<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=XLambda</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=XLambda"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/XLambda"/>
		<updated>2026-04-20T16:33:22Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=From_bellow,_it_devours&amp;diff=9890</id>
		<title>From bellow, it devours</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=From_bellow,_it_devours&amp;diff=9890"/>
				<updated>2015-11-07T18:13:59Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
The second initial quest for all [[Dwarf|Dwarves]]. This quest is granted directly after leaving [[Escape from Reknor]] and completing the [[Reknor is lost|associated quest]].&lt;br /&gt;
&lt;br /&gt;
==Quest Goals==&lt;br /&gt;
&lt;br /&gt;
* Explore [[The Deep Bellow]] and defeat [[The Mouth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
While many seem to consider the quest name a typo, it has been confirmed by [[DarkGod]] to be a pun. The same applies to the associated zone, [[The Deep Bellow]].&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Far_East&amp;diff=9886</id>
		<title>Far East</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Far_East&amp;diff=9886"/>
				<updated>2015-10-31T23:42:38Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Far East&amp;quot; refers to the eastern continent of Var'Eyal.  Travel from the western continent of Maj'Eyal to the Far East is currently possible only through [[farportal]]s, extremely potent transportation structures left by the long-vanished [[Sher'Tul]].&lt;br /&gt;
&lt;br /&gt;
Reaching the Far East therefore requires the discovery and activation of one of these farportals ([[The wild wild east]] quest).&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=The_wild_wild_east&amp;diff=9885</id>
		<title>The wild wild east</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=The_wild_wild_east&amp;diff=9885"/>
				<updated>2015-10-31T23:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page The Wild Wild East to The wild wild east without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
Starts immediately after killing [[Golbug the Destroyer]] in the quest [[Let's hunt some Orc]].&lt;br /&gt;
&lt;br /&gt;
You are met by Harno, Hearld of Last Hope, who delivers a letter from the King of Last Hope, then vanishes. He gives you the sealed letter from the king; you will need to Use it to read the letter. Oddly, it will be under runes/inscriptions in your inventory. &lt;br /&gt;
&lt;br /&gt;
The note will indicate the [[Staff of Absorption]] was taken in a raid and will mention Golbug (whom you just defeated) and a portal. It so happens there is a farportal in the room just beyond where Golbug was waiting. Didn't you just pick up a [[Orb of Many Ways]]? Walk into the portal and activate the Orb, and off you go.&lt;br /&gt;
&lt;br /&gt;
Quest becomes [[Strange New World]] after you exit.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Bosses_guide&amp;diff=9884</id>
		<title>Bosses guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Bosses_guide&amp;diff=9884"/>
				<updated>2015-10-31T23:40:43Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: fixed zone references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Bosses]][[Category:NPC]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
== Maj'Eyal Boss Guide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide covers basic tips for facing the bosses in the first half of the game, up until you retrieve the Staff of Absorption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Prox the Mighty]] ([[Trollmire]]) ==&lt;br /&gt;
&lt;br /&gt;
He doesn't do much except Knockback, which actually helps you because he has no ranged attacks or healing, so you can use the breathing space to take time to heal or wait for cooldowns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Bill]] ([[Trollmire]] 'hidden' boss) ==&lt;br /&gt;
&lt;br /&gt;
Much nastier than Prox but still manageable. He has Rush in addition to Knockback, which makes his Knockback much worse, since Rush will daze you. Pull him back into the corridor in order not to get surrounded by his flunkies, and don't be afraid to hightail it out of there if you find the fight is not going your way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[The Shade]] of Kor'Pul ([[Ruins of Kor'Pul]]) ==&lt;br /&gt;
&lt;br /&gt;
Opens the fight with a couple of nasty ranged nukes, including Freeze. You may want a physical wild infusion for this fight. However, Freeze has a long cooldown, so if you survive the initial barrage, he becomes much more manageable. A nice trick for melee characters is to simply dig through the wall that he's hiding behind, reducing the starting distance to 2 tiles instead of 8 or however many it is normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Norgos]] ([[Norgos Lair]]) ==&lt;br /&gt;
&lt;br /&gt;
Can stun and may have sun or poison infusion. A physical wild infusion might not help with the stun if you've already been blinded/illuminated/poisoned, so make sure not to be stunned while under other effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[The Withering Thing]] ([[Heart of the Gloom]]) ==&lt;br /&gt;
&lt;br /&gt;
Accompanied by shadows, which teleport and have non-negligible damage, and the boss himself has a variation of Rush called Blindside, which will instantly close the distance. Depending on the class and the terrain, it may be more effective to kill off the shadows first, but usually you'll want to focus fire on the boss. If the boss dies, the shadows will die too, but if the shadows die, the boss can always summon more.&lt;br /&gt;
If playing on difficulties above normal, this is one of the hardest early bosses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Spellblaze Crystal]] ([[Scintillating Caves]]) ==&lt;br /&gt;
&lt;br /&gt;
Basically just an amalgam of the crystals you've run into on the way down. The same strategy can be used on the boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Rhaloren Inquisitor]] ([[Rhaloren Camp]]) ==&lt;br /&gt;
&lt;br /&gt;
Has ranged spells like the Shade, but the starting distance is much closer so it's less scary. On the other hand, the Inquisitor is not totally incompetent in melee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Ben Cruthdar]] ([[Lumberjack Village]]) ==&lt;br /&gt;
&lt;br /&gt;
Has a gloom aura which can lead to short-term stun and confusion, and can instantly close into melee range and pin you there, but otherwise he's just a normal melee guy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Sandworm Queen]] ([[Sandworm Lair]]) ==&lt;br /&gt;
&lt;br /&gt;
Opens the fight with a hard hitting sand breath that also blinds you for a long time. It might even hit you before you see the Queen herself, so you might think that you're just fighting a sand-drake at first. Getting caught in a tunnel while blinded can be bad, and she doesn't really have other physical effects, so a physical wild infusion is very useful here. She also summons a bunch of sandworms to help her, but as you have seen if you've made it this far, they are all quite weak. Still, getting surrounded can get nasty, so make sure you have some way of hitting multiple enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Minotaur of the Labyrinth]] ([[The Maze]]) ==&lt;br /&gt;
&lt;br /&gt;
Like other minotaurs, this one has Warshout, a nasty confuse. Mental wild infusion is highly recommended. He also has stun and pin, but with all of his other physical status effects, a physical wild infusion won't help much. Luckily, he has no way of quickly closing the distance, so ranged characters can just pick him off from a distance (given that they have a way to deal with the confusion). Melee characters should have enough melee defenses at this point (defense, armor, or both) or they can just use their own stun first.&lt;br /&gt;
&lt;br /&gt;
== [[Wrathroot]] ([[Old Forest]]) ==&lt;br /&gt;
&lt;br /&gt;
Not only does he have Freeze like every other spellcasting boss, he also has Ice Storm which has a chance of freezing you each turn. Because of the repeated freezing, a physical wild won't be too useful except against the initial Freeze. Besides the freezing, he's quite harmless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Rantha the Worm]] ([[Daikara]]) ==&lt;br /&gt;
&lt;br /&gt;
Has high armor and does cold damage whenever you hit her in melee. This can make Flurry a bad idea, if you're a rogue. She's also stun immune, so you can't just cheese her with stun like most other bosses. Other than that, she's basically just Wrathroot again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Urkis]] ([[Tempest Peak]]) ==&lt;br /&gt;
&lt;br /&gt;
Uses various lightning spells to deal damage, so lightning resistance is very helpful. His spells can daze and every daze causes nasty chain-reaction, so high stun resistance and/or at least one physical and spell infusions are required. Surprisingly vulnerable to stun himself. His powerful thunderstorm spell will hit you non-stop as long, as you are near him, so you may want to retreat for healing mid-fight (or just disable his sustains / drain his mana if you can).&lt;br /&gt;
If you have no magic wild, the hurricane debuff can deal over 500 damage (over the course of 10 turns) and so you should disengage Urkis as soon as you can't expect to deal with that amount of damage.&lt;br /&gt;
&lt;br /&gt;
== [[Chronolith Twin]] and [[Chronolith Clone]] ([[Temporal Rift]]) ==&lt;br /&gt;
&lt;br /&gt;
They do temporal damage and generally are easy for ranged classes, except their ability to quickly run away (going into water in process), leaving countless clones behind. Do not pay attention to clones and concentrate on closing distance on the one of bosses, using movement infusion / rush/ teleport / whatever you have. Water breathing may be helpful obviously.&lt;br /&gt;
As both bosses have good mobility and means to lower player's mobility, they should be approached with caution by melee classes then quickly disengaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Weirdling Beast]] ([[Sher'Tul Fortress]]) ==&lt;br /&gt;
&lt;br /&gt;
Found beneath Lake Nur. The most dangerous boss you'll run into until Dreadfell, the Weirdling Beast has a myriad of tools at his disposal, but is most commonly noted for his extreme healing ability. He can heal up to full health in a matter of a few turns, and does so with alarming frequency. If you don't have very good offenses at this point, he might actually be impossible to kill without a way to negate his healing (such as Insidious Poison). The floor he's on is no teleport, and it's an extremely small level anyway, so the only way to escape him is to go back up the stairs, which is recommended even though doing so heals him back to full. The first thing you should do is to get rid of his Bone Shield by just hitting him until it goes away, then go back up the stairs. When you come back down, the Bone Shield will be gone and the fight will be much more favorable to you. He's vulnerable to stun, but has a physical wild infusion. On his end, he can stun you, pin you, freeze you, disable your sustains, and his gloom aura can even confuse you as well. His one weakness is that he has lower max health than most bosses, so a quick burst of damage might kill him before he can heal or do anything else. Definitely treat this encounter with caution, and never leave the stairs, so that you can reset the fight on demand should the need arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Greater Mummy Lord]] ([[Ancient Elven Ruins]]) ==&lt;br /&gt;
