or falling from a tree grown from a spiritual sapling; the leaf broken still comes away whole.

It is slow on purpose — a handful of blocks a second per pond, more for a better grade — so a blessed land turns over days of play. Throwing spirit stones in quickens it: every stone the pond takes buys twenty more blocks turned, spent over the seconds after. The turning, its speed and the elements by place are settings on the Spiritual Water page.

🌱 Levitating Spirit Grass — the grass above every grade

The first spiritual grass, the blue one with no grade, has its place at last. Craft one supreme spirit stone with a spiritual grass block of every grade, Inferior to Immortal, into Unawakened Spirit Grass, and leave it in Immortal spiritual water: every ten seconds is one cleansing, and the third wakes it into Levitating Spirit Grass (its tooltip counts them).

  • It draws qi out of the air by itself. Standing on it is standing in a pond, and a floor of it is sized the way a pond is - one block a seep, three by three a pool, up to nine by nine a blessed land - giving twice what Immortal water of the same size gives, with the water's regeneration and haste one level up.
  • It floats where you set it. Use it toward open air and it is set there, three blocks ahead; sneak and it is set under your feet - floating platforms and islands, built mid-air or mid-flight.
  • It is near indestructible. Only a diamond shovel and a long dig take it back. No explosion moves it, nor a piston, nor the wither or the dragon, and no enderman carries it off; the demonic liquid cannot eat it, the water's turning leaves it alone, and no hoe or shovel makes it into anything lesser. It still grows flowers, saplings and herbs.

Both numbers - how far it outdoes Immortal water, and how many cleansings wake it - are on the Spiritual Water page, under Levitating Spirit Grass. Any of the old blue grass still in a world is this grass now.

🌾 Work the spiritual land

A hoe tills spiritual grass into spiritual farmland of the grass's grade, and a shovel flattens it into a spiritual path — seven grades of each, vanilla's farmland and path tinted in their water's colour. A hoe on a spiritual path makes farmland too. Demonic grass takes neither: nothing is sown in it.

Spiritual farmland is always moist, is never trampled back to soil, and every time the game looks at it the crop on it gets another chance to grow for every grade — about twice as fast on Inferior farmland, about eight times on Immortal. The crop still needs its light, and any other mod that has a say over crop growth still has it.

A spiritual path makes anything walking on it quicker — ten percent at Inferior, seventy at Immortal — players, animals, wandering cultivators, mounts and monsters alike, and it comes off the moment they step off. Like any speed, it widens the view; the game's FOV Effects slider tones that down.

Inside a pond's reach the water does this by itself: plain farmland and paths turn into spiritual ones of the pond's grade, crops left standing, and better water raises lower ones. Bare dirt open to the light grows spiritual grass — plain, coarse, podzol and rooted — and the demonic liquid grows its demonic grass on it the same way. Covered by a block, farmland and paths go back to their grade's grass, and broken they drop it. How much quicker each grade grows and walks are settings on the Spiritual Water page.

🌑 Demonic land, and land that rejects

The demonic liquid turns the land too. A demonic source darkens the grass around it into demonic grass of its own grade — two blocks out at Inferior, fourteen at Immortal — seven grades of it, blood red to near-black. Each side takes the other's grass where it is of a lower grade; ground of the same grade is left alone.

The land rejects the opposite path. Stand on spiritual land — its grass, farmland or paths — on the evil path, or on demonic grass on the righteous path — player or wandering cultivator — and the land drains your qi every second, a share of the whole pool at once (five percent at Inferior, seven times that at Immortal), so no recovery keeps up. With the pool empty it harms you a little every second — one point at Inferior, four at Immortal — until you step off or die. While it holds you, you gather no qi: meditation, spirit plants and the water give you nothing. The undecided are left alone.

The living heal by the water. Injured animals inside a pond's reach heal from its energy — half a point a second at Inferior, three and a half at Immortal — and so do wandering cultivators who are not evil.

Fruit ages by the water. The cultivation mod's fruit gains years every tick inside a pond's reach: 300 years a tick at Immortal, a fifth as many for each grade below — sixty at Supreme, twelve at Top, a year every few seconds at Inferior. Every figure here is a setting, on the Spiritual Water and Demonic Liquid pages.

