Travel
The realm is huge, and you get three ways to cross it: your feet, a boat, and the teleport network.
On foot
Toggle Run to move noticeably quicker than a walk. That is all there is to it.
Reading the minimap
The minimap sits top right and turns with the camera; tap anywhere on it to walk there. You are the white arrow at its centre, and everything else is a colour-coded dot:
| Dot | Meaning |
|---|---|
| White | Other players |
| Green | A player on your friends list |
| Yellow | Townsfolk: shopkeepers, quest-givers and every other person of the realm |
| Stone grey | Landmarks you can read or search, like the vaults and gauge stones |
| Red | Monsters |
| Bright red | Bosses |
| Purple | Items on the ground |
A tracked quest objective shows as a gold star, clamped to the map's rim until you get close.
The skiff
A folding skiff of good coastal larch, carried on your back. Click open water to sail it. It will not survive the dark deeps past the shelf. You earn it during the story. After that, click open water to sail. Mind the warning: it will not survive the dark deeps past the shelf.
East across the Sunfall Sea lies the Gilded Coast. South, past Palm Rest and the Twin Sisters, lie Sunhaven Isle and Velmora. West across the Dusk Sea waits Vespera. Islands dot every crossing as rest stops.
Teleports
Homeward is free from level 1 with a two minute cooldown, and drops you in Brightmeadow. The rest are Magic spells:
Overseas teleports open only after the quest that puts a skiff on your back. Magic can carry you across a sea you have already earned the crossing of, no sooner.
From your own hall
Own a home and you can cast Hearth Teleport to it from anywhere, and build city portals in your hall. See Homes & Farming.