Tales of Maj’Eyal Berserker Walkthrough

Tales of Maj’Eyal Berserker Walkthrough 1 - steamsplay.com
Tales of Maj’Eyal Berserker Walkthrough 1 - steamsplay.com
This is a guide intended for people who haven’t played much and are looking for their first win, or have hit a brick wall on their first attempts and are looking for guidance.

It uses a Thalore Berseker with Antimagic. This isn’t the simplest possible character but it’s simpler than many other builds.

The guide includes specific directions for unlocking other classes. Specifically it unlocks skirmisher, cursed, archmage, brawler, wyrmic, summoner, anorithil, sun paladin, adventurer, temporal warden, doomed, necromancer, and oozemancer. Reaver might happen as well, but there’s no way to force it to happen in the guide. Yeek, Skeleton, and Ghoul race unlocks are also possible but not guaranteed.

*** SPOILER WARNING ***

As you might expect, this guide spoils pretty much everything. If exploring these kinds of games is part of the fun for you, this might not be the best guide.

*** SPOILER WARNING ***

 
 

Starting notes

 
– Do the tutorial, it answers a lot of basic interface questions. 
 
– This guide assumes no DLC, but I’d strongly recommend one addon, the Zomnibus pack of utility and interface improvements: 
 
https://steamcommunity.com/sharedfiles/filedetails/?id=203060064 
https://te4.org/games/addons/tome/zomnibus-addon-pack 
 
These are usually the same version, but the steam workshop tends to have less addons than the official site and many of the addons on steam only work with older versions of the game. 
 
Zomnibus is constantly updated and stable and makes only the most trivial gameplay changes, some of which approach bugfixes. Since it doesn’t make any real changes, the guide will work just fine without it. The only real “cheat” is making the world map encounters optional. They’re easy to avoid but annoying otherwise, as failing to avoid them at low level is usually a quick death. 
 
– Character creation – start a new game and select: 

  • Age of Ascendancy campaign 
  • adventurer permadeath 
  • normal difficulty 
  • Elf -> Thalore 
  • Warrior -> Berserker

 
– You’ll start in Norgos’ Lair at the talent and stat selection screen. Dump three points into strength, a second point into stunning blow (2/5), a point into rush (1/5), a point into vitality (1/5), and accept changes. 
– Before exploring the level, just hit “<” to return to the world map as there are things we’re going to do first. 
 
 

Exploring the world map

 
1. You can use “z” (default) to autoexplore. 

  • The passage of in-game time (months and days) is irrelevant, don’t worry about it. 
  • Only adventurer patrols will be hostile – avoid them, they are guaranteed death early in the game. Ziguranth patrols are hostile if you use magic and they’re much more common.

 
2. Our first destination is Zigur, which is southeast from where you start, east of the mountains, west of the lake. 

  • You can only enter Zigur if you have no spells (e.g. rune inscriptions, talents that say “is a spell”). 
  • Once inside, read the sign (“Zigur Postsign”) just northeast of the entrance. 
  • This lets you betray escorts so that you get non-spell options from magical escorts. 
  • You only have to do this once, all further characters will have the option.

 
3. Our second destination is Last Hope, which is further southeast from Zigur. 

  • Inside, go to the southeast corner to a building without a sign out front. 
  • Enter, accept the quest to find alchemy ingredients, pick Elixir of Foundations (2 generic points). This starts The Brotherhood of Alchemists sidequest. The elixirs all give a permanent bonus. 
  • Each time you complete an elixir, one of the others is completed at random. When any of the four alchemists completes all three of their elixirs, the quest is over. 
  • Accept his other quest (the graveyard) so that you have the option of doing it later to unlock Necromancer.

 
4. Our third destination is to wander around the wilderness just north of the fields north of Last Hope, in an area of forest that looks like an inverted “V.” Eventually you’ll see an event of someone asking for help, accept the offer for The Beast Within sidequest. We’ll actually do the sidequest later in the game. 
 
5. Our fourth destination is Agrimley the hermit alchemist, who can be at many different places on the map, so just explore. We want to work on his Elixir of Focus (2 skill points). 
 
 

Tier 1 dungeons, character notes (Level 1 to 15)

 
1. When leveling, maximize Strength until it turns grey (capped for level). This adds to our base damage and lets us qualify for most of our skills. 
 

  • Until otherwise noted, always keep equipment that gives bonuses to Constitution, Willpower, and Cunning. 
  • We can use these to unlock skills we otherwise wouldn’t qualify for. It only checks if you have the requirement when spending the point, so if you no longer qualify afterwards, it doesn’t matter. 
  • If Strength is maxed, put points in Willpower.