💊 Pills climb in the water too — seven grades, like the water

A cultivation pill of the base mod's — any of its thirteen kinds — climbs one grade for every ten seconds it sits in water of the grade it is climbing to, or better. Pills now have the water's seven grades: two new ones join the base mod's five, Inferior below Low and Top between High and Supreme, for all thirteen kinds. Inferior pills want Low water to become Low, Low wants Mid, Mid wants High, High wants Top, Top wants Supreme, Supreme wants Immortal. Leave a High pill in an Immortal pool and it comes out immortal, three steps on, untouched.

Every grade has its own strength, every pill. An Inferior pill is half a Low one, and a Top pill sits halfway between a High and a Supreme - each time you take one, not on average:

  • Qi Recovery and Cultivation: Inferior 5, Top 5,500 (Low 10, High 1,000, Supreme 10,000).
  • Rejuvenation: Inferior heals 2 (Low 4); Top heals fully, as High does, with Supreme's Regeneration II and Absorption I for one minute (Supreme two).
  • Clear Mind: Inferior halves the time left on one harmful effect (Low removes one); Top clears them all and keeps them away for two minutes (High one, Supreme three).
  • Divine Stride: Inferior is Low's Speed I and Jump Boost I for 90 seconds (Low three minutes); Top is High's Speed IV, no fall damage and frost walking for 20 minutes (High 10, Supreme 30).
  • Blood Burn: Inferior burns at Low's strength for 30 seconds for 2 HP (Low a minute for 4); Top at Supreme's strength for 30 seconds for 9 HP (High 8, Supreme 10, a minute each).
  • Qi Spring: Inferior runs a Low spring for 30 seconds (Low 60); Top runs a High spring for 60 and a Supreme one for 15.
  • Constitution, Physique, Agility, Spell Power, Qi Sea and free Zhenyuan: points cannot be halved, so they come in halves over two pills - Inferior half a point a pill (a whole one every second pill, on the Low pill's tolerance), Top three and a half (3, then 4, on the High pill's tolerance).

Each pill's tooltip says what it gives. A Low pill broken in the crafting grid gives two Inferior ones, and two Inferior pills steeped in Low water become one Low pill again; an odd one is left beside it. Both are drawn as their kind's own pill, the Inferior one dulled and the Top one warmed, with a shimmer.

🪣 The Spiritual Vessel climbs the ladder too

A vessel is steeped by what it holds. Carry water of a better grade than the vessel for a day and the vessel takes that grade — and each grade quadruples what it holds: a basic bucket-vessel holds four buckets, an Inferior one sixteen, Low sixty-four, up to 65,536 at Immortal, with the three-day doublings still on top. It never goes back down.

High water and above makes a vessel on the spot. A bucket of High, Top, Supreme or Immortal water becomes a vessel the moment you hold it, already steeped to that grade; the lesser grades still take their four days.

Throw a vessel into a pond and it drinks it. A vessel with room, dropped into spiritual water, siphons the pond a block every quarter second, nearest first, until it is full or the pond is gone — and takes the pond's grade on the first sip if the pond is better. A vessel holding a different grade leaves the pond alone.

🐉 A grade takes a grade two below it, and the best water is awake

Put water of one grade beside water two or more grades below it and the richer water takes the poorer, a block at a time, over minutes: Mid beside Inferior turns it Mid. One grade apart they leave each other alone, so a Low pool and a Mid pool can sit side by side on purpose.

Supreme and Immortal water in a pond of nine blocks or more is awake. A hostile creature that dies in it is taken, and the pond grows a block for it — no Spirit Obsidian needed. Players, animals and villagers are never taken.

🛡️ Blessed land is safe land

Any pond big enough to reach out — a three-by-three or more, or a single block of High or better — keeps hostile mobs out of its reach. Anything hostile inside the reach takes twenty damage a second and is shoved back away from the water until it leaves or dies. Players, animals and villagers are untouched; the Wither and the Ender Dragon are left alone. The reach is the same one the membrane draws and the aura pays inside, so what you see, what you feel and what keeps the creepers off are one shape.

