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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mail</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=Mail"/>
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		<updated>2026-04-16T19:45:35Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Race&amp;diff=14700</id>
		<title>Race</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Race&amp;diff=14700"/>
				<updated>2018-05-07T05:16:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Playable Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.4.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
== Defining Race == &lt;br /&gt;
&lt;br /&gt;
All creatures have a race: Monsters, NPCs, and players. Races consist of two parts; type and sub-type. Type is usually a species, while the sub-type is a variety of the species. For example, if you choose to play as a [[Higher]], your type will be &amp;quot;Human&amp;quot;, and your sub-type &amp;quot;Higher&amp;quot;. This will be displayed as &amp;quot;Human/Higher&amp;quot; in the game. NPC examples include Demon/Major, Demon/Minor, Animal/Canine, and so forth.&lt;br /&gt;
&lt;br /&gt;
Type and sub-type are used for certain abilities, most notably for [[vision#telepathy|telepathy]].&lt;br /&gt;
The [[Cursed]] class {{c|Predator}} talent tree also heavily relies on this concept.&lt;br /&gt;
&lt;br /&gt;
== Playable Races ==&lt;br /&gt;
There are fourteen playable races in ToME, six available by default, and eight [[unlockables]] (and/or require purchase). Additional races created by the player community also exist as add-ons. While they offer more options and flavor, some may have unresolved bugs or balance issues.&lt;br /&gt;
&lt;br /&gt;
'''Bold''' numbers are bonuses.&lt;br /&gt;
&lt;br /&gt;
''Italic'' numbers are penalties.&lt;br /&gt;
&lt;br /&gt;
Racial stat modifiers do not change your base stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Race !! [[Strength|Str]] !! [[Dexterity|Dex]] !! [[Constitution|Con]] !! [[Magic|Mag]] !! [[Willpower|Wil]] !! [[Cunning|Cun]] !! [[Luck]] !! Exp Penalty !! [[Life|Life Rating]] !!colspan=&amp;quot;4&amp;quot;| Racial Talents&lt;br /&gt;
{{Race_row|race=[[Cornac]]|life_per_level=10}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|''(start with +1 category point and +1 class/generic points per 10 levels)''&lt;br /&gt;
{{Race_row|race=[[Higher]]|str= '''+1'''|dex= '''+1'''|mag= '''+1'''|wil= '''+1'''| exp_penalty= ''+15%''|life_per_level='''11'''}}&lt;br /&gt;
|{{t|Gift of the Highborn}}&lt;br /&gt;
|{{t|Overseer of Nations}}&lt;br /&gt;
|{{t|Born Into Magic}}&lt;br /&gt;
|{{t|Highborn's Bloom}}&lt;br /&gt;
{{Race_row|race=[[Shalore]]|str= ''-2''|dex= '''+1'''|mag= '''+2'''|wil= '''+3'''|cun= '''+1'''| exp_penalty= ''+25%''|life_per_level=''9''}}&lt;br /&gt;
|{{t|Grace of the Eternals}}&lt;br /&gt;
|{{t|Magic of the Eternals}}&lt;br /&gt;
|{{t|Secrets of the Eternals}}&lt;br /&gt;
|{{t|Timeless}}&lt;br /&gt;
{{Race_row|race=[[Thalore]]|str= '''+2'''|dex= '''+3'''|con= '''+1'''|mag= ''-2''|wil= '''+1'''| exp_penalty= ''+35%''|life_per_level='''11'''}}&lt;br /&gt;
|{{t|Wrath of the Woods}}&lt;br /&gt;
|{{t|Unshackled}}&lt;br /&gt;
|{{t|Guardian of the Wood}}&lt;br /&gt;
|{{t|Nature's Pride}}&lt;br /&gt;
{{Race_row|race=[[Doomelf|Doomelf (# *)]]|str= ''-2''|dex= '''+1'''|con= '''+1'''|mag= '''+3'''|wil= '''+2'''| exp_penalty= ''+25%''|life_per_level=''9''}}&lt;br /&gt;
|{{t|Haste of the Doomed}}&lt;br /&gt;
|{{t|Resilience of the Doomed}}&lt;br /&gt;
|{{t|Corruption of the Doomed}}&lt;br /&gt;
|{{t|Pitiless}}&lt;br /&gt;
{{Race_row|race=[[Halfling]]|str= ''-3''|dex= '''+3'''|con= '''+1'''|cun= '''+3'''|luck= '''+5'''| exp_penalty= ''+20%''|life_per_level='''12'''}}&lt;br /&gt;
|{{t|Luck of the Little Folk}}&lt;br /&gt;
|{{t|Duck and Dodge}}&lt;br /&gt;
|{{t|Militant Mind}}&lt;br /&gt;
|{{t|Indomitable}}&lt;br /&gt;
{{Race_row|race=[[Dwarf]]|str= '''+4'''|dex= ''-2''|con= '''+3'''|mag= ''-2''|wil= '''+3'''| exp_penalty= ''+25%''|life_per_level='''12'''}}&lt;br /&gt;
|{{t|Resilience of the Dwarves}}&lt;br /&gt;
|{{t|Stoneskin}}&lt;br /&gt;
|{{t|Power is Money}}&lt;br /&gt;
|{{t|Stone Walking}}&lt;br /&gt;
{{Race_row|race=[[Drem]]|str= '''n/a'''|dex= ''n/a''|con= '''n/a'''|mag= ''n/a''|wil= '''n/a'''| exp_penalty= ''n/a''|life_per_level='''n/a'''}}&lt;br /&gt;
|[[Frenzy (racial talent)|Frenzy]]&lt;br /&gt;
|[https://te4.org/wiki/From_Below_It_Devours_(talent) From Below It Devours]&lt;br /&gt;
{{Race_row|race=[[Yeek|Yeek (*)]]|str= ''-3''|dex= ''-2''|con= ''-5''|wil= '''+6'''|cun= '''+4'''| exp_penalty= '''-15%'''|life_per_level=''7''}}&lt;br /&gt;
|{{t|Dominant Will}}&lt;br /&gt;
|{{t|Unity}}&lt;br /&gt;
|{{t|Quickened}}&lt;br /&gt;
|{{t|Wayist}}&lt;br /&gt;
{{Race_row|race=[[Ogre|Ogre (*)]]|str= '''+3'''|dex= ''-1''|mag= '''+2'''|wil= ''-2''|cun= '''+2'''| exp_penalty= ''+30%''|life_per_level='''13'''}}&lt;br /&gt;
|{{t|Ogric Wrath}}&lt;br /&gt;
|{{t|Grisly Constitution}}&lt;br /&gt;
|{{t|Scar-Scripted Flesh}}&lt;br /&gt;
|{{t|Writ Large}}&lt;br /&gt;
{{Race_row|race=[[Ghoul|Ghoul (*)]]|str= '''+3'''|dex= '''+1'''|con= '''+5'''|wil= ''-2''|cun= ''-2''| exp_penalty= ''+25%''|life_per_level='''14'''}}&lt;br /&gt;
|{{t|Ghoul}}&lt;br /&gt;
|{{t|Ghoulish Leap}}&lt;br /&gt;
|{{t|Retch}}&lt;br /&gt;
|{{t|Gnaw}}&lt;br /&gt;
{{Race_row|race=[[Skeleton|Skeleton (*)]]|str= '''+3'''|dex= '''+4'''| exp_penalty= ''+40%''|life_per_level='''12'''}}&lt;br /&gt;
|{{t|Skeleton}}&lt;br /&gt;
|{{t|Bone Armour}}&lt;br /&gt;
|{{t|Resilient Bones}}&lt;br /&gt;
|{{t|Re-Assemble}}&lt;br /&gt;
{{Race_row|race=[[Orc|Orc (&amp;amp;)]]|str= '''+2'''|dex= '''+1'''|con= '''+1'''| mag= ''-1''|wil= '''+1'''|cun= '''+1'''| exp_penalty= ''+25%''|life_per_level='''12'''}}&lt;br /&gt;
|{{t|Orcish Fury}}&lt;br /&gt;
|{{t|Hold the Ground}}&lt;br /&gt;
|{{t|Skirmisher}}&lt;br /&gt;
|{{t|Pride of the Orcs}}&lt;br /&gt;
{{Race_row|race=[[Yeti|Kruk Yeti (&amp;amp; *)]]|str= '''+5'''|dex= ''-3''|con= '''+4'''|wil= '''+1'''|cun= ''-1''| exp_penalty= ''+25%''|life_per_level='''13'''}}&lt;br /&gt;
|{{t|Algrid Rage}}&lt;br /&gt;
|{{t|Thick Fur}}&lt;br /&gt;
|{{t|Resilient Body}}&lt;br /&gt;
|{{t|Mindwave}}&lt;br /&gt;
{{Race_row|race=[[Whitehoof|Whitehoof (&amp;amp; *)]]|str= '''+3'''|dex= ''-1''|con= '''+2'''|wil= ''-3''|cun= '''+1'''| mag='''+2'''| exp_penalty= ''+30%''|life_per_level='''14'''}}&lt;br /&gt;
|{{t|Whitehooves}}&lt;br /&gt;
|{{t|Dead Hide}}&lt;br /&gt;
|{{t|Lifeless Rush}}&lt;br /&gt;
|{{t|Essence Drain}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(*) Race must be unlocked.&lt;br /&gt;
&lt;br /&gt;
(# Requires [[Ashes of Urh'Rok]])&lt;br /&gt;
&lt;br /&gt;
(&amp;amp; Requires [[Embers of Rage]], and is only available in that campaign.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Race&amp;diff=14699</id>
		<title>Race</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Race&amp;diff=14699"/>
				<updated>2018-05-07T05:14:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.4.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
== Defining Race == &lt;br /&gt;
&lt;br /&gt;
All creatures have a race: Monsters, NPCs, and players. Races consist of two parts; type and sub-type. Type is usually a species, while the sub-type is a variety of the species. For example, if you choose to play as a [[Higher]], your type will be &amp;quot;Human&amp;quot;, and your sub-type &amp;quot;Higher&amp;quot;. This will be displayed as &amp;quot;Human/Higher&amp;quot; in the game. NPC examples include Demon/Major, Demon/Minor, Animal/Canine, and so forth.&lt;br /&gt;
&lt;br /&gt;
Type and sub-type are used for certain abilities, most notably for [[vision#telepathy|telepathy]].&lt;br /&gt;
The [[Cursed]] class {{c|Predator}} talent tree also heavily relies on this concept.&lt;br /&gt;
&lt;br /&gt;
== Playable Races ==&lt;br /&gt;
There are fourteen playable races in ToME, six available by default, and eight [[unlockables]] (and/or require purchase). Additional races created by the player community also exist as add-ons. While they offer more options and flavor, some may have unresolved bugs or balance issues.&lt;br /&gt;
&lt;br /&gt;
'''Bold''' numbers are bonuses.&lt;br /&gt;
&lt;br /&gt;
''Italic'' numbers are penalties.&lt;br /&gt;
&lt;br /&gt;
Racial stat modifiers do not change your base stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Race !! [[Strength|Str]] !! [[Dexterity|Dex]] !! [[Constitution|Con]] !! [[Magic|Mag]] !! [[Willpower|Wil]] !! [[Cunning|Cun]] !! [[Luck]] !! Exp Penalty !! [[Life|Life Rating]] !!colspan=&amp;quot;4&amp;quot;| Racial Talents&lt;br /&gt;
{{Race_row|race=[[Cornac]]|life_per_level=10}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|''(no racial talents, but gain +1 category point on start instead)''&lt;br /&gt;
{{Race_row|race=[[Higher]]|str= '''+1'''|dex= '''+1'''|mag= '''+1'''|wil= '''+1'''| exp_penalty= ''+15%''|life_per_level='''11'''}}&lt;br /&gt;
|{{t|Gift of the Highborn}}&lt;br /&gt;
|{{t|Overseer of Nations}}&lt;br /&gt;
|{{t|Born Into Magic}}&lt;br /&gt;
|{{t|Highborn's Bloom}}&lt;br /&gt;
{{Race_row|race=[[Shalore]]|str= ''-2''|dex= '''+1'''|mag= '''+2'''|wil= '''+3'''|cun= '''+1'''| exp_penalty= ''+25%''|life_per_level=''9''}}&lt;br /&gt;
|{{t|Grace of the Eternals}}&lt;br /&gt;
|{{t|Magic of the Eternals}}&lt;br /&gt;
|{{t|Secrets of the Eternals}}&lt;br /&gt;
|{{t|Timeless}}&lt;br /&gt;
{{Race_row|race=[[Thalore]]|str= '''+2'''|dex= '''+3'''|con= '''+1'''|mag= ''-2''|wil= '''+1'''| exp_penalty= ''+35%''|life_per_level='''11'''}}&lt;br /&gt;
|{{t|Wrath of the Woods}}&lt;br /&gt;
|{{t|Unshackled}}&lt;br /&gt;
|{{t|Guardian of the Wood}}&lt;br /&gt;
|{{t|Nature's Pride}}&lt;br /&gt;
{{Race_row|race=[[Doomelf|Doomelf (# *)]]|str= ''-2''|dex= '''+1'''|con= '''+1'''|mag= '''+3'''|wil= '''+2'''| exp_penalty= ''+25%''|life_per_level=''9''}}&lt;br /&gt;
|{{t|Haste of the Doomed}}&lt;br /&gt;
|{{t|Resilience of the Doomed}}&lt;br /&gt;
|{{t|Corruption of the Doomed}}&lt;br /&gt;
|{{t|Pitiless}}&lt;br /&gt;
{{Race_row|race=[[Halfling]]|str= ''-3''|dex= '''+3'''|con= '''+1'''|cun= '''+3'''|luck= '''+5'''| exp_penalty= ''+20%''|life_per_level='''12'''}}&lt;br /&gt;
|{{t|Luck of the Little Folk}}&lt;br /&gt;
|{{t|Duck and Dodge}}&lt;br /&gt;
|{{t|Militant Mind}}&lt;br /&gt;
|{{t|Indomitable}}&lt;br /&gt;
{{Race_row|race=[[Dwarf]]|str= '''+4'''|dex= ''-2''|con= '''+3'''|mag= ''-2''|wil= '''+3'''| exp_penalty= ''+25%''|life_per_level='''12'''}}&lt;br /&gt;
|{{t|Resilience of the Dwarves}}&lt;br /&gt;
|{{t|Stoneskin}}&lt;br /&gt;
|{{t|Power is Money}}&lt;br /&gt;
|{{t|Stone Walking}}&lt;br /&gt;
{{Race_row|race=[[Drem]]|str= '''n/a'''|dex= ''n/a''|con= '''n/a'''|mag= ''n/a''|wil= '''n/a'''| exp_penalty= ''n/a''|life_per_level='''n/a'''}}&lt;br /&gt;
|[[Frenzy (racial talent)|Frenzy]]&lt;br /&gt;
