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Regions and hunting grounds
The world goes on forever east and west of Aldhearth. The stretch of land from one town to the next is one region, with one kind of land and one band of monster levels, and it gets harder the farther out you go and the deeper you dig. Between some towns lie the Contested Wilds, where PvP is always on for the reborn. Open-world PvP is for the reborn: duels and the arena are for everyone. Hunting grounds are lands of their own with a fixed level range, each ending in mountains and fog, and since the Open Roads update they are joined end to end: a mountain pass at each end leads into the next, and a road gate at each camp leads to its home town (see The Wild Road). Waystone travel from the world map (M) still brings you to a ground's camp, at any level; the Unlit Reach opens at level 100, or to the reborn.
The far regions east and west go past level 150, and their Grown keep growing with their level all the way to 300: those lands are for characters who have been rekindled many times, about (the region's level − 150) ÷ 20, rounded up, and two more (five rekindlings for a region of level 200, seven for 250, ten for 300). Under the ground it is different: in the Deep a Grown past level 150 is only as strong as one of level 150, and below the Upper Deep it grows in Might instead (see Might and temper).
The land, east and west of Aldhearth
A town every 420 tiles; the land between two towns is one region, harder the farther out it is. Digging down adds a little more.
| Region | Side | Land | Monster levels | |
|---|---|---|---|---|
| Aldhearth Meadows | East | Meadows | 1–10 | |
| Aldhearth Meadows | West | Meadows | 1–10 | |
| Tidewrack Greenwood | East | Greenwood | 10–20 | |
| Saltreach Stonecrags | West | Stonecrags | 10–20 | |
| Oldmere Glass Dunes | East | Glass Dunes | 20–32 | |
| Pellan Mirelands | West | Mirelands | 20–32 | Contested wilds: open PvP |
| Serewin Mirelands | East | Mirelands | 32–45 | Contested wilds: open PvP |
| Brackwater Glass Dunes | West | Glass Dunes | 32–45 | |
| Coldhaven Rimefields | East | Rimefields | 45–60 | |
| Quillreach Rimefields | West | Rimefields | 45–60 | Contested wilds: open PvP |
| Mistral Ashlands | East | Ashlands | 60–78 | |
| Marrow Ashlands | West | Ashlands | 60–78 | Contested wilds: open PvP |
| Ravenhearth Shardwaste | East | Shardwaste | 78–98 | |
| Ironvale Shardwaste | West | Shardwaste | 78–98 | Contested wilds: open PvP |
| Lanternquay Shardwaste | East | Shardwaste | 98–118 | |
| Orrin Shardwaste | West | Shardwaste | 98–118 | |
| Sunmarch Shardwaste | East | Shardwaste | 118–140 | Contested wilds: open PvP |
| Stoneford Shardwaste | West | Shardwaste | 118–140 | |
| Wendmouth Shardwaste | East | Shardwaste | 140–165 | |
| Callow Shardwaste | West | Shardwaste | 140–165 | |
| Mirefen Shardwaste | East | Shardwaste | 165–190 | Contested wilds: open PvP |
| Duskwatch Shardwaste | West | Shardwaste | 165–190 | Contested wilds: open PvP |
| Kelphaven Shardwaste | East | Shardwaste | 190–220 | Contested wilds: open PvP |
| Nareth Shardwaste | West | Shardwaste | 190–220 |
Hunting grounds
Joined end to end by mountain passes, each with a road gate at its camp to its home town: see The Wild Road. Open at any level (you are warned when their Grown are above yours), except the Unlit Reach, which opens at level 100 or to the reborn. Waystone travel from the world map brings you to a ground's camp.
| Hunting ground | Land | Monster levels | Home town | Needs |
|---|---|---|---|---|
| The Burrows | Greenwood | 6–14 | Port Tidewrack | |
| Lantern Marsh | Mirelands | 16–28 | Pellan | |
| Glasswind Dunes | Glass Dunes | 28–42 | Port Brackwater | |
| Rime Hollow | Rimefields | 42–58 | Coldhaven or Quillreach | |
| Cinder Reach | Ashlands | 58–76 | Port Mistral or Port Marrow | |
| The Broken Beacons | Shardwaste | 76–100 | Ravenhearth or Ironvale | |
| The Unlit Reach | The Unlit Reach | 100–140 | Port Lanternquay or Port Orrin | level 100 or a reborn |
Elites and their affixes
| Affix | What it does |
|---|---|
| Enraged | hits harder and faster when hurt |
| Shielded | raises a shield that soaks damage |
| Vampiric | heals from the damage it deals |
| Blinking | blinks behind you |
| Summoner | calls more of its kind |
| Nova | bursts in a ring of bolts |
| Thorned | hurts you back when you hit it |
| Swift | moves much faster |
| Regenerating | heals over time |
| Volatile | explodes when it dies |
| Leaper | leaps at you and slams the ground |