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Exploration & locations

What should I know before exploring Revelwood in Enshrouded?

Revelwood is the dense forest in the north-west corner of Embervale, and it is usually the second region players explore after the Springlands. The community wiki lists it for levels 10 to 15 with a Flame level of 3 to enter. It holds the capital Pikemead's Reach, the Hardwood you need for better building, and the Blackmire swamp, which is harder than the forest around it.

Last updated: October 18, 2026
Three steps for exploring Revelwood in Enshrouded: entry Flame level, Ancient Spire, Blackmire swamp — original text diagram, not a game screenshot.
Original text diagram; an editorial summary, not a game screenshot or scaled map.Text diagram · not a game screenshot

Where Revelwood is and when to go

Revelwood sits in the north-west of the map, with the Springlands to the south, the Nomad Highlands to the east and the Veilwater Basin to the north. Most players reach it once their first base in the Springlands is running. It is the first region where the forest itself feels like a maze.

The wiki rates the biome at level 10 to 15 and asks for Flame level 3. Some guides say you can step in at Flame level 2, but only reach the edge before the Shroud areas open up. Raise the Flame first if you want to explore freely.

These numbers come from Early Access tables, and 1.0 changed the level cap and some progression. Use the enemy levels you see in your own world as the final check. The level cap guide explains what changed with the full release.

Unlock the Revelwood Ancient Spire first

The Revelwood Ancient Spire is the landmark to climb first. It gives you a fast travel point in the middle of the forest and a high place to glide from. Every later trip to Hardwood, fossils or the Hollow Halls becomes shorter once it is active.

Revelwood has a second spire in the Blackmire sub-biome. Leave that one until you are ready for the swamp's stronger enemies. A spire you cannot hold safely is less useful than a base you can return to.

Revelwood also has three Ancient Obelisks, fifteen Flame Shrines and Sanctums, and eleven Shroud Roots on the wiki's list. The Flame Shrines are worth activating as you pass, since they add more travel and respawn points. The map guide shows how to filter these markers.

Settlements and landmarks worth knowing

Pikemead's Reach is the capital of Embervale, and it sits in Revelwood's eastern Shroud. Other named settlements include Lone Thistle, Willow Crush, Diadwyn, Thornhold, Glennwood's End, Gloomsbury Keep and the Blue Goblet Tavern. Each one is a good waypoint when you navigate the thick forest.

  • Ancient Vault: Sunken Ancient City
  • Mines: Mark of Sameth and Glimmer Rock Mine
  • Farms: Lush Pasture, Cloverbrooke Farm and Roostnook
  • Dungeons: Bramblespine Boneyard, Hidden Hollow Tomb, Catacombs and Gate To The Pillars Of Creation
  • Elixir Wells: east of Lone Thistle, east of Fort Kelvin and west of Pikemead's Reach

Thornhold is one of the abandoned settlements held by Scavengers, together with Willow Crush and Glennwood's End. Expect armed humans there rather than Fell. A new Scavenger variant in this region fights with two Acid Cleavers, so bring healing.

The Revelwood Hollow Halls

The Revelwood Hollow Halls lie about 1,050 metres west of the Revelwood Ancient Spire, with a Flame Sanctum roughly 400 metres away. The boss inside is the Hollow Cyclops. Hollow Summoners guard the entrance, and rats, bats and spiders fill the halls.

AllThingsHow counts 4 Gold Chests, 7 Silver Chests and 40 Wooden Chests inside, plus one puzzle and one unique loot item. The halls also hold three exclusive Dark Crystal artifacts. Plan a full run rather than a quick visit, because the halls are large.

Two quests that name the halls are listed at level 17 and level 25. That is higher than the forest itself, so treat the halls as a return trip. The Nomad Highlands Hollow Halls guide shows how the next region's halls compare.

Resources to collect in Revelwood

Hardwood is the main reason to come early, and it is easiest to find here. Guides point to trees with a green, mossy base and name Westcott, Thornhold and Diadwyn as good areas. A felling axe from the Blacksmith speeds up the chopping a lot.

  • Indigo Plant: purple plants, best around Diadwyn and Thornhold
  • Copper Ore: common in the hills across the region
  • Amber: mined from a large clump at an Elixir Well in the north-west
  • Shroud Sacks: dropped by Shroud Spitters in northern Revelwood
  • Moth: night-only bait for fishing

The wiki also lists Hazelnut, Chamomile, Flax, Forest Beet, Honey, Resin and Wax among the gatherables. Blackmire adds its own materials, such as Blackmire Bark and Blackmire Heartwood. The Amber guide gives the full route for the Elixir Well clump.

Revelwood water holds more uncommon fish than the Springlands. If you are working on the Hunter's fishing quests, bring a rod and some Moths. The fishing guide explains how spots and bait work.

Blackmire: the swamp to save for later

Blackmire is a murky swamp reached through a small passage in the north-west of Revelwood. The wiki lists it at level 13 to 15, the top of the region's range. It also has a different enemy mix from the forest.

The Vukah are absent from Revelwood proper but are the main faction in Blackmire. You will also meet Snapjaws, Giant Wasps and Wisps that split into several hostile creatures. Go in with full health potions and a weapon you trust.

If your gear is still early, finish the forest first and come back. The builds guide helps you pick a setup for tougher fights. A Fell Curse cure is also worth carrying, because the eastern Shroud is full of Fell.

Collectibles and gear unique to Revelwood

Revelwood has four fossils to find: Gastropods, Single Gastropod, Trilobite Imprint and Trilobites. It also hides three pieces of the Queen Pikemead Statue, the arm, base and bust. Using the Ancient Spire as a centre point makes the fossil hunt much easier.

The wiki lists region-exclusive weapons such as the Fell Commander's Bow, Hailscourge, Riptide and Sword Of The Serpent. Armor sets from the region include the Warrior, Archer, Wizard and Royal sets. The armors guide explains how set bonuses fit a build.

Most of these items come from chests in settlements, dungeons and the Shroud rather than from crafting. That makes Revelwood a region you will revisit as your level rises. Mark the places you skipped, so you can come back with better gear.

A first Revelwood route

A short plan keeps your first visit from turning into a long, lost walk in the trees. The order below follows the safest ground first and leaves the hardest areas for later. Adjust it to the quests your survivors give you.

  1. Raise the Flame to level 3 before you leave the Springlands.
  2. Climb the Revelwood Ancient Spire and activate nearby Flame Shrines.
  3. Chop Hardwood around Diadwyn and Thornhold, watching for Scavengers.
  4. Mine Copper Ore in the hills and pick Indigo Plant on the way back.
  5. Return later for the Hollow Halls, Pikemead's Reach and Blackmire.

If you want a second base closer to the action, the forest has plenty of flat ground near water. The best base locations guide explains what makes a site worth the move. Keep your main crafting survivors where your stations already are until the new base is ready.

Frequently asked questions

What level is Revelwood in Enshrouded?
The community wiki lists Revelwood at level 10 to 15 and asks for Flame level 3. Blackmire, its swamp sub-biome, is listed at 13 to 15. These are Early Access figures, so check enemy levels in your 1.0 world.
Where is Thornhold in Enshrouded?
Thornhold is a settlement in Revelwood, one of the abandoned towns held by Scavengers. Guides name the forests around it as a good place for Hardwood and Indigo Plant.
Where are the Revelwood Hollow Halls?
About 1,050 metres west of the Revelwood Ancient Spire, according to AllThingsHow. The boss is the Hollow Cyclops.
What is the best resource in Revelwood?
Hardwood is the main early reason to visit. Copper Ore, Indigo Plant and Amber are also found in the region.