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VaelgateWIKI

World atlas, NPCs and quests

The nine regions, towns and camps, the people who live there and the quests they give.

Atlas of the Kingdom (17 places)

The capital, Ashen Haven, stands at the centre of the Kingdom. Open any pin on the map to see its (x, y) coordinates, its safe-zone radius (no monsters, no hostile PvP) and its discovery XP.

Regions on the map

  • Haven Vale (North)A1–20 · W1–15 → A1–20 · W1–15
  • Greystone Highlands (North)W15–35 → W35–60
  • Skyrend Peaks (North-east)W60–80 → W80–100
  • Ember Reach (East)W15–35 → W35–60
  • The Glass Scar (South-east)W60–80 → W80–100
  • Veiled Marches (South)W15–35 → W35–60
  • The Drowned Shore (South-west)W60–80 → W80–100
  • Whisperwood (West)W15–35 → W35–60
  • The Fracture (North-west)W60–80 → W80–100
Town Village Waystone Hamlet / Camp

The 9 regions of the Kingdom and their levels

Each region has an inner and an outer half (the corner lands: arms and heart) with different levels: A = Adventurer level, W = Awakened level. A full day and night lasts 40 real minutes. Weather (rain, fog, snow, storms) is defined but not shown in the game yet. Level values are in testing.

Haven Vale

The starting valley around the capital.

Inner half
A1–20 · W1–15
Outer half
A1–20 · W1–15
Regional boss:Old Greytusk
Planned weather:Coming soon
Clear: 30%Partly cloudy: 25%Overcast: 15%Mist: 8%Drizzle: 8%Rain: 8%Thunderstorm: 2%Windy: 4%

Greystone Highlands

A road region on one of the four roads out of Ashen Haven.

Inner half
W15–35
Outer half
W35–60
Regional boss:The Quarry Patriarch
Planned weather:Coming soon
Clear: 25%Overcast: 20%Windy: 20%Light snow: 15%Snow: 12%Blizzard: 8%

Ember Reach

A road region on one of the four roads out of Ashen Haven.

Inner half
W15–35
Outer half
W35–60
Regional boss:The Cinder Matron
Planned weather:Coming soon
Clear: 45%Windy: 30%Dust haze: 25%

Veiled Marches

A road region on one of the four roads out of Ashen Haven.

Inner half
W15–35
Outer half
W35–60
Regional boss:The Lantern Bride
Planned weather:Coming soon
Overcast: 25%Mist: 20%Dense fog: 15%Drizzle: 15%Rain: 15%Heavy rain: 10%

Whisperwood

A road region on one of the four roads out of Ashen Haven.

Inner half
W15–35
Outer half
W35–60
Regional boss:The Thornfather
Planned weather:Coming soon
Overcast: 25%Mist: 20%Dense fog: 15%Drizzle: 15%Rain: 15%Heavy rain: 10%

Skyrend Peaks

A corner land of the Kingdom, for veterans.

Inner half
W60–80
Outer half
W80–100
Regional boss:Stormglass Roc
Planned weather:Coming soon
Clear: 25%Overcast: 20%Windy: 20%Light snow: 15%Snow: 12%Blizzard: 8%

The Glass Scar

A corner land of the Kingdom, for veterans.

Inner half
W60–80
Outer half
W80–100
Regional boss:The Slag King
Planned weather:Coming soon
Overcast: 45%Arcane storm: 30%Aurora: 25%

The Drowned Shore

A corner land of the Kingdom, for veterans.

Inner half
W60–80
Outer half
W80–100
Regional boss:The Drowned Bell
Planned weather:Coming soon
Overcast: 30%Mist: 20%Rain: 25%Heavy rain: 15%Thunderstorm: 10%

The Fracture

A corner land of the Kingdom, for veterans.

Inner half
W60–80
Outer half
W80–100
Regional boss:The Echo Prophet
Planned weather:Coming soon
Clear: 45%Windy: 30%Dust haze: 25%

Maps, travel and safe zones

The capital, Ashen Haven, is inside the Kingdom. Every new hero starts there. Villages, camps and border stones are teleport stones: you discover one by walking within 10 m of it, then travel between them (for Gold). Hamlets are safe zones but not teleport stones. The four border gates are closed: the lands beyond open later.

  • Whisperwood

    A quiet forest of swarmlings, archers and ghouls; the Warden rules its ruined lookout.