An Immortal pond's reach heals. A zombie villager inside it is not driven out: it is spared and cured — the shaking a golden apple starts, as long as the game's own cure takes — and comes back a villager. And nothing living burns inside it: a creature or a player on fire there is put out within the second.

🥷 Wandering cultivators want your treasures

They cultivate on it. A wandering cultivator inside a blessed land takes in its qi every second - more standing in the water itself - and its cultivation bar rises where you can see it, with a shimmer of motes.

They covet it. Hold a bucket or a vessel of spiritual water in either hand where a cultivator can see you, within twenty-four blocks, and its regard for you falls every second it watches - faster the better the water - until it turns on you with its own spells and blades. A stranger turns in about three seconds over Inferior water and one over Immortal; one who likes you a great deal holds out much longer, and a sect-mate still will not strike a sect-mate (except in a ruthless world - below).

How greedy they are depends on your world. A new setting, What They Covet (Wild Cultivators tab, Their Greed), and picking a difficulty curve sets it to match:

greed curves what they covet - in your hand and on the ground
None Gentle, Gentle Plus nothing at all - no coveting, no snatching, no scramble
Water Standard, Standard Plus spiritual water
Riches Brutal, Brutal Plus, Nine Heavens (the default) water; a stack of spirit stones or stone blocks worth a high stone or more; pills of High grade and up, and the breakthrough pills
Ruthless Marathon, Marathon Plus anything of worth - a single low spirit stone, any pill

The better the treasure, the faster their regard falls: a stone at its own grade (Low, Mid, High, Supreme), a pill at its own. In a ruthless world a sect is no shelter: a sect-mate who turns on you over what is in your hand will strike you, and sect-mates chase a sect-mate who runs off with a treasure. Put the treasure away and sect law holds again. The Presets window's Wild Cultivators heading has a row for each greed, to set it without changing the curve.

They snatch it - and then they fight over it. A cultivator's blow can knock the water out of your hand (a quarter of hits), and it lands on the ground between you. Every cultivator who can see a treasure on the ground breaks off what it was doing and runs for it - whatever your world's greed counts as one. The first to take it drops every fight and runs from whoever is near, and once it is hurt badly enough it slips into the void the way it would to save its life. Every other cultivator who sees the carrier turns on it and gives chase - sect law permitting. Kill the carrier and what it took falls where it died, and the scramble starts again. It runs for a minute (a setting) or until nobody is near. Two things are left alone: stones in spiritual water, which are feeding the pond (and its change bobs there for you), and a pill you throw a cultivator - that is a gift, not loot. With the scramble switched off, the blow puts the treasure straight into the striker's pack, as before.

They steal from your ponds. A cultivator with no sect, in a world that covets water, now and then looks for spiritual water within 24 blocks of it, walks to the edge and fills a bucket — one source block gone from your pond — and you hear of it if you are within 48 blocks. From then on it is a taker like any other: it runs, every cultivator who sees it gives chase, and killing it drops the bucket. It never steals while you stand within six blocks of the water. Once it is safe — its run over, nobody close, two minutes gone — it drinks what it took for a minute's worth of a pool's qi and keeps the empty bucket. Half of them carry a bucket; one without makes one from three iron ingots. Each waits twenty minutes between thefts. All three are settings on the cultivators' Their Greed page.

They trade with each other — and some cheat. A wild cultivator that lacks something another near it has to spare — a cultivation pill or fruit while its bar is not full, or a material for its own next breakthrough — buys it at the seller's own price, the one it would ask of you, in spirit stones. They walk up to each other and throw: a coin decides who goes first, the stones or the goods, and once the first throw is caught the other throws back. A seller lets go only of what it does not need itself. And sometimes the one who caught the first throw keeps it and runs: the one it cheated turns on it, every cultivator who sees it gives chase, and killing it drops what it took — one in ten by default, twice as often in a Ruthless world, twice again for a cultivator on the evil path, never where nothing is coveted. A fight or a trade with you calls the deal off, and whatever was thrown lies on the ground, anybody's. Three settings on the same page.

Death gives it back to the world. A player who dies always drops their spiritual water where they fell - buckets and vessels holding it, from the whole inventory - even when the world keeps inventories on death. A death that something prevents keeps it in hand. Each of these is a switch on the Spiritual Water page.

