The Realm (Rev. 2)

The world map is one of several preselected maps. After Oryx summons the players to battle him, the server changes to a different map. Different game servers will be using different maps at any given time.

This map shows the outline of one of the current worlds and all 3 roads:

Build 123, World 11 Map with three road outlines

The maps are islands and include:

  • Terrain types: beaches, grasslands, forests, savannahs, deserts, rocky land, and snow. This is in order of lowest difficulty to highest - beaches have the easiest monsters; rocky and snowy areas have the hardest. More difficult areas tend to be "drier" but aren't always.
  • Oceans and lakes: Oceans surround the island, and are impassable. Lakes are in the interior of the island, and are also often impassable. Both oceans and lakes have some shallow water near the edges, which can only be walked through slowly.
  • Roads: They increase movement speed and make circles around the island. There are mainly 3 circle roads in each map, sometimes they cross or have loopholes. Roads guide you to more areas with monsters of the same difficulty.
  • Rivers: They decrease movement speed and run from mountains to the coast. Rivers guide you to areas with monsters of higher (or lower) difficulty.
  • Vegetation: Plants, trees, and rocks, depending on the kind of terrain you're in. Each monster type prefers certain types of terrain and vegetation.
  • Quest areas: Groves of trees, graveyards, towers, castles, lava fissures, and other quest areas are located all over the map. The typical pattern is a boss in the center surrounded by henchmen and minions. After defeating the boss there is a treasure chest with loot. Some event bosses (Like hermit gods, pentaracts, etc) do not have treasure chests.

Different areas

Shoreline

In this area, the enemies pose minimal threat. They don't hit hard and their attacks are easy to dodge. Beach is the only biome found in this area. This area includes a single type of wandering quest enemy.

Lowlands

In this area, enemies are relatively easy too, but are more numerous. In certain locations, swarms of enemies can be seen. This biome is divided from driest to wettest, into desert, grassland, forest and a swamp. All quest enemies found in this elevation are wandering quest enemies.

Midlands

In this area, the enemies are the most erratic and it can be very hard to dodge their attacks. Being careless in this region can be fatal for lone low-level adventurers but it's still acceptable even with basic equipment to fight enemies. Reasonably well-equipped level-20 players will have little trouble in this area. This area includes both wandering quest enemies and quest area enemies. Biomes in this region are from driest to wettest, desert, savannah, grasslands and forests. Desert biome is rather rare in this area.

Highlands

While the enemies in this area have attacks that are not as erratic as in midlands and it's possible to dodge the enemies when being careful, it's easy to die since the enemies pack a lot of punch and a proper equipment is recommended to travel alone. All quest enemies in this area are located in structures specific to them. Biomes in this region are the same as in midlands except the desert is rare.

Mountains

This area has got the strongest enemies and going alone will likely lead to the death. Enemies in this region usually have elaborate bullet patterns. The mountains include a snowy area and rocky area (also known as godlands). There may be lava in this area.


Build 104 features newer maps than build 100. Terrain features are generally smoother and less angular, with a more gradual transition between different terrain types. The shape of the landmasses is more complex, with more bays and peninsulas. Roads and rivers are improved. The world maps are generated every few months, and every time Oryx destroys the world one of the 20 maps is randomly chosen for the new world.

The creation of geographical features (but not quest areas, vegetation, terrain types, or monsters) for build 100 and up is described in these blog posts:

Build 92 through 99 had twenty maps in rotation. Earlier builds had a single map. These maps were created using Perlin Noise. See amitp's post on map creation for more information.