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Original Name:异世界 (yì shì jiè)Gender:NeutralKind:PlaceScope:GeneralStatus:ActiveSource:UserOccurrences:409Chapters:230
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Context Up ToCh. 772
Wiki ModelGPT-5.6 Terra
Updated

Biodata

Feature Details
Name New World
Alias(es) 异世界; the world of Overlord
Status Extant
First Appearance 1

Geography

Region Description
Northwestern human region Humanity occupies only a small northwestern corner of the continent. Its major states include the Re-Estize Kingdom, Baharuth Empire, Slane Theocracy, Holy Kingdom, Council State, and Draconic Kingdom. 17 362 566
Great Forest of Tob A dangerous forest containing magical beasts, powerful monsters, and multiple territorial powers. Its southern region was destabilized after Hamsuke’s death, then reorganized under the Demon Snake of the West. 35 147
Great Wetlands A lake-and-waterway region north of the Great Forest of Tob, formed by meltwater from the Azerlisia Mountains. It contains dangerous aquatic and flying monsters. 148 165
Abelion Hills A demi-human and heteromorphic territory separating the Holy Kingdom from the Slane Theocracy. Tang Zheng later subjugates and integrates numerous races there. 266 274
Rieslert Tribal Nation A grassland nation of Lionmen and Gnolls, organized into more than a dozen nomadic tribes with a population of roughly 500,000. Council Hill, its neutral tribal meeting ground, conceals the Sanctuary dungeon. 386 390
Central Six Nations Major central-continent powers including Beastman, Troll, Minotaur, Gremlin, and Golem-related nations. Their territories and resources greatly exceed those of the northwestern states. 566
Remote eastern regions East of Inveria lies a devastated region whose former population was transformed into Undead; farther east lie the Central Six Nations and a vast body of water. 566
Unknown desert region A natural Gate in the Lava Zone can transport travelers far from the northwestern continent into a barren Gobi Desert inhabited by creatures such as Level 11–12 Desert Scorpions. 187

History

Player descents

  • Humanity was reportedly near extinction six hundred years before the story until the Six Great Gods descended and became the foundation of human survival and faith. 17
  • The Eight Greed Kings descended roughly five hundred years before the story. Their Floating City and legacies continued influencing the world long after their disappearance. 17 561
  • Two hundred years before the story, the Demon God Uprising devastated the world and coincided with the era of the Thirteen Heroes. Its ultimate cause remains uncertain; the Platinum Dragon Lord suspects an unknown World Item may have been involved. 17 574
  • A possible Buddha God Player or Guild member descended approximately three to four hundred years ago and may have been connected to the World Item Two-Realm Mandala. 385 386
  • Tang Zheng arrives in the New World approximately four years before the Great Tomb of Nazarick’s descent. 1 24

Eight Greed Kings' disappearance

  • The Eight Greed Kings could reportedly revive within the Floating City through a Resurrection Ring, though repeated deaths against Dragon Lords reduced their levels. 561
  • During their later rule, Floating City residents and former POP residents rebelled. The Guild Weapon’s Forced Taxation function may have helped trigger the revolt by doubling the city’s automatic annual tax revenue. 561
  • The rebellion was suppressed, but the Eight Greed Kings later left the city and vanished from its Guild system under unexplained circumstances. Tang Zheng considers Dragon Lords, the Dragon Emperor, or another unknown force possible causes. 561

Nazarick's arrival

  • By the time Ainz Ooal Gown begins operating in E-Rantel under the adventurer identity Fei Fei, the Great Tomb of Nazarick has arrived in the New World. 590
  • Nazarick’s arrival begins a new Player-era conflict involving the Sorcerer Kingdom, Tang Zheng’s faction, the Slane Theocracy, and the True Dragon Lords. 590 603

Peoples and society

  • The New World is inhabited by Human Species, Demi-Human Species, Heteromorphic Species, Dragons, Undead, and numerous magical creatures. 17 292
  • Humans are concentrated in the northwest, while much of the central continent is dominated by stronger nonhuman races. In many such regions, humans are enslaved or treated as food. 17
  • Human Species generally possess lower natural limits than Demi-Humans and Heteromorphic Species, lacking comparable racial abilities and facing a presumed level cap around Level 42. 292
  • Innate Talents are special inborn abilities primarily associated with humans, though other races can possess them at a lower rate. Most are weak, but exceptional Talents can alter a person’s strategic value entirely. 2 566
  • Spoken language is universally understood through a world law resembling automatic translation, even between races and nations. This does not grant literacy in local writing systems. 1

