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		<updated>2026-04-29T19:51:35Z</updated>
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	<entry>
		<id>https://te4.org/w/index.php?title=Starting_Zone&amp;diff=16784</id>
		<title>Starting Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Starting_Zone&amp;diff=16784"/>
				<updated>2020-06-03T22:40:07Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Added exceptions for Krog Chronomancers &amp;amp; Ogre Celestials and made minor changes/corrections to the text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''starting zone''' for new characters is based on the combination of their [[race]] and [[class]], according to a set order. [[Cornac]]s normally start the game at [[Trollmire]], for example, but a human [[Archmage]] will get [[Angolwen]] instead, since that class takes precedence in establishing the initial area.&lt;br /&gt;
&lt;br /&gt;
This is worth paying some attention to, given that some [[artifact]]s can only be found in specific locations and a number of [[unlockables]] require access to certain areas, but some zones are only available to characters who start the game there and that can be bypassed by elements of the build.{{ref|a}}&lt;br /&gt;
&lt;br /&gt;
Below you will find every starting zone in the game, including those introduced by the ''[[Ashes of Urh'Rok|Ashes of Urh’Rok]]'' &amp;amp; ''[[Forbidden Cults]]'' DLCs,{{ref|b}} ordered by precedence. Short descriptions are provided, but you are advised to read the main article for each zone and check out the guides linked at the end.{{ref|c}}&lt;br /&gt;
&lt;br /&gt;
==Starting Zone Hierarchy==&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Characters falling under two categories will start in the zone listed higher.&lt;br /&gt;
&lt;br /&gt;
===Special Start===&lt;br /&gt;
&lt;br /&gt;
Some of the zones in this section can only be accessed by characters who start at them, offer unique quests or rewards to those, or usually become available later in the game—[[#Krog|the Ruins of Kor’Pul]] being the only exception.&lt;br /&gt;
&lt;br /&gt;
====Undead (Ghoul and Skeleton)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Blighted Ruins}}&lt;br /&gt;
&lt;br /&gt;
Undead characters ([[Ghoul]]s and [[Skeleton]]s) of any class start the game at the level 3 of the Blighted Ruins and must climb up to the first level, where a boss awaits. The fight is optional, but bear in mind that the ruins cannot be accessed again once you leave.&lt;br /&gt;
&lt;br /&gt;
====Drem====&lt;br /&gt;
&lt;br /&gt;
{{Main|Kroshkkur, the Hidden Sanctuary}}&lt;br /&gt;
&lt;br /&gt;
[[Drem]] characters of any class begin at the Hidden Sanctuary of Kroshkkur, a special city that can only be accessed by those who start there. In the beginning, the sanctuary is about to be destroyed and you must choose between abandoning it to its fate or  saving it, by defeating the boss of [[The Maggot]] (a dungeon only reachable from Kroshkkur), after which you will be able to visit it at any point of the game.&lt;br /&gt;
&lt;br /&gt;
====Krog====&lt;br /&gt;
&lt;br /&gt;
{{Main|Ruins of Kor'Pul}}&lt;br /&gt;
&lt;br /&gt;
[[Krog]] characters of any class start at the Ruins of Kor’Pul, ''with one exception'': Krog [[Chronomancer (Metaclass)|chronomancers]] will get the [[#Chronomancers (Paradox Mages &amp;amp; Temporal Wardens)|standard start]] for that particular metaclass. Other than that, picking this race is a way of skipping special zones altogether—to make the game more challenging, perhaps, since the extra experience from those zones is meant as a boost to classes that might otherwise have a rough early game.&lt;br /&gt;
&lt;br /&gt;
====Demonic (Doomelf, Doombringer, Demonologist)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Searing Halls}}&lt;br /&gt;
&lt;br /&gt;
[[Doomelf|Doomelves]] of any class, and both [[Doombringer]]s &amp;amp; [[Demonologist]]s of any race not yet mentioned, start at the Searing Halls, a dungeon in outer space, orbiting Eyal. Defeating the boss will create a portal leading to the level 2 of a random [[Tier#Zones|T1 dungeon]] and, depending on where you end, it is advisable to use the Rod of Recall to escape as soon as you get there.&lt;br /&gt;
&lt;br /&gt;
====Demented (Cultist of Entropy &amp;amp; Writhing One)====&lt;br /&gt;
&lt;br /&gt;
Just like the Drems, characters of the [[Demented (Metaclass)|demented metaclass]] ([[Cultist of Entropy|Cultists of Entropy]] and [[Writhing One|Writhing Ones]]) of any other race not mentioned above will start at Kroshkkur. The start being the exact same, everything in the Drems’ section [[#Drem|above]] also apply to them.&lt;br /&gt;
&lt;br /&gt;
====Dwarf====&lt;br /&gt;
&lt;br /&gt;
{{Main|Escape from Reknor}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] of any class not mentioned above start in the middle of a quest, fighting to [[Escape from Reknor]] along with their squadmate Norgan—and as with the undead start, the boss of the zone can be skipped, although it is possible to go back and fight him later. After that, they arrive at the [[Iron Council]], a special town that can only be accessed by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Yeek====&lt;br /&gt;
&lt;br /&gt;
{{Main|Irkkk}}&lt;br /&gt;
&lt;br /&gt;
[[Yeek]]s of any class not yet mentioned start at the town of [[Irkkk]], in the Island of Rel, and must finish two dungeons—the [[Ritch Tunnels]] and [[Murgol's Lair|Murgol’s Lair]], inacessible to other characters—before they can reach the mainland.&lt;br /&gt;
&lt;br /&gt;
====Celestial (Anorithil &amp;amp; Sun Paladin)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Gates of Morning}}&lt;br /&gt;
&lt;br /&gt;
Characters belonging to the [[Celestial (Metaclass)|celestial metaclass]], [[Anorithil]] and [[Sun Paladin]]s, provided they do not belong to the races mentioned above and are ''not'' [[Ogre]]s, will start at the Gates of Morning. The boss will take the fight to the level 2 of a random T1 dungeon. Depending on where you end, it is advisable to use the Rod of Recall to escape the zone as soon as the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
====Archmage====&lt;br /&gt;
&lt;br /&gt;
{{Main|Angolwen}}&lt;br /&gt;
&lt;br /&gt;
