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

TownCity CodeBiomeTierPremiumFaction
Dawnport ReefDRCoastalT1FreeDawnport Council
ThornhavenTHGrasslandT2FreeCrown
IronholdIHMountainT2FreeCrown
MistralMSGrasslandT3FreeGrove
Port TidesongPTCoastalT3FreeSyndicate
SaltportSPCoastalT2PremiumSyndicate
SilverwoodSWForestT3PremiumGrove
FrostholdFHArcticT4PremiumCrown
AshenmoorAMVolcanicT5PremiumAshen Order
Celestial CitadelCCMountain peakT9PremiumCelestial Court
Sunken EmpireSEUnderwaterT7PremiumDeep
DunespireDUDesertT3PremiumDune Sentinels
Glacier BayGLArcticT2PremiumFrostbound
Tidecaller's ReachTIJungleT4PremiumTidecaller's Children
The Abyssal RiftARRift scarT10 (Lv 250+)Free—
Goshnar's DomainGDNecropolisT11 (Lv 300+)Free—
The Soul WarSWEternal battlefieldT12 (Lv 350+)Free—
The Primal ForgePFWorld forgeT13 (Lv 400+)Premium—
The Void ThresholdVTVoid frontierT14 (Lv 500+)Free—
The Heart of the VoidHVVoid heartT15 (Lv 600+)Free—
Cursed Isle—Cursed islandEventSpecial—

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

TierLevel RangeXP/Hour Target
T1Lv 1-8500-2K
T2Lv 8-202K-8K
T3Lv 20-408K-25K
T4Lv 40-6025K-60K
T5Lv 60-10060K-150K
T6Lv 100-150150K-350K
T7Lv 150-200350K-800K
T8Lv 200-250800K-2M
T9Lv 250+2M+
T10Lv 250+Abyssal Rift
T11Lv 300+Goshnar's Domain
T12Lv 350+Soul War
T13Lv 400+Primal Forge (premium)
T14Lv 500+Void Threshold
T15Lv 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.

RegionZoneAccessNotes
Tidecaller's ReachOvergrown ReachWalk / skiffAwakened jungle; corruption seep. Mid-level hunts.
Tidecaller's ReachTomb-Roots WildsWalk / skiffDeep jungle over the tomb roots. Tougher spawns.
Tidecaller's ReachReach OutskirtsWalkJungle fringe; safer starter hunts for the Reach.
IronholdIronmark WildsWalkBandit and mercenary frontier east of the forges.
IronholdRedstone CragsTrail linkVolcanic crags; Cyclops and orc marauders.
SaltportSaltwind ExpanseWalkOpen salt plains north of the harbour.
SaltportSaltwater ReachWalkTidal flats; watch for ambushes near the water.
SaltportSmuggler's RunRaft crossingHidden cove; a raft runs from the shantytown shore.
SilverwoodElder GroveWalkUntouched grove the elves guard; pristine hunting.
SilverwoodMarch FieldsWalkBorder fields between the forest and the plains.
DunespireSunscar DunesSkiffNewly risen dune sea south of the city; scorpions and nomads.
DunespireDunewraith HollowSkiffDeep desert hollows; dune wraiths and buried tombs.
Glacier BayFrostmaw ShelfIce skiffAn ice shelf adrift in the northern sea; frost beasts.
Glacier BayPermafrost CrownIce skiffThe frozen crown of the shelf; giants and permafrost golems.
ThornhavenBlackmire MoorFerryA drowned moor east of the walls; ghouls and gloom wolves.
ThornhavenWraithfenFerryThe fen where the city's restless dead gather.
MistralMistfen FlatsReed bargeMist-drowned marsh flats below the town.
MistralMireheartReed bargeThe 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.

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