Areas

Areas are the places you explore, hunt, quest, gather, and die in. The areas command gives a rough sense of where to go next.

Area Command

Use:

areas <domain>

Domains include:

  • darkwind
  • highway
  • hyperborea
  • islands
  • kerei
  • souvrael
  • talamh darag
  • underworld

The list shows rough level ranges. Treat those ranges as guidance, not a guarantee.

Variable Areas

Areas marked with {*} have variable-level NPCs.

Variable NPCs can change level to match the first player they encounter. They do not always go below the area's base level, and they return to normal if left unfought for a while.

New Adventurer Areas

Good early places around Darkwind include:

AreaRangeNotes
Old farm1-5Farm animals and easy early kills
Newbie meadow1-5Gentle early hunting
Forest in Darkwind1-5Woodland creatures near the city
Church of Mitra graveyard1-5Requires a key
Ezekiel's property1-9Good place to learn simple questing
Haunted Keep1-10Undead and early danger
Demon-infested forest1-10Early evil creatures
Darkwind sewers1-15City-adjacent tunnels
Realm of Ashkenazy1-25Broad early progression

Use monitor, wimpy, and where while learning an area.

Reading Area Danger

Signs that an area is too dangerous:

  • Aggressive enemies attack immediately
  • Your HP drops faster than food or sitting can recover
  • consider or guild judgment tools look bad
  • You cannot safely drag one enemy at a time
  • Exits are blocked or unclear
  • Status effects appear faster than you can answer them

Leaving early is part of learning the map.

Directions

Many old area directions start from Center of Town in Darkwind City. Use the in-game direction helps and areas <domain> for current route hints.

Common travel anchors:

  • Center of Town
  • Adventurers' Guild
  • Docks
  • Ferry ticket shops
  • Domain town plazas
  • Underworld pit

See Travel for ferries, ships, recall, and domain hazards.