<?xml version="1.0"?>
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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ColbyWolf</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ColbyWolf"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/ColbyWolf"/>
		<updated>2026-04-24T14:08:33Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Old_Forest&amp;diff=13090</id>
		<title>Old Forest</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Old_Forest&amp;diff=13090"/>
				<updated>2017-02-11T04:46:47Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: Mentioned thunderstorms!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Old Forest&lt;br /&gt;
|floors=4&lt;br /&gt;
|guardian=&amp;lt;span&amp;gt;&lt;br /&gt;
* [[Wrathroot]], or&lt;br /&gt;
: [[Shardskin]]&lt;br /&gt;
* [[Snaproot]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|min_level=7&lt;br /&gt;
|max_level=16&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=2&lt;br /&gt;
|min_ilevel_east=3&lt;br /&gt;
|max_ilevel_east=4&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Old Forest is a second-tier zone in the central region of [[Maj'Eyal]], south of [[Derth]]. It has a forest layout consisting of narrow paths connecting irregularly-shaped clearings. It is fully lit.&lt;br /&gt;
&lt;br /&gt;
The Old Forest is inhabited by animals, plants and rogues. There are frequently large groups, or &amp;quot;pits&amp;quot;, of similar animal types -- snakes, insects or wolves. These will typically fill an entire clearing.&lt;br /&gt;
&lt;br /&gt;
The boss is [[Bosses#Wrathroot (Old Forest)|Wrathroot]], a spellcasting treant (or rimebark), who is found randomly on the fourth level. [[Escorts|Escort quests]] may be found on any level.&lt;br /&gt;
&lt;br /&gt;
The fourth level has an additional exit which leads to [[Lake of Nur]]. This special exit is found on the southern edge of the zone, rather than the eastern edge.&lt;br /&gt;
&lt;br /&gt;
The 6th Old Forest lore, found on the 4th level, contains a &amp;quot;key&amp;quot; which initiates the [[Sher'Tul Fortress]] quest.&lt;br /&gt;
&lt;br /&gt;
As of version 1.0.3, this zone has an alternate layout, with crystals (similar to the ones from the [[Scintillating Caves]]).  The alternate boss is [[Shardskin]], a crystal.&lt;br /&gt;
&lt;br /&gt;
Sometimes, you will receive a message upon entering a new level in this zone about a thunderstorm.  The zone will be darker than usual (though still fully lit), and it is raining.  Air elementals will continuously spawn, though give no XP when killed.  Be wary!&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=How_To_Contribute_To_The_Wiki/Questions&amp;diff=13028</id>
		<title>How To Contribute To The Wiki/Questions</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=How_To_Contribute_To_The_Wiki/Questions&amp;diff=13028"/>
				<updated>2017-02-09T01:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: Added a question about Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Questions For Editors==&lt;br /&gt;
&lt;br /&gt;
If you have a question about making an edit to a page, or some other issue or concern that you need help with, please post here! [[User:Ibanix|Ibanix]] ([[User talk:Ibanix|talk]]) 13:58, 8 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
How to invoke the Tomewikibot to update old talent icons? At least [[Stone_alchemy_(category)]] and [[Halfling_(category)]] has old icons. [[User:Arvy|Arvy]] ([[User talk:Arvy|talk]]) 21:15, 8 July 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Images?==&lt;br /&gt;
So, I'm not sure I'll get an answer... but, how do we feel about images?  &lt;br /&gt;
&lt;br /&gt;
For example: a picture of where a dungeon is, or an image of a particular monster.  I ask because I am a new player. I was trying to find the ruined halfling complex, which is currently described as being &amp;quot;in the central region of Maj'Eyal, at the head of the river west of Zigur.&amp;quot; ... I looked at the page for Zigur, which reads &amp;quot;Zigur is a town in Maj'Eyal (the West). It is located on the south side of a lake, east of the Old Forest, and northwest of Last Hope.&amp;quot;  I spent about 5 to 10 minutes carefully searching the area and... not finding Zigur.  (obviously, I edited the text to make Zigur's invisible-ness more prominent)&lt;br /&gt;
