Difference between revisions of "Starting Zone"

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(Borrowing heavily from Cathbald’s guide to zones, I wrote a quick guide to where each race/class combo starts the game.)
 
(Corrected a mistake regarding the Iron Council.)
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{{Main|Escape from Reknor}}
 
{{Main|Escape from Reknor}}
  
[[Dwarf|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 face him later. After that, they arrive in the special Dwarf town, the [[Iron Council]], that can only be accessed by characters who got this beginning.
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[[Dwarf|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====
 
====Yeek====

Revision as of 21:41, 3 June 2020

The starting zone for a new character is based on the choosen combination of race and class, according to a set order. For example, while Cornacs normally begin the game at the Trollmire, a human Archmage will start in Angolwen instead, since this class takes precedence in the zone order.

This is worth paying some attention to because some artifacts can only be found in specific places and a number of unlockables require access to certain areas, but some zones are only accessible for characters that start in them and that can be bypassed by elements of the build.[1]

Starting Zone Hierarchy

What follows is a list of the starting zones in the game, including those introduced by the Ashes of Urh’Rok & Forbidden Cults DLCs,[2] organized by order precedence—a character falling under two categories will start the game in the zone listed higher in the list.

Short descriptions are provided, but the reader is advised to read the main article for each zone and check out the guides linked at the end.[3]

Special Start

This section lists the special starting zones: some can only be accessed by those who start in them, others offer quests unique to those characters or can only be accessed 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 at the level 3 of the Blighted Ruins and must climb up to the first level, where a boss waits. The fight is optional: you can exit straight to the worldmap and skip it altogether, but bear in mind that the ruins cannot be accessed again once you leave (even if you defeated the boss).

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.

Krog

Main article: Ruins of Kor'Pul

Krog characters of any class start at the Ruins of Kor’Pul. Choosing this race is thus a way to skip special zones in the beginning, supposing you can find a reason to do so—perhaps in order to make the game more challenging, considering that the extra experience from those additional zones is meant as a boost to classes that would 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 the level 2 of a random T1 dungeon and, depending on where you end, 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 apply 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 finish two dungeons—the Ritch Tunnels and Murgol’s Lair, inacessible 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, will start at the Gates of Morning. The boss will take the fight to the level 2 of a random T1 dungeon. Depending on where you end, 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 an optional quest—not obtainable any other way. Should they accept, they will be taken to a dungeon in outer space where they will have to use cast phase door in order to move around. Being an optional area, monsters there can be rare+ and the zone is a hard zone on Insane+.

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 an optional quest—not obtainable any other way. Should they accept, they will be taken to a dungeon filled with temporal spiders. Being an optional area, monsters there can be rare+ and the zone is a very hard zone on Insane+.

Standard Start

Characters whose build do not belong to any of the categories above will start at one of the following zones instead, the only consideration being 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 of any class not listed above 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 of any class not listed above start at Trollmire. Being a default zone, they can leave and come back at any time.

Notes

1.^  For example, since the Iron Council, being the special zone for dwarves, has precedence over the chronomancers’ start, a Dwarf Temporal Warden will never be able to access Point Zero.
2.^  Starting zones in the Embers of Rage DLC 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.

See Also

External Links