Survival guide

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

StateActivityEffect
Flourishing≥ 70Outpost with a trader NPC in the centre (opens the market); ores have a 20% chance of double drops
Stable35 – 69Normal
Decaying15 – 3425% chance that an ore drops nothing; monsters +1 level
Ruin< 1545% 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:

PurposeEffect
Trade zone+5% market prices (sell bonus) for players in the region
IndustryGenerators produce double energy
Nature reserve+10% double-ore chance (when flourishing), 50% fewer natural monsters
WildernessDecays twice as fast, gains halved, monsters +1 level – dangerous
An outpost in a flourishing region
An outpost in a flourishing region