|[https://te4.org/wiki/From_Below_It_Devours_(talent) From Below It Devours]&lt;br /&gt;
{{Race_row|race=[[Yeek|Yeek (*)]]|str= ''-3''|dex= ''-2''|con= ''-5''|wil= '''+6'''|cun= '''+4'''| exp_penalty= '''-15%'''|life_per_level=''7''}}&lt;br /&gt;
|{{t|Dominant Will}}&lt;br /&gt;
|{{t|Unity}}&lt;br /&gt;
|{{t|Quickened}}&lt;br /&gt;
|{{t|Wayist}}&lt;br /&gt;
{{Race_row|race=[[Ogre|Ogre (*)]]|str= '''+3'''|dex= ''-1''|mag= '''+2'''|wil= ''-2''|cun= '''+2'''| exp_penalty= ''+30%''|life_per_level='''13'''}}&lt;br /&gt;
|{{t|Ogric Wrath}}&lt;br /&gt;
|{{t|Grisly Constitution}}&lt;br /&gt;
|{{t|Scar-Scripted Flesh}}&lt;br /&gt;
|{{t|Writ Large}}&lt;br /&gt;
{{Race_row|race=[[Ghoul|Ghoul (*)]]|str= '''+3'''|dex= '''+1'''|con= '''+5'''|wil= ''-2''|cun= ''-2''| exp_penalty= ''+25%''|life_per_level='''14'''}}&lt;br /&gt;
|{{t|Ghoul}}&lt;br /&gt;
|{{t|Ghoulish Leap}}&lt;br /&gt;
|{{t|Retch}}&lt;br /&gt;
|{{t|Gnaw}}&lt;br /&gt;
{{Race_row|race=[[Skeleton|Skeleton (*)]]|str= '''+3'''|dex= '''+4'''| exp_penalty= ''+40%''|life_per_level='''12'''}}&lt;br /&gt;
|{{t|Skeleton}}&lt;br /&gt;
|{{t|Bone Armour}}&lt;br /&gt;
|{{t|Resilient Bones}}&lt;br /&gt;
|{{t|Re-Assemble}}&lt;br /&gt;
{{Race_row|race=[[Orc|Orc (&amp;amp;)]]|str= '''+2'''|dex= '''+1'''|con= '''+1'''| mag= ''-1''|wil= '''+1'''|cun= '''+1'''| exp_penalty= ''+25%''|life_per_level='''12'''}}&lt;br /&gt;
|{{t|Orcish Fury}}&lt;br /&gt;
|{{t|Hold the Ground}}&lt;br /&gt;
|{{t|Skirmisher}}&lt;br /&gt;
|{{t|Pride of the Orcs}}&lt;br /&gt;
{{Race_row|race=[[Yeti|Kruk Yeti (&amp;amp; *)]]|str= '''+5'''|dex= ''-3''|con= '''+4'''|wil= '''+1'''|cun= ''-1''| exp_penalty= ''+25%''|life_per_level='''13'''}}&lt;br /&gt;
|{{t|Algrid Rage}}&lt;br /&gt;
|{{t|Thick Fur}}&lt;br /&gt;
|{{t|Resilient Body}}&lt;br /&gt;
|{{t|Mindwave}}&lt;br /&gt;
{{Race_row|race=[[Whitehoof|Whitehoof (&amp;amp; *)]]|str= '''+3'''|dex= ''-1''|con= '''+2'''|wil= ''-3''|cun= '''+1'''| mag='''+2'''| exp_penalty= ''+30%''|life_per_level='''14'''}}&lt;br /&gt;
|{{t|Whitehooves}}&lt;br /&gt;
|{{t|Dead Hide}}&lt;br /&gt;
|{{t|Lifeless Rush}}&lt;br /&gt;
|{{t|Essence Drain}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(*) Race must be unlocked.&lt;br /&gt;
&lt;br /&gt;
(# Requires [[Ashes of Urh'Rok]])&lt;br /&gt;
&lt;br /&gt;
(&amp;amp; Requires [[Embers of Rage]], and is only available in that campaign.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Drem&amp;diff=14698</id>
		<title>Drem</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Drem&amp;diff=14698"/>
				<updated>2018-05-07T05:05:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: Created page with &amp;quot;{{race |name=Ogre |metarace=Giant |locked=Yes |life_per_level=13 |exp_penalty=+30% |strength=+3 |dexterity=-1 |magic=+2 |willpower=-2 |cunning=+2 }}  ==D...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
|name=Ogre&lt;br /&gt;
|metarace=Giant&lt;br /&gt;
|locked=[[Unlockables#Races|Yes]]&lt;br /&gt;
|life_per_level=13&lt;br /&gt;
|exp_penalty=+30%&lt;br /&gt;
|strength=+3&lt;br /&gt;
|dexterity=-1&lt;br /&gt;
|magic=+2&lt;br /&gt;
|willpower=-2&lt;br /&gt;
|cunning=+2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Starting Location==&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Racial Talents==&lt;br /&gt;
{{:Drem_(category)}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
N/A&lt;br /&gt;
{{races}}&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Drem_(category)&amp;diff=14697</id>
		<title>Drem (category)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Drem_(category)&amp;diff=14697"/>
				<updated>2018-05-07T04:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: Created page with &amp;quot;{{:Frenzy (racial talent)}}{{:From Below It Devours (talent)}}&amp;lt;noinclude&amp;gt;Category:Category&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Frenzy (racial talent)}}{{:From Below It Devours (talent)}}&amp;lt;noinclude&amp;gt;[[Category:Category]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=From_Below_It_Devours_(talent)&amp;diff=14696</id>
		<title>From Below It Devours (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=From_Below_It_Devours_(talent)&amp;diff=14696"/>
				<updated>2018-05-07T04:57:55Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: Created page with &amp;quot;{{Ability box |image= |name=From Below It Devours |category_type={{ct|Race}} |category={{c|Drem}} |require={{TalentReq/RacialReq4}} |cooldown={{ctl|10|45|37}} |use_speed=100 |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=&lt;br /&gt;
|name=From Below It Devours&lt;br /&gt;
|category_type={{ct|Race}}&lt;br /&gt;
|category={{c|Drem}}&lt;br /&gt;
|require={{TalentReq/RacialReq4}}&lt;br /&gt;
|cooldown={{ctl|10|45|37}}&lt;br /&gt;
|use_speed=100&lt;br /&gt;
|desc=&lt;br /&gt;
Your affinity with things that dwell deep beneath the surface allows you to summon a hungering mouth.&lt;br /&gt;
&lt;br /&gt;
The mouth has x bonus life, lasts for 5-9 turns, and deals no damage.&lt;br /&gt;
&lt;br /&gt;
Each turn the mouth will draw all creatures in radius 10 3 spaces towards itself and force them to target it.&lt;br /&gt;
&lt;br /&gt;
It's bonus life depends on your [[Constitution]] stat and talent level. Many other stats will scale with level.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Frenzy_(racial_talent)&amp;diff=14695</id>
		<title>Frenzy (racial talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Frenzy_(racial_talent)&amp;diff=14695"/>
				<updated>2018-05-07T04:45:26Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: Created page with &amp;quot;{{Ability box |image= |name=Frenzy |category_type={{ct|Race}} |category={{c|Drem}} |require={{TalentReq/RacialReq1}} |cooldown={{ctl|10|45|37}} |use_speed=0 |desc= Enter a kil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=&lt;br /&gt;
|name=Frenzy&lt;br /&gt;
|category_type={{ct|Race}}&lt;br /&gt;
|category={{c|Drem}}&lt;br /&gt;
|require={{TalentReq/RacialReq1}}&lt;br /&gt;
|cooldown={{ctl|10|45|37}}&lt;br /&gt;
|use_speed=0&lt;br /&gt;
|desc=&lt;br /&gt;
Enter a killing frenzy for 3 turns.&lt;br /&gt;
&lt;br /&gt;
During the frenzy the first time you use a class talent it has no cooldown (but does if used twice).&lt;br /&gt;
&lt;br /&gt;
This does not work for inscriptions, talents that take no turn to use, or have fixed cooldowns.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14693</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14693"/>
				<updated>2018-05-06T03:23:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Useful Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mail and i play easy exploration mode here are some of my countless guides and also my tier list&lt;br /&gt;
&lt;br /&gt;
btw ill be adding guides here as i win with the classes on easy exploration mode stay tuned&lt;br /&gt;
&lt;br /&gt;
== My Tier List &amp;amp; Class Guides ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor: really op needs a nerf cuz its so op&lt;br /&gt;
* Archer: also rlly op cuz u 1-shot from range 19&lt;br /&gt;
* Paradox Mage: chad version of Archmage&lt;br /&gt;
* Archmage: dont play this it sux worst class in the game but its tier s because it's really op&lt;br /&gt;
* Brawler: grapple everything and win if you lose with this its rlly super unlucky so play it if you want to win&lt;br /&gt;
&lt;br /&gt;
Tier A&lt;br /&gt;
* Sawbutcher: good class but it has a shitty early game since steam generators never spawn on AoA auto wins at lvl 20 though so its epic&lt;br /&gt;
&lt;br /&gt;
== Useful Guides ==&lt;br /&gt;
* there are none yet bc my zone order guide was undone ;(&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14689</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14689"/>
				<updated>2018-05-03T19:52:52Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Pre-game Shenanigans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.&lt;br /&gt;
&lt;br /&gt;
You can go to the individual zone pages by clicking on them for detailed strategies.&lt;br /&gt;
&lt;br /&gt;
== Pre-game Shenanigans ==&lt;br /&gt;
&lt;br /&gt;
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. &amp;quot;of the Warrior&amp;quot; scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great).&lt;br /&gt;
&lt;br /&gt;
Below is a list of towns containing shops, in order of priority:&lt;br /&gt;
&lt;br /&gt;
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)&lt;br /&gt;
# [[Last Hope]] '''I,R,W,A,P,L''': This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.&lt;br /&gt;
# [[Derth]] '''I,R,W,A,T,P''': Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.&lt;br /&gt;
# [[Zigur]] '''I,W,A,T,L''': Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.&lt;br /&gt;
# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.&lt;br /&gt;
# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.&lt;br /&gt;
# [[Angolwen]] '''I,R,S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.&lt;br /&gt;
&lt;br /&gt;
==Age of Ascendancy==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Zones ===&lt;br /&gt;
&lt;br /&gt;
# Early Zones:&lt;br /&gt;
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.&lt;br /&gt;
## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.&lt;br /&gt;
## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].&lt;br /&gt;
# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.&lt;br /&gt;
# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.&lt;br /&gt;
# [[Rhaloren Camp]]: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with [[Kor'Pul]].&lt;br /&gt;
# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).&lt;br /&gt;
# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).&lt;br /&gt;
&lt;br /&gt;
=== Tier 2  Zones ===&lt;br /&gt;
&lt;br /&gt;
# [[Unknown Tunnels]]: Encountered on world map '''while traveling on mountain or snow tiles'''. You may only get this once and it's very important later on.&lt;br /&gt;
# [[The Maze]]: Alternate Maze is scary, watch your step.&lt;br /&gt;
# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.&lt;br /&gt;
# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.&lt;br /&gt;
# [[Daikara]]: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift]].&lt;br /&gt;
# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.&lt;br /&gt;
# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.&lt;br /&gt;
# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]. Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Dreadfell - Far East === &lt;br /&gt;
&lt;br /&gt;
# [[Dogroth Caldera]]: Spawns after lvl 20 (20%, 100% if [[Yeek]]). If you're not trying to unlock Solipsist, save it until later.&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if [[Shalore]]).&lt;br /&gt;
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).&lt;br /&gt;
