Realm 2 is a second kind of realm. The Nexus always has one open: its portal stands among the realms' portals, beside Realm 1's, named Realm 2: Zenith or the like, with how many are in it. /realm2 takes you into it from anywhere. It stays open while it's empty, so you can come back to it, and when it closes its portal goes and another opens. A Realm 2 Key opens one of your own as well. Every Realm 2 is built new when it opens, so no two are the same. The Nexus's Realm 2 carries on through server updates and restarts, with its map, its lands, its waystones and the events beaten so far (one opened with a key doesn't).
How it's laid out
You arrive on the shore and lowlands, at one end of a starry void: beaches round the edge, then sand, plains and forest, with the realm's lowland monsters and quests. Next to them are the midlands and highlands, with the realm's mid and high monsters and quests. Beyond those lies the Godlands, a broad grey land winding away across the void, with branches, chasms and a few islands off its edge joined by bridges and pools. The Godlands' gods live there as in the realm (White Demons, Medusas, Beholders and the rest), with their potions and dungeon portals. Three stretches of it, near, halfway and far along, always stay as they are: no event's land comes over them.
The realm's jungle temples, oases, pyres, lava fissures and Kage Kami graveyards aren't in Realm 2, but some of what they hold is:
- A Mysterious Crystal stands in one of the stretches kept as they are. Break it open with a group, as in the realm, and its Crystal Prisoner opens the Deadwater Docks.
- Now and then a Kage Kami appears somewhere in the Godlands (two at most at a time), without its graveyard. It always opens the Manor of the Immortals.
- The same goes for the Red Demon in the Godlands and the Phoenix Lord on the midlands' sand (two of each at most), without their lava and pyres, and with their drops: the Red Demon and Phoenix Generators among them.
Events and their lands
Events come one at a time, as in the realm (more at once when it's busy). First the two easy ones, the Lucky Ent God and the Lucky Djinn, in the midlands. Then come the eleven big events in a random order, and each one brings a land of its own when it appears: its own ground, scenery, ruined walls and monsters, with its boss in an arena at its heart. Every land comes a little further from the shore than the last, in any direction, and well apart from the others. Most rise out of the Godlands' edge, some out in the void beside it, joined by a bridge or a pool. Where a land rises, its own monsters take the place of the gods. A land stays once its event is beaten.
Realm 2's events come quicker than the realm's: one more runs at a time, only a few seconds pass between one and the next, if no event is up for 12 seconds one comes, and an event nobody has touched for a minute and a half no longer holds up the next.
| Land | Its event | Its monsters | Its quests |
|---|---|---|---|
| The Cubic Expanse | Cube God | Prism Sentinel, Shard Walker, Cube Overseer (with Cubelets) | Tesseract, Hypercube Warden |
| The Watching Dark | Pentaract | Floating Eye, Gazer (with Eye Swarmers), Watcher Stalk, Beholder | Eye of the Pentagram, Elder Watcher |
| The Lost Lands | Lord of the Lost Lands | Lost Sentry, Forsaken Archer, Wailing Wraith, Ruin Golem | Sentry Captain, Forgotten Warlord |
| The Tidepools | Hermit God | Hermit Brute, Tide Snapper, Barnacle Turret, Kelp Lurker | Shellback Champion, Ancient Snapper |
| The Wreck Coast | Ghost Ship | Drowned Buccaneer, Bone Gunner, Wreck Wraith, Phantom Sloops on its water | Phantom Quartermaster (with Spectral Gulls), Abyssal Kraken |
| The Sunken Tombs | Grand Sphinx | Tomb Mummy, Jackal Guard, Sun Idol | Tomb Pharaoh (with Scarabs), Sand Scourge |
| The Bonefields | Skull Shrine | Bone Flayer, Blood Imp, Shrine Cultist | Shrine Keeper (with Skull Wisps), Marrow Fiend |
| The Jade Garden | The Statues (Garnet and Jade) | Komainu, Oni Mask, Kitsune Spirit | Oni Warlord, Jade Golem (with Blossom Wisps) |
| The Dragon's Roost | Eye of the Dragon | Drakeling, Kobold Hoarder, Ember Wyvern, Hoard Mimic | Wyrm Matriarch, Elder Drake |
| The Forgotten Kingdom | Avatar of the Forgotten King | Shattered Knight, Forgotten Mage, Stone Gargoyle | Forgotten Archmage (with Soul Lanterns), King's Champion |
| The Honey Meadow | Killer Bee Nest | Hornet Drone, Honey Slime (with Pollen Sprites) | Royal Guard Bee, Hornet Queen (with Worker Bees) |
- Monsters roam in small groups, as the gods do, and are about as strong. They drop as the gods do (tiered gear up to T10 armour, and a stat potion of their land's kind now and then) and count as gods for your quests. The small ones (Cubelets, Scarabs, Worker Bees...) only come with the bigger monsters that bring them.