&lt;br /&gt;
Hits hard with ranged nukes, which is augmented by his invisibility (reduces total amount of damage he deals). Unfortunately, his invisibility also makes him hard to notice without some sources of seeing invisible and huge vision radius.&lt;br /&gt;
It might be worth not to illuminate the surrounding area, as the boss often carries a light source making his invisibility mostly meaningless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Grand Corruptor]] ([[Mark of the Spellblaze]]) ==&lt;br /&gt;
&lt;br /&gt;
He has a significant amount of health, as well as high damage spells. He also will use fearscape, which may be a significant problem for melee classes. He's faster than average and when wraithformed can pass through obstacles, so running away on foot at 100% speed is not an option. Make sure you clear the area around him first, as the other high-DPS spell casters can make this fight unwinnable if they attack at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[The Master]] ([[Dreadfell]]) ==&lt;br /&gt;
&lt;br /&gt;
Generally opens with a freeze, followed by several high DPS spells and summoning undead. He can use invisibility, shields and phase door if you start damaging him significantly, and of course will resurrect once (although dying after he resurrects will not reset Hidden Resources, so you only have to kill him once, then.)&lt;br /&gt;
&lt;br /&gt;
Status curing effects of some kind (either class specific or infusions) will be required, as he and his minions deal too much damage to simply wait it out. He doesn't tend to heal much while out of combat, so simply teleporting away to heal should work to a limited extent (although it gives him time to refresh his freeze attack.) The key to this battle is that he doesn't regain health, so any damage you do sticks. Just keep running away and poking him, and eventually he'll die.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zone&amp;diff=9883</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zone&amp;diff=9883"/>
				<updated>2015-10-31T23:28:36Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}} [[Category:Zones]][[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
Zones are places you can go, containing NPCs (monsters) and items.  They are usually entered by traveling to a specific point on the wilderness map.  They contain one or more ''levels'' (maps) connected to each other by stairs.&lt;br /&gt;
&lt;br /&gt;
Items left on the ground of a level may vanish when you leave that level.  There are two exceptions: anything in a [[vault]], or in the storage chamber of the [[Sher'Tul Fortress]], will be kept safely.&lt;br /&gt;
&lt;br /&gt;
The denizens and objects in a zone scale to your level when you enter the zone, subject to a minimum (floor) and maximum (ceiling) defined for each zone.  A common trick for some of the tougher zones is to enter them early in order to set the level scaling to a low value, run away, and come back later when you're higher level (or otherwise stronger).&lt;br /&gt;
&lt;br /&gt;
Some zones are towns, which may have buildings ([[stores]]) as well as (primarily) non-hostile NPCs.  Items in a town's stores are generated using fixed character/power levels at specific points in the game (character creation, death of [[The Master]], and completion of the [[Charred Scar]]).&lt;br /&gt;
&lt;br /&gt;
If you are a newer player, you may wish to read this general guide to the [[zone order]].&lt;br /&gt;
&lt;br /&gt;
The world of Eyal has three (known) continents: '''[[Maj'Eyal]]''' (West), '''[[Var'Eyal]]''' (the Far East) and '''[[Tar'Eyal]]''' (South). Most players begin on the continent of Maj'Eyal.  Var'Eyal (the Far East) becomes accessible from the end of [[Reknor]]. The continent of Tar'Eyal cannot be explored at the moment, but may become its own [[Campaigns#Tar'Eyal, the Southern Continent|campaign]] at a later date. See also: http://te4.org/w/images/6/6b/Eyal2.png.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Min level !! Max level !! Zone name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Derth]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Elvala]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Irkkk]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Iron Council]] || [[Dwarf|Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Point Zero]] || Human/elven/halfling [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Shatur]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 14 || [[Lumberjack Village]] || Triggered by encounter north of [[Last Hope]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 50 || [[Zigur]] || Non-magic characters only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Angolwen]] || Triggered by novice mage (southwest of [[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 1 (starter) zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Abashed Expanse]] || Human/elven/halfling [[Archmage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[The Deep Bellow]] || [[Dwarf|Dwarves]] only, in [[Iron Council]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Escape from Reknor]] || [[Dwarf|Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Heart of the Gloom]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ruins of Kor'Pul]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Murgol Lair]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Norgos Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Rhaloren Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ritches Tunnels]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Scintillating Caves]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Slazish Fens]] || Human/elven [[Anorithil]]/[[Sun Paladin]] only, in [[Gates of Morning]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Trollmire]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Unhallowed Morass]] || [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 8 || [[Blighted Ruins]] || [[Skeleton]]/[[Ghoul]] only&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 2 zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Daikara]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[The Maze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Old Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Sandworm Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || [[Unknown Tunnels]] || Triggered by encounter; must be level 6 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Hidden Compound|Hidden Compound (Ring of Blood)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 30 || [[Ruined Dungeon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 20 || [[Golem Graveyard]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dark Crypt]] || Triggered by encounter; must be level 24+.&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 35 || [[Mark of the Spellblaze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 42 || [[Ancient Elven Ruins]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Developer-triggered zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 35 || [[Bearscape]] || looks like a small portal&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Lost land of Poosh]] || looks like a swirling portal&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Lust Forest]] || looks like a jungle tree&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Pikataclysm]] || looks like a red tree&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Santascape]] || looks like a snowman&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Hallowed Fields]] ||&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || [[Arena Mode|The Arena (unlock area)]] || Triggered by shady cornac ([[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Ruined Halfling Complex]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Tempest Peak]] || Triggered by Linaniil ([[Angolwen]]) or Protector Myssil ([[Zigur]]), after saving [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Lake of Nur]] || Reached from [[Old Forest]] level 4.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Tranquil Meadow]] || [[Cursed]] class only&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 26 || [[Dreadfell]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope Graveyard]] || Triggered by Ungrol ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Temporal Rift]] || In [[Daikara]] level 3&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Paradox Plane]] || Same place as Temporal Rift, [[Temporal Warden]]s only&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[Sher'Tul Fortress]] || At the end of [[Lake of Nur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 35 || [[Reknor]] || Triggered by Elder ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dogroth Caldera]] || Triggered at level 20+ in some games only. Always triggers for Yeek.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Ambush]] || Triggered by defeating The Master ([[Dreadfell]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Tannen's Tower]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Ruins of Telmur]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Fearscape (Tannen)]] || Triggered by item from Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Sludgenest]] || Trigger at level 30+ some games only. Always triggers for Thalore.&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 50 || [[Gates of Morning]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: Orc prides'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Rak'Shor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Gorbat Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Grushnak Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Vor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Flooded Cave]] || In water. Shows on map as Underwater Cave.