# [[Ruined Dungeon]]: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).&lt;br /&gt;
# [[Dreadfell]]: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.&lt;br /&gt;
# [[Tempest Peak]]: Go to [[Linaniil]] in [[Angolwen]] or the [[Zigur]] leader to travel here. &lt;br /&gt;
# [[Dark Crypt]]: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.&lt;br /&gt;
# [[Mark of the Spellblaze]]: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.&lt;br /&gt;
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Far East ===&lt;br /&gt;
&lt;br /&gt;
After entering the Farportal in Reknor, you'll be in the Far East.&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Appears as ''Entrance to an Underwater Cave'' on the coast. Requires water breathing. Needed to meet requirements for the [[Legacy of the Naloren]] prodigy.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.&lt;br /&gt;
# [[Briagh's Lair]]: Spawns after you continue [[There and back again]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games unless you are a [[Thalore]] (100% chance). Unnecessary unless you want the Oozemancer unlock.&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.&lt;br /&gt;
# [[Shadow Crypt]]:&lt;br /&gt;
# Any side dungeons you haven't done yet.&lt;br /&gt;
&lt;br /&gt;
=== Back to the Far East ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest. Unnecessary.&lt;br /&gt;
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.&lt;br /&gt;
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.&lt;br /&gt;
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers. &lt;br /&gt;
# [[Eruan]]: Enter the Charred Scar and save the world!&lt;br /&gt;
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.&lt;br /&gt;
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Trollmire&amp;diff=14688</id>
		<title>Trollmire</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Trollmire&amp;diff=14688"/>
				<updated>2018-05-03T17:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Strategy Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Trollmire&lt;br /&gt;
|floors=3&lt;br /&gt;
|guardian=&amp;lt;span&amp;gt;&lt;br /&gt;
* [[Prox the Mighty]] or [[Shax the Slimy]]&lt;br /&gt;
* [[Bill]]&lt;br /&gt;
* [[Aluin the Fallen]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=65&lt;br /&gt;
|height=40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Trollmire is a first-tier dungeon in the northern part of [[Maj'Eyal]], near [[Derth]]. It has a [[material]] level range of 1 to 2 (or 3 to 4 after returning from the Far East). The Trollmire is the starting zone for any race/class combination that doesn't have its own special starting zone.&lt;br /&gt;
&lt;br /&gt;
The Trollmire is inhabited mostly by trolls and animals. It uses a dense forest layout, mostly trees with highly irregular, short, random paths and some clearings. Since beta 32, there is a road connecting the exits and leading to the boss's clearing.&lt;br /&gt;
&lt;br /&gt;
The official boss is [[Prox the Mighty]], a troll; but Prox's boss is [[Bill]] (also a troll, and substantially tougher), whose treasure-filled dwelling is on the secret fourth level. (If you started in the Trollmire, and have only beaten Prox, you are probably level 4-5 and should postpone your chat with Bill, unless you want a seriously challenging fight.)&lt;br /&gt;
&lt;br /&gt;
If you are playing the &amp;quot;alternate&amp;quot; Trollmire (which you can tell by a high level of water), the boss will be [[Shax the Slimy]].&lt;br /&gt;
&lt;br /&gt;
After the returning from the Far East, the [[backup guardian]] is [[Aluin the Fallen]], a fallen [[Sun Paladin]].&lt;br /&gt;
&lt;br /&gt;
The Trollmire can have 6 kinds of [[vaults]]: honey glade, ruined building 1 through 3, snake pit, and mage hideout.&lt;br /&gt;
&lt;br /&gt;
== Strategy Guide ==&lt;br /&gt;
The Trollmire is one of the easiest dungeons in the game as it has a very reduced chance of rares spawning (along with Kor'Pul) and low tier monsters. Besides trolls and wolves which only do physical attacks you can encounter some plants and snakes, which can poison or bleed. &lt;br /&gt;
&lt;br /&gt;
A unique [[Troll Hedge-Wizard]] may spawn in any of the levels (including Bill's Lair). He is a spellcaster and has access to the powerful [[Rune of Reflection]] which shields and reflects all damage he receives. As long as you avoid attacking him while he has his shield on, you'll be fine. Upon killing [[Troll Hedge-Wizard]], he drops [[Rune of Reflection]] for your own use.&lt;br /&gt;
&lt;br /&gt;
The regular boss ([[Prox the Mighty]]) isn't very dangerous. Unless he rolls a troubling class (can only happen on Insane difficulty) he will not pose any kind of threat. &lt;br /&gt;
&lt;br /&gt;
In the 4th floor [[Bill]] awaits. He will hit you significantly harder than [[Prox the Mighty|Prox]] on top of having access to advanced talents. When he first comes into vision he's likely to try and [[Rush]] to you and stun/daze you, so activate a movement infusion immediately. As long as you're paying attention and using your abilities correctly he will be very easy. &lt;br /&gt;
&lt;br /&gt;
There is an achievement you can obtain here. If you attack Prox at level 1 and lower his health until he drops a paper but don't kill him, you'll unlock Hidden Treasure. If you can manage to get to Bill's Lair and kill him with Level 1 you get the Kill Bill! [[Achievement|achievement]].&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Trollmire&amp;diff=14687</id>
		<title>Trollmire</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Trollmire&amp;diff=14687"/>
				<updated>2018-05-03T17:33:34Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Trollmire&lt;br /&gt;
|floors=3&lt;br /&gt;
|guardian=&amp;lt;span&amp;gt;&lt;br /&gt;
* [[Prox the Mighty]] or [[Shax the Slimy]]&lt;br /&gt;
* [[Bill]]&lt;br /&gt;
* [[Aluin the Fallen]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=65&lt;br /&gt;
|height=40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Trollmire is a first-tier dungeon in the northern part of [[Maj'Eyal]], near [[Derth]]. It has a [[material]] level range of 1 to 2 (or 3 to 4 after returning from the Far East). The Trollmire is the starting zone for any race/class combination that doesn't have its own special starting zone.&lt;br /&gt;
&lt;br /&gt;
The Trollmire is inhabited mostly by trolls and animals. It uses a dense forest layout, mostly trees with highly irregular, short, random paths and some clearings. Since beta 32, there is a road connecting the exits and leading to the boss's clearing.&lt;br /&gt;
&lt;br /&gt;
The official boss is [[Prox the Mighty]], a troll; but Prox's boss is [[Bill]] (also a troll, and substantially tougher), whose treasure-filled dwelling is on the secret fourth level. (If you started in the Trollmire, and have only beaten Prox, you are probably level 4-5 and should postpone your chat with Bill, unless you want a seriously challenging fight.)&lt;br /&gt;
&lt;br /&gt;
If you are playing the &amp;quot;alternate&amp;quot; Trollmire (which you can tell by a high level of water), the boss will be [[Shax the Slimy]].&lt;br /&gt;
&lt;br /&gt;
After the returning from the Far East, the [[backup guardian]] is [[Aluin the Fallen]], a fallen [[Sun Paladin]].&lt;br /&gt;
&lt;br /&gt;
The Trollmire can have 6 kinds of [[vaults]]: honey glade, ruined building 1 through 3, snake pit, and mage hideout.&lt;br /&gt;
&lt;br /&gt;
== Strategy Guide ==&lt;br /&gt;
The Trollmire is one of the easiest dungeons in the game as it has a very reduced chance of rares spawning (along with Kor'Pul) and low tier monsters. Besides trolls and wolves which only do physical attacks you can encounter some plants and snakes, which can poison or bleed. &lt;br /&gt;
&lt;br /&gt;
A unique [[Troll Hedge-Wizard]] may spawn in any of the levels (including Bill's Lair). He is a spellcaster and has access to the powerful [[Rune of Reflection]] which shields and reflects all damage done. As long as you avoid attacking him while he has his shield on, you'll be fine. Upon killing [[Troll Hedge-Wizard]], he drops [[Rune of Reflection]] for your own use.&lt;br /&gt;
&lt;br /&gt;
The regular boss ([[Prox the Mighty]]) isn't very dangerous. Unless he rolls a troubling class (can only happen on Insane difficulty) he will not pose any kind of threat. &lt;br /&gt;
&lt;br /&gt;
In the 4th floor [[Bill]] awaits. He will hit you significantly harder than [[Prox the Mighty|Prox]] on top of having access to advanced talents. When he first comes into vision he's likely to try and [[Rush]] to you and stun/daze you, so activate a movement infusion immediately. As long as you're paying attention and using your abilities correctly he will be very easy. &lt;br /&gt;
&lt;br /&gt;
There is an achievement you can obtain here. If you attack Prox at level 1 and lower his health until he drops a paper but don't kill him, you'll unlock Hidden Treasure. If you can manage to get to Bill's Lair and kill him with Level 1 you get the Kill Bill! [[Achievement|achievement]].&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14686</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14686"/>
				<updated>2018-05-03T17:15:44Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.&lt;br /&gt;
&lt;br /&gt;
You can go to the individual zone pages by clicking on them for detailed strategies.&lt;br /&gt;
&lt;br /&gt;
== Pre-game Shenanigans ==&lt;br /&gt;
&lt;br /&gt;
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. &amp;quot;of the Warrior&amp;quot; scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great).&lt;br /&gt;
&lt;br /&gt;
Below is a list of towns containing shops, in order of priority:&lt;br /&gt;
&lt;br /&gt;
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)&lt;br /&gt;
# [[Last Hope]] '''I,R,W,A,P,L''': This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.&lt;br /&gt;
# [[Derth]] '''I,R,W,A,T,P''': Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.&lt;br /&gt;
# [[Zigur]] '''I,W,A,T,L''': Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.&lt;br /&gt;
# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.&lt;br /&gt;
# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.&lt;br /&gt;
# [[Angolwen]] '''S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.&lt;br /&gt;
&lt;br /&gt;
==Age of Ascendancy==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Zones ===&lt;br /&gt;
&lt;br /&gt;
# Early Zones:&lt;br /&gt;
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.&lt;br /&gt;
## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.&lt;br /&gt;
## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].&lt;br /&gt;
# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.&lt;br /&gt;
# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.&lt;br /&gt;