 
3. If you find an artifact that says “Powered by arcane forces” keep it, we’ll need it for a quest. The item doesn’t matter. Either orange or yellow items will work for the quest. 

  • Items are usually tier 1-5 if they have a tier. Higher tier items have better base damage, armor, etc… 
  • White items have no specific bonuses. 
  • Green items tend to have weaker enchantments, but can be decent in a pinch. Higher tier means better bonuses. 
  • Blue items are better than green, early in the game they’re rarer than artifacts. 
  • Purple items are better than blue, also very rare early in the game. 
  • Pink items are called rare and usually have multiple lower tier enchantments but also sometimes have effects that don’t exist on lower items. Rare enemies drop rare or better items, so these are surprisingly common. 
  • Orange items are called randarts (random artifacts) and can be extremely powerful as they have multiple top tier effects for their level. Don’t expect to see many of these. 
  • Yellow items are called fixedarts (fixed artifacts) and are always the same. Orange items are often better. These include set items that give additional bonuses if both pieces are worn.

 
4. For equipment, you will want: 

  • The best two handed weapon you can find (focus on the weapon’s base damage, then critical chance). You can hit “C” to check your character sheet (offense tab) to see damage. Tridents, whips, and staves may be two handed, but they need different skills for bonus damage. 
  • The body armor with the best armor rating you can find, preferably “massive” armor (i.e. plate) once you can use it. 
  • For all other equipment slots, the most important bonus is extra health, it makes a big difference at low level. 
  • If you can find a shield, a sling, and bullets, keep them. They will be used to unlock the Skirmisher class. You can buy cheap ones in Derth if desperate. 
  • The tool shop in Derth may sell lamps with larger light radius. Try to get one with light radius and health (bright, of health), they’re fairly common and fairly cheap. 
  • If possible, find or buy an item that gives you water breathing (headwear or armor) or makes you undead (belt or light) as there is a later dungeon that’s underwater and these will avoid the annoying drowning mechanic. 
  • Rare and randart items can have very high stamina regen bonuses (e.g. 3 per turn). Use one of these if you can. 
  • If you find the blood of life or blood of undeath, use them immediately. 
  • Items with activated abilities all usually share the same cooldown (“charm”), but there are fixedart items that have their own independent charge counters. 
  • After going antimagic, you can’t use any items “powered by arcane.” 
  • One critically useful item is a set of gloves called “Spellhunt Remnants” – you can use them to destroy arcane powered items to increase their power. Once they’re tier 5, they’re a major help against any magic using enemies, especially the final bosses. They typically drop very early in the game if they drop at all.

 
5. For class skills, take the following: 

  • Two-Handed Assault: Stun (to 3/5 ASAP), Fearless Cleave (1/5), Death Dance (to 3/5 ASAP), Execution (1/5) 
  • Berserker’s Strength: Warshout (1/5), Berserker Rage (4/5), Shattering Blow (3/5), Relentless Fury (1/5) 
  • Combat Techniques: Rush (3/5), skip the rest. 
  • Combat Veteran: Quick Recovery (1/5), skip the rest 
  • The exact number of points available will vary because of the elixirs. If you end up with extra, put them in Two-Handed Assault skills other than Fearless Cleave. The last four class points you allocated can be removed (not in combat) by right clicking on them as long as they’re not a prerequisite.

 
6. For generic skills, take the following in order of priority: 

  • Thalore: Gift of the Woods (1/5), Verdant (1/5), rest aren’t available yet. 
  • Combat Training: Thick Skin as high as you can take it based on Constitution bonus gear, probably won’t go above 1/5 at this point in the game, Heavy Armor (3/5 ASAP), Combat Accuracy (3/5), Weapons Mastery as high as you can take it so likely 3/5 by 15, skip the other two skills. 
  • Conditioning: Vitality (1/5), Unflinching Resolve as high as you can take it with Constitution bonus gear, probably only 1/5 at this point, rest aren’t likely to happen. 
  • Survival: One point in each skill is the goal for now but we’ll need Cunning bonus gear to get there. 
  • You’ll probably end up with spare points. The last three points you allocated (except for in Heavy Armor) can be moved around, so if you have spare you can put up to three them in Vitality or Gift of the Woods and just take them out when better options are available.

 
7. You’ll get category points at level 10, 20, 34, as well as one from a late game quest. Use the one from level 10 to unlock an inscription slot. 
 
8. For inscriptions, you will start with three (regeneration, healing, and wild) and will have an empty fourth slot with the category point. 

