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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 →

  • 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.

Wind has no mainstream marketplace; its trades serve the magical arts. Per lore (what the icons mean):

Mage shop Mage shop · Scribe / library Scribe / library · Reagents 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.

  • 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.