Zones
Zones are invisible regions placed across the world that change how an area *behaves*. They’re used to keep towns safe, create special challenge spaces, and add “rules” to locations without needing walls or hard borders.
What You’ll Notice As A Player
Zones are designed to feel natural:
- **Safe areas** where you can breathe, organize inventory, and talk with friends.
- **Adventure areas** where the world is fully dangerous and rewards exploration.
- **Special spaces** (arenas, events, boss rooms) that can follow their own rules.
Safe Town Zones (Protection From Monsters)
Some town regions are marked as **monster-safe zones**:
- hostile monsters can’t meaningfully harm you there
- accidental pulls don’t turn the town into chaos
- it keeps the social hub calm and readable
This is especially important on servers with big worlds, dynamic systems, and roaming content.
Zones vs. Floors (Why “Covered” Areas Matter)
Not every tile on the “surface” behaves like open sky.
If you’re standing under something (roof, ceiling, mountain overhang), the game treats it as **covered**.
That means you can be on an upper floor and still be “indoors” for certain systems (like weather visuals).
Why Zones Exist
Zones let NexusServer do things that feel *MMO-like*:
- create safe hubs without killing immersion
- support future events that temporarily change rules in an area
- allow special mechanics in a dungeon/boss arena without affecting the rest of the world
How To Use Zones In Your Playstyle
- If you’re low on supplies, retreat to a safe zone, reset, and head out again.
- When exploring, pay attention to how areas “feel” — some spaces are intentionally calmer or more intense.
- If you find an arena/event space, expect different rules and stronger rewards.