# [[Rhaloren Camp]]: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with [[Kor'Pul]].&lt;br /&gt;
# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).&lt;br /&gt;
# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).&lt;br /&gt;
&lt;br /&gt;
=== Tier 2  Zones ===&lt;br /&gt;
&lt;br /&gt;
# [[Unknown Tunnels]]: Encountered on world map '''while traveling on mountain or snow tiles'''. You may only get this once and it's very important later on.&lt;br /&gt;
# [[The Maze]]: Alternate Maze is scary, watch your step.&lt;br /&gt;
# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.&lt;br /&gt;
# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.&lt;br /&gt;
# [[Daikara]]: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift]].&lt;br /&gt;
# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.&lt;br /&gt;
# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.&lt;br /&gt;
# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]. Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Dreadfell - Far East === &lt;br /&gt;
&lt;br /&gt;
# [[Dogroth Caldera]]: Spawns after lvl 20 (20%, 100% if [[Yeek]]). If you're not trying to unlock Solipsist, save it until later.&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if [[Shalore]]).&lt;br /&gt;
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).&lt;br /&gt;
# [[Ruined Dungeon]]: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).&lt;br /&gt;
# [[Dreadfell]]: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.&lt;br /&gt;
# [[Tempest Peak]]: Go to [[Linaniil]] in [[Angolwen]] or the [[Zigur]] leader to travel here. &lt;br /&gt;
# [[Dark Crypt]]: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.&lt;br /&gt;
# [[Mark of the Spellblaze]]: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.&lt;br /&gt;
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Far East ===&lt;br /&gt;
&lt;br /&gt;
After entering the Farportal in Reknor, you'll be in the Far East.&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Appears as ''Entrance to an Underwater Cave'' on the coast. Requires water breathing. Needed to meet requirements for the [[Legacy of the Naloren]] prodigy.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.&lt;br /&gt;
# [[Briagh's Lair]]: Spawns after you continue [[There and back again]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games unless you are a [[Thalore]] (100% chance). Unnecessary unless you want the Oozemancer unlock.&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.&lt;br /&gt;
# [[Shadow Crypt]]:&lt;br /&gt;
# Any side dungeons you haven't done yet.&lt;br /&gt;
&lt;br /&gt;
=== Back to the Far East ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest. Unnecessary.&lt;br /&gt;
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.&lt;br /&gt;
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.&lt;br /&gt;
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers. &lt;br /&gt;
# [[Eruan]]: Enter the Charred Scar and save the world!&lt;br /&gt;
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.&lt;br /&gt;
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14685</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14685"/>
				<updated>2018-05-03T17:08:29Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Pre-Dreadfell - Far East */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.&lt;br /&gt;
&lt;br /&gt;
You can go to the individual zone pages by clicking on them for detailed strategies.&lt;br /&gt;
&lt;br /&gt;
== Pre-game Shenanigans ==&lt;br /&gt;
&lt;br /&gt;
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. &amp;quot;of the Warrior&amp;quot; scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great).&lt;br /&gt;
&lt;br /&gt;
Below is a list of towns containing shops, in order of priority:&lt;br /&gt;
&lt;br /&gt;
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)&lt;br /&gt;
# [[Last Hope]] '''I,R,W,A,P,L''': This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.&lt;br /&gt;
# [[Derth]] '''I,R,W,A,T,P''': Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.&lt;br /&gt;
# [[Zigur]] '''I,W,A,T,L''': Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.&lt;br /&gt;
# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.&lt;br /&gt;
# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.&lt;br /&gt;
# [[Angolwen]] '''S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.&lt;br /&gt;
&lt;br /&gt;
==Age of Ascendancy==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Zones ===&lt;br /&gt;
&lt;br /&gt;
# Early Zones:&lt;br /&gt;
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.&lt;br /&gt;
## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.&lt;br /&gt;
## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].&lt;br /&gt;
# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.&lt;br /&gt;
# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.&lt;br /&gt;
# [[Rhaloren Camp]]: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with [[Kor'Pul]].&lt;br /&gt;
# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).&lt;br /&gt;
# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).&lt;br /&gt;
&lt;br /&gt;
=== Tier 2  Zones ===&lt;br /&gt;
&lt;br /&gt;
# [[Unknown Tunnels]]: Encountered on world map '''while traveling on mountain or snow tiles'''. You may only get this once and it's very important later on.&lt;br /&gt;
# [[The Maze]]: Alternate Maze is scary, watch your step.&lt;br /&gt;
# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.&lt;br /&gt;
# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.&lt;br /&gt;
# [[Daikara]]: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift]].&lt;br /&gt;
# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.&lt;br /&gt;
# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.&lt;br /&gt;
# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]. Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Dreadfell - Far East === &lt;br /&gt;
&lt;br /&gt;
# [[Dogroth Caldera]]: Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance). If you're not trying to unlock Solipsist, save it until later.&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if Shalore).&lt;br /&gt;
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).&lt;br /&gt;
# [[Ruined Dungeon]]: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).&lt;br /&gt;
# [[Dreadfell]]: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.&lt;br /&gt;
# [[Tempest Peak]]: Go to [[Linaniil]] in [[Angolwen]] or the [[Zigur]] leader to travel here. &lt;br /&gt;
# [[Dark Crypt]]: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.&lt;br /&gt;
# [[Mark of the Spellblaze]]: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.&lt;br /&gt;
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Far East ===&lt;br /&gt;
&lt;br /&gt;
After entering the Farportal in Reknor, you'll be in the Far East.&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Appears as ''Entrance to an Underwater Cave'' on the coast. Requires water breathing. Needed to meet requirements for the [[Legacy of the Naloren]] prodigy.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.&lt;br /&gt;
# [[Briagh's Lair]]: Spawns after you continue [[There and back again]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games unless you are a [[Thalore]] (100% chance). Unnecessary unless you want the Oozemancer unlock.&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.&lt;br /&gt;
# [[Shadow Crypt]]:&lt;br /&gt;
# Any side dungeons you haven't done yet.&lt;br /&gt;
&lt;br /&gt;
=== Back to the Far East ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest. Unnecessary.&lt;br /&gt;
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.&lt;br /&gt;
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.&lt;br /&gt;
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers. &lt;br /&gt;
# [[Eruan]]: Enter the Charred Scar and save the world!&lt;br /&gt;
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.&lt;br /&gt;
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14684</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14684"/>
				<updated>2018-05-03T17:07:01Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Tier 2  Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.&lt;br /&gt;
&lt;br /&gt;
You can go to the individual zone pages by clicking on them for detailed strategies.&lt;br /&gt;
&lt;br /&gt;
== Pre-game Shenanigans ==&lt;br /&gt;
&lt;br /&gt;
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. &amp;quot;of the Warrior&amp;quot; scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great).&lt;br /&gt;
&lt;br /&gt;
Below is a list of towns containing shops, in order of priority:&lt;br /&gt;
&lt;br /&gt;
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)&lt;br /&gt;
# [[Last Hope]] '''I,R,W,A,P,L''': This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.&lt;br /&gt;
# [[Derth]] '''I,R,W,A,T,P''': Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.&lt;br /&gt;
# [[Zigur]] '''I,W,A,T,L''': Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.&lt;br /&gt;
# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.&lt;br /&gt;
# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.&lt;br /&gt;
# [[Angolwen]] '''S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.&lt;br /&gt;
&lt;br /&gt;
==Age of Ascendancy==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Zones ===&lt;br /&gt;
&lt;br /&gt;
# Early Zones:&lt;br /&gt;
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.&lt;br /&gt;
## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.&lt;br /&gt;
## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].&lt;br /&gt;
# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.&lt;br /&gt;
# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.&lt;br /&gt;
# [[Rhaloren Camp]]: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with [[Kor'Pul]].&lt;br /&gt;
# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).&lt;br /&gt;
# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).&lt;br /&gt;
&lt;br /&gt;
=== Tier 2  Zones ===&lt;br /&gt;
&lt;br /&gt;
# [[Unknown Tunnels]]: Encountered on world map '''while traveling on mountain or snow tiles'''. You may only get this once and it's very important later on.&lt;br /&gt;
# [[The Maze]]: Alternate Maze is scary, watch your step.&lt;br /&gt;
# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.&lt;br /&gt;
# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.&lt;br /&gt;
# [[Daikara]]: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift]].&lt;br /&gt;
# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.&lt;br /&gt;
# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.&lt;br /&gt;
# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]. Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Dreadfell - Far East === &lt;br /&gt;
