Zone tier

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Each zone (or screen) that a player explores has a particular difficulty tier associated with, often referred to as the Zone tier.

Zone tier is determined based on a combination of the following elements:

  • The World Map tier of the current parasang.
  • The depth of the current zone, if it is underground.

Calculating a Zone's Tier

To determine a zone's tier:[1]

  1. Find the world map tier of the current parasang. These numeric tier values are pictured in the Base Difficulty Tier of World Map Parasangs section below.
  2. Modify that value based on the current depth:
    • The zone tier is unchanged for the surface level and levels 1-4 underground.
    • Otherwise, the zone tier is increased by Floor(Depth / 5). Depth 5-9 increases the zone tier by 1, depth 10-14 increases the zone tier by 2, and so on.
      • As an example, if the player digs beneath a jungle biome (world map tier 3), the zone tier at depth 17 will be 6.
  3. Finally, modify the result to ensure it is a number between 1 and 8. If a calculation would result in a zone tier value lower than 1 or higher than 8, the result is always constrained to the nearest number within the 1 to 8 range.

Tiers and Procedural Generation

Elder Irudad with zetachrome pumps

A location's zone tier is generally used as a rough guide for procedural generation of creatures and items in that zone.

For example, in an area with a zone tier of 5, tier 5 creatures (such as dynamic turret tinkers) and tier 5 items (such as 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 biomes, unique locations (such as historic sites or 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 desert canyons will always contain the same primary creatures, such as snapjaws, equimaxes, and 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.[2] 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, Elder Irudad may spawn with tier 8 zetachrome pumps in Joppa at the start of the game, even though Joppa has a very low zone tier.

Creature Tier

Creature tier is based on level. Creatures of levels 1-9 are tier 1 for the purposes of dynamic zone generation. A creature's tier increases by one for additional each five levels (creatures of levels 10-14 are tier 2, creatures of level 15-19 are tier 3, etcetera).

Note that this logic for creature tier varies slightly from how a creature's XP tier is calculated (XP tier can go as low as 0). For more information about XP tiers, refer to the Experience page.

Item Tier

Item tier is manually specified for each item in the game's ObjectBlueprints.xml. You can view the tier of a particular item on its wiki page.

Base Difficulty Tier of World Map Parasangs

Each parasang of the world map has a base difficulty tier associated with, as shown on the following numeric overlay:

File:Joppaworld with tiers2.png
The world map with base difficulty tiers of each parasang.

These tiers can be found looking in Test.txt, titled "JoppaWorld_ZoneTier".

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References

This information is reliable as of patch 2.0.201.49.
  1. XRL.World.ZoneManager, method GetZoneTier
  2. Determined by review of Worlds.xml, ZoneTemplates.xml, and PopulationTables.xml.