WikiThe WorldWorld Atlas

World AtlasA drifting archipelago, sailed home-to-endgame along the waystone lanes.

Skybound is one realm of floating sky-islands, split by narrow straits and stitched by waystones. The path runs southwest to northeast, from the home town out to the high garden, then dives southeast into the pit. Travel between zones by talking to a Waystone Keeper; every field zone has one road home to Dawnhaven and one road onward.

Dawnhaven → The Wilds → Duskmoor → The Shattered Garden → The Rustfall  ·  and, gated: The Sunforge

Dawnhaven Town · Safe

“Frontier Town · Sanctuary. Every road home leads here.”

The hub of the realm: a radial town built around an octagonal plaza and a central Town Statue, ringed by a stone wall with corner towers, a park pond to the northeast and a river with bridges to the southwest. Nothing attacks you here. Everything you need lives in town: the shops, the bank, the blacksmith, the four Job Masters, and the great clocktower.

◉ Live capture Flying over Dawnhaven in daylight: the octagonal plaza and Town Statue, the clocktower and Masters' Hall behind it, avenues running out to each gate.
Dawnhaven from the air: the plaza at the centre, and an avenue to every gate.
Districts
The Plaza · Marketplace · Masters’ Hall · Arcane Sanctum · Temple · Park · Clocktower · Farmstead · Fishing Pier
Key NPCs
Mira (Greeter), Elder Rowan (waystone → Wilds), the 4 Masters (Aldric, Perrin, Elen, Mirae), Sister Lyra & Father Elm (heal/bless), Halden (bank), Torren (forge), Rok (Arena), Registrar Odo (wars), Ondra (Sunforge, gated)
Roads out
→ The Wilds · → The Arena · → Skyfront Ring (War Hall) · → The Sunforge (gated)

Full service list on the NPC directory.

The Wilds Lv 1–21

“Untamed Frontier. Green flats climbing north into ash and dread.”

Your first hunting ground: a long terraced climb from green meadows up into scorched highlands, following the Old Road. You arrive at Orin’s Rest. Work your way north through six bands; the deeper you go, the higher the level.

◉ Live capture Orin's Rest at dawn: the waystone, the Warden and the Frontier Hunter, with the Verdant Flats and the terraced bands running north behind them.
Orin’s Rest, where you arrive: the waystone, and the terraces climbing north behind it.
RegionBandCreatures
Verdant FlatsLv 1–3Dawnflit, Capling
Briar MeadowLv 3–7Capling, Grubshell, Puddlekin
Stonebrook ValeLv 7–11Puddlekin, Pebbleback, Mopetail
Wolf HollowLv 11–14Mopetail, Brindlefang aggro, Fuzzwing
BloomridgeLv 14–17Fuzzwing, Frondling, Mewlin
Dread HighlandsLv 17–21Mewlin, Thumper, Stitchling aggro
Landmarks
Orin’s Rest, Mirrormere, the Sunken Causeway, Watcher’s Rise, Emberwatch Camp, Tainted Hollow (a mutant henge), Petalfall Grove, Emberrest Crater
Bosses
Bloomtyrant (Petalfall Grove) · Old Thumper, the Dread (Emberrest Crater)
Roads out
→ Dawnhaven (Waykeeper Orin/Sera) · → Duskmoor (Waykeeper Nyle, at Duskmoor Gate)

Duskmoor Lv 21–39

“The Fallen Fair. A perpetual dusk over heath and bog, six dark roads out of one lantern-lit hold.”

A twilight moorland of bogs and abandoned carnival grounds, laid out as six spokes radiating from the safe hub of Lanternhold. Each spoke climbs in level, so you can pick your pace.

◉ Live capture Flying in over Duskmoor's heather and fairground wreckage to Lanternhold, the lantern-lit circle where the six spokes meet.
The approach to Lanternhold: heather, fairground wreckage, and the one lit circle on the moor.
SpokeBandCreatures
Wagtail FenLv 21Duskflit, Lumpsack
MiawoodLv 23–25Nettlekin, Old Gourdhead
Redblade DownsLv 27–28Crimson Reaper aggro, Thornhorn
The GigglegroundsLv 29–31Sledgewright, Chuckle Crate
Bullpasture MesasLv 33–37Tattercrow, Stonebrawn aggro, Blunthorn aggro
Totem RiseLv 35–39Mirefang, Idolstack
Landmarks
Lanternhold (safe hub), Old Cackle, the Hollow Elder, the Hall of Mirrors
Bosses
Old Cackle (Hall of Mirrors) · The Hollow Elder (dark altar)
Roads out
→ Dawnhaven (Lanternkeeper Vess) · → The Shattered Garden (Skywright Halden)

The Shattered Garden Lv 40–59

“Adrift in the light. What is left of the high garden, scattered across the open sky and laced with bridges.”

