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WAR OF DUSK
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World

Map and Regions

4 cities, 17 regions and the Hunting Grounds, from level 1 to 400. Every region has its suggested level, monsters and boss. This guide covers the whole map and where to hunt at every level range.

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How the map works

Open the Map (F2) and pick a city and a hunting region. Clearing a region — beating its boss — unlocks the next one in the same city; the boss of the last region unlocks the next city. The suggested level doesn't lock anything: it shows where XP pays off and where monsters get dangerous.

World map with cities, regions, quests and sealed lands
The Map, with cities, regions, quests and the sealed lands.

Region types

Region types
TypeXPGoldItemsMaterialsBest for
Normal×1×1×1×1balance
XP region×1.3×0.85×0.5×0.6leveling up
Drop region×0.75×1.25×1.6×1.5items, materials and better affixes
City boss×1×1×1×1the city's last; unlocks the next

Region multipliers stack on top of the XP and drop multipliers in Options.

Lantern Ford

A boatmen's village where the Vigil lights lanterns on the bank so the mist never crosses the river.

Level range
1–40
Regions
4
Lantern Ford
RegionLevelsMonstersBossGear
Ashen Fields
Normal
1–10GoblinGoblin King of the FieldsHP 1,690 · after 35 killsI
Rotten Grove
XP region
10–20SkeletonSpider MotherHP 4,340 · after 47 killsI
Shallow Crypt
Drop region
20–30GhoulSkeleton KnightHP 9,110 · after 61 killsI
Fallen Wall
City boss
30–40Orc WarriorOrc Warlord TuskarHP 13,510 · after 86 killsI

Ashbitter Fort

A fortress of black stone raised on the bones of the first wall; the Empty Throne can be seen from its battlements.

Level range
40–120
Regions
4
Ashbitter Fort
RegionLevelsMonstersBossGear
Watcher's Hall
Normal
40–60Sentinel OgreAccuracy 8.4Captain of the Fallen GuardHP 26,790 · after 86 killsII
Empty Throne
XP region
60–80The WatcherAccuracy 26.4The Crownless KingHP 39,870 · after 139 killsII
Eclipse Catacombs
Drop region
80–100Violet GhoulAccuracy 56.6Eclipse PriestHP 66,360 · after 138 killsIII
Crimson Bastion
City boss
100–120Crimson ChampionAccuracy 60Crimson WarlordHP 85,190 · after 176 killsIII

Oathwaste

A city of broken oaths, where mercenaries sell their swords to whoever pays in bones.

Level range
120–250
Regions
4
Oathwaste
RegionLevelsMonstersBossGear
Howling Moor
XP region
120–160Howling GhoulAccuracy 60Full Moon AlphaHP 110,400 · after 192 killsIII
Sunken Vaults
Drop region
160–200Vault GuardianIce · Accuracy 60Vault WardenHP 179,820 · after 230 killsIV
Harpy Peaks
Normal
190–250Peak HarpyLightning · Accuracy 60Harpy QueenHP 273,120 · after 250 killsV
Lords' Pit
City boss
200–250Ogre WarlordLightning · Accuracy 60Minotaur ChampionHP 280,610 · after 273 killsV

Bluefire Dome

The last city before the awakened throne: it burns in blue fire that gives no warmth, home to those who no longer fear death.

Level range
250–400
Regions
5
Bluefire Dome
RegionLevelsMonstersBossGear
Ashen Stairs
XP region
250–300Ash SentinelFire · Accuracy 60Ash ColossusHP 360,240 · after 307 killsVI
Broken Reliquary
Drop region
300–350Living ReliquaryHoly · Accuracy 23.7Fallen HeraldHP 475,170 · after 259 killsVI
Lich's Citadel
Normal
320–355Citadel LichIce · Accuracy 21.1Archlich MorvhalHP 551,540 · after 265 killsVII
Eternal Vigil
City boss
350–400The Awakened WatcherHoly · Accuracy 15.7The Awakened WatcherHP 604,390 · after 275 killsVII
Dragon's Nest
Endgame
355–400Nest DragonFire · Accuracy 14.4Elder Dragon VyrmathorHP 601,370 · after 290 killsVII

This is where the endgame regions are. The Lich's Citadel and the Eternal Vigil are the road past level 320; the Dragon's Nest opens after the Vigil's boss and pays more gold, items and materials, with better affixes.