&lt;br /&gt;
While words are wonderful things, a screenshot would have saved my a WHOLE lot of time. :)&lt;br /&gt;
&lt;br /&gt;
So, thoughts?&lt;br /&gt;
[[User:ColbyWolf|ColbyWolf]] ([[User talk:ColbyWolf|talk]]) 02:04, 9 February 2017 (CET)&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zigur&amp;diff=13027</id>
		<title>Zigur</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zigur&amp;diff=13027"/>
				<updated>2017-02-09T01:01:13Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: Added the fact that it's not visible to spellcasters to the paragraph describing it's location.  Don't make my mistakes, :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Zigur| floors = 1| min_level = 15| max_level = 50| min_ilevel = 2| max_ilevel = 4| width = 50| height = 50}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Zigur is a town in [[Maj'Eyal]] (the West). It is located on the south side of a lake, east of the [[Old Forest]], and northwest of [[Last Hope]]. It is not visible to spellcasters.&lt;br /&gt;
&lt;br /&gt;
Zigur is populated by a brotherhood known as the Ziguranth, who are vehemently opposed to the use of &amp;quot;unnatural&amp;quot; magic. Their entire town is shrouded from the sight of spellcasters. Non-spellcasters are able to see it and enter it.&lt;br /&gt;
&lt;br /&gt;
The way the game determines this is by checking for a [[Mana]], [[Vim]], [[Paradox]], [[Positive]] or [[Negative]] resource bar the first time you enter the wilderness map. If you have one of these resources, or if you are [[Undead]], the town will not be available. Otherwise, it will be.&lt;br /&gt;
&lt;br /&gt;
Reading the sign near the entrance of Zigur [[unlockables|unlocks]] the ability to betray [[escorts|magic-using escortees]] to the Ziguranth, for the current character and all future characters.  (You must not have any magical talents, or [[inscriptions|runes]], to do this.)&lt;br /&gt;
&lt;br /&gt;
Zigur hosts the following shops:&lt;br /&gt;
*Horman's Plates (heavy armor)&lt;br /&gt;
*Infused Leather (light armor)&lt;br /&gt;
*Slash &amp;amp; Dash (swords)&lt;br /&gt;
*Nature's Punch (blunt weapons)&lt;br /&gt;
*Slice &amp;amp; Dice (axes)&lt;br /&gt;
*Nature's Reach (ranged weapons)&lt;br /&gt;
*A Million Cuts (daggers)&lt;br /&gt;
*Purification Tools ([[mindstars]])&lt;br /&gt;
*Library (lore)&lt;br /&gt;
*Nature's Emporium ([[inscriptions|infusions]])&lt;br /&gt;
&lt;br /&gt;
All merchandise sold in Zigur is certified to be free of the taint of arcane forces.&lt;br /&gt;
&lt;br /&gt;
Before going to the Far East, it has a material level range of 2 to 3. After returning from the Far East, it has a material level range of 3 to 4. Store inventories are generated for level 20 at character creation, level 35 after [[The Master]], and level 45 after the [[Charred Scar]].&lt;br /&gt;
&lt;br /&gt;
A unique feature of Zigur is the [[Antimagic]] quest, available at character level 10 to anyone willing to forsake the use of all magic forever.&lt;br /&gt;
&lt;br /&gt;
Finally, there is Protector Myssil, the leader of the Ziguranth. She will show you the way to [[Tempest Peak]] so that you can defeat [[Urkis]] after saving [[Derth]], if you have chosen a life of Antimagic (which prevents you from getting to Tempest Peak via [[Angolwen]]). Killing Urkis and returning to her lets you learn the [[Fungus (category)|Fungus talents]]. If you have no prior knowledge, you'll get the tree, locked, at 1.00 mastery; if you already have the locked tree, she will unlock it; or if you have already unlocked the tree, she will increase your mastery of it by 0.1. If you haven't forsworn magic, she will not speak with you at all.&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=12991</id>
		<title>Ruined Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=12991"/>
				<updated>2017-02-08T11:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Ruined Dungeon&lt;br /&gt;