[[Archmage]]s of any race not mentioned above will start at Angolwen and be offered an optional quest—not obtainable any other way. Should they accept, they will be taken to a dungeon in outer space where they will have to use cast [[Phase door (talent)|phase door]] in order to move around. Being an optional area, monsters there can be [[Rank|rare+]] and the zone is a hard zone on [[Difficulty|Insane+]].&lt;br /&gt;
&lt;br /&gt;
====Chronomancers (Paradox Mages &amp;amp; Temporal Wardens)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Point Zero}}&lt;br /&gt;
&lt;br /&gt;
[[Chronomancer (Metaclass)|Chronomancers]] ([[Paradox Mage]]s &amp;amp; [[Temporal Warden]]s) of any race not mentioned above start at Point Zero and will be offered an optional quest—not obtainable any other way. Should they accept, they will be taken to a dungeon filled with temporal spiders. Being an optional area, monsters there can be [[Rank|rare+]] and the zone is a very hard zone on [[Difficulty|Insane+]].&lt;br /&gt;
&lt;br /&gt;
===Standard Start===&lt;br /&gt;
&lt;br /&gt;
Characters whose build do not belong to any of the categories above will start at one of the following zones instead, the only consideration being their race.&lt;br /&gt;
&lt;br /&gt;
====Ogre &amp;amp; Shalore====&lt;br /&gt;
&lt;br /&gt;
{{Main|Scintillating Caves}}&lt;br /&gt;
&lt;br /&gt;
[[Ogre]]s and [[Shalore|Shaloren]] of any class not listed above start at the Scintillating Caves. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
====Thalore====&lt;br /&gt;
&lt;br /&gt;
{{Main|Norgos' Lair}}&lt;br /&gt;
&lt;br /&gt;
[[Thalore|Thaloren]] of any class not listed above start at Norgos’ Lair. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
====Humans &amp;amp; Halflings====&lt;br /&gt;
&lt;br /&gt;
{{Main|Trollmire}}&lt;br /&gt;
&lt;br /&gt;
[[Human]]s ([[Cornac]] &amp;amp; [[Higher]]) and [[Halfling]]s of any class not listed above start at Trollmire. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
:1.{{note|a}} For example, since the [[Iron Council]], being the special zone for dwarves, has precedence over the chronomancers’ start, a Dwarf Temporal Warden will never be able to access [[Point Zero]].&lt;br /&gt;
&lt;br /&gt;
:2.{{note|b}} Starting zones in the [[Embers of Rage|''Embers of Rage'' DLC]] do not require much elaboration: [[Orc]]s start at [[Kruk Pride]] while [[Kruk Yeti|Yeti]]s and [[Whitehoof|Whitehoove]]s start at the [[Vaporous Emporium]], independently of their classes.&lt;br /&gt;
&lt;br /&gt;
:3.{{note|c}} Cathbald’s guide, in particular, is rather detailed and was the source of most of the information in this article.&lt;br /&gt;
&lt;br /&gt;
[[Category: Starting Zones]]&lt;br /&gt;
[[Category: Zones]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Recommended Zone Order Progression]]&lt;br /&gt;
&lt;br /&gt;
* [[Zone]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cathbald’s Guide to Zones &amp;amp; Zone Order]&lt;br /&gt;
&lt;br /&gt;
* [https://i.ibb.co/L67j1Hm/Maj-039-Eyal-all-zones-cults.jpg Map of Maj’Eyal]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Starting_Zone&amp;diff=16783</id>
		<title>Starting Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Starting_Zone&amp;diff=16783"/>
				<updated>2020-06-03T20:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Corrected a mistake regarding the Iron Council.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''starting zone''' for a new character is based on the choosen combination of [[race]] and [[class]], according to a set order. For example, while [[Cornac]]s normally begin the game at the [[Trollmire]], a human [[Archmage]] will start in [[Angolwen]] instead, since this class takes precedence in the zone order.&lt;br /&gt;
&lt;br /&gt;
This is worth paying some attention to because some [[artifact]]s can only be found in specific places and a number of [[unlockables]] require access to certain areas, but some zones are only accessible for characters that start in them and that can be bypassed by elements of the build.{{ref|a}}&lt;br /&gt;
&lt;br /&gt;
==Starting Zone Hierarchy==&lt;br /&gt;
&lt;br /&gt;
What follows is a list of the starting zones in the game, including those introduced by the ''[[Ashes of Urh'Rok|Ashes of Urh’Rok]]'' &amp;amp; ''[[Forbidden Cults]]'' DLCs,{{ref|b}} organized by order precedence—a character falling under two categories will start the game in the zone listed higher in the list.&lt;br /&gt;
&lt;br /&gt;
Short descriptions are provided, but the reader is advised to read the main article for each zone and check out the guides linked at the end.{{ref|c}}&lt;br /&gt;
&lt;br /&gt;
===Special Start===&lt;br /&gt;
&lt;br /&gt;
This section lists the special starting zones: some can only be accessed by those who start in them, others offer quests unique to those characters or can only be accessed later in the game—[[#Krog|the Ruins of Kor’Pul]] being the only exception.&lt;br /&gt;
&lt;br /&gt;
====Undead (Ghoul and Skeleton)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Blighted Ruins}}&lt;br /&gt;
&lt;br /&gt;
Undead characters ([[Ghoul]]s and [[Skeleton]]s) of any class start the game at the level 3 of the Blighted Ruins and must climb up to the first level, where a boss waits. The fight is optional: you can exit straight to the worldmap and skip it altogether, but bear in mind that the ruins cannot be accessed again once you leave (even if you defeated the boss).&lt;br /&gt;
&lt;br /&gt;
====Drem====&lt;br /&gt;
&lt;br /&gt;
{{Main|Kroshkkur, the Hidden Sanctuary}}&lt;br /&gt;
&lt;br /&gt;
[[Drem]] characters of any class begin at the Hidden Sanctuary of Kroshkkur, a special city that can only be accessed by those who start there. In the beginning, the sanctuary is about to be destroyed and you must choose between abandoning it to its fate or  saving it, by defeating the boss of [[The Maggot]] (a dungeon only reachable from Kroshkkur), after which you will be able to visit it at any point of the game.&lt;br /&gt;
&lt;br /&gt;
====Krog====&lt;br /&gt;
&lt;br /&gt;
{{Main|Ruins of Kor'Pul}}&lt;br /&gt;
&lt;br /&gt;
[[Krog]] characters of any class start at the Ruins of Kor’Pul. Choosing this race is thus a way to skip special zones in the beginning, supposing you can find a reason to do so—perhaps in order to make the game more challenging, considering that the extra experience from those additional zones is meant as a boost to classes that would otherwise have a rough early game.&lt;br /&gt;
