<?xml version="1.0"?>
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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shaan</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=Shaan"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Shaan"/>
		<updated>2026-04-12T11:00:11Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Constitution&amp;diff=14487</id>
		<title>Constitution</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Constitution&amp;diff=14487"/>
				<updated>2017-11-12T11:57:20Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Improved text describing constitution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Constitution.png]] Constitution defines your character's ability to withstand, resist and recover from damage. It increases your maximum [[Life]], your physical resistance and your healing modification.&lt;br /&gt;
&lt;br /&gt;
Gains per point:&lt;br /&gt;
&lt;br /&gt;
 Max life:       4.00 (*)&lt;br /&gt;
 [[Saves|Physical save]]:  .35&lt;br /&gt;
 Healing modification: 0.7%&lt;br /&gt;
&lt;br /&gt;
(*) Or sometimes less, with various [[Solipsist]] talents in effect.&lt;br /&gt;
&lt;br /&gt;
Constitution modifies some [[talents]]' effectiveness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]] [[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Stat&amp;diff=14486</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Stat&amp;diff=14486"/>
				<updated>2017-11-12T11:56:23Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Updated version (CON now gives healing mod)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&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: || 1.5.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
=Stats=&lt;br /&gt;
Stats (statistics) are the primary attributes shared by every character and NPC:&lt;br /&gt;
&lt;br /&gt;
*[[Strength]]&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Constitution]]&lt;br /&gt;
*[[Magic]]&lt;br /&gt;
*[[Willpower]]&lt;br /&gt;
*[[Cunning]]&lt;br /&gt;
&lt;br /&gt;
and an indirect stat:&lt;br /&gt;
&lt;br /&gt;
*[[Luck]]&lt;br /&gt;
&lt;br /&gt;
You are given 3 points to distribute among the six basic attributes per level. In addition, at any given level, a character's stat has a soft cap of (character level * 1.4 + 20), and hard capped at 60. NPCs' stats can go higher than 60 for each level they have above level 50.&lt;br /&gt;
&lt;br /&gt;
Besides the stats points given at level-up, you may raise them in other ways too, such as quest rewards. Most talents and many runes and infusions have a modifier attached to them that corresponds to one of these stats. As the stat rises, so does the effectiveness of the talent or item.&lt;br /&gt;
&lt;br /&gt;
Please note that '''Luck''' can ''not'' be raised directly by stat points. Only skills and items can change Luck.&lt;br /&gt;
&lt;br /&gt;
Many talents require a certain attribute level to be able to learn them. Also, a lot of equipment requires a certain stat level to be worn.&lt;br /&gt;
&lt;br /&gt;
Physical [[combat damage]] is partially determined by these attributes as well (depending on the weapon(s) being used). Look for the &amp;quot;Uses stats:&amp;quot; line on the weapon to see which stats govern its effectiveness.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
{{:Strength}}&lt;br /&gt;
==Dexterity==&lt;br /&gt;
{{:Dexterity}}&lt;br /&gt;
==Constitution==&lt;br /&gt;
{{:Constitution}}&lt;br /&gt;
==Magic==&lt;br /&gt;
{{:Magic}}&lt;br /&gt;
==Willpower==&lt;br /&gt;
{{:Willpower}}&lt;br /&gt;
==Cunning==&lt;br /&gt;
{{:Cunning}}&lt;br /&gt;
==Luck==&lt;br /&gt;
{{:Luck}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]] [[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Constitution&amp;diff=14485</id>
		<title>Constitution</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Constitution&amp;diff=14485"/>
				<updated>2017-11-12T11:55:40Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Added healing modification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Constitution.png]] Constitution defines your character's ability to withstand and resist damage. It increases your maximum [[Life]] and your physical resistance.&lt;br /&gt;
&lt;br /&gt;
Gains per point:&lt;br /&gt;
&lt;br /&gt;
 Max life:       4.00 (*)&lt;br /&gt;
 [[Saves|Physical save]]:  .35&lt;br /&gt;
 Healing modification: 0.7%&lt;br /&gt;
&lt;br /&gt;
(*) Or sometimes less, with various [[Solipsist]] talents in effect.&lt;br /&gt;
&lt;br /&gt;
Constitution modifies some [[talents]]' effectiveness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]] [[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Shaan&amp;diff=13247</id>
		<title>User:Shaan</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Shaan&amp;diff=13247"/>
				<updated>2017-03-23T21:00:20Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Created page with &amp;quot;RL-Nightmare player. https://te4.org/user/27108/wins&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RL-Nightmare player. https://te4.org/user/27108/wins&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=13246</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=13246"/>
				<updated>2017-03-23T20:58:37Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Re-added Steam. Why was this removed?&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: || 1.4.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources''' are power pools used for various [[talents]] in Tales of Maj'Eyal.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]]. Each resource has a unique bar on the interface displaying the current level of the resource. &lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason. Being underwater, in a wall, or buried in sand will generally prevent you from breathing. You take an increasingly large amount of damage each turn after reaching 0 Air. Some items allow you to breathe underwater, or remove the need to breathe at all.  Some underwater areas will have bubbles that can restore air until they are depleted.&lt;br /&gt;
&lt;br /&gt;
Most races have 100 air, with [[yeek]] characters having 200.  Two artifacts, [[Coral Spray]] and [[Vargh Redemption]] will raise the cap by 50 air. &lt;br /&gt;
* The first turn you are underwater your air will drop by 5 and will then decrease by 2 each subsequent turn.&lt;br /&gt;
* The first turn you are in a wall your air will drop by 20 and will then decrease by 17 each subsequent turn.&lt;br /&gt;
* The first turn you are buried in sand your air will drop by 10 and will then decrease by 7 each subsequent turn.&lt;br /&gt;
