Path of Idle Immortals Playtest · published
Monsters are significantly stronger in this patch. Previously, the flat damage formula meant any decent defense reduced cross-realm monster attacks to 1 damage — a Qi Refining player could facetank Nascent Soul monsters, making "farm two realms up" the optimal strategy. All 35 enemies have been rebalanced on a proper ten-realm curve: same-realm fights are even, one realm up carries real death risk, and two realms up is lethal. If you were farming above your realm, those runs are over.
High-tier maps now require a minimum cultivation realm to enter. And this time locked means locked — previously the lock icon was purely visual and you could select and fight on any map anyway. The gate sits two realms below each map's toughest enemy, so there's still room for a risky one-realm-up challenge.
The new enemy curve is anchored on properly-equipped players, which means gear is no longer a nice bonus — it's required strength. Over-level XP bonuses are also toned down (1.5x → 1.2x) so pushing realms in order is the way to play.
All 120 potions previously shared the same 💊 icon — heal, mana, attack, breakthrough, they all looked identical. They now have eight distinct icons by effect. Batch-sell gains one-click select buttons per rarity: "sell all whites" is now a single tap, and protected items (equipped/favorited) are still excluded automatically.