Difference between revisions of "Starting Zone"
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| − | The '''starting zone''' for new characters is based on the combination of their [[race]] and [[class]], according to a set order. [[Cornac]]s normally start the game at [[Trollmire]], for example, but a human [[Archmage]] will get [[Angolwen]] instead, since that class takes precedence in establishing the initial area. | + | <!-- Version of ToME when this page was written --> |
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| + | |ToME Version: || 1.7.6 | ||
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| + | The '''starting zone''' for new characters in the [[Maj'Eyal: The Age of Ascendancy]] campaign is based on the combination of their [[race]] and [[class]], according to a set order. [[Cornac]]s normally start the game at [[Trollmire]], for example, but a human [[Archmage]] will get [[Angolwen]] instead, since that class takes precedence in establishing the initial area. | ||
This is worth paying some attention to, given that some [[artifact]]s can only be found in specific locations and a number of [[unlockables]] require access to certain areas, but some zones are only available to characters who start the game there and that can be bypassed by elements of the build.{{ref|a}} | This is worth paying some attention to, given that some [[artifact]]s can only be found in specific locations and a number of [[unlockables]] require access to certain areas, but some zones are only available to characters who start the game there and that can be bypassed by elements of the build.{{ref|a}} | ||
| − | Below you will find every starting zone in the game, including those introduced by the ''[[Ashes of Urh'Rok|Ashes of | + | Below you will find every starting zone in the game, including those introduced by the ''[[Ashes of Urh'Rok|Ashes of Urh'Rok]]'' & ''[[Forbidden Cults]]'' DLCs,{{ref|b}} ordered by precedence. Short descriptions are provided, but you are advised to read the main article for each zone and check out the guides linked at the end.{{ref|c}} |
==Starting Zone Hierarchy== | ==Starting Zone Hierarchy== | ||
| − | '''NOTE:''' Characters falling under two categories will start in the zone listed higher. | + | '''NOTE:''' Characters falling under two categories will start in the zone listed higher, unless an exception is stated below. |
===Special Start=== | ===Special Start=== | ||
| − | Some of the zones in this section can only be accessed by characters who start at them, offer unique quests or rewards to those, or usually become available later in the game—[[#Krog|the Ruins of | + | Some of the zones in this section can only be accessed by characters who start at them, offer unique quests or rewards to those, or usually become available later in the game—[[#Krog|the Ruins of Kor'Pul]] being the only exception. |
====Undead (Ghoul and Skeleton)==== | ====Undead (Ghoul and Skeleton)==== | ||
| Line 17: | Line 23: | ||
{{Main|Blighted Ruins}} | {{Main|Blighted Ruins}} | ||
| − | Undead characters ([[Ghoul]]s and [[Skeleton]]s) of any class start the game | + | Undead characters ([[Ghoul]]s and [[Skeleton]]s) of any class start the game on level 3 of the Blighted Ruins and must climb up to the first level, where a boss awaits. The fight is optional, but bear in mind that the ruins cannot be accessed again once you leave. |
====Drem==== | ====Drem==== | ||
| Line 23: | Line 29: | ||
{{Main|Kroshkkur, the Hidden Sanctuary}} | {{Main|Kroshkkur, the Hidden Sanctuary}} | ||
| − | [[Drem]] characters of any class begin at the Hidden Sanctuary of Kroshkkur, a special city that can only be accessed by those who start there. In the beginning, the sanctuary is about to be destroyed and you must choose between abandoning it to its fate or | + | [[Drem]] characters of any class begin at the Hidden Sanctuary of Kroshkkur, a special city that can only be accessed by those who start there. In the beginning, the sanctuary is about to be destroyed and you must choose between abandoning it to its fate or saving it, by defeating the boss of [[The Maggot]] (a dungeon only reachable from Kroshkkur), after which you will be able to visit it at any point of the game. |
| + | |||
| + | You will start with the talent {{t|Teleport: Kroshkkur}}, which lets you return to Kroshkkur, but you will lose it if The Maggot destroys Kroshkkur. | ||
====Krog==== | ====Krog==== | ||
| Line 29: | Line 37: | ||
{{Main|Ruins of Kor'Pul}} | {{Main|Ruins of Kor'Pul}} | ||