* When you can breathe again normally you regain 3 air per turn.&lt;br /&gt;
* Underwater bubbles will restore 20 per turn (minus the loss of 2 from being underwater, for a total gain of 18).&lt;br /&gt;
* When your air runs out you begin taking damage. The first turn it is 20% of your max life and it increases by 5% each turn (so 25% on the second turn, 30% on the third). This is quickly fatal.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
Equilibrium is the [[resource]] used by the Wild Gift class of talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;. [[Fatigue]] does not impact equilibrium at all. &lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn. This can be seen in the resource bar as &amp;quot;% failure&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Equilibrium does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* Standing in the area of effect of a Font of Life&lt;br /&gt;
* Using the {{t|Meditation}} talent passively or actively&lt;br /&gt;
* Successfully killing an enemy with the {{t|Swallow}} talent&lt;br /&gt;
* Being hit while {{t|Resolve}} is active but {{t|Antimagic Shield}} is not&lt;br /&gt;
* Coming under a life regeneration effect while under the influence of {{t|Ancestral Life}}&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;br /&gt;
&lt;br /&gt;
Note that if a player/creature has an [[Equilibrium]] bar, using [[Vim]]-based talents will increase it by a noticeable amount.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the [[Solipsist]]'s {{c|Feedback}} and {{c|Discharge}} talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater). Feedback is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
Hate is the [[resource]] used by the Afflicted classes: [[Cursed]] and [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting or use of the {{t|Feed}} talent.  Hate is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your hate slowly decays (more quickly when the level is higher), down to a minimum of half your hate at the end of the most recent combat.  The strengths of many abilities also depend on your level of hate.&lt;br /&gt;
&lt;br /&gt;
Here are some ways Hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''Kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''Take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''Take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''Do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed {{c|Dark Sustenance}} tree has the talent {{t|Feed}}, which can be used to replenish hate.  Various Cursed talents also give Hate bonuses.&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Only Mage classes can regenerate Mana naturally. Certain class talents and gear can grant passive Mana regen, and having a Manasurge rune inscribed will grant some passive regen while resting. Your maximum increases with level (+4 per level), gear, and [[Willpower]] (+5 per point). Mana is doubly affected by [[fatigue]], making fatigue a primary concern for mana-using characters. &lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
Used by [[Necromancer]]s, and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings within the necrotic aura.&lt;br /&gt;
&lt;br /&gt;
==Negative energy==&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.  [[Necromancer]]s can also get access to the tree by becoming a [[Lich]]. Liches will regenerate negative energy over time, whereas Anorithil and Adventurers lose negative energy over time.&lt;br /&gt;
&lt;br /&gt;
It can be replenished by an Anorithil using:&lt;br /&gt;
* {{t|Twilight}} talent&lt;br /&gt;
* {{t|Twilight Surge}} talent&lt;br /&gt;
&lt;br /&gt;
Maximum negative energy is increased by 3 whenever a character gains a level. Negative energy is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Positive energy==&lt;br /&gt;
Positive energy is a resource used by both of the [[Celestial (Metaclass)|Celestial]] classes (the [[Sun Paladin]]s and [[Anorithil]]). Many early talents will actually replenish it rather than drain it, shown as negative numbers in costs.  It decreases over time if not used.&lt;br /&gt;
&lt;br /&gt;
Maximum positive energy is increased by 3 whenever a character gains a level. Positive energy is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the {{c|Chronomancy}} talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600). [[Fatigue]] has a unique effect on paradox, increasing the failure rate but not the cost of feedback-using talents.&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, first calculate modified paradox by the following formula: (Paradox - [[Willpower]] * Willpower_modifier). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form. Willpower_modifier is 1 + ([[Paradox mastery (talent)|Paradox Mastery]] talent level / 10).&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3).&lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4).&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Players can increase psi pool by raising willpower (+1 per point invested in willpower except for the [[Solipsist]] class). Psi is doubly affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered. Stamina capacity is increased by raising willpower (+2.5 max stamina per point) and when gaining a level (+3 max stamina per level). Stamina is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Vim==&lt;br /&gt;
Vim is the resource used by the [[Defiler]] metaclass.  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talents cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, such as {{t|Drain}} and {{t|Leech}}.&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam is the resource used by the [[Tinker]] metaclass. It was introduced as part of the [[Embers of Rage]] DLC. [[Fatigue]] plays no role in determining steam costs.&lt;br /&gt;
&lt;br /&gt;
Steam is generated by steam generator injectors, which generate a constant amount of steam per turn. Steam is consumed by steam-powered weapons when used in melee or ranged fire, by steam-using talents, and by steam-using sustains. Unlike some other resources, steam-using sustains drain a fixed amount of steam ''per turn''. &lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Animus_purge_(talent)&amp;diff=13239</id>
		<title>Animus purge (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Animus_purge_(talent)&amp;diff=13239"/>
