Indnath Secret Base
A temporary base for Indnath, who has been chasing Nemon ever since the Lagta Fortress in Altgard. The base is meant to accommodate his forces temporarily until they can eliminate Nemon.
Atreia locations and world guide
Search dungeon entrances, travel points, quest givers, NPCs, merchants, resources, and important coordinates across the indexed world.
A temporary base for Indnath, who has been chasing Nemon ever since the Lagta Fortress in Altgard. The base is meant to accommodate his forces temporarily until they can eliminate Nemon.
A cave occupied by Naga who reluctantly follow Sigebert's command in the absence of their leader, Dragon Lord Fafnir. They share frosty relations with the Fate Archons, and consider the Krall to be beneath them.
A supply base that once stored and distributed combat provisions for the Ishtar Brigade during the Balaur's ancient war. It was particularly notorious for its mobile bombs, which inflicted massive Daeva casualties. Even now, long after the Balaur have occupied Eltnen, several of these mobile bombs remain deep within the base. Due to the passage of time, no one dares to salvage them out of fear that they may detonate unpredictably. Only the Balaur send occasional patrols to inspect the bombs and monitor the state of the base.
The main base of a Taytra Brigade Kurpak unit under Sigebert's command. The unit is made up of swift and decisive soldiers that can be deployed anywhere in Iralcig Highland and Muspel Volcano Zone.
A cave created to shield the Fire Temple from the humid ocean air. For eons, the Spirit guarding it remained faithful to an ancient promise made with Kromede—only to be consumed by wrath after rumors that she abandoned the temple and fled.
A research facility packed with the Lepharists' most fanatical and aggressive special operations units. Driven by an obsession with strength, these radicals willingly become test subjects for their own experiments, fostering an atmosphere of ruthless competition in the name of enhancing combat performance.
Once an annex attached to the Eltnen Barrier Tower, this area served as a final refuge for the Life Daeva when the tower collapsed. In the end, the Balaur stormed the halls, slaughtering nearly all the Daeva hidden within. Yet, even in the shadow of death, life still blooms. It was here that Kion, the very last of the Life Daeva, was able to ascend.
A recently excavated cave archive that was hidden from the world for a long time. Likely built to store records detailing the construction of the Eiron Hill ruins nearby, its interior is now too deteriorated to yield any useful data. Today, all that remains is the wandering spirits of the Life Daeva who once managed the archive.
A Daeva hiding from the Balaur once cast a spell on the Manduri here for protection. However, the flawed spell caused the Manduri to become exceedingly aggressive. The Daeva fled, leaving only these furious creatures behind.
A plantation for Drana built by the Balaur. These plantations can be found all across Elysea, as Drana are able to develop unique characteristics depending on their environment. The vegetation in this specific area is known to cause mutations in Drana.
A cavern occupied by the outlaws of the Patamor Plains. Composed primarily of former Blades members, this gang has risen to infamy by robbing travelers and merchants journeying between Altgard and Morheim.
The entrance to a subterranean cave system flooded with groundwater. Rumors speak of treasure awaiting in the depths of the cave, drawing the attention of fortune seekers time and time again.
A cave that is home to the Giant Karnif Istan—a ferocious beast that emerged as the apex predator in a bitter, cold land without Mau. Strangely enough, it shares a nest with a Debry.
A spring near Muspel Volcano, located under a cliff so dangerous that not even the treasure hunter Kromede has dared to get close—or at least, according to the rumors. Many a starry-eyed explorer has ventured here in hopes of surpassing Kromede's glory.
The base of the Ratcatchers, a group that kidnaps refugees in Lacephin Village and trades them for profit. Named after their tendency to refer to victims as 'rats', its members infamously revel in the criminality of their actions.
According to legend, the Ancient City of Ru was once the pinnacle of Atreian civilization, until it was consumed by the Abyss and vanished without a trace. For generations, its fate remained a mystery, with only scattered fragments of the once-magnificent city ever discovered in Reshanta. By tracing the unique wavelength of Ru's Heart, a relic from the lost city, the relentless relic hunters of the Shuliman Expedition uncovered the ruins of Ru and the shifting Abyss connected to them. News of the discovery quickly spread, drawing adventurers from across Atreia in search of the rumored relic of Israphel. However, the entrance to the shifting Abyss proved costly to maintain and was often forced to close. To this day, uncovering the secrets hidden within Ru remains the lifelong ambition of countless adventurers.
A small cavern tucked away on the outskirts of the Ruberein Hills. While it appears completely ordinary from the outside, there are whispers of an endless spring of pristine water deep within. Rumor has it that the source of this pure water is an ancient relic left behind by the Life Daeva, hidden far beneath the spring's depths. Drawn by these tales, bandits from across the region flock to the cave.
