Monsters & Memories Map, Zones and Night Harbor
Monsters & Memories has no in-game map, and the developers have no plans to add one. You learn the world on foot, with help from guards and the sky. This page lists every zone the developers have named for Early Access, sorted by region, with the level ranges players report. It also covers Night Harbor, the other starting cities and the open-world targets guilds go after.
By CoGM ·
There is no in-game map
The official FAQ says there is no map in the game and none is planned. That includes Night Harbor. Players use these instead:
- Landmarks and chat. Players find their way by landmarks and by asking each other for directions.
- Guards. Guards often give directions. Hail one and answer with a keyword, the same way you talk to any NPC.
- The sky. The sun and the moons rise in the east and set in the west.
- Direction tools. The game has a Sense Heading skill and a spell called Polar Alignment: North.
- Character creation maps. When you pick a starting location, the game shows maps of the surface and the Deep. Patch 0.30.0.0 (September 19, 2026) updated both.
Zones meet at zone lines, by design. There is no instancing, so everyone on your server shares each zone.
Night is dark. Carry a candle, torch or lantern. Spawns and foraging also change with the time of day, the day of the week, the lunar cycle and the season.
Outside the game you have a few options. The official Eth-ur page shows map art of Aêthoril. The community wiki has a Zone Connection Map page and mentions maps that players made. We don't publish a map image of our own.
The world: Eth-ur, Aêthoril and the Deep
The planet is Eth-ur. Its continent, Aêthoril, sits in black seas. Its land runs from frozen wastes in the north to deserts in the south. Under all of it lies the Deep, an underworld of dark rivers and glowing seas that reaches across the whole planet.
At Early Access the developers have built two surface regions and the Deep:
- Szuur, the desert region. Night Harbor is here.
- Calafrey, the green lands to the north.
- The Deep, beneath both. It arrived with Module 1, Descent into the Deep, at launch.
The rest of Aêthoril is not built yet. The developers say 1.0 needs every racial city online, with finished regions around them. Our Early Access guide covers servers, price and what Module 1 added.
Every zone at Early Access
The official FAQ counts 28 zones at Early Access. That count includes outdoor zones, dungeons and mini-dungeons. The official list names these:
| Region | Zones |
|---|---|
| Szuur | Night Harbor, Tomb of the Last Wyrmsbane, Shaded Dunes, Sungreet Strand, Tel Ekir, Glass Flats, Fallen Pass, Fallen Watch, Shallow Shoals, Vale of Zintar, and an island expedition the developers leave unnamed |
| Calafrey | Evershade Weald (home of Faelindral), Keeper's Bight, Scarwood |
| The Deep (Module 1) | Underdocks, Caves of Irem, Great Cavern Sea, Rothold (the Ruins of Roothold Keep), Blind Midden, Ail'vorith |
The official list also mentions several mini-dungeons and secret locations in Szuur without naming them.
Fields of the Lost was meant to launch, and the Blind Midden dungeon replaced it. Patch notes from September 25 and 30, 2026 both list work on Blind Midden.
The community wiki has pages for places the official list doesn't name: Ancient Crypt, Infested Crypt, Grain Cellar, Glinting Hollow, Grimtide Sanctum, Sunken Resort, The Hidden Grotto, Night Harbor Sewers and Blacktide Bay. Some are probably among the unnamed mini-dungeons. We could not confirm which ones are open in Early Access. A developer update from February 2026 mentions work starting on Blacktide Bay, and we could not confirm that it is open now.
Zone level ranges
There are no official level ranges. The table below uses the community wiki. Players keep these pages, and most numbers date from the beta, so treat them as a starting point.