| − | [[Krog]] characters of any class start at the Ruins of | + | [[Krog]] characters of any class start at the Ruins of Kor'Pul, ''with one exception'': Krog [[Chronomancer (Metaclass)|chronomancers]] will get the [[#Chronomancers (Paradox Mages & Temporal Wardens)|standard start]] for that particular metaclass. Other than that, picking this race is a way of skipping special zones altogether—to make the game more challenging, perhaps, since the extra experience from those zones is meant as a boost to classes that might otherwise have a rough early game. |
====Demonic (Doomelf, Doombringer, Demonologist)==== | ====Demonic (Doomelf, Doombringer, Demonologist)==== | ||
| Line 35: | Line 43: | ||
{{Main|Searing Halls}} | {{Main|Searing Halls}} | ||
| − | [[Doomelf|Doomelves]] of any class, and both [[Doombringer]]s & [[Demonologist]]s of any race not yet mentioned, start at the Searing Halls, a dungeon in outer space, orbiting Eyal. Defeating the boss will create a portal leading to | + | [[Doomelf|Doomelves]] of any class, and both [[Doombringer]]s & [[Demonologist]]s of any race not yet mentioned, start at the Searing Halls, a dungeon in outer space, orbiting Eyal. Defeating the boss will create a portal leading to level 2 of a random [[Tier#Zones|T1 dungeon]] and, depending on where you end up, it is advisable to use the Rod of Recall to escape as soon as you get there. |
====Demented (Cultist of Entropy & Writhing One)==== | ====Demented (Cultist of Entropy & Writhing One)==== | ||
| − | Just like the Drems, characters of the [[Demented (Metaclass)|demented metaclass]] ([[Cultist of Entropy|Cultists of Entropy]] and [[Writhing One|Writhing Ones]]) of any other race not mentioned above will start at Kroshkkur. The start being the exact same, everything in the | + | Just like the Drems, characters of the [[Demented (Metaclass)|demented metaclass]] ([[Cultist of Entropy|Cultists of Entropy]] and [[Writhing One|Writhing Ones]]) of any other race not mentioned above will start at Kroshkkur. The start being the exact same, everything in the Drems' section [[#Drem|above]] also applies to them. |
====Dwarf==== | ====Dwarf==== | ||
| Line 51: | Line 59: | ||
{{Main|Irkkk}} | {{Main|Irkkk}} | ||
| − | [[Yeek]]s of any class not yet mentioned start at the town of [[Irkkk]], in the Island of Rel, and must | + | [[Yeek]]s of any class not yet mentioned start at the town of [[Irkkk]], in the Island of Rel, and must defeat the boss of at least one of the two dungeons—the [[Ritches Tunnels]] or [[Murgol Lair]], inaccessible to other characters—before they can reach the mainland. |
====Celestial (Anorithil & Sun Paladin)==== | ====Celestial (Anorithil & Sun Paladin)==== | ||
| Line 57: | Line 65: | ||
{{Main|Gates of Morning}} | {{Main|Gates of Morning}} | ||
| − | Characters belonging to the [[Celestial (Metaclass)|celestial metaclass]], [[Anorithil]] and [[Sun Paladin]]s, provided they do not belong to the races mentioned above and are | + | Characters belonging to the [[Celestial (Metaclass)|celestial metaclass]], [[Anorithil]] and [[Sun Paladin]]s, provided they do not belong to the races mentioned above and are not [[Ogre|Ogres]] or [[Halfling|Halflings]], will start at the Gates of Morning. You will start with the [[Serpentine Invaders]] quest, which requires you to investigate the naga invasion of the [[Slazish Fens]]. The boss, [[Lady Zoisla the Tidebringer]], will take the fight to level 2 of a random T1 dungeon. Depending on where you end up, it is advisable to use the Rod of Recall to escape the zone as soon as the boss is defeated. |
====Archmage==== | ====Archmage==== | ||
| Line 63: | Line 71: | ||
{{Main|Angolwen}} | {{Main|Angolwen}} | ||
| − | [[Archmage]]s of any race not mentioned above will start at Angolwen and be offered | + | [[Archmage]]s of any race not mentioned above will start at Angolwen and be offered the optional quest [[Spellblaze Fallouts]] — not obtainable any other way. Should they accept, they will be taken to the [[Abashed Expanse]], a dungeon in outer space, where they will have to cast [[Phase door (talent)|phase door]] in order to move around. |
| + | |||
| + | You will start with the talent {{t|Teleport: Angolwen}}, which lets you return to Angolwen. | ||
====Chronomancers (Paradox Mages & Temporal Wardens)==== | ====Chronomancers (Paradox Mages & Temporal Wardens)==== | ||
| Line 69: | Line 79: | ||
{{Main|Point Zero}} | {{Main|Point Zero}} | ||
