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.

Twelve 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 12, only a handful yield any given resource.

The zones are not equally connected. The best served one touches 8 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.

A trip costs 60 minutes by default, and the four boot tiers shorten it by up to 40 minutes, never dropping below the 20 minute floor. A fast travel scroll then applies to 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 twelve zones

The 12 zones of the permanent world, with what each one yields almost alone and the find only an expedition brings back.

×1,1
Beach
Hub
Village
Slime Gelatin
×1,1
Mine
Skeleton Bone
Factory
Abyssal Capacitor
Farm
Wolf Fur
Tower
Guardian Fragment
  • 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 8, no other passes 4.

Village
8 roads leave from here. It is the crossing point of almost every long trip.
Village Beach, Desert, Factory, Farm, Lake, Mine, Tower, Tundra
Capital Tower
Forest Farm, Lake
Beach Lake, Mine, Village
MAP OF ENDERIA
8
Hub roads
The best connected zone touches 8 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 trip starts at 60 minutes, comes down to the 20 minute floor with boots, and falls to 10 minutes with a scroll on top.

Boots
Each tier removes minutes from the base trip, and the floor stops the descent.
TIER
REDUCTION
TRIP
REACH
No boots
none
60 min
The full trip, on every road.
Leather Boots
−10 min
50 min
The entry tier, a few minutes saved on every trip.
Reinforced Boots
−20 min
40 min
The reinforced pair, which makes daily round trips bearable.
Explorer Boots
−30 min
30 min
Explorer boots, for anyone crossing the world every day.
Swift Boots
−40 min
20 min
The last tier, the trip reaches its floor and stays there.
Floor
20 min
No reduction brings a trip below 20 minutes.
Scroll
×0,5
The scroll applies after the boots and multiplies what is left by 0,5.
Shortest
10 min
Boots at the last tier and an active scroll, 10 minutes, and that is the game's minimum.
Scroll price
300
300 endercoins at the village, 3 a day per player.
  • The fast travel scroll costs 300 endercoins at the village, up to 3 a day.

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