Highlands

Highlands
Highlands
Category Locations
Type Overland
Boss Talon of Pyre
Night's Maw
Lost Zone
entrance
Codex Halls
Undercroft
Repository of Knowledge
The Pit
The Bloodworks
Connected
zone
Skylight
Aurelian
The Deep

The Kragan Highlands[1] is a large mountainous region within Westreach. The town of Skylight rests on the northern end of the Highlands, while the ruins of the Aurelian monastery remain scattered throughout. Members of the Shrike Syndicate and Geartooth Goblin encampments take refuge across the Highlands.

Nestled within the Westreach—a region claimed by both the Avar Imperium and the Maze—The Highlands knew strife long before the Gloomfall shattered the rest of Evenor's lands. In fact it was the Empire which first fortified Skylight and established the Codex Monasteries, whose ruins now litter the region's mountainside. Rich in the arcanic fuel godsblood and emboldened by the prosperous city of Skylight, the area was once renowned for its Trade Road—a gleaming promise of the prosperity to come. A promise broken by the Fall. Cut off from the rest of the Evenor by the Gloom, the Highlands now subsists as a warren of craters and Gloom Tears alike. What fortune still persists is scalped by the Shrikes, and few wayfarers venturing the region live to see their destination, imperiled by gloomtouched beasts. Only Skylight remains. Our last, dwindling light before the coming end.

Description[edit]

The Highlands is a large open world area with various Enemies that respawn after being defeated. Quests and events can be accepted and completed in this area along with collecting Echoes, Accessories, Imbuements, and Resources by defeating enemies and/or looting. Traveling throughout the open world area is made easy by use of Signal Fires once they are discovered. Lost Zones can also be accessed at their respective Gloom Gates which become accessible as players progress through main story quests. World Bosses also spawn periodically in pre-determined areas of the Highlands that do not change. World boss interactions are best tackled with at least 3 or more Wayfinders.

Map[edit]

General Highlands map
General Highlands map

Eshin Highlands map
Eshin Highlands map

Basic Highlands map
Basic Highlands map

Enemies[edit]

Notable NPCs[edit]

Warden Hass
Quest
Kestrel
Quest
Magan
Quest
Seeker Avala
Quest
Ranger Davyn
Quest

Events[edit]

Soulbound Chest

Soulbound chests when approached will lock themselves with 2 large, green spectral chains and spawn 1-3 enemies within a small radius infront of them. The chest will unlock once all soulbound enemies have been defeated, which are marked with chains glowing near their feet. Soulbound chests may reward Imbuements along with the standard chest rewards.

Gloom Tear

Main article: Gloom Tear

Certain locations will have a small Gloom tear beginning to form. Approaching the tear and cutting it with the Gloom Dagger will cause it to widen, spawning Gloom reinforcements.

Opening the Tear[edit]

The tear will summon three waves of Gloom enemies to defend itself, with each wave having a time limit of one and half minute:

During the third wave, six small Prophecies will circle the outer edge of the area. Defeating these before finishing the wave will alter the event into it's Heroic variant.

Eliminating the Source[edit]

After clearing the third wave, the Gloom tear will open and allow entry into a pocket of pure Gloom. Players must traverse platforms to reach the Ninth Herald. Defeating the Prophecies and enabling the Heroic variant will awaken the Heart Ripper instead of the Ninth Herald. In either case, players will have eight minutes to defeat the source of the tear.

Sphere of Influence

Main article: Sphere of Influence

Upon crashing into the ground, the meteor will emit a large sphere of Gloom, Gloomtouching nearby wildlife and causing them to defend the meteor. The sphere is easily visible from a distance, which can help locate crashed meteors.

Destroying the Meteor[edit]

Entering the sphere will begin the event, and players will have five minutes to shatter the meteor. Defeating the Gloomtouched wildlife will make the meteor vulnerable to damage. After being damaged once, the meteor will become invulnerable and summon Gloom reinforcements, which include Wretches, Foul Wretches, Husks, Heralds, Seers, and Oracles. Defeating a wave of Gloom enemies will leave the meteor vulnerable once more and the process repeats.

After striking the meteor four times, the meteor will collapse to reveal a Dire Prophecy. Players will then have five minutes to defeat the Dire Prophecy.

Gluttonous Wurm

Main article: Gluttonous Wurm

The Gluttonous Wurm event is what controls whether or not Night's Maw can be and is spawned, as it is directly tied to the spawning mechanism for the boss.