| − | [[Chronomancer (Metaclass)|Chronomancers]] ([[Paradox Mage]]s & [[Temporal Warden]]s) of any race not mentioned above start at Point Zero and will be offered | + | [[Chronomancer (Metaclass)|Chronomancers]] ([[Paradox Mage]]s & [[Temporal Warden]]s) of any race not mentioned above start at Point Zero and will be offered the optional quest [[Future Echoes]] — not obtainable any other way. Should they accept, they will be taken to the [[Unhallowed Morass]], a dungeon filled with temporal spiders. |
| + | |||
| + | You will start with the talent {{t|Timeport: Point Zero}}, which lets you return to Point Zero. | ||
===Standard Start=== | ===Standard Start=== | ||
| − | Characters | + | Characters not assigned a special starting zone by the rules above start at one of the following zones, based on their race. |
====Ogre & Shalore==== | ====Ogre & Shalore==== | ||
| Line 79: | Line 91: | ||
{{Main|Scintillating Caves}} | {{Main|Scintillating Caves}} | ||
| − | [[Ogre]] | + | [[Ogre|Ogres]] and [[Shalore|Shaloren]] of any class not listed above start at the Scintillating Caves. Being a default zone, they can leave and come back at any time. |
====Thalore==== | ====Thalore==== | ||
| − | {{Main|Norgos | + | {{Main|Norgos Lair}} |
| − | [[Thalore|Thaloren]] | + | [[Thalore|Thaloren]] without a special starting zone start at Norgos Lair. Being a default zone, they can leave and come back at any time. |
====Humans & Halflings==== | ====Humans & Halflings==== | ||
| Line 91: | Line 103: | ||
{{Main|Trollmire}} | {{Main|Trollmire}} | ||
| − | [[Human]] | + | [[Human|Humans]] ([[Cornac]] & [[Higher]]) and [[Halfling|Halflings]] without a special starting zone start at Trollmire. Being a default zone, they can leave and come back at any time. |
==Notes== | ==Notes== | ||
| − | :1.{{note|a}} For example | + | :1.{{note|a}} For example, a Dwarf Temporal Warden starts in Escape from Reknor rather than Point Zero, and does not receive Timeport: Point Zero at character creation. |
| − | :2.{{note|b}} Starting zones in the [[Embers of Rage | + | :2.{{note|b}} Starting zones in the [[Embers of Rage campaign]] do not require much elaboration: [[Orc]]s start at [[Kruk Pride]] while [[Kruk Yeti|Yeti]]s and [[Whitehoof|Whitehoove]]s start at the [[Vaporous Emporium]], independently of their classes. |
| − | :3.{{note|c}} | + | :3.{{note|c}} Cathbald's guide, in particular, is rather detailed and was the source of most of the information in this article. |
| − | + | ||
| − | + | ||
| − | + | ||
==See Also== | ==See Also== | ||
| Line 112: | Line 121: | ||
==External Links== | ==External Links== | ||
| − | * [http://forums.te4.org/viewtopic.php?f=41&t=48660 | + | * [http://forums.te4.org/viewtopic.php?f=41&t=48660 Cathbald's Guide to Zones & Zone Order] |
| − | * [https://i.ibb.co/L67j1Hm/Maj-039-Eyal-all-zones-cults.jpg Map of | + | * [https://i.ibb.co/L67j1Hm/Maj-039-Eyal-all-zones-cults.jpg Map of Maj'Eyal] |
| + | |||
| + | [[Category: Starting Zones]] | ||
| + | [[Category: Zones]] | ||
Latest revision as of 11:37, 18 September 2026
| ToME Version: | 1.7.6 |
The starting zone for new characters in the Maj'Eyal: The Age of Ascendancy campaign is based on the combination of their race and class, according to a set order. Cornacs normally start the game at Trollmire, for example, but a human Archmage will get Angolwen instead, since that class takes precedence in establishing the initial area.
This is worth paying some attention to, given that some artifacts can only be found in specific locations and a number of unlockables require access to certain areas, but some zones are only available to characters who start the game there and that can be bypassed by elements of the build.[1]
Below you will find every starting zone in the game, including those introduced by the Ashes of Urh'Rok & Forbidden Cults DLCs,[2] ordered by precedence. Short descriptions are provided, but you are advised to read the main article for each zone and check out the guides linked at the end.[3]
Contents
Starting Zone Hierarchy
NOTE: Characters falling under two categories will start in the zone listed higher, unless an exception is stated below.
Special Start
Some of the zones in this section can only be accessed by characters who start at them, offer unique quests or rewards to those, or usually become available later in the game—the Ruins of Kor'Pul being the only exception.
Undead (Ghoul and Skeleton)
Main article: Blighted Ruins
Undead characters (Ghouls and Skeletons) of any class start the game on level 3 of the Blighted Ruins and must climb up to the first level, where a boss awaits. The fight is optional, but bear in mind that the ruins cannot be accessed again once you leave.