&lt;br /&gt;
====Demonic (Doomelf, Doombringer, Demonologist)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Searing Halls}}&lt;br /&gt;
&lt;br /&gt;
[[Doomelf|Doomelves]] of any class, and both [[Doombringer]]s &amp;amp; [[Demonologist]]s of any race not yet mentioned, start at the Searing Halls, a dungeon in outer space, orbiting Eyal. Defeating the boss will create a portal leading to the level 2 of a random [[Tier#Zones|T1 dungeon]] and, depending on where you end, it is advisable to use the Rod of Recall to escape as soon as you get there.&lt;br /&gt;
&lt;br /&gt;
====Demented (Cultist of Entropy &amp;amp; Writhing One)====&lt;br /&gt;
&lt;br /&gt;
Just like the Drems, characters of the [[Demented (Metaclass)|demented metaclass]] ([[Cultist of Entropy|Cultists of Entropy]] and [[Writhing One|Writhing Ones]]) of any other race not mentioned above will start at Kroshkkur. The start being the exact same, everything in the Drems’ section [[#Drem|above]] also apply to them.&lt;br /&gt;
&lt;br /&gt;
====Dwarf====&lt;br /&gt;
&lt;br /&gt;
{{Main|Escape from Reknor}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] of any class not mentioned above start in the middle of a quest, fighting to [[Escape from Reknor]] along with their squadmate Norgan—and as with the undead start, the boss of the zone can be skipped, although it is possible to go back and fight him later. After that, they arrive at the [[Iron Council]], a special town that can only be accessed by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Yeek====&lt;br /&gt;
&lt;br /&gt;
{{Main|Irkkk}}&lt;br /&gt;
&lt;br /&gt;
[[Yeek]]s of any class not yet mentioned start at the town of [[Irkkk]], in the Island of Rel, and must finish two dungeons—the [[Ritch Tunnels]] and [[Murgol's Lair|Murgol’s Lair]], inacessible to other characters—before they can reach the mainland.&lt;br /&gt;
&lt;br /&gt;
====Celestial (Anorithil &amp;amp; Sun Paladin)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Gates of Morning}}&lt;br /&gt;
&lt;br /&gt;
Characters belonging to the [[Celestial (Metaclass)|celestial metaclass]], [[Anorithil]] and [[Sun Paladin]]s, provided they do not belong to the races mentioned above, will start at the Gates of Morning. The boss will take the fight to the level 2 of a random T1 dungeon. Depending on where you end, it is advisable to use the Rod of Recall to escape the zone as soon as the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
====Archmage====&lt;br /&gt;
&lt;br /&gt;
{{Main|Angolwen}}&lt;br /&gt;
&lt;br /&gt;
[[Archmage]]s of any race not mentioned above will start at Angolwen and be offered an optional quest—not obtainable any other way. Should they accept, they will be taken to a dungeon in outer space where they will have to use cast [[Phase door (talent)|phase door]] in order to move around. Being an optional area, monsters there can be [[Rank|rare+]] and the zone is a hard zone on [[Difficulty|Insane+]].&lt;br /&gt;
&lt;br /&gt;
====Chronomancers (Paradox Mages &amp;amp; Temporal Wardens)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Point Zero}}&lt;br /&gt;
&lt;br /&gt;
[[Chronomancer (Metaclass)|Chronomancers]] ([[Paradox Mage]]s &amp;amp; [[Temporal Warden]]s) of any race not mentioned above start at Point Zero and will be offered an optional quest—not obtainable any other way. Should they accept, they will be taken to a dungeon filled with temporal spiders. Being an optional area, monsters there can be [[Rank|rare+]] and the zone is a very hard zone on [[Difficulty|Insane+]].&lt;br /&gt;
&lt;br /&gt;
===Standard Start===&lt;br /&gt;
&lt;br /&gt;
Characters whose build do not belong to any of the categories above will start at one of the following zones instead, the only consideration being their race.&lt;br /&gt;
&lt;br /&gt;
====Ogre &amp;amp; Shalore====&lt;br /&gt;
&lt;br /&gt;
{{Main|Scintillating Caves}}&lt;br /&gt;
&lt;br /&gt;
[[Ogre]]s and [[Shalore|Shaloren]] of any class not listed above start at the Scintillating Caves. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
====Thalore====&lt;br /&gt;
&lt;br /&gt;
{{Main|Norgos' Lair}}&lt;br /&gt;
&lt;br /&gt;
[[Thalore|Thaloren]] of any class not listed above start at Norgos’ Lair. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
====Humans &amp;amp; Halflings====&lt;br /&gt;
&lt;br /&gt;
{{Main|Trollmire}}&lt;br /&gt;
&lt;br /&gt;
[[Human]]s ([[Cornac]] &amp;amp; [[Higher]]) and [[Halfling]]s of any class not listed above start at Trollmire. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
:1.{{note|a}} For example, since the [[Iron Council]], being the special zone for dwarves, has precedence over the chronomancers’ start, a Dwarf Temporal Warden will never be able to access [[Point Zero]].&lt;br /&gt;
&lt;br /&gt;
:2.{{note|b}} Starting zones in the [[Embers of Rage|''Embers of Rage'' DLC]] do not require much elaboration: [[Orc]]s start at [[Kruk Pride]] while [[Kruk Yeti|Yeti]]s and [[Whitehoof|Whitehoove]]s start at the [[Vaporous Emporium]], independently of their classes.&lt;br /&gt;
&lt;br /&gt;
:3.{{note|c}} Cathbald’s guide, in particular, is rather detailed and was the source of most of the information in this article.&lt;br /&gt;
&lt;br /&gt;
[[Category: Starting Zones]]&lt;br /&gt;
[[Category: Zones]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Recommended Zone Order Progression]]&lt;br /&gt;
&lt;br /&gt;
* [[Zone]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cathbald’s Guide to Zones &amp;amp; Zone Order]&lt;br /&gt;
&lt;br /&gt;
* [https://i.ibb.co/L67j1Hm/Maj-039-Eyal-all-zones-cults.jpg Map of Maj’Eyal]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Starting_Zone&amp;diff=16782</id>
		<title>Starting Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Starting_Zone&amp;diff=16782"/>
				<updated>2020-06-03T20:22:38Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Borrowing heavily from Cathbald’s guide to zones, I wrote a quick guide to where each race/class combo starts the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''starting zone''' for a new character is based on the choosen combination of [[race]] and [[class]], according to a set order. For example, while [[Cornac]]s normally begin the game at the [[Trollmire]], a human [[Archmage]] will start in [[Angolwen]] instead, since this class takes precedence in the zone order.&lt;br /&gt;