  • Regeneration takes a turn to use and heals over time, but usually heals more than healing. The starting regeneration infusion is really bad, replace it ASAP with another healing or wild. It also can’t be used at the same time as our racial ability. 
  • Healing doesn’t take any time, heals, and removes most damage over time. The starting healing infusion is really bad, replace it with a better healing infusion once you’ve replaced your regeneration infusion. Cooldown time is almost as important as amount healed for healing infusions. 
  • Wild removes a random status effect of the types listed in the description and gives temporary damage resistance. The starting wild infusion is decent, it removes a physical effect. 
  • Unless desperate, only use wild infusions to remove important effects (e.g. stun) not for resistance. Bleeding and poison can be removed by a healing infusion, so use that instead of wild if possible. Daze will be removed the next time you take damage so it’s rarely worth the wild. 
  • If getting a new wild infusion, physical is by far the most important, followed by mental. Always have at least one wild infusion that can remove physical ailments, as they’re the most common ailment and blind, stun, and disarm can be devastating. Mental is the second priority, especially by late in the game where there are enemies that can put you to sleep and use the Inner Demons skill to create clones of your character attacking you. 
  • Better wild infusions can remove multiple ailments (e.g. both mental and physical), get these if possible, even if their other aspects are worse. 
  • Movement infusions increase your movement speed. 500% means you can travel 5 spaces in one normal turn, which is a lot like a short range teleport. Get one of these as soon as possible, as you can use it to escape bad situations. Always have at least one “run away” ability available at all times and you’ll avoid many deaths. 
  • Infusions can be found or they can be bought in Shatur, Derth, Zigur, or Last Hope. There are also heroism infusions, which let you survive into negative life and are valuable for builds with low maximum life – that won’t be our problem. 
  • Runes use the same slots as infusions but they will screw up our antimagic strategy so they’re vendor trash to this build.

 
 
 

Tier 1 (T1) dungeons

 
There are six Tier 1 (T1) dungeons on the map. Some characters get special T1 dungeons (e.g. Dwarves get two extra for a total of eight) as well. 

  • These will scale in level, but not much, so they’ll be trivially easy at the end of the section. 
  • Clearing all six is recommended, but not required. Do at least Norgos and Trollmire.

 
1. Start with Norgos’ Lair, which is where we started. Three floors. 

  • You may get escorts in this dungeon – they can appear in the first two T1 dungeons you visit. Always use the betray option if available so you do not take magic abilities on this character. Saving the escorts will either give you skills, stats, or saves. Take new skills unless pointless (specifically the betrayed Alchemist gives mindstar weapon skills we’ll never use). The escort missions are unreliable as the escorts are morons, this guide assumes none will succeed. You can get at most six successful escorts in each game. 
  • General strategy is to explore until you see an enemy, then retreat behind cover and let them come to you. Do not use Rush to close the distance to an enemy in an unexplored area, you may find more enemies and get swarmed. 
  • Save the movement infusion (when you get one) where possible as a way to escape. 
  • The boss, Norgos, is on the third (last) floor of the dungeon. Other than his ice blocks (can stop healing), he’s easy. The first boss that you kill will drop the rod of recall, which will bring you back to the world map. 
  • Enemies don’t scale on level once spawned, so you can come back later. If at any point you run into a fight that’s too hard, just run away and do something else until you’ve gained levels or gear.

 
-After clearing the zone, visit Shatur (right next to Norgos’) and Derth (south of Trollmire) and shop for infusions. Derth has another alchemist; his elixirs aren’t as good as the two we’ve started so ignore him until we’ve finished the two elixirs we’ve started. 
 
2. Second zone to clear is Trollmire, which is just to the west of Norgos’ on the other side of the woods. Three floors. 

  • You will also potentially get escorts here on floors 1-3. 
  • Since there aren’t as many corridors or choke points on this map, the hide and wait strategy may not be effective and you’ll have to be more aggressive. There are various plant enemies here that are stationary, so you’ll have to charge them. 
  • You may encounter a small fort-like area on these maps with stationary crystals that shoot at you. These are dangerous for this class, avoid them. You can come back later (after clearing the other T1’s) and do them if you want. 
  • The boss is one of two unique trolls. If the area is watery, the boss will be a wizard type, otherwise a fighter. Neither one is hard. When you damage the boss enough, it will drop a note that unlocks the 4th floor. 
  • Go back out and do more shopping if you need to before proceeding to the 4th floor. When ready, head to the 4th floor for an optional boss – that map is always the same layout. For this area, lure enemies out one at a time until you find the actual boss, Bill. He hits like a truck and will stun you (save physical wild for stun). If for some reason you can’t get him alone, fight him in the corridor area. 
  • The first time you kill Bill, he’ll drop a transmogrification chest that auto-sells items for you. Like the Zigur sign, this only needs to be done once per account, not on every character, though it’s worth killing Bill on future runs for his loot and xp.