Region bosses

Every region has a kill count to clear it. Reach it and the regular monsters stop while the boss shows up — bigger and glowing. Beat it without dying to clear the region. Dying first resets the count and the boss leaves; the count is saved when you close the game or switch heroes.

Elder Dragon Vyrmathor facing the party
Region boss: Elder Dragon Vyrmathor, in the Dragon's Nest.
Once cleared
the boss returns every 60 kills
Boss drops
gold ×5, XP ×8, items and materials ×4
Guaranteed
1 item of the region's tier
Quest entries
each of the region's entries at 10% or more
Special attack
Poison every 4 landed hits, for 6 s (1% HP per second)
Dodge
5%

Hunting Grounds

The great hunting marsh, unlocked once you reach Ashbitter Fort. Each sector covers one level range, and yours follows your level. Normal XP, with plenty of quest entries and materials.

  • Each sector covers a level range; you always hunt in the sector of your level, from 40 to 355.
  • Normal XP, materials ×1.5, plenty of quest entries and Water Scrolls ×3.
  • Sectors count as cleared: The Great Hunter shows up every 60 kills.
  • Farming mode starts with the Hunting Grounds.
Hunting Grounds
RegionLevelsMonstersBossGear
Sector I
Hunting Grounds
40–80Starving WolfAccuracy 8.4The Great HunterHP 52,000 · after 120 killsII
Sector II
Hunting Grounds
80–120Marsh LizardmanAccuracy 56.6The Great HunterHP 100,000 · after 120 killsIII
Sector III
Hunting Grounds
120–160Marsh HowlerAccuracy 60The Great HunterHP 150,000 · after 120 killsIII
Sector IV
Hunting Grounds
160–200Swamp GolemAccuracy 60The Great HunterHP 230,000 · after 120 killsIV
Sector V
Hunting Grounds
200–250Marsh KnightAccuracy 60The Great HunterHP 300,000 · after 120 killsV
Sector VI
Hunting Grounds
250–300Wandering LichAccuracy 60The Great HunterHP 470,000 · after 120 killsVI
Sector VII
Hunting Grounds
300–355Young DragonAccuracy 23.7The Great HunterHP 650,000 · after 120 killsVI

Where to level

A route by level range. XP regions give more experience; the quests in your range add Experience Boxes; the Hunting Grounds are the steady option for materials and entries.

Where to level by level
LevelRegionsQuestsHunting Grounds
1–10Ashen FieldsTraining Field—
10–20Rotten Grove (XP)Training Field—
20–40Shallow Crypt (drop), Fallen WallTraining Field—
40–60Watcher's HallCemeterySector I
60–80Empty Throne (XP)Cemetery, Mystic Land GuardianSector I
80–120Eclipse Catacombs (drop), Crimson BastionCemeterySector II
120–160Howling Moor (XP)Garden of the GodsSector III
160–200Sunken Vaults (drop)Garden of the Gods, Kaizen's RefugeSector IV
200–250Harpy Peaks, Lords' PitKaizen's Refuge, Gargoyle's FangSector V
250–300Ashen Stairs (XP)Kaizen's Refuge, Hydra's LairSector VI
300–320Broken Reliquary (drop)Hydra's LairSector VII
320–355Lich's Citadel, Broken Reliquary (drop)Beginning of MisfortuneSector VII
355–400Eternal Vigil, Dragon's Nest——

Remember the level-difference rule: XP starts dropping 10 levels above the region's strongest monster. Details in Level and XP.

Sealed Lands

Three lands sleep behind locked gates on the world map. They open with the Arch, the evolution after level 400 — coming soon.

Sealed Lands
LandMap entranceLevelsRequires
Valdrima, the Kingdom of the Stilled Winter“A kingdom that chose to freeze rather than fall.”Pass of the Silent WinterArch 1–200Arch
Dawnless Vale“Where the sun set once — and never rose again.”Twilight RiftArch 150–355Arch 150
Ysmarra, the Drowned Kingdom“Beneath every tide, an eye that does not sleep.”Ysmarra WhirlpoolArch 300–355 → Celestial 1–200Arch 300 + the 3 Keys

The 3 Keys: Frost Key (Queen Sverna of Valdrima) · Penumbra Key (the Shadow Shepherd of the Dawnless Vale) · Tide Key (Neses in Water A, defeated as an Arch).

Game data from October 3, 2026.