				<updated>2017-03-20T00:35:08Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: -2 soul and -5 mana cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|name=Animus Purge&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Animus}}&lt;br /&gt;
|require={{TalentReq/SpellsReq3}}&lt;br /&gt;
|use_mode=Activated&lt;br /&gt;
|range=4&lt;br /&gt;
|cost=2 Souls and 45 Mana&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|travel_speed=20&lt;br /&gt;
|desc=&lt;br /&gt;
Try to crush the soul of your foe, doing {{ctspd|35|330}} darkness damage (that can never kill the target).&lt;br /&gt;
&lt;br /&gt;
If the target is left with less than {{ctl|50%|10|25%}} life you try to take control of its body.&lt;br /&gt;
&lt;br /&gt;
Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.&lt;br /&gt;
&lt;br /&gt;
Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.&lt;br /&gt;
&lt;br /&gt;
Only one husk can be controlled at any time, if this spell is cast again it will dispel the previous husk, even if no new one is created.&lt;br /&gt;
&lt;br /&gt;
Bosses, other undeads and summoned creatures can not be turned into husks.&lt;br /&gt;
&lt;br /&gt;
The damage and chance will increase with your Spellpower.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Chill_of_the_tomb_(talent)&amp;diff=13238</id>
		<title>Chill of the tomb (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Chill_of_the_tomb_(talent)&amp;diff=13238"/>
				<updated>2017-03-20T00:33:03Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Chill of the tomb.png&lt;br /&gt;
|name=Chill of the Tomb&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Grave}}&lt;br /&gt;
|require={{TalentReq/SpellsReq1}}&lt;br /&gt;
|cost=30 Mana&lt;br /&gt;
|cooldown=8&lt;br /&gt;
|range=7&lt;br /&gt;
|travel_speed=4&lt;br /&gt;
|desc=&lt;br /&gt;
Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing {{ctspd|28|280}} cold damage in a radius of {{cts|2|6|raw}}.&lt;br /&gt;
&lt;br /&gt;
The damage will increase with your Spellpower.&lt;br /&gt;
&lt;br /&gt;
Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Fear_the_night_(talent)&amp;diff=13237</id>
		<title>Fear the night (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Fear_the_night_(talent)&amp;diff=13237"/>
				<updated>2017-03-20T00:30:57Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: -10 mana -2 sec cd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Fear the night.png&lt;br /&gt;
|name=Fear the Night&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Nightfall}}&lt;br /&gt;
|require={{TalentReq/SpellsReq3}}&lt;br /&gt;
|cost=30 Mana&lt;br /&gt;
|cooldown=10&lt;br /&gt;
|range=0&lt;br /&gt;
|desc=&lt;br /&gt;
Invoke a cone dealing {{ctspd|10|230}} darkness damage in a radius of {{cts|4|8}}. Any creatures caught inside must make a check against their Mental Save or be knocked back by 4 grids.&lt;br /&gt;
&lt;br /&gt;
The damage will increase with your Spellpower.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Circle_of_death_(talent)&amp;diff=13236</id>
		<title>Circle of death (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Circle_of_death_(talent)&amp;diff=13236"/>
				<updated>2017-03-20T00:30:11Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: -5 mana -2 cd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Circle of death.png&lt;br /&gt;
|name=Circle of Death&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Nightfall}}&lt;br /&gt;
|require={{TalentReq/SpellsReq2}}&lt;br /&gt;
|cost=40 Mana&lt;br /&gt;
|cooldown=16&lt;br /&gt;
|range=6&lt;br /&gt;
|desc=&lt;br /&gt;
Dark fumes erupt from the ground in a circle of radius 3 for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.&lt;br /&gt;
&lt;br /&gt;
Only one bane can affect a creature.&lt;br /&gt;
&lt;br /&gt;
Banes last for {{cts|4.5|6.5}} turns, and also deal {{ctspd|15|40}} darkness damage.&lt;br /&gt;
&lt;br /&gt;
The damage will increase with your Spellpower.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Invoke_darkness_(talent)&amp;diff=13235</id>
		<title>Invoke darkness (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Invoke_darkness_(talent)&amp;diff=13235"/>
				<updated>2017-03-20T00:29:21Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: 10 mana and 3 sec cd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Invoke darkness.png&lt;br /&gt;
|name=Invoke Darkness&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Nightfall}}&lt;br /&gt;
|require={{TalentReq/SpellsReq1}}&lt;br /&gt;
|cost=10 Mana&lt;br /&gt;
|cooldown=3&lt;br /&gt;
|range=10&lt;br /&gt;
|travel_speed=20&lt;br /&gt;
|desc=&lt;br /&gt;
Conjures up a bolt of darkness, doing {{ctspd|25|230}} darkness damage.&lt;br /&gt;
&lt;br /&gt;
At level 3, it will create a beam of shadows.&lt;br /&gt;
&lt;br /&gt;
At level 5, none of your {{c|Nightfall}} spells will hurt your minions.&lt;br /&gt;
&lt;br /&gt;
The damage will increase with your Spellpower.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Dark_empathy_(talent)&amp;diff=13234</id>
		<title>Dark empathy (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Dark_empathy_(talent)&amp;diff=13234"/>
				<updated>2017-03-20T00:28:05Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Now includes your other minions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Dark empathy.png&lt;br /&gt;
|name=Dark Empathy&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Necrotic Minions}}&lt;br /&gt;
|require={{TalentReq/SpellsReq4}}&lt;br /&gt;
|use_mode=Passive&lt;br /&gt;
|desc=&lt;br /&gt;
You share your powers with your minions, granting them {{ctspd|15|80%}} of your resistances and saves.&lt;br /&gt;
&lt;br /&gt;
In addition all damage done by your minions to you or your other minions is reduced by (20 * Raw Talent Level)%.&lt;br /&gt;
&lt;br /&gt;
The effect will increase with your Spellpower.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Aura_mastery_(talent)&amp;diff=13233</id>
		<title>Aura mastery (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Aura_mastery_(talent)&amp;diff=13233"/>
				<updated>2017-03-20T00:27:07Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: At level 3, necrotic minions inside your aura have a 25% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|image=Aura mastery.png&lt;br /&gt;
|name=Aura mastery&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Necrotic Minions}}&lt;br /&gt;
|require={{TalentReq/SpellsReq2}}&lt;br /&gt;
|use_mode=Passive&lt;br /&gt;
|desc=&lt;br /&gt;
Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by {{cts|1|5}}, and reduces the decay rate of your minions outside the aura by (Raw Talent Level)%, up to a maximum reduction of 7%.&lt;br /&gt;
