Open the map

Map guide

Every feature of the map is named here - including the ones you would otherwise have to guess. You do not need to read it end to end: the contents jump to the part you need, and the first three sections carry most of it.

Getting started

The map is open to everyone. You can pan and zoom it, switch layers on and off, search for an item by name, read marker cards and open the legend - with no account and no save file.

A free account is needed for exactly one thing: so the map can read your save file. After that it stops being a reference of where fragments generally are and becomes a map of your own run.

  1. Sign in - with Google, GitHub, or an email and password. The sign-in link sits in the left panel's footer, under the Menu button.
  2. Drag ER0000.sl2 onto the left panel, or click it and pick the file in the usual dialog. On Windows the file lives in %APPDATA%\EldenRing\<account number>\ - press Win + R, paste %APPDATA%\EldenRing and open the single folder with a long number in its name.
  3. Pick a character: a save holds up to ten slots, and the map shows the name, class, level and play time of each.
  4. Switch on Only unfound in the layers panel - the one toggle the whole thing is built around.
  5. If the map turns out useful, install the browser extension so you do not have to drag the file every ten minutes (see Fresh progress without dragging).

There are no manual checkboxes anywhere on the map, and that is deliberate: the save file is the source of truth. Nothing needs ticking - and there is nothing to tick it with.

You do not have to close the game, and nothing is installed into it: the map works on a copy of data you hand it yourself.

Panning and zooming

The map has no + and − buttons - zoom is a gesture, and there are five of them:

Drag
- with the mouse or a finger - the map follows the cursor.
Mouse wheel
- zooms in and out under the cursor.
Pinch
- the same on a phone or tablet.
Double click
- one step in, towards the point you clicked.
Shift and a box
- hold Shift and drag a rectangle - the map zooms to exactly that area.
Keyboard
- click the map once, then arrows pan it and + / − change the zoom.

Zoom has seven steps, from the whole sheet at once to as close as it goes. The map opens on the fourth.

Zoom is not decoration - it decides what is drawn at all. At the farthest step only great and legendary bosses are shown; loot starts appearing at the fifth step, small places as you get closer. So if there are fewer pins than you expected and a golden line under the map says Zoom in to see... - the map is not broken, you are too far out. That same line always states how many pins are shown out of how many.

The map remembers where you stopped: the sheet, the spot and the zoom. Signed in, that travels between devices with your account; as a guest it stays in the browser. The map will not let you past the edge of a sheet - the leather border is the edge of the world.

Three maps, not one

The Lands Between and the Realm of Shadow are separate maps with separate counters; the Base game / DLC switch sits in the left panel's header. Each campaign also has depth: the Surface / Underground switch is right next to it in the same header - if the header is collapsed, open it with the arrow first.

SheetWhat is on it
The Lands Between, surface692 markers: 165 bosses, 278 Sites of Grace, 208 places, 41 spirit springs
The Lands Between, underground53 markers: 13 bosses, 30 Sites of Grace, 10 places - Siofra, Ainsel, Deeproot. None of them are visible on the surface map
Realm of Shadow296 markers: 44 bosses, 105 Sites of Grace, 64 places, 42 Scadutree Fragments, 23 Revered Spirit Ashes, 18 spirit springs

Switching depth keeps your view - you stay roughly where you were, only lower or higher. Switching campaign frames the whole new sheet: it is a different land, and holding the old spot there would mean nothing.

Underground there are thirteen bosses and thirty Sites of Grace that do not exist on the surface. This is the most commonly missed half of the map: the switch lives in a collapsible header, and it is easy never to learn it is there.

Layers: what the map shows

The Layers panel is a set of toggles. Any number can be on, but the point is the opposite: leave one or two and the map stops being a christmas tree. The panel header always shows how many layers are on and how many pins are on screen, and the all on / all off buttons next to it are there for the rare case when you want the whole picture.

Sites of Grace
- 413 pins, 105 of them in the Realm of Shadow.
Bosses
- 222 pins. Great and legendary ones have their own marks, but count together with the rest.
Scadutree Fragments
- 42 pins, all in the Realm of Shadow.
Revered Spirit Ashes
- 23 pins, all in the Realm of Shadow.
Spirit springs
- 59 pins; three stay sealed while a pile of rubble sits next to them.
Places
- 282 pins in four subgroups: dungeons, settlements, landmarks, towers. Subgroups toggle separately - expand the layer with its arrow.
Items
- 3386 loot pins covering 2575 distinct items, in five subgroups: equipment, key items and spells, consumables, materials, runes.
Merchants
- 41 stalls: 36 across the Lands Between including the underground, 5 in the Realm of Shadow. The map shows WHERE a merchant stands; what they sell opens as a search from their card - we do not keep stock lists.

