The Map

The World

9 zones. Safe islands, dangerous bridges, and one contested centre that every faction needs and none of them owns.

Where You Can Be Killed

Conflict state is a property of the ground, not of who you meet on it.

  • PvE4 zones
  • PvP2 zones
  • Full loot2 zones
  • Safe1 zone
ZoneConflictBuildingNotes
Jungle of Bone Savage LegionPvEFaction setHomeworld. Displaced Cretaceous wilderness on ruined 21st-century terrain.
Silicon Graveyard Iron ArchitectsPvEFaction setHomeworld. Everything here was placed by an engineer, so everything is orthogonal.
Crystalline Spires Moon-ShadowedPvEFaction setHomeworld. Formations that grew rather than were built.
The Sunken Keys PvENone — harvest and carry homeWraps the outside of the map, so no faction pilgrimage is shorter. Holds the Dead-Weight Terminal and the trainers for all three Compass rings.
Milegate Badlands PvPNoneA transit corridor with a gate at each end — two minutes to cross. Sole source of the salvage a Crater FOB is built from. You are not safe until you are through the far gate.
CERN-II Crater Full lootUniversal FOB kitThe centre, and the reason for the war. One kit for everyone — nobody gets a materials advantage out here.
Phantasm Zone Full lootNoneTen vertical layers. Faction entrance at the top, Traitor entrance at the bottom. Best gear in the game.
Ocean / Deep Ocean PvPNavalThe Frontier Archipelago. Distinct from the Keys’ safe shallows.
Ghost Half SafeTraitor-only, fully customisablePhased space inside the Dead-Weight Terminal. Not raidable. Gated on Hearthstone fuel.

The Corpse Rule

Every zone has a corpse and a timer. In PvP zones anyone loots and it decays in five minutes; in PvE zones only the owner loots and it decays in twenty. Gone is gone either way.

The Resource Triangle

Every faction produces one critical resource and needs two from enemy territory. The Sunken Keys carries all three in small quantities — logistics is the brake, not the yield rate.

Savage Legion

Produces Sinew

Needs Forged Cores and Rift-Shards

Protect the Sacred Soil

Iron Architects

Produces Forged Cores

Needs Sinew and Rift-Shards

Close the Rift

Moon-Shadowed

Produces Rift-Shards

Needs Sinew and Forged Cores

Expand the Rift

The Crater

A scar hundreds of kilometres wide where CERN-II punctured reality. The homeworlds sit out on the ring; the Rift-Core burns at the centre. Everything worth fighting over is somewhere between the two.

The Crater — world map

The Dead-Weight Terminal

A 4,000-foot Typhoon-Class submersible caught halfway through the Rift in 2088.

The Dead-Weight Terminal

The Living Half

Rusted steel draped in bioluminescent vines. The trade hub. Centuries of settlement built onto a sunken giant.

The Ghost Half

A shimmering silhouette phasing into the other dimension. Training ground for the exiled.