&lt;br /&gt;
At level 3, necrotic minions inside your aura have a 25% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Undeath_link_(talent)&amp;diff=13232</id>
		<title>Undeath link (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Undeath_link_(talent)&amp;diff=13232"/>
				<updated>2017-03-20T00:25:26Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Lower CD and mana cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Undeath link.png&lt;br /&gt;
|name=Undeath Link&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Necrosis}}&lt;br /&gt;
|require={{TalentReq/SpellsReq3}}&lt;br /&gt;
|cost=30 Mana&lt;br /&gt;
|cooldown=18&lt;br /&gt;
|desc=&lt;br /&gt;
Absorb a percentage of the maximum life of each of your necrotic minions (even into negative life, possibly destroying them). This will heal you for the greatest amount absorbed.&lt;br /&gt;
&lt;br /&gt;
The percentage absorbed is {{cl|{{ctspd|10|70}}|100%|20|0|66.7%|46.7}}.&lt;br /&gt;
&lt;br /&gt;
The healing will increase with your Spellpower.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Impending_doom_(talent)&amp;diff=13231</id>
		<title>Impending doom (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Impending_doom_(talent)&amp;diff=13231"/>
				<updated>2017-03-20T00:24:42Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: 80% healing reduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Impending doom.png&lt;br /&gt;
|name=Impending Doom&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Necrosis}}&lt;br /&gt;
|require={{TalentReq/SpellsReq2}}&lt;br /&gt;
|cost=70 Mana&lt;br /&gt;
|cooldown=30&lt;br /&gt;
|range=7&lt;br /&gt;
|desc=&lt;br /&gt;
Your target's doom draws near. Its healing factor is reduced by 80%, and will take a percentage of its remaining life (or (200 + {{ctspd|28|850}}), whichever is lower) over 10 turns as arcane damage.&lt;br /&gt;
&lt;br /&gt;
The damage dealt as a percentage of remaining life is {{cl|{{ctspd|10|100}}|150%|50|0|117%|67}}.&lt;br /&gt;
&lt;br /&gt;
The damage will increase with your Spellpower.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Blurred_mortality_(talent)&amp;diff=13230</id>
		<title>Blurred mortality (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Blurred_mortality_(talent)&amp;diff=13230"/>
				<updated>2017-03-20T00:24:03Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: No longer hides remaining negative health value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Blurred mortality.png&lt;br /&gt;
|name=Blurred Mortality&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Necrosis}}&lt;br /&gt;
|require={{TalentReq/SpellsReq1}}&lt;br /&gt;
|use_mode=Sustained&lt;br /&gt;
|cost=30 Mana&lt;br /&gt;
|cooldown=30&lt;br /&gt;
|desc=&lt;br /&gt;
The line between life and death blurs for you; you can only die when your life reaches negative (50 * Raw Talent Level + {{ctl|100%|1|5%}} * Max Life).&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Lichform_(talent)&amp;diff=13229</id>
		<title>Lichform (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Lichform_(talent)&amp;diff=13229"/>
				<updated>2017-03-20T00:21:37Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Updated disease and stun resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Lichform.png&lt;br /&gt;
|name=Lichform&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Necrosis}}&lt;br /&gt;
|require=Lvl (20,21,22,23,24) Mag (40,42,44,46,48)&amp;lt;br /&amp;gt;Complete the [[From Death, Life]] quest.&amp;lt;br/&amp;gt; Not already undead.&lt;br /&gt;
|use_mode=Sustained&lt;br /&gt;
|cost=150 Mana&lt;br /&gt;
|cooldown=30&lt;br /&gt;
|desc=&lt;br /&gt;
This is your true goal and the purpose of all necromancy - to become a powerful and ever living Lich!&lt;br /&gt;
&lt;br /&gt;
If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.&lt;br /&gt;
&lt;br /&gt;
All liches gain the following intrinsic abilities:&lt;br /&gt;
*Poison, cut, and fear immunity.&lt;br /&gt;
*100% disease and stun resistance.&lt;br /&gt;
*20% cold and darkness resistance.&lt;br /&gt;
*No need to breathe.&lt;br /&gt;
*Infusions do not work.&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
&lt;br /&gt;
*At level 1: -3 to all stats, -10% to all resistances. Such meager devotion!&lt;br /&gt;
*At level 2: Nothing.&lt;br /&gt;
*At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).&lt;br /&gt;
*At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, {{ct|Celestial}}/{{c|Star Fury}} category (0.7) and 0.1 negative energy regeneration.&lt;br /&gt;
*At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%, {{ct|Celestial}}/{{c|Star Fury}} category (0.9) and 0.5 negative energy regeneration.&lt;br /&gt;
*At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%, {{ct|Celestial}}/{{c|Star Fury}} category (1.1) and 1.0 negative energy regeneration. Fear my power!&lt;br /&gt;
*At level 7: Your power becomes overwhelming! +12 Magic, Willpower and Cunning, 60% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%, {{ct|Celestial}}/{{c|Star Fury}} category (1.3) and 1.0 negative energy regeneration.&lt;br /&gt;
&lt;br /&gt;
The undead cannot use this talent.&lt;br /&gt;
&lt;br /&gt;
While active, it will drain 4 mana per turn.&lt;br /&gt;
&lt;br /&gt;
Once you die and turn into a Lich you can not invest any more in this talent.&lt;br /&gt;
&lt;br /&gt;
''Note: Completing the quest, [[From Death, Life]] puts a free class point into this talent that cannot be removed.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Lichform_(talent)&amp;diff=13228</id>
		<title>Lichform (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Lichform_(talent)&amp;diff=13228"/>
				<updated>2017-03-20T00:20:54Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: New level added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Lichform.png&lt;br /&gt;
|name=Lichform&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Necrosis}}&lt;br /&gt;
|require=Lvl (20,21,22,23,24) Mag (40,42,44,46,48)&amp;lt;br /&amp;gt;Complete the [[From Death, Life]] quest.&amp;lt;br/&amp;gt; Not already undead.&lt;br /&gt;
|use_mode=Sustained&lt;br /&gt;
|cost=150 Mana&lt;br /&gt;
|cooldown=30&lt;br /&gt;
|desc=&lt;br /&gt;
This is your true goal and the purpose of all necromancy - to become a powerful and ever living Lich!&lt;br /&gt;
&lt;br /&gt;
If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.&lt;br /&gt;
&lt;br /&gt;
All liches gain the following intrinsic abilities:&lt;br /&gt;
*Poison, cut, and fear immunity.&lt;br /&gt;
