Difference between revisions of "Recommended Zone Order Progression"

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==Introduction==
 
==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.
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This guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about.  
  
You can go to the individual zone pages by clicking on them for detailed strategies.
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If you've got a suggestion for different zone order, '''please''' write it up on the [[{{TALKPAGENAME}}| talk page]] for discussion.
  
== Pre-game Shenanigans ==
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This page is '''not for strategy''' about the individual zones; please put that on the actual zone's page.
  
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).
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For an alternate guide with more details on each zone and several maps to not be lost on the overworld, check out [http://forums.te4.org/viewtopic.php?f=41&t=48660 Cath's zone order guide]
  
Below is a list of towns containing shops, in order of priority:
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==[[Maj'Eyal: The Age of Ascendancy]]==
  
'''Key''': I(Infusions), R(Runes), W(Weapons), A(Armor), S(Staffs), T(Tools/Lanterns), P(Potion/Alchemist Quest), L(Lore)
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In the zone order below, numbered entries are for zones that can be more clearly ordered, while bullet points are for zones that are closer in difficulty, and may be approached in different order depending on the character played.
# [[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.
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# [[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.
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# [[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.
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# [[Elvala]] '''R,W,A,S,P,L''': You can buy Staffs here or Runes as a last resort.
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# [[Shatur]] '''I,W,A,T''': Infusions or tools can be found here.
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# [[Angolwen]] '''S,T''': You have to give an Arcane infused Artifact to the Apprentice Mage located south of Derth to access this town.
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==Age of Ascendancy==
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=== Tier 1 ===
  
=== Tier 1 Zones ===
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# [[Starting Zone]](s) for your race/class.
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# The Tier 1 Zones:
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#* [[Trollmire]]: Floors 1 to 3 only.
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#* [[Norgos Lair]]
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#* [[Ruins of Kor'Pul]] (Once you have enough Light Radius)
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#* [[Scintillating Caves]]
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#* [[Rhaloren Camp]]
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#* [[Heart of the Gloom]]
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#* [[The Deep Bellow]] (Dwarf only)
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# [[Derth (Southeast)|The Arena in Derth]]: Talk to the Shady Man in the North of [[Derth]] for his quest, [[The agent of the arena]]. Must be done before level 14.
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# [[Trollmire]]: Floor 4
  
# Early Zones:
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=== Tier 2 ===
## [[Trollmire]]: Floor 4 may be difficult for less experienced players.
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## [[Ruins of Kor'Pul]]: Vaults can be dangerous here for newer players.
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## [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.
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## [[Lumberjack Village]]: Spawns after you randomly receive a quest just north of the city of [[Last Hope]].
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# [[Scintillating Caves]]: Similar to Norgos Lair, this zone is slightly easier due to enemies not moving.
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# [[Norgos Lair]]: You may consider doing this zone before Scintillating Caves as a Melee class.
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# [[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]].
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# [[Heart of the Gloom]]: You'll definitely want to bring a movement infusion here (to negate stuns).
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# '''If you haven't already''', floor 4 of [[Trollmire]] (Hidden Treasure).
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=== Tier 2  Zones ===
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# [[Lumberjack Village]]: Spawns after you randomly receive quest just north of the city of [[Last Hope]].
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# The [[Into the darkness]] Zones:
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#* [[The Maze]]
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#* [[Sandworm Lair]]
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#* [[Daikara]]: Don't enter [[Temporal Rift]].
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#* [[Old Forest]]: Don't descend into [[Lake of Nur]].
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# [[Hidden Compound]]
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# [[Ruined Halfling Complex]] ("Very old halfling ruins" on world map)
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# [[Unknown Tunnels]]: Starting at level 18, can be encountered on world map randomly (especially in the snowy north). Can only be encountered once.
  
# [[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.
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=== Tier 3 ===
# [[The Maze]]: Alternate Maze is scary, watch your step.
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# [[Old Forest]]: Enter [[Lake of Nur]] and then immediately exit.
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# [[Sandworm Lair]]: Falling sand will suffocate you. Using track makes this level a bit less tedious.
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# [[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]].
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# Enter [[Derth]] and clear the elementals. Do not try and complete the quest yet.
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# [[Hidden Compound]]: Talk to the Slave Master and participate in his game before killing him. The reward is extremely powerful.
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# [[Ruined Halfling Complex]]: If you kill Subject Z without the Yeek dying, you'll receive a reward.
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# [[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.
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# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes and unnecessary after you obtain the unlocks.
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=== Pre-Dreadfell - Far East ===
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The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with [[The Master]].  Only Dreadfell and Reknor are mandatory for completing the story.
  
