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The Divine Realm Breakthrough is unique to  Shendao Cultivation. It determines the initial number of States of their Divine Realm, which are used to make buildings and determine their available power. It is equivalent to the Golden Core breakthrough for Xiandao Cultivators.

Forming a Divine Realm[]

A Divine Realm can be formed with anywhere from 1 to 48 States. The process depends on the following parameters for a Shendao cultivator. Not all of them have to be perfect to reach 48 States, but most of them should be.

The result is the product of all 10 requirements, so improving the lowest requirement results in the highest improvement to the Divine Realm. If the result exceeds 480,000 averaged over the duration of the breakthrough (3 days), 48 States is achieved[1].

Cultivator Ratings[]

Distress[]

Max Value: 3[2]. Use Mind Fasting and Restrained to lower it, for a total of a bit more than 3 days as it is the breakthrough duration.

Distress Factor
>= < Name
0 10 Even-Tempered 3
10 50 Tranquility 2
50 100 Troubled Soul 1
100 200 Absend Mind 0.5
200 Raging Anger 0.1

Mental State[]

Max Value: 3. The factor is [3].

Divine Residents[]

Max Value: 1,000.

Divinity[]

Max Value: 3.3333333. The factor is [4]. The bonus from Restrained counts, consider also using  Talisman of Divine Authority to save time.

Breakthrough Room Requirements[]

The breakthrough room governs a number of factors[5]. In case the Shendao is not in a Room, this factor is set to 0.001.

Layout[]

Max Value: 2. The factor is , with a max set to 2, where is the portion of the room tiles occupied by Buildings and Plants, as a fraction. Items on the ground do not contribute. The maximum is achieved for a crampedness of 42.5% to 47.5%, which corresponds to, for example, 3 tiles occupied out of 7, 4/9, 5/11, 6/13, etc. Some notable Crampedness values are detailed in the table below.

Crampedness Factor
75% 0.625
66% 0.806
60% 1
50% 1.67
40% 1.67
33% 1.14
25% 0.83

Open Space (Room Size)[]

Max: 2. The factor is 0.02 * Room Size, with a maximum of 2 at 100 tiles.

Luxurious (Room Quality)[]

Max: 4.5[6]. The factor is , where is the average Tier of the Buildings, Items, and Plants in the Room (walls and doors don't count). Items on the ground contribute to the Tier calculation. As Tier is limited to 15, this gives a cap of 4.5, although reaching it is unrealistic and unlikely to be worthwile. However, consider using Specter Refinement for items on the ground or on displays you'll want to keep/consume after the breakthrough.

Beautiful (Room Attractiveness)[]

Uncapped. The factor is [6], where is the average Attractiveness of the Buildings, Items, Plants, Walls and Doors in the room (with a bonus of 4 per Floored tile). Items on the ground contribute to the Attractiveness calculation. Example items that have a very high attractiveness value are:

Lighting[]

Max: 1.5[7]. This is the room lighting, so you need a source of light like a  Lantern.

Lighting Factor
>= <
140 0.5
101 140 0.8
50 101 1.5
20 50 0.8
20 0.5

As lanterns have a low Attractiveness and base Tier, you can consider using  Crane Lantern as they have 4 more attractiveness than lanterns. Another option is to use alternative light sources proving enough light (50) to maximize the bonus, but with higher tier and/or attractiveness. Be sure to place yourself precisely to get at least 50 Light during the breakthrough. The available options are:

  •  Spirit Crystal: 12 Attractiveness, Tier 7. Can be put on a  Display (The display will contribute its Attractiveness and Tier)
  •  Spirit Crystal Block: 12 Attractiveness, Tier 7. Can be put on a  Display.
  •  Blade Pill: 10 Attractiveness, Tier 7. Can be put on a  Display.
  • Spirit Roots: 25 Attractiveness, Tier 12. Items can be put on the ground on the 8 tiles around them (and on the Spirit root tile itself), however these 9 tiles can't have Flooring so be sure to verify it's worth it.

Feng Shui[]

Max: 2[8].

Rating Factor
Very Auspicious 2
Auspicious 1.5
Slightly Auspicious 1.2
Slightly Ominous 0.5
Ominous 0.2
Very Ominous 0.1

Breakthrough Room Suggestions[]

Those breakthrough rooms always make the following assumptions:

  • 1,000 Residents,
  • Distress between 0 and 10 for more than 3 days (thanks to 3 days of Restrained),
  • No Weather affecting Feng Shui to the point of lowering the Room's Auspiciousness
  • The Shendao character is correctly placed near the Lantern

Other assumptions are given depending on the room. No matter the design, you'll need to save and load after building the room due to the Flooring bug.

200 Mental State, with Mini Universe[]

This assumes 200 Mental State, to allow to make the Calm breakthrough at the same time as Divine Realm is build. It also assumes Divinity is at 10.25% or higher, which can be achieved easily with a fake T2  Talisman of Divine Authority at 90% quality or higher.
Items and Materials:

200 Mental State, no Mini-Universe[]

This assumes 200 Mental State, to allow to make the Calm breakthrough at the same time as Divine Realm is build. It also assumes Divinity is at 11.76% or higher, which can be achieved easily with a fake T2  Talisman of Divine Authority at 90% quality or higher.

Items and Materials:

200 Mental State, no Mini-Universe, only Spirit Stone Blocks[]

This is just the above design with only  Spirit Stone Blocks on displays. This requires 12.35% Divinity, which should still be achievable from 3 days of Restrained and a fake T2  Talisman of Divine Authority.

References[]

  1. XiaWorld.ToilBrokenNeck.OnStepToil, GameDefine.GodCityArea
  2. Settings\Modifiers\GodPractice\Modifier_GodPractice_Gong.xml
  3. XiaWorld.GodPractice.GetMindStateLevel2BuildCity
  4. XiaWorld.GodPractice.GetGodPower2BuildCity
  5. XiaWorld.GodPractice.GetRoom2BuildCity
  6. 6.0 6.1 XiaWorld.AreaRoom.DoUpdateData
  7. GameDefine.Light2BuildGodCity
  8. GameDefine.BuildingFengshui2BuildGodCity
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