STAGE · Getting around
Danger and regions
Draft — Draft: checked against the game source, not yet read through end to endAvailable from the startHow a place's kind sets its danger, the Bay's regions compared, and how to open and read both maps.
This page is further along your path. Read ahead if you’re curious; you can return when you reach this stage.
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
| Grade | Places | Foe health | Foe damage |
|---|---|---|---|
| 4 (base) | Towns, mines, natural caves | ×1 | ×1 |
| 5 | Prisons, spider and scorpion nests, the wilds by day | ×1.07 | ×1.02 |
| 7 | Harpy nests, the wilds at night | ×1.21 | ×1.05 |
| 9 | Crypts, orc strongholds | ×1.36 | ×1.09 |
| 11 | Barbarian strongholds | ×1.50 | ×1.13 |
| 14 | Vampire haunts | ×1.71 | ×1.18 |
| 15 | Desecrated temples | ×1.79 | ×1.20 |
| 18 | Dragon'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.
| Area | What it offers | Early caution |
|---|---|---|
| Daggerfall, Wayrest and the crown cities | Town services, guilds, banks; the Arena; the LeFay Monument | Safest ground; the routes out begin the wilds |
| High Rock interior and forests (Dwynnen, Northmoor, Menevia, Ravennian, Malekna) | Settled country, roads, dungeons, woodland logging and herbs | Stay on the roads and travel by day |
| Hammerfell crown, Alik'r Desert, Dragontail Mountains, Dak'fron | Sentinel, a port and early destination; ore and herbs | Long land distances; desert pixels have no trees |
| The Marches: Betony, Anticlere, Lainlyn | Every gathering node pays +25% | Contested: the bonus comes with danger |
| Jungle of Bantha (Lainlyn, Satakalaam, Mournoth) | The southern logging destination | A far southern trip; prepare first |
| Wrothgarian Mountains, Orsinium Area, Devilrock | Mountain country and Orichalcum; the Open Zone | Stay 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.
| Key | Default action | What you get |
|---|---|---|
| M | AutoMap | The map where you stand: explored dungeon or building plan, town map, or world sheet in the wilds |
| V | TravelMap | The 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),dungeonRarityTiersrc/systems/skillSoftcap.js:PLACE_THREAT,placeVeteran,wildernessThreat,progressionScalingsrc/systems/heroThreat.js:HERO_THREAT,heroThreat;src/systems/online/onlineLane.js:unleveledLootsrc/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_LOSSsrc/world/spawnedDungeons.js:SPAWN_CHANCE,ELITE_CHANCE;src/net/kingdomLaw.js:KINGDOMS,MARCHES,FREE_LANDS;src/net/nodeLaw.js:MARCH_MULTsrc/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