# [[Dogroth Caldera]]: Spawns after lvl 20 (20%, 100% if [[Yeek]]). If you're not trying to unlock Solipsist, save it until later.
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* [[Tempest Peak]]: Enter [[Derth]] for [[Storming the city|Quest]] and clear Elementals. Then go to the [[Angolwen]] or [[Zigur]] leader to continue to Tempest Peak.
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]] from a boss spawn (30% chance, 100% if [[Shalore]]).
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* [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes.
# [[Golem Graveyard]]: Clear the golems. Return in post-game to summon and fight Atamathon (extremely dangerous).
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* [[Mark of the Spellblaze]]
# [[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).
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* [[Necromancers' Ruins]]: [[Antimagic]] characters only. Requires [[Forbidden Cults]].
# [[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.
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* [[Lake of Nur]]: Reached through [[Old Forest]].
# [[Tempest Peak]]: Go to [[Linaniil]] in [[Angolwen]] or the [[Zigur]] leader to travel here.  
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* [[Ruined Dungeon]]: Random minibosses. Can be super dangerous.
# [[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.
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* One of the following three zones or [[Sludgenest]] (see below) spawns in each game:
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss in the last room.
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* [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]]. Quest giver only spawns in 30% of games unless you are a [[Shalore]] and haven't unlocked [[Ogre|Ogres]] (100% chance).
# [[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.
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* [[Dogroth Caldera]]: (Noxious Caldera on world map) Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] and haven't unlocked [[Solipsist]]. (100% chance)
# [[Reknor]]: Be careful of Patchwork Trolls. Enter Farportal at the end.
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* [[Scourged Pits]]: Spawns after lvl 20 in 20% of all games unless you are a [[Drem]] and haven't unlocked [[Scourge drake (category)|Scourge Drake]] (100% chance). Can only appear if playing with [[Forbidden Cults]].
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* [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss.
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* [[Golem Graveyard]]: Just to clear for extra XP. Return in post-game.
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* [[Dremshor Tunnels]]: Can only be accessed by [[Drem]] and [[Demented (Metaclass)|Demented]] characters in [[Forbidden Cults]] by using the code found in [[Kroshkkur]] in the [[Occult Egress]].
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* [[Dreadfell]]
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* [[Dark Crypt]]: (Crypt of Kryl-Feijan) Encountered on world map randomly after lvl 25. Can only be encountered once. Very dangerous, especially for melee classes.
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* [[Godfeaster]]: Encountered on world map randomly after lvl 30. Can only be encountered once. Requires [[Forbidden Cults]].
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* [[Reknor]]: (Lost Dwarven Kingdom of Reknor on world map) Can only be entered after Dreadfell. After completing, enter Farportal at the end.
  
=== Far East ===
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=== There and Back Again ===
  
After entering the Farportal in Reknor, you'll be in the Far East.
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At this point you should be in the [[Far East]].
  
# [[Unremarkable Cave]]: You spawn here. If you save the Sunwall elf you'll unlock the Anorithil class.
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# [[Unremarkable Cave]]: You spawn here.
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.
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# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder|Quest]] 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.
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# [[Temple of Creation]]: Spawns if you run into it on world map on the coast. Appears as ''Entrance to an Underwater Cave'' on the coast. No air bubbles. Requires water breathing.
# [[Vor Armoury]]: '''NOT''' Vor Pride. Do not enter the room of death yet.
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# [[Vor Armoury]]: '''NOT''' Vor Pride. Spawns after you start the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest.
# [[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.
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# [[Briagh's Lair]]: (Sandpit of Briagh on world map) Spawns after you continue the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.
 
# [[Backup Guardians]]:
 
# [[Backup Guardians]]:
## [[Trollmire]] (floor 2)
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#* [[Trollmire]] (floor 2)
## [[Kor'Pul]] (floor 3)
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#* [[Kor'Pul]] (floor 3)
## [[Reknor]] (floor 4)
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#* [[Reknor]] (floor 4)
## [[Scintillating Caves]] (floor 3)
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#* [[Scintillating Caves]] (floor 3)
## [[The Maze]] (floor 2)
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#* [[The Maze]] (floor 2)
## [[Dreadfell]] (floor 1)
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#* [[Dreadfell]] (floor 1)
## [[Daikara]] (floor 4)
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#* [[Daikara]] (floor 4)
## [[Sandworm Lair]] (floor 1)
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#* [[Sandworm Lair]] (floor 1)
## [[Old Forest]] (floor 3)
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#* [[Old Forest]] (floor 3)
## [[The Deep Bellow]] (floor 3) Dwarves only.  
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#* [[The Deep Bellow]] (floor 3) Dwarves only.  
 