&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Orc Breeding Pits]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 45 || [[Shadow Crypt]] || Shows on map as Dark Crypt. &lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 32 || [[Ardhungol]] || Triggered by Melnela ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Unremarkable Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Temple of Creation]] || At end of [[Flooded Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Valley of the Moon Caverns]] || Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning)&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 45 || [[Eruan]] || Triggered by defeating an orc pride &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 50 || [[Charred Scar]] || At end of [[Eruan]]&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Valley of the Moon]] || Triggered by Limmur ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Briagh's Lair]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Vor Armoury]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal zones: Endgame'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 55 || [[Slime Tunnels]] || At end of [[Grushnak Pride]]&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 80 || [[High Peak]] || At end of [[Slime Tunnels]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Other game modes'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Tutorial]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Infinite Dungeon]] || In [[Ruined Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[The Arena]] || In [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Miscellaneous zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Eidolon Plane]] || Teleport to upon death (Adventure &amp;amp; Exploration difficulties)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Fearscape]] || Teleport to upon use of talent [[Fearscape (talent)|Fearscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Dreamscape]] || Teleport to upon use of talent [[Dreamscape (talent)|Dreamscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Damp Cave]] || Random location inside other zones?&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Orbital Fearscape Platform]] || Accessed by portal made by a Major Demon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not real zones:&lt;br /&gt;
1 1 wilderness&lt;br /&gt;
1 50 test&lt;br /&gt;
&lt;br /&gt;
Not used currently:&lt;br /&gt;
25 30 illusory-castle&lt;br /&gt;
100 100 void&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Small_lumberjack_village&amp;diff=9882</id>
		<title>Small lumberjack village</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Small_lumberjack_village&amp;diff=9882"/>
				<updated>2015-10-31T23:27:32Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name = Small lumberjack village&lt;br /&gt;
|guardian = [[Ben Cruthdar, the Cursed]]&lt;br /&gt;
|floors = 1&lt;br /&gt;
|min_level = 8 |max_level = 14&lt;br /&gt;
|min_ilevel = 1 |max_ilevel = 2&lt;br /&gt;
|width = 25 |height = 25}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
&lt;br /&gt;
The Lumberjack Village is located north of [[Last Hope]] after a random encounter titled 'Half-Dead Lumberjack' in which your help is requested to deal with a monster. Upon initially entering the town you must rush to save the lumberjacks from this terror. For further details of the quest, see: [[The Beast Within]].&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Small_lumberjack_village&amp;diff=9880</id>
		<title>Small lumberjack village</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Small_lumberjack_village&amp;diff=9880"/>
				<updated>2015-10-31T23:27:07Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Lumberjack Village to Small lumberjack village: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name = Lumberjack Village&lt;br /&gt;
|guardian = [[Ben Cruthdar, the Cursed]]&lt;br /&gt;
|floors = 1&lt;br /&gt;
|min_level = 8 |max_level = 14&lt;br /&gt;
|min_ilevel = 1 |max_ilevel = 2&lt;br /&gt;
|width = 25 |height = 25}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
&lt;br /&gt;
The Lumberjack Village is located north of [[Last Hope]] after a random encounter titled 'Half-Dead Lumberjack' in which your help is requested to deal with a monster. Upon initially entering the town you must rush to save the lumberjacks from this terror. For further details of the quest, see: [[The Beast Within]].&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Lumberjack_Village&amp;diff=9881</id>
		<title>Lumberjack Village</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Lumberjack_Village&amp;diff=9881"/>
				<updated>2015-10-31T23:27:07Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Lumberjack Village to Small lumberjack village: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Small lumberjack village]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Eidolon_Plane&amp;diff=9879</id>
		<title>Eidolon Plane</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Eidolon_Plane&amp;diff=9879"/>
				<updated>2015-10-31T23:26:09Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Eidolon plane to Eidolon Plane over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Eidolon Plane| floors = 1| guardian = [[Eidolon]]| min_level = 1| max_level = 1| min_ilevel = 1| max_ilevel = 5| width = 10| height = 10}}&lt;br /&gt;
The Eidolon Plane is the destination of characters who die (in combat or otherwise). It is inhabited only by the Eidolon being.&lt;br /&gt;
&lt;br /&gt;
If playing in [[Adventure mode]] and still having any lives left, or [[Exploration mode]], you are transported here and given the chance to rest, return to the same location, be returned to the world map outside the zone, or to give up for good (your character is dead for good).&lt;br /&gt;
&lt;br /&gt;
This zone appears to be somewhere in space, and there is no gravity in the zone. It can not be left except by the Eidolon's choices.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Falling_Toward_Apotheosis&amp;diff=9878</id>
		<title>Falling Toward Apotheosis</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Falling_Toward_Apotheosis&amp;diff=9878"/>
				<updated>2015-10-31T23:25:33Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: Fixed the redirect for now. A proper quest description is needed here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[High Peak]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=High_Peak&amp;diff=9877</id>
		<title>High Peak</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=High_Peak&amp;diff=9877"/>
				<updated>2015-10-31T23:24:42Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page High peak to High Peak without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
{{Zone&lt;br /&gt;
|name=High Peak&lt;br /&gt;
|guardian=[[Argoniel]] and [[Elandar]]&lt;br /&gt;
|floors=10&lt;br /&gt;
|min_level=55&lt;br /&gt;
|max_level=80&lt;br /&gt;
|min_ilevel=5&lt;br /&gt;
|max_ilevel=5&lt;br /&gt;
|width=50&lt;br /&gt;
|height=75&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
This is the final zone.  On level 10 is a portal to the void farportal room, where you will try to defeat the sorcerers Argoniel and Elandar to win the game (although see below).  [[Aeryn]] will show up to help you, if she's alive, and if you didn't let the [[Sunwall]] fall.&lt;br /&gt;
&lt;br /&gt;
In the void farportal room, there are four subsidiary portals summoning demons/wyrms/etc. in the corners.  You can walk onto a subsidiary portals to seal it.  You get the achievement &amp;quot;Tactical master&amp;quot; for winning without sealing any portals; however, the portals do not spawn that quickly and the critters are as likely to attack Aeryn as you, and are thus often not a large factor.&lt;br /&gt;
&lt;br /&gt;
There are four small pillar walls in the cardinal directions which provide minimal hiding capability.&lt;br /&gt;
&lt;br /&gt;
The entire zone may be teleported within.&lt;br /&gt;
&lt;br /&gt;
After you defeat the sorcerers, if you didn't interrupt the sorcerers' Charred Scar ritual in time, then either you or Aeryn will have to sacrifice yourself to close the portal.  If you are a [[Yeek]], then you will sacrifice yourself, using the power of the farportal to spread The Way to the entire world of Eyal.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Pearl of Life and Death]]&lt;br /&gt;
*[[Awakened Staff of Absorption]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Slime_Tunnels&amp;diff=9876</id>
		<title>Slime Tunnels</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Slime_Tunnels&amp;diff=9876"/>
				<updated>2015-10-31T23:23:47Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Slime tunnels to Slime Tunnels over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Slime Tunnels| floors = 1| min_level = 45| max_level = 55| min_ilevel = 1| max_ilevel = 5| width = 250| height = 30}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
This zone lies under [[Grushnak Pride]], and leads to the [[High Peak]].&lt;br /&gt;
&lt;br /&gt;
You must possess all four Orbs of Command (from the Orc Prides), and use each one at its matching pedestal, to unlock the exit to the High Peak.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon&amp;diff=9875</id>
		<title>Infinite Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon&amp;diff=9875"/>
				<updated>2015-10-31T23:22:38Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Infinite dungeon to Infinite Dungeon over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Infinite Dungeon| floors = 1000000000| min_level = 1| max_level = 1| min_ilevel = 1| max_ilevel = 5| width = 70| height = 70}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Infinite Dungeon is a rather special zone. Its entrance is at the end of the [[Ruined Dungeon]], but it becomes accessible only after the game has been won. Alternatively, clearing the first level of the Ruined Dungeon [[unlock]]s the Infinite Dungeon campaign - a gameplay mode that starts in this zone.&lt;br /&gt;
&lt;br /&gt;
True to its name, this dungeon is infinite - that is, its maximum level is high enough to be virtually unreachable. Furthermore, no staircases leading up are generated - that means you can't go back. You can't beat this dungeon, but you can attempt to go as far as possible before eventually being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
The layout is very similar to [[Dreadfell]]'s, with lots of darkened orthogonal corridors connecting rectangular rooms, and [[vaults]] aplenty. This dungeon contains no special terrain, and is inhabited by all sorts of monsters. Sometimes, a level may contain a boss monster from another zone. Randomly-generated bosses also may appear.&lt;br /&gt;
&lt;br /&gt;
Levels 1, 10, 20, 30, and 40 contain lore pieces.&lt;br /&gt;
&lt;br /&gt;
You will gain [[achievements]] upon reaching levels 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 150, 200, 300, 400 and 500.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Potion of Martial Prowess]]&lt;br /&gt;
*[[Antimagic Wyrm Bile Extract]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Briagh%27s_Lair&amp;diff=9874</id>
		<title>Briagh's Lair</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Briagh%27s_Lair&amp;diff=9874"/>
				<updated>2015-10-31T23:21:50Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Briagh's lair to Briagh's Lair over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Briagh's Lair| floors = 1| guardian = [[Briagh]]| min_level = 35| max_level = 50| min_ilevel = 3| max_ilevel = 5| width = 70| height = 70}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