*50% disease and stun resistance.&lt;br /&gt;
*20% cold and darkness resistance.&lt;br /&gt;
*No need to breathe.&lt;br /&gt;
*Infusions do not work.&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
&lt;br /&gt;
*At level 1: -3 to all stats, -10% to all resistances. Such meager devotion!&lt;br /&gt;
*At level 2: Nothing.&lt;br /&gt;
*At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).&lt;br /&gt;
*At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, {{ct|Celestial}}/{{c|Star Fury}} category (0.7) and 0.1 negative energy regeneration.&lt;br /&gt;
*At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%, {{ct|Celestial}}/{{c|Star Fury}} category (0.9) and 0.5 negative energy regeneration.&lt;br /&gt;
*At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%, {{ct|Celestial}}/{{c|Star Fury}} category (1.1) and 1.0 negative energy regeneration. Fear my power!&lt;br /&gt;
*At level 7: Your power becomes overwhelming! +12 Magic, Willpower and Cunning, 60% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%, {{ct|Celestial}}/{{c|Star Fury}} category (1.3) and 1.0 negative energy regeneration.&lt;br /&gt;
&lt;br /&gt;
The undead cannot use this talent.&lt;br /&gt;
&lt;br /&gt;
While active, it will drain 4 mana per turn.&lt;br /&gt;
&lt;br /&gt;
Once you die and turn into a Lich you can not invest any more in this talent.&lt;br /&gt;
&lt;br /&gt;
''Note: Completing the quest, [[From Death, Life]] puts a free class point into this talent that cannot be removed.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Escorts&amp;diff=11871</id>
		<title>Escorts</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Escorts&amp;diff=11871"/>
				<updated>2016-03-12T23:42:17Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Added more information about the Tinker escort&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In each game you will find exactly 9 escort quests, spread across the [[zones]] of [[Maj'Eyal]]. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The location of escort quests are determined at your character's birth, but can only appear on levels within the following zones:&lt;br /&gt;
&lt;br /&gt;
;Starter dungeons&lt;br /&gt;
:[[Trollmire]]&lt;br /&gt;
:[[Scintillating Caves]]&lt;br /&gt;
:[[Ruins of Kor'Pul]]&lt;br /&gt;
:[[Norgos Lair]]&lt;br /&gt;
:[[Heart of the Gloom]]&lt;br /&gt;
;Higher level dungeons&lt;br /&gt;
:[[Old Forest]]&lt;br /&gt;
:[[Daikara]]&lt;br /&gt;
:[[Dreadfell]]&lt;br /&gt;
:[[Reknor]]&lt;br /&gt;
&lt;br /&gt;
Each quest will be generated when you enter the level where it is located.&lt;br /&gt;
If an escort is assigned by the game to spawn in a level of a place, and that place is a small room with a door that leads to the rest of the level, you ''might'' not receive the escort or the associated quest until you open the door(and possibly other doors as well, potentially including vaults)and reenter the level because the escort's portal tile is supposed to be on the other side of the door.&lt;br /&gt;
&lt;br /&gt;
Additionally, if an escort is assigned by the game to spawn in a level of a place, and upon entering it there are no immediately visible unoccupied floor tiles on the same turn that you enter the level, then the escort will not spawn until you can enter the level and immediately see at least one unoccupied floor tile on the turn that you enter.&lt;br /&gt;
&lt;br /&gt;
== Betraying to Zigur ==&lt;br /&gt;
&lt;br /&gt;
You may betray escortees with arcane abilities to [[Zigur]] for an alternate set of rewards, as long as you meet both conditions below:&lt;br /&gt;
*Your current or any previous characters has read the sign at [[Zigur]] and learned its lore.&lt;br /&gt;
*Your current character does not know any spell talents or have any [[inscriptions|runes]] equipped&lt;br /&gt;
&lt;br /&gt;
Shaloren and Ogre racial talents are spells, and will prevent them from getting Zigur rewards. {{am|Zigur followers}} do not have the choice to take the standard rewards from Arcane escortees; they may ''only'' choose to betray, or to skip the quest altogether.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The rewards that can be obtained from escort quests are detailed below. Upon completion of each escort quest, you may select one reward from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
After selecting a reward, you will have the option of giving it to a party member that satisfies the following conditions:&lt;br /&gt;
&lt;br /&gt;
*It is alive&lt;br /&gt;
*It may be fully controlled by you&lt;br /&gt;
*It does not have a summon timer&lt;br /&gt;
*It is not a Lifeless Husk generated by {{t|Animus Purge}}&lt;br /&gt;
&lt;br /&gt;
More specifically, Alchemist golems are allowed to receive escort quest rewards.&lt;br /&gt;
&lt;br /&gt;
All stat improvements are added to your base value.&lt;br /&gt;
&lt;br /&gt;
Learning a talent in a category that was originally hidden to you will set its mastery level to 0.8, even if you cannot see it.&lt;br /&gt;
&lt;br /&gt;
Category rewards will reveal the category as locked and set its mastery level to 0.8. A category point will still be required to unlock the category.&lt;br /&gt;
&lt;br /&gt;
=== Alchemist (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +1 || {{t|Stone Touch}} +1 || {{ct|Spell}} / {{c|Staff Combat}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +2 || {{t|Channel Staff}} +1 || {{ct|Spell}} / {{c|Stone Alchemy}}&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Staff Mastery}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +2 || {{t|Psiblades}} +1 || {{ct|Wild-Gift}} / {{c|Mindstar Mastery}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +1 || {{t|Thorn Grab}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spell Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anorithil (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +1 || {{t|Bathe in Light}} +1 || {{ct|Celestial}} / {{c|Light}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +2 || {{t|Healing Light}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +2 || {{t|Track}} +1 || {{ct|Technique}} / {{c|Field Control}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +1 || {{t|Heave}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spell Save +4 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Mind Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loremaster ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength]] +2 || {{t|Disarm}} +1 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +2 || {{t|Spit