 
-After clearing the zone, return to Derth and find the arena challenge (the guy that talks to you). You must do this before level 14. There are three opponents (a slinger, a fighter that can rush and stun, and an arcane blade). Winning this gets you two generic points. 
 
3. Third zone to clear is Kor’Pul, just west of Trollmire. Three floors. 

  • As with Norgos’ Lair, find an enemy, lure it back, kill it, repeat. Slimes are stationary but can teleport randomly. You’ll have to charge them. 
  • This area is dark, so you cannot see beyond your light radius (enemies will be seen to 6 with Heightened Senses). 
  • This area sometimes contains “Vaults” which have special doors that ask a confirmation before you open them. Vaults tend to be very dangerous. It’s best to at least clear the rest of the floor before opening. It’s safer to just skip the vaults and come back at the end of the T1’s to clear them. 
  • This area also sometimes contains golden chests which always contain a good item. About 50% of the time they will also include enemies, including rare enemies that also drop good items. As with the vaults, clear the rest of the floor first, though the chests tend to be easier than vaults. 
  • The boss is on the third floor; the southern part of the zone is always the same, the side the boss is on varies. It is either a thief or a spirit. Neither is particularly dangerous as long as they’re alone.

 
4. Fourth zone to clear is Heart of the Gloom, just east of Shatur and Norgos’ Lair. Three floors. 

  • Enemies in this area often have additional abilities that inflict minor status effects. 
  • As with Norgos’ Lair, find an enemy, lure it back, kill it, repeat. 
  • If you walk into a floor and start in a big area surrounded by enemies, just leave and come back after the other T1’s. 
  • Boss is on 3rd floor and may be surrounded by shadows. Shadows are resummoned easily, don’t waste time on them.

 
-After you hit level 14, Derth will have an event. Ignore it for now, but make sure you do the quest there before 14. 
 
5. Fifth zone to clear is Scintillating Caves, which is a long ways to the south of Kor’Pul.

  • Three floors or five floors depending on layout, boss is always last floor. 
  • There are a lot of crystals in this zone that will shoot at you but are immobile other than random teleports. These are a good enemy to fight to unlock skirmisher. You will need a sling, bullets, and a shield. Blocking their attacks (equip the shield for the block command) will place a “counterstrike” debuff. Shoot them with the sling at maximum distance (6) and hit the counterstrike to unlock ***SKIRMISHER***. 
  • The boss here is stationary and spams ranged attacks at you. Charging in is the only option.

 
6. Sixth and final T1 zone is Rhaloren Camp, just west of the caves. Three floors. 

  • This zone never spawns escorts, regardless of the order you visit the T1’s. 
  • Other than the first floor, which is sometimes outside, this is a dark area like Kor’Pul. 
  • Same strategies as always. A lot of the mages here inflict bleed with their spells, use a healing infusion and use the wild on the dazes. 
  • Boss on third floor is a fairly dangerous mage that can also iceblock you, but he shouldn’t be hard at this point.

 
 
 

End of the early game

 
1. After clearing the T1’s, head to the woodsman camp north of Last Hope for The Beast Within. You have to fight one strong melee enemy, don’t worry about the dying lumberjacks. Defeating the boss will give you a guaranteed pickaxe if you don’t already have one and unlock ***CURSED***. 
 
2. You should have an arcane powered artifact (yellow or orange) by now. Give it to the apprentice mage SW of Kor’Pul. This will unlock the ***ARCHMAGE*** class. You cannot complete this quest after you go antimagic. This also opens Angolwen, a town that we will not be able to visit after going antimagic, that has an infusions shop and a jewelry shop, check them out before going antimagic. 
 
3. Go to Zigur, and visit the house northwest of the arena in the north of town, accept the challenge. 

  • You’ll fight a series of enemies, most are weak. Only the last one (an orc mage) is difficult. 
  • You only fight one at a time. Take them slowly, stall if needed to refresh cooldowns. 
  • Ghost-like enemies called dreads are the ones right before the boss, save your skills and try and be in the best fighting shape after killing them. 
  • The orc mage has an ability called Bone Shield. This blocks attacks regardless of their damage. Skills that do multiple weak attacks, such as your stun, can be used to wear down the shield. 
  • Completing this will turn you antimagic, giving you the antimagic generic tree.

4. Go back to Derth, and very carefully search the town for the air elementals – when spotted, duck behind a building and wait for them to come to you as multiple lightning bolts at the same time could be deadly. 