TBD&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Resonating Diamond]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Valley_of_the_Moon&amp;diff=9873</id>
		<title>Valley of the Moon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Valley_of_the_Moon&amp;diff=9873"/>
				<updated>2015-10-31T23:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: fixed the redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ithilthum, Valley of the Moon]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ithilthum,_Valley_of_the_Moon&amp;diff=9872</id>
		<title>Ithilthum, Valley of the Moon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ithilthum,_Valley_of_the_Moon&amp;diff=9872"/>
				<updated>2015-10-31T23:20:38Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Ithilthum, valley of the moon to Ithilthum, Valley of the Moon without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Ithilthum, Valley of the Moon| floors = 1| min_level = 35| max_level = 45| min_ilevel = 4| max_ilevel = 5| width = 50| height = 50}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
It is a single map with a small island in the center covered by poisonous water. Once you reach the center, you can use the scroll to summon Limmir. The jeweler will rush to the center, which will trigger waves of enemies to come at you. The enemies all come from the top right, while the jeweler will hide behind the rock.&lt;br /&gt;
&lt;br /&gt;
After the fight, you can make a special amulet by giving the jeweler an empty amulet, two gems and 390 gold.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Charred_Scar&amp;diff=9871</id>
		<title>Charred Scar</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Charred_Scar&amp;diff=9871"/>
				<updated>2015-10-31T23:19:57Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Charred scar to Charred Scar over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Charred Scar&lt;br /&gt;
|guardian=[[Fyrk, Faeros High Guard]]&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=30&lt;br /&gt;
|max_level=50&lt;br /&gt;
|min_ilevel=4&lt;br /&gt;
|max_ilevel=5&lt;br /&gt;
|width=12&lt;br /&gt;
|height=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Charred Scar is a zone in the [[Far East]] which reveals a major part of the main plot. You reach this zone by undergoing a few non-obvious steps:&lt;br /&gt;
&lt;br /&gt;
# Clear any one of the Orc Pride zones.&lt;br /&gt;
# You will be told that the Staff has been seen, and that you should rush as quickly as possible to [[Eruan]]. (You do not actually have to go there quickly! The game doesn't keep track of time for that purpose.)&lt;br /&gt;
# Go to Eruan, and fight through Ritches and other enemies. At the end, you'll find a [[Sun Paladin]] guarding a portal. Put on your fire resistance gear, and then go through the portal.&lt;br /&gt;
# You'll be teleported to the Charred Scar.&lt;br /&gt;
&lt;br /&gt;
This will start the '''The Doom of the world!''' quest.&lt;br /&gt;
&lt;br /&gt;
The Charred Scar is special, in that once you arrive here, you have a timer counting down 550 turns. This is how long you have to reach the end of the zone, to interrupt the evil sorcerers' ritual. If you fail, things will be unpleasant. You must head '''''South''''' down a slightly winding tunnel. When you get to the end, you'll see the big baddies for a brief moment, before they flee, leaving you to deal with a henchman ([[Fyrk]], a big fire elemental).&lt;br /&gt;
&lt;br /&gt;
The entire zone is fire-themed. You will face fire drakes (hatchlings through wyrms) and fire elementals, predominantly. If you have a good movement infusion and remember to use it to pick up loot and dash between fights, you should be able reach the bottom of the map with one or two hundred turns on the timer to spare. A couple of high damage single and area of effect talents should allow you to quickly dispatch any foes along the way too. Given the map is only 500 squares from top to bottom, you can pace your progress if you care to keep track of it. Furthermore, the timer is removed as soon as you interrupt the sorcerers, so you will have plenty of time to deal with the boss.&lt;br /&gt;
&lt;br /&gt;
Be warned: '''teleportation will not work normally here'''. Any talent that performs a teleport is prohibited from moving you southwards. As a result of this, random teleports (e.g. phased door rune) will almost certainly move you northwards, while directed teleports (e.g. [[Dimensional step (talent)|Dimensional Step]]) will at best displace you sideways. However, there are a variety of talents that work similarly to teleporting, but which don't get messed up in this zone -- [[prodigies|Giant Leap]], [[Telekinetic leap (talent)|Telekinetic Leap]], [[Ghoulish leap (talent)|Ghoulish Leap]], [[Blindside (talent)|Blindside]], [[Shadowstep (talent)|Shadowstep]], [[Rush (talent)|Rush]], [[inscriptions|Movement infusions]], [[Lightning speed (talent)|Lightning Speed]], [[Oozewalk (talent) |Oozewalk]], and [[Stone walking (talent)|Stone walking]] should all work the way you want them to. ''(To do: add other talents and say whether they work or fail.)''&lt;br /&gt;
&lt;br /&gt;
Fire resistance will obviously help you, as you'll take a lot of fire damage here. Being able to shield or heal/regenerate it is important. Global speed and/or movement speed will help you get to the end of the tunnel in time (as well as helping you avoid many time- and life-consuming fights). For monsters that you do have to fight along the way, anything that lets you kill ''quickly'' is better than a prolonged fight.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the bottom, you will have to defeat the guardian [[Fyrk]] (or not), and then leave via the farportal. Go back to [[Gates of Morning]] and speak to [[Aeryn]] to complete the quest.&lt;br /&gt;
&lt;br /&gt;
Completing the Charred Scar triggers the second and final store inventory restock.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Temple_of_Creation&amp;diff=9870</id>
		<title>Temple of Creation</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Temple_of_Creation&amp;diff=9870"/>
				<updated>2015-10-31T23:18:15Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Temple of creation to Temple of Creation over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Temple of Creation&lt;br /&gt;
|guardian=[[Slasul]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=30&lt;br /&gt;
|max_level=40&lt;br /&gt;
|min_ilevel=3&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=70&lt;br /&gt;
|height=70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
It's a 3 floor underwater cave with no air bubbles, so you will need some way to breathe underwater. Enemies mainly use poison and cold attacks. Having a high poison/cold resist will make this area much much easier on you. Enemies have a 120% global speed, so take that into account. The boss has a global speed of 200% with buffs.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Eldritch Pearl]]&lt;br /&gt;
*[[Legacy of the Naloren]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unremarkable_Cave&amp;diff=9869</id>
		<title>Unremarkable Cave</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unremarkable_Cave&amp;diff=9869"/>
				<updated>2015-10-31T23:17:53Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Unremarkable cave to Unremarkable Cave over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Unremarkable Cave| floors = 1| min_level = 25| max_level = 35| min_ilevel = 3| max_ilevel = 4| width = 100| height = 50}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
&lt;br /&gt;
You appear in the Unremarkable Cave immediately upon finishing [[Reknor]] and using the [[Orb of Many Ways]].&lt;br /&gt;
&lt;br /&gt;
You show up in the middle of a fight between an elf from [[Sunwall]] named Fillarel and an orc named Krogar.  Killing Krogar and saving Fillarel will unlock the [[Anorithil]] class.&lt;br /&gt;
&lt;br /&gt;
The rest of the cave is, as implied by the name, unremarkable.  You can explore it for experience and a chance at loot, or you can use the Rod of Recall to teleport to the entrance.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shadow_Crypt&amp;diff=9868</id>
		<title>Shadow Crypt</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shadow_Crypt&amp;diff=9868"/>
				<updated>2015-10-31T23:17:19Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Shadow crypt to Shadow Crypt over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Shadow Crypt&lt;br /&gt;
|guardian=[[Rak'Shor Cultist]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=34&lt;br /&gt;
|max_level=45&lt;br /&gt;
|min_ilevel=4&lt;br /&gt;
|max_ilevel=5&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Shadow crypt is a randomly placed zone in the Far East. It has three levels, with the bottom level being a boss arena where you will face off against a Rak'Shor [[necromancer]]. Immediately at the start of the combat he will summon a &amp;quot;doomed shade of (player name)&amp;quot; which is a hostile mob that is an exact copy of you that has extra talents from the [[Doomed]] class. Defeating it will [[unlock]] the [[Doomed]] class, an afflicted caster.&lt;br /&gt;
&lt;br /&gt;
The zone is populated by orc blood mages, orc necromancers, orc corruptors, and enemies called &amp;quot;shade of (x)&amp;quot; which are identical to the normal enemy in every way except that they can phase through walls and do not breathe. Only orc blood mages, necromancers, and corruptors may be rank rare or higher; all other enemies that would otherwise be ranked rare or higher still drop loot associated with that rank, but are not actually ranked rare or higher.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Orc_breeding_pits&amp;diff=9867</id>
		<title>Orc breeding pits</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Orc_breeding_pits&amp;diff=9867"/>
				<updated>2015-10-31T23:17:01Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: added a bit of info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Orc breeding pits| floors = 5| guardian = [[Greatmother]]| min_level = 30| max_level = 60| min_ilevel = 4| max_ilevel = 5| width = 50| height = 50}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
This zone was removed from the game, apparently for ethical reasons.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Flooded_Cave&amp;diff=9866</id>
		<title>Flooded Cave</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Flooded_Cave&amp;diff=9866"/>
				<updated>2015-10-31T23:15:16Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Flooded cave to Flooded Cave over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Flooded Cave| floors = 2| min_level = 30| max_level = 40| min_ilevel = 3| max_ilevel = 5| width = 70| height = 70}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
&lt;br /&gt;
Populated with eels, water imps, squid, and the occasional dragon turtle. Water breathing is mandatory. Electric resistance is suggested.&lt;br /&gt;
&lt;br /&gt;
