Wind
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Wind is Britannia’s best-kept secret — a hidden city of mages, sealed away beneath the mountains and barred to all but the magically gifted. There is no road in. The only entrance is a teleporter that turns away anyone whose Magery is not high enough (traditionally 70.0 or above), so the city is, by design, a sanctuary for spellcasters and scholars. Inside, Wind is hushed and arcane: a place of mage shops and libraries with none of the bustle of the surface towns. To most adventurers it is a rumor; to a trained mage, it is a private retreat few outsiders will ever see.
Open the Wind area in the interactive map →
Getting there
Section titled “Getting there”- Approximate location: the hidden entrance lies in the mountains of north-central Britannia, near (1361, 895) on the Felucca/Trammel map
- Magery-gated teleporter only. You cannot walk, sail, or moongate directly into Wind — you must find the hidden teleporter and meet its Magery requirement (about 70.0 skill). Without it, the teleporter simply refuses to carry you. See Magery.
Services
Section titled “Services”Wind has no mainstream marketplace; its trades serve the magical arts. Per lore (what the icons mean):
Mage shop ·
Scribe / library ·
Reagents
No NPC vendor spawns are recorded at Wind’s surface coordinates in our map data, since the inhabited city sits behind the teleporter — so this list is described from lore rather than matched to spawn data, and is unverified for our shard.
Nearby
Section titled “Nearby”- The mountains that conceal Wind also riddle the surrounding area with mining spots and cave systems.
- The hidden, members-only nature of the city is its defining feature — there is little to “pass through” here, only a destination for those who qualify.
Related
Section titled “Related”- Mage · Magery — the skill that unlocks the door
- Town services legend · Items: reagents
- World overview · Moongates and shrines