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.
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.
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.
The map has no + and − buttons - zoom is a gesture, and there are five of them:
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.
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.
| Sheet | What is on it |
|---|---|
| The Lands Between, surface | 692 markers: 165 bosses, 278 Sites of Grace, 208 places, 41 spirit springs |
| The Lands Between, underground | 53 markers: 13 bosses, 30 Sites of Grace, 10 places - Siofra, Ainsel, Deeproot. None of them are visible on the surface map |
| Realm of Shadow | 296 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.
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.
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.
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.
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.
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.
Type a name into the field above the map and it shows where the item lies and how many places it has in total. The search understands English and Russian at the same time, whatever language the game is in: Rivers of Blood and «Реки крови» lead to the same pin. Enter takes the first result, Escape clears the field.
A chosen item is drawn over every filter: you do not have to switch its layer on, zoom past its threshold, or turn Only unfound off. If the item lies on another sheet, the card offers to open that sheet - and switches campaign and depth for you.
The item card holds:
If an item has no pins at all, the card says plainly where it comes from instead: dropped by an enemy, sold by a merchant, granted by an event, crafted at a bench. There are eleven such reasons, and every one of them is spelled out rather than hidden behind an empty list.
The game's own pickup flag is reversible: some items get handed out again. The card says so, so you do not conclude the map got it wrong.
Hover for the name, the kind and a state mark. Click for a card with everything known about the spot:
For a loot pin the card lists every pickup in that spot - with icons, state, and whether the item is in your inventory.
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.
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.
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
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.
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.
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.
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:
The account stores your settings and which slot you used - not the contents of the save.
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
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.
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.
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.
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.
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
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.
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.
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.
The previous map moved to eldenring.krut.top/v1 and still works. Everything new happens in 2.0.
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.