- Quest monsters have far more health and drop better: T10-T12 gear, T4-T5 abilities and rings, two kinds of stat potion and sometimes Life or Mana, and, nearly a third of the time, a portal to one of the easier dungeons that fit their land, while its event boss opens the harder one: the Mad Lab (the Cubic Expanse), Cursed Library (the Watching Dark), Haunted Cemetery (the Lost Lands), Beachzone (the Tidepools), Pirate Cave (the Wreck Coast), Ancient Ruins (the Sunken Tombs), Undead Lair (the Bonefields), Magic Woods (the Jade Garden; its Oni Warlord can open the Forbidden Jungle too), Cave of a Thousand Treasures (the Dragon's Roost), Manor of the Immortals (the Forgotten Kingdom) and Forest Maze (the Honey Meadow). Each land always has its two; one that dies comes back within a minute or so.
- Some lands have ground of their own to watch for: the Dragon's Roost's lava and the Forgotten Kingdom's crystal lava burn, the Sunken Tombs' sinking sand slows you and pulls you under, and the Honey Meadow's honey and the Tidepools' and Wreck Coast's water slow you.
- Bosses that bring a map of their own bring it in their land's colours: the Hermit God's island in the Tidepools' seagrass and kelp with a deep lagoon, the Skull Shrine's court in the Bonefields' blood soil and bone (its flaming skulls round it, as in the realm), the Eye of the Dragon's shrine as the Roost's scorched earth and gold-strewn hoard, among nests and dragon eggs, and the Grand Sphinx's court no bigger than the other arenas, with blocks to hide behind and sinking sand round it. The Forgotten Kingdom is built of the Avatar's own stone and blue flames; the Jade Garden has stone paths and the ruins of old shrines in its forest; the bridges have fences along their edges. The Pentaract has a few more eyes than in the realm. Anything that wanders out over the void is gone.
- The Lost Sentry guards a shrine in the Lost Lands: a side quest, marked light blue on the map and in the Realm Events list, that doesn't count toward closing Realm 2. It's as strong as an event boss and opens the Lost Halls when it dies.
Waystones
Every couple of events, a waystone rises in the heart of a land just cleared, far from the shore and from any other: a pale obelisk under a floating crystal, on a ring of glowing runes. You always enter Realm 2 on the shore, however far the realm has come, so low-level characters start somewhere safe; the waystones are a teleport away. The Realm Events list shows the waystone nearest your quest, and the map marks every one as a cyan diamond: click the one in the list, or any on the map, to teleport there (as teleporting to a player, once every 10 seconds). Arriving at a waystone makes you invulnerable for a few seconds. No monsters spawn round a waystone.
Closing Realm 2
Realm 2 closes once all thirteen of its events are defeated: the two Lucky gods and the eleven lands' bosses. Oryx then sends everyone in it to his Castle, as a realm does. A busy Realm 2 needs more: with more than eight players it needs one more event for each extra player (as a realm does, up to 25), and those come to new lands of their own. Event bosses grow stronger with the players near them, as in the realm. Each event that falls is announced to Realm 2 with how many are down, how many it needs and how many are left. With one event to go, a mysterious voice speaks up...
The Realm Events list at the top left shows how many events are beaten of how many close the realm, then every event running and the Lost Sentry, nearest first, and the waystone nearest your quest, five at a time (the mouse wheel scrolls it). Click an event for your quest arrow to follow it, again to go back to the nearest; the map marks them all. Near your quest (about 100 tiles) the list folds to its count, under the boss's health and who hit it; click it to see the list anyway. Every event counts, whichever one your arrow points at.