The second floor is non-hostile and contains [[Ukllmswwik the Wise]].&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vor_Pride&amp;diff=9865</id>
		<title>Vor Pride</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vor_Pride&amp;diff=9865"/>
				<updated>2015-10-31T23:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Vor pride to Vor Pride over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Vor Pride| floors = 3| guardian = [[Vor, the Grand Geomancer]]| min_level = 35| max_level = 60| min_ilevel = 4| max_ilevel = 5| width = 64| height = 64}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Has tons of orc cryomancers and orc pyromancers. You will need high fire/ice resists, or at least some way to handle several magic users at once.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Grushnak_Pride&amp;diff=9864</id>
		<title>Grushnak Pride</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Grushnak_Pride&amp;diff=9864"/>
				<updated>2015-10-31T23:14:01Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Grushnak pride to Grushnak Pride over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Grushnak Pride| floors = 6| guardian = [[Grushnak]]| min_level = 35| max_level = 60| min_ilevel = 4| max_ilevel = 5| width = 50| height = 50}}&lt;br /&gt;
The zone is composed of several small areas of locked doors with dual switches, and in between them floors of 'strange forest' titleset. &lt;br /&gt;
&lt;br /&gt;
The Grushnaks are hard-hitting physical fighters, and you will want some seriously good defenses.&lt;br /&gt;
&lt;br /&gt;
The boss is [[Grushnak, Battlemaster of the Pride]].&lt;br /&gt;
&lt;br /&gt;
The last level has the entrance to the [[Slime Tunnels]].&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Gorbat_Pride&amp;diff=9863</id>
		<title>Gorbat Pride</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Gorbat_Pride&amp;diff=9863"/>
				<updated>2015-10-31T23:13:14Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Gorbat pride to Gorbat Pride over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Gorbat Pride| floors = 3| guardian = [[Gorbat]]| min_level = 35| max_level = 60| min_ilevel = 4| max_ilevel = 5| width = 64| height = 64}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Gorbat Pride is the [[Wilder (Metaclass)|wilder]] pride, home to [[summoner]]s, [[wyrmic]]s, their wyrm and drake allies / pets, and the occasional orc mage-hunter.&lt;br /&gt;
&lt;br /&gt;
On level 3, you'll fight Gorbat, the Supreme Wyrmic of the Pride. Victory will earn you the Dragon Orb, which grants +6 [[cunning]] just for carrying it.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Dragon Orb (Orb of Command)]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Rak%27Shor_Pride&amp;diff=9862</id>
		<title>Rak'Shor Pride</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Rak%27Shor_Pride&amp;diff=9862"/>
				<updated>2015-10-31T23:13:04Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Rak'shor pride to Rak'Shor Pride over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Rak'Shor Pride| floors = 3| guardian = [[Rak'Shor]]| min_level = 30| max_level = 60| min_ilevel = 4| max_ilevel = 5| width = 64| height = 64}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Has mostly [[necromancer]]s, blood mages, and bone giants.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Gates_of_Morning&amp;diff=9861</id>
		<title>Gates of Morning</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Gates_of_Morning&amp;diff=9861"/>
				<updated>2015-10-31T23:12:31Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Gates of morning to Gates of Morning without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Gates of Morning| floors = 1| min_level = 33| max_level = 50| min_ilevel = 3| max_ilevel = 4| width = 196| height = 80}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Gates of Morning is the headquarter of the [[Sunwall]], a faction of [[human]]s and [[elf|elves]] in the [[Far East]]. It is the home of High Sun Paladin Aeryn, Zemekkys and Limmir. In addition, [[Melnela]] in the northern section of town will initiate the [[Eight legs of wonder]] quest in [[Ardhungol]], the spider caves.&lt;br /&gt;
&lt;br /&gt;
Store inventories are generated for level 8 at character creation, level 40 after [[The Master]], and level 50 after the [[Charred Scar]].&lt;br /&gt;
&lt;br /&gt;
Reaching the Gates of Morning and speaking with [[Aeryn]] at the entrance allows [[unlock]]ing of [[Sun Paladin]]s. Once the player has been allowed entry, Aeryn will teleport to the far eastern side of town. Speaking with her again initiates [[The many Prides of the Orcs]] quest. She will also suggest speaking with [[Zemekkys]], whether you've already done so or not.&lt;br /&gt;
&lt;br /&gt;
Zemekkys will initiate the quest to return to [[Maj'Eyal]] by revealing the location of the [[Vor Armoury]], and then [[Briagh's Lair]].&lt;br /&gt;
&lt;br /&gt;
Finding the artifact book of gems (randomly generated) allows you to speak with Limmir to initiate the [[Master Jeweler]] quest in the [[Valley of the Moon]].&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruins_of_Telmur&amp;diff=9860</id>
		<title>Ruins of Telmur</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruins_of_Telmur&amp;diff=9860"/>
				<updated>2015-10-31T23:11:06Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Telmur, tower of Telos to Ruins of Telmur without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Ruins of Telmur| floors = 5| guardian = [[Shade Of Telos]]| min_level = 35| max_level = 45| min_ilevel = 3| max_ilevel = 4| width = 20| height = 20}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Each level in this dungeon is quite small, with an extremely high monster population density. The area is fully-lit. Nagas, Bone Giants, and various undead are commonly found throughout the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Telos's Staff (Bottom Half)]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Paradox_Plane&amp;diff=9859</id>
		<title>Paradox Plane</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Paradox_Plane&amp;diff=9859"/>
				<updated>2015-10-31T23:09:03Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Paradox plane to Paradox Plane over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Paradox Plane&lt;br /&gt;
|guardian=[[Epoch]]&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=7&lt;br /&gt;
|max_level=16&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=12&lt;br /&gt;
|height=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
This small area is only accessible to [[Temporal Warden]]s. As soon as you enter level 3 of [[Daikara]], you're attacked by your future self. If you manage to get him / her down to 50% health, you're immediately teleported sent here to fight Epoch, a temporal elemental. Epoch can multiply (like a worm mass) but otherwise isn't too challenging. Victory will give you Epoch's Curve and open a portal back to Daikara to finish the fight with your future self.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Epoch's Curve]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Temporal_Rift&amp;diff=9858</id>
		<title>Temporal Rift</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Temporal_Rift&amp;diff=9858"/>
				<updated>2015-10-31T23:08:32Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Temporal rift to Temporal Rift over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Temporal Rift&lt;br /&gt;
|guardian=[[Chronolith Twin]]&lt;br /&gt;
|floors=4&lt;br /&gt;
|min_level=16&lt;br /&gt;
|max_level=30&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=60&lt;br /&gt;
|height=25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The temporal rift is an optional zone accessed via a portal on the third level of [[Daikara|The Daikara]]. Once you enter the rift, you cannot immediately return to Daikara or the World Map via an exit or the Rod of Recall. In addition, if you die in the rift on Adventure mode with lives left, the Eidolon will not give you the option to return to the World Map. Therefore, be sure you are fully prepared before entering.&lt;br /&gt;
&lt;br /&gt;
The temporal rift is split into several zones. The first is a zero gravity zone filled with telugoraths (time elementals). The difficulty with this level is that movement is 3 times as slow, so try not to move when an enemy sees you, otherwise they will get in 3 free attacks. Telugoraths are magic users and will cast spells. The telugoraths can try to &amp;quot;swap places&amp;quot; with you, and leave you confused. The enemy themselves aren't difficult if you fight them 1 on 1. Fortunately, your vision extends extremely far and is not inhibited by the walls here, so you know where all the enemies are around you.&lt;br /&gt;
&lt;br /&gt;
For melee users, you need a way to quickly close the distance (move runes, rush), or at least stay behind a corner and wait for them to come to you. For magic users or archers, just stand still and shoot at what you can. As long as you remember not to move, then you should be able to beat it fairly easily.&lt;br /&gt;
&lt;br /&gt;
The second level is based on the [[Lumberjack Village]]. Here, you will face a couple horror/temporal monsters.&lt;br /&gt;
&lt;br /&gt;
The third level looks like Daikara. Here, you will face more horror/temporal monsters, and a draconic boss (similar to Rantha).&lt;br /&gt;
&lt;br /&gt;
The fourth level is the [[Lake of Nur]] (1st level, where you are above the lake and not underwater). Here you will fight two chronolith twins (chronomancy magic users), which are the final bosses of the zone. After defeating them, you will receive The Rune of the Rift. In addition, you will unlock the [[Temporal Warden]] class, if you haven't already done so.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Rune of the Rift]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Last_Hope_Graveyard&amp;diff=9857</id>
		<title>Last Hope Graveyard</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Last_Hope_Graveyard&amp;diff=9857"/>
				<updated>2015-10-31T23:08:05Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Last hope graveyard to Last Hope Graveyard over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Last Hope Graveyard&lt;br /&gt;
|guardian=[[Celia]]&lt;br /&gt;
|floors=2&lt;br /&gt;
|min_level=15&lt;br /&gt;
|max_level=35&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Last Hope Graveyard is, not surprisingly, located near [[Last Hope]]. It appears on the map only after you've spoken to [[Alchemist Quest|Ungrol the Alchemist]] and accepted his second quest.&lt;br /&gt;
&lt;br /&gt;
The graveyard consists of two levels. The top level has tombstones, which you may read, but which have no in-game effect. The second level is one long hallway with several smaller rooms containing coffins. Each coffin contains an elite monster inside. In some older versions, when you opened a coffin, you had a chance of acquiring a curse generic skill tree; however, this has been disabled in 1.0 due to bugs it was causing.&lt;br /&gt;
&lt;br /&gt;