&lt;br /&gt;
This is worth paying some attention to because some [[artifact]]s can only be found in specific places and a number of [[unlockables]] require access to certain areas, but some zones are only accessible for characters that start in them and that can be bypassed by elements of the build.{{ref|a}}&lt;br /&gt;
&lt;br /&gt;
==Starting Zone Hierarchy==&lt;br /&gt;
&lt;br /&gt;
What follows is a list of the starting zones in the game, including those introduced by the ''[[Ashes of Urh'Rok|Ashes of Urh’Rok]]'' &amp;amp; ''[[Forbidden Cults]]'' DLCs,{{ref|b}} organized by order precedence—a character falling under two categories will start the game in the zone listed higher in the list.&lt;br /&gt;
&lt;br /&gt;
Short descriptions are provided, but the reader is advised to read the main article for each zone and check out the guides linked at the end.{{ref|c}}&lt;br /&gt;
&lt;br /&gt;
===Special Start===&lt;br /&gt;
&lt;br /&gt;
This section lists the special starting zones: some can only be accessed by those who start in them, others offer quests unique to those characters or can only be accessed later in the game—[[#Krog|the Ruins of Kor’Pul]] being the only exception.&lt;br /&gt;
&lt;br /&gt;
====Undead (Ghoul and Skeleton)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Blighted Ruins}}&lt;br /&gt;
&lt;br /&gt;
Undead characters ([[Ghoul]]s and [[Skeleton]]s) of any class start the game at the level 3 of the Blighted Ruins and must climb up to the first level, where a boss waits. The fight is optional: you can exit straight to the worldmap and skip it altogether, but bear in mind that the ruins cannot be accessed again once you leave (even if you defeated the boss).&lt;br /&gt;
&lt;br /&gt;
====Drem====&lt;br /&gt;
&lt;br /&gt;
{{Main|Kroshkkur, the Hidden Sanctuary}}&lt;br /&gt;
&lt;br /&gt;
[[Drem]] characters of any class begin at the Hidden Sanctuary of Kroshkkur, a special city that can only be accessed by those who start there. In the beginning, the sanctuary is about to be destroyed and you must choose between abandoning it to its fate or  saving it, by defeating the boss of [[The Maggot]] (a dungeon only reachable from Kroshkkur), after which you will be able to visit it at any point of the game.&lt;br /&gt;
&lt;br /&gt;
====Krog====&lt;br /&gt;
&lt;br /&gt;
{{Main|Ruins of Kor'Pul}}&lt;br /&gt;
&lt;br /&gt;
[[Krog]] characters of any class start at the Ruins of Kor’Pul. Choosing this race is thus a way to skip special zones in the beginning, supposing you can find a reason to do so—perhaps in order to make the game more challenging, considering that the extra experience from those additional zones is meant as a boost to classes that would otherwise have a rough early game.&lt;br /&gt;
&lt;br /&gt;
====Demonic (Doomelf, Doombringer, Demonologist)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Searing Halls}}&lt;br /&gt;
&lt;br /&gt;
[[Doomelf|Doomelves]] of any class, and both [[Doombringer]]s &amp;amp; [[Demonologist]]s of any race not yet mentioned, start at the Searing Halls, a dungeon in outer space, orbiting Eyal. Defeating the boss will create a portal leading to the level 2 of a random [[Tier#Zones|T1 dungeon]] and, depending on where you end, it is advisable to use the Rod of Recall to escape as soon as you get there.&lt;br /&gt;
&lt;br /&gt;
====Demented (Cultist of Entropy &amp;amp; Writhing One)====&lt;br /&gt;
&lt;br /&gt;
Just like the Drems, characters of the [[Demented (Metaclass)|demented metaclass]] ([[Cultist of Entropy|Cultists of Entropy]] and [[Writhing One|Writhing Ones]]) of any other race not mentioned above will start at Kroshkkur. The start being the exact same, everything in the Drems’ section [[#Drem|above]] also apply to them.&lt;br /&gt;
&lt;br /&gt;
====Dwarf====&lt;br /&gt;
&lt;br /&gt;
{{Main|Escape from Reknor}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] of any class not mentioned above start in the middle of a quest, fighting to [[Escape from Reknor]] along with their squadmate Norgan—and as with the undead start, the boss of the zone can be skipped, although it is possible to go back and face him later. After that, they arrive in the special Dwarf town, the [[Iron Council]], that can only be accessed by characters who got this beginning.&lt;br /&gt;
&lt;br /&gt;
====Yeek====&lt;br /&gt;
&lt;br /&gt;
{{Main|Irkkk}}&lt;br /&gt;
&lt;br /&gt;
[[Yeek]]s of any class not yet mentioned start at the town of [[Irkkk]], in the Island of Rel, and must finish two dungeons—the [[Ritch Tunnels]] and [[Murgol's Lair|Murgol’s Lair]], inacessible to other characters—before they can reach the mainland.&lt;br /&gt;
&lt;br /&gt;
====Celestial (Anorithil &amp;amp; Sun Paladin)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Gates of Morning}}&lt;br /&gt;
&lt;br /&gt;
Characters belonging to the [[Celestial (Metaclass)|celestial metaclass]], [[Anorithil]] and [[Sun Paladin]]s, provided they do not belong to the races mentioned above, will start at the Gates of Morning. The boss will take the fight to the level 2 of a random T1 dungeon. Depending on where you end, it is advisable to use the Rod of Recall to escape the zone as soon as the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
====Archmage====&lt;br /&gt;
&lt;br /&gt;
{{Main|Angolwen}}&lt;br /&gt;
&lt;br /&gt;
[[Archmage]]s of any race not mentioned above will start at Angolwen and be offered an optional quest—not obtainable any other way. Should they accept, they will be taken to a dungeon in outer space where they will have to use cast [[Phase door (talent)|phase door]] in order to move around. Being an optional area, monsters there can be [[Rank|rare+]] and the zone is a hard zone on [[Difficulty|Insane+]].&lt;br /&gt;
&lt;br /&gt;
====Chronomancers (Paradox Mages &amp;amp; Temporal Wardens)====&lt;br /&gt;
&lt;br /&gt;
{{Main|Point Zero}}&lt;br /&gt;
&lt;br /&gt;
[[Chronomancer (Metaclass)|Chronomancers]] ([[Paradox Mage]]s &amp;amp; [[Temporal Warden]]s) of any race not mentioned above start at Point Zero and will be offered an optional quest—not obtainable any other way. Should they accept, they will be taken to a dungeon filled with temporal spiders. Being an optional area, monsters there can be [[Rank|rare+]] and the zone is a very hard zone on [[Difficulty|Insane+]].&lt;br /&gt;
&lt;br /&gt;