Poison}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Constitution]] +2 || {{t|Mind Sear}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +2 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +2 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +2 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seer (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +2 || {{t|Arcane Eye}} +1 || {{ct|Spell}} / {{c|Divination}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +1 || {{t|Premonition }} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Vision}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +2 || {{t|Earth's Eyes}} +1 || {{ct|Wild-Gift}} / {{c|Call of the Wild}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +1 || {{t|Nature's Touch}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mental Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sun Paladin (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength]] +2 || {{t|Chant of Fortitude}} +1 || {{ct|Celestial}} / {{c|Chants}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +1 || {{t|Chant of Fortress}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +2 || {{t|Hack'n'Back}} +1 || {{ct|Technique}} / {{c|Mobility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +1 || {{t|Light of Foot}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Physical Save +4 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Spell Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temporal Explorer (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +2 || {{t|Precognition}} +1 || {{ct|Chronomancy}} / {{c|Chronomancy}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +1 || {{t|Foresight}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +1 || {{t|Sleep}} +1 || {{ct|Psionic}} / {{c|Dreaming}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +2 || {{t|Dream Walk}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spell Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thief ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +2 || {{t|Heightened Senses}} +1 || {{ct|Cunning}} / {{c|Survival}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +1 || {{t|Charm Mastery}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Piercing Sight}} +1 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tinker ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Other unlocks&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +1 || {{t|Craftsman's Eye}} +1 || Tinker's master cave makes [[Ancient Cave]] appear on the world map. Inside the zone you can pay 1 category point and 500 gold to learn {{ct|Steamtech}} / {{c|Physics}} and {{ct|Steamtech}} / {{c|Chemistry}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +2 || {{t|Last Engineer Standing}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Endless Endurance}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Innovation}} +1 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength]] +2 || {{t|Vitality }} +1 || {{ct|Technique}} / {{c|Conditioning}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Constitution]] +1 || {{t|Unflinching Resolve}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Exotic Weapons Mastery}} +1 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Escorts&amp;diff=11319</id>
		<title>Escorts</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Escorts&amp;diff=11319"/>
				<updated>2016-03-05T18:15:54Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Added the Tinker escort. Still needs a bit fixing, though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In each game you will find exactly 9 escort quests, spread across the [[zones]] of [[Maj'Eyal]]. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The location of escort quests are determined at your character's birth, but can only appear on levels within the following zones:&lt;br /&gt;
&lt;br /&gt;
;Starter dungeons&lt;br /&gt;
:[[Trollmire]]&lt;br /&gt;
:[[Scintillating Caves]]&lt;br /&gt;
:[[Ruins of Kor'Pul]]&lt;br /&gt;
:[[Norgos Lair]]&lt;br /&gt;
:[[Heart of the Gloom]]&lt;br /&gt;
;Higher level dungeons&lt;br /&gt;
:[[Old Forest]]&lt;br /&gt;
:[[Daikara]]&lt;br /&gt;
:[[Dreadfell]]&lt;br /&gt;
:[[Reknor]]&lt;br /&gt;
&lt;br /&gt;
Each quest will be generated when you enter the level where it is located.&lt;br /&gt;
If an escort is assigned by the game to spawn in a level of a place, and that place is a small room with a door that leads to the rest of the level, you ''might'' not receive the escort or the associated quest until you open the door(and possibly other doors as well, potentially including vaults)and reenter the level because the escort's portal tile is supposed to be on the other side of the door.&lt;br /&gt;
&lt;br /&gt;
Additionally, if an escort is assigned by the game to spawn in a level of a place, and upon entering it there are no immediately visible unoccupied floor tiles on the same turn that you enter the level, then the escort will not spawn until you can enter the level and immediately see at least one unoccupied floor tile on the turn that you enter.&lt;br /&gt;
&lt;br /&gt;
== Betraying to Zigur ==&lt;br /&gt;
&lt;br /&gt;
You may betray escortees with arcane abilities to [[Zigur]] for an alternate set of rewards, as long as you meet both conditions below:&lt;br /&gt;
*Your current or any previous characters has read the sign at [[Zigur]] and learned its lore.&lt;br /&gt;
*Your current character does not know any spell talents or have any [[inscriptions|runes]] equipped&lt;br /&gt;
&lt;br /&gt;
Shaloren and Ogre racial talents are spells, and will prevent them from getting Zigur rewards. {{am|Zigur followers}} do not have the choice to take the standard rewards from Arcane escortees; they may ''only'' choose to betray, or to skip the quest altogether.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The rewards that can be obtained from escort quests are detailed below. Upon completion of each escort quest, you may select one reward from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
After selecting a reward, you will have the option of giving it to a party member that satisfies the following conditions:&lt;br /&gt;
&lt;br /&gt;
*It is alive&lt;br /&gt;
*It may be fully controlled by you&lt;br /&gt;
*It does not have a summon timer&lt;br /&gt;
*It is not a Lifeless Husk generated by {{t|Animus Purge}}&lt;br /&gt;
&lt;br /&gt;
More specifically, Alchemist golems are allowed to receive escort quest rewards.&lt;br /&gt;
&lt;br /&gt;
All stat improvements are added to your base value.&lt;br /&gt;
