Game Info

The World Atlas

A painted map of the realm, drawn one discovery at a time.

Overview

Step onto any teleporter and, instead of the cramped old destination window, the World Atlas unfolds: a painted map of the realm with a named pin for every transport, glowing as thou hoverest, each with a small flavour tooltip about the place it leads to. Travel itself is unchanged — click a pin and the teleporter carries thee as it always did; Escape closes the chart. Destinations reserved for Arch characters glow gold and say so.

Destinations thou hast not yet discovered appear only as dim "?" pins, and a discovery counter tallies how much of the network thou hast unlocked. Step on a new teleporter to add it to thy atlas.

What the Atlas shows

  • The world map — named pins for every surface transport thou hast found, with hover glow and flavour tooltips.
  • Earth Underground — a sidebar card listing its stops in progression order.
  • Ice Underground — its own sidebar card.
  • Clan Halls — thy own hall and every hall thou art allowed to enter, listed by the clans' real names rather than bare numbers, thy own marked "yours" and the rest "ally".
  • The mirror grid — all 26 mirrors in a grid showing thy current one; pick a mirror for thy next travel, or flip on "Random mirror on travel" and let fate decide.

Without a teleporter

The same painted map lives in the World Map window (N, or #worldmap) so thou canst study it anywhere — it just cannot move thee. The frameless minimap flips to a large square map with a click; see The Game Interface.

Preferring the old ways

If thou missest the classic list, there is an option for that: Options → Gameplay → "Classic teleporter window" restores the traditional destination window. The Atlas and the classic window take thee to exactly the same places.

Tips

  • "?" pins are an invitation: the position of an undiscovered pin already hints at where in the world thou must walk to unlock it.
  • Hover the pins — the flavour tooltips often mention what a destination is known for, which spares a wasted trip.
  • Allied clan halls appear under their clan's name; if thou expectest a hall and it is missing, thy clan is likely not welcome there.

See also