Tales of Maj'Eyal

Tales of Maj'Eyal

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Dungeon Order [Spoilers]
By SquarelyCircle
The order that you tackle the dungeons will be the difference between getting your character to level 10, 20, 30 or beating the game. This guide is intended to help people who are confused about which dungeons to take on.
Spoilers are unavoidable, but I won't go out of my way to spoil stuff. However, if you feel like learning about the game on your own, then you really should start that way. I played through a few dozen characters before starting to look for advice on dungeon order. Frankly, such advice is rather sparse, but what I found was really helpful.
I plan to pass on this information, along with my own insights.
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Introduction
Dungeon Difficulty
Each dungeon has content at a fixed difficulty level. Obviously, since the maps are randomly generated as you go, there is some range to the difficulty. However, if you attempt to do higher level content at a very early point, you'll get killed for sure.

How to use this guide
This guide is intended to aid you in deciding where to go next. I leave it open on a second screen while I play. I look at where I've been and decide where to go next. Usually, that'll be exactly what the guide says, but sometimes I vary based on my current situation. There is absolutely no guarantee that by following this order you will wind up beating the game without any challenge (I hadn't when I started this guide). It's a hard game.

Some Considerations
Finally, I think I should point out that I play as the alchemist almost every game. In my experience, the alchemist's AoE is extremely effective in some circumstances that might otherwise be quite difficult for a 1v1 kind of brawler character. So, you should take all this with a grain of salt, and perhaps come up with your own order based on your character.

Consider this a soft guide for those who really just need something semi-useful to start with.

Thanks to ibanix for the link to the Recommended Zone Order Progession page of the Tome wiki: http://te4.org/wiki/Recommended_Zone_Order_Progression
Players should look that guide over, too.
Spoiler Warning
If you look through this whole guide, or even to the next place to go, you're likely to find some content spoilage. Just warning you... if you don't want to spoil the game, then why are you looking here? If I ever come up with a decent way to avoid spoilers, I'll try to implement it, but I don't see how that's possible.
Guide Version
1.2 - Won the game and added notes. Cleaned up sections, adjusted stuff. Stuff.
1.1 - Added Mid-late and Late game sections. Adjusted some descriptions for clarity, simplification, or to make suggestions more universal.
1.0 - Initial Release based on my personal notes.
Row's Map
Someone named Row made a useful map for beginners. I'm including it here because it is great when you're first getting oriented. The world map is not randomly generated. However, a few events can pop up at random locations.
The forum post where Row posted this map:
http://forums.te4.org/viewtopic.php?f=41&t=34478

Row explains the color coding as follows.

Color coding:
brown - towns
green - tier 1 locations
yellow - tier 2 locations
red - later locations
pink - random locations
cyan - bodies of water
Beginning
Trollmire (Consider coming back later for final boss)
Derth Arena
Norgos’ Lair
Heart of Gloom
<Dwarves> The Deep Bellow (in the Dwarf City, the Iron Council)
Scintillating Caves
Rhalon Camp
Early
Lumberjack Village
Old Forest/Lake Nur (Watch out for those guys with energy shields (luminous horrors?). Come back later if you struggle to kill them.)
Derth Storm (lvl 14 after)
Kor’Pul (lvl 15 after)
Sand Dunes
Golem Grave Yard (Xafron Chi suggests waiting until later, perhaps early-mid; my experience suggest that the graveyard can sometimes be randomly much more challenging than it usually is, so consider waiting)
<Underground merchant guy>
Maze (lvl 19 after)
Early-Mid
Last hope - learn armor, start brotherhood of alchemists quest
Last hope graveyard - Enter, but don't beat. This is one of a few areas with an adjustable difficulty based on when you enter.
Hidden Compound (turn off auto use before starting the slave brawl, if using the mod) (lvl 19)
Very old Halfling Ruins(lvl 20 after)
Ruined dungeon (careful, this one can be tricky)
Daikara mountains(lvl 23 after)
Temporal rift (level 24 after)
Undergound Kryl cult thingy (save Melinda and followup quests)(lvl 25 after)
Urkis (Derth storm continuation via that angel lady in the magic town)
*Farportal (lvl 27 after)
*Farportal, again.
Last Hope Graveyard
*Another farportal, if you can.
Mid
Dreadfell Tower (on my first attempts, I died three times at levels 26, 27, and 28.)
Volcanic Caldera (If it has popped up (30% chance). Wiki says 25-30, taking it on at 31 seemed quite safe)
Last Hope (central building)
*Far portal
*Far portal again
Gate to Reknor (up to portal)
Finish Reknor (Unremarkable Cave)

11x Orc Mobs (lvl 34+)