    Minimum level: 1

  • Veiled Graveyard

    A fog-bound graveyard of ghouls, shamans and brutes, with an obelisk to defend.

    Minimum level: 5

  • The Kingdom

    The open world: Ashen Haven and Haven Vale at the centre, four road regions and four corner lands. Adventurers level 1 to 20 here, Awakened heroes 1 to 100.

    Minimum level: 1

  • Sealed dungeon

    Coming soon

    Stilt houses on the south road, where the marsh mist hides the Drowned Bell Tower. A sealed dungeon waits nearby.

  • Sealed dungeon

    Coming soon

    Tents on the south-west shore by the Sunken Lighthouse; a sealed dungeon lies further along the coast.

Safe radii: town 112 m, villages 30 m, camps 20 m, border stones 12 m, hamlets 15 m. Hostile PvP is forbidden in them, and no zone allows duels for now.

The people of Ashen Haven

Every service of the capital has a person standing in front of its house. Talk to them by walking up or with a right click.

  • Odile Varn

    Merchant

    Buys and sells: potions, starter gear, runes, scrolls. You can sell equipment here for Gold.

  • Garrick Holt

    Arms Dealer

    Sells the merchant's stock of weapons and armour.

  • Brann Emberhold

    Blacksmith

    Upgrades equipment to +15, adds or switches bonuses and sockets gems.

  • Keeper Aldric

    Quest Giver

    Gives the story, region and practice quests.

  • Sister Maelle

    Healer

    The town healer. Healing services come later.

  • Tobin Reed

    Storage Keeper

    Coming soon

    The storage keeper. The vault is not built yet.

  • Isolde Vane

    Waygate Keeper

    Opens the Teleport window: discovered stones, other lands and the Crystal Sanctum.

  • Maren Ashgrove

    Class Trainer

    Values in testing

    At Adventurer level 20 she awakens you into one of the six specializations, and changes it later for a fee.

  • Ilsa Cinderwick

    Crafter

    Coming soon

    Turns materials and Gold into other materials. Crafting is not open yet.

  • Greystone Gem Crafter

    Crafter

    Coming soon

    A regional crafter. Crafting is not open yet.

  • Ember Reach Shard Crafter

    Crafter

    Coming soon

    A regional crafter. Crafting is not open yet.

  • Marches Rune Crafter

    Crafter

    Coming soon

    A regional crafter. Crafting is not open yet.

  • Whisperwood Potion Crafter

    Crafter

    Coming soon

    A regional crafter. Crafting is not open yet.

  • Old Obelisk

    Landmark

    A landmark on the legacy Whisperwood map.

  • Lookout

    Landmark

    A landmark on the legacy Whisperwood map.

The merchant's and arms dealer's stock

Merchants also buy equipment: the sell price grows with the item's level and with every upgrade level (see each item's page). Materials cannot be sold to a merchant.

Quests (49)

Quests come from Keeper Aldric in Ashen Haven. The story chain starts at level 1, and the practice quests unlock by level.

Showing 49 of 49

Story · Level 1

Meet the Keeper

Talk to the Keeper in Ashen Haven to receive your first tasks.

• Interact: Keeper Aldric ×1
+50 XP+20g
Story · Level 1

Scouts at the Gate

Defeat the scouts that gather near the gate.

• Defeat: Swarmling ×8
+120 XP+40g
Story · Level 1

Gear Up

Equip a piece of gear you found.

• Equip: ×1
+60 XP+6× Ember Shard
Regional · Level 1

Find the Obelisk

Find the old obelisk on the Whisperwood map.

• Interact: Old Obelisk ×1
+150 XP+30g
Regional · Level 2

Obelisk Defenders

Defend the awakened obelisk against ghouls.

• Defeat: Ghoul ×6
+250 XP+60g
Side · Level 1

Sharper Steel

Upgrade an item once at the blacksmith.

• Upgrade: ×1
+80 XP+25g
Story · Level 1

Into Whisperwood

Travel to the Whisperwood map.

• Travel: Whisperwood ×1
+60 XP+15g
Regional · Level 3

Scout the Warden

Scout the ruined lookout where the Warden rules.

• Interact: Lookout ×1
+200 XP+40g
Regional · Level 4

Fall of the Warden

Defeat the Warden of Whisperwood.

• Defeat: The Warden ×1
+800 XP+200g+2× Ruin Core
Side · Level 1

The Healer's Counsel

Visit the healer in Ashen Haven.