At the end of the hallway is the boss, [[Celia]]. Once you enter the boss's room, the stairs disappear, and any coffins you did not already open will now open, and the elite monsters will flood out. The boss is a [[Necromancer]] that summons undead. To have an easier time beating this boss, enter the crypt at lvl 15 and then leave without going to the boss's room. This sets the boss's level to a lower value and you can come back later to defeat her.&lt;br /&gt;
&lt;br /&gt;
Tip: If you're trying to unlock [[Necromancer]] it is a lot safer to do this after you return from the East than prior to going there.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Celia's Still Beating Heart]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tranquil_Meadow&amp;diff=9856</id>
		<title>Tranquil Meadow</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tranquil_Meadow&amp;diff=9856"/>
				<updated>2015-10-31T23:07:24Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Tranquil meadow to Tranquil Meadow over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Tranquil Meadow| floors = 6| min_level = 15| max_level = 25| min_ilevel = 2| max_ilevel = 3| width = 45| height = 45}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Only available to the [[Cursed]] class.  Entering this zone initiates the [[Keepsake]] quest (see that page for full details).&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Iron Acorn]]&lt;br /&gt;
*[[Cold Iron Acorn]]&lt;br /&gt;
*[[Kyless' Book]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ancient_Elven_Ruins&amp;diff=9855</id>
		<title>Ancient Elven Ruins</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ancient_Elven_Ruins&amp;diff=9855"/>
				<updated>2015-10-31T23:05:27Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: fixed the redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Elven Ruins]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Mark_of_the_Spellblaze&amp;diff=9854</id>
		<title>Mark of the Spellblaze</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Mark_of_the_Spellblaze&amp;diff=9854"/>
				<updated>2015-10-31T23:04:39Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Mark of the spellblaze to Mark of the Spellblaze over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Mark of the Spellblaze&lt;br /&gt;
|guardian=[[Grand Corruptor]]&lt;br /&gt;
|floors=2&lt;br /&gt;
|min_level=25&lt;br /&gt;
|max_level=35&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Mark of the Spellblaze is a zone that can be found randomly inside the Charred Scar (an area just west of [[Dreadfell]]). It appears as a red magic circle and is easily identifiable.&lt;br /&gt;
&lt;br /&gt;
The zone has a number of enemies, including cultists, blood mages, carrion worms, Gwelgoroths and the occasional lesser or greater Faeros in the early sections, with [[corruptor]]s joining the list further in.&lt;br /&gt;
&lt;br /&gt;
The terrain is mostly rocky with magma on the deeper floors with burnt trees breaking LOS. The terrain effects in the area include Spellblaze Scars (bonus to spell crit. chance and extra fire and blight damage).&lt;br /&gt;
&lt;br /&gt;
The boss of the zone is the [[Grand Corruptor]], a tough spell caster with support from surrounding enemies. If you yourself are a spell caster with enough spells (10 talents with &amp;quot;Is spell=true&amp;quot; in their description), around halfway through the fight he will make you an offer. He will ask you to attack the Ziguranth base of [[Zigur]], claiming he has been massing forces for an attack for some time now. If you agree he will teleport you into Zigur, where you will have to kill the inhabitants, including their leader, a powerful boss. Completing this quest will [[unlock]] the [[Corruptor]] class for character creation in future games.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Golem_Graveyard&amp;diff=9853</id>
		<title>Golem Graveyard</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Golem_Graveyard&amp;diff=9853"/>
				<updated>2015-10-31T23:04:05Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Golem graveyard to Golem Graveyard over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Golem Graveyard| floors = 1| min_level = 14| max_level = 20| min_ilevel = 2| max_ilevel = 2| width = 30| height = 30}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Golem Graveyard is a zone placed randomly in the west ([[Maj'Eyal]]).&lt;br /&gt;
&lt;br /&gt;
The zone itself, is a field with a few Golems and the remains of [[Atamathon]].&lt;br /&gt;
&lt;br /&gt;
Golden chests may appear there.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Atamathon's Ruby Eye]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=9852</id>
		<title>Ruined Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=9852"/>
				<updated>2015-10-31T23:03:44Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Ruined dungeon to Ruined Dungeon over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Ruined Dungeon&lt;br /&gt;
|guardian=Multiple Random&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=10&lt;br /&gt;
|max_level=30&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Ruined Dungeon is a zone placed randomly in the west ([[Maj'Eyal]]). It is a single dungeon level with a static layout.&lt;br /&gt;
&lt;br /&gt;
The zone has a locked chamber in the north; opening the door to this chamber requires solving a puzzle. Just south of the locked chamber, there is a control chamber with 6 orbs. The orbs are deactivated until you defeat each one's guardian -- a randomly generated rare monster somewhere on the level. Defeat all 6 guardians to activate the orbs, then touch them in the proper sequence (see below). Inside the locked chamber are a random artifact, 16 other items (vault quality), and the unlock for the [[Infinite Dungeon]] campaign.&lt;br /&gt;
&lt;br /&gt;
The zone is inhabited by random monsters (drakes, vampires, and horrors are typical), and is a not-terribly-unlikely place to find some of the obscure [[Alchemist Quest]] ingredients.&lt;br /&gt;
&lt;br /&gt;
While the zone is not exceptionally dangerous, you should be careful around the monsters here. They are generated randomly, but they can deal noticeable damage in one way or another. Inspect the enemies if you're cautious about them. Occasionally, a powerful monster gets spawned in this place - for instance, high-level orcs, elven mages and drakes can appear. Be prepared to escape if you encounter something you're not yet ready to take on.&lt;br /&gt;
&lt;br /&gt;
You probably should do this dungeon eventually, especially if you still don't have the Infinite Dungeon campaign unlocked - it's not particularly deadly, and there is a lot of loot. Just be careful and keep in mind that something powerful may show up.&lt;br /&gt;
&lt;br /&gt;
==Puzzle Solution==&lt;br /&gt;
&lt;br /&gt;
Once all orb guardians have been defeated, the orbs must be touched in the correct order to open the locked chamber. The correct order can be obtained from the three lore pieces which are spread throughout the dungeon as signposts. There are two versions of the puzzle, each with a unique solution. &lt;br /&gt;
&lt;br /&gt;
Solution 1: Water -&amp;gt; Dust -&amp;gt; Wind -&amp;gt; Seed -&amp;gt; Magic -&amp;gt; Fire&lt;br /&gt;
&lt;br /&gt;
Solution 2: Darkness (absorbs all light)-&amp;gt; Blood -&amp;gt; Time -&amp;gt; Ice -&amp;gt; Thoughts -&amp;gt; Corrupt&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Old_Forest&amp;diff=9850</id>
		<title>Old Forest</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Old_Forest&amp;diff=9850"/>
				<updated>2015-10-31T23:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Old forest to Old Forest over redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Old Forest&lt;br /&gt;
|floors=4&lt;br /&gt;
|guardian=[[Bosses#Wrathroot (Old Forest)|Wrathroot]], [[Shardskin]], [[Snaproot]]&lt;br /&gt;
|min_level=7&lt;br /&gt;
|max_level=16&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Old Forest is a second-tier zone in the central region of [[Maj'Eyal]], south of [[Derth]]. It has a forest layout consisting of narrow paths connecting irregularly-shaped clearings. It is fully lit.&lt;br /&gt;
&lt;br /&gt;
The Old Forest is inhabited by animals, plants and rogues. There are frequently large groups, or &amp;quot;pits&amp;quot;, of similar animal types -- snakes, insects or wolves. These will typically fill an entire clearing.&lt;br /&gt;
&lt;br /&gt;
The boss is [[Bosses#Wrathroot (Old Forest)|Wrathroot]], a spellcasting treant (or rimebark), who is found randomly on the fourth level. [[Escorts|Escort quests]] may be found on any level.&lt;br /&gt;
&lt;br /&gt;
The fourth level has an additional exit which leads to [[Lake of Nur]]. This special exit is found on the southern edge of the zone, rather than the eastern edge.&lt;br /&gt;
&lt;br /&gt;
The 6th Old Forest lore, found on the 4th level, contains a &amp;quot;key&amp;quot; which initiates the [[Sher'Tul Fortress]] quest.&lt;br /&gt;
&lt;br /&gt;
As of version 1.0.3, this zone has an alternate layout, with crystals (similar to the ones from the [[Scintillating Caves]]).  The alternate boss is [[Shardskin]], a crystal.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=The_Maze&amp;diff=9849</id>
		<title>The Maze</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=The_Maze&amp;diff=9849"/>
				<updated>2015-10-31T23:00:59Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page The maze to The Maze over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=The Maze&lt;br /&gt;
|floors=2 (4 if alternate layout)&lt;br /&gt;
|guardian=[[Minotaur of the Labyrinth]], [[Horned Horror]], [[Nimisil]]&lt;br /&gt;
|min_level=7&lt;br /&gt;
|max_level=16&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=60&lt;br /&gt;
|height=60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Maze is a second-tier zone found in the western region of [[Maj'Eyal]], southwest of [[Derth]]. Both levels are mazes consisting entirely of darkened two-wide corridors, with the entrance in the northwest corner, and the exit in the southeast corner. The walls are not diggable.&lt;br /&gt;
&lt;br /&gt;
The maze is inhabited by rogues, minotaurs, jellies, and other assorted monsters. The boss is the [[Minotaur of the Labyrinth]], a minotaur with [[Berserker]] talents, and appears in a random location on the second level.&lt;br /&gt;
&lt;br /&gt;
The first level is very large, while the second is much smaller. In the southeast corner of the second level is a special exit that leads back to the surface.&lt;br /&gt;
&lt;br /&gt;
Rogues will discover a special scroll of lore which will teach them how to make a poison gas trap.&lt;br /&gt;
&lt;br /&gt;
As of version 1.0.3, this zone has an alternate layout, with 4 (slightly smaller) floors.  Each floor has multiple crevices through which you can jump down to the next floor (a one-way jump).  The boss in the alternate layout is the [[Horned Horror]].&lt;br /&gt;
&lt;br /&gt;
