Living regions
The main world is split into named 256×256 regions. Each has an activity value from 0 to 100 (new regions start at 40–59). See your current region with /region.
How activity changes
- +0.6 per minute for every player in the region
- +0.02 per broken block, +0.03 per placed block
- Gains are capped at 4 per minute per region
- −1 every 10 minutes (−2 in Wilderness regions, where gains are also halved)
- Events: Blackout success +25 / failure −30, meteor +5, founding a city +4, Trade-zone vote +10
Region states
| State | Activity | Effect |
|---|---|---|
| Flourishing | ≥ 70 | Outpost with a trader NPC in the centre (opens the market); ores have a 20% chance of double drops |
| Stable | 35 – 69 | Normal |
| Decaying | 15 – 34 | 25% chance that an ore drops nothing; monsters +1 level |
| Ruin | < 15 | 45% chance that an ore drops nothing; monsters +2 levels; the outpost becomes a ruin |
Strengthened monsters
Each level gives monsters +50% health and Strength, from level 2 also Speed. Levels stack: decaying +1, ruin +2, Wilderness +1, Blood Moon +1. In-game they are named “Verwilderter …” / “Verderbter …” and give 4 Combat XP instead of 1.5.
Region purposes
The community decides the purpose of regions in votes:
| Purpose | Effect |
|---|---|
| Trade zone | +5% market prices (sell bonus) for players in the region |
| Industry | Generators produce double energy |
| Nature reserve | +10% double-ore chance (when flourishing), 50% fewer natural monsters |
| Wilderness | Decays twice as fast, gains halved, monsters +1 level – dangerous |
