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The world

From the city gates to the deep

Dillei is an island kingdom. Its walled city has a temple, a bank, a market and a harbour — and from the piers, captains sail to the far islands for a fare. Everything else is out there, waiting.

Dillei

The walled capital: a temple and a bank where no one can fight, market stalls, shops for weapons, potions and runes, and the harbour where every journey starts.

Ashen Reach

A burned forest still smouldering with fire fields, a mountain range three floors high, a golem quarry, and a dragon lair around a lake of lava.

The Eastern Isle

Swamp trolls, an orc war camp, a minotaur labyrinth with a whole city beneath it, dwarf mines that lead down to the iron halls, and a desert tomb where a pharaoh still waits.

The Webwood

Over the stone bridge to the north: giant spiders, ancient scarabs, and the brood rock - the hive queen's hall.

The Castle & the Dead Lands

A castle with twelve towers linked by a wall-walk, a dungeon below it, and beyond its walls ruined villages, a necropolis and a cult camp in the haunted woods.

The Elderwood

An island only a ship reaches - a supporter's voyage: an ancient forest of ents, dryads and wisps around the heartwood.

The Greyspine

A snowy mountain three floors high where the frost jarl rules the summit, with wargs and stone giants at its foot and griffins on its ledges. Reached by boat - or on foot, across the Sunscar.

The Sunscar

Out of the dunes of the Eastern Isle, a vast desert runs all the way to the Greyspine: nomad camps and hyenas, scorpion dunes, an oasis with a caravan rest, red mesas, a city half buried in the sand, the glass waste where a shard of the star struck - and the wyrms of the far south.

Stormcrown

A storm-battered isle west of the Elderwood, a supporter's voyage for levels 85 to 115: thunderbirds over the heath, storm giants on the ledges, and the storm itself in the ruined temple on its crown.

The Anvil & Hammerhold

A lone mountain in the strait north of the city, its face carved by the dwarves. Inside, the city of Hammerhold and King Haldor's hall; below it, dwarf mines that go deep into the rock.

Dawnwatch

The isle of the Wardens of the Dawn, far to the west. Their hall has stood empty for a hundred years - until someone lights the beacon again.

The Cinderreach

South of Dawnwatch over the Wardens' causeway, for level 50 and above: Emberwatch, the burned Ashwood, the Smoking Peaks and their dragons, the Fallen Keep - and the Maw, going down floor by floor to the demons and the Gate of Six.

Explore the world map and every hunting ground in the wiki ›

The seal keepers

Nine great bosses hold the seals of the Ember. You will not meet them in the wild: each waits in a sanctum of its own. Stand on the plates in its old lair with up to two of your party, pull the lever - once a day each, fifteen minutes to win, and what it drops is for your group to share.

The bosses, their sanctums and every rule, in the wiki ›

More than a hundred creatures

From sewer rats to undead dragons — each one drawn for the game, each with its own way of fighting.

Meet every creature - its loot, its weak spots and where it lives ›

Dillei Online

Your journey starts on the steps of the temple. Free to play, and the beta test is open — be there first.