Gaming Guide

Enshrouded 1.0 Map and Level Guide: When to Move to a New Region (All 7)

Enemy levels, Flame gates and exit checks for every region from Springlands to Cinder's Cradle.

Enemy levels, Flame gates and exit checks for every region from Springlands to Cinder’s Cradle.

Image: Keen Games GmbH

Embervale in Enshrouded 1.0 has seven regions, a level cap of 50, and gear that goes up to level 55 when fully upgraded. Your character level matters, but it is not what opens the map. Each region is locked behind a Flame upgrade, and each upgrade needs materials from the regions before it. So the real answer to “when should I move on” has two parts. You need the upgrade crafted, and you need a character that can survive what lives on the other side.

Quick answer: Move to a new region once you have crafted the Flame upgrade that opens it and your level has reached the bottom of its enemy band, for example 11 for Revelwood or 46 for Cinder’s Cradle.

Image credit: Keen Games GmbH

Enshrouded 1.0 region order and enemy levels

The Flame gates set the progression order, so it stays unchanged. In the table, each region’s first figure shows the median enemy spawn level before party scaling. The bracketed span covers the levels of most enemies you’ll encounter there.

RegionTypical enemy (most enemies)Opens atShare of world
SpringlandsLv 5 (3–9)Start28.8%
RevelwoodLv 13 (11–15)Flame 38.6%
Nomad HighlandsLv 18 (16–20)Flame 46.0%
KindlewastesLv 25 (21–27)Flame 513.4%
Albaneve SummitsLv 32 (28–35)Flame 613.4%
Veilwater BasinLv 41 (37–45)Flame 88.6%
Cinder’s CradleLv 48 (46–50)Flame 1016.9%

Two sub-areas have their own Ancient Spire and their own difficulty. Low Meadows sits inside Springlands with typical enemies at level 7. Blackmire sits inside Revelwood and makes up 4.4 percent of the world. Its typical enemy is level 15, but its band runs from 14 all the way to 34. That makes it the one place on the early map where you can walk into enemies well above the surrounding forest.

Enshrouded Difficulty menu on the Enemies tab, showing preset columns and settings like Boss Health and Enemy Amount.
The Difficulty menu’s Enemies tab compares the Default, Relaxed, Hard, Survival and Custom presets for Boss Health, Enemy Stamina, Enemy Attack Frequency and more.

When to move on: the three checks

A level number on its own will mislead you. A level 20 character still can’t enter Kindlewastes without Flame 5. A character with the right Flame but weak gear will struggle against the region’s enemies anyway. Before you leave a region, confirm all three of these:

Enshrouded Character screen with a red-haired character in ragged clothes, equipment slots, armor values and level panel.
The Character screen shows the hero wearing a Ragged Shirt and trousers, with Physical Armor 10, Magical Armor 10 and Level 3.
  • The Flame upgrade for the next region is crafted at your Flame Altar.
  • Your level has reached the low end of the next region’s enemy band.
  • Your weapons and armor hold up, and you are carrying enough consumables to get out of a bad fight.

The bands mostly sit right next to each other, from 3–9 through 16–20 and on to 21–27. Hitting the low end of the next band usually means you have outgrown the current one. There are two larger gaps. One sits between Albaneve Summits (28–35) and Veilwater Basin (37–45). The other sits between Veilwater Basin and Cinder’s Cradle (46–50). In both places, you should expect to level for a while longer before the next region feels fair.

Shroud Roots and Elixir Wells give skill points without any XP. Clearing them in a region before you leave makes your character stronger without changing your level.


Flame upgrades that unlock each region

Enshrouded 1.0 has 11 Flame levels. Most regions open in two stages. One upgrade lets you in, and a second opens the rest of the region. You can’t skip ahead, because every recipe uses materials gathered in earlier regions. Some recipes also need a boss trophy.

FlameOpensSparkGate materials
2Rest of Springlands1Resin, Bones, Animal Fur
3Revelwood510 Flintstone, 10 Salt, 10 Wax
4Nomad Highlands1015 Copper Ore, 15 Amber
5Kindlewastes2020 Tin Ore, 1 Fell Monstrosity Head
6Albaneve Summits3030 Iron Ore, 30 Lapislazuli
7Rest of Albaneve Summits301 Fell Cyclops Head, 30 Ice
8Veilwater Basin4040 Obsidian, 40 Silver Bars
9Rest of Veilwater Basin5050 Gold Ore, 50 Aquamarine
10Cinder’s Cradle6030 Drak Blood, 30 Daylily
11Cinder’s Cradle, part 22010 Celestium Bars, 15 Moonstone

The table lists only the items that tie each upgrade to a region. The full recipes are longer. Flame 5, for example, also needs 20 Mint Mushroom Meat, Fossilized Bone, Ammonia Gland and Rooibos. Flame 7 also needs 30 Wool, Gentian, Granite and Flammable Goo. Watch the two boss trophies most closely. You can’t open Kindlewastes until you have beaten the Fell Monstrosity, and you can’t finish Albaneve Summits until you have beaten the Fell Cyclops.