&lt;br /&gt;
# [[Dogroth Caldera]]: Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if Shalore).&lt;br /&gt;
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).&lt;br /&gt;
# [[Ruined Dungeon]]: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).&lt;br /&gt;
# [[Dreadfell]]: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.&lt;br /&gt;
# [[Tempest Peak]]: Go to [[Linaniil]] in [[Angolwen]] or the [[Zigur]] leader to travel here. &lt;br /&gt;
# [[Dark Crypt]]: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.&lt;br /&gt;
# [[Mark of the Spellblaze]]: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.&lt;br /&gt;
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Far East ===&lt;br /&gt;
&lt;br /&gt;
After entering the Farportal in Reknor, you'll be in the Far East.&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Appears as ''Entrance to an Underwater Cave'' on the coast. Requires water breathing. Needed to meet requirements for the [[Legacy of the Naloren]] prodigy.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.&lt;br /&gt;
# [[Briagh's Lair]]: Spawns after you continue [[There and back again]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games unless you are a [[Thalore]] (100% chance). Unnecessary unless you want the Oozemancer unlock.&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.&lt;br /&gt;
# [[Shadow Crypt]]:&lt;br /&gt;
# Any side dungeons you haven't done yet.&lt;br /&gt;
&lt;br /&gt;
=== Back to the Far East ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest. Unnecessary.&lt;br /&gt;
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.&lt;br /&gt;
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.&lt;br /&gt;
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers. &lt;br /&gt;
# [[Eruan]]: Enter the Charred Scar and save the world!&lt;br /&gt;
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.&lt;br /&gt;
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14683</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14683"/>
				<updated>2018-05-03T16:59:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* My Tier List &amp;amp; Class Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mail and i play easy exploration mode here are some of my countless guides and also my tier list&lt;br /&gt;
&lt;br /&gt;
btw ill be adding guides here as i win with the classes on easy exploration mode stay tuned&lt;br /&gt;
&lt;br /&gt;
== My Tier List &amp;amp; Class Guides ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor: really op needs a nerf cuz its so op&lt;br /&gt;
* Archer: also rlly op cuz u 1-shot from range 19&lt;br /&gt;
* Paradox Mage: chad version of Archmage&lt;br /&gt;
* Archmage: dont play this it sux worst class in the game but its tier s because it's really op&lt;br /&gt;
* Brawler: grapple everything and win if you lose with this its rlly super unlucky so play it if you want to win&lt;br /&gt;
&lt;br /&gt;
Tier A&lt;br /&gt;
* Sawbutcher: good class but it has a shitty early game since steam generators never spawn on AoA auto wins at lvl 20 though so its epic&lt;br /&gt;
&lt;br /&gt;
== Useful Guides ==&lt;br /&gt;
* [https://te4.org/wiki/Recommended_Zone_Order_Progression Zone Order]&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14682</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14682"/>
				<updated>2018-05-03T02:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* My Tier List &amp;amp; Class Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mail and i play easy exploration mode here are some of my countless guides and also my tier list&lt;br /&gt;
&lt;br /&gt;
btw ill be adding guides here as i win with the classes on easy exploration mode stay tuned&lt;br /&gt;
&lt;br /&gt;
== My Tier List &amp;amp; Class Guides ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor: really op needs a nerf cuz its so op&lt;br /&gt;
* Archer: also rlly op cuz u 1-shot from range 19&lt;br /&gt;
* Paradox Mage: chad version of Archmage&lt;br /&gt;
* Archmage: dont play this it sux worst class in the game but its tier s because it's really op&lt;br /&gt;
* Brawler: grapple everything and win if you lose with this its rlly super unlucky so play it if you want to win&lt;br /&gt;
&lt;br /&gt;
Tier A&lt;br /&gt;
* Sawbutcher: good class but it has a shitty early game since steam generators never spawn on AoA. auto wins at lvl 20 though so its epic&lt;br /&gt;
&lt;br /&gt;
== Useful Guides ==&lt;br /&gt;
* [https://te4.org/wiki/Recommended_Zone_Order_Progression Zone Order]&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14681</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14681"/>
				<updated>2018-05-02T23:30:59Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mail and i play easy exploration mode here are some of my countless guides and also my tier list&lt;br /&gt;
&lt;br /&gt;
btw ill be adding guides here as i win with the classes on easy exploration mode stay tuned&lt;br /&gt;
&lt;br /&gt;
== My Tier List &amp;amp; Class Guides ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor is best nothing else matters&lt;br /&gt;
&lt;br /&gt;
== Useful Guides ==&lt;br /&gt;
* [https://te4.org/wiki/Recommended_Zone_Order_Progression Zone Order]&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14680</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14680"/>
				<updated>2018-05-02T23:30:30Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* My Tier List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mail and i play easy exploration mode here are some of my countless guides and also my tier list&lt;br /&gt;
&lt;br /&gt;
btw ill be adding guides here as i win with the classes on easy exploration mode stay tuned&lt;br /&gt;
&lt;br /&gt;
== Useful Guides ==&lt;br /&gt;
* [https://te4.org/wiki/Recommended_Zone_Order_Progression Zone Order]&lt;br /&gt;
&lt;br /&gt;
== My Tier List &amp;amp; Class Guides ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor is best nothing else matters&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14679</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14679"/>
				<updated>2018-05-02T23:29:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mail and i play easy exploration mode here are some of my countless guides and also my tier list&lt;br /&gt;
&lt;br /&gt;
btw ill be adding guides here as i win with the classes on easy exploration mode stay tuned&lt;br /&gt;
&lt;br /&gt;
== Useful Guides ==&lt;br /&gt;
* [https://te4.org/wiki/Recommended_Zone_Order_Progression Zone Order]&lt;br /&gt;
&lt;br /&gt;
== My Tier List ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor is best nothing else matters&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User_talk:Bpat&amp;diff=14678</id>
		<title>User talk:Bpat</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User_talk:Bpat&amp;diff=14678"/>
				<updated>2018-05-02T23:26:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come there is no discussion here about bpat being a noob who writes flawed guides? :frog:&lt;br /&gt;
&lt;br /&gt;
=== bpat makes really bad guides, i'll fix them as soon as i get an easy mode win ===&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14677</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14677"/>
				<updated>2018-05-02T23:25:40Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Useful Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mail and i play easy exploration mode here are some of my countless guides and also my tier list&lt;br /&gt;
&lt;br /&gt;
== Useful Guides ==&lt;br /&gt;
* [https://te4.org/wiki/Recommended_Zone_Order_Progression Zone Order]&lt;br /&gt;
&lt;br /&gt;
== My Tier List ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor is best nothing else matters&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14676</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14676"/>
				<updated>2018-05-02T23:24:10Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mail and i play easy exploration mode here are some of my countless guides and also my tier list&lt;br /&gt;
&lt;br /&gt;
== Useful Guides ==&lt;br /&gt;
* [https://te4.org/wiki/Recommended_Zone_Order_Progression| Zone Order]&lt;br /&gt;
&lt;br /&gt;
== My Tier List ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor is best nothing else matters&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14675</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14675"/>
				<updated>2018-05-02T23:23:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Useful Guides ==&lt;br /&gt;
* [https://te4.org/wiki/Recommended_Zone_Order_Progression| Zone Order]&lt;br /&gt;
&lt;br /&gt;
== My Tier List ==&lt;br /&gt;
Tier S&lt;br /&gt;
* Corruptor is best nothing else matters&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Mail&amp;diff=14674</id>
		<title>User:Mail</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Mail&amp;diff=14674"/>
				<updated>2018-05-02T22:49:35Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: Created page with &amp;quot;hi im mail&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi im mail&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talk:Recommended_Zone_Order_Progression&amp;diff=14673</id>
		<title>Talk:Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talk:Recommended_Zone_Order_Progression&amp;diff=14673"/>
				<updated>2018-05-02T22:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whoever updated and reorganized the list - great job! I'd been thinking of doing it myself, too, recently.&amp;lt;br /&amp;gt;&lt;br /&gt;
