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
| Place | Climate | Floors | Rooms | Chests | Traps | Shrines | Stations |
|---|---|---|---|---|---|---|---|
| HammerholdCity | Winter | 1 | 5 | ||||
| EverleafCity | Temperate | 1 | 5 | ||||
| CrestfieldCity | Temperate | 1 | 5 | ||||
| BloodfangCity | Desert | 1 | 5 | ||||
| StoneshieldVillage | Winter | 1 | 3 | ||||
| DewdropVillage | Temperate | 1 | 3 | ||||
| WillowbrookVillage | Temperate | 1 | 3 | ||||
| BloodspearVillage | Desert | 1 | 3 |
Wilds
| Place | Climate | Floors | Rooms | Chests | Traps | Shrines | Stations |
|---|---|---|---|---|---|---|---|
| Badlands | Temperate | 1 | 5–9 | ✓ | ✓ | ||
| Graveheart SanctuaryCemetery | Temperate | 1 | 5–9 | ✓ | ✓ | ✓ | |
| Desert | Desert | 1 | 5–9 | ✓ | ✓ | ✓ | |
| Forest | Temperate | 1 | 5–9 | ✓ | ✓ | ||
| Emberwood ExpanseDead Forest | Temperate | 1 | 5–9 | ✓ | ✓ | ✓ | |
| Winter Forest | Winter | 1 | 5–9 | ✓ | ✓ | ||
| Meadow | Temperate | 1 | 5–9 | ✓ | ✓ | ||
| Mountains | Temperate | 1 | 5–9 | ✓ | ✓ | ||
| High Mountains | Winter | 1 | 5–9 | ✓ | ✓ | ||
| Oasis | Desert | 1 | 5–9 | ✓ | ✓ | ||
| Blazing BarrensPits | Temperate | 1 | 5–9 | ✓ | ✓ | ✓ | |
| Swamp | Temperate | 1 | 5–9 | ✓ | ✓ | ||
| Moltenpeak RangeVolcano | Temperate | 1 | 5–9 | ✓ | ✓ | ✓ | |
| Dark Woods | Temperate | 1 | 5–9 | ✓ | ✓ |
Dungeons
| Place | Climate | Floors | Rooms | Chests | Traps | Shrines | Stations |
|---|---|---|---|---|---|---|---|
| Dwarven Castle | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Elven Castle | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Human Castle | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Orcish Castle | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Desert Cave | Indoors | 3–7 | 3–7 | ✓ | ✓ | ✓ | |
| Shale Cave | Indoors | 3–7 | 3–7 | ✓ | ✓ | ✓ | |
| Wind Cave | Indoors | 3–7 | 3–7 | ✓ | ✓ | ✓ | |
| Winter Cave | Indoors | 3–7 | 3–7 | ✓ | ✓ | ✓ | |
| Dungeon | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Dwarven Keep | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Elven Keep | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Human Keep | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Orcish Keep | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Labyrinth | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Mine | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Ruin | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Dwarven Tomb | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Elven Tomb | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Human Tomb | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
| Orcish Tomb | Indoors | 5–30 | 3–7 | ✓ | ✓ | ✓ | ✓ |
Buildings
| Place | Climate | Floors | Rooms | Chests | Traps | Shrines | Stations |
|---|---|---|---|---|---|---|---|
| Alchemist | Indoors | 1 | 1 | ||||
| Blacksmith | Indoors | 1 | 1 | ||||
| General Store | Indoors | 1 | 1 | ||||
| Hall | Indoors | 1 | 1 | ||||
| Home | Indoors | 1 | 1 | ✓ | |||
| Mage Store | Indoors | 1 | 1 | ||||
| Tailor | Indoors | 1 | 1 | ||||
| Tavern | Indoors | 1 | 1 | ||||
| Temple | Indoors | 1 | 1 |
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.