Summoning the Wurm[edit]

In the wurm's den there is 3 locations a player can interact with to place Wurm Bait, if bait can be placed there will be a blueish-white light over the pedestals. Once all 3 Wurm Baits are placed; Night's Maw will immediately spawn at the center point of the 3 locations and begin attacking the nearest player.

Strategy[edit]

Night's Maw has a series of attacks depending on the range of it's current target which consists of a set of sweep attacks of varying strength and damage that hit all players within melee range and a web spitting attack which will apply poison and immobilise/slow[citation needed] the player. "Maw" is also capable of spawning smaller Wurms in groups of 3 to assist during the fight, as these are only level 4 they are often killed from stray shots or melee arcs.

When "Maw" takes enough damage it will tunnel to one of two other locations within the same large room and the fight continues as normal, this can occur one more time and it will tunnel to the last location in the room.

Summoning Rites

Main article: Summoning Rites

In the Highlands, within Outer Aurelian, a trio of Embered Shuuls use their magic to summon a Primeval Duskhunter, a Primeval Shurrk, or a Primeval Wurm. Their magic renders them and the primeval creature invulnerable to damage until all three Shuuls have been distracted. During the ritual, Goblin Scavengers, Goblin Hunters, and Goblin Hackers will defend the ritual from invaders.

Disrupting the Rite[edit]

Entering the ritual site will begin the event, and players will have three minutes to defeat at least two of the Embered Shuuls. One of the Embered Shuuls will break from the ritual and fight off nearby Wayfinders. After the first Shuul has been defeated, another will break off to defend the ritual. Once the third Shuul has been distracted, the primeval creature will be released, and players will have ten minutes to defeat the creature.

Resonating Crystal

Main article: Resonating Crystal

TODO:
- verify event is in-game
- create Resonating Crystal or sub-section on Event (NOT BOTH)
- add Labelled Section Transclusions to above ^


Landmarks[edit]

