Wiki / Progression

Regions and levels

The map, the level band of every region, and what happens when you walk into one that is too high.

How the map works

Survival is split into regions, and every region has a level band. Mobs in a region spawn inside that band, scaled by level — more health, more damage, more armour the further up you go.

The bands are not advisory. A Lv 5 player in a Lv 40 region is not "having a hard time"; they are dead the moment something notices them.

You are told when you cross a border. Region entry announces itself in chat, so the message to watch for is the one naming somewhere unfamiliar.

Survival1 — the first realm (Lv 1–50)

Region Band What is there
Aurel Coast 1–5 The starting zone. Coast, shallow water, the first waypoint
Verdant Plains 5–10 Grass, trees, the connective tissue between everything
Sunstorm Desert 10–20 Sand, husks, and the Pharaoh
Evergreen Wilds 15–25 Deep forest
Ashen Expanse 20–30 Scorched ground, magma cubes
Frostpeak Range 30–40 Snow and ice, strays, the Yeti
Mistvale Coast 40–50 The far coast, and the Leviathan

Region shapes were hand-drawn across the playable map, and they tile exactly — there are no gaps to slip through and no overlaps to confuse the spawn rules.

The world is enclosed. A barrier wall runs the whole perimeter, full height, all the way down. You cannot walk out of the map, and you cannot fall out of it either.

Survival2 — the greater realm (Lv 50–100)

The second world picks up where the first stops: Celestial Isle, Azure Valleys, Verdant Highlands (50–60), Stoneveil Mountains (55–65), Sandy Expanse and Twilight Forest (60–70), Sunscorched Dunes (65–75), Frostguard Tundra (70–80), Crimson Badlands (75–85), Obsidian Wastes (85–95), and Ember Coast (90–100).

Its regions are placed by terrain rather than drawn: the frozen tundra sits on real snow, the badlands on the terracotta, the wastes on the basalt. What the concept map draws and where the ground actually is disagree in places, and the ground won.

Mob levels, honestly

  • A mob's level is set when it spawns, from the region it spawns in.
  • Elites are off. The old "Elite Zombie" system fought the level nametags and stacked its health on top of the level bonus, so it was removed rather than fixed. A tough mob here is simply a high-level mob.
  • Nametags are plain text: [Lv 22] Zombie. If you remember decorative glyphs, that was the old plugin — and on some fonts it rendered as nothing at all, which is exactly why it is gone.
  • Passive mobs are levelled too. A bat with a level is still a bat.
  • Hostiles spawn during the day. Vanilla picks hostile spawns by light level, which left the surface empty in daylight. Elderian tops up hostiles near players during the day, and those mobs do not burn at sunrise — they are sun-proof, not fireproof. Lava and fire still work normally on them.

What this means in practice

Over-levelling works, and it is the intended reward. Your damage scales with your level; a mob's health scales with its level. So a Lv 60 player can walk back through Sunstorm Desert and one-shot everything, which is the point of getting to Lv 60. It does mean region bands stop being a wall once you are past them.

The town is not a region. It is its own small world, fully protected, and it is where you respawn.

Getting around

Walking is the default; waypoints are the reward for reaching a region's band. See Waypoints and travel.