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.
The world
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.
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.
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.
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.
Over the stone bridge to the north: giant spiders, ancient scarabs, and the brood rock - the hive queen's hall.
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.
An island only a ship reaches - a supporter's voyage: an ancient forest of ents, dryads and wisps around the heartwood.
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.
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.
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.
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.
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.
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 ›
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 ›
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 ›
Your journey starts on the steps of the temple. Free to play, and the beta test is open — be there first.