World Map
Aetheria spans 21 towns and endgame zones across diverse biomes, connected by boat routes, land paths, and portals. This page provides a reference for town locations, zone tiers, and travel.
The 21 Towns & Zones
| Town | City Code | Biome | Tier | Premium | Faction |
|---|---|---|---|---|---|
| Dawnport Reef | DR | Coastal | T1 | Free | Dawnport Council |
| Thornhaven | TH | Grassland | T2 | Free | Crown |
| Ironhold | IH | Mountain | T2 | Free | Crown |
| Mistral | MS | Grassland | T3 | Free | Grove |
| Port Tidesong | PT | Coastal | T3 | Free | Syndicate |
| Saltport | SP | Coastal | T2 | Premium | Syndicate |
| Silverwood | SW | Forest | T3 | Premium | Grove |
| Frosthold | FH | Arctic | T4 | Premium | Crown |
| Ashenmoor | AM | Volcanic | T5 | Premium | Ashen Order |
| Celestial Citadel | CC | Mountain peak | T9 | Premium | Celestial Court |
| Sunken Empire | SE | Underwater | T7 | Premium | Deep |
| Dunespire | DU | Desert | T3 | Premium | Dune Sentinels |
| Glacier Bay | GL | Arctic | T2 | Premium | Frostbound |
| Tidecaller's Reach | TI | Jungle | T4 | Premium | Tidecaller's Children |
| The Abyssal Rift | AR | Rift scar | T10 (Lv 250+) | Free | — |
| Goshnar's Domain | GD | Necropolis | T11 (Lv 300+) | Free | — |
| The Soul War | SW | Eternal battlefield | T12 (Lv 350+) | Free | — |
| The Primal Forge | PF | World forge | T13 (Lv 400+) | Premium | — |
| The Void Threshold | VT | Void frontier | T14 (Lv 500+) | Free | — |
| The Heart of the Void | HV | Void heart | T15 (Lv 600+) | Free | — |
| Cursed Isle | — | Cursed island | Event | Special | — |
Cursed Isle is unreachable by boat or teleport — it is opened only for special events. Endgame zones are reached through the main story and their Portal Keepers, not the boat network.
Zone Tiers & Level Ranges
| Tier | Level Range | XP/Hour Target |
|---|---|---|
| T1 | Lv 1-8 | 500-2K |
| T2 | Lv 8-20 | 2K-8K |
| T3 | Lv 20-40 | 8K-25K |
| T4 | Lv 40-60 | 25K-60K |
| T5 | Lv 60-100 | 60K-150K |
| T6 | Lv 100-150 | 150K-350K |
| T7 | Lv 150-200 | 350K-800K |
| T8 | Lv 200-250 | 800K-2M |
| T9 | Lv 250+ | 2M+ |
| T10 | Lv 250+ | Abyssal Rift |
| T11 | Lv 300+ | Goshnar's Domain |
| T12 | Lv 350+ | Soul War |
| T13 | Lv 400+ | Primal Forge (premium) |
| T14 | Lv 500+ | Void Threshold |
| T15 | Lv 600+ | Heart of the Void |
Cave Systems
Cave systems follow a floor pattern: Surface → Cave F1-F5 → Deep → Boss Lair
The Fourth Age Wilds
Since the Awakening, new hunting grounds have opened beyond the old town walls. These wilds are marked as Hunting Grounds (green markers) on the world map.
| Region | Zone | Access | Notes |
|---|---|---|---|
| Tidecaller's Reach | Overgrown Reach | Walk / skiff | Awakened jungle; corruption seep. Mid-level hunts. |
| Tidecaller's Reach | Tomb-Roots Wilds | Walk / skiff | Deep jungle over the tomb roots. Tougher spawns. |
| Tidecaller's Reach | Reach Outskirts | Walk | Jungle fringe; safer starter hunts for the Reach. |
| Ironhold | Ironmark Wilds | Walk | Bandit and mercenary frontier east of the forges. |
| Ironhold | Redstone Crags | Trail link | Volcanic crags; Cyclops and orc marauders. |
| Saltport | Saltwind Expanse | Walk | Open salt plains north of the harbour. |
| Saltport | Saltwater Reach | Walk | Tidal flats; watch for ambushes near the water. |
| Saltport | Smuggler's Run | Raft crossing | Hidden cove; a raft runs from the shantytown shore. |
| Silverwood | Elder Grove | Walk | Untouched grove the elves guard; pristine hunting. |
| Silverwood | March Fields | Walk | Border fields between the forest and the plains. |
| Dunespire | Sunscar Dunes | Skiff | Newly risen dune sea south of the city; scorpions and nomads. |
| Dunespire | Dunewraith Hollow | Skiff | Deep desert hollows; dune wraiths and buried tombs. |
| Glacier Bay | Frostmaw Shelf | Ice skiff | An ice shelf adrift in the northern sea; frost beasts. |
| Glacier Bay | Permafrost Crown | Ice skiff | The frozen crown of the shelf; giants and permafrost golems. |
| Thornhaven | Blackmire Moor | Ferry | A drowned moor east of the walls; ghouls and gloom wolves. |
| Thornhaven | Wraithfen | Ferry | The fen where the city's restless dead gather. |
| Mistral | Mistfen Flats | Reed barge | Mist-drowned marsh flats below the town. |
| Mistral | Mireheart | Reed barge | The deep heart of the marsh; mire witches and bog raiders. |
New thin places have torn open in the wilds — hazard zones (red-orange markers) deal damage over time. Cross isolated pockets by skiff, raft, or rope-lift; the Covenant of Passage keeps waygate shrines on the deeper routes.
Boat Route Network
Towns are connected via boat captain and carpet merchant NPCs. See the Boat & Travel wiki page for full route details.
- Free towns are interconnected via affordable routes
- Premium town routes require premium account
- Some routes are quest-gated (e.g., leaving the Sunken Empire requires Quest 10 "Smuggler's Run"; routes to Glacier Bay and Tidecaller's Reach unlock as you finish the previous premium town's storyline)
- Endgame zones (T10+) have no boat routes — reach them through the main story and Portal Keepers
Starting Position
- All new characters start at Dawnport Reef (4997, 5012, 7) — the real Tibia temple position.
- Dawnport Reef is a free town in a protection zone (PZ area).
Live Map & Discovery
- The portal world map has a live overlay: online players who opt in to Live Map Share appear as dots, and today's boosted creature/boss are marked at their spawn zones.
- Entering a hunting zone for the first time discovers it permanently — explored zones are saved to your account and revealed on your map.
- Party members show as minimap dots; the daily boosted creature gets a ★ marker.
- The portal quest list's Set Waypoint button routes your in-game Guide Arrow to the quest NPC.
Full details on the Map Discovery & Live Map page.
Portal Reference
Visit the World Map portal page for an interactive map with hover tooltips showing town lore, founding, threats, and connections.