|guardian=Multiple Random&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=10&lt;br /&gt;
|max_level=30&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Ruined Dungeon is a zone placed randomly in the west ([[Maj'Eyal]]). It is a single dungeon level with a static layout.&lt;br /&gt;
&lt;br /&gt;
The zone has a locked chamber in the north; opening the door to this chamber requires solving a puzzle. Just south of the locked chamber, there is a control chamber with 6 orbs. The orbs are deactivated until you defeat each one's guardian -- a randomly generated rare monster somewhere on the level. Defeat all 6 guardians to activate the orbs, then touch them in the proper sequence (see below). Inside the locked chamber are a random artifact, 16 other items (vault quality), and the unlock for the [[Infinite Dungeon]] campaign.&lt;br /&gt;
&lt;br /&gt;
The zone is inhabited by random monsters (drakes, vampires, and horrors are typical), and is a not-terribly-unlikely place to find some of the obscure [[Alchemist Quest]] ingredients.&lt;br /&gt;
&lt;br /&gt;
While the zone is not exceptionally dangerous, you should be careful around the monsters here. They are generated randomly, but they can deal noticeable damage in one way or another. Inspect the enemies if you're cautious about them. Occasionally, a powerful monster gets spawned in this place - for instance, high-level orcs, elven mages and drakes can appear. Be prepared to escape if you encounter something you're not yet ready to take on.&lt;br /&gt;
&lt;br /&gt;
You probably should do this dungeon eventually, especially if you still don't have the Infinite Dungeon campaign unlocked - it's not particularly deadly, and there is a lot of loot. Just be careful and keep in mind that something powerful may show up.&lt;br /&gt;
&lt;br /&gt;
==Puzzle Solution==&lt;br /&gt;
&lt;br /&gt;
Once all orb guardians have been defeated, the orbs must be touched in the correct order to open the locked chamber. The correct order can be obtained from the three lore pieces which are spread throughout the dungeon as signposts. There are two versions of the puzzle, each with a unique solution. &lt;br /&gt;
&lt;br /&gt;
To interpret this, look for the ellipse (an ellipse is a 'triple period,' or '...') in each sign post to determine it's location in the three-part poem.&lt;br /&gt;
For example, this is the middle part of the poem.&lt;br /&gt;
&lt;br /&gt;
... The feather flies gently in the wind,&lt;br /&gt;
The tree's roots run deep...&lt;br /&gt;
&lt;br /&gt;
The solutions are below, for those who want the simple answers.  &lt;br /&gt;
&lt;br /&gt;
Each orb, when you interact with it, will give you a description of the orb itself, indicating which orb it is.  Again, for example: &amp;quot;Flames burst out of the orb&amp;quot; relates to the fire orb.  You will know that it's the correct orb when it says &amp;quot;The orb glows brightly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here are the solutions:&lt;br /&gt;
&lt;br /&gt;
Solution 1: Water -&amp;gt; Dust -&amp;gt; Wind -&amp;gt; Seed -&amp;gt; Magic -&amp;gt; Fire&lt;br /&gt;
&lt;br /&gt;
Solution 2: Darkness (absorbs all light)-&amp;gt; Blood -&amp;gt; Time -&amp;gt; Ice -&amp;gt; Thoughts -&amp;gt; Corrupt&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=12990</id>
		<title>Ruined Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=12990"/>
				<updated>2017-02-08T11:27:54Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Ruined Dungeon&lt;br /&gt;
|guardian=Multiple Random&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=10&lt;br /&gt;
|max_level=30&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Ruined Dungeon is a zone placed randomly in the west ([[Maj'Eyal]]). It is a single dungeon level with a static layout.&lt;br /&gt;
&lt;br /&gt;
