Seven realities
| World | Identity |
|---|---|
| Nexus City | The city between worlds and home of the central civic network |
| Shinobi Vale | Mist villages, covert missions, green chakra craft, and hidden routes |
| Gatefall | Modern dungeon gates, hunter associations, mana technology, and raid materials |
| Kurogane | Curses, ward craft, red-black energy, and dangerous night operations |
| Ignis Academy | Hero institutions, support engineering, public rescues, and golden technology |
| Grand Azure | Ocean kingdoms, privateers, sea resources, and long-distance trade |
| Neo-Kyoto | Cybernetic industry, lattice networks, chrome gear, and high-tech fabrication |
Travel rules
- Each world has a minimum account level and a Ryo fare.
- Travel takes real time. You cannot train, fight, or run local missions while in transit.
- Arrival is finalized automatically when the timer completes and the account is next read.
- Open-world PvP requires both fighters to be present in the same reality.
Why location matters
World location changes available missions, handler story, shops, opponents, resources, company facilities, and crafting inputs.
The Nexus Exchange remains interworld, but local shops and field content preserve distinct regional value.