&lt;br /&gt;
Learning a talent in a category that was originally hidden to you will set its mastery level to 0.8, even if you cannot see it.&lt;br /&gt;
&lt;br /&gt;
Category rewards will reveal the category as locked and set its mastery level to 0.8. A category point will still be required to unlock the category.&lt;br /&gt;
&lt;br /&gt;
=== Alchemist (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +1 || {{t|Stone Touch}} +1 || {{ct|Spell}} / {{c|Staff Combat}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +2 || {{t|Channel Staff}} +1 || {{ct|Spell}} / {{c|Stone Alchemy}}&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Staff Mastery}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +2 || {{t|Psiblades}} +1 || {{ct|Wild-Gift}} / {{c|Mindstar Mastery}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +1 || {{t|Thorn Grab}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spell Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anorithil (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +1 || {{t|Bathe in Light}} +1 || {{ct|Celestial}} / {{c|Light}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +2 || {{t|Healing Light}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +2 || {{t|Track}} +1 || {{ct|Technique}} / {{c|Field Control}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +1 || {{t|Heave}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spell Save +4 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Mind Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loremaster ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength]] +2 || {{t|Disarm}} +1 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +2 || {{t|Spit Poison}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Constitution]] +2 || {{t|Mind Sear}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +2 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +2 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +2 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seer (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +2 || {{t|Arcane Eye}} +1 || {{ct|Spell}} / {{c|Divination}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +1 || {{t|Premonition }} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Vision}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +2 || {{t|Earth's Eyes}} +1 || {{ct|Wild-Gift}} / {{c|Call of the Wild}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +1 || {{t|Nature's Touch}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mental Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sun Paladin (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength]] +2 || {{t|Chant of Fortitude}} +1 || {{ct|Celestial}} / {{c|Chants}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +1 || {{t|Chant of Fortress}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +2 || {{t|Hack'n'Back}} +1 || {{ct|Technique}} / {{c|Mobility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +1 || {{t|Light of Foot}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Physical Save +4 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Spell Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temporal Explorer (Arcane) ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic]] +2 || {{t|Precognition}} +1 || {{ct|Chronomancy}} / {{c|Chronomancy}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +1 || {{t|Foresight}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Betray to Zigur Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Willpower]] +1 || {{t|Sleep}} +1 || {{ct|Psionic}} / {{c|Dreaming}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +2 || {{t|Dream Walk}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spell Save +4 || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thief ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +2 || {{t|Heightened Senses}} +1 || {{ct|Cunning}} / {{c|Survival}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +1 || {{t|Charm Mastery}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Piercing Sight}} +1 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tinker ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Other unlocks&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] +1 || {{t|Craftsman's Eye}} +1 || Tinker's teachers zone&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning]] +2 || {{t|Last Engineer Standing}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Endless Endurance}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Innovation}} +1 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot;| Stats&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;| Talent&lt;br /&gt;
!style=&amp;quot;width: 45%;&amp;quot;| Categories&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;3&amp;quot;|'''''Normal Rewards'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength]] +2 || {{t|Vitality }} +1 || {{ct|Technique}} / {{c|Conditioning}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Constitution]] +1 || {{t|Unflinching Resolve}} +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| || {{t|Exotic Weapons Mastery}} +1 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talk:Recommended_Zone_Order_Progression&amp;diff=11299</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=11299"/>
				<updated>2016-03-05T14:27:27Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: /* Backup guardian zone level */&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;
&lt;br /&gt;
&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;
== 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;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talk:Recommended_Zone_Order_Progression&amp;diff=11298</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=11298"/>
				<updated>2016-03-05T14:26:52Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: /* Backup guardian zone level */ new section&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;
&lt;br /&gt;
&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;
== Backup guardian zone level ==&lt;br /&gt;
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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;
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I'm not entirely sure it's &amp;quot;correct&amp;quot; to display it in this page, however (and it does look a bit cluttered), but it feels very useful.&lt;br /&gt;
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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;