Lower Skylight
Lower Skylight
Once Lower Skylight was a welcoming haven for travelers, merchants, and tourists from across the Westreach. The Seekers abandoned it following the Fall, and the ruins have become a haven for wild beasts, Shrike brigands, and others unwilling to live in peace with the people of the upper city. There are valuable resources to be found there, but danger lurks around every corner.
The Barricades
The Barricades
While the Seekers lack the resources to secure Lower Skylight, it's vital for them to maintain control of the area around the Great Lift. Warden Hass and the Watchers have fought Shrikes, goblins, and strange creatures that have crawled from the Gloom, but to date no threat has reached the upper city.
The Pit
The Pit
Before the Gloomfall, Bal Mol was a thriving godsblood mine—though even then, the frequency of dangerous accidents led to the nickname "The Pit." Following the Fall, the Pit was seized by the Shrike Syndicate. Now the mine has been swallowed by the Gloom and is shunned even by the Shrikes.
Heartwood Tower
Heartwood Tower
Heartwood Tower is a bitter reminder of the impact of the Fall. Though it was only briefly exposed to the Gloom before the Beacon was restored, the structure of the tower was weakened and the young Lord Heartwood was transformed into a feral beast. No Heartwood survived. Other survivors took shelter in the ruin, only to be slaughtered in an assault that destroyed the lower hall; it's still a mystery as to whether this was the work of Shrike bandits or the Geartooth goblins.
The Dolorous Bell
The Dolorous Bell
Thirty six years ago, the totemist Hezhala Brimtooth came from the Golden Aerie bearing this bell. The trees twisted at her bidding to bear its weight, and she told the people of the Highlands that the bell would ring of its own accord when the Highlands faced its greatest threat. The Dolorous Bell has remained here ever since, and never yet rung on its own, not even when the Gloom swept across the land. So either Hezhala's magic is not what legends say... or there's an even greater threat still to come.
Codex Halls
Codex Halls
This is a section of the vast fortress monastery of Aurelian, which once sprawled across the Highlands. It was the stronghold of the Order of the Silver Codex, a powerful sect within the Avar church. Aurelian was attacked by a powerful force of soldiers and collapsed into the Gloom; this was decades before the Gloomfall, and the nature of the attackers and the cause of the collapse remains a mystery. The Codex Halls were the outermost circle of Aurelian, open to initiates and visitors alike.
Crossroads Foundry
Crossroads Foundry
Before the Gloomfall the Crossroads Foundry was an important industrial community, refining ores from the Bloodworks and trading with merchants on the road to Skylight. The Crossroads was devastated by the Fall and the creatures that arose in its wake, but over the last few months a dedicated group of survivors have been working to reclaim the foundry.
Sandhaven Beach
Sandhaven Beach
Throughout the history of the highlands, smugglers of all stripes have found Sandhaven a useful port. Following the Fall, the Shrikes sought to continue this practice. But the Gloom has driven fell creatures from the deep waters, and even the Shrikes have abandoned the beaches.
Dalan Bridge
Dalan Bridge
Once Dalan Bridge carried a steady stream of travelers and merchants along the old Avar road to the Westreach and the lands beyond. The bridge collapsed in the Fall, consumed from within by the Gloom. Even if it still stood, no one knows if anything is left of the world beyond the Highlands.
Aurelia's Tears
Aurelia's Tears
Aurelia came to the Highlands hundreds of years ago. She tried to convert the local people to the Avar faith, but they had little interest in hearing the word of the Architects. Legend says that she wept for their ignorance, and as she did, water flowed down from the mountains and the land wept with her.
The Tarnstones
The Tarnstones
These stones were raised by the Woodwen, an ancient people who fled into the Frostmarch when the Avar laid claim the Highlands. Whatever power they once held has long since faded away.
The Undercroft
The Undercroft
There was a time when Aurelian was a symbol of Imperial power. The Codex monks weren't just scribes; they traveled the world investigating the mysteries of the Architects. Aboveground, Aurelian was a fortress. This breach leads to what lay below—a maze of arcane workshops and scriptorums known as the Undercroft.
Ironstone Keep
Ironstone Keep
A proud Imperial fortress, Ironstone Keep withstood countless assaults from the Maze during the Thousand Day War. It was a bastion of Avar power for centuries, but it took less than an hour of exposure to the raw Gloom to leave it a haunted ruin. Since the Gloomfall Ironstone has become a haven for the Geartooth goblins, but there may yet be valuable supplies hidden within its walls.
Charred Rise
Charred Rise
The scorch marks here don't match any natural patterns, and there is a scent in the air beyond smoke and soot. Elemental energies have been conjured here; someone is experimenting with dangerous and unnatural flames.
Repository of Knowledge
Repository of Knowledge
This breach leads to the deepest vaults that ran below Aurelian. We know little about the research that was done here, but we know that the vault was drawn into the Gloom long before the Fall. Whatever powers linger within, they're surely dangerous and unstable.
Remnants of Aurelian
Remnants of Aurelian
Aurelian was destroyed decades ago. The monks were slain or driven away, and the lowest levels collapsed into the Gloom. The ruins that remained were abandoned and shunned, and nature has slowly been reclaiming the land.
Sundered Bulwark
Sundered Bulwark
While it was damaged during the Thousand Day War, it was the Gloom that left this bulwark a ruin. On the day of the Fall, the Gloom swept across the Highlands. By the time the Beacon's light was restored, the soldiers that held the bulwark were gone.
Stone King's Tomb
Stone King's Tomb
The Westreach was once home to a loose alliance of clans—the Woodwen, the Stonegren, the Riverden, and more. The last lord of the Stonegren is buried in this tomb. While the customs and history of the Stonegren have long been forgotten, the modern people say that the Stone King guards the world from below; adventurous Reachers used to leave offerings at his tomb when they needed luck.
Seeker's Camp
Seeker's Camp
The Highlands are a dangerous place for anyone, especially a young researcher. It could be sheer luck that Seeker Avala has survived out here... or she could be more capable than she appears.
Umbral Tunnels
Umbral Tunnels
The Gloom is hungry, always pressing against the protection offered by the Beacon's light. The Gloom is a palpable presence in these tunnels, a numbing tingle against the skin. It is slowly reshaping the walls and transforming the creatures that live in this place. It may only be a matter of time until it collapses into a breach.
Mottled Hovel
Mottled Hovel
The smells of rot and dried blood hang heavy in the air. The scattered bones feel deliberate; this is an artist signing their work. Something deadly dwells in this place—a creature that feels no need to hide its presence.
The Sword of the Reaches
The Sword of the Reaches
Avar historians say that this imposing monument was carved by human hands, that this stone sword marks the tomb of a pre-empire Riverden champion. But the local legends say that the tomb was built around the stone sword, that the blade is the weapon of an ancient titan who holds the power of the land itself. These tales say that one day the Reaches will rise up and reclaim their blade, striking down all who have wronged them.
The Bloodworks
The Bloodworks
Before the Fall, the Bloodworks were a thriving network of mines that kept a steady stream of iron and godsblood flowing to the Crossroads foundry. The Shrike Syndicate seized the mine in the first days after the Gloomfall, and then it collapsed into the Gloom. Its current status is a mystery—but Skylight needs the Blood.


