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World Map and Locations
April 4, 2026 at 07:26 AM
Major correction: removed all incorrect chapter 8-15 references (game only has 7 chapters). Added new locations: Merchant Street details, Peter Avenue, Coco Fruit Plaza, Leng Feng Farm, Lava Region, Vesuvius Volcano, Vile Water Woods, Malice Swamp, Mermaid Bay, Wind Sleep Province. Expanded all region tables.
The Kingdom of Roco sits at the edge of the Kaloccia Continent, a sprawling coastal basin surrounded by mountains, open sea, and ancient ruins. The world features diverse biomes ranging from sunny lakeshores and grassy plains to frozen peaks, haunted shipwrecks, and floating sky cities. A full day-night cycle governs wild spirit spawns and NPC schedules, while dynamic weather (rain, fog, sandstorms, blizzards) can alter encounter rates and temporarily change element-type effectiveness in the field.
Ancient legends and secretive old magic pervade the land. Crumbling temples, enchanted forests, and sealed dungeons hint at a history far older than the current kingdom. Map areas are progressively unlocked through main story progression; attempting to enter a locked zone displays its required chapter and recommended spirit level. The game's narrative spans 7 major story chapters in the Magician's Handbook, which break into roughly 50 sequential quest sections. Once a zone is unlocked, fast-travel landmarks (marked by glowing obelisks) allow instant teleportation between discovered points. Mounts further speed up overworld traversal, and certain flying or swimming mounts are required to reach hidden sub-areas.
Below is a region-by-region breakdown organized roughly by the order players encounter them during the main story. Level ranges listed are approximate and based on the wild spirits found in each zone.
The southern portion of the map is where every new player begins. These zones serve as the tutorial belt, teaching core mechanics like spirit capture, battle basics, and item usage. Wild spirits here are low-level and forgiving, making it safe to experiment with different team compositions early on.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Merchant Street | 商店街 | 1 - 5 | Main hub and tutorial area. Contains shops, the Spirit Center for healing, NPC quest givers, and the entrance to the first story dungeon. Players receive their starter spirit here. The NPC tutorial walks new players through basic controls and spirit management. An alchemy station is available for early crafting experiments. The Sweet Shop on the east side of the street has a hidden spirit encounter: Crispy Cone, a rare ice-type spirit that only appears if you interact with the display case during nighttime hours. |
Peter Avenue | 彼得大道 | 1 - 5 | A major thoroughfare connecting Merchant Street to the outer districts. The avenue contains a Sweet Shop branch, a gacha machine that dispenses random low-tier spirit accessories, and several NPC conversation triggers. A hidden Perfect Memory Stone can be found behind the fountain if players interact with the statue at the avenue's end during clear weather. |
Coco Fruit Plaza | 可可果广场 | 3 - 8 | An open plaza south of Merchant Street centered around Annie's Shop, a general goods store run by the NPC Annie. Behind the shop is the entrance to the Phantom House, a hidden dungeon filled with ghost-type spirits and minor puzzle challenges. The plaza's notice board conceals a hidden gacha machine that activates after completing Annie's introductory fetch quest. |
Leng Feng Farm | 冷风农场 | 3 - 8 | A pastoral farmland area located near the entrance to the Home System. Grass-type and normal-type spirits roam the crop fields. The farm serves as a transition zone between the starting hub and the wider world, with NPC farmers who offer gathering tutorials and early crafting material quests. |
Crescent Moon Lake Shore | 月牙湖岸 | 5 - 12 | Scenic waterside zone just north of Merchant Street. Primarily water-type spirits spawn along the banks. Several fishing spots and hidden item crates dot the shoreline. |
Seaside Ruins | 海滨遗址 | 10 - 20 | A crumbling coastal fortress serving as the new-player safe zone. Boss spirits around level 20 guard the inner chambers. Completing the ruins unlocks the northern routes. |
Heading northeast from Crescent Moon Lake, the terrain opens up into windswept plains and brackish tidal flats. These zones are home to water-type and flying-type spirits, with rare variants appearing during specific weather conditions. Players should have a team around level 15 to 25 before venturing here.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Wind-Listening Tower Ground | 聊风塔地 | 15 - 22 | Open grassland northeast of the lake dominated by flying-type spirits. The Wind-Listening Tower landmark serves as a fast-travel point and offers a panoramic view of the surrounding zones. |
Brackish Water Bay | 咸水湾 | 18 - 25 | Tidal bay east of the tower where saltwater and freshwater mix. Water and flying spirits coexist here. Rare variant spirits appear during foggy weather. Contains underwater exploration caves accessible with a swimming mount. |
Mermaid Bay | 美人鱼湾 | 20 - 30 | A secluded inlet on the northeastern coast known for its concentration of water-type spirits. This is the primary training ground for Water Blue super evolution preparation. Trainers focused on water-element teams gather here to grind the specific evolution materials required for advanced water spirit forms. The bay's underwater grotto contains a mini-boss encounter that drops rare water crystals. |
