The World

The World

No fast travel: every sector is crossed on foot, one tile at a time.

What you can see

Range Shown
Within 12 tiles Everything: rooms in their colours, doors, players, graves, floor items, fights
12 to 92 tiles Corridors, walls and rock under thickening fog; rooms look like floor
Past 92 tiles Nothing

Rooms are found by walking near them, reading a recon note, or a job that pays for finding one (Job board).

Sectors

An effectively endless grid of sectors joined at their edges, generated from one seed, so every player explores the same world.

Size 100 × 100 tiles
Walking 1 tile a second; about 100 seconds to cross
Starting sector 0:0
Edges Every edge has at least one boundary portal, joined to the corridors; crossing loads the next sector
Distance Drives
abs(x) + abs(y) Monster level, stat points and group size
max(abs(x), abs(y)) The experience multiplier (Combat)

Monsters by distance

With d = abs(x) + abs(y): level 1 + d, and d extra points each to its stats, its technique affinities and its resistances (up to 0.01 a point, never past a player's resistance caps), spread according to its type. See Reference: World.

d Level Group
0 1 1
1 2 1
2 to 3 3 to 4 2
4 to 7 5 to 8 3
8 and beyond 9 and up 4

Biomes

Every sector holds all seven, as a 4 × 4 grid of 25 × 25-tile blocks. The tile you stand on decides the biome: its monsters, its rooms and its ground. Each sector also has one base biome, which sets its layout; recon notes and Biome jobs read that one.

Biome Layout
City Urban ruins, structured layouts
Mountain Rugged terrain, cliff-dwellers
Alley Narrow passages, tight corridors
Garden Overgrown, organic spaces
Labyrinth Maze-like structures
Corridor Zone Long connecting passages
Plaza Open areas with scattered rooms

Each biome sets its tile colours, wall surfaces, monster roster and room pool.

Monsters

Three per biome: a heavy hitter (vanguard), a quick one (ranger) and a caster (arcanist). The ranger is the most common, except in the Alley, where the brawler is; the arcanist is the rarest everywhere.

Biome Vanguard Ranger Arcanist
City Iron District Enforcer City Runner Neon Augur
Mountain Stoneback Behemoth Cliff Raider Peak Diviner
Alley Alley Brawler Alley Knifer Backstreet Hexer
Garden Rootbound Giant Thorn Sprinter Bloom Oracle
Labyrinth Minotaur Remnant Maze Skulk Thread Reader
Corridor Zone Bulkhead Crusher Hallway Stalker Signal Whisperer
Plaza Arena Breaker Square Duelist Echo Prophet

One belongs to every biome: the Stocker, a delivery drone that restocks the storage rooms. About 1 encounter in 500, anywhere, is a lone Stocker instead of the biome's monsters. It never attacks and tries to escape every turn on its Reflex; whoever lands the killing blow takes its delivery (Stash).

Rooms

Stamped onto the sector, entered through their door, sealed off from the walkable area around them.

Room Function Where
Meditation Sanctum Rest and craft techniques (Techniques) All biomes
Fabrication Bay Fabricate equipment (Crafting) All biomes
Foundry Craft a material from shards, fuse materials. Only over lava: about one a sector, some have none (Crafting) All biomes, over lava
Market Trade with players (Market) All biomes, rare
Job Board Post and take jobs, buy recon books (Job Board) All biomes, rare
Supply Cache Storage, may contain items All biomes
Utility Closet Storage, may contain items. Most common outside Mountain All biomes
Maintenance Bay The only place to prise a shard out of its socket. Uncommon All biomes
Ice Vault Storage, may contain items. Most common in Mountain Mountain
Water Well Drink and fill a vessel from the water beneath. Only over underground water (Fluids) City
Irrigation Well As the Water Well Garden
Meltwater Spring As the Water Well Mountain
Storage rooms About a hundred a sector (Stash)
Size One tile each, market included; many characters can share it
Doorway Belongs to the room but is not inside: no resting, fabricating, Foundry crafting or trading there
Water No room is built on it. Rivers and lakes cut through walls into the next sector (Fluids)
Market stock Per market; the next sector's market has its own

Encounters

Chance 6% a step, about one in fifteen to twenty steps
Shown Fights within 12 tiles: a red disc with crossed swords (monsters), a shield split blue and red (players)
Walking onto a marker Joins it, without a prompt
On one of the eight tiles around A window titled A fight nearby (Fights nearby when there are several) with a Join per fight
Joining Side
A fight against monsters With the players present; XP split by damage dealt
A duel between two players A third side, hostile to both

Stamina

Walking About 1 per 10 steps: a full 100 lasts about 1,000 steps, 17 minutes
At 0 Encounters cannot trigger; you can still move
Resting 0.5 a second, only in a Meditation Sanctum
Praying at a grave 10 HP and 10 stamina; each grave once every 30 minutes, a desecrated one once an hour, to the first to reach it

Stumbling

Every step rolls a stumble before it commits; a stumble cancels the step.

Stamina Chance per step Health cost
5 or above 0.0002, about 1 in 5,000 None
Below 5 0.25, 1 in 4 8

Below 5 that averages 2 HP a step, and a stumble can kill. A step refused for another reason, such as being in a fight, is not a stumble.

Death

Permanent: no resurrection, and a new character must be made. A grave appears where you died (Graves); the death sequence is in Combat.

Generated from world.md.