===Standard Start===&lt;br /&gt;
&lt;br /&gt;
Characters whose build do not belong to any of the categories above will start at one of the following zones instead, the only consideration being their race.&lt;br /&gt;
&lt;br /&gt;
====Ogre &amp;amp; Shalore====&lt;br /&gt;
&lt;br /&gt;
{{Main|Scintillating Caves}}&lt;br /&gt;
&lt;br /&gt;
[[Ogre]]s and [[Shalore|Shaloren]] of any class not listed above start at the Scintillating Caves. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
====Thalore====&lt;br /&gt;
&lt;br /&gt;
{{Main|Norgos' Lair}}&lt;br /&gt;
&lt;br /&gt;
[[Thalore|Thaloren]] of any class not listed above start at Norgos’ Lair. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
====Humans &amp;amp; Halflings====&lt;br /&gt;
&lt;br /&gt;
{{Main|Trollmire}}&lt;br /&gt;
&lt;br /&gt;
[[Human]]s ([[Cornac]] &amp;amp; [[Higher]]) and [[Halfling]]s of any class not listed above start at Trollmire. Being a default zone, they can leave and come back at any time.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
:1.{{note|a}} For example, since the [[Iron Council]], being the special zone for dwarves, has precedence over the chronomancers’ start, a Dwarf Temporal Warden will never be able to access [[Point Zero]].&lt;br /&gt;
&lt;br /&gt;
:2.{{note|b}} Starting zones in the [[Embers of Rage|''Embers of Rage'' DLC]] do not require much elaboration: [[Orc]]s start at [[Kruk Pride]] while [[Kruk Yeti|Yeti]]s and [[Whitehoof|Whitehoove]]s start at the [[Vaporous Emporium]], independently of their classes.&lt;br /&gt;
&lt;br /&gt;
:3.{{note|c}} Cathbald’s guide, in particular, is rather detailed and was the source of most of the information in this article.&lt;br /&gt;
&lt;br /&gt;
[[Category: Starting Zones]]&lt;br /&gt;
[[Category: Zones]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Recommended Zone Order Progression]]&lt;br /&gt;
&lt;br /&gt;
* [[Zone]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cathbald’s Guide to Zones &amp;amp; Zone Order]&lt;br /&gt;
&lt;br /&gt;
* [https://i.ibb.co/L67j1Hm/Maj-039-Eyal-all-zones-cults.jpg Map of Maj’Eyal]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Template:Note&amp;diff=16781</id>
		<title>Template:Note</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Template:Note&amp;diff=16781"/>
				<updated>2020-06-03T18:11:34Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: In the lack of the Cite extension, will have to make do with the ref/def templates to add notes to the text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;cite id=&amp;quot;endnote_{{{1}}}&amp;quot; style=&amp;quot;font-style: normal;&amp;quot;&amp;gt;[[#ref_{{{1}}}|'''^''']]&amp;lt;/cite&amp;gt;&amp;amp;nbsp;&amp;lt;noinclude&amp;gt;[[Category:Templates|Note]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Template:Ref&amp;diff=16780</id>
		<title>Template:Ref</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Template:Ref&amp;diff=16780"/>
				<updated>2020-06-03T18:11:27Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: In the lack of the Cite extension, will have to make do with the ref/def templates to add notes to the text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;sup class=&amp;quot;reference plainlinks nourlexpansion&amp;quot; {{#ifeq:{{{noid}}}|noid||id=&amp;quot;ref_{{{1}}}&amp;quot;}}&amp;gt;{{#if:{{{2|}}}|[[#endnote_{{{1}}}|{{{2}}}]]|[{{fullurl:{{FULLPAGENAME}}}}#endnote_{{anchorencode:{{{1|}}}}}]}}&amp;lt;/sup&amp;gt;&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:Embers_of_Rage&amp;diff=16779</id>
		<title>Category:Embers of Rage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:Embers_of_Rage&amp;diff=16779"/>
				<updated>2020-06-02T16:39:18Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Created the category for articles about the Embers of Rage DLC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a category page for articles related to the [[Embers of Rage|''Embers of Rage'' DLC]].&lt;br /&gt;
&lt;br /&gt;
[[Category: DLCs]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Embers_of_Rage&amp;diff=16778</id>
		<title>Embers of Rage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Embers_of_Rage&amp;diff=16778"/>
				<updated>2020-06-02T16:38:04Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Included the article in the Embers of Rage and the DLCs categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Embers of Rage''' is the 2nd expansion to Tales of Maj'Eyal. It was [http://te4.org/dlc/embers-rage released] on Feb. 23rd, 2016. It can be purchased for 70 voratun coins (7$ or 7€).&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
One year has passed since the one the Orcs call the &amp;quot;Scourge from the West&amp;quot; came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.&lt;br /&gt;
 &lt;br /&gt;
'''Features:'''&lt;br /&gt;
* Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...&lt;br /&gt;
&lt;br /&gt;
* Play as one of three new races: the battle-hardened [[Orc|Orcs]], the brutal [[Kruk Yeti|Yetis]], and the unstoppable [[Whitehoof|Whitehooves]]. Discover their stories, their pains, their hopes... and their awesome racial powers!&lt;br /&gt;
&lt;br /&gt;
* Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.&lt;br /&gt;
&lt;br /&gt;
* Play as one of the three new tinker classes: [[Gunslinger|Gunslingers]], [[Sawbutcher|Sawbutchers]], and [[Psyshot|Psyshots]]! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.&lt;br /&gt;
&lt;br /&gt;
* Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.&lt;br /&gt;
&lt;br /&gt;
* Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no &amp;quot;boring&amp;quot; talents here, everything has its own special applications and properties!&lt;br /&gt;
&lt;br /&gt;
* Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...&lt;br /&gt;
&lt;br /&gt;
* Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.&lt;br /&gt;
&lt;br /&gt;
* Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!&lt;br /&gt;
&lt;br /&gt;
* Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!&lt;br /&gt;
&lt;br /&gt;
* Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!&lt;br /&gt;
&lt;br /&gt;
* Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.&lt;br /&gt;
&lt;br /&gt;
* Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!&lt;br /&gt;
&lt;br /&gt;
[[Category: Embers of Rage]]&lt;br /&gt;