I do disagree with a few things, however. If no one contests these proposed changes, I will edit them in, in a week's time or so.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''1.''' I'd say that Rhaloren Camp is definitely more dangerous than Kor'Pul, since it has a lot of fairly dangerous mages, and some sturdy guards. The undead of Kor'Pul are generally weaker, and there's fewer skeleton mages there. The one thing that's more dangerous about Kor'Pul is that all the levels are dark, whereas not all Rhaloren Camp levels are necessarily dark, depending on whether it's alt or not. Thus, I'd like to change the list to suggest doing Kor'Pul before Rhaloren Camp. However, whether I should move Kor'Pul and Rhaloren Camp to before or after Trollmire 4 and Derth, or simply switch the position on the list as it looks now, I'm not sure - some input there would be appreciated.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2.''' I think Derth should definitely be before Trollmire 4, since the Arena fight is almost always very easy for pretty much any character, and the difficulty is also consistent. Moreover, the rewards can be a nice power bump, which would makes Trollmire 4 easier. In addition, Trollmire 4, while usually not very bad, can actually be unexpectedly difficult, somewhat so if a Hedge Wizard spawns (rare), and even more so if a Patchwork Troll spawn (very rare, but possible).&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3.''' It makes no sense that Golem Graveyard appears this early in the list - the level range is 14-20, compared to the 7-14 of the T2 dungeons. In addition, there's a high likelihood of spawning some really nasty rare golems, especially from the chests. The area can (potentially) be quite dangerous, and I've had bad luck with spawns there and lost strong characters there even at later levels. I'm going to move it at ''least'' until after the T2 dungeons, and perhaps even further down, due to the unpredictability of the spawns.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''4.''' I'm going to move the Temporal Rift further down. The first area can be bad for some melee characters, and some of the bosses can be quite nasty as well. Not to mention, the level range is above some of the dungeons listed in the level 20 to 30  section of the guide.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''5.''' I might move the Lake of Nur slightly further down, simply because the boss can be quite nasty for sustain-heavy characters. It also gives players more time to find an item that lets them breathe in water, or not breathe at all.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''6.''' Urkis is one of the game's top player killers (number 7, and the boss with the third most player kills, right after Bill and The Shade), so I reckon I will move Tempest Peak a bit further down the list, even though the level range of the area is fairly low.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''7.''' I think I will move the Ruined Dungeon up to the end of the 10 to 20 section, as it has a level range that fits better there, and I've personally never had much of an issue with it. Granted, some of the Guardians there can be nasty, but I don't think I've personally ever died there.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''8.''' I think I will move the Dark Crypt to just before Dreadfell, simply because in my experience, almost all characters will reach level 24 and encounter the Dark Crypt before Dreadfell. I will add a note advising against going in, however, unless they've managed to enter and clear Dreadfell first, and also in general advise against going in, unless you need the unlocks and have quite a strong character.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''9.''' I'm considering moving Mark of the Spellblaze down to after you get back from the Far East, simply due to how dangerous the Fearscape can be for most characters, unless they have a way of shutting down sustains, draining arcane resources, or have the Flame of Uhr'Rok talent. Alternatively, I might just add a note advising against going in, unless they have one of the three I just mentioned, and instead save it for later.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''10.''' I'm going to add a warning to Vor Armoury, advising against going into the vault there, and instead save it for the post-game.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''11.''' For the Backup Guardians, I'm going to put a note suggesting the option of doing the SWL first, due to the reward being a major power bump in the game, even though the Backup Guardian there is higher levelled than all others, except for Snaproot. For Dwarves, I'll also instruct them to do The Deep Bellow before The Maze, since it fits in with Trollmire, Kor'Pul, Scin Caves and Reknor, levels-wise.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''12.''' I'm going to put Grushnak Pride before Gorbat Pride, since most characters will have a much easier time against melee enemies - melee characters will usually have enough armour/defense/phys save for them not to be much of a problem, and ranged characters will often nuke them before they even close in. I'd like some input on how the other three Prides should be arranged, however.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''13.''' I'm going to move Eruan up, and suggest doing it after the first pride, since it's lower levelled, and in my experience, not very hard at all.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''14.''' I'm going to add the Vor Armoury vault to the post-game section.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''15.''' There's a few zones missing from the list, which I will add. They're: Lumberjack Village, Unknown Tunnels, the developer triggered zones, the Tranquil Meadow, Ruins of Telmur and Shadow Crypt. There's also the &amp;quot;Fearscape (Tannen)&amp;quot; zone, however, I don't believe I've ever accessed it, so I don't know how to do it, nor what level is appropriate for it.&lt;br /&gt;
--[[User:Skafsgaard|Skafsgaard]] ([[User talk:Skafsgaard|talk]]) 00:09, 15 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
Hi Skafsgaard, I was the one who updated the list. Thanks for your comments! Regarding them:&lt;br /&gt;
# Class-specific zones: I'd suggest leaving these out. Otherwise this list wil get longer and more confusing.&lt;br /&gt;
# Lumberjack Village - good catch&lt;br /&gt;
# Unknown Tunnels - the merchant rescue? yeah, forgot that too&lt;br /&gt;
# Developer triggered zones - I actually left them out because they change over time, and hey, possible spoilers&lt;br /&gt;
# Tranquil Meadow - Cursed only, can go on Cursed page/guide&lt;br /&gt;
# Ruins of Telmur - ?&lt;br /&gt;
# Shadow Crypt - starting zone for skeletons/ghouls, right? Class starting zones are listed as before everything else&lt;br /&gt;
# Tannen's Fearscape is part of the progression to the end of the game, when you fight with Tannen; it's not something you can choose when to do&lt;br /&gt;
# Vor-Armoury vault - post-game is a good idea&lt;br /&gt;
# The rest of your comments indicate why often players have difference experiences. For example, the Rhaloren Camp has mages, but it also has long sight lines and open spaces. Kor'Pul has narrow passage ways, and is unlighted, meaning it is harder to see your enemies before you are on top of them. I might choose one over the other based on class. &lt;br /&gt;
# Regarding Trollmire 4, I had forgotten about the possibility of the Hedge Wizard or Patchwork Troll; we can move it after Derth. In my playing I'm usually inpatient and just do it right after Trollmire 3 =)&lt;br /&gt;
# I used the old ranking for the Golem Graveyard (and usually skip it myself), so we can move it to after the T2 dungeons&lt;br /&gt;
# I think you may be overestimating the danger of Lake Nur; if you move it down, it would go after Dark Crypt or Dreadfell, which does not feel right. Also, access to the item Vault can improve survivability.&lt;br /&gt;
# In the same way, if you move Temporal Rift down, where would it go? You don't have many other things to move around, and it doesn't make sense to do it after the Far East. &lt;br /&gt;
# Putting the Dark Crypt at a place where you then advise not to go in doesn't make much sense. The Crypt is quite dangerous, and you only get one shot at it. The player triggers it so there is less control over when, but at least in Dreadfell you can leave and come back.&lt;br /&gt;
# Mark of the Spellblaze is totally optional, so yeah, we could move it around&lt;br /&gt;
# I think Vor Armoury - except the Vault! - makes sense where it is. It's good loot and level building before the Prides.&lt;br /&gt;
# Regarding Backup Guardings, I'm fine with SWL first; leaving the Dwarf-specific one out. ( We need to put class/race specific stuff elsewhere )&lt;br /&gt;
# The order of the Prides can be confusing. I wouldn't mind more opinions from players.&lt;br /&gt;
[[User:Ibanix|Ibanix]] ([[User talk:Ibanix|talk]]) 04:47, 15 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
Hey Ibanix!&lt;br /&gt;
I'm sorry I never got back, like I said I would.&lt;br /&gt;
I just wanted to say that you've done an incredible job - this guide is now far more helpful, useful and readable than ever. It has never been this good to be a newbie in this game, with the state of this guide, I think. Excellent job!&lt;br /&gt;
--[[User:Skafsgaard|Skafsgaard]] ([[User talk:Skafsgaard|talk]]) 00:07, 16 April 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hello&lt;br /&gt;
What about special areas, like bearscape?&lt;br /&gt;
&lt;br /&gt;
Hello! You can sign your name on things by using &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; when you comment.&lt;br /&gt;
As for developer areas, I suggest leaving them out; they change over time, and are meant to be 'surprises'.&lt;br /&gt;
[[User:Ibanix|Ibanix]] ([[User talk:Ibanix|talk]]) 04:43, 18 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
Right. So... I think anyone looking forward to be surprised will not follow this guide, while anyone following this guide will look that special area up in wiki anyway. Unless we want that wow effect on people encountering this in-game for the first time, then I'd vote to include. Or make another list, that will warn about spoilers? Also, +1 for Golem Graveyard, I can't count how many times I died there when following this guide.&lt;br /&gt;
--[[User:HissaH|HissaH]] ([[User talk:HissaH|talk]]) 16:01, 18 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
:Ok, we'll move the Golem Graveyard down to after Dreadfell. This should be a fair number of levels up. As for special zones, I'd like to find a way to do that that doesn't break the flow of the main zones; reading a list of zones your character can't do isn't helpful. I think additional sections at the end for individual classes, races, and special zones will work. [[User:Ibanix|Ibanix]] ([[User talk:Ibanix|talk]]) 23:46, 18 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
I agree, I think making an addendum at the bottom of the page, describing all the side areas that not all characters will have access to, is a really good idea.&lt;br /&gt;
--[[User:Skafsgaard|Skafsgaard]] ([[User talk:Skafsgaard|talk]]) 00:08, 16 April 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backup guardian zone level ==&lt;br /&gt;
&lt;br /&gt;
Hi everyone.&lt;br /&gt;
&lt;br /&gt;
I added where in the zone the backup guardians appear. I personally use this page quite a lot and always get slightly annoyed that it's not displayed.&lt;br /&gt;
&lt;br /&gt;
However, I'm not entirely sure it's &amp;quot;correct&amp;quot; to display it in this page (and it does look a bit cluttered), but it feels useful.&lt;br /&gt;
&lt;br /&gt;
Furthermore, I'm pretty much entirely new to the wiki editing thing, so if I did something wrong feel free to tell me.&lt;br /&gt;
&lt;br /&gt;