The zone has a locked chamber in the north; opening the door to this chamber requires solving a puzzle. Just south of the locked chamber, there is a control chamber with 6 orbs. The orbs are deactivated until you defeat each one's guardian -- a randomly generated rare monster somewhere on the level. Defeat all 6 guardians to activate the orbs, then touch them in the proper sequence (see below). Inside the locked chamber are a random artifact, 16 other items (vault quality), and the unlock for the [[Infinite Dungeon]] campaign.&lt;br /&gt;
&lt;br /&gt;
The zone is inhabited by random monsters (drakes, vampires, and horrors are typical), and is a not-terribly-unlikely place to find some of the obscure [[Alchemist Quest]] ingredients.&lt;br /&gt;
&lt;br /&gt;
While the zone is not exceptionally dangerous, you should be careful around the monsters here. They are generated randomly, but they can deal noticeable damage in one way or another. Inspect the enemies if you're cautious about them. Occasionally, a powerful monster gets spawned in this place - for instance, high-level orcs, elven mages and drakes can appear. Be prepared to escape if you encounter something you're not yet ready to take on.&lt;br /&gt;
&lt;br /&gt;
You probably should do this dungeon eventually, especially if you still don't have the Infinite Dungeon campaign unlocked - it's not particularly deadly, and there is a lot of loot. Just be careful and keep in mind that something powerful may show up.&lt;br /&gt;
&lt;br /&gt;
==Puzzle Solution==&lt;br /&gt;
&lt;br /&gt;
Once all orb guardians have been defeated, the orbs must be touched in the correct order to open the locked chamber. The correct order can be obtained from the three lore pieces which are spread throughout the dungeon as signposts. There are two versions of the puzzle, each with a unique solution. &lt;br /&gt;
&lt;br /&gt;
To interpret this, look for the ellipse (an ellipse is a 'triple period,' or '...') in each sign post to determine it's location in the three-part poem.&lt;br /&gt;
For example, this is the middle part of the poem.&lt;br /&gt;
&lt;br /&gt;
... The feather flies gently in the wind,&lt;br /&gt;
The tree's roots run deep...&lt;br /&gt;
&lt;br /&gt;
The solutions are below, for those who want the simple answers.  &lt;br /&gt;
&lt;br /&gt;
Each orb, when you interact with it, will give you a description of the orb itself, indicating which orb it is.  Again, for example: &amp;quot;Flames burst out of the orb&amp;quot; relates to the fire orb.  You will know that it's the correct orb when it says &amp;quot;The orb glows brightly!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here are the solutions:&lt;br /&gt;
&lt;br /&gt;
Solution 1: Water -&amp;gt; Dust -&amp;gt; Wind -&amp;gt; Seed -&amp;gt; Magic -&amp;gt; Fire&lt;br /&gt;
&lt;br /&gt;
Solution 2: Darkness (absorbs all light)-&amp;gt; Blood -&amp;gt; Time -&amp;gt; Ice -&amp;gt; Thoughts -&amp;gt; Corrupt&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=12989</id>
		<title>Ruined Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=12989"/>
				<updated>2017-02-08T11:27:03Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: Clarifying how to solve the puzzle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Ruined Dungeon&lt;br /&gt;
|guardian=Multiple Random&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=10&lt;br /&gt;
|max_level=30&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Ruined Dungeon is a zone placed randomly in the west ([[Maj'Eyal]]). It is a single dungeon level with a static layout.&lt;br /&gt;
&lt;br /&gt;
The zone has a locked chamber in the north; opening the door to this chamber requires solving a puzzle. Just south of the locked chamber, there is a control chamber with 6 orbs. The orbs are deactivated until you defeat each one's guardian -- a randomly generated rare monster somewhere on the level. Defeat all 6 guardians to activate the orbs, then touch them in the proper sequence (see below). Inside the locked chamber are a random artifact, 16 other items (vault quality), and the unlock for the [[Infinite Dungeon]] campaign.&lt;br /&gt;
&lt;br /&gt;
The zone is inhabited by random monsters (drakes, vampires, and horrors are typical), and is a not-terribly-unlikely place to find some of the obscure [[Alchemist Quest]] ingredients.&lt;br /&gt;
&lt;br /&gt;