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[[User:Shaan|Shaan]] ([[User talk:Shaan|talk]]) 15:26, 5 March 2016 (CET)&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=11297</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=11297"/>
				<updated>2016-03-05T14:22:44Z</updated>
		
		<summary type="html">&lt;p&gt;Shaan: Added at which level the backup guardians appear in each zone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Based on the old Goon Zone order progression guide, this guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about. &lt;br /&gt;
&lt;br /&gt;
If you've got a suggestion for different zone order, '''please''' write it up on the [[{{TALKPAGENAME}}| talk page]] for discussion.&lt;br /&gt;
&lt;br /&gt;
Also, this page is '''not for strategy''' about the individual zones; please put that on the actual zone's page. To keep this page from becoming cluttered, please limit commentary and notes to those applying to decisions about zones.&lt;br /&gt;
&lt;br /&gt;
==Main Campaign==&lt;br /&gt;
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=== Starting Game to Level 10 ===&lt;br /&gt;
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Players in the early game are fragile and easily killed, due to low [[life]], lack of talents, and poor gear. In early zones players should be quick to use escape options and willing to flee from enemies. &lt;br /&gt;
&lt;br /&gt;
# Starting zone(s) for your race/class, if any. If it's a difficult zone (AKA, a zone towards the end of this list), consider leaving it if you can and going to Trollmire.&lt;br /&gt;
# [[Trollmire]], level 1 to 3. Confident players can try level 4 and [[Bill]]. &lt;br /&gt;
# The Tier 1 zones can be done in any order, but for least danger, the suggested order is:&lt;br /&gt;
## [[Norgos Lair]]&lt;br /&gt;
## [[Heart of the Gloom]]&lt;br /&gt;
## [[Scintillating Caves]]&lt;br /&gt;
## [[Rhaloren Camp]] &lt;br /&gt;
# [[Derth]] (Talk to the Shady Man in the North for quest [[The agent of the arena]])&lt;br /&gt;
# [[Trollmire]] 4 if you haven't done it already&lt;br /&gt;
# [[Ruins of Kor'Pul]]&lt;br /&gt;
&lt;br /&gt;
Note: Some players suggest you do [[Ruins of Kor'Pul]] before [[Rhaloren Camp]].&lt;br /&gt;
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=== Level 10 to Level 20 ===&lt;br /&gt;
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# [[Lumberjack Village]] (at any time at or over Level 10)&lt;br /&gt;
# [[Unknown Tunnels]] (occurs any time over Level 6. Can only be entered once. Unique reward at the end.)&lt;br /&gt;
# The 'Tier 2' zones can also be done in various order, but for max survivability:&lt;br /&gt;
## [[Old Forest]] - don't descend into [[Lake of Nur]]&lt;br /&gt;
## [[The Maze]]&lt;br /&gt;
## [[Sandworm Lair]]&lt;br /&gt;
## [[Daikara]]&lt;br /&gt;
# [[Hidden Compound]] (optional)&lt;br /&gt;
# [[Ruined Halfling Complex]] (optional, but contains a unique benefit at the end, for non-Halflings)&lt;br /&gt;
# [[Temporal Rift]] (optional and very dangerous for melees, after finishing [[Daikara]])&lt;br /&gt;
# [[Lake of Nur]] (Reached through [[Old Forest]])&lt;br /&gt;
&lt;br /&gt;
=== Level 20 to Level 30 === &lt;br /&gt;
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The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with [[The Master]].&lt;br /&gt;
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# [[Ruined Dungeon]] (optional, but good loot in the Vault. Can be very dangerous.)&lt;br /&gt;
# [[Dogroth Caldera]], if it spawns.&lt;br /&gt;
# [[Old Conclave Vault]] (optional - unlockable for [[Ogre]])&lt;br /&gt;
# [[Dreadfell]] (You can save vaults for later)&lt;br /&gt;
# [[Golem Graveyard]] - optional; real purpose is in postgame&lt;br /&gt;
# [[Tempest Peak]] (optional, and [[Urkis]] is quite deadly) &lt;br /&gt;
# [[Dark Crypt]] (optional, level 24 or greater, only spawns once. Very dangerous, especially for melee classes, but leads to achievements and some [[Unlockables]])&lt;br /&gt;
# [[Last Hope Graveyard]] - open all of the individual graves first, and be prepared to run.&lt;br /&gt;
# [[Reknor]]&lt;br /&gt;
# [[Mark of the Spellblaze]] (optional - new players may wish to wait until returning from the [[Far East]])&lt;br /&gt;
&lt;br /&gt;
=== Level 30 to Level 40 ===&lt;br /&gt;
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At this point you should be in the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]] &lt;br /&gt;
# [[Ardhungol]] (talk to the wife in [[Gates of Morning]])&lt;br /&gt;
# [[Temple of Creation]]  - wander around near the coast to find this: Appears on world map as Entrance to an Underwater Cave. Warning: It's entirely underwater and does not have air bubbles.&lt;br /&gt;
# Backdoor to [[Vor Armoury]] (NOT Vor Pride)&lt;br /&gt;
# Go back to town to get the location of [[Briagh's Lair]], then finish it. &lt;br /&gt;
# Go back east and fight [[Backup Guardians]] in [[Trollmire]] (level 2), [[Kor'Pul]] (level 3), [[Reknor]] (level 4), [[Scintillating Caves]] (level 3), [[The Maze]] (level 2), [[Dreadfell]] (level 1), [[Daikara]] (level 4), [[Sandworm Lair]] (level 1), and [[Old Forest]] (level 3). [[Sandworm Lair]] first for the [[Wyrm Bile]]. Dwarves get an extra boss in [[The Deep Bellow]] (level 3). &lt;br /&gt;
# [[Ancient Elven Ruins]] (optional, and very dangerous)&lt;br /&gt;
# [[Sludgenest]] - if it spawns. This is fairly dangerous zone, but leads to an [[Unlockables|Unlockable]].&lt;br /&gt;
# Tannen's Quest (Ask around [[Last Hope]] to unlock this)&lt;br /&gt;
# [[Shadow Crypt]] (optional)&lt;br /&gt;
&lt;br /&gt;
=== Level 40 to Level 50 ===&lt;br /&gt;
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# [[Valley of the Moon]], if you get the quest, optional&lt;br /&gt;
# The Orc Prides. The order is somewhat variable, depending on your class. A rough order is as follows:&lt;br /&gt;
## [[Gorbat Pride]]&lt;br /&gt;
## [[Grushnak Pride]]&lt;br /&gt;
## [[Vor Pride]]&lt;br /&gt;
## [[Rak'Shor Pride]]&lt;br /&gt;
# [[Eruan]] can be done at any time after you are told about it&lt;br /&gt;
# [[Slime Tunnels]]&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
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=== Optional After Winning the Game ===&lt;br /&gt;
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# [[Vor Armoury]] vault&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;br /&gt;
# Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Shaan</name></author>	</entry>

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