Drem
Main article: Kroshkkur, the Hidden Sanctuary
Drem characters of any class begin at the Hidden Sanctuary of Kroshkkur, a special city that can only be accessed by those who start there. In the beginning, the sanctuary is about to be destroyed and you must choose between abandoning it to its fate or saving it, by defeating the boss of The Maggot (a dungeon only reachable from Kroshkkur), after which you will be able to visit it at any point of the game.
You will start with the talent Teleport: Kroshkkur, which lets you return to Kroshkkur, but you will lose it if The Maggot destroys Kroshkkur.
Krog
Main article: Ruins of Kor'Pul
Krog characters of any class start at the Ruins of Kor'Pul, with one exception: Krog chronomancers will get the standard start for that particular metaclass. Other than that, picking this race is a way of skipping special zones altogether—to make the game more challenging, perhaps, since the extra experience from those zones is meant as a boost to classes that might otherwise have a rough early game.
Demonic (Doomelf, Doombringer, Demonologist)
Main article: Searing Halls
Doomelves of any class, and both Doombringers & Demonologists of any race not yet mentioned, start at the Searing Halls, a dungeon in outer space, orbiting Eyal. Defeating the boss will create a portal leading to level 2 of a random T1 dungeon and, depending on where you end up, it is advisable to use the Rod of Recall to escape as soon as you get there.
Demented (Cultist of Entropy & Writhing One)
Just like the Drems, characters of the demented metaclass (Cultists of Entropy and Writhing Ones) of any other race not mentioned above will start at Kroshkkur. The start being the exact same, everything in the Drems' section above also applies to them.
Dwarf
Main article: Escape from Reknor
Dwarves of any class not mentioned above start in the middle of a quest, fighting to Escape from Reknor along with their squadmate Norgan—and as with the undead start, the boss of the zone can be skipped, although it is possible to go back and fight him later. After that, they arrive at the Iron Council, a special town that can only be accessed by dwarves.
Yeek
Main article: Irkkk
Yeeks of any class not yet mentioned start at the town of Irkkk, in the Island of Rel, and must defeat the boss of at least one of the two dungeons—the Ritches Tunnels or Murgol Lair, inaccessible to other characters—before they can reach the mainland.
Celestial (Anorithil & Sun Paladin)
Main article: Gates of Morning
Characters belonging to the celestial metaclass, Anorithil and Sun Paladins, provided they do not belong to the races mentioned above and are not Ogres or Halflings, will start at the Gates of Morning. You will start with the Serpentine Invaders quest, which requires you to investigate the naga invasion of the Slazish Fens. The boss, Lady Zoisla the Tidebringer, will take the fight to level 2 of a random T1 dungeon. Depending on where you end up, it is advisable to use the Rod of Recall to escape the zone as soon as the boss is defeated.
Archmage
Main article: Angolwen
Archmages of any race not mentioned above will start at Angolwen and be offered the optional quest Spellblaze Fallouts — not obtainable any other way. Should they accept, they will be taken to the Abashed Expanse, a dungeon in outer space, where they will have to cast phase door in order to move around.
You will start with the talent Teleport: Angolwen, which lets you return to Angolwen.
Chronomancers (Paradox Mages & Temporal Wardens)
Main article: Point Zero
Chronomancers (Paradox Mages & Temporal Wardens) of any race not mentioned above start at Point Zero and will be offered the optional quest Future Echoes — not obtainable any other way. Should they accept, they will be taken to the Unhallowed Morass, a dungeon filled with temporal spiders.
You will start with the talent Timeport: Point Zero, which lets you return to Point Zero.
Standard Start
Characters not assigned a special starting zone by the rules above start at one of the following zones, based on their race.
Ogre & Shalore
Main article: Scintillating Caves
Ogres and Shaloren of any class not listed above start at the Scintillating Caves. Being a default zone, they can leave and come back at any time.
Thalore
Main article: Norgos Lair
Thaloren without a special starting zone start at Norgos Lair. Being a default zone, they can leave and come back at any time.
Humans & Halflings
Main article: Trollmire
Humans (Cornac & Higher) and Halflings without a special starting zone start at Trollmire. Being a default zone, they can leave and come back at any time.
Notes
- 1.^ For example, a Dwarf Temporal Warden starts in Escape from Reknor rather than Point Zero, and does not receive Timeport: Point Zero at character creation.
- 2.^ Starting zones in the Embers of Rage campaign do not require much elaboration: Orcs start at Kruk Pride while Yetis and Whitehooves start at the Vaporous Emporium, independently of their classes.
- 3.^ Cathbald's guide, in particular, is rather detailed and was the source of most of the information in this article.