While the zone is not exceptionally dangerous, you should be careful around the monsters here. They are generated randomly, but they can deal noticeable damage in one way or another. Inspect the enemies if you're cautious about them. Occasionally, a powerful monster gets spawned in this place - for instance, high-level orcs, elven mages and drakes can appear. Be prepared to escape if you encounter something you're not yet ready to take on.&lt;br /&gt;
&lt;br /&gt;
You probably should do this dungeon eventually, especially if you still don't have the Infinite Dungeon campaign unlocked - it's not particularly deadly, and there is a lot of loot. Just be careful and keep in mind that something powerful may show up.&lt;br /&gt;
&lt;br /&gt;
==Puzzle Solution==&lt;br /&gt;
&lt;br /&gt;
Once all orb guardians have been defeated, the orbs must be touched in the correct order to open the locked chamber. The correct order can be obtained from the three lore pieces which are spread throughout the dungeon as signposts. There are two versions of the puzzle, each with a unique solution. &lt;br /&gt;
&lt;br /&gt;
To interpret this, look for the ellipse (an ellipse is a 'triple period,' or '...') in each sign post to determine it's location in the three-part poem.&lt;br /&gt;
For example, this is the middle part of the poem.&lt;br /&gt;
&lt;br /&gt;
... The feather flies gently in the wind,&lt;br /&gt;
The tree's roots run deep...&lt;br /&gt;
&lt;br /&gt;
The solutions are below, for those who want the simple answers.  &lt;br /&gt;
&lt;br /&gt;
Each orb, when you interact with it, will give you a description of the orb itself, indicating which orb it is.  Again, for example: &amp;quot;Flames burst out of the orb&amp;quot; relates to the fire orb.&lt;br /&gt;
&lt;br /&gt;
Here are the solutions:&lt;br /&gt;
&lt;br /&gt;
Solution 1: Water -&amp;gt; Dust -&amp;gt; Wind -&amp;gt; Seed -&amp;gt; Magic -&amp;gt; Fire&lt;br /&gt;
&lt;br /&gt;
Solution 2: Darkness (absorbs all light)-&amp;gt; Blood -&amp;gt; Time -&amp;gt; Ice -&amp;gt; Thoughts -&amp;gt; Corrupt&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Anteroom_of_Agony&amp;diff=12985</id>
		<title>Anteroom of Agony</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Anteroom_of_Agony&amp;diff=12985"/>
				<updated>2017-02-07T11:19:38Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: Added text.  All of it, I mean.  There wasn't any descriptive text--just the info box. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name = Anteroom of Agony&lt;br /&gt;
|guardian = [[Rogroth Eater of Souls|Rogroth, Eater of Souls]]&lt;br /&gt;
|floors = 3&lt;br /&gt;
|min_level = 16&lt;br /&gt;
|max_level = 25&lt;br /&gt;
|min_ilevel = 2&lt;br /&gt;
|max_ilevel = 3&lt;br /&gt;
|width = 41&lt;br /&gt;
|height = 41&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(As a note, this information is uncertain. This page had no information, so I am filling it in based off of the information from my experience in my current game.  Accuracy is not guaranteed.)&lt;br /&gt;
&lt;br /&gt;
This quest/zone is only for those classes that start in the Fearscape and escape. At some point, your [[Rod of Recall]] will 'malfunction' (The chance of this happening when you recall is 15% at level 18 and scales to 90% at level 27) and you'll be sent back to the Fearscape, where there is an ambush waiting for you.  Defeat the initial ambush, and there will be a portal that will take you to another floating island.  Once there, there will be another ambush waiting for you.  After handling them, you'll enter a 'building' (similar to what was in the Doombringer's starting areas.)  After finding another portal to level two, you'll find another complex of buildings (Again, similar to the starting zone). Three is similar.  &lt;br /&gt;
&lt;br /&gt;
The enemies you'll find are all demons, though probably new ones: Quasits (they'll rush you), fire imps (they use phase door), and wretchlings.  Occasionally, you'll find elite quasit squad leaders, which aren't that much different than the usual quasits.  Most of them are minor demons, though there are a few major demons scampering about as well.&lt;br /&gt;