[[Category: DLCs]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:Ashes_of_Urh%27Rok&amp;diff=16777</id>
		<title>Category:Ashes of Urh'Rok</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:Ashes_of_Urh%27Rok&amp;diff=16777"/>
				<updated>2020-06-02T16:36:55Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Created the category for articles related to the Ashes of Urh’Rok DLC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a category page for articles related to the [[Ashes of Urh'Rok|''Ashes of Urh’Rok'' DLC]].&lt;br /&gt;
&lt;br /&gt;
[[Category: DLCs]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ashes_of_Urh%27Rok&amp;diff=16776</id>
		<title>Ashes of Urh'Rok</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ashes_of_Urh%27Rok&amp;diff=16776"/>
				<updated>2020-06-02T16:34:38Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Included the article in the Ashes of Urh’Rok and the DLCs categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Ashes of Urh'Rok===&lt;br /&gt;
&lt;br /&gt;
Ashes of Urh'Rok is a [http://te4.org/dlc/ashes-urhrok downloadable] expansion, which can be purchased for 40 voratun coins (4€).&lt;br /&gt;
&lt;br /&gt;
====Official Description====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Many in Maj'Eyal have heard of &amp;quot;demons&amp;quot;, sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
* New classes, [[Doombringer]] and [[Demonologist]] (unlockable)&lt;br /&gt;
* New race, [[Doomelf]]&lt;br /&gt;
* Two new zones, new art, new [[guardians]]&lt;br /&gt;
* 10,000+ words of new lore&lt;br /&gt;
* 75 new talents&lt;br /&gt;
* Two new events which can occur in the main campaign&lt;br /&gt;
* 20 new [[artifacts]]&lt;br /&gt;
* 7 new [[achievements]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Ashes of Urh'Rok]]&lt;br /&gt;
[[Category: DLCs]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:Starting_Zones&amp;diff=16775</id>
		<title>Category:Starting Zones</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:Starting_Zones&amp;diff=16775"/>
				<updated>2020-06-02T16:31:37Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Created a category to include the starting zones for different races/classes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main|Starting Zones}}&lt;br /&gt;
&lt;br /&gt;
This is a category page for the starting zones for different races and classes in ''Tales of Maj’Eyal''.&lt;br /&gt;
&lt;br /&gt;
[[Category: Zones]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talk:Forbidden_Cults&amp;diff=16774</id>
		<title>Talk:Forbidden Cults</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talk:Forbidden_Cults&amp;diff=16774"/>
				<updated>2020-06-02T16:26:59Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Created page with &amp;quot;I was planning on writing the article for Kroshkkur, but felt that the main page for the ''Forbidden Cults'' DLC needed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was planning on writing the article for [[Kroshkkur, the Hidden Sanctuary|Kroshkkur]], but felt that the main page for the [[Forbidden Cults|''Forbidden Cults'' DLC]] needed more immediate attention before I got started on that. I’ve expanded it and, while the result is far from perfect, I hope it will get the ball rolling for others to add to and improve it. [[User:Duck of Tsumego|Duck of Tsumego]] ([[User talk:Duck of Tsumego|talk]]) 18:26, 2 June 2020 (CEST)&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Forbidden_Cults&amp;diff=16773</id>
		<title>Forbidden Cults</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Forbidden_Cults&amp;diff=16773"/>
				<updated>2020-06-02T16:15:35Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Extensive reformulation of this page: expanded the content, included new sections, links (external and internal), artwork, and categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:''{{Forbidden Cults}}''}}&lt;br /&gt;
[[File:Forbidden Cults.jpg|400px|thumb|right|''Forbidden Cults'': Official art and logo]]&lt;br /&gt;
&lt;br /&gt;
'''''Forbidden Cults''''' is the third [[:Category:DLCs|expansion]] for ''Tales of Maj’Eyal'', released on May 16, 2018. Having elements of [[wikipedia:H. P. Lovecraft|Lovecraftian]] influence, it is horror-themed and explore concepts such as insanity and the pursuit of lost, forbidden knowledge.&lt;br /&gt;
&lt;br /&gt;
It can be purchased for 70 voratun coins (7€) [https://te4.org/dlc/cults at the official website], also being available on [https://www.gog.com/game/tales_of_majeyal_forbidden_cults GOG.com] and [https://store.steampowered.com/app/590610/Tales_of_MajEyal__Forbidden_Cults/ Steam].&lt;br /&gt;
&lt;br /&gt;
==Official Description==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj’Eyal. That something is you.&lt;br /&gt;
&lt;br /&gt;
'''Forbidden Cults''' is a big expansion for ''Tales of Maj’Eyal'' to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduced Content==&lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
&lt;br /&gt;
The two races introduced in ''Forbidden Cults'', Drem and Krog, are not independent species ''per se'', but corrupted, mutated strains of other races inhabiting Eyal.&lt;br /&gt;
&lt;br /&gt;
====Drem====&lt;br /&gt;
&lt;br /&gt;
{{Main|Drem}}&lt;br /&gt;
&lt;br /&gt;
Members of a corrupted subrace of [[Dwarf|dwarves]], one that somehow managed to retain a shred of sanity and not fully devolve into mindless horrors, Drems can enter a [[Frenzy drem (talent)|frenzy]] that allows them to use their talents without starting a cooldown period; they also weaponize their bodies, causing harm to those who attack them, and their affinity with the things that dwell deep beneath the surface enables them to summon a terrible horror against their enemies.&lt;br /&gt;
&lt;br /&gt;
====Krog====&lt;br /&gt;
&lt;br /&gt;
{{Main|Krog}}&lt;br /&gt;
&lt;br /&gt;
Grafted by the [[Zigur]]anth in their quest against the arcane, Krogs are [[ogre]]s transformed by the very thing that should have killed them: their drake-infused blood makes them incapable of inscribing runes on their bodies, but it also grants them considerable resistence and the ability to assume and manipulate draconic elements—not to mention the strength to dual-wield any kind of one-handed weapon and stun their foes with powerful blows.&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
&lt;br /&gt;
