What changes in the late game
Past the Springlands, two things start to matter more than looks: elevation (for glider range) and fast travel coverage. The southern and desert regions are sparse on spires, which is why the good bases there double as travel hubs.
Nomad Highlands — the travel hub
A plateau in the Nomad Highlands is the strongest second base in the game. Its elevated position gives you routes toward several regions — Springlands to the south, Revelwood to the west — and gliding from the high ground makes descents into lower areas easy.
Use the flatter central section for the hub, then place homes or lookout structures along the edges. It is more useful for travel and views than for a beginner who still needs early-game crafting nearby.
Voodoo Pools is the creative alternative: a funky plateau with pools at varied heights (levels 20–30). A waterfall running through the design looks spectacular, and the layered terrain opens up build options you cannot replicate on flat ground.
Desert Oasis, on the border between the Nomad Highlands and the Kindlewastes, is a high mountain lake with sweet water, near-permanent sun and views over both biomes. The climb up either side is the only real downside.
The Pillars of Creation — two very different sites
Even if you do not build there, place a Flame Altar atop one of the two pillars for easy fast travel around southern Embervale.
- Northern peak — flatter and easier to build on. The best glider launchpad in the south.
- Southern pillar — occupied by the Engine Chambers, so harder to build on, but it has copper veins nearby.
- Southern foot of the pillars — an adorable mountainside nook tucked between two vast stretches of Shroud, with a limestone deposit within easy reach thanks to a hookshot shortcut.
Kindlewastes — Shorewatch
Most Kindlewastes towns are too big to be practical. Shorewatch is the exception: a desert town with intricate floor mosaics and a pre-built tower you can keep extending upward for more glider range.
Southern Kindlewastes is sparse on fast travel points, which makes settling here genuinely useful rather than just scenic.
Albaneve Summits — snow and isolation
Travel far east near the Hermit Lodgings landmark. Rather than disturbing that poignant campsite and its journal, settle slightly northwest in the cosy lakeside cabin overlooking the frozen water.
For full isolation, Abysmal Mountain is a remote snowy peak (levels 30–40) with silver and coal around the lower slopes and some of the best sunset views in the game. The appeal is that the place stays entirely yours, with nothing competing for the footprint.
Veilwater Basin — the showcase region
This tropical, water-filled endgame region has the most dramatic vistas in the game, centred on Dragondream Lake.
- Riverreach — in the northernmost corner of the lake, a monumental three-tiered settlement stretching directly across the region’s largest waterfall, with giant working waterwheels. The most ambitious build in Enshrouded, and a demanding one.
- Queen Jasmina’s Hillside — a flat, spacious hilltop next to her camp (levels 35–45), which you can clear after setting up. Clearing some trees opens more sunlight. Peaceful and far flatter than the rest of the biome.
- Driftwood Wake — the other waterfront masterpiece in the region.
Black Marsh — dramatic but awkward
The Black Marsh cliff edge, at the entrance to the Black Marsh forest, is a secluded multi-tiered cliff perch high above the trees (levels 15–25). The climb up is a project, but the views stretch across the forest and the river woods just behind supply clay. Ideal for an ambitious cliff kingdom.
The retirement spot
Springlands Southwest Peak — southwest of the Springlands Ancient Spire — has a tiny footprint but a panoramic view covering nearly the whole map. It is not a working base; it is where you sip coffee after beating the game.