Road Lanterns
Every town has a Road Lantern: an old iron lamp on a post, beside the town's Kafra and benches. Walk up to it and click it to light it. Once lit, it burns for that character for good.
Lanterns stand only in towns. No lantern, caravan or airship ever takes you into a dungeon; dungeons are still reached on foot.
Your journal's Road page lists every lantern you have lit, region by region, and the towns you have only heard of. Each lantern you light is written into your Field Almanac's Chronicle of the regions, region by region. Light every lantern in the world to be known as a Lantern-Lit Wanderer.
Lantern Flight
Stand beside any lit Road Lantern and choose Lantern Flight to be carried to another lantern you have lit. Your companion wraps you in its light and you travel the real road between the towns in a few seconds.
You can only fly from a lantern to a lantern. Moving, being attacked or changing maps before you leave stops the journey, and nothing is charged until you set off. You cannot fly straight out of a fight, while your companion is holding you together after a fall, or while trading or vending.
| Destination | Fare |
|---|---|
| A neighbouring town (three maps or fewer on foot) | 600 Zeny |
| Another town in the same region | 1,200 Zeny |
| A town in another region, or across the sea | 1,800 Zeny |
Wayfarer caravans
Hired carters from Mira's caravan company drive wagons between neighbouring towns: Prontera, Izlude, Geffen, Payon, Alberta, Morroc, Al De Baran, Juno, Hugel, Lighthalzen and Einbech. Book a seat with the carter beside their wagon. Wagons leave on the hour and every ten minutes after; be by the wagon when it leaves. Your carter whispers you a minute before it leaves, and again as it pulls out.
A seat costs a third of the Lantern Flight fare and is paid as the wagon rolls out. The ride is slower, and it follows the real road. Riding into a town lights its Road Lantern for you, so a caravan is a good way to open new towns.
Sometimes the wagon stops on a field along the way: a broken wheel that needs a shoulder, or monsters on the road. Help the carter and you get your fare back and a little more trust from Mira. Stay near the wagon or it will go on without you.
Carters rest at night. After dark, walk or take a Road Lantern.
Ships and the airship
The Alberta sailors still sail to Amatsu, Louyang, Ayothaya, Kunlun, Moscovia and Turtle Island.
The airship staff fly to ports whose Road Lantern you have lit, plus any port one stop along the airship routes from a lit port or from where you board, marked as a new port. Discover the airship network one stop at a time. When you land, the staff tell you where that town's Road Lantern stands.
Hidden crossings
A few old shortcuts link neighbouring fields: a rope bridge over a gorge, a river ferry, a knotted rope down a cliff, a miners' tunnel and a shepherds' stile. Find one on foot and it opens to you for good, from either side.
Innkeepers and the night watch know a rumor or two about where they are.
Guild lanterns
A guild that holds a Crown Lantern castle finds the Road Lantern of that castle's town lit for all its members, at half the Lantern Flight fare, for as long as it holds the castle.
Members of a trade guild (anyone who has filled one of its work orders) find the lantern of their guild hall's town lit too, also at half fare: Geffen for the Miners' Lodge, Alberta for the Fishing Guild, Morroc for the Surveyors' Hall and Payon for the Cooking Guild.
The half fare holds even if you also lit that lantern on foot, and it follows your guild: it begins or ends as soon as a castle changes hands or you fill your first work order.
Still as they were
Your Hearth Lantern still carries you home to your saved point every 30 minutes. Butterfly Wings, Fly Wings, Warp Portal and Teleport work as they always have.