With the [[Demented (Metaclass)|Demented metaclass]], ''Forbidden Cults'' introduces corruption on the individual level: the sacrifice of one’s mental and physical integrity for power.&lt;br /&gt;
&lt;br /&gt;
====Cultist of Entropy====&lt;br /&gt;
&lt;br /&gt;
{{Main|Cultist of Entropy}}&lt;br /&gt;
&lt;br /&gt;
Cultists of Entropy use their insanity to manipulate entropy itself and unravel the normal laws of physics. Using their talents, even healing themselves, cause their bodies to wither away from an entropic backlash, but they are able to manipulate this effect to their advantage, turning it into power, “gifting” it to their opponents, or using it to open rifts in the structure of reality and unleash the creatures that lurk on the other side.&lt;br /&gt;
&lt;br /&gt;
====Writhing One====&lt;br /&gt;
&lt;br /&gt;
{{Main|Writhing One}}&lt;br /&gt;
&lt;br /&gt;
Writhing Ones are individuals who have used corrupting forces to alter their physiology. They regard their bodies as mere instruments, to be manipulated as they see fit—going as far as to discard or ''melt'' parts of it for protection or in order to inflict pain (and madness) upon their enemies. Having thus become horrific, they can summon horrors to do their bidding and even keep a worm that walks as a permanent ally.&lt;br /&gt;
&lt;br /&gt;
===Zones===&lt;br /&gt;
&lt;br /&gt;
* [[Dremshor Tunnels]]: Filled with horrors, these tunnels lead to ruins that, while ancient, showcase highly advanced technology of an unknown origin—and may hold the secret to how the Drems came to be.&lt;br /&gt;
&lt;br /&gt;
* [[The Godfeaster|Godfeaster]]: The Godfeaster is a ''living'' dungeon that can swallow you once you reach a certain level. It can get just as fun as it sounds.&lt;br /&gt;
&lt;br /&gt;
* [[Kroshkkur, the Hidden Sanctuary]]: Kroshkkur is an ancient Sher’Tul Fortress, laying half in ruins, which serves as both a focal point and home for many kinds of creatures seeking lost knowledge.&lt;br /&gt;
&lt;br /&gt;
* [[Occult Egress]]: A special farportal, different from the one found at the [[Sher'Tul Fortress|Sher’Tul Fortress]] in that, instead of leading to random locations, it is a gateway to places, artifacts and ''effects'' associated with corresponding glyphs.&lt;br /&gt;
&lt;br /&gt;
* [[Scourged Pits]]: To the south of the [[Iron Throne]] lays a foul pit of &amp;lt;''redacted to preserve the reader’s sanity''&amp;gt;...&lt;br /&gt;
&lt;br /&gt;
* [[The Entropic Void]]: A place—or, rather, non-place—for those who feel strong, powerful, invulnerable, who have had enough fun inside the Godfeaster.&lt;br /&gt;
&lt;br /&gt;
* [[The Maggot]]: The Maggot, the “easiest” place among those mentioned, is about to eat ''an entire fortress'' the first time we get to meet it. This should say quite a lot.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
&lt;br /&gt;
====Egress Codes====&lt;br /&gt;
&lt;br /&gt;
Four-glyph sequences, randomly generated on each new run, egress codes can be found throughout Eyal, hidden in the scenery, inscribed in pieces of lore, included among the spoils of a fight. They can be entered at the [[Occult Egress]] to open portals to secret locations, revealing artifact or even to alter the mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
====Entropy &amp;amp; Insanity====&lt;br /&gt;
&lt;br /&gt;
The talents of the [[Demented (Metaclass)|Demented metaclass]], introduced in ''Forbidden Cults'', are based on [[Resource#Insanity|insanity]], a new resource that has the property of being ''replenished'' with use and gradually depleted by lack thereof. While other classes may suffer from insuficient rest, there is such a thing as resting too much when it comes to Cultists of Entropy and Writhing Ones, who need to find ways to keep their insanity from getting too low between fights.&lt;br /&gt;
&lt;br /&gt;
The former must also manage the [[Resource#Entropy|entropy]] they manipulate: using their talents or having direct healing applied to them builds up an entropic backlash that reduces their [[Life|health]] every turn, as mentioned, but this is something to be directed rather than an intrynsecally bad effect—the backlash intensifies some skills, for example, it can be passed on to foes and even serve as a buffer against damage, spreading otherwise immediate harm over multiple turns.&lt;br /&gt;
&lt;br /&gt;
====Forbidden Tomes====&lt;br /&gt;
&lt;br /&gt;
{{Main|Forbidden Tomes}}&lt;br /&gt;
&lt;br /&gt;
Forbidden tomes are fixed [[artifact]]s that can be described as immersive pieces of lore. Not unlike the dreams in the [[Dogroth Caldera]], these volumes allows the player to assume control of those whose memories they record, live through the challenge they faced, and earn a reward in case of successful completion—the reward being consistent with the difficulty each tome: they range from mildly to highly difficult and from innocuous to lethal.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
''Forbidden Cults'' also includes a number of other additions worth mentioning at least in passing:&lt;br /&gt;
&lt;br /&gt;
* A new corrupted element, scourge, and the [[Scourge drake (category)|corresponding]] wyrmic talent tree;&lt;br /&gt;
&lt;br /&gt;
* A new [[Unlockables|unlockable]] cosmetic option, the glass golem;&lt;br /&gt;
&lt;br /&gt;
* And, of course, a number of new achievements, artifacts, creatures, events, and lore.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* ''[[Ashes of Urh'Rok|Ashes of Urh’Rok]]''&lt;br /&gt;
* ''[[Embers of Rage|Embers of Rage]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
* [https://te4.org/dlc/cults ''Forbidden Cults'' at te4.org]&lt;br /&gt;
&lt;br /&gt;
* [https://www.gog.com/game/tales_of_majeyal_forbidden_cults ''Forbidden Cults'' on GOG.com]&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/590610/Tales_of_MajEyal__Forbidden_Cults/ ''Forbidden Cults'' on Steam]&lt;br /&gt;
&lt;br /&gt;
[[Category:Forbidden Cults]]&lt;br /&gt;
[[Category:DLCs]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:Forbidden_Cults&amp;diff=16772</id>
		<title>Category:Forbidden Cults</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:Forbidden_Cults&amp;diff=16772"/>
				<updated>2020-06-02T15:53:05Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Well, no italicizing for categories’ titles, it seems. Never mind.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Forbidden Cults.jpg|400px|thumb|right|Forbidden Cults — Official art and logo]]&lt;br /&gt;
