Locations

The Wildermeld is an 8 × 8 map of regions, redrawn for every new game. You start in a quiet corner; the closer you get to the heart of the map, where the dragons make their lairs, the more dangerous it gets. Villages and cities are always safe. Walking to a neighbouring region takes 6 hours.

Cities, villages and their child areas need no clearing. Arriving in a settlement immediately opens neighbouring regions; wild regions open their neighbours once cleared. Dragon regions still require their main quest.

A world, as generated

One world from the game’s generator (seed 99017). Colour and number show each region’s enemy level; ◆ marks the start.

Settlements

PlaceClimateFloorsRoomsChestsTrapsShrinesStations
HammerholdCityWinter15
EverleafCityTemperate15
CrestfieldCityTemperate15
BloodfangCityDesert15
StoneshieldVillageWinter13
DewdropVillageTemperate13
WillowbrookVillageTemperate13
BloodspearVillageDesert13

Wilds

PlaceClimateFloorsRoomsChestsTrapsShrinesStations
BadlandsTemperate15–9✓✓
Graveheart SanctuaryCemeteryTemperate15–9✓✓✓
DesertDesert15–9✓✓✓
ForestTemperate15–9✓✓
Emberwood ExpanseDead ForestTemperate15–9✓✓✓
Winter ForestWinter15–9✓✓
MeadowTemperate15–9✓✓
MountainsTemperate15–9✓✓
High MountainsWinter15–9✓✓
OasisDesert15–9✓✓
Blazing BarrensPitsTemperate15–9✓✓✓
SwampTemperate15–9✓✓
Moltenpeak RangeVolcanoTemperate15–9✓✓✓
Dark WoodsTemperate15–9✓✓

Dungeons

PlaceClimateFloorsRoomsChestsTrapsShrinesStations
Dwarven CastleIndoors5–303–7✓✓✓✓
Elven CastleIndoors5–303–7✓✓✓✓
Human CastleIndoors5–303–7✓✓✓✓
Orcish CastleIndoors5–303–7✓✓✓✓
Desert CaveIndoors3–73–7✓✓✓
Shale CaveIndoors3–73–7✓✓✓
Wind CaveIndoors3–73–7✓✓✓
Winter CaveIndoors3–73–7✓✓✓
DungeonIndoors5–303–7✓✓✓✓
Dwarven KeepIndoors5–303–7✓✓✓✓
Elven KeepIndoors5–303–7✓✓✓✓
Human KeepIndoors5–303–7✓✓✓✓
Orcish KeepIndoors5–303–7✓✓✓✓
LabyrinthIndoors5–303–7✓✓✓✓
MineIndoors5–303–7✓✓✓✓
RuinIndoors5–303–7✓✓✓✓
Dwarven TombIndoors5–303–7✓✓✓✓
Elven TombIndoors5–303–7✓✓✓✓
Human TombIndoors5–303–7✓✓✓✓
Orcish TombIndoors5–303–7✓✓✓✓

Buildings

PlaceClimateFloorsRoomsChestsTrapsShrinesStations
AlchemistIndoors11
BlacksmithIndoors11
General StoreIndoors11
HallIndoors11
HomeIndoors11✓
Mage StoreIndoors11
TailorIndoors11
TavernIndoors11
TempleIndoors11

How it works

Danger

A region’s level depends on how far it is from the centre of the map: 30 in the four central regions, then 25, 20, 15, 10 and 5 ring by ring, down to 1 in the corners. Villages, cities and the buildings in them are always level 1. Every floor you go down a dungeon adds one level.

Indoors

Caves, dungeons, keeps and tombs are dark on every floor: bring a light. Some buildings keep opening hours. Castles, keeps, tombs, dungeons, mines, ruins and the labyrinth have more floors in more dangerous regions: at least twice their minimum, up to the region’s level.