Getting around
How the open maps connect, travelling by road and by coach, the world map, and the dungeons behind keepers' doors.
The maps in order
New characters start on Ruki Island, then cross to Kharugna, the first big continent. From there the roads lead to Galedora Highlands and Kazan, then Phaelius, Kalar Peninsula, Elven Lands and the Gray Zone. The world atlas lists each map with its creatures' levels, places, roads and services.
Walking and the world map
Click or tap the ground to walk there; your character finds its own way around walls. Open the world map to see the whole map you are on, the NPCs who keep a service, and the gathering signposts. Click a name in your quest log to walk to that NPC.
Roads and coaches
To reach the next map, walk onto a crossing or click its gateway, then confirm; the world map marks every way out. Some coaches only open from a certain level. Inns and coach counters sell a passage to other places for Gold, and one fare carries your whole party.
Dungeons
A dungeon is a private copy for you and your party, opened by its keeper on an open map. Most need a key item, and each allows a number of entries a day. Nothing can be caught inside one. The atlas lists every dungeon with its level, door and key.
PK Island
PK Island has no way in at present. Players may attack each other only in the Gray Zone; anywhere else, choose Challenge to a duel on a player, and you fight if they accept.