Magic and class systems

Class acquisition

System New World behavior
Class learning New World inhabitants generally acquire classes by learning relevant skills, training, study, or life experience rather than selecting them through a game interface. 7 22
Skill-first progression Learning a class skill can automatically grant its corresponding class, even when the recipient does not intend to acquire it. 8
Equipment triggers Touching suitable weapons or equipment can reveal associated classes, such as Warrior, Guardian, or Black Guard. 3
Class tiers Basic Classes can reach Level 15, Mid-tier Classes Level 10, and High-tier or Special Classes Level 5; total character level is capped at 100. 3
General Classes Beyond combat and production roles, the New World has life-status classes such as slave, noble, prince, king, maid, and princess. 4
Practical mastery Class levels grant genuine instinctive knowledge and physical competence, rather than only numerical game statistics. 35

Magic

  • Magic Casters are divided into the Arcane, Divine, Mental, and Other systems. Divine casters are especially valued because healing magic improves a party’s survival chances. 14
  • Zero-Tier Utility Magic provides low-cost household effects such as Papermaking and Warming. Its convenience has hindered ordinary technological development, including papermaking. 24 29
  • Some locally developed Zero-Tier spells can be upgraded into higher-tier magic through Skill Points, unlike the fixed spell tiers of YGGDRASIL. 29
  • New World potion-making depends on practical herb knowledge, compatible ingredients, dosage, and technique; merely holding Alchemist or Potion Maker classes does not ensure quality results. 56
  • Rune Technology is a New World craft distinct from conventional Tier Magic, though its origin remains unclear. 206

Energy and racial compatibility

  • Holy Energy and Negative Energy are not interchangeable with Player Experience Points for ordinary New World inhabitants. Efficient absorption depends on compatibility with the recipient’s racial and class attributes. 449
  • New World natives can recover lost levels through renewed training more easily than Players, allowing class resets to be used for long-term build optimization. 480
  • Dragon blood and other powerful biological materials can strengthen New World inhabitants, but their effects must be absorbed gradually and remain limited by the source creature’s strength. 292

World Items and anomalous phenomena

World Items

  • World Items are artifacts formed from the destroyed World Tree’s “leaves,” each possessing power comparable to an entire world. Their effects can change or develop additional properties after entering the New World. 389
  • They can bypass or resist otherwise absolute effects, including Wild Magic barriers and certain forms of spatial confinement. 406
  • Their possession can also affect perception: only World Item holders could clearly view a particular magical battlefield display in Nazarick. 612

Two-Realm Mandala

  • The World Item Two-Realm Mandala was hidden inside the Sanctuary dungeon beneath Council Hill. 390
  • The dungeon’s entrance required either a Justice Value of at least 300 or a Monk-type build with 70 casting levels in other systems. 390
  • Its holder can draw enemies into separate spaces, enter those spaces personally, and expel opponents at will. 400

Sanctuary dungeon

  • The Sanctuary is concealed beneath Council Hill and is activated through the Monk skill Buddha Light Wave. 390
  • Its Japanese system text and explicit entry conditions demonstrate that game-like dungeon mechanics exist within the otherwise real New World. 390

Natural Gates

  • Natural Gates can exist in extreme environments, including magma-filled regions. Tang Zheng’s use of one transported him far across the continent into an unknown desert. 187

Political significance

  • The New World’s major factions compete through military power, Player legacies, World Items, magical research, information networks, and control of talented individuals. 239 385 603
  • The True Dragon Lords regard new Players and Player-derived powers as existential threats, but their response is divided between cautious investigation and direct confrontation. 406 574
  • Nazarick’s expansion introduces permanent Undead armies, World Items, and a centralized Sorcerer Kingdom capable of overwhelming ordinary human states. 292 619 660
  • Tang Zheng’s faction expands through the Abelion Hills, the Floating City, magical research, permanent Angel experimentation, and the recruitment of multiple races and specialists. 274 292 517

Appearances

409
Total Mentions
230
Chapters Appeared
1.78
Avg. per Chapter