World & Resources · Concept

Exploration

The world's zones, the roads between them, what a trip costs in time and what each zone yields.

In short

Enderia is not a flat map. Every zone yields resources the others do not, and every road costs real minutes.

Eleven zones make up the permanent world. Each one declares the same activities, so what changes from zone to zone is not what you do there but what you find: out of the 11, only a handful yield any given resource.

The zones are not equally connected. The best served one touches 5 of them in a single trip, while the most isolated sticks to 1 and no other passes 4. A distant destination is paid for in stopovers, not only in minutes.

Each road has its length, from 30 to 55 minutes, and a long trip chains the roads of the shortest route. The four boot tiers shorten the whole trip by up to 60 %, never dropping below the 10 minute floor. The Celerity boot enchantment then takes up to 20 % off what is left, which puts the shortest trip in the game at 10 minutes.

Four zones carry an activity bonus of ×1,1, each on the gesture that defines it. Those 4 zones are the only ones in the permanent world to yield more than the base volume, and the zone table says so plainly.

1

The eleven zones

The 11 zones of the permanent world, with what each one yields almost alone and the find only an expedition brings back.

×1,1
Beach
Village
Slime Gelatin
×1,1
Mine
Skeleton Bone
Factory
Abyssal Capacitor
Farm
Wolf Fur
  • 21 resources are yielded by half the zones or more. They appear on no card, since they set nothing apart.
  • Every zone declares the same activities. What changes from zone to zone is the loot table, not the list of possible gestures.

The road network

A road links two neighbouring zones and is covered in a single trip. The best served one counts 5, no other passes 4.

Desert
5 roads leave from here. It is the crossing point of almost every long trip.
Desert Capital, Factory, Tundra, Village, Volcano
Capital Desert
Forest Farm
Beach Mine, Village
MAP OF ENDERIA
5
Hub roads
The best connected zone touches 5 neighbours in a single trip, which makes it the cheapest departure for a long journey.
1
Most isolated zone
At the other end of the network, one zone hangs on 1 road. Going there and back always runs through the same neighbour.
4
Ceiling for the rest
Outside the hub, no zone passes 4 roads. The network is a star, not a mesh.
  • A zone with no direct road is reached in several trips, and every stopover is paid at full price.

Travel time

A road lasts 30 to 55 minutes, a trip adds up those along its route, and boots take a percentage off down to the 10 minute floor, which brings the shortest to 10 minutes.

Boots
Each tier removes a share of the whole trip, measured here on the longest road, and the floor stops the descent.
TIER
REDUCTION
TRIP
REACH
No boots
none
55 min
The full trip, road by road.
Leather Boots
−15 %
47 min
The entry tier, a share saved on every trip.
Reinforced Boots
−30 %
39 min
The reinforced pair, which makes daily round trips bearable.
Explorer Boots
−45 %
30 min
Explorer boots, for anyone crossing the world every day.
Swift Boots
−60 %
22 min
The last tier, which takes more than half off every trip.
Floor
10 min
No reduction brings a trip below 10 minutes.
Shortest
10 min
The shortest road, boots at the last tier: 10 minutes, the game's minimum.

The commands

Move to a different area

  • [area] The area you want to move to
>adventure
>adv · >map

View the adventure map and zones

information Display information about an adventure zone
  • [zone] The zone you want to display information about
map Display the adventure map
  • [target] The map you want to display