Places of Power
Shared places, never shared screens. You won't see other wizards on the map, but you'll see everything they leave behind.
Your valley and its neighborhoods
Wherever you are, Talamh rises around you as a valley: a stretch of terrain shaped from the real map under your feet. You explore it by tapping where your wizard should go, so you never have to walk. Travel somewhere new in real life and a new valley opens.
Each valley is split into neighborhoods, each with its own fantasy name, like Ashgrove Hollow or Thornmere Vale. Faint rune lines glow on the ground where neighborhoods meet, showing the name and state of the one you're stepping into.
Landmarks
Landmarks are the permanent gathering points of every neighborhood. They never expire, and each one keeps a public record, including its founder: the first wizard ever to use it.
- Arcane Beacon: tap it for Mana Petals, the shared currency of Talamh's landmarks.
- Shrine: boosts your spell power nearby, and tapping it cleanses conditions like Burn.
- Mana Well: restores your mana when you're running low.
Wizards raise a landmark together by pouring Mana Petals into it. When it reaches its highest level it wakes for a day: its blessing spreads across the surrounding neighborhoods, and it sets off a surprise, such as a ritual, a boss rift or a surge of mana.
Moot Stones
A moot is an old word for a community gathering. Experienced wizards (level 5 and up) can propose a special spot in their valley as a Moot Stone. Once approved, it becomes a landmark that grows with people rather than petals: the more different wizards visit, the higher it ranks and the farther its aura reaches. Visitors get a daily offering, bonus XP that grows with each week's crowd, and a spot on the stone's visitor roll. Moot Stones will also become the meeting places for team boss battles. Want to found one? Read the Moot Stone guidelines.
Rifts
Rifts are portals torn open between worlds, and monsters gather around them. Every neighborhood always has a few open. Each rift is tied to an element, so its guardians share that element and its weakness.
- Dungeon rifts lead to a full dungeon run.
- Boss rifts hold a powerful boss, and a spell to Capture.
Everyone nearby sees the same rift, and each wizard who enters gets their own run and their own loot. The first wizard to clear it seals it for everyone, and the sealed rift lingers for a few hours with a "Cleared by" banner bearing their name. Rifts left open too long start to fester, letting the Wane seep into the neighborhood.
Havens
Havens are safe towns caught between worlds. No monsters spawn there and the Wane can't touch them. Inside you'll find vendors and a doorway to an Inn, where you can rest and pick up quests from the locals. (Where else does one get the news but over a pint?) Havens drift: each one moves on every few days.
War Camps and Horde Portals
- War Camp: a fenced camp of enemies that grows bigger the longer it's left alone. Clear it before it gets out of hand.
- Horde Portal: hold your ground against waves of monsters until the boss wave arrives. Beat it and the portal closes for everyone.
Chests and Fae Glimmers
Treasure chests are scattered between the landmarks, and each wizard finds their own. Keep an eye out for Fae Glimmers, too: mischievous sprites that pop up and follow you around, each with its own personality. Some hover, some drift, some dart away. Catch one with a quick double-tap before it vanishes and it leaves you a treasure.
Special locations
Some real-world places have been touched by stronger magic. At these hand-placed special locations, a champion stands guard. Everyone can see it, and each wizard fights their own copy, so a busy spot is never "taken." Defeat it and it rests for you for a few hours, while others still get their chance. Champions carry spells of their own, which makes them prime targets for Capture.
The Wizard's Atlas
Every wizard carries an Atlas, a travel journal of the neighborhoods they've discovered and the landmarks they've touched. Discovering new neighborhoods earns bonus rewards at milestones, and the most traveled wizards climb the Explorer leaderboard.
Festivals Planned
Talamh keeps the old Irish calendar. Four yearly festivals are planned after launch: Samhain (October 31), when the veil is thin, rifts double and the fae come out to play; Imbolc (February 1); Bealtaine (May 1); and Lughnasa (August 1).
Wizardly Way is in development, and the map features above are still being built, so details may change before launch.