World Creation

After selecting a character, a player can then create or select a world.

There are six different tabs on the world creation screen: Basic Settings, World Settings, Combat Settings, Crafting Settings, Harvesting Settings, and Farming Settings.

### Basic Settings

Name: pick the name of your world (must be unique).

Seed: random number to set the world.

Difficulty: Easy, Normal, Hard, and Custom.

Resources: Rich, Normal, Scarce, and Custom.

Preview: lets you see a snap shot of what the starting area of your world will look like.

The settings on the other five tabs are optional; the default settings are for a standard world.

### World Settings

The world is set up with two different aspects: the first is distance from center, which dictates the level of enemies and animals (at 1km from center, enemies will be level 1, at 10km, level 10, etc.); the second aspect is resource Tiers, by default it is a Tier every 5km (start area is Tier 0, 5km away in any direction is Tier 1 and so on).

* Level per Kilometer:  Default setting is 1 (enemies and animals will have the same level as the distance from center)
* Item hours to decay: Default 24
* Tombstone hours to decay: Default 168
* Grass biome Frequency: Default 1
* Ocean biome Frequency: Default 1
* Mountain biome Frequency: Default 1
* Desert biome Frequency: Default 1
* Swamp biome Frequency: Default 1
* Iron Ore spawn frequency: Default 1
* Stalk spawn frequency: Default 1

* Cave total resources frequency: Default 1; amount of resources that can be found in a cave
* Gem spawn frequency: Default 1
* Vegetable spawn frequency: Default 1
* Herb spawn frequency: Default 1
* Monolith spawn frequency: Default 1; loot-holding structures scattered across the land, protected by groups of enemies
* Animal spawn frequency: Default 1
* Tree spawn frequency: Default 1

### Combat Settings

* Experience required to level: Default 25
* Encounter experience multiplier: Default 1; sets the extra experience gain for monoliths and towers when cleared
* Enemy experience multiplier: Default 1; amount of experience received for killing monsters and animals
* Enemy damage multiplier: Default 1; amount of damage a monster or animal can do to you
* Enemy health multiplier: Default 1; amount of health monsters or animals have
* Player damage multiplier: Default 1; amount of damage a player can inflict
* Light reward multiplier: Default 1; amount of light received by defeating monsters and animals
* Passive monsters: If selected, monsters will not attack unless attacked first
* Passive spiders: If selected, spiders will not attack unless attacked first (Passive monsters will also set spiders to passive)

### Crafting Settings

* Materials required to level: Default 25; experience received based on the number of resources used, e.g., use 25 metal in crafting and gain 25 experience.
* Max Stack Size: Default 100; number of items that can be held in a single spot in inventory for stackable items
* Transmogrify common to: Default 20; amount of common resources required to make 1 uncommon
* Transmogrify uncommon to rare: Default 10; amount of uncommon resources required to make 1 rare
* Transmogrify rare to elite: Default 10; amount of rare resources required to make 1 elite
* Transmogrify elite to legendary: Default 10; amount of elite resources required to make 1 legendary

### Harvesting Settings

* Resources required to level: Default 100; experience received based on the number of resources harvested, per type of resource
* Stalk per node multiplier: Default 1; amount harvested from a source
* Hide per node multiplier: Default 1; amount harvested from a source
* Iron Ore per node multiplier: Default 1; amount harvested from a source
* Timber per node multiplier: Default 1; amount harvested from a source
* Stone per node multiplier: Default 1; amount harvested from a source
* gem per node multiplier: Default 1; amount harvested from a source
* plant per node multiplier: Default 1; amount harvested from a source
* Resource toughness multiplier: Default 1; how easy or difficult it is to harvest resources
* Gem toughness multiplier: Default 1; how easy or difficult it is to harvest gems

* Uncommon resource chance: Default 1; how likely it is to get an uncommon resource from a common source
* Rare resource chance multiplier: Default 1; how likely it is to get a rare resource from a more common source
* Elite resource chance multiplier: Default 1; how likely it is to get an elite resource from a more common source
* Legendary resource chance: Default 1; how likely it is to get a legendary resource from a more common source
* Uncommon gem chance: Default 1; how likely it is to get an uncommon gem from a common source
* Rare gem chance multiplier: Default 1; how likely it is to get a rare gem from a more common source
* Elite gem chance multiplier: Default 1; how likely it is to get an elite gem from a more common source
* Legendary gem chance: Default 1; how likely it is to get a legendary gem from a more common source
* Base luck: Default 1; determines chance of receiving higher rarity of resources
* Maximum luck: Default 1; highest your luck can be via enchantments
* Resource respawn rate: Default 6; number of days before resources respawn

### Farming Settings

* Plant growth rate: Default 90; number of days for plants to be full grown
* Tree growth rate: Default 180; number of days for plants to be full grown
* Plant reward amount: Default 3; number of ingredients collected per source
* Tree fruit reward amount: Default 3; number of fruit collected per source
* Tree fruit respawn rate: Default 48; how long it takes a planted tree that has just been harvested to regrow fruit

### Map Preview

Provides a general estimate of the starting area of your map, based on the World Seed number.

### World Seeds

Every world's map is procedurally generated, and each starts with a "seed" that will produce the same starting area each time it is used. If you find a starting area you like, the seed can be used to create a new world.