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.
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 locationsUse 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 timingRead 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 markersSeparate main, side, story, point-of-interest, daytime, nighttime, and time-sensitive objectives so your route stays focused.
Vendors and travel
Vendors and travelKeep 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 encountersUse 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 progressSome 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 encountersCrowds, 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 systemsLong crossings are easiest when you combine nearby objectives, travel services, and the phase-specific abilities in your build.
Map states and travel rules
Travel systemsWhen a route feels blocked, check marker state, region allegiance, tower progress, and the day/night condition before abandoning the objective.