[[User:Shaan|Shaan]] ([[User talk:Shaan|talk]]) 15:26, 5 March 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
Good work!&lt;br /&gt;
I think this was a really nice, and helpful, addition.&lt;br /&gt;
--[[User:Skafsgaard|Skafsgaard]] ([[User talk:Skafsgaard|talk]]) 00:09, 16 April 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Lit and dark dungeons ==&lt;br /&gt;
Hey everyone! This guide is really coming along nicely.&lt;br /&gt;
I just had the idea that it might be very handy to note whether a dungeon is lit or not. Most players have at least slightly different gear, depending on whether the dungeon they're about to enter is dark or lit, and some even temporarily juggle points into a talent like Heightened Senses when they're about to head into a dark dungeon.&lt;br /&gt;
How about we mark dungeons that are either lit or unlit by a certain symbol, so you can easily see at a glance if the dungeon you're about to head into is one where you should bring an extra bright lantern or not? For instance,  if a dungeon is dark, we could mark it with a † symbol. If there is an alternate version of the dungeon, we could additionally mark it with a ‡ symbol. So, as an example, let's say that all the following dungeons have alternate versions. Dungeon A is lit in both versions, Dungeon B is lit in the normal version but dark in the alternate, Dungeon C is dark in the normal version but lit in the alternate, and Dungeon D is dark in both versions. The dungeons would thus be marked as such on the list:&lt;br /&gt;
1. Dungeon A&lt;br /&gt;
2. Dungeon B ‡&lt;br /&gt;
3. Dungeon C †&lt;br /&gt;
4. Dungeon D †‡&lt;br /&gt;
Whether we use this exact way of notation is unimportant - it's just the first idea I got. Regardless of how we do it, however, I think it'll be worthwhile, and very helpful, to have them marked as either lit or dark.&lt;br /&gt;
I'll add this same suggestion to the http://te4.org/wiki/Zone page too, since it might be nice to add there as well, as well as add to each individual dungeon page.&lt;br /&gt;
--[[User:Skafsgaard|Skafsgaard]] ([[User talk:Skafsgaard|talk]]) 00:21, 16 April 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've updated the list to more fit the current paths people are taking. I'll be checking back on this page for a while so if anyone has any suggestions or comments, please let me know!&lt;br /&gt;
--[[User:Mail|Mail]]&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14672</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14672"/>
				<updated>2018-05-02T22:41:28Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Pre-Dreadfell - Far East */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.&lt;br /&gt;
&lt;br /&gt;
You can go to the individual zone pages by clicking on them for detailed strategies.&lt;br /&gt;
&lt;br /&gt;
== Pre-game Shenanigans ==&lt;br /&gt;
&lt;br /&gt;
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. &amp;quot;of the Warrior&amp;quot; scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great).&lt;br /&gt;
&lt;br /&gt;
Below is a list of towns containing shops, in order of priority:&lt;br /&gt;
&lt;br /&gt;
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)&lt;br /&gt;
# [[Last Hope]] '''I,R,W,A,P,L''': This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.&lt;br /&gt;
# [[Derth]] '''I,R,W,A,T,P''': Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.&lt;br /&gt;
# [[Zigur]] '''I,W,A,T,L''': Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.&lt;br /&gt;
# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.&lt;br /&gt;
# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.&lt;br /&gt;
# [[Angolwen]] '''S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.&lt;br /&gt;
&lt;br /&gt;
==Age of Ascendancy==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Zones ===&lt;br /&gt;
&lt;br /&gt;
# Early Zones:&lt;br /&gt;
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.&lt;br /&gt;
## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.&lt;br /&gt;
## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].&lt;br /&gt;
# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.&lt;br /&gt;
# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.&lt;br /&gt;
# [[Rhaloren Camp]]: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with [[Kor'Pul]].&lt;br /&gt;
# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).&lt;br /&gt;
# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).&lt;br /&gt;
&lt;br /&gt;
=== Tier 2  Zones ===&lt;br /&gt;
&lt;br /&gt;
# [[Unknown Tunnels]]: Encountered on world map '''while traveling on mountain or snow tiles'''. You may only get this once and it's very important later on.&lt;br /&gt;
# [[The Maze]]: Alternate Maze is scary, watch your step.&lt;br /&gt;
# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.&lt;br /&gt;
# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.&lt;br /&gt;
# [[Daikara]]: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift]].&lt;br /&gt;
# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.&lt;br /&gt;
# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.&lt;br /&gt;
# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]). Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Dreadfell - Far East === &lt;br /&gt;
&lt;br /&gt;
# [[Dogroth Caldera]]: Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if Shalore).&lt;br /&gt;
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).&lt;br /&gt;
# [[Ruined Dungeon]]: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).&lt;br /&gt;
# [[Dreadfell]]: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.&lt;br /&gt;
# [[Tempest Peak]]: Go to [[Linaniil]] in [[Angolwen]] or the [[Zigur]] leader to travel here. &lt;br /&gt;
# [[Dark Crypt]]: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.&lt;br /&gt;
# [[Mark of the Spellblaze]]: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.&lt;br /&gt;
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Far East ===&lt;br /&gt;
&lt;br /&gt;
After entering the Farportal in Reknor, you'll be in the Far East.&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Appears as ''Entrance to an Underwater Cave'' on the coast. Requires water breathing. Needed to meet requirements for the [[Legacy of the Naloren]] prodigy.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.&lt;br /&gt;
# [[Briagh's Lair]]: Spawns after you continue [[There and back again]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games unless you are a [[Thalore]] (100% chance). Unnecessary unless you want the Oozemancer unlock.&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.&lt;br /&gt;
# [[Shadow Crypt]]:&lt;br /&gt;
# Any side dungeons you haven't done yet.&lt;br /&gt;
&lt;br /&gt;
=== Back to the Far East ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest. Unnecessary.&lt;br /&gt;
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.&lt;br /&gt;
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.&lt;br /&gt;
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers. &lt;br /&gt;
# [[Eruan]]: Enter the Charred Scar and save the world!&lt;br /&gt;
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.&lt;br /&gt;
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14671</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14671"/>
				<updated>2018-05-02T22:37:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Tier 2  Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.&lt;br /&gt;
&lt;br /&gt;
You can go to the individual zone pages by clicking on them for detailed strategies.&lt;br /&gt;
&lt;br /&gt;
== Pre-game Shenanigans ==&lt;br /&gt;
&lt;br /&gt;
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. &amp;quot;of the Warrior&amp;quot; scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great).&lt;br /&gt;
&lt;br /&gt;
Below is a list of towns containing shops, in order of priority:&lt;br /&gt;
&lt;br /&gt;
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)&lt;br /&gt;
# [[Last Hope]] '''I,R,W,A,P,L''': This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.&lt;br /&gt;
# [[Derth]] '''I,R,W,A,T,P''': Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.&lt;br /&gt;
# [[Zigur]] '''I,W,A,T,L''': Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.&lt;br /&gt;
# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.&lt;br /&gt;
# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.&lt;br /&gt;
# [[Angolwen]] '''S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.&lt;br /&gt;
&lt;br /&gt;
==Age of Ascendancy==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Zones ===&lt;br /&gt;
&lt;br /&gt;
# Early Zones:&lt;br /&gt;
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.&lt;br /&gt;
## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.&lt;br /&gt;
## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].&lt;br /&gt;
# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.&lt;br /&gt;
# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.&lt;br /&gt;
# [[Rhaloren Camp]]: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with [[Kor'Pul]].&lt;br /&gt;
# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).&lt;br /&gt;
# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).&lt;br /&gt;
&lt;br /&gt;
=== Tier 2  Zones ===&lt;br /&gt;
&lt;br /&gt;
# [[Unknown Tunnels]]: Encountered on world map '''while traveling on mountain or snow tiles'''. You may only get this once and it's very important later on.&lt;br /&gt;
# [[The Maze]]: Alternate Maze is scary, watch your step.&lt;br /&gt;
# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.&lt;br /&gt;
# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.&lt;br /&gt;
# [[Daikara]]: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift]].&lt;br /&gt;
# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.&lt;br /&gt;
# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.&lt;br /&gt;
# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]). Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Dreadfell - Far East === &lt;br /&gt;
&lt;br /&gt;
# [[Dogroth Caldera]]: Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if Shalore).&lt;br /&gt;
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).&lt;br /&gt;
# [[Ruined Dungeon]]: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).&lt;br /&gt;
# [[Dreadfell]]: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.&lt;br /&gt;
# [[Tempest Peak]]: Go to [[Linanill]] in [[Angolwen]] or the [[Zigur]] leader to travel here. &lt;br /&gt;
# [[Dark Crypt]]: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.&lt;br /&gt;
# [[Mark of the Spellblaze]]: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.&lt;br /&gt;
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Far East ===&lt;br /&gt;
&lt;br /&gt;
