Difference between revisions of "Recommended Zone Order Progression"
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== Pre-game Shenanigans == | == Pre-game Shenanigans == | ||
− | Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. "of the Warrior" scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Psionic Shield are great). | + | Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as [[Infusion]]s. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. "of the Warrior" scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding '''rune''' instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great). |
Below is a list of towns containing shops, in order of priority: | Below is a list of towns containing shops, in order of priority: |
Revision as of 00:34, 3 May 2018
Contents
[hide]Introduction
This guide is meant for newer users who need advice about which order to complete different zones. I will try my best to put notes on when to adjust your zone order, but for the most part this will be a very simple guide. Please note that the Pre-Game Shenanigans section is only necessary on difficulties above Normal, so if you're looking for a quick zone order feel free to skip it.
You can go to the individual zone pages by clicking on them for detailed strategies.
Pre-game Shenanigans
Before you start your journey, you'll want to check various shops for high quality items to get you through the early game. The first and most important items to shop for are known as Infusions. Movement infusions are necessary mainly for their stun immunity, but are great to kite or get away from dangerous monsters as well. When shopping for movement infusions, prioritize the duration before the speed. If two infusions are close in value, go for the one that scales with one of your primary stats (I.E. "of the Warrior" scales with Strength). You'll also want to pick up a Wild infusion (you want it to cure mental/magical effects) and a Regeneration or Healing infusion (early on regeneration tends to be better as enemies can't kill you very fast). Optionally, if you have very low maximum health, pick up a Shielding rune instead of Regeneration/Healing. After you get all of these items, you want to look for a lantern with +health or the track ability as well as a solid trinket from Zigur (Thorny Skin, Invoke Tentacle, and Kinetic Psionic Shield are great).
Below is a list of towns containing shops, in order of priority:
Key: I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)
- Last Hope I,R,W,A,P,L: This town will have the majority of items you're looking for. It's located in the southeast corner of Maj'Eyal.
- Derth I,R,W,A,T,P: Has a tool shop that often has strong lanterns or other equipment (you want +health or the track ability). It's located slightly below Trollmire.
- Zigur I,W,A,T,L: Will only show up if you do not possess a magical resource and are not undead. The tinkets found here can be extremely useful.
- Elvala R,W,A,S,P,L: You can buy Staffs here or Runes as a last resort.
- Shatur I,W,A,T: Infusions or tools can be found here.
- Angolwen S,T: You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.
Age of Ascendancy
Tier 1 Zones
- Early Zones:
- Trollmire: Floor 4 may be difficult for less experienced players.
- Ruins of Kor'Pul: Vaults can be dangerous here for newer players.
- Derth: Talk to the Shady Man in the North for his Quest. Must be done before lvl 14.
- Lumberjack Village: Spawns after you randomly receive a quest just north of the city of Last Hope.
- Scintillating Caves: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.
- Norgos Lair: You may consider doing this zone before Scintillating Caves as a Melee class.
- Rhaloren Camp: You'll want a movement infusion to get to the mages. The vaults on underground levels can be dangerous as with Kor'Pul.
- Heart of the Gloom: You'll definitely want to bring a movement infusion here (to negate stuns).
- If you haven't already, floor 4 of Trollmire (Hidden Treasure).
Tier 2 Zones
- Unknown Tunnels: Encountered on world map while traveling on mountain or snow tiles. You may only get this once and it's very important later on.
- The Maze: Alternate Maze is scary, watch your step.
- Old Forest: Enter Lake of Nur and then immediately exit.
- Sandworm Lair: Falling sand will suffocate you. Using track makes this level a bit less tedious.
- Daikara: The cities of giants will have Uniques that permastun you, so use a movement infusion before they get the chance. Don't enter [[Temporal Rift].
- Enter Derth and clear the elementals. Do not try and complete the quest yet.
- Hidden Compound: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.
- Ruined Halfling Complex: If you kill Subject Z without the Yeek dying, you'll receive a reward.
- Lake of Nur: Reached through Old Forest). Water breathing gear is preferred. Feel free to skip levels on this one as it's dangerous and you just want the end reward.
- Temporal Rift: Reached through Daikara. Dangerous for Melee classes and unnecessary after you obtain the unlocks.
Pre-Dreadfell - Far East
- Dogroth Caldera: Spawns after lvl 20 in 20% of all games unless you are a Yeek (100% chance)
- Old Conclave Vault: Only spawns if you receive quest in Ruined Halfling Complex from a boss spawn (30% chance, 100% if Shalore).
- Golem Graveyard: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).
- Ruined Dungeon: Contains a lot of Randbosses and Uniques. The loot at the end is pretty strong and the orbs can be used to farm ingredients (by guessing incorrectly).
- Dreadfell: Use track here, you'll need it. Path strategically and avoid fighting groups of strong monsters all at once. The Master has two lives.
- Tempest Peak: Go to Linanill in Angolwen or the Zigur leader to travel here.
- Dark Crypt: Encountered on world map randomly after lvl 24. Can only be encountered once. This dungeon is usually not worth the effort, I recommend against entering it.
- Last Hope Graveyard: Go down a floor and then open all of the individual graves before engaging the boss in the last room.
- Mark of the Spellblaze: If you're a spellcaster you'll have an option to attack Zigur during the boss battle and unlock the Corruptor class if you succeed.
- Reknor: Be careful of Patchwork Trolls. Enter Farportal at the end.
Far East
After entering the Farportal in Reknor, you'll be in the Far East.
- Unremarkable Cave: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.
- Ardhungol: Spawns after you receive Eight legs of wonder from Melnela in Gates of Morning. Turn in quest to her after.
- Temple of Creation: Appears as Entrance to an Underwater Cave on the coast. Requires water breathing. Needed to meet requirements for the Legacy of the Naloren prodigy.
- Vor Armoury: NOT Vor Pride. Do not enter the room of death yet.
- Briagh's Lair: Spawns after you continue There and back again in Gates of Morning. Return after and turn in quest. Then enter the Farportal.
- Backup Guardians:
- Trollmire (floor 2)
- Kor'Pul (floor 3)
- Reknor (floor 4)
- Scintillating Caves (floor 3)
- The Maze (floor 2)
- Dreadfell (floor 1)
- Daikara (floor 4)
- Sandworm Lair (floor 1)
- Old Forest (floor 3)
- The Deep Bellow (floor 3) Dwarves only.
- Ancient Elven Ruins
- Sludgenest: Spawns after lvl 30 in 30% of all games unless you are a Thalore (100% chance). Unnecessary unless you want the Oozemancer unlock.
- Tannen's Quest: Ask around Last Hope to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.
- Shadow Crypt:
- Any side dungeons you haven't done yet.
Back to the Far East
- Valley of the Moon: If you get the quest. Unnecessary.
- Rak'Shor Pride: Southwest end of the continent. Full of Necromancers.
- Gorbat Pride: Southern end of the continent. Full of Wilders.
- Vor Pride: Northeast end of the continent. Full of Pyromancers and Cryomancers.
- Eruan: Enter the Charred Scar and save the world!
- Vor Armoury: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.
- Grushnak Pride: Northwest end of the continent. Full of Warriors. Enter Slime Tunnels.
- High Peak
Optional After Winning the Game
- Clear out the Sludgenest, if it spawned
- Return to Golem Graveyard.
- Kill All Wizards.