• Interact: Sister Maelle ×1
+40 XP+10g
Story · Level 5

Beyond the Veil

Travel to the Veiled Graveyard.

• Travel: Veiled Graveyard ×1
+500 XP+100g
Story · Level 20

The Awakening

You have walked the Adventurer's path to its end. Maren Ashgrove, the class trainer in Ashen Haven, will help you choose the path you walk from here. Your choice sets your weapon and your skills, and your level starts again at 1.

• Interact: Maren Ashgrove ×1
+100g
Story · Level 1

A foothold near Ashen Haven

Clear the rift mites on the roads around Ashen Haven. Strike, and step out of the death puddles.

• Defeat: Rift Mite ×6
+25 XP+30g+2× Ember Shard
Story · Level 2

The road back

Walk out to one of the four hamlets just outside Ashen Haven and learn the safe-zone boundaries and the way home.

• Discover: Greystone Hamlet ×1
+40 XP+35g+2× Ember Shard
Story · Level 3

Break the swarm

Stop the first wave approaching Ashen Haven. Burst practice available; group enemies without standing in puddles.

• Defeat: Rift Mite ×10
+65 XP+40g+2× Ember Shard
Story · Level 4

Follow the disturbance

Trace the fragments unsettling the hunting ground. Target priority and adds.

• Defeat: Vaelstone ×1
+100 XP+45g+2× Ember Shard
Story · Level 5

Choose your approach

Test a route around a disturbed ground. First talent and gear comparison; spending points is optional.

• Defeat: Rift Mite ×8
+145 XP+50g+3× Ember Shard
Story · Level 6

Hold your ground

Hold a small safe approach while a shard breaks. Nova and spacing; first uncommon gear checkpoint.

• Defeat: Vaelstone ×1
+200 XP+55g+3× Ember Shard
Story · Level 7

The ground fights back

Investigate creatures defending the shard trail. Side and back attacks; avoid feeding frontal armor.

• Defeat: Cairnback ×2
+265 XP+60g+3× Ember Shard
Story · Level 8

A light behind the pack

Identify why nearby packs recover so quickly. Prioritize healers; choose any accessible ground.

• Defeat: Mire Lantern ×3
+340 XP+65g+3× Ember Shard
Story · Level 9

A second village

Bring the first findings toward the Fracture. Visit a second road village; the one already found counts.

• Discover: Greystone Village ×2
+425 XP+70g+3× Ember Shard
Story · Level 10

Into the Fracture

The first stories converge on the Fractured Rocks. Shockwave, fourth slot, second talent; a ring warning is not a hard gate.

• Defeat: Vaelstone ×1
+520 XP+75g+4× Ember Shard
Story · Level 11

Read the charge

Clear an approach to the inner paths. Rare family gear checkpoint and charge windups.

• Defeat: Shardhorn ×3
+625 XP+80g+4× Ember Shard
Story · Level 12

The armored watch

Probe the guardians of the broken road. Attack windows after a committed swing.

• Defeat: Hollow Warden ×2
+740 XP+85g+4× Ember Shard
Story · Level 13

Make a return route

Establish a route for the next expedition. Discover the border stone at the end of the north, east or south road before deeper encounters.

• Discover: North Border Stone ×1
+865 XP+90g+4× Ember Shard
Story · Level 14

Sever the supply

Disrupt the fragments feeding the inner grounds. Alternate boss focus and add clearing.

• Defeat: Vaelstone ×1
+1000 XP+95g+4× Ember Shard
Story · Level 15

The voice behind the echoes

Trace the call drawing echoes. Cleave optional; first five-into-four skill choice; kill summoner rather than farm adds.

• Defeat: Echo Cultist ×3
+1145 XP+100g+5× Ember Shard
Story · Level 16

Prepare without excess

Secure supplies for a longer expedition. Epic gear checkpoint; +0 viable and +5 helpful, neither a quest requirement.

• Defeat: Vaelstone ×1
+1300 XP+105g+5× Ember Shard
Story · Level 17

Watch the open flank

Open a path through the guardian patrols. Compare a single-target build with a pack build.

• Defeat: Hollow Warden ×3
+1465 XP+110g+5× Ember Shard
Story · Level 18

End the calling

Silence a second cluster of echo callers. Cooperative contribution without last-hit ownership.

