Wiki

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