[{"data":1,"prerenderedAt":65},["ShallowReactive",2],{"article:systems\u002Fworld":3},{"title":4,"paragraph":5,"chapters":6},"World System","Rise in Time runs multiple worlds in parallel. Every world has a type that defines its rules and pace: Dominion worlds are short competitive rounds, Ove is the persistent long-term world, and tutorial worlds teach the basics.",[7,16,50,60],{"subtitle":8,"dynamicContents":9},"World Types",[10],{"type":11,"content":12},"list",[13,14,15],"\u003Cstrong>Dominion\u003C\u002Fstrong> — short, self-contained competitive rounds. Everything resets each match. See {{ Gamemode: Dominion # article\u002Fdominion\u002Fgamemode-dominion }}.","\u003Cstrong>Ove\u003C\u002Fstrong> — the persistent progression world with a protected home island and rotating event islands. See {{ Gamemode: Ove # article\u002Fove\u002Fgamemode-ove }}.","\u003Cstrong>Tutorial\u003C\u002Fstrong> — a guided single-player world to learn the core mechanics.",{"subtitle":17,"dynamicContents":18},"Movement Speeds",[19,22,46,48],{"type":20,"content":21},"text","Each world type has its own movement timings. Moving within an island takes {{ worlds.speeds.blitz.inIsland }} second per field. Attacks between islands take longer than support movements, and Dominion worlds are paced faster than Ove:",{"type":23,"content":24},"table",{"header":25,"rows":30},[26,27,28,29],"World Type","Island-to-island attack (s)","Island-to-island support (s)","In-island (s\u002Ffield)",[31,36,41],[32,33,34,35],"Dominion","{{ worlds.speeds.blitz.islandToIslandAttack }}","{{ worlds.speeds.blitz.islandToIslandSupport }}","{{ worlds.speeds.blitz.inIsland }}",[37,38,39,40],"Ove","{{ worlds.speeds.evo.islandToIslandAttack }}","{{ worlds.speeds.evo.islandToIslandSupport }}","{{ worlds.speeds.evo.inIsland }}",[42,43,44,45],"Tutorial","{{ worlds.speeds.tutorial.islandToIslandAttack }}","{{ worlds.speeds.tutorial.islandToIslandSupport }}","{{ worlds.speeds.tutorial.inIsland }}",{"type":20,"content":47},"\u003Ci>These are the base movement times; unit movement inside an island is additionally driven by each unit's own speed value (see the {{ Unit Overview # article\u002Funits\u002Funits }}).\u003C\u002Fi>",{"type":20,"content":49},"On top of the world type, every world has a \u003Cstrong>world speed\u003C\u002Fstrong> factor. Many costs (runes, special unit upgrades and more) are divided by the world speed, so faster worlds have proportionally cheaper upgrades.",{"subtitle":51,"dynamicContents":52},"Dominion Day",[53,55],{"type":20,"content":54},"Dominion Day is a recurring event where {{ worlds.dominion.totalRounds }} Dominion rounds are played back to back. Winning or participating in ranked Dominion rounds grants rewards that feed back into the persistent Ove progression.",{"type":11,"content":56},[57,58,59],"Ranked winner rewards: {{ worlds.ranked.winnerWildEssence }} Wild Essence, {{ worlds.ranked.winnerDivineStones }} Divine Stone and {{ worlds.ranked.winnerLightEssence }} Light Essence.","Ranked participant rewards: {{ worlds.ranked.participantWildEssence }} Wild Essence.","Skirmish rounds grant no automatic match-end rewards — they are covered by daily quests instead.",{"subtitle":61,"dynamicContents":62},"Event Islands in Ove",[63],{"type":20,"content":64},"In the Ove world, temporary {{ event islands # article\u002Fove\u002Fevent-islands }} spawn regularly in different sizes (S, M and L) and despawn again after roughly one to four days. Once a week there is a scheduled window without any event islands, giving everyone a predictable break.",1783193682687]