6/8/2023 0 Comments Tome dark cryptTriggered by Linaniil ( Angolwen) or Protector Myssil ( Zigur), after saving Derth Triggered in Daikara when reducing your future self to below half life, Temporal Wardens only "A passing caravan tells you a rumor about a shadowy cult." Triggered by encounter must be level 25+. Marked as "Entrance the tinker's master cave" Appears at start of game if player character already knows Tinkers, else it will appear if player chooses to learn tinkers from a tinker escort. Triggered by encounter must be level 18 or higher.Īdded by Embers of Rage expansion. Human/elven Anorithil/ Sun Paladin only, in Gates of Morning Triggered by novice mage (southwest of Derth) Triggered by encounter north of Last Hope Human/elven/halfling Temporal Warden/ Paradox Mage only (This feature is technically applied to all campaigns, but only the Age of Ascendancy campaign contains both zones and bosses flagged as Tier 1.) The required number of Tier 1 boss kills is normally 3, but Yeek characters require 4 boss kills before this option shows up. In the Age of Ascendancy campaign, when the player first enters a Tier 1 zone after having killed a certain number of Tier 1 bosses, they will be given the option to stroll to the last level of the zone, which if accepted, transports them there immediately. If a zone is eligible to be its alternate layout, then the alternate layout has a 50% chance to be used if the zone has the Tier 1 Guardian requirement, or a 33% chance if it does not. The Ruined Dungeon also uses the alternate zone code (including the Tier 1 Guardian requirement) to decide which puzzle to use. Both of these requirements are waived if you are using Developer Mode. The Tier 1 zones without this requirement are the Heart of the Gloom, the Murgol Lair, the Ruins of Kor'Pul, and the Scintillating Caves. The Tier 1 zones with this requirement are Norgos' Lair, Rhaloren Camp, and the Trollmire. For some alternate Tier 1 zones, there is an additional requirement, that you have killed at least one Tier 1 Guardian on your current character. Reached from the Old Forest, the Lake of Nur.Īlternate zones can only appear if either you have seen the normal zone before, or you have defeated The Master and earned the Vampire Crusher achievement before.The Tier 2 zones (the Daikara, The Maze, the Old Forest, and the Sandworm Lair).The class/race-specific zones don't have alternate layouts, except for the Murgol Lair.The Tier 1 zones (the Heart of the Gloom, the Murgol Lair, Norgos' Lair, the Rhaloren Camp, the Ruins of Kor'Pul, the Scintillating Caves, and the Trollmire).Some zones in the Age of Ascendancy campaign have a "normal" and "alternate" zone layout, one of which is chosen at random each game, which affects which terrain and NPCs appear in the zone. This is an old, out of date map, but interesting still. The continent of Tar'Eyal cannot be explored at the moment, but may become its own campaign at a later date. Access to the main continent of Var'Eyal becomes possible mid-way through the Embers of Rage campaign. Players in Embers of Rage start on an island off of the main continent of Var'Eyal. Var'Eyal (the Far East) becomes accessible from the end of Reknor. Players in the main campaign begin on the continent of Maj'Eyal. The world of Eyal has three (known) continents: Maj'Eyal (West), Var'Eyal (the Far East) and Tar'Eyal (South). If you are a newer player, you may wish to read this general guide to the zone order. Some zones are towns, which may have buildings ( stores) as well as (primarily) non-hostile NPCs. Starting in version 1.5.0, this now only sets the level scaling for the floor you entered, and does not affect any other floors of the zone, limiting its effectiveness. ![]() ![]() The level of enemies also increases by 1 for every level/depth (so Dreadfell 5 is 4 levels higher than Dreadfell 1).Ī common trick for some of the tougher zones was 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). 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. There are currently three known exceptions: anything in a vault the storage chamber of the Sher'Tul Fortress and the special vault zone in the Embers of Rage campaign. Items left on the ground of a level may vanish when you leave that level. They contain one or more levels (maps) connected to each other by stairs. They are usually entered by traveling to a specific point on the wilderness map. Zones are places you can go, containing NPCs (monsters and/or friendlies) and items.
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