🦘 A cultivator jumps higher as they climb

Mortal's first layer jumps as anyone does. Its ninth jumps five and a half blocks. Each layer between is a share of the way, and every realm above Mortal adds a block and a half more across its layers, up to ten blocks. The jump is still the game's own, pushed harder: Agility and Jump Boost count on top, and nothing makes a jump lower. The height your own jump adds is taken off a fall before it hurts, so jumping on the spot never costs health.

All of it is on a new Body page of the Expansion tab: the switch, Mortal's top, the step a realm, the highest jump and the soft landing.

🫁 A cultivator holds their breath longer as they climb

Mortal's first layer holds it fifteen seconds, as anyone does. Qi Refining holds it thirty, Foundation Establishment a minute, Golden Core two. Every realm doubles it, its layers taking it there a step at a time, up to twenty-five minutes. A breath at the surface fills the bigger lungs as fast as anyone's, and the bubbles over the hotbar show the share left: ten for a whole breath, however long it is.

Three settings in a Breath group on the Body page: the switch, how many times longer each realm holds it, and the longest breath - up to about twenty-seven minutes, the most the game keeps in a save.

⚡ Meet your tribulation in the water

Stand in spiritual water when the bolts come and they hit softer: a tenth off at Inferior, another tenth per grade to six tenths at Supreme, and three quarters off at Immortal. Never all of it. The bolts also stop throwing you out of the pool you built to stand in.

👁️ Look at the water and it tells you what it is

Point at any spiritual water and two lines appear at the top of the screen: the grade and the pond size, then how far it reaches and how many blocks of water are joined. The action bar tells you how many stones are still to go after every throw.

🎚️ The difficulty curves are in the Presets window

With Config Extension installed, its Presets button - up beside Hide All and Show All - lists all nine curves under Difficulty, gentlest first, each with its one line and an Apply. Apply fills every values page at once, exactly as picking the curve from the Curve Preset dropdown does, and the pages already show the new numbers when the window closes.

The order is by what the whole climb costs, and the dropdown uses it too. Nine Heavens used to be listed in the middle; across the whole climb it costs more than Brutal Plus and less than Marathon, so that is where it sits now.

⌨️ Two commands for trying things

For operators: /realmexpansion steep <grade> steeps the stack in your hand at once, as ten seconds in water of that grade would — the odd Inferior pill handed back — and says so when the water would do nothing to it. /realmexpansion pond <grade> [radius] turns the water around you to that grade, four blocks out unless you say, sixteen at most: plain water and every grade of spiritual water, sources staying sources and flowing water keeping its level. Nothing that is not water is touched, so dig the pond, fill it with buckets, and give it a grade in one line.

🐛 Fixed

  • The health bar showed in creative and spectator, where the game draws no hearts at all. It is left off there now, and with the HUD hidden.
  • Throwing spirit stones into spiritual water that was being raised could stop the game. Fixed.
  • A spirit stone stack smaller than sixty-four tossed into spiritual water was ignored. Any number dissolves now.
  • Standing beside a small pond that reaches out, the aura could come and go depending on where you stood. It stays now.
  • Mortal's ninth layer was charged as if it were a Peak - with the Peak floor on, as it ships, that is ten times layers seven and eight together. It costs a ninth layer's share now, a step above the eighth.
  • A new config's Mortal page said 9,999 for the realm, but its nine layers added up to 8,293. They add up to the 9,999 now. A config you already have keeps its numbers; picking Nine Heavens again in the Presets window writes the new ones.
  • A cultivator's Details page no longer has its overhead panel drawn over it. The panel that floats over a cultivator in the world came along with its figure on the page and covered the page's own words - its morality, its rank. The page already says all of it, so the panel is left off there.
  • A label never runs into its value on that page. A stat's label that would meet its number ("Phys Atk55") is cut short before it, and a key wider than its column pushes its value along instead of under it.
  • The Mortal Peak switch never took effect, and it was on no page. It is on Mortal's page now, under How Values Work. Turn it on, restart, and Mortal has ten rungs with a Peak page of its own. The tenth is a Peak like any other: with the Peak floor on it costs at least the whole Late stage times the multiplier.

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