Sunken Ship Whirlpool | 沉船漩涡 | 25 - 35 | A dark, eerie environment surrounding a massive shipwreck. Ghost-type and poison-type high-level spirits lurk in the wreckage. Visibility is reduced, and ambush encounters are common. The whirlpool center hides a mini-boss. |
The western side of the map is defined by rolling hills and exposed rock formations. Ground-type spirits are especially dense here, making it a prime farming location for earth-element teams. Ore deposits scattered across the hillside supply crafting materials.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Light Breeze Mountain Hills | 轻风山丘陵 | 20 - 30 | Highest density of ground-type spirits on the entire map. Exposed ore deposits can be mined for crafting resources. Several hidden caves contain treasure chests and rare spirit encounters. A scenic overlook at the peak serves as a fast-travel point. |
West of the mountain hills, the terrain gives way to scorched earth, lava flows, and volcanic craters. Fire-type spirits dominate this area, and the environmental hazards deal passive burn damage to non-fire and non-rock type spirits. Trainers working on Fire Spark evolution materials will spend considerable time here.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Breeze Mountain / Lava Region | 微风山/熔岩区 | 25 - 35 | The foothills transition zone where fire-type spirits begin appearing. Fire Flame Puppets spawn in clusters across the rocky outcrops. Defeating them yields Fire Spark evolution materials, making this the go-to farming spot for players looking to evolve their fire-type starter. The area's ambient temperature increases as players move deeper, indicated by a heat gauge on the HUD. |
Vesuvius Volcano | 维苏威火山 | 35 - 45 | An active volcano and one of the most dangerous open-world zones. The elite boss Lava Colossus resides at the caldera summit, guarding rare fire-element crafting materials and a legendary spirit encounter. The Lava Colossus fight requires a team with strong water or ground coverage, as its fire-type attacks hit extremely hard. Multiple lava-crossing puzzles gate progress toward the summit. |
The far north of the kingdom transitions from pastoral farmland into mystical settlements and large lakes. These areas are tied to mid-to-late chapters of the main story and feature NPCs with important lore connections.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Believer's Village | 信仰者村落 | 28 - 38 | A small, secluded settlement built around ancient standing stones. Contains magical cauldrons for spirit enhancement, dungeon entrances to underground trials, and NPCs who reveal backstory about the kingdom's founding. Tied to the later chapters of the main story. |
Obistan Lake | 奥贝斯坦湖 | 30 - 40 | A vast inland lake reached via port passages from Believer's Village. Sandbars are exposed at low tide, revealing hidden paths and buried items. A small island at the lake's center houses the Royal Affairs office, where players can accept special commissions. |
South and east of the northern settlements, the terrain descends into murky wetlands and poisonous bogs. These areas are notorious for their high encounter density and debuff-heavy enemies. Players should bring antidotes and status-cure items before entering.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Vile Water Woods | 恶水林地 | 28 - 38 | A dark, waterlogged forest that serves as a key narrative location during Season 1. This is where the Dragon Breath Parsa story unfolds, involving the investigation commissioned by the NPC Lumeng. The woods are populated by poison-type and dark-type spirits, and the canopy blocks most sunlight, creating perpetual twilight conditions. Several branching paths lead to hidden clearings with lore collectibles. |
Malice Swamp | 恶意沼泽 | 30 - 40 | A level 30 and above grinding area filled with aggressive dark-type and poison-type spirits. The swamp is the primary source of Demon Red Diamonds, a rare material used in high-tier spirit evolution and equipment crafting. The terrain slows movement speed for non-flying spirits, and periodic poison fog rolls through the area, dealing chip damage. A hidden boss guards the deepest section of the swamp. |
The central plateau is a cluster of challenging zones designed for experienced trainers with spirits above level 35. Environmental hazards such as wind barriers and skill restrictions add strategic layers beyond raw level. These zones reward mastery of element-type matchups and combat system mechanics.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Chirping Plateau | 叽叽喳喳地台 | 35 - 42 | A bug-type and dark-type mixed zone with dense canopy cover. Spirits here frequently use debuff-heavy movesets. Recommended to bring a light-type or fire-type counter team. |
Wind Barrier | 挽风屏障 | 38 - 45 | An energy field generated by ancient wind crystals. Entering the barrier applies a persistent wind status effect that lowers accuracy for non-flying spirits. Strategic team building is essential. |
Wind Sleep Sanctuary | 风眠圣所 | 40 - 48 | A skill-restriction area where certain ability categories are sealed. The legendary Holy Wing King spawns here as a roaming encounter. One of the most difficult open-world captures in the game. |
Old Airship Route | 旧飞艇航道 | 42 - 50 | A flying-exclusive challenge zone set among derelict airships suspended in the sky. Only flying-type spirits or those with levitation abilities can participate. Rewards include rare evolution materials. |
