The world
World and Travel
The lands of the Sea of Clouds in level order, and every way to get around them.
A star fell over the Sea of Clouds, and islands grew where its light landed. You walk, climb and sail across them from level 1 to level 120. Six towns keep you supplied, and each land has hunting grounds for a band of levels. Any field near your level works. You are never forced down one road.
DawnhollowThe Dawnlight Isles
LanternportLanternport & the Tidewash
EmberforgeThe Ember Heights
Skyspire CitadelSkyspire & the Starlit Reach
Lastlight BastionThe Farside
AnchorfallThe UnderskyThe lands, in level order
| Land | Town | Hunting grounds (levels) |
|---|---|---|
| The Dawnlight Isles | Dawnhollow | Sunpetal Grove (1-4), Sunpetal Fields (1-6), Whisperwood Path (6-12), Deep Whisperwood (10-16), Mossglade Ruins (15-21) |
| Lanternport and the Tidewash | Lanternport | Lanternport Docks (18-24), Tidewash Caves (20-28), Coralreach Gardens (26-34), Pearlglass Shoals (30-36) |
| Gloomfen | none (off the Docks) | Gloomfen Mire (22-30), The Witchlight Marsh (30-38) |
| The Ember Heights | Emberforge | Cinderpeak Slopes (34-44), The Magmaheart Caldera (38-46), Frostveil Peaks (42-52), The Rimeglass Glacier (46-54) |
| Skyspire and the Starlit Reach | Skyspire Citadel | The Drifting Gardens (52-58), The Starlit Ruins (55-65), The Fallen Observatory (60-68), The Aurora Rift (65-75), The Shardfall Expanse (72-80) |
| The Glasswind Dunes | none (off Skyspire) | The Glasswind Dunes (56-64), The Sunscar Basin (64-72) |
| The Farside | Lastlight Bastion | The Cinderglass Shore (80-88), The Hoarfrost Crater (86-94), The Starblood Chasm (92-100), The Starbone Ossuary (100-108), The Umbral Deep (106-114), The Lumen Crown (112-120) |
| The Undersky | Anchorfall | The Rootveil Hollows (84-92), The Wreckwind Drift (94-102), The Thunderroot Depths (104-112), The Stormeye Reach (112-120) |
Each land also has a boss lair for its guardian. See
Creatures and Bosses and
Boss Lairs.
Cloudmere Lagoon, at the end of Lanternport's wharf, is a calm cove with no creatures. It is where you go to fish:
Cloud Angling.
Roads between places
- Doors and gates. Step into a glowing door to cross to the next map. A door's label names the place it leads to.
- Ropes, ladders, vines and light beams. Climb them to reach the upper platforms. The
Controls guide has the keys. - Walking. The Dawnlight Isles lead on to Lanternport on foot, through
Mossglade Ruins and the Docks. The Farside lies past the Shardfall Expanse, and Anchorfall hangs off Lastlight Bastion. - Sky-ships. Emberforge and Skyspire Citadel have no road from Lanternport. Every town has a Sky-Ship Captain who flies to others for a fare in lumens.
Sky-ship fares
| From | Captain | Destinations (lumens) |
|---|---|---|
| Dawnhollow | Lanternport 600, Emberforge 2,400, Skyspire 6,000 | |
| Lanternport | Dawnhollow 600, Emberforge 600, Skyspire 2,400 | |
| Emberforge | Lanternport 600, Skyspire 600, Dawnhollow 2,400 | |
| Skyspire Citadel | Emberforge 600, Lanternport 2,400, Dawnhollow, Lastlight and Anchorfall 6,000 | |
| Lastlight Bastion | Skyspire 600, Anchorfall 600, Emberforge and Lanternport 2,400, Dawnhollow 6,000 | |
| Anchorfall | Lastlight 600, Skyspire, Emberforge and Lanternport 2,400, Dawnhollow 6,000 |
The World Map
Open the World Map from the menu. Tap a land, then a place.
- Reading the world view. Lands run left to right in level order, and side lands hang under the land you reach them from. The Kindled Star stands high at the far right and Beneath the Clouds low down beside it.
- PLACE shows what lives there: creatures with level and EXP, NPCs and quests.
- ROUTE shows the way from where you stand, stop by stop. Tap TRAVEL and your hero walks it.
- The tabs EXPLORE, QUESTS, SHOPS and BOSSES pin what you are looking for. BOSSES shows lairs and the clock of each Crowned giant.
- A place whose creatures are 10 or more levels above you is marked as hard before you go.
The Wayfinder lists every person by place and walks you to the nearest one for what you want, such as potions, a Party Quest or storage.
Scrolls and stones
| Item | Where it takes you | Where you get it |
|---|---|---|
| The nearest town by road, from wherever you stand | General stores | |
| City scrolls, one per town | That town, once you have walked there yourself | General stores of that town and the towns before it |
| Any place on the World Map, beside its NPC or at its door | The Cash Shop, the login calendar (two a week), and some rewards |
- A Return Scroll does nothing in a town and is kept.
- Scrolls and stones refuse inside a challenge run (a Party Quest, dungeon, raid, lair or the Echo Tower). Leave the run first.
- The World Map warns you before a stone takes you somewhere far above your level, then spends one stone.
- The tracker, the quest log and the World Map offer TELEPORT when the next step is on another map and you carry stones. A setting lets AUTO-QUEST spend stones on long trips by itself.
- Secret climbs, Party Quest rooms and dungeon floors cannot be reached by stone. See
Secret Climbs.
When you fall
You lose a little EXP toward your current level. Never a level, never an item. You wake in the town that map sends you home to, usually the one in its own land. A scroll or a sky-ship gets you back out quickly.
The Unlit lands
Three new hubs open above and below the clouds. See
The Unlit.
Return Scroll
Return Scroll: Dawnhollow
Return Scroll: Lanternport
Teleport Stone