YOUR COMPANION, FROM THE HOLD TO THE HORIZON

STAGE · Getting around

Danger and regions

Draft — Draft: checked against the game source, not yet read through end to endAvailable from the start

How a place's kind sets its danger, the Bay's regions compared, and how to open and read both maps.

Danger comes from the place, not the distance

Distance does not make foes stronger; the kind of place does. Every dungeon kind has a fixed grade, and the grade drives the foes and the loot: a crypt near home is as dangerous as one across the Bay. Online, Loot Rarity is forced on and the grade comes from that ladder; The map and danger covers routes.

The danger grades

GradePlacesFoe healthFoe damage
4 (base)Towns, mines, natural caves×1×1
5Prisons, spider and scorpion nests, the wilds by day×1.07×1.02
7Harpy nests, the wilds at night×1.21×1.05
9Crypts, orc strongholds×1.36×1.09
11Barbarian strongholds×1.50×1.13
14Vampire haunts×1.71×1.18
15Desecrated temples×1.79×1.20
18Dragon's dens, volcanic caves×2.00×1.25

Other kinds sit between: cemetery 3, human stronghold or ruined castle 6, giant stronghold 8, laboratory 10, coven 13; a town's ground is base grade. The place multiplies a foe that is already a threat — a rat in a vampire haunt stays a rat, while a class foe built at your level takes the full step — and from level 10 and Renown 15 a second layer answers you too (The hero's threat later). The same grade also sets rare loot odds.

Day and night

Online the sky runs a day every real hour, midnight on the hour. The wilds read grade 5 by day and 7 at night.

The Open Zone

The Wrothgarian Mountains are the one region with open player-versus-player combat. Every foe there stands at ×4 health and blows; the inner rings multiply that and the loot, ×1.25 in The Foothills to ×2 in The Heart, so ×5–×8. A death there drops eligible bag and cart pieces and half your carried gold, and a player who kills you may take one worn piece; consumables and the wallet stay. See The Open Zone later.

The regions and what they offer

Region names are geographic, not a difficulty switch; the danger follows the places you enter.

AreaWhat it offersEarly caution
Daggerfall, Wayrest and the crown citiesTown services, guilds, banks; the Arena; the LeFay MonumentSafest ground; the routes out begin the wilds
High Rock interior and forests (Dwynnen, Northmoor, Menevia, Ravennian, Malekna)Settled country, roads, dungeons, woodland logging and herbsStay on the roads and travel by day
Hammerfell crown, Alik'r Desert, Dragontail Mountains, Dak'fronSentinel, a port and early destination; ore and herbsLong land distances; desert pixels have no trees
The Marches: Betony, Anticlere, LainlynEvery gathering node pays +25%Contested: the bonus comes with danger
Jungle of Bantha (Lainlyn, Satakalaam, Mournoth)The southern logging destinationA far southern trip; prepare first
Wrothgarian Mountains, Orsinium Area, DevilrockMountain country and Orichalcum; the Open ZoneStay out of the Open Zone while you are new

Where to go first

  • Renown and gear: towns, your quests' private instances and a town-raid party (Spawned and Elite dungeons later); then the Arena, town defence and the later group content.

  • Materials and money: nearby confirmed pixels (timber and herbs in woodland, ore in mountains and deserts), sold where town prices are good, then banked.

Open and read the map

One map window has three sheets: automap, town and world; which a place offers follows where you stand.

KeyDefault actionWhat you get
MAutoMapThe map where you stand: explored dungeon or building plan, town map, or world sheet in the wilds
VTravelMapThe same window opened with the world sheet chosen, where it is available

Inside a dungeon or building only the automap; in a town the town and world sheets; in the wilderness only the world, with tabs that do not apply dimmed. V picks a destination; the Overworld Travel View is a separate route plotter, unbound by default (Overworld travel).

The world map lists only discovered places, so an unvisited dungeon is not on it; spawned dungeons are found by leaving the road. The entry plaque names the place and, online, its room tier (Regular Dungeon, Elite Dungeon or Abyss Dungeon) — not the base kind: a Regular Dungeon can be a crypt.

Common mistakes

  • Avoiding a far mine while entering the crypt next door. The crypt is harder.

  • Reading the online tier as the base kind. Elite and Abyss are room tiers.

  • Expecting the map to mark every dungeon. It shows discovered places only.

Next

Sources & checked facts
  • docs/23-playing-online.md (danger table, day and night, Open Zone), docs/25-world-regions.md (regions and first trips)

  • src/systems/loot/lootRarity.js: DUNGEON_RARITY_TIER (lines 174–195), dungeonRarityTier

  • src/systems/skillSoftcap.js: PLACE_THREAT, placeVeteran, wildernessThreat, progressionScaling

  • src/systems/heroThreat.js: HERO_THREAT, heroThreat; src/systems/online/onlineLane.js: unleveledLoot

  • src/net/skyLaw.js: SKY_SEGMENTS (a day every real hour)

  • src/systems/wild/wildZone.js: WILD_FOE_HEALTH_MULT, WILD_FOE_DAMAGE_MULT, WILD_RING_LOOT, applyWildFoe; src/systems/wild/wildDropLaw.js: takeWildDrop, wornOffer, WILD_GOLD_LOSS

  • src/world/spawnedDungeons.js: SPAWN_CHANCE, ELITE_CHANCE; src/net/kingdomLaw.js: KINGDOMS, MARCHES, FREE_LANDS; src/net/nodeLaw.js: MARCH_MULT

  • src/systems/inputActions.js: DEFAULT_BINDINGS; src/systems/map/mapTabs.js: sheetsFor; src/ui/travel/travelMapWindow.js: checkLocationDiscovered; src/systems/dungeon/dungeonTier.js: DUNGEON_TIER_TEXT

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