Wind Sleep Province (风眠省) is a sprawling mid-to-late game region that plays a significant role in the final chapters of the main story. The province encompasses several sub-zones, including the Wind Sleep Sanctuary listed above, and contains some of the game's most rewarding hidden content.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Wind Sleep Province (Overworld) | 风眠省 | 38 - 48 | The overworld portion of the province features rolling grasslands interspersed with ancient wind-carved rock formations. Spirit encounters here scale with player level, making it a viable grinding zone even for late-game teams. Several NPC quest chains in this area tie into the Nightmare storyline. |
Hidden River Dungeon | 暗河地牢 | 42 - 50 | A secret underground dungeon accessible by diving into the river that runs through Wind Sleep Province. The entrance is hidden behind a waterfall and only appears after completing a specific NPC quest chain. Inside, the dungeon contains a Perfect Mystery Box Monster, a unique encounter that drops one of the best mystery boxes in the game. The dungeon features water-level puzzles and requires both a swimming mount and a team capable of handling mixed water and dark spirit encounters. |
The endgame map opens up several prestigious and dangerous regions. These areas feature the highest-level wild spirits, unique boss encounters, and lore-critical story moments. Players typically reach these zones after completing the main campaign or reaching spirit level 45 and above.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Magic Academy | 魔法学院 | Varies | A floating sky city that serves as the ultimate hub zone. Connects all major regions via teleport arrays. Contains advanced shops, the spirit research lab, PVP arenas, and weekly rotating challenge dungeons. |
Spirit King City | 精灵王城 | 50 - 60 | The endgame stronghold where the most powerful spirits reside. Entry requires completing the main story. Features multi-stage boss battles and legendary spirit encounters. |
Skull Forest | 骷髅森林 | 45 - 55 | A mysterious, perpetually dark forest filled with ghost-type and dark-type spirits. Navigation is maze-like, with paths that shift depending on the time of day. Hidden treasure vaults reward thorough explorers. |
Snow Mountain / Atlantis Region | 雪山/亚特兰蒂斯 | 45 - 55 | Ice-type spirit encounters dominate this frozen highland. Blizzard weather cycles reduce visibility and boost ice-type moves. An underwater Atlantis sub-zone is accessible through a hidden cave entrance beneath the glacier. |
Desert Wasteland | 沙漠荒原 | 35 - 45 | A mid-to-late game zone with an average wild spirit level around 40. Sandstorms periodically sweep the area, dealing chip damage to non-ground and non-rock spirits. Contains buried ruins with puzzle mechanics. |
King's Prison | 国王监狱 | 48 - 55 | A story-critical area accessed during the final chapters. Features some of the toughest scripted battles in the game. Once cleared, it reopens as a repeatable challenge dungeon with scaled rewards. |
Unlock fast-travel points early. Interact with every glowing obelisk you find. Backtracking on foot wastes significant time as the map grows.
Match your team to the zone. Check the dominant element types of a region before entering and build a counter-team accordingly.
Use mounts for hidden areas. Many sub-zones and treasure caches are only reachable with specific mount types (flying, swimming, climbing).
Watch the weather. Certain rare spirits only appear during rain, fog, or blizzard conditions. Weather is displayed on the minimap icon.
Return to earlier zones at higher levels. Some areas have gated sections that only open after reaching a certain story chapter or spirit level, even if you explored the zone before.
Check shops at night. Several shops (especially Sweet Shops) have hidden spirit encounters or special inventory that only appears during nighttime hours.
Interact with everything. Statues, fountains, notice boards, and display cases in hub areas often conceal hidden items, gacha machines, or dungeon entrances. Thorough exploration in town areas is just as rewarding as exploring the wild.
The following list outlines the rough order in which regions become available during the main story. The Magician's Handbook contains 7 major story chapters that break into approximately 50 quest sections. All zones beyond Chapter 7 are unlocked through post-story content (academy life, seasonal quests, and endgame progression) rather than numbered chapters.
Region | Unlocked During | Recommended Level |
|---|---|---|
Merchant Street, Peter Avenue, Coco Fruit Plaza | Chapter 1 | 1 - 5 |
Leng Feng Farm, Crescent Moon Lake Shore | Chapter 1 | 3 - 12 |
Seaside Ruins | Chapter 2 | 10 - 20 |
Wind-Listening Tower Ground, Light Breeze Mountain Hills | Chapter 3 | 15 - 30 |
Brackish Water Bay, Mermaid Bay | Chapter 4 | 18 - 30 |
Breeze Mountain / Lava Region, Vile Water Woods | Chapter 5 | 25 - 38 |
Believer's Village, Obistan Lake, Malice Swamp | Chapter 6 | 28 - 40 |
Wind Sleep Province, Vesuvius Volcano, King's Prison | Chapter 7 | 38 - 55 |
Chirping Plateau, Wind Barrier, Wind Sleep Sanctuary | Post-story | 35 - 48 |
Old Airship Route, Sunken Ship Whirlpool | Post-story | 42 - 50 |
Desert Wasteland, Skull Forest | Post-story | 35 - 55 |
Snow Mountain / Atlantis Region | Post-story | 45 - 55 |
Spirit King City | Post-story (main story completion required) | 50 - 60 |
Magic Academy (full access) | Unlocked progressively; fully accessible post-story | Varies |
Note: Some zones within post-story regions (such as the Hidden River Dungeon in Wind Sleep Province) have additional unlock requirements tied to specific NPC quest chains rather than raw story progression.