Lore[edit]

“Your zeal is noted, Initiate. And we have much more research to recover...”
This page is Speculative!
The following article/section is conjecture. Content is subject to change/removal as the game progresses. Please do not use this page for critical in-game information.

The Great Lift[edit]

The Great Lift is the first entrance of Highlands.

The Great Lift was designed by the scrapers and watchers of Venge at the edge of Skylight, the last city that overlooks the vast and wild expanse of the Highlands. Although its origins remain somewhat unclear, we know that it was constructed with the agreement of Wolf, the commander over Skylight, and with the supervision of Venge and the Engineer who currently resides in Skylight. By using it from the edge of Skylight, players have direct access to the Highlands.

The Lower Skylight[edit]

The Last City of Watcher and Shrikes

The Highlands begin in Lower Skylight, accessible by The Great Lift, where a fierce war over resources is taking place between the people of Skylight and the Shrikes, bandits and criminals of the area. The war has been going on for a long time, shortly after the invasion of the world by the Gloom.

Lower Skylight is watched over and led by Warden Hass, who strives to maintain a semblance of order within the walls of the last city. Her soldiers, called "Watchers", are in perpetual surveillance on the still standing walls of the outpost as the lower quarter is infested with rats and bandits, it would be imprudent to leave the entrance to Skylight unguarded. There are important characters among the Watchers, such as Watcher Isti and Watcher Hagran.

Although Lower Skylight is in eternal conflict with the bandits, the ruined city is still active, so much so that the local tavern accepts any clients. Lower Skylight has a Signal Fire where the player can take refuge and teleport if necessary. It's a safe place for players and the starting point for the adventure of Wayfinders such as yourself.

The Pit[edit]

The Head Quarters of Shrikes

The place is overrun by Thunder Eyes (sharpshooters) and Enforcers. It's advisable to prepare carefully before venturing there as there are a few barrels of toxic poison that can prove dangerous, even deadly to careless players. This area is an excellent place to farm Green Specters.

There's also an Echo Matrix, a spot to retrieve health vials, and a campfire where players can take refuge. At first glance, the Pit appears to be an inhospitable place where coal and poison reside. It seems to be an abandoned oil factory overrun by miscreants.

The Codex Hall[edit]

The Dungeon and Palace Entrance from the Codex Halls

Previously, the Codex Halls were the home of many Aurelian scholars and monks who studied the Architects, beings responsible for the creation of the Beacons and the world itself. Even before the invasion of the Gloom, the Codex Hall was in ruins, full of history and mystery.

Today, ravaged by time and infested with goblins, the ruins of Codex Hall are a warm place. Archers and warriors can be found everywhere in the zone, even though they are low-level, they can still be a common problem for new players. The place also hides a few treasures - fragments of memory, a campfire to take refuge and healing potions.

The Crossroads Foundry[edit]

The Overviews of the Crossroad Foundry.

The Crossroad Foundry is of paramount importance for commerce and the commercial routes of the Highlands. In fact, the protectors of the foundry, known as "The Scrappers and Venge Watch," are responsible for transforming all metal objects and vehicle wrecks into scrap metal that will be used mainly for Skylight's protection.

The foundry is currently located on the eastern side of the map, perched on a cliff overlooking Codex Hall. The supervisor of the foundry is Brother Megan with his second, Venge Watch Fuller. Currently in conflict with the "Gear Teeth" goblins, it is difficult for the watch to establish a safe commercial route between Aurelian and Skylight since the attacks are incessant and challenging for Venge's caravans.

The Bloodworks[edit]

The zone gets its name from its bloody history. In fact, the bloody galleries were once a plentiful source of Godsblood, a resource essential for creating weapons and vehicles of all kinds. Nowadays, it is dominated and owned by the Shrike Syndicate. However, before the Gloomfall, the monks of the Silver Codex emptied the mine of its precious minerals for their own unknown reasons.

The Undercroft and the Ironstone Keep[edit]

The haunted nature of this place still fascinates the scrapers of Venge and the researchers of Skylight. It was once famous for being the home of the greatest scholars of the Order of the Silver Codex, a disciplined group of people who lived solely for the doctrines of the Architects and had a good relationship with the Empire. Today, the Undercroft is an isolated place overrun by the Remnants, echoes of the people who once lived there.