By default only equipment and key items with spells are on - 726 pins out of 3386. Consumables, materials and runes are off on purpose: together they are 2660 pins and they bury the map. If you are looking for a crafting material and cannot find it, switch its subgroup on.

Loot also has a zoom threshold: equipment appears at the fifth zoom step, key items and spells at the sixth, everything else at the seventh. The threshold is printed on the subgroup chip itself, and meanwhile the line under the map reads Zoom in to see the rest of the loot.

Every toggle, subgroup and mode is remembered between visits - come back a week later and you get the map you left.

Only unfound - the reason all of this exists

One toggle in the layers panel removes everything you have already opened, killed and picked up. On a third run, with four fragments and one ash left to find, the difference between a map with every pin and a map with five pins is the difference between an evening and ten minutes.

Next to it is Unopened: it leaves only the places you have never walked into. In both modes the line under the map states how many pins are hidden and what share of the total that is.

Without a save file these modes still switch on but change nothing: the map does not know what you have found, so everything counts as unfound. That is not a fault - the save just has to come first.

The map's alphabet: colour, size, glow

A marker says four things at once, and you cannot learn that from the map itself - that is what the legend is for. It opens with the button next to the layers panel and shows the real markers, not a description of them.

Fill
- state: found, not found, unknown.
Size
- kind - a great boss gets a bigger mark than a regular one.
Glow
- category: grace, boss, fragment, ash, spring.
Picture
- type of place: cave, catacombs, settlement, tower and dozens more.
Number on a pin
- how many pickups stand in that one spot.

One rule runs the other way, and it is the single thing on the map you can read backwards: for loot the DIMMED pin means already taken, for places it means already visited.

Markers sitting in the same spot are fanned out around it, and stacked pickups show as one pin with a number inside - click it and the card lists them all.

Markers: hover and card

Hover for the name, the kind and a state mark. Click for a card with everything known about the spot:

Name and kind
- plus a second name where an object has two.
Run order
- for bosses - the number in the usual progression, so you can tell whether you arrived early or late.
State in words
- killed, opened, not found, state unknown.
How to find it
- a search for this place, where words would take longer.
Wiki
- the object's external page.

For a loot pin the card lists every pickup in that spot - with icons, state, and whether the item is in your inventory.

Where your character stands

Show where I am puts the map where your character stood at the last save. Next to it is Follow player: the map moves with you on every new save, when progress arrives from the extension.

If the game recorded you inside a location the world map does not have, the button says so rather than guessing.

Two panels: progress on the left, tools on the right

The left panel is you: the save file, your character, progress, badges, the boss and grace lists. Its header collapses to give the list more room, and the panel itself can leave the screen entirely and come back with the arrow at the edge. Drag the edge to resize it; double-click the edge to reset.

At the bottom of the left panel is the Menu button. Behind it: signing in, What's new, replaying the tour, the old map, About, pricing, the Steam guide, exporting your run for a language model, and the bug report form.

The right panel is Tools. It arrives closed, and a narrow tab with an arrow at the right edge of the screen opens it. Inside are three tabs - Build rating, Quests, Still to find - and links to the build lab and the 3D map in its footer.

That tab is the least visible and most expensive button on the screen: six features and two separate pages sit behind it. If you did not know it was there, you are not alone - that is precisely why this guide exists.

Fresh progress without dragging

The game rewrites the save on its own: when you rest at a grace, when you quit, or just on a timer. The map knows nothing about that - drag the file once and you see the progress of that moment, which then goes stale.

The page cannot re-read the file by itself, and that is not laziness: browsers keep %APPDATA% on a blocked list. Neither the file dialog nor a drop grants the page the right to look there a second time - that is the browser's own rule, the same for every site.

What can is a browser extension. It hands the fresh file to the open map tab after every save in the game, and the map catches up within seconds. The extension is free and installs in Chrome, Edge and Yandex Browser. The extension on the Chrome Web Store

After installing, open the extension's details and enable Allow access to file URLs - without it the extension cannot read the save. On Edge also add file:///* under Site access. There is no Firefox build: there, dragging the file by hand remains.

The extension has no network permission. Not it promises not to send anything, but literally: its manifest carries no network rights, so it physically cannot send the file anywhere. What the extension does and does not do

Tools on top of the map

The map is half the project. The other half are tools that compute from the same save file. All of them live in the right panel or open from it.

