Secret Realms — hours & entry

8 secret realms, each with a different door. They open on YOUR DEVICE TIME, so the table below already matches your timezone. Inside, each room is a choice: go deeper to multiply the haul, or walk out with what you hold — LOSE AND YOU LOSE IT ALL.

Fallen Star Abyss

An abyss where a star fell a thousand years ago. Its shattered core became demon cores — each vein of stone holds a different element.

What drops

Ten Thousand Armours Barrow

A mass grave of a cultivator army that died standing in formation. The armour is still on the bones, and the bones will not lie still.

What drops

Medicine King Valley

The herb garden of a Pill King long passed. The plants still live and still age — pick them young for little, leave them and gain more.

What drops

Ruined City of Hoarded Treasure

A ruined capital that was once the auction market of all the Nine Nethers. The vaults are still locked, and you are not the only one who knows the way in.

What drops

Rift in the Void

A tear in space. It sits nowhere in particular, opens for a few hours and closes — finding it is fortune, not effort.

What drops

Echo of the Nine Nethers

The shadow the Nine Nether Demon Emperor left behind when it dissolved. Only one who has gathered the full Treasure Ledger can see the way in.

What drops

Broken Bridge of the Cloud Sea

A stone span across a sea of cloud, its middle arch long since fallen. Step on and there is only cloud behind you — reach the far side, or drop.

What drops

Stonewood of Hidden Steles

A forest of steles left by sects whose lines died out. Carve your name on an unclaimed stele and a whole lineage's merit passes to you.

What drops

One trip per realm per day; the counter clears at local midnight. Each room deeper multiplies the haul (x1.55) and the guardians too (x1.28) — so where you stop is your call, not this table's.