The Ironstone Keep is a haunted place where warriors, who fought in pre-Gloomfall wars between the Avar Imperium and the Maze, still roam. The place speaks for itself, with its dilapidated state and the scars of past battles and conflicts.

The place still preserves numerous vestiges of its history, led by the Monks of the Silver Codex. There are also effigies depicting the Codex agents and an imposing tower that once derived its glory from the pride of the Architects themselves.

The Outer Aurelian[edit]

The elder silver codex ruin

Aurelian is an Imperial outpost that was made up of equal parts library, temple, and arcane workshop. It existed a few decades before the Gloomfall, and once housed the greatest scholars and researchers in the world. Even today, the outer route is used by a multitude of trade caravans heading towards the Crossroads Foundry to sell goods that will be used by the scrapers and workers of Venge in Skylight.

The place is a massive ruin of a monastery overrun by highly advanced goblins who practice occult arts and rituals to summon ancient echoes of monsters like the original Shurks, the first of its kind.

The ruined place reveals a massive bell that seems to have belonged to an immense bell tower, perhaps in honor of the Architects. Even though today the place has reclaimed its natural balance over time, one cannot ignore the invasive goblin influence and the influence of the Silver Codex of the past.

The Repository of Knowledge[edit]

The Repository of Knowledge, located in the deep south of the Highlands, is part of the monastery that spanned across the Highlands. Home to the Order of the Silver Codex, an order of monks and scholars that studied and researched the Architects.

The ruins present in the zone refer to a massive bell tower and a majestic planetarium, perhaps in direct reference to the falling stars mentioned by Brother Megan who currently oversees the foundry. The bell tower, formerly known as the Tower, is closely linked to the Gloom now, as it is believed the leader of the Silver Codex, resided in the Repository, and was responsible for the Fall of the monastery. The Repository of Knowledge is now infested with echoes of former members of the order who are still dangerous to players.

The archives possess and hold the darkest secrets of the dark age and may contain crucial information about the origin of the sudden disappearance of the Architects, as well as the origin of the Gloom.

The Giant Bell[edit]

The Elder bell of the Silver codex Monastery

The giant Bell is directly related to the Monastery of the Silver Codex, the direct cause of the invasion of the Gloom and the murder of the Gods of the Skylight world. It was the former residence of the members of the Codex and the Monks of the Archives of Aurelian.

The Colossal Blade of the Silver Codex[edit]

The Monumental Sword of the Silver Codex order

The Monumental Archonte Sword located near the low quarter of Skylight seems to be an ancient residence for deceased members of the Codex, probably those who have marked history. The sword, however, is the direct symbol of the Codex legionnaires equipped by the Archonte Commander. It is also the sword of choice, embedded in Aurelian tombs, statues, and vestiges, which suggests that it is a collection of several tombs, possibly an ancient Hall of Heroes.

The Grave adorned[edit]

The Grave adorned with a shield, a lion, a snake, and two owls is very mysterious. Based on my own hypothesis, the owl represents wisdom, the lion represents courage, and the snake represents Cunning, which are all the qualities of The First, the former leader of the Silver Codex. Perhaps the place expresses the final resting place of the corrupted soul of the former leader of the Silver Codex. The Silver Codex seems to have had three sub-orders that formed a complete order.

  • The Lion: represents the Archontes like the Commander, as he represents courage.
  • The Owl : represents wisdom, probably the influence of the Silver Hand.
  • The Snakes : were supposed to represent the monks and agents of the Codex who were the first responsible for the invasion of the Gloom, an animal perfect for such a ruse.

The Magic Lantern[edit]

The Magic Lanterne which emits a blue light

The Lantern emanates a blue light like that used by Falling Stars; the monsters that approach it are imbued with a glow and a glossy carapace, as well as an unwavering aggression. Located near the Sword, it suggests that the Codex may have installed it there to confine the monsters inside the cave where it resides to keep undesirables away.

The Tomb of the Knight[edit]

The Silver Hand leader tomb, Below the Monastery

located sadly near Outer Aurelian, seems to belong to someone important. However, it is isolated in the basement of the Monastery, and it is probably the "Gathered Hand," the leader of the Silver Hand, a group that was responsible for Codex emissary missions. The presence of the monastery bell not far from the tomb, located under the catacombs of the monastery itself, is a major clue to this hypothesis, as it is adorned with the symbols of the Planétarium. Another interesting fact is that in the "Silver Hand" dungeon, the same bell and symbol of the Silver Hand order, namely the owl, which represented the side of wisdom, can be found.

References[edit]

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