| Zone | Region | Community level range | Wiki page last edited |
|---|---|---|---|
| Night Harbor | Szuur | 1-50 | Oct 1, 2026 |
| Underdocks | The Deep | 1-50 | Oct 2, 2026 |
| Ail'vorith | The Deep | 1-50 | Oct 2, 2026 |
| Evershade Weald | Calafrey | 1 and up, no top given | Sep 27, 2026 |
| Tomb of the Last Wyrmsbane | Szuur | 3-15 | Jul 1, 2026 |
| Keeper's Bight | Calafrey | 5 and up, no top given | Sep 5, 2026 |
| Infested Crypt | Not on the official list | 8-16 | Sep 17, 2026 |
| Tel Ekir | Szuur | 10-35 | Sep 7, 2026 |
| Ancient Crypt | Not on the official list | 12-22 | Jun 7, 2026 |
| Shaded Dunes | Szuur | No range given; named mobs listed from 8 to 28+ | Sep 19, 2026 |
| Sungreet Strand | Szuur | Not given | Sep 30, 2026 |
| Vale of Zintar | Szuur | 18-50 | Sep 13, 2026 |
| Fallen Pass | Szuur | 19-44; the page's tables run to 60 | Sep 18, 2026 |
| Glass Flats | Szuur | 20+ | Sep 8, 2026 |
| Scarwood | Calafrey | 24-50 | Aug 17, 2026 |
| Shallow Shoals | Szuur | 25-50 | Sep 18, 2026 |
| Rothold | The Deep | 30-45 | Sep 29, 2026 |
| Grain Cellar | Not on the official list | 32-36 | Aug 24, 2026 |
| Glinting Hollow | Not on the official list | 38+ | Sep 27, 2026 |
| Grimtide Sanctum | Not on the official list | 48+ | Sep 5, 2026 |
| Fallen Watch | Szuur | 50+ | Sep 29, 2026 |
| Caves of Irem | The Deep | Not given; the page calls itself outdated | Sep 24, 2026 |
| Great Cavern Sea | The Deep | Not given; the page calls the zone unfinished | Sep 29, 2026 |
The level cap is 60. The wiki also keeps a per-level hunting guide, still marked as work in progress. Our leveling guide uses its bands to show where to hunt by level.
Night Harbor
Night Harbor is a large port on Aêthoril's west coast, in Szuur, the desert region. The official FAQ calls it the Crown Jewel of the West. It is the starting city for good and neutral mixes of race, faith and class.
The city is split into two halves, and the halves share chat (patch 0.30.0.1). The official server metrics page counts players in Night Harbor (East) and Night Harbor (West) separately.
The official New Player Guide names these districts and places:
- Necropolis
- Sageside
- Concourse of Souls
- Night Market
- Western Gate
There is no Night Harbor map in game either. Learn the district names, then ask a guard.
A few more details matter to guilds. The community wiki says a Guild Registrar NPC in Night Harbor creates guilds. An official update from late 2025, during testing, added housing in Night Harbor's market and in Shallow Shoals. Underdocks, another starting city, sits far below Night Harbor.
The community wiki's Night Harbor page (edited October 1, 2026) adds two points:
- Night Harbor is home to the Langsdorfian League, a group of guilds that controls nearly all trade and transport.
- A boat route runs from Night Harbor to Keeper's Bight (Penshaw), with stops in Shallow Shoals. Keeper's Bight is in Calafrey, so the boat links the two surface regions.
The other starting cities
There are four starting locations at Early Access. The official FAQ says some of them will change before 1.0.
| City | Where it is | Who starts there (official) | Races listed on the community wiki (Sep 29, 2026) |
|---|---|---|---|
| Night Harbor | West coast of Aêthoril, in Szuur | Good and neutral combinations | Human, Dwarf, Gnome, Halfling, Ogre, Wood Elf |
| Underdocks | An underground port far beneath Night Harbor, and the way down from the surface to the Deep | Some neutral and evil combinations | Goblin, Deep Gnome, Deep Elf, plus some Human, Gnome and Ogre classes |
| Faelindral | The City in the Trees, in Evershade Weald, Calafrey | Wood Elves and Halflings who choose it | Wood Elf, Halfling (not Halfling Clerics or Paladins) |
| Ail'vorith | The Deep Elves' capital, under eastern Calafrey | Various evil combinations | Deep Elf |
Deep races speak Deep Common by default, and everyone else speaks Common Tongue. Underdocks NPCs speak both. Our races guide lists which classes each race can play.
Dungeons are open world
Monsters & Memories has no instanced dungeons, and the developers have no plans to add instancing. A dungeon is a shared zone like any other. Groups hold a spot, called a camp, and kill the monsters nearby again and again. The official FAQ calls camps the most efficient way to earn experience.
The game is tuned for groups of 2, or 3 to 6. When two groups want the same spawn, the developers say GMs handle it directly. They are also considering "controlled spaces" as an experiment. That is not in the game.
You will hear these terms at any camp. All four come from the official New Player Guide:
| Term | Meaning |
|---|---|
| PH | Placeholder |
| Train | A player running for a zone line with one or more kill-on-sight NPCs behind them |
| KS | Kill steal |
| CC | Crowd control, or a camp check |
Open-world raid targets
Officially, multi-group content comes as world events and open-world targets. The developers are not building raid progression as the main endgame. Since patch 0.30.2.1 (September 30, 2026), corpses of NPCs above level 60 last 28 minutes instead of 8. That gives a large group more time to loot.