After returning from the [[Far East]], the [[backup guardian]] is [[Nimisil]].&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Blighted_Ruins&amp;diff=9848</id>
		<title>Blighted Ruins</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Blighted_Ruins&amp;diff=9848"/>
				<updated>2015-10-31T22:59:38Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Blighted ruins to Blighted Ruins over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Blighted Ruins&lt;br /&gt;
|floors=3&lt;br /&gt;
|guardian=[[Half-Finished Bone Giant]]&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=8&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=2&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Blighted Ruins are where [[Skeleton]] and [[Ghoul]] characters start. Unlike most zones you start at the bottom and must work your way to the top.&lt;br /&gt;
&lt;br /&gt;
On the bottom (first) level, you begin in a chamber in a static layout section in the north. You awaken in a flawed magic circle, and turn upon your creator (a low-level [[Necromancer]]). He drops a special plot artifact, the [[Cloak of Deception]], which will allow you to pass for human after leaving the zone.&lt;br /&gt;
&lt;br /&gt;
The levels (apart from the entry room) have a dungeon-type layout, mostly dark corridors and rectangular rooms, and are filled with rats and skeletons. [[Vaults]] are possible: circle, amon sul, rat nest, and skeleton mage cabal.&lt;br /&gt;
&lt;br /&gt;
On the top (final) level, there is a [[Half-Finished Bone Giant]], also the work of your (now deceased) creator. This monster can be quite challenging, as you are likely to be only level 3 at the time. You may leave the level without killing the monster, if necessary.&lt;br /&gt;
&lt;br /&gt;
Once you leave, you cannot return to this zone. You will end up on the world map in the southeastern part of [[Maj'Eyal]], close to [[Last Hope]].&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Cloak of Deception]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unhallowed_Morass&amp;diff=9847</id>
		<title>Unhallowed Morass</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unhallowed_Morass&amp;diff=9847"/>
				<updated>2015-10-31T22:59:27Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Unhallowed morass to Unhallowed Morass over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Unhallowed Morass| floors = 3| guardian = [[Weaver Queen]]| min_level = 1| max_level = 5| min_ilevel = 1| max_ilevel = 2| width = 50| height = 50}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
TBD&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Void Star]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Slazish_Fens&amp;diff=9846</id>
		<title>Slazish Fens</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Slazish_Fens&amp;diff=9846"/>
				<updated>2015-10-31T22:59:13Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Slazish fens to Slazish Fens over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Slazish Fens&lt;br /&gt;
|guardian=[[Lady Zoisla the Tidebringer]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Slazish Fens are a first-tier zone in the Far East, accessible through a special portal in the town of [[Gates of Morning]]. It is the starting zone for [[human]] and [[elf|elven]] [[Sun Paladin]]s and [[Anorithil]].&lt;br /&gt;
&lt;br /&gt;
The Fens have a length of 3 levels, a scaling level range of 1 to 5, and a material tier range of 1 to 2 (becoming 3 to 4 after returning from the East).&lt;br /&gt;
&lt;br /&gt;
The layout is swampy, with dense, highly random trees on a background of shallow water and occasional grassy islands. The Fens are inhabited by nagas -- few in number, but fairly strong.&lt;br /&gt;
&lt;br /&gt;
The Fens do not have a boss, ''per se''. Rather, there is a portal on the third level. Touching the portal &amp;quot;destroys&amp;quot; it, and the resulting destructive energy sends the player (and the boss, who was hiding nearby...) to level 2 of a random starting zone in [[Maj'Eyal]] (one of [[Trollmire]], [[Ruins of Kor'Pul]], [[Scintillating Caves]], [[Rhaloren Camp]], [[Norgos' Lair]] or [[Heart of the Gloom]]).&lt;br /&gt;
&lt;br /&gt;
The player will then face [[Lady Zoisla the Tidebringer]], a naga, with a mixture of ranged attacks and melee, and (if victorious) will be stranded in Maj'Eyal until finishing [[Reknor]].&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Robes of Deflection]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Scintillating_Caves&amp;diff=9844</id>
		<title>Scintillating Caves</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Scintillating_Caves&amp;diff=9844"/>
				<updated>2015-10-31T22:58:49Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Scintillating caves to Scintillating Caves over redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Scintillating Caves&lt;br /&gt;
|floors=3 or 5&lt;br /&gt;
|guardian=[[Spellblaze Crystal]], [[Spellblaze Simulacrum]]&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=2&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Scintillating Caves is a first-tier zone in the southwestern forest of [[Maj'Eyal]], near [[Elvala]], and it is the starting zone for the [[Shalore]]n.&lt;br /&gt;
&lt;br /&gt;
The normal layout is a cavern of crystals 3 levels deep, with many widely open rounded chambers. It is fully lit and inhabited by spellcasting crystals, and animals. There is also an alternate layout composed of many small square rooms that is 5 levels deep. Many rooms can be inaccessible unless one digs through the crystal walls in this alternative layout.&lt;br /&gt;
&lt;br /&gt;
The standard boss is the [[Spellblaze Crystal]], a spellcasting crystal, that appears anywhere on the last level for both the normal and alternate layouts.&lt;br /&gt;
&lt;br /&gt;
Although this is technically a first-tier zone, it is one of the most dangerous starting zones, especially for classes without significant ranged attacks or mobility. The crystals have hard hitting ranged attacks and their immobility prevents players from luring them into ambushes around corners.&lt;br /&gt;
&lt;br /&gt;
After returning from the [[Far East]], the [[backup guardian]] is the [[Spellblaze Simulacrum]].  Shockingly, this is a spellcasting crystal.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ritches_Tunnels&amp;diff=9843</id>
		<title>Ritches Tunnels</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ritches_Tunnels&amp;diff=9843"/>
				<updated>2015-10-31T22:58:34Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Ritches tunnels to Ritches Tunnels over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Ritches Tunnels| floors = 3| guardian = [[Hive Mother]]| min_level = 1| max_level = 5| min_ilevel = 1| max_ilevel = 2| width = 50| height = 50}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
&lt;br /&gt;
Accessed from The Island of Rel, starting home to the [[Yeek]] race.&lt;br /&gt;
&lt;br /&gt;
Sand tunnels inhabited by worms, ritches, and ants. Low level characters (particularly Yeeks) may have problems with this level. Flamespitting ritches and Rush-using impaler yeeks are common.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Rhaloren_Camp&amp;diff=9842</id>
		<title>Rhaloren Camp</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Rhaloren_Camp&amp;diff=9842"/>
				<updated>2015-10-31T22:57:56Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Rhaloren camp to Rhaloren Camp over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Rhaloren Camp&lt;br /&gt;
|guardian=[[Rhaloren Inquisitor]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=2&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Rhaloren Camp is a zone in the southwest of [[Maj'Eyal]], near the [[Shalore]]n city of [[Elvala]].&lt;br /&gt;
&lt;br /&gt;
It uses a dungeon layout similar to that of [[Ruins of Kor'Pul]], with narrow corridors connecting rectangular rooms. The levels are mostly dark.&lt;br /&gt;
&lt;br /&gt;
The levels are inhabited by elven warriors and elven spellcasters; and also by rodents, mold and worms. The elven NPCs and the other monsters are enemies, and will fight each other.&lt;br /&gt;
&lt;br /&gt;
The southern portion of the third level is a suite of rooms with a static layout; the boss is The Inquisitor, an elven warrior/mage hybrid, in the southern central room.&lt;br /&gt;
&lt;br /&gt;
The Rhaloren Camp may have [[vaults]]: circle, amon sul crypt, rat nest, and skeleton mage cabal. The circle vaults often have a level 25 elven spellcaster, so exercise caution.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Murgol_Lair&amp;diff=9841</id>
		<title>Murgol Lair</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Murgol_Lair&amp;diff=9841"/>
				<updated>2015-10-31T22:56:01Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Murgol lair to Murgol Lair without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Murgol Lair| floors = 3| guardian = [[Murgol]], [[Lady Nashva the Streambender]]| min_level = 1| max_level = 5| min_ilevel = 1| max_ilevel = 2| width = 50| height = 50}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
&lt;br /&gt;
The Murgol Lair is the one of the starting dungeons for the [[Yeek]]. It is inhabited by various underwater creatures as well as hostile Yeeks. The entire dungeon is underwater, but there are plenty of air bubbles to that can be recharge one's breath. The dungeon is also littered with traps, so any means to detect and disarm traps can be very helpful.&lt;br /&gt;
&lt;br /&gt;
There is an alternate layout of the map that is populated with nagas instead.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruins_of_Kor%27Pul&amp;diff=9840</id>
		<title>Ruins of Kor'Pul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruins_of_Kor%27Pul&amp;diff=9840"/>
				<updated>2015-10-31T22:55:14Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Ruins of kor'pul to Ruins of Kor'Pul over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Ruins of Kor'Pul&lt;br /&gt;
|guardian=[[The Shade]], [[The Possessed]], [[Kor's Fury]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=50&lt;br /&gt;
|height = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The ruins of Kor'Pul are a first-tier zone in the northern region of [[Maj'Eyal]], between [[Derth]] and the mountain pass leading to the frozen north.&lt;br /&gt;
&lt;br /&gt;
It has a &amp;quot;dungeon&amp;quot; layout, with darkened corridors connecting rooms that may be lit or dark. It is inhabited by rodents and weak undead.&lt;br /&gt;
&lt;br /&gt;
Its boss is [[The Shade]], a spellcasting undead, who always appears in a special predefined room in the southern part of the third level.&lt;br /&gt;
&lt;br /&gt;
In the alternate zone layout, The Shade has been killed by a gang of bandits but their leader was possessed.&lt;br /&gt;
&lt;br /&gt;
Kor'Pul may have 4 kinds of [[vaults]]: circle, amon sul crypt, rat nest, and skeleton mage cabal.&lt;br /&gt;
&lt;br /&gt;
After returning from the Far East, the [[backup guardian]] is [[Kor's Fury]], yet another undead. This guy just doesn't know when to quit.&lt;br /&gt;
&lt;br /&gt;
