Guide
Travel and the world
Waystones, roads, the lands, safe ground, random encounters and the map.
Waystones
- Walk into a waystone to attune to it. After that, walking into any attuned waystone opens a menu to travel to any other attuned one for free.
- Every hero starts attuned to Havenbrook.
- The seven waystones are Havenbrook, Whisperwood Glade, Ironhold Camp, Mirewatch, Frosthold, Shadowgate and Emberwatch.
- The spell Recall can also take you to an attuned waystone, or to a marked rune. You can't mark a rune underground.
- Travel into a land your game doesn't unlock is refused, and the unlock screen opens.
Roads
- Roads are always walkable, and no trees or rocks grow on them.
- Random encounters are less likely on a road: 0.5% per step there, against 1.2% off the road.
Zones
The continent is the same in every world. Each zone has a level range. Creatures get stronger the further you go from the zone's entry chunk toward its far edge: spawn points use creatures up to the local level + 1, and the local level climbs from the zone's minimum to its maximum.
| Zone | Levels | Free to play |
|---|---|---|
| Havenbrook Meadows | 1–5 | Yes |
| Whisperwood | 4–11 | Yes |
| Stonehollow Hills | 9–18 | No |
| Mirefen Swamp | 15–26 | No |
| Frostspire Peaks | 25–38 | No |
| Shadowmarch | 30–45 | No |
| The Emberlands | 40–60 | No (has lava) |
Safe radius: only Havenbrook Meadows has one: 11 tiles around the town gate. Inside it:
- spawn points only make harmless animals (rabbits and deer)
- no random encounters happen within 15 tiles (radius + 4)
- no guardians wake within 15 tiles
- rich nodes aren't guarded within 13 tiles (radius + 2)
Entering a zone whose minimum level is more than 6 above yours shows a "Dangerous!" warning.
Random encounters
- Each step on the surface can trigger an encounter. Ghosts don't trigger them.
- At least 75 seconds must pass between encounters.
- Each zone has its own weighted table of encounter types:
| Encounter | What happens |
|---|---|
| Ambush | 2–3 of one of the zone's creatures (up to the local level + 1) burst out 3–5 tiles away. They notice you from up to 8 tiles and leave after 150 s. |
| Wandering trader | A trader with the outpost stock, for 2 minutes. |
| Hidden treasure | A half-buried chest at the local level, for 3 minutes. Half the time a zone creature (up to the local level + 2) guards it. The chest holds 5 × level to 12 × level + 10 gold and 2–4 picks of treasure loot: reagents, potions, ingots, a gem, a spell scroll or a piece of gear. |
| Wayside shrine | Blessed for 5 minutes (skill-gain chances ×1.5) and Regenerating for 10 seconds (2 HP per second). |
Shadowmarch and the Emberlands have no wandering traders.
The world map
- The map shows only land you've explored, with zone names and level ranges. It also marks:
- town
- waystones (bright if attuned, faint if not)
- shrines
- dungeons with their levels
- legend lairs
- your marked wrecks
- where you last died