# [[Ancient Elven Ruins]]
 
# [[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.
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# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games (100% for [[Thalore]] if you haven't unlocked [[Oozemancer]]). "Way into a strange lush forest" on the world map.
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this. Very dangerous and very unnecessary. Only do it if you for some reason play alchemist and want to unlock Drolems.
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# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this.
# [[Shadow Crypt]]:
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# [[Shadow Crypt]] ('''VERY DANGEROUS!!!''' boss)(Not recommended unless you want to unlock [[Doomed]]).
# Any side dungeons you haven't done yet.
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=== Back to the Far East ===
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=== The Prides ===
  
# [[Valley of the Moon]]: If you get the quest. Unnecessary.
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# [[Valley of the Moon]]: If you get the quest.
# [[Rak'Shor Pride]]: Southwest end of the continent. Full of Necromancers.
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# The Orc Prides. Change order to suit your strengths.
# [[Gorbat Pride]]: Southern end of the continent. Full of Wilders.
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#* [[Gorbat Pride]]: Southern end of continent. (''Wilders'')
# [[Vor Pride]]: Northeast end of the continent. Full of Pyromancers and Cryomancers.
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#* [[Grushnak Pride]]: Northwest (''Fighters'') Don't enter the [[Slime Tunnels|Slimy Pit]].
# [[Eruan]]: Enter the Charred Scar and save the world!
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#* [[Vor Pride]]: Northeast (''Mages'')
# [[Vor Armoury]]: Enter the room of death, which contains a bunch of Multi-hued Wyrms. Very dangerous.
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#* [[Rak'Shor Pride]]: Southwest (''Necromancers'')
# [[Grushnak Pride]]: Northwest end of the continent. Full of Warriors. Enter [[Slime Tunnels]].
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# [[Eruan]]
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#* [[Charred Scar]]
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# [[Slime Tunnels]]: Reached through [[Grushnak Pride]].
 
# [[High Peak]]
 
# [[High Peak]]
  
 
=== Optional After Winning the Game ===
 
=== Optional After Winning the Game ===
  
# Clear out the [[Sludgenest]], if it spawned
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* Clear out the [[Sludgenest]], if it spawned
# Return to [[Golem Graveyard]].
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* Return to [[Golem Graveyard]] and fight [[Atamathon]].
# Kill All Wizards.
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* Fight [[Linaniil]], Supreme Archmage of [[Angolwen]].
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* ''([[Forbidden Cults]] required)'' Fight the [[Hypostasis of Entropy]].
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* Enter the [[Infinite Dungeon]]. It cannot be exited, so do this last.
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==[[Orcs: Embers of Rage]]==
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The [[Embers of Rage campaign]] is much shorter than the main [[Age of Ascendancy]] campaign. Generally speaking, the player will do fine by just tackling the available zones from lowest to highest level while paying some attention to the main quest line.
 +
 
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In the zone order below, numbered entries are for zones that can be more clearly ordered, while bullet points are for zones that are closer in difficulty, and may be approached in different order depending on the character played. Some brief notes are included to help with decision making. More details should be available on each zone's own page.
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# [[Kruk Pride]]: check shops to see if gold will be useful early
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# '''Tier 1'''
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#* [[Yetis Cave]]: all melee enemies
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#* [[Vaporous Emporium]]: has ranged enemies, many lootable stalls for early gold
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#** [[Kaltor's Shop]]: unlocks after reading signposts in Vaporous Emporium, check shop for useful items
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# [[Sunwall Outpost]]
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# '''Tier 2'''
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#* [[Dominion Port]]
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#* [[Ritch Hive]]: regular difficulty based rare/randboss spawns start so this is a sudden spike in difficulty. Floor 3 can be especially dangerous if trying to full clear
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#* [[Krimbul Territory]]
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#* [[Ruins of a Lost City]]: level 3 is friendly area for [[Mystery of the Yetis]] quest, which unlocks many generic categories
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#* [[Sunwall Observatory]]: level 1 is unusually difficult but gives access to Ruined Cave
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#** [[Ruined Cave]]: allows item storage
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# [[Internment Camp]]
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# Optional zones. Can do these almost any time after one reaches their minimum level, but helps prepare for boss fight at this point.
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#* [[Ruined Dungeon]]
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#* [[Primal Forest]]: can farm loot
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#* [[Occult Egress]]: use the free glyph sequence, should scale with player level
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#* [[Online Event]] zones (e.g. [[Bearscape]] or [[Land of Poosh]]): if you are lucky and run into them
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# [[Gates of Morning (Embers of Rage)|Gates of Morning]]: big boss fight
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# '''Tier 3'''
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#* [[G.E.M.]]
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#* [[Cave of Hatred]]
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#* [[Ureslak's Host]]
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#* [[Steam Quarry]]
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# [[Palace of Fumes]]: stop at level 6
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# [[Pocket of Distorted Time]]: level 3 can be dangerous, safer to do post-game
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# [[The Slumbering Caves]]: final boss fight
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[[Category: Guides]]

