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World Map and Locations
April 4, 2026 at 06:33 AM
Created full world map and locations article with all regions, zone tables, and progression guidance.
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. Once 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. |
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 | 聆风塔地 | 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. |
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. |
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 chapters 6 through 8 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. |
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. |
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.
The following list outlines the rough order in which regions become available during the main story:
Merchant Street (Chapter 1)
Crescent Moon Lake Shore (Chapter 1)
Seaside Ruins (Chapter 2)
Wind-Listening Tower Ground (Chapter 3)
Light Breeze Mountain Hills (Chapter 3)
Brackish Water Bay (Chapter 4)
Believer's Village (Chapter 6)
Obistan Lake (Chapter 7)
Sunken Ship Whirlpool (Chapter 8)
Desert Wasteland (Chapter 9)
Chirping Plateau (Chapter 10)
Wind Barrier and Wind Sleep Sanctuary (Chapter 11)
Old Airship Route (Chapter 12)
Skull Forest (Chapter 13)
Snow Mountain / Atlantis Region (Chapter 14)
King's Prison (Chapter 15)
Spirit King City (Post-game)
Magic Academy (Unlocked progressively, fully accessible post-game)