A broken paradise of garden-isles floating in open air, connected by bridges, though the far isles have no bridges at all and can only be reached by flight. The safe hub is Aetherhold. This is the zone where captains and named bosses start to really matter.

◉ Live capture A blossom-covered garden isle adrift in open blue sky, with further isles floating clear of it and no bridge between them.
The Trellis Walk from the air, and the isles beyond it that only flight reaches.
RegionBandCreaturesBoss
The Trellis WalkLv 41–43Paper Knave, Galewing, BarbclawThe Puppetmaster
Emberfall TierLv 45–49Granitefist, Trickcrate, Rollwright-
StormreachLv 51–53Duskmaw, Sporelord, BoilerstriderThe Tempest Heart
The RustmarchLv 55–59Ironsentry, Rotfang, Haulwraith, AugercoreThe Rust-Titan
Roads out
→ Dawnhaven (Skywarden Aeriel) · → The Rustfall (Rook the Deepwright)
Warden Sol
Here you complete The Caged Sun; the quest chain that unlocks the Sunforge endgame.

The Rustfall Lv 60–70

“The engine-grave. A rusted caldera spiralling down to the Dead Dynamo. The deepest hunt there is.”

The bottom of the world: a corroded machine-caldera that spirals down to a dead reactor. The safe hub is Coilhold. This is the deepest field zone, with no onward waystone.

◉ Live capture Inside the Rustfall caldera: rust-red terraces ringing down toward the floor, scrap machinery on the ledges and creatures working every level.
Inside the caldera: every terrace a level lower, and a hunt on each one.
RegionBandCreatures
The ScrapfieldsLv 61–65Gnashrock, Sparkbox, Jade Reaper
The Crane YardsLv 63–67Old Sentinel, Slagbrute, Gantry Colossus, Scrapweaver
The VoltmarshLv 61–68Sparkbox, Slagbrute, Tickwork, Scrapweaver
The Dead DynamoLv 69–70Silvamire, Tempestcrow, Stormwing (flyers)
The Sealed CellFly-onlyAshen Marionette, Ashen Crate: a hostile vault + a cache
The Sealed Cell is a bunker cut high into the slag wall; reachable only by flying up to its ledge. Inside is a hostile Iblis vault and a cache chest. The Rustfall also holds Aurelion, the Sunforge Seal; the dormant caged god, shown here as a guarded showpiece.

The Sunforge Endgame · Locked

A forge-cathedral built to hold a captured star.

Skybound’s endgame instance: a dark cathedral of gears and molten channels, with no ordinary monsters. It is quest-locked: you enter only after completing The Caged Sun for Warden Sol in the Shattered Garden. Speak to Ondra at the Sunforge Gate behind the Masters’ Hall; the seal turns away anyone without the unlock (and the server sends them home).

◉ Live capture Inside the Sunforge: a stone causeway between molten channels, Pyra the Forge Warden beside it, and Aurelion seated on his gear-throne at the far end of the hall.
The walk in: molten channels either side, Pyra the Forge Warden, and the gear-throne waiting at the end.
The boss
Aurelion, the Caged Sun; Level 70, awake on his gear-throne. A god-machine built to hold a captured star.
Note
The room and the living boss are here now; the full multi-phase fight arrives in a later chapter.

The PvP grounds

The Arena FFA · no penalty

A free-for-all ring: kills only count inside the sunken octagon; the surrounding plaza is safe, and there’s no death penalty. Entry via Rok the Arena Master (needs a first job). A no-fly zone. See PvP.

Skyfront Ring Guild war

The dedicated arena for guild wars and the Weekly Siege; a much larger battleground with team spawns, bastions and a siege gate. You’re teleported in when a war goes live.

The whole atlas is drawn live from the real map data; press M in game to open the World Map, which charts every island, region band and waystone route from the ground truth. There’s a circular minimap top-right, too.