Gates of Morning (get the quest for Ardughrol)
Ardughrol (lvl 35 after)
Back door to the Vor Armory (If you aren't really close to level 36 by the time you get to the 2nd level, you might consider fighting some mobs) (lvl 36 after) (Also, the NW most room of the lower level is a surefire way to get yourself killed)
Gates of Morning (Get instructions to Briagh's lair)
Briagh's Lair
Gates of Morning
Mid-Late
Last Hope (get Tannen's quest)
Reknor
Last Hope (get location of Telmur, Tower of Telos)

Backup Guardians - The wiki has a cool table for these guys. Just beat them in the order that the wiki has them listed. I'm attaching a snapshot of the wiki below. Note that the Reknor backup guardian listed in the wiki is the same one I just sent you to... I defeat him first since he is central to the plot.
http://te4.org/wiki/Backup_guardian

Elven Ruins (Lvl 40 after)
Telmur, Tower of Telos (lvl 41 after)

Late
Finish up Brotherhood of Alchemists quest
Cavern leading to the Valley of the Moon (Near Rak'Shor Pride)
Prides - Although there seems to be little reason to pick one order over another, the wiki lists Rak'Shor as having very slightly weaker enemies than the others. So, I start there and complete the things near it, first. I end with Grushnak, since it leads directly to the next areas.

Do the first two prides:
Rak'Shor
Gorbat (Near Rak'Shor) (Lvl 44 after)

Then:
Erúan (Near Rak'Shor)

Finally, finish the last two prides:
Vor (lvl 46 after)
Grushnak

Slime Tunnels (Beneath Grushnak)

Everything else you want to do in the game should be done before entering the High Peak.

High Peak (from Slime Tunnels)
Closing remarks
Feel free to comment on the order you prefer. Is there anything class specific that you take into account? Are there dungeons missing (some I'm aware of, such as the underwater cave)? Is there anything you think could be added to this guide to help other players?

Thanks, and happy times in the lands of Maj'Eyal!

*From SatanBless "Just a note to any players reading this, if you are playing on higher difficulties, especially insane, don't do Farportals after level 10, you will die there. Its very common for Out of depth monsters to spawn there, and the monsers are far tougher as well as more densely populated together in Farportals than regular zones. Don't throw your run away doing farportals on Insane to try and get some extra levels, its not necessary to win and will save you many hours."
47 Comments
SquarelyCircle  [author] 8 Sep, 2023 @ 9:45pm 
It's been a long time since I've played, but I think the idea was to basically clear everything you could. So, yes.
The_MixMaster™ 3 Sep, 2023 @ 6:02pm 
So unrelated to the guide but, do you recommend full clearing every floor of every dungeon for the XP? I've been finding it kind of tedious, especially on some of the more annoying or longer dungeons.
_TheBunnymaster_ 19 Aug, 2023 @ 8:07pm 
The Deep Bellow and other Dwarf dungeons are available sometimes if you look where the city is supposed to be. Kinda bad xp if you're also doing all the other newb areas but it does have precious low level loot if you're struggling with the RNG fairy. I usually do all the green areas though, so YMMV.
SquarelyCircle  [author] 23 Jul, 2022 @ 6:18am 
Yeah, it's been a while since I made the guide. Things might be different now... or heck, I could've been doing dumb stuff back in the day. It's probably something that more experienced players don't need or could do better. This guide was mostly my own efforts to learn the game, which resulted in a bunch of notes, and I decided to share some of those notes as a guide.
If you've got advice, feel free to throw it out. :)
Oggs 23 Jul, 2022 @ 4:08am 
Interesting guide, take a couple of farportals, and then late in the game you can finish the alchemist's quests :D

MOST of it is reasonable advice, but not all
Enderb0w 9 Mar, 2021 @ 11:30am 
I thought I just sucked at the game until I started doing all of the early locations first and realized I was (mostly) just under leveled
SquarelyCircle  [author] 9 Dec, 2020 @ 7:21am 
Thanks for the tip. I'll add it in the guide.
SatanBless 8 Dec, 2020 @ 2:57pm 
Just a note to any players reading this, if you are playing on higher difficulties, especially insane, don't do Farportals after level 10, you will die there. Its very common for Out of depth monsters to spawn there, and the monsers are far tougher as well as more densely populated together in Farportals than regular zones. Don't throw your run away doing farportals on Insane to try and get some extra levels, its not necessary to win and will save you many hours.
Athos the Mad 22 Oct, 2020 @ 5:28am 
Everything is about 10+ levels above the recommended level. I don't think build matters as much as that scaling
SquarelyCircle  [author] 21 Oct, 2020 @ 10:45am 
@Fist of Polaris
Yeah, Lake Nur depends on your build. Actually, it's been a while, so I can imagine it being very different from last time I played. But last time I played, I sometimes could do it early and sometimes couldn't, depending on my build for the run.