After entering the Farportal in Reknor, you'll be in the Far East.&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Appears as ''Entrance to an Underwater Cave'' on the coast. Requires water breathing. Needed to meet requirements for the [[Legacy of the Naloren]] prodigy.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.&lt;br /&gt;
# [[Briagh's Lair]]: Spawns after you continue [[There and back again]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games unless you are a [[Thalore]] (100% chance). Unnecessary unless you want the Oozemancer unlock.&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.&lt;br /&gt;
# [[Shadow Crypt]]:&lt;br /&gt;
# Any side dungeons you haven't done yet.&lt;br /&gt;
&lt;br /&gt;
=== Back to the Far East ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest. Unnecessary.&lt;br /&gt;
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.&lt;br /&gt;
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.&lt;br /&gt;
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers. &lt;br /&gt;
# [[Eruan]]: Enter the Charred Scar and save the world!&lt;br /&gt;
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.&lt;br /&gt;
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14670</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14670"/>
				<updated>2018-05-02T22:34:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: /* Pre-game Shenanigans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.&lt;br /&gt;
&lt;br /&gt;
You can go to the individual zone pages by clicking on them for detailed strategies.&lt;br /&gt;
&lt;br /&gt;
== Pre-game Shenanigans ==&lt;br /&gt;
&lt;br /&gt;
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. &amp;quot;of the Warrior&amp;quot; scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great).&lt;br /&gt;
&lt;br /&gt;
Below is a list of towns containing shops, in order of priority:&lt;br /&gt;
&lt;br /&gt;
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)&lt;br /&gt;
# [[Last Hope]] '''I,R,W,A,P,L''': This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.&lt;br /&gt;
# [[Derth]] '''I,R,W,A,T,P''': Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.&lt;br /&gt;
# [[Zigur]] '''I,W,A,T,L''': Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.&lt;br /&gt;
# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.&lt;br /&gt;
# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.&lt;br /&gt;
# [[Angolwen]] '''S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.&lt;br /&gt;
&lt;br /&gt;
==Age of Ascendancy==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Zones ===&lt;br /&gt;
&lt;br /&gt;
# Early Zones:&lt;br /&gt;
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.&lt;br /&gt;
## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.&lt;br /&gt;
## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].&lt;br /&gt;
# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.&lt;br /&gt;
# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.&lt;br /&gt;
# [[Rhaloren Camp]]: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with [[Kor'Pul]].&lt;br /&gt;
# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).&lt;br /&gt;
# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).&lt;br /&gt;
&lt;br /&gt;
=== Tier 2  Zones ===&lt;br /&gt;
&lt;br /&gt;
# [[Unknown Tunnels]]: Encountered on world map '''while traveling on mountain or snow tiles'''. You may only get this once and it's very important later on.&lt;br /&gt;
# [[The Maze]]: Alternate Maze is scary, watch your step.&lt;br /&gt;
# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.&lt;br /&gt;
# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.&lt;br /&gt;
# [[Daikara]]: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift].&lt;br /&gt;
# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.&lt;br /&gt;
# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.&lt;br /&gt;
# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]). Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Dreadfell - Far East === &lt;br /&gt;
&lt;br /&gt;
# [[Dogroth Caldera]]: Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if Shalore).&lt;br /&gt;
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).&lt;br /&gt;
# [[Ruined Dungeon]]: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).&lt;br /&gt;
# [[Dreadfell]]: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.&lt;br /&gt;
# [[Tempest Peak]]: Go to [[Linanill]] in [[Angolwen]] or the [[Zigur]] leader to travel here. &lt;br /&gt;
# [[Dark Crypt]]: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.&lt;br /&gt;
# [[Mark of the Spellblaze]]: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.&lt;br /&gt;
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Far East ===&lt;br /&gt;
&lt;br /&gt;
After entering the Farportal in Reknor, you'll be in the Far East.&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Appears as ''Entrance to an Underwater Cave'' on the coast. Requires water breathing. Needed to meet requirements for the [[Legacy of the Naloren]] prodigy.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.&lt;br /&gt;
# [[Briagh's Lair]]: Spawns after you continue [[There and back again]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games unless you are a [[Thalore]] (100% chance). Unnecessary unless you want the Oozemancer unlock.&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.&lt;br /&gt;
# [[Shadow Crypt]]:&lt;br /&gt;
# Any side dungeons you haven't done yet.&lt;br /&gt;
&lt;br /&gt;
=== Back to the Far East ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest. Unnecessary.&lt;br /&gt;
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.&lt;br /&gt;
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.&lt;br /&gt;
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers. &lt;br /&gt;
# [[Eruan]]: Enter the Charred Scar and save the world!&lt;br /&gt;
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.&lt;br /&gt;
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14669</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=14669"/>
				<updated>2018-05-02T22:33:44Z</updated>
		
		<summary type="html">&lt;p&gt;Mail: updated the zone order to the current meta&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.&lt;br /&gt;
&lt;br /&gt;
You can go to the individual zone pages by clicking on them for detailed strategies.&lt;br /&gt;
&lt;br /&gt;
== Pre-game Shenanigans ==&lt;br /&gt;
&lt;br /&gt;
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. &amp;quot;of the Warrior&amp;quot; scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Psionic Shield are great).&lt;br /&gt;
&lt;br /&gt;
Below is a list of towns containing shops, in order of priority:&lt;br /&gt;
&lt;br /&gt;
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)&lt;br /&gt;
# [[Last Hope]] '''I,R,W,A,P,L''': This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.&lt;br /&gt;
# [[Derth]] '''I,R,W,A,T,P''': Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.&lt;br /&gt;
# [[Zigur]] '''I,W,A,T,L''': Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.&lt;br /&gt;
# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.&lt;br /&gt;
# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.&lt;br /&gt;
# [[Angolwen]] '''S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.&lt;br /&gt;
&lt;br /&gt;
==Age of Ascendancy==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Zones ===&lt;br /&gt;
&lt;br /&gt;
# Early Zones:&lt;br /&gt;
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.&lt;br /&gt;
## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.&lt;br /&gt;
## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].&lt;br /&gt;
# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.&lt;br /&gt;
# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.&lt;br /&gt;
# [[Rhaloren Camp]]: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with [[Kor'Pul]].&lt;br /&gt;
# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).&lt;br /&gt;
# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).&lt;br /&gt;
&lt;br /&gt;
=== Tier 2  Zones ===&lt;br /&gt;
&lt;br /&gt;
# [[Unknown Tunnels]]: Encountered on world map '''while traveling on mountain or snow tiles'''. You may only get this once and it's very important later on.&lt;br /&gt;
# [[The Maze]]: Alternate Maze is scary, watch your step.&lt;br /&gt;
# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.&lt;br /&gt;
# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.&lt;br /&gt;
# [[Daikara]]: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift].&lt;br /&gt;
# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.&lt;br /&gt;
# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.&lt;br /&gt;
# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]). Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Dreadfell - Far East === &lt;br /&gt;
&lt;br /&gt;
# [[Dogroth Caldera]]: Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if Shalore).&lt;br /&gt;
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).&lt;br /&gt;
# [[Ruined Dungeon]]: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).&lt;br /&gt;
# [[Dreadfell]]: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.&lt;br /&gt;
# [[Tempest Peak]]: Go to [[Linanill]] in [[Angolwen]] or the [[Zigur]] leader to travel here. &lt;br /&gt;
# [[Dark Crypt]]: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.&lt;br /&gt;
# [[Mark of the Spellblaze]]: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.&lt;br /&gt;
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Far East ===&lt;br /&gt;
&lt;br /&gt;
After entering the Farportal in Reknor, you'll be in the Far East.&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Appears as ''Entrance to an Underwater Cave'' on the coast. Requires water breathing. Needed to meet requirements for the [[Legacy of the Naloren]] prodigy.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.&lt;br /&gt;
# [[Briagh's Lair]]: Spawns after you continue [[There and back again]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games unless you are a [[Thalore]] (100% chance). Unnecessary unless you want the Oozemancer unlock.&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.&lt;br /&gt;
# [[Shadow Crypt]]:&lt;br /&gt;
# Any side dungeons you haven't done yet.&lt;br /&gt;
&lt;br /&gt;
=== Back to the Far East ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest. Unnecessary.&lt;br /&gt;
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.&lt;br /&gt;
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.&lt;br /&gt;
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers. &lt;br /&gt;
# [[Eruan]]: Enter the Charred Scar and save the world!&lt;br /&gt;
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.&lt;br /&gt;
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Mail</name></author>	</entry>

	</feed>