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
Ashen Haven
The walled capital at the heart of Haven Vale. Merchants, the blacksmith, the healer and the Waygate Keeper keep shop around the plaza fountain.
- Safe Radius
- 112m
- Discover Radius
- 10m
- Discovery XP
- +0 XP
Safe zone: monsters stay out, and hostile PvP and duels are forbidden inside the radius.
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
Greystone Highlands
A road region on one of the four roads out of Ashen Haven.
- Inner half
- W15–35
- Outer half
- W35–60
Ember Reach
A road region on one of the four roads out of Ashen Haven.
- Inner half
- W15–35
- Outer half
- W35–60
Veiled Marches
A road region on one of the four roads out of Ashen Haven.
- Inner half
- W15–35
- Outer half
- W35–60
Whisperwood
A road region on one of the four roads out of Ashen Haven.
- Inner half
- W15–35
- Outer half
- W35–60
Skyrend Peaks
A corner land of the Kingdom, for veterans.
- Inner half
- W60–80
- Outer half
- W80–100
The Glass Scar
A corner land of the Kingdom, for veterans.
- Inner half
- W60–80
- Outer half
- W80–100
The Drowned Shore
A corner land of the Kingdom, for veterans.
- Inner half
- W60–80
- Outer half
- W80–100
The Fracture
A corner land of the Kingdom, for veterans.
- Inner half
- W60–80
- Outer half
- W80–100
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 soonStilt houses on the south road, where the marsh mist hides the Drowned Bell Tower. A sealed dungeon waits nearby.
Sealed dungeon
Coming soonTents 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.
- Coming soon
Tobin Reed
Storage Keeper
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.
- Values in testing
Maren Ashgrove
Class Trainer
At Adventurer level 20 she awakens you into one of the six specializations, and changes it later for a fee.
- Coming soon
Ilsa Cinderwick
Crafter
Turns materials and Gold into other materials. Crafting is not open yet.
- Coming soon
Greystone Gem Crafter
Crafter
A regional crafter. Crafting is not open yet.
- Coming soon
Ember Reach Shard Crafter
Crafter
A regional crafter. Crafting is not open yet.
- Coming soon
Marches Rune Crafter
Crafter
A regional crafter. Crafting is not open yet.
- Coming soon
Whisperwood Potion Crafter
Crafter
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
| Item | Quantity | Price (Gold) |
|---|---|---|
| Plain Blade | 1 | 30 |
| Plain Bow | 1 | 30 |
| Plain Staff | 1 | 30 |
| Leather Vest | 1 | 25 |
| Iron Cap | 1 | 20 |
| Worn Boots | 1 | 20 |
| Copper Stud | 1 | 60 |
| Bone Charm | 1 | 60 |
| Wooden Buckler | 1 | 30 |
| Copper Bangle | 1 | 60 |
| Rope Sash | 1 | 40 |
| Wind-Step Boots | 1 | 2,500 |
| Wayfarer's Ring | 1 | 4,000 |
| Scavenger's Glove | 1 | 5,000 |
| Ember Rune | 1 | 250 |
| Shifting Rune | 1 | 400 |
| Minor Healing Potion | 5 | 20 |
| Healing Potion | 5 | 45 |
| Greater Healing Potion | 5 | 120 |
| Minor Mana Potion | 5 | 20 |
| Mana Potion | 5 | 45 |
| Greater Mana Potion | 5 | 120 |
| Scroll of Attribute Reset Values in testing | 1 | 500 |
| Scroll of Talent Reset Values in testing | 1 | 1,500 |
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.
Filters
Showing 49 of 49
Meet the Keeper
Talk to the Keeper in Ashen Haven to receive your first tasks.
Scouts at the Gate
Defeat the scouts that gather near the gate.
Gear Up
Equip a piece of gear you found.
Find the Obelisk
Find the old obelisk on the Whisperwood map.
Obelisk Defenders
Defend the awakened obelisk against ghouls.
Sharper Steel
Upgrade an item once at the blacksmith.
Into Whisperwood
Travel to the Whisperwood map.
Scout the Warden
Scout the ruined lookout where the Warden rules.
Fall of the Warden
Defeat the Warden of Whisperwood.
The Healer's Counsel
Visit the healer in Ashen Haven.
Beyond the Veil
Travel to the Veiled Graveyard.
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.
A foothold near Ashen Haven
Clear the rift mites on the roads around Ashen Haven. Strike, and step out of the death puddles.
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.
Break the swarm
Stop the first wave approaching Ashen Haven. Burst practice available; group enemies without standing in puddles.
Follow the disturbance
Trace the fragments unsettling the hunting ground. Target priority and adds.
Choose your approach
Test a route around a disturbed ground. First talent and gear comparison; spending points is optional.
Hold your ground
Hold a small safe approach while a shard breaks. Nova and spacing; first uncommon gear checkpoint.
The ground fights back
Investigate creatures defending the shard trail. Side and back attacks; avoid feeding frontal armor.
A light behind the pack
Identify why nearby packs recover so quickly. Prioritize healers; choose any accessible ground.
A second village
Bring the first findings toward the Fracture. Visit a second road village; the one already found counts.
Into the Fracture
The first stories converge on the Fractured Rocks. Shockwave, fourth slot, second talent; a ring warning is not a hard gate.
Read the charge
Clear an approach to the inner paths. Rare family gear checkpoint and charge windups.
The armored watch
Probe the guardians of the broken road. Attack windows after a committed swing.
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.
Sever the supply
Disrupt the fragments feeding the inner grounds. Alternate boss focus and add clearing.
The voice behind the echoes
Trace the call drawing echoes. Cleave optional; first five-into-four skill choice; kill summoner rather than farm adds.
Prepare without excess
Secure supplies for a longer expedition. Epic gear checkpoint; +0 viable and +5 helpful, neither a quest requirement.
Watch the open flank
Open a path through the guardian patrols. Compare a single-target build with a pack build.
End the calling
Silence a second cluster of echo callers. Cooperative contribution without last-hit ownership.
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.
Across exposed ground
Follow the Gate trail through exposed ground. Lance optional; precision target priority and dive avoidance.
Power with a purpose
Break a fragment closer to the source. Legendary definition checkpoint; no guaranteed legendary reward.
Clear skies
Secure the route used by returning travelers. Separate dive paths and lingering hazards.
Between the surges
Study the fragments between disturbances. Prepare for a surge without mandatory waiting on its spawn timer.
The burning circle
Investigate the slow guardians of the far roads. Heavy telegraphs and safe space inside/outside the burning ring.
Choose four
Prepare a build for the deepest expedition. Cataclysm optional; seven skills into four slots; burst is not sustained DPS.
Strength without a new tier
Secure the final supply route. No compulsory Mythic Blade; retain viable bow and staff paths.
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.
Keep the road open
Protect the approach while allies investigate the Gate. Complete a longer mixed expedition without a death-free requirement.
Guardians of the threshold
Clear the final approach to the Vaelgate. Read repeated heavy attacks and preserve an escape route.
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.
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.
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.
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.
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.
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.
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.
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.