A temple so ancient that its origins are lost to time. Gradually flooded by seawater over eons, most of the structure and the valuables within now lie buried underwater. However, whispers persist of treasure waiting in areas yet to be swallowed by the sea.
A hideout Verdandi stayed in when she came to Morheim with Skuld—before she settled in Patamor Village. Now, the area is occupied by Indnath's forces, who have been chasing Nemon all the way from Altgard.
Player-facing dungeon data is indexed, but no separate story description is available.
Formerly part of the Ferocious Horn Den before it was drawn into the Abyss, this den is now ruled by Gargaum, who has mastered the power of the primal Mau. Once defeated and exiled by Nuakum, Gargaum returned and subdued his former tribe through his newfound strength. When the full moon rises, he revels in the hunt, slaughtering even his fellow Mau.
A Balaur base set up to monitor the area around Black Claw Village. Watch Captain Amurahta keeps a close eye to ensure the local Mau do their work efficiently, and extorts them for their supplies under the pretext of offering them protection.
An outpost manned by Balaur of the Lagta Brigade, built to support their research into destroying the Blood Barrier. Whether human or Shulak, any who dare approach Impetusium Square without permission are attacked indiscriminately.
An island located in a remote corner of the Atreian seas. After the Great Catastrophe, tectonic shifts in the area of the island caused a massive amount of Fafnite Gemstones in the water to shatter and smash into the island with great force. This resulted in a massive ordeal for the flora and fauna of the island. Organisms that were poisoned by the Fafnite Gemstones lost their minds or shriveled up, until eventually only those who managed to adapt by expelling the Azure Breath were left.
An outpost garrisoned by Balaur of the Lagta Brigade. Responsible for hunting down any local resistance, they are notorious for being among the most brutal of the Balaur.
Player-facing dungeon data is indexed, but no separate story description is available.
Player-facing dungeon data is indexed, but no separate story description is available.
Player-facing dungeon data is indexed, but no separate story description is available.
A citadel built by the Daeva to withstand the Balaur invasion. Constructed in the mountains, it was ideally positioned for defense. However, when the Balaur assault swept over it like a storm, the citadel stood on the brink of collapse. As a last resort, the Daeva commander resorted to dark magic and narrowly succeeded in driving back the Balaur—but at the cost of their corrupted souls and fallen honor. Now, having lost their purpose, they continue to guard the citadel in the hope that an honorable death will allow them to return to the Aether.
Player-facing dungeon data is indexed, but no separate story description is available.
The collapse of AION Tower tore dimensions asunder, and it was into one such tear that Legion Commander Bakarma was drawn. Enduring an almost infinite span of time within Draupnir, a subspace that has absorbed the energy of countless other dimensions, he, too, accumulated immense power. Now broken free from the bonds of his physical form, Bakarma has become a transcendent being, agonizing over how to reshape the universe in his image.
Player-facing dungeon data is indexed, but no separate story description is available.
A group of thieves based in Western Gribade Highland. Originally, they preyed on nearby refugees, but now they cooperate with the Blades, handing over to them any suspicious outsiders passing through.
Atheron chose to build his secret research base in "Deus", where the vast storms that assault the Abyss are born. Inside, he hid a clone of himself, and put the facility under the strict management of his loyal subordinate, Laboratory Chief Nazmun.
Draupnir Cave is a stronghold built in Bellusran by the Bakarma Brigade. After the collapse of the AION Tower, Draupnir Cave was swept away in the chaos of Atreia and fell into the Abyss. While wandering the Abyss, Bakarma discovered a power that did not exist in Atreia and sought to use it to become a being transcending the Balaur.
Player-facing dungeon data is indexed, but no separate story description is available.
Player-facing dungeon data is indexed, but no separate story description is available.
A den of the Ferocious Horn Mau tribe, located in the Abyss. Through constant use of Fafnite, the Ferocious Horn Mau managed to survive within the Abyss, but many lives were lost on the way. After fully embracing the power of Fafnite, the Ferocious Horn tribe is now pioneering a new life in the Abyss while keeping the memory of the fallen alive.
An ancient Morheim temple, where Kromede found herself imprisoned while searching for treasure. The impact of AION's fragments falling upon Morheim allowed Kromede's fragmented self, split by the Mirror of Illusion, to escape.
An outpost now held by the Flauke Legion. Once protectors of the Purifying Forest, they became deeply demoralized after suffering a brutal defeat to the Balaur. Driven by the power of Fafnite, Commander Flauke is now guilty of innumerous atrocities.
Player-facing dungeon data is indexed, but no separate story description is available.