THE LIVING WORLD

The road to Highmere

Seven outdoor regions form the current journey to level 30. Each area has its own ecology, routes and encounter rhythm.

01

Starter region · LEVELS 1–8

Ribbit Clearing

A green lowland clearing with ponds, frog camps and roads leading to a cave and drowned temple.

Continue north-west →
02

Forest & mire · LEVELS 7–15

Mirewood Crossing

Dark forest pockets, nine grind camps and the road onward to Mirefen Basin.

Continue north-west →
03

Wetland basin · LEVELS 14–22

Mirefen Basin

A large, aggressive ecosystem with the Fenwarden hub, open water and three regional instances.

Continue north-west →
04

Fungal wilds · LEVELS 18–24

Gloamcap Wilds

A broad grind route with violet mushroom forests, two instance landmarks and ten monster camps.

Continue north-west →
05

Scorched frontier · LEVELS 24–29

Ashenroot Frontier

Burnt terrain with drakes, crushers and ember casters along the road to level 30.

Continue north-west →
06

Raid approach · LEVELS 29–30

Threshold March

Three short elite packs guard the approach to Muckleton's first raid gate: The Crownless Gate.

Continue north-west →
07

Social capital · LEVELS 30

Highmere

A walled capital with the Market Exchange, Forge & Repairs, Training Court, Guild Quarter, Wayfarer Shrine and The Golden Mere.

Journey's current end

EXPLORE BEYOND THE ROAD

Caves, dungeons & landmarks

Mossback HollowThe Sunken ReliquaryRotroot BurrowBriarfen HoldGloamroot CaveThe Drowned TempleRootvault DepthsThe Crownless Gate