Latest revision as of 16:44, 4 April 2025

Introduction

This guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about.

If you've got a suggestion for different zone order, please write it up on the talk page for discussion.

This page is not for strategy about the individual zones; please put that on the actual zone's page.

For an alternate guide with more details on each zone and several maps to not be lost on the overworld, check out Cath's zone order guide

Maj'Eyal: The Age of Ascendancy

In the zone order below, numbered entries are for zones that can be more clearly ordered, while bullet points are for zones that are closer in difficulty, and may be approached in different order depending on the character played.

Tier 1

  1. Starting Zone(s) for your race/class.
  2. The Tier 1 Zones:
  3. The Arena in Derth: Talk to the Shady Man in the North of Derth for his quest, The agent of the arena. Must be done before level 14.
  4. Trollmire: Floor 4

Tier 2

  1. Lumberjack Village: Spawns after you randomly receive quest just north of the city of Last Hope.
  2. The Into the darkness Zones:
  3. Hidden Compound
  4. Ruined Halfling Complex ("Very old halfling ruins" on world map)
  5. Unknown Tunnels: Starting at level 18, can be encountered on world map randomly (especially in the snowy north). Can only be encountered once.

Tier 3

The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with The Master. Only Dreadfell and Reknor are mandatory for completing the story.

There and Back Again

At this point you should be in the Far East.

  1. Unremarkable Cave: You spawn here.
  2. Ardhungol: Spawns after you receive Quest from Melnela in Gates of Morning. Turn in quest to her after.
  3. Temple of Creation: Spawns if you run into it on world map on the coast. Appears as Entrance to an Underwater Cave on the coast. No air bubbles. Requires water breathing.
  4. Vor Armoury: NOT Vor Pride. Spawns after you start the Quest in Gates of Morning. Return after and turn in quest.
  5. Briagh's Lair: (Sandpit of Briagh on world map) Spawns after you continue the Quest in Gates of Morning. Return after and turn in quest. Then enter the Farportal.
  6. Backup Guardians:
  7. Ancient Elven Ruins
  8. Sludgenest: Spawns after lvl 30 in 30% of all games (100% for Thalore if you haven't unlocked Oozemancer). "Way into a strange lush forest" on the world map.
  9. Tannen's Quest: Ask around Last Hope to unlock this.
  10. Shadow Crypt (VERY DANGEROUS!!! boss)(Not recommended unless you want to unlock Doomed).

The Prides

  1. Valley of the Moon: If you get the quest.
  2. The Orc Prides. Change order to suit your strengths.
  3. Eruan
  4. Slime Tunnels: Reached through Grushnak Pride.
  5. High Peak

Optional After Winning the Game

Orcs: Embers of Rage

The Embers of Rage campaign is much shorter than the main Age of Ascendancy campaign. Generally speaking, the player will do fine by just tackling the available zones from lowest to highest level while paying some attention to the main quest line.

In the zone order below, numbered entries are for zones that can be more clearly ordered, while bullet points are for zones that are closer in difficulty, and may be approached in different order depending on the character played. Some brief notes are included to help with decision making. More details should be available on each zone's own page.

  1. Kruk Pride: check shops to see if gold will be useful early
  2. Tier 1
    • Yetis Cave: all melee enemies
    • Vaporous Emporium: has ranged enemies, many lootable stalls for early gold
      • Kaltor's Shop: unlocks after reading signposts in Vaporous Emporium, check shop for useful items
  3. Sunwall Outpost
  4. Tier 2
  5. Internment Camp
  6. Optional zones. Can do these almost any time after one reaches their minimum level, but helps prepare for boss fight at this point.
  7. Gates of Morning: big boss fight
  8. Tier 3
  9. Palace of Fumes: stop at level 6
  10. Pocket of Distorted Time: level 3 can be dangerous, safer to do post-game
  11. The Slumbering Caves: final boss fight