
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.
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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 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.
