Route reference

Map & Locations

A practical index of regions, landmarks, quest markers, vendors, points of interest, travel, and the day/night rules that change your route.

9
route topics
8
map categories
3
phases to plan

Make every trip count

Stack nearby quests and vendors, use daylight for human-facing errands, and save night movement for routes that genuinely need it.

Regions and landmarks

Regions and locations

Use the region list to group quests, vendors, landmarks, and rewards before you spend a segment crossing the valley.

Map markers and phases

Map markers and timing

Read a marker by where it appears, when it is visible, and whether it is tied to a quest or the open world. That keeps the map useful instead of noisy.

Quest markers

Quest markers

Separate main, side, story, point-of-interest, daytime, nighttime, and time-sensitive objectives so your route stays focused.

Vendors and travel

Vendors and travel

Keep vendors, fast travel, houses, villages, and other services in your route notes. A short stop can be more valuable than carrying a missing item into a fight.

Places and encounters

Places and encounters

Use each point of interest as a route decision: investigate, fight, climb, shop, or save it for the phase that makes the encounter safer.

Time and route planning

Time and progress

Some objectives belong to a specific phase, and some routes become shorter or safer after a phase change. Use that rhythm to schedule the month.

Encounters and activity

Roaming encounters

Crowds, patrols, camps, and roaming encounters make the same route feel different at different times. Leave room for an unexpected fight when planning a long trip.

Travel across the valley

Travel systems

Long crossings are easiest when you combine nearby objectives, travel services, and the phase-specific abilities in your build.

Map states and travel rules

Travel systems

When a route feels blocked, check marker state, region allegiance, tower progress, and the day/night condition before abandoning the objective.