Build rating
- an index for your build against each of 26 legendary bosses - 16 in the base game, 10 in the Realm of Shadow. The index runs your average hit through that target's own absorptions, your attack tempo and status build-up. Next to it is a shared table with other players' builds; taking part is free and optional.
Quests
- Elden Ring has no quest log, and NPC lines close silently. This panel reads the save and shows, across 34 lines, where each one stands: what is done, what is next, where it is easy to break, and what the game has already closed for good. Any line can be drawn on the map as a numbered route.
Still to find
- a list of what your save says you have not picked up: fragments, ashes, items, gestures, collection sections. With a jump to each one on the map and a filter by name.
Build lab
- three questions, three screens. How hard does this hit takes your actual character from the file, and every number moves as you swap a weapon or a talisman. What should I hit this target with ranks weapons across every affinity against that target, counting its absorption per damage type rather than by eye. What should I wear against it picks armour that survives the hit without costing you the roll. A save is optional: stats can be typed in by hand.
3D map
- the relief of the Lands Between, to spin around and see what is behind that mountain. Opens in a new tab.

A locked tab always explains what it gives and what it takes to open it - a lock without an explanation would just be a wall.

Progress, badges and links worth sharing

Once the save is parsed, the left panel shows your character (slot, class, play time) and a progress bar per layer: bosses, graces, fragments, ashes. Collapsed, the header keeps the same summary in one line.

There are nineteen badges, for progress and for finds; each says how it is earned and shows a bar when you are close.

Share your progress
- a card with your bars and badges behind a short link. It creates no database row: everything it shows lives in the address itself.
Share your rating spot
- the same for your build's result against a chosen boss.
Link to an item or a place
- an address of the form ?item=... opens the map right on that spot.
Export for a language model
- your whole run as text in the clipboard - so you can ask an AI for advice without retelling your save by hand.

Privacy: how to check instead of trusting

The save file never leaves your computer: JavaScript in your own tab parses it, and there is no server that would accept it. It takes a minute to verify, and verifying beats believing:

  1. Open the map and press F12 for the developer tools.
  2. Go to the Network tab and clear the list.
  3. Drag your save file onto the page.
  4. Read the requests: the one that would upload your file is not there. Map tiles and point data will appear - that is what loads to you, not from you.

The account stores your settings and which slot you used - not the contents of the save.

What it costs

Free and staying free: the map and all of its pins, layers, Only unfound, item search, save parsing, the counters, the boss and grace lists, the build rating along with its table, the link to your own progress. No ads, no subscription. Only a free account.

Paid are the tools on top: the build lab, the tools panel with quests and Still to find, working with the browser extension, and watching the save file.

The price is one purchase, no subscription: 790 RUB with a Russian card or Mir, $14.99 with a card issued elsewhere. The access is identical - two figures are one price in two currencies. Tools that arrive later are included at no extra cost. The details are on the pricing page

Frequently asked

Is this safe for my game account? Will I get banned?

The map does nothing to the game: it reads a copy of a file you handed it. Nothing is injected, no memory is touched, no files are replaced. Anti-cheat deals with the game, not with a website in your browser.

Why are there fewer pins than I expect?

Three reasons, by frequency. You are too far out: loot appears from the fifth zoom step, small places later. A subgroup is off: consumables, materials and runes are off by default, and that is 2660 pins out of 3386. Only unfound is on - part of the pins is honestly hidden as already done, and the line under the map says how many.

Where do I switch to the underground?

The Surface / Underground switch sits in the left panel's header, next to Base game / DLC. If the header is collapsed, open it with the arrow. Underground there are thirteen bosses and thirty Sites of Grace the surface map does not have.

I pressed Only unfound and nothing changed

Then the map has not read your save file yet: without it everything counts as unfound. Load ER0000.sl2 and the mode will start removing what you have done.

Does it work on Steam Deck?

Yes, the map opens in a browser. The save file lives at ~/.local/share/Steam/steamapps/compatdata/1245620/pfx/drive_c/users/steamuser/AppData/Roaming/EldenRing/<account number>/ER0000.sl2

What if I play with mods?

As long as a mod does not change the format of the save file itself, the map reads it as usual. Items and enemies a mod added are of course unknown to the map - it shows what the game ships.

What about phones?

The map opens and works: panels slide in as drawers, zoom is a pinch. Getting the save file onto the phone is the hard part - easier to sign into the same account, and your settings and chosen slot travel with it.

Which languages?

Names of places, bosses and items - all fifteen languages the game speaks. Our own labels and this guide are in English and Russian; other languages get English, because a foreign language is obvious at a glance while meaning broken by machine translation is not. Item search understands English and Russian names either way.

What happened to the old map?

The previous map moved to eldenring.krut.top/v1 and still works. Everything new happens in 2.0.

I found a bug - something is counted wrong

Please write: the map's menu has a bug report form, open without signing in. Those reports are the most useful thing you can send - there is a corpus of save files where a bug can be seen and a fix verified.