The World
The regions of Ashenvale, how they connect, which level suits which, and how to travel with roads and waystones.
A land under ash
Long ago a great fire swept the land, and it never quite went out. Ash still falls on the old kingdom, the dead don't rest easy, and the things that crawl out of the cinders get bigger the further you go from the last lit hearth.
Emberfall is that hearth: a walled town in the middle of the ashlands, and the home of every adventurer. Roads lead out from it in every direction, each to a harsher land than the last.
The regions
| Region | Town | Monster levels | Road |
|---|---|---|---|
| The Ashlands | Emberfall | 1–14 | Home |
| Sunscorch Desert | Qadir Oasis | 12–22 | West from Emberfall |
| Mirefen Swamp | Stiltwater | 20–32 | South from Emberfall |
| Cinder Wastes | Hearthguard | 30–45 | North from Emberfall |
| Rimefall Highlands | Kindlehold | 45–60 | North from the Cinder Wastes |
| The Gloamwood | Hollowmere | 60–75 | North from the Rimefall Highlands |
Within each region, monsters are gentlest near town and toughest at the far edges.
Beyond the regions there's more:
- The Ashen Depths: an endless dungeon beneath Emberfall that gets deadlier and richer with every floor.
- Lairs: fixed dungeons, each ending in a boss with loot of its own.
- World Bosses: huge bosses that wake out in the regions for everyone to fight.
- Nightmare and the Ember Throne: the endgame.
- Ember Rifts: timed rifts that climb tier after tier, with a weekly leaderboard.
- The Wilderness: a walled ring north-west of Emberfall where players can fight each other, and lose everything.
Where should I go?
A good rule: go where the monsters show yellow (Even) level tags. Green and grey mean you've outgrown the place. Orange and red mean come back later. See Danger levels.
- The ashlands until you're comfortable with the monsters at the edges of the map, and you've cleared the Old Mine.
- Sunscorch Desert, the first step out.
- Mirefen Swamp.
- The Cinder Wastes, and the first taste of the endgame.
- Rimefall Highlands and the Gloamwood, for the strongest heroes.
The Ashen Depths suit every level: just stop at the depth that feels right.
Towns
Every region has a small town, and every town is a safe zone: monsters won't follow you in. Each town has:
- A waystone (see below).
- A Bounty Board with your daily contracts.
- Merchants, one for supplies and one for gear.
- A Bank Chest and some crafting stations.
- Townsfolk: local adventurers going about their day. They mine, chop, fish, stand at the forge and warm up by the fire. They're peaceful and never get in your way.
If you fall in a region, you wake up in its town.
Travelling
Roads
Each region has a road gate on its edge. Walk up to it to travel to the next region along the road. Roads always lead back the way you came, too.
Nothing stops you walking into a region above your level, but the monsters will.
Waystones
Every town has a waystone. Touch one once to attune it, and from then on you can warp there from any other waystone.
- To warp, stand at a waystone, tap it, and pick a destination.
- Warping takes a moment of channelling. Moving, attacking, or being hit breaks it.
- You can only warp to towns whose waystones you've touched, so walk each road at least once.
Attuning every waystone earns the
Globetrotter achievement.
Ashgates
Out in a region, the quick way back to town is an Ashgate Scroll: read one and a portal opens to the town's waystone, with a twin that brings you back to the same spot. Every town provisioner sells them. See Ashgates.
Logging out
When you log back in, you're back in the region you left, where you were standing.