&lt;br /&gt;
This is a category page for articles related to the [[Forbidden Cults|''Forbidden Cults'' DLC]].&lt;br /&gt;
&lt;br /&gt;
[[Category: DLCs]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:Forbidden_Cults&amp;diff=16771</id>
		<title>Category:Forbidden Cults</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:Forbidden_Cults&amp;diff=16771"/>
				<updated>2020-06-02T15:52:20Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{Category:''{{Forbidden Cults}}''}}}}&lt;br /&gt;
[[File:Forbidden Cults.jpg|400px|thumb|right|Forbidden Cults — Official art and logo]]&lt;br /&gt;
&lt;br /&gt;
This is a category page for articles related to the [[Forbidden Cults|''Forbidden Cults'' DLC]].&lt;br /&gt;
&lt;br /&gt;
[[Category: DLCs]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:Forbidden_Cults&amp;diff=16770</id>
		<title>Category:Forbidden Cults</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:Forbidden_Cults&amp;diff=16770"/>
				<updated>2020-06-02T14:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Changed the formatting in the title and added this page to the main DLCs category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{Category:''Forbidden Cults''}}}}&lt;br /&gt;
[[File:Forbidden Cults.jpg|400px|thumb|right|Forbidden Cults — Official art and logo]]&lt;br /&gt;
&lt;br /&gt;
This is a category page for articles related to the [[Forbidden Cults|''Forbidden Cults'' DLC]].&lt;br /&gt;
&lt;br /&gt;
[[Category: DLCs]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:DLCs&amp;diff=16769</id>
		<title>Category:DLCs</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:DLCs&amp;diff=16769"/>
				<updated>2020-06-02T14:40:09Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Creating a new category for content related to all the DLCs available for ToME.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a category page for articles related to the three expansions available for ''Tales of Maj’Eyal'': ''[[Ashes of Urh'Rok|Ashes of Urh’Rok]]'', ''[[Embers of Rage]]'' and ''[[Forbidden Cults]]''.&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Scourged_Pits&amp;diff=16768</id>
		<title>Scourged Pits</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Scourged_Pits&amp;diff=16768"/>
				<updated>2020-06-02T14:20:02Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Minor changes to the text (formatting and making straight quotes curly), linked to the Iron Council article and the Scourge Drake tree, included the page in 3 categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Scourged Pits|guardian=[[Kroltar the Scourge]]| floors = 3| min_level = 30| max_level = 40| min_ilevel = 3| max_ilevel = 5| width = 55| height = 55}}&lt;br /&gt;
&lt;br /&gt;
'''The Scourged Pits''' appears on the main wilderness map of Maj’Eyal (near the [[Iron Council]]) at character level 20, but not in all games. There is a 30% chance of the event occurring, unless you are a Drem, in which case there is a 100% chance. You will “smell a blighted perfume for a moment” when the zone spawns.&lt;br /&gt;
&lt;br /&gt;
All three levels use the Blightspawn “tentacle forest” tileset and are populated with scourge hatchlings, drakes, and wyrms.&lt;br /&gt;
&lt;br /&gt;
On Level 1, trees may randomly come alive and attack with constriction. [[Kroltar the Scourge]] is found on Level 3 and must be defeated to unlock the [[Scourge drake (category)|Scourge Drake]] talent tree for Wyrmics.&lt;br /&gt;
&lt;br /&gt;
[[Category: Forbidden Cults]]&lt;br /&gt;
[[Category: Forbidden Cults Zones]]&lt;br /&gt;
[[Category: Zones]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Demented_(Metaclass)&amp;diff=16767</id>
		<title>Demented (Metaclass)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Demented_(Metaclass)&amp;diff=16767"/>
				<updated>2020-06-02T03:03:52Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Fixed a typo, made minor changes to the text, linked to the Insanity and Darkness, included the page in the FC category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Demented''' is a [[metaclass]] consisting of the [[Cultist of Entropy]] and [[Writhing One]] classes. It was introduced in the [[Forbidden Cults|''Forbidden Cults'' DLC]].&lt;br /&gt;
&lt;br /&gt;
The main resource of the Demented is [[Resources#Insanity|Insanity]], their main talent category is [[Demented (category type)|Demented]] and their main damage type is [[Damage Types#Light &amp;amp; Darkness|Darkness]].&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Forbidden Cults]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=File:Forbidden_Cults.jpg&amp;diff=16766</id>
		<title>File:Forbidden Cults.jpg</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=File:Forbidden_Cults.jpg&amp;diff=16766"/>
				<updated>2020-06-02T00:55:45Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Added this file to the relevant category. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Official art and logo for the [[Forbidden Cults|Forbidden Cults DLC]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Forbidden Cults]]&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:Forbidden_Cults&amp;diff=16765</id>
		<title>Category:Forbidden Cults</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:Forbidden_Cults&amp;diff=16765"/>
				<updated>2020-06-02T00:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Creating a category page for contents related to the Forbidden Cults DLC. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Forbidden Cults.jpg|400px|thumb|right|Forbidden Cults — Official art and logo]]&lt;br /&gt;
&lt;br /&gt;
This is a category page for articles related to the [[Forbidden Cults|Forbidden Cults DLC]].&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=File:Forbidden_Cults.jpg&amp;diff=16764</id>
		<title>File:Forbidden Cults.jpg</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=File:Forbidden_Cults.jpg&amp;diff=16764"/>
				<updated>2020-06-02T00:22:00Z</updated>
		
		<summary type="html">&lt;p&gt;Duck of Tsumego: Official art and logo for the Forbidden Cults DLC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Official art and logo for the Forbidden Cults DLC&lt;/div&gt;</summary>
		<author><name>Duck of Tsumego</name></author>	</entry>

	</feed>