&lt;br /&gt;
If you witness [[Rogroth Eater of Souls]], the zone leader, revive something, you will unlock the [[Demonologist]] class if you have not already.  Be careful: the third level tends to have larger groups of enemies, and could be overwhelming to the careless.&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damp_Cave&amp;diff=12984</id>
		<title>Damp Cave</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damp_Cave&amp;diff=12984"/>
				<updated>2017-02-07T03:56:29Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: More details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Damp Cave| floors = 1| guardian = none| min_level = ?| max_level = ?| min_ilevel = ?| max_ilevel = ?| width = 20| height = 20}}&lt;br /&gt;
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A zone randomly placed in another zone with a staircase/ladder for access. &lt;br /&gt;
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The zone is made up of wide open spaces, broken up with irregular 'cave-like' walls.  Within these walls, there are a number of rogue-type enemies that will immediately attack the player upon entry. The enemy's level scales with the player's level.  &lt;br /&gt;
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Scattered around the cave, there are a number of jewels and several 'naturally themed' traps (poison vines, sliding rocks, etc).&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=The_Maze&amp;diff=12983</id>
		<title>The Maze</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=The_Maze&amp;diff=12983"/>
				<updated>2017-02-06T10:56:12Z</updated>
		
		<summary type="html">&lt;p&gt;ColbyWolf: Made some minor clarifications regarding default/alternate layouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=The Maze&lt;br /&gt;
|floors=2 (4 if alternate layout)&lt;br /&gt;
|guardian=&amp;lt;span&amp;gt;&lt;br /&gt;
* [[Minotaur of the Labyrinth]], or &lt;br /&gt;
: [[Horned Horror]]&lt;br /&gt;
* [[Nimisil]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|min_level=7&lt;br /&gt;
|max_level=16&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=2&lt;br /&gt;
|min_ilevel_east=3&lt;br /&gt;
|max_ilevel_east=4&lt;br /&gt;
|width=60 (40 in alt.)&lt;br /&gt;
|height=60 (40 in alt.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Maze is a second-tier zone found in the western region of [[Maj'Eyal]], southwest of [[Derth]]. The standard layout consists of two levels.  Each level is a mazes consisting entirely of darkened two-wide corridors, with the entrance in the northwest corner, and the exit in the southeast corner. The walls are not diggable.&lt;br /&gt;
&lt;br /&gt;
The maze is inhabited by rogues, minotaurs, jellies, and other assorted monsters. The boss is the [[Minotaur of the Labyrinth]], a minotaur with [[Berserker]] talents, and appears in a random location on the second level.&lt;br /&gt;
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The first level is very large, while the second is much smaller. In the southeast corner of the second level is a special exit that leads back to the surface.&lt;br /&gt;
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Rogues will discover a special scroll of lore which will teach them how to make a poison gas trap.&lt;br /&gt;
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As of version 1.0.3, this zone has an alternate layout, with 4 (slightly smaller) floors.  The orderly maze has been shattered, and you'll find horrors in addition to the rogues and jellies.  Each floor has multiple holes (&amp;quot;huge crack in the floor&amp;quot;) that you can jump into to to get to the next floor.  Be sure you're done with the level you're currently on, as it's a one way jump.  The boss in the alternate layout is the [[Horned Horror]].&lt;br /&gt;
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After returning from the [[Far East]], the [[backup guardian]] is [[Nimisil]].&lt;/div&gt;</summary>
		<author><name>ColbyWolf</name></author>	</entry>

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