Realm bonuses
Each realm gives health, damage, speed, armour; the weak barely scratch the strong.
Bonuses at the start of each realm. Each later stage adds a quarter of the way to the next realm.
| Realm | Health | Damage | Speed | Fist | Armour | Tough. |
|---|---|---|---|---|---|---|
| Qi Sensing | 0 | 0 | 0 | 0 | 0 | 0 |
| Qi Guiding | +4 | +5 % | +2 % | +1 | +2 | 0 |
| Qi Condensation | +8 | +10 % | +4 % | +2 | +4 | +1 |
| Qi Liquidation | +12 | +15 % | +6 % | +3 | +6 | +1 |
| Qi Crystallization | +16 | +20 % | +8 % | +4 | +8 | +2 |
| Foundation Est. | +24 | +30 % | +10 % | +6 | +11 | +3 |
| Core Formation | +32 | +40 % | +12 % | +8 | +14 | +4 |
| Nascent Soul | +40 | +50 % | +14 % | +10 | +17 | +5 |
| Void Enlightenment | +50 | +60 % | +15 % | +12 | +20 | +6 |
The strong shrug off the weak
A blow on a player from a weaker attacker loses 5 % per stage of difference (20 % per realm), up to 75 %. Ordinary creatures count as the very first stage.