Each upgrade also makes your gear stronger. Keen Games’ 1.0 changelog says that the armor sets for the next crafting tier now unlock automatically every time you upgrade the Flame. So you should craft a fresh armor set right after each upgrade and before you cross into new territory.

Flame Altar
Flame Altar. Image: Keen Games

What to finish in each region before leaving

Springlands (Lv 3–9)

Springlands covers more of Embervale than any other region, so it takes a while to clear even though its enemies are weak. It has 5 Shroud Roots and 3 Elixir Wells, and the Vukah Brawler is its boss. Flintstone comes from here and is an item level 5 material. You need 10 of it for Flame 3. You can leave for Revelwood once that upgrade is done and you are around level 11.

A survivor stands beside a glowing Flame Altar in a rainy forest camp while a story text box appears below.
The Flame explains that the two Ancient Obelisk of the Springlands hold the story of the world’s fate, a story of rot and fire.

Revelwood and Blackmire (Lv 11–15)

Revelwood lies north of Springlands and contains 7 Shroud Roots, 3 Elixir Wells, and the Fell Critter Queen. The Revelwood Bone Key is item level 13, in line with the area’s usual enemy level. Use it to unlock doors inside the Revelwood Hollow Halls. The Collector makes the key, and collecting Bones teaches you its recipe. The key consumes Ectoplasm, as do certain Hollow Halls chests, so save some as you work through the dungeon. If Blackmire’s tougher areas are too difficult, come back to them later.

Revelwood Bone Key
Revelwood Bone Key. Image: Keen Games

Nomad Highlands (Lv 16–20)

Nomad Highlands is east of Revelwood. Though it covers just 6.0 percent of the world, the region contains 7 Shroud Roots and 3 Elixir Wells. Clearing it is also required to progress. The Fell Monstrosity, Vukah Brawler, and Fell Critter Queen are found here; the Monstrosity’s head is used for Flame 5. The Nomad Highlands Bone Key is item level 18 and unlocks the region’s Hollow Halls. Picking up Giant Bones teaches you its recipe.

Nomad Highlands Bone Key
Nomad Highlands Bone Key. Image: Keen Games

Kindlewastes (Lv 21–27)

The desert is southeast of Nomad Highlands. It has 8 Shroud Roots and 4 Elixir Wells, more wells than any other region. Its Iron Ore and Lapislazuli go straight into Flame 6, and it is also where you gather Sandstone. Its band tops out at 27 and Albaneve Summits starts at 28, so you can move on as soon as Flame 6 is crafted.

Player stands among glowing blue roots in a dark cavern with a Quest Updated banner and an Enshrouded countdown at the top.
The quest Clear The Elixir Well updates after an enemy is slain for XP +150, inside a glowing blue root-filled Shroud area with a 1:30 Enshrouded timer.

Albaneve Summits (Lv 28–35)

The mountains lie northeast of the desert. They have 11 Shroud Roots, the most of any region, but only 2 Elixir Wells. Albaneve also has more bosses than anywhere else on the map: the Cyclops, the Scavenger Tyrant, the Fell Cyclops and the Fell Dragon Youngling. You need the Fell Cyclops Head for Flame 7. Coal comes from here and is an item level 33 material. Veilwater Basin starts at 37, so plan to finish Flame 8 and level past the top of this region before you head west.

Coal
Coal. Image: Keen Games

Veilwater Basin (Lv 37–45)

Veilwater Basin sits west of the mountains. It has 6 Shroud Roots and 3 Elixir Wells, and its bosses are Hydrak’Dal and the Fell Critter Queen. You need Flame 9 to open the rest of the basin, and Gold Ore, Aquamarine and Pearl from here feed that upgrade. Getting into Cinder’s Cradle takes Flame 10, which needs 60 Spark and Drak Blood. You should also be close to level 46.

Cinder’s Cradle (Lv 46–50)

Cinder’s Cradle is new in 1.0 and lies north, past the gates beyond Veilwater Basin. It is the second-largest region at 16.9 percent of the world. It has 9 Shroud Roots and no Elixir Wells. The Fell Critter Queen and the Fell Cyclops appear here, and so does Lord Vorgoth, which is where the main campaign ends. Flame 11 opens the second part of the region and takes Celestium Bars, Moonstone and Diamond Dust.


Inside the regions you have already opened, you can go wherever you like and come back anytime. Older regions are still worth revisiting for materials the later Flame recipes ask for. The upgrades are the only thing that decides how far you can go. Your level, gear and supplies decide how long you will survive once you get there.

Crafting menu with the String recipe selected, listing a Plant Fiber requirement of 2 out of 3.
The Crafting menu shows the String recipe under Supplies, requiring Plant Fiber (2/3).