These targets come from the community wiki, read on October 2, 2026. Treat the levels as reported, not official.
| Target | Zone | Reported level | Notes |
|---|---|---|---|
| Lord Ga'Duuz | Glass Flats | 62 | A dragon. The wiki gives a 3-day respawn, give or take 4 hours. Patch 0.30.0.0 mentions his world rewards. |
| Guillome the Accursed | Glass Flats | 60 | |
| Guardian of the Life Font | Tel Ekir | 45 | |
| Skyseer Illya | Ancient Crypt | 25 | |
| Pustulax the Avatar of Plagues | Fallen Pass | Not given | Patch 0.30.0.0 tuned this fight. |
| High Master Farwyn Nyxx | Fallen Pass | Not given | Needs a key. |
When several groups share a kill, settle the loot rule before the pull. Our guild DKP and loot guide compares the options.
Travel: rings, teleports, mounts and the boat
Class spells, mounts and the boat get you around faster.
- Druids have rings and circles to Evershade Weald and Sungreet Strand. Patch 0.30.0.0 added a port to Caves of Irem.
- Wizards teleport to Shaded Dunes, Glass Flats and Vale of Zintar. Patch 0.30.0.0 added ports to Scarwood and Great Cavern Sea.
- Getting out. Druids and Wizards have evacuation spells, and Shamans have Ritual of Escape.
- Run speed. Bards have Traveler's March, and Aristam's Voluminous Voyage adds invisibility and slow fall. The release patch cut both to between 20% and 65% speed. Rangers have the Longstrider stance, which makes the group run faster outdoors. Beastmasters have Prowler's Instinct for group sneak and speed.
- Mounts. Stablemasters sell horses and donkeys. The wiki lists 1g 68s or 7g 50s depending on tier. These are community figures, so check the price in game. Since a beta patch in April 2026, mounts level up as you travel. The same patch made ore heavier, so a donkey pays off for high-tier gathering.
- The boat. Per the community wiki, it runs from Night Harbor to Keeper's Bight by way of Shallow Shoals.
Watch your weight. Being Encumbered slows you down and blocks gate and teleport spells.
Plan dungeon and named-target runs on CoGM
CoGM's event form has three Monsters & Memories presets. Each one sets the title, tag, signup cap and role seats.
| Preset | Signups |
|---|---|
| Camp | 6 seats for one group at an outdoor camp |
| Dungeon | 6 seats for one group; dungeons are open world, so other groups may be there too |
| Named target | No cap and no fixed seats, so signups stay open for more than one group |
The default M&M group is 1 tank, 1 healer, 1 support and 3 DPS. The same three presets are also attendance templates.
Looking for Group is a Pro feature. Its M&M catalog lists camp level bands and zone bands such as Night Harbor and Fallen Pass. It also lists 13 dungeons, such as Tomb of the Last Wyrmsbane and Fallen Watch, and 13 named targets, including Lord Ga'Duuz, Guillome and Pustulax. Members use /lfg from our Discord bot. A new M&M guild starts on a 14-day Pro trial with no card needed. You get one trial per game in each community.
FAQ
Is there a map in Monsters & Memories?
No. The developers say there is no in-game map and no plan to add one. Use landmarks, ask guards for directions, and watch the sun and moons, which rise in the east. The Sense Heading skill and the Polar Alignment: North spell also help. The community wiki keeps a zone connection map.
How many zones are there?
28 at Early Access, as of October 2026. That count includes outdoor zones, dungeons and mini-dungeons. They sit in two surface regions, Szuur and Calafrey, and in the Deep below them.
Where is Night Harbor?
On the west coast of Aêthoril, in the desert region of Szuur. Underdocks lies far below it. Night Harbor is the starting city for good and neutral characters.
What level is Tomb of the Last Wyrmsbane?
There is no official range. The community wiki lists levels 3 to 15, on a page last edited July 1, 2026. Treat that as a beta-era guide.
Is there a boat in Monsters & Memories?
The community wiki describes a boat route from Night Harbor to Keeper's Bight with stops in Shallow Shoals. The official sources we checked don't cover it.
More guides: Monsters & Memories guides.
Sources: official site (Eth-ur page, Early Access FAQ, New Player Guide, gameplay page, class deep dives, development updates), the official community FAQ, patch notes 0.23.0.0 through 0.30.2.1, the official server metrics page, and the community wiki on Miraheze (zone pages, hunting guide).