Zone tier: Difference between revisions

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For example, in an area with a zone tier of 5, tier 5 creatures (such as {{favilink|dynamic turret tinker|plural}}) and tier 5 items (such as {{favilink|fullerite gauntlets}}) are more likely to be found. Note that zone tier is only one of several factors that affects the dynamic generation of creatures and objects in the world. Specific [[:Category:Biomes|biomes]], unique [[:Category:Locations|locations]] (such as [[historic site]]s or [[:Category:Dungeons|dungeons]]), or other factors can influence the objects and items that are generated in particular zones. This is why, for example, the surface levels of the {{favilink|Desert Canyons}} will always contain the same primary creatures, such as {{favilink|snapjaw scavenger|snapjaws}}, {{favilink|equimax|equimaxes}}, and {{favilink|giant dragonfly|giant dragonflies}} - this biome has its own unique population/encounter tables.
For example, in an area with a zone tier of 5, tier 5 creatures (such as {{favilink|dynamic turret tinker|plural}}) and tier 5 items (such as {{favilink|fullerite gauntlets}}) are more likely to be found. Note that zone tier is only one of several factors that affects the dynamic generation of creatures and objects in the world. Specific [[:Category:Biomes|biomes]], unique [[:Category:Locations|locations]] (such as [[historic site]]s or [[:Category:Dungeons|dungeons]]), or other factors can influence the objects and items that are generated in particular zones. This is why, for example, the surface levels of the {{favilink|Desert Canyons}} will always contain the same primary creatures, such as {{favilink|snapjaw scavenger|snapjaws}}, {{favilink|equimax|equimaxes}}, and {{favilink|giant dragonfly|giant dragonflies}} - this biome has its own unique population/encounter tables.
Most biomes have unique generation tables defined for their surface and levels 1-5 underground.<ref>Determined by review of <code>Worlds.xml</code>, <code>ZoneTemplates.xml</code>, and <code>PopulationTables.xml</code>.</ref> Once you descend to level 6 or lower in most areas, creature and item generation typically starts to be more directly correlated to zone tier, creature tier, and item tier, and is less strictly defined by biome-specific spawning logic.


There is also an element of randomness at play. For example, the dynamic loot tables for each zone tier have a small chance to roll upward one tier higher. This effect can chain in succession (although at very low probability), sometimes resulting in loot several tiers higher than expected. For example, {{favilink|Elder Irudad}} may spawn with tier 8 {{favilink|zetachrome pumps}} in {{favilink|Joppa}} at the start of the game, even though Joppa has a very low zone tier.
There is also an element of randomness at play. For example, the dynamic loot tables for each zone tier have a small chance to roll upward one tier higher. This effect can chain in succession (although at very low probability), sometimes resulting in loot several tiers higher than expected. For example, {{favilink|Elder Irudad}} may spawn with tier 8 {{favilink|zetachrome pumps}} in {{favilink|Joppa}} at the start of the game, even though Joppa has a very low zone tier.