The material level range is 1-2 (or 3-4 after returning from the Far East).&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Heart_of_the_Gloom&amp;diff=9839</id>
		<title>Heart of the Gloom</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Heart_of_the_Gloom&amp;diff=9839"/>
				<updated>2015-10-31T22:54:18Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Heart of the gloom to Heart of the Gloom over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Heart of the Gloom| floors = 3| guardian = [[The Withering Thing]], [[The Dreaming One]]| min_level = 1| max_level = 5| min_ilevel = 1| max_ilevel = 2| width = 50| height = 50}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Heart of the Gloom is a first-tier dungeon in the northern forest region of [[Maj'Eyal]], near [[Shatur]]. It has a forest layout with one large central clearing with paths leading to numerous smaller outlying clearings. It is fully lit.&lt;br /&gt;
&lt;br /&gt;
The zone is inhabited by corrupted animals and plants; these have been given random [[Cursed]] and [[Doomed]] talents. The boss is [[The Withering Thing]], a corrupted wolf, who appears randomly on the third level.&lt;br /&gt;
&lt;br /&gt;
The alternate zone layout has a dream theme, with [[The Dreaming One]] as the boss.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Escape_from_Reknor&amp;diff=9838</id>
		<title>Escape from Reknor</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Escape_from_Reknor&amp;diff=9838"/>
				<updated>2015-10-31T22:53:58Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page Escape from reknor to Escape from Reknor over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Escape from Reknor&lt;br /&gt;
|guardian=[[Brotoq]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=2&lt;br /&gt;
|width=50&lt;br /&gt;
|height = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Escape from Reknor is the starting zone for [[dwarf|dwarves]]. It is connected directly to the [[Iron Council]], and does not have an entrance from the world map.&lt;br /&gt;
&lt;br /&gt;
The layout of the first two levels is similar to that of [[Reknor]], but smaller (50x50 instead of 70x70). It consists of a maze of tunnels, 3 tiles wide, with pillars at the intersections; the levels are entirely dark. The third level has a static layout, with a corridor leading south to a medium-sized room.&lt;br /&gt;
&lt;br /&gt;
The zone generates an ally for you: [[Norgan]], a dwarf [[berserker]]. He becomes a party member, and will follow you unless told otherwise. Another unique feature of this zone is that you will be given enough experience points to reach level 2 when you take the stairs to the second level; and to reach level 3 when you take the stairs to the third level. (This eliminates the need to compete with Norgan for monster experience, since any experience you obtain will be irrelevant unless you surpass a level-up within a single dungeon level -- which is basically impossible since there are not enough monsters.)&lt;br /&gt;
&lt;br /&gt;
The monsters here are rodents, molds, worms, and orcs.&lt;br /&gt;
&lt;br /&gt;
The boss is Brotoq, an orc [[reaver]], who appears on the third dungeon level. You will only be level 3 when facing this rather dangerous opponent, so even with Norgan's help, your survival is far from assured. Good luck.&lt;br /&gt;
&lt;br /&gt;
If Norgan survives when you escape and reach Iron Council, you will earn the Squadmate [[achievement]]. Regardless of whether Norgan survives, he will disappear once you leave the zone.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Fake Skullcleaver]]&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=The_Deep_Bellow&amp;diff=9837</id>
		<title>The Deep Bellow</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=The_Deep_Bellow&amp;diff=9837"/>
				<updated>2015-10-31T22:53:21Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: XLambda moved page The deep bellow to The Deep Bellow over a redirect without leaving a redirect: Changed to reflect in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=The Deep Bellow&lt;br /&gt;
|guardian=[[The Mouth]], [[The Abomination]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=2&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Deep Bellow is a zone accessible only through an exit from [[Iron Council]], and therefore only to [[dwarf|dwarven]] characters.&lt;br /&gt;
&lt;br /&gt;
The first 2 levels use a cavern layout, with open chambers and very few bottlenecks. The third level has a static layout (a large round chamber with some pillars). The levels are lit.&lt;br /&gt;
&lt;br /&gt;
The zone is inhabited by rodents and corrupted horrors.&lt;br /&gt;
&lt;br /&gt;
The boss is [[The Mouth]], an immobile horror which attempts to pull you in. It cannot be harmed directly; instead, it spawns slimy crawlers periodically, and killing those does damage to The Mouth.&lt;br /&gt;
&lt;br /&gt;
After returning from the Far East, the backup guardian is [[The Abomination]], a horror with [[Cursed]] and [[Anorithil]] talents.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
While many seem to consider the zone name a typo, it has been confirmed by [[DarkGod]] to be a pun. The same applies to the associated quest, [[From bellow, it devours]].&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Campaign&amp;diff=9836</id>
		<title>Campaign</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Campaign&amp;diff=9836"/>
				<updated>2015-10-31T22:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;XLambda: Fixed an unfinished sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
The campaigns of ToME4, chosen during character creation, set the world and goal for the game. Three campaigns can be played at the moment, with some more being planned.&lt;br /&gt;
&lt;br /&gt;
Every campaign can be played with every possible race/class combination.&lt;br /&gt;
&lt;br /&gt;
==Existing campaigns==&lt;br /&gt;
These campaigns are currently available as part of the game.&lt;br /&gt;
&lt;br /&gt;
===Maj'Eyal: The Age of Ascendancy===&lt;br /&gt;
 ''The people of Maj'Eyal: Humans, Halflings, Elves and Dwarves.&lt;br /&gt;
 ''The known world has been at relative peace for over one hundred years, and people are prospering again.&lt;br /&gt;
 ''You are an adventurer, setting out to find lost treasure and glory.&lt;br /&gt;
 ''But what lurks in the shadows of the world?&lt;br /&gt;
 - In-game description&lt;br /&gt;
&lt;br /&gt;
The main campaign, and the only one with any real story. Featuring two overworlds (the continents of [[Maj'Eyal]] and [[Var'Eyal]]) with many dungeons, this is currently the largest campaign (not counting the Infinite Dungeon).&lt;br /&gt;
&lt;br /&gt;
===Infinite Dungeon: The Neverending Descent===&lt;br /&gt;
 ''Play as your favorite race and class and venture into the infinite dungeon.&lt;br /&gt;
 ''The only limit to how far you can go is your own skill!&lt;br /&gt;
 ''Inside the infinite dungeon you will yourself be limitless. You can level up beyond level 50 and continue to gain stat and talent points (at a reduced rate).&lt;br /&gt;
 ''Every level after level 50 the maximum of stats will increase by one.&lt;br /&gt;
 ''Every 10 levels after level 50 the maximum points of each talent will increase by one.&lt;br /&gt;
 - In-game description&lt;br /&gt;
&lt;br /&gt;
The campaign that implements the [[Infinite Dungeon]] (often abbreviated as ID). Known by players to be somewhat experimental and not quite as balanced as the main campaign.&lt;br /&gt;
&lt;br /&gt;
===The Arena: Challenge of the Master===&lt;br /&gt;
 ''Play as a lone warrior facing the Arena's challenge!&lt;br /&gt;
 ''You can use any class and race for it.&lt;br /&gt;
 ''See how far you can go! Can you become the new Master of the Arena?&lt;br /&gt;
 ''If so, you will battle your own champion next time!&lt;br /&gt;
 - In-game description&lt;br /&gt;
&lt;br /&gt;
A fast-paced campaign based around [[Derth|Derth's]] arena, this one challenges the player to defeat 30 or 60 waves of enemies with fixed bosses. &lt;br /&gt;
An expansive [[Arena guide| guide]] for this campaign has been written.&lt;br /&gt;
&lt;br /&gt;
==Non-existent campaigns==&lt;br /&gt;
These campaigns are highly speculatory. They all have been confirmed by [[DarkGod]] as planned at some point, but no one knows when or if they will be released. Only the orc campaign has seen comments by DarkGod that he's working on it, and has seen considerable discussion on the TE4 forums.&lt;br /&gt;
&lt;br /&gt;
===Orc Campaign (Glory of the Prides)===&lt;br /&gt;
 ''The Prides lie in ruins!&lt;br /&gt;
 ''The Sorcerers have been defeated!&lt;br /&gt;
 ''Orcs in all Var'Eyal are in dismay, hunted by the Sunwall and their newfound allies from the west.&lt;br /&gt;
 ''The Scourge from the West is back in the west, but her legacy stay strong: the orc race is once again upon the brink of destruction!&lt;br /&gt;
 ''But not all hope is lost.&lt;br /&gt;
 ''On the isolated Clork Peninsula lies the fifth pride: Kruk's Pride; unseen and unharmed by the Scourge.&lt;br /&gt;
 ''Yet not all is great there either, the sunwall offensive has setup an outpost blocking the way to the mainland.&lt;br /&gt;
 ''But the worst threat comes from the peninsula itself, the main inhabitants are not the orcs, but the Atmos Tribe.&lt;br /&gt;
 ''A huge civilization of steam giants whose mastery of steamtech makes them incredible foes.&lt;br /&gt;
 ''Play an orc, prove your worth! Use steamtech against the giants, reclaim the far east and free it from sunwall scum!&lt;br /&gt;
 ''Craft your own chainsaws, rocket boots, steam powered armours, and all kind of nasty technology!&lt;br /&gt;
 ''This is your destiny! For Garkul's Legacy, for the Glory of the Pride!&lt;br /&gt;
 - DarkGod, on the TE4 forums&lt;br /&gt;
&lt;br /&gt;
Set after the main campaign, this highly discussed steampunk orc campaign is said to be the next addition to ToME4's standard campaigns.&lt;br /&gt;
&lt;br /&gt;
===Naga Campaign (Vargh Republic)===&lt;br /&gt;
&lt;br /&gt;
Probably introducing Nagas as a playable race, as well as specific Naga classes.&lt;br /&gt;
&lt;br /&gt;
===Troll Campaign (Dominion of the Kar'Haïb)===&lt;br /&gt;
&lt;br /&gt;
Mentioned a few times by [[DarkGod]], likely to introduce Trolls as a playable race. The Kar'Haïb Dominion is said to be in the southern seas of the Far East. During a discussion on #tome a few months back, DarkGod mentioned troll pirates being a part of this campaign.&lt;br /&gt;
&lt;br /&gt;
===Spiderkin Campaign===&lt;br /&gt;
&lt;br /&gt;
Said by DarkGod to be set on another world, probably introducing Spiders as a playable race.&lt;br /&gt;
&lt;br /&gt;
===Fearscape Invasion===&lt;br /&gt;
No specifics are known about this campaign.&lt;br /&gt;
&lt;br /&gt;
===Tar'Eyal, the Southern Continent===&lt;br /&gt;
No specifics are known about this campaign. The name obviously indicates that it is set on [[Tar'Eyal]], the continent south of Maj'Eyal.&lt;/div&gt;</summary>
		<author><name>XLambda</name></author>	</entry>

	</feed>