The Fenrir Corporation operates a continent-wide warp infrastructure linking major towns directly to dungeon entrances. It doesn’t erase the world map – it simply lets experienced adventurers skip the roads once they know where they are going.
How Fenrir Warps Work
Unlike standard Kafra teleports, Fenrir focuses on dungeon destinations. From their terminals, you can jump from a town straight to many dungeon entrances across Rune-Midgard.
Warp Fee Formula
Warp energy cost scales with distance using a simple rule:
+ (Distance × 150z)
“Distance” is a world-grid approximation used by the corporation to calculate dimensional strain. Nearby dungeons are only slightly more expensive than the base fee; faraway zones cost gradually more. The goal is to save time without making travel free.
Overseas Regions
For special countries like Amatsu, Gonryun and Louyang, Fenrir must stabilize long-range warp relays. These use a flat tariff:
Dungeon Entry Rules
- Fenrir can warp you into some dungeons even if you have not finished their usual entrance quest.
- However, once you leave, you may be unable to re-enter via the normal map portal until you complete that quest.
- You can always re-enter immediately via the Fenrir Warp Network again, as long as you pay the fee.
From casual travelers to hardcore grinders, Fenrir exists for players who value speed, efficiency, and tactical mobility between farming spots.