World
Explore the zones, dungeons and landscapes of the world of Kanarion.
Green Plains
Peaceful prairies at the gates of Havreden. From curious young rats to wandering boars. Perfect for beginners.
Desert Playtest
Playtest zone. Spawn at north (easy), difficulty increases southward.
Expedition Level 1-10
Training expedition for beginners. Plains wildlife and insects.
Village Tavern
Social gathering place of Kanarion village. Tavernkeeper, rumors, rest.
Initiation Tavern
Private instruction hall. First steps before the adventure (solo instance).
Act 1 - The Discovered World
Act 1 open world. From Havreden in the north to Asher's Tower in the south. Crosses 10 increasingly corrupted zones.
Bandit Den
An abandoned lair overrun by bandits and corrupted beasts. Defeat a group to access the next floor. Fangmark waits at the bottom.
Forest Edge
First trees of the great forest. Packs start organizing.
Windy Hills
Wind-swept hills. Herds and hunters cross paths.
Bandit Hideout
The bandit hideout's outer grounds. Patrols, lookouts, thugs, and cutpurses hold the perimeter. The clan's heart hides in the fort.
Wild Plains
Vast arid plains. Beasts here are larger, more territorial.
Wild Marshes
Misty swamps. Charlatans and poachers exploit the wildlife mutated by humidity.
Expedition Level 11-20
Expedition for experienced adventurers. Bandits, fierce beasts and mercenaries.
Rocky Pass
Narrow gorges between cliffs. Mercenaries and bandits set their ambushes here.
Tower Approaches
Approaches to Asher's Tower. Zealots control the roads. Banners everywhere, endless patrols.
Zealot Territory
Territory occupied by Zealots. Converts and preachers impose their order. The Tower dominates the horizon.
Asher Sanctum
Excavations beneath the Tower. Inquisitors and ritualists perform their rites. The Breath is palpable in the air.
Expedition Level 21-30
Expedition for veteran adventurers. Zealots, fanatics and inquisitors serving the Tower.