• Defeat: Echo Cultist ×4
+1640 XP+115g+5× Ember Shard
Story · Level 19

The inner refuge

Reach a safe return point on the outer roads. Discover a second border stone on the north, east or south road; recovery and build review before the far lands.

• Discover: North Border Stone ×2
+1825 XP+120g+5× Ember Shard
Story · Level 20

Across exposed ground

Follow the Gate trail through exposed ground. Lance optional; precision target priority and dive avoidance.

• Defeat: Glasswing ×3
+2020 XP+125g+6× Ember Shard
Story · Level 21

Power with a purpose

Break a fragment closer to the source. Legendary definition checkpoint; no guaranteed legendary reward.

• Defeat: Vaelstone ×1
+2225 XP+130g+6× Ember Shard+1× Ruin Core
Story · Level 22

Clear skies

Secure the route used by returning travelers. Separate dive paths and lingering hazards.

• Defeat: Glasswing ×4
+2440 XP+135g+6× Ember Shard
Story · Level 23

Between the surges

Study the fragments between disturbances. Prepare for a surge without mandatory waiting on its spawn timer.

• Defeat: Vaelstone ×1
+2665 XP+140g+6× Ember Shard
Story · Level 24

The burning circle

Investigate the slow guardians of the far roads. Heavy telegraphs and safe space inside/outside the burning ring.

• Defeat: Ash Colossus ×2
+2900 XP+145g+6× Ember Shard
Story · Level 25

Choose four

Prepare a build for the deepest expedition. Cataclysm optional; seven skills into four slots; burst is not sustained DPS.

• Defeat: Ash Colossus ×3
+3145 XP+150g+7× Ember Shard
Story · Level 26

Strength without a new tier

Secure the final supply route. No compulsory Mythic Blade; retain viable bow and staff paths.

• Defeat: Vaelstone ×1
+3400 XP+155g+7× Ember Shard
Story · Level 27

The last shelter

Establish a safe return from the far roads. Discover the west border stone at the far edge of Whisperwood; the corner lands stay optional.

• Discover: West Border Stone ×1
+3665 XP+160g+7× Ember Shard
Story · Level 28

Keep the road open

Protect the approach while allies investigate the Gate. Complete a longer mixed expedition without a death-free requirement.

• Defeat: Glasswing ×5
+3940 XP+165g+7× Ember Shard
Story · Level 29

Guardians of the threshold

Clear the final approach to the Vaelgate. Read repeated heavy attacks and preserve an escape route.

• Defeat: Ash Colossus ×3
+4225 XP+170g+7× Ember Shard
Story · Level 30

At the Vaelgate

Finish the investigation at the Vaelgate; the world boss is a separate optional group challenge. The existing access rules of the lands around the Gate stay in force; no invented gate or mandatory world boss.

• Defeat: Vaelstone ×1
+4520 XP+175g+8× Ember Shard+1× Ruin Core
Side · Level 1

Practice: Strike

Optional: land this skill in three separate attacks against enemies. Empty casts and duels do not count. This lesson never blocks skill unlocks.

• Use skill: Strike ×3
+6 XP+10g
Side · Level 3

Practice: Burst

Optional: land this skill in three separate attacks against enemies. Empty casts and duels do not count. This lesson never blocks skill unlocks.

• Use skill: Burst ×3
+16 XP+30g
Side · Level 6

Practice: Nova

Optional: land this skill in three separate attacks against enemies. Empty casts and duels do not count. This lesson never blocks skill unlocks.

• Use skill: Nova ×3
+50 XP+60g
Side · Level 10

Practice: Shockwave

Optional: land this skill in three separate attacks against enemies. Empty casts and duels do not count. This lesson never blocks skill unlocks.

• Use skill: Shockwave ×3
+130 XP+100g
Side · Level 15

Practice: Cleave

Optional: land this skill in three separate attacks against enemies. Empty casts and duels do not count. This lesson never blocks skill unlocks.

• Use skill: Cleave ×3
+286 XP+150g
Side · Level 20

Practice: Lance

Optional: land this skill in three separate attacks against enemies. Empty casts and duels do not count. This lesson never blocks skill unlocks.

• Use skill: Lance ×3
+505 XP+200g
Side · Level 25

Practice: Cataclysm

Optional: land this skill in three separate attacks against enemies. Empty casts and duels do not count. This lesson never blocks skill unlocks.

• Use skill: Cataclysm ×3
+786 XP+250g