  • After clearing Derth, return to Zigur and talk to Protector Myssil in the building at the northwest side of town. 
  • She will open the zone to Tempest Peak, which is the home of Urkis, a very hard early game boss. 
  • Go to Tempest Peak (the zone is east of Heart of the Gloom in the mountains), and clear the short first floor if anything is there. Go to the second floor to set the level and leave.

5. Visit the halfling ruins west of Zigur. Four floors, but don’t complete all four yet. 

  • The first floor looks like a town and usually has only skeleton warriors, archers, and mages. All are nasty. As usual, lure and fight to avoid getting swarmed. Skeleton mages are a common killer, be careful with them. 
  • On the final floor, do not enter the southernmost part of the zone or just leave as soon as you enter. This will set the boss’s level at the current point so that we can come back later and guarantee a win. The boss isn’t hard, but we need to be able to kill him before he kills the yeek as there are rewards for saving the yeek.

6. Complete the “Hidden Compound” zone. The location is random, so you’ll have to explore. 

  • This is mostly for the Brawler unlock – if you have the class or don’t care you can skip this. It also gives you an OK artifact ring and might be worth it anyway for the xp. 
  • The first two floors have enemies in groups of three – a yeek mage and two brawler escorts. Killing the yeek will convert the brawlers to your side (if you do this enough times you get an achievement). 
  • The bottom floor has an arena. You can fight in the arena for 150g to unlock ***BRAWLER***. You control a new character (a brawler) for these fights. Use your infusions when possible to keep your health up. If you fail, you can keep trying for 150g until you get it. You also get a fixed artifact ring when you win that lets you get a little life back for dealing damage. After winning, or if you’re just here for the xp, kill the Blood Master.

 
 
 

T2 Dungeons, character notes (16 to 25)

 
1. When you hit level 24 and go to the map you may get a prompt for an optional dungeon. Skip it. This is a side dungeon that’s mostly about achievements, it also unlocks the redhead cosmetic option. If you have lots of blight resistance (>30%) it might be worth a gamble, but it’s a very dangerous area. If the popup talks about tunnels, it’s the Trapped! quest and you’ll want to do it. 
 
2. Level 25 is a Prodigy. Take Superpower as this will boost our antimagic skills and allow us to use our willpower to add melee damage. Other good options for Berserkers are I Can Carry the World! (we’ll take that at our next prodigy at 42), Flexible Combat (min-maxing the “best” option but complicated to optimize), Legacy of the Naloren (guarantees what is arguably the best melee weapon in the game), Giant Leap (adds mobility, an area attack, and status removal all in one skill), and Never Stop Running (permanently fixes mobility problems). 
 
3. When leveling, maximize Strength until it turns grey (capped for level). 

  • Until otherwise noted, always keep equipment that gives bonuses to Constitution, Willpower, and Cunning. 
  • If Strength is maxed, maximize Willpower.

 
3. For equipment, you will want: 

  • The best two handed weapon you can find. 
  • The body armor with the best armor rating you can find, preferably “massive” armor (i.e. plate). 
  • For all other equipment slots, the most important bonus is extra health, we’re still low enough that it’s the main concern. 
  • If possible, find or buy an item that gives you water breathing (headwear or armor) or makes you undead (belt or light) as there is a dungeon that’s underwater and these will avoid the annoying drowning mechanic. 
  • Rare and randart items can have very high stamina regen bonuses (e.g. 3 per turn). Use one of these if you can. 
  • If you find the blood of life, use it immediately. Blood of Undeath won’t work for antimagic.

 
5. We’re using the level 20 category point to unlock Bloodthirst. 
 
6. For class skills, take the following: 

  • Two-Handed Assault: Stun (3+/5), Fearless Cleave (1/5), Death Dance (3+/5), Execution (3+/5) 
  • Berserker’s Strength: Warshout (1/5), Berserker Rage (4/5), Shattering Blow (3/5), Relentless Fury (1/5) 
  • Combat Techniques: Rush (3/5), Precise Strikes (1/5, don’t use it), Perfect Strike (3/5), Blinding speed (2+/5) 
  • Combat Veteran: Quick Recovery (1/5), skip the rest 
  • Bloodthirst: Mortal Terror (1+/5), Bloodbath (1/5), Bloody Butcher (1/5), Unstoppable (4/5) 
  • The exact number of points available will vary because of the elixirs. The priority is the Bloodthirst skills as soon as they’re available. The last four class points you allocated can be removed (not in combat) by right clicking on them as long as they’re not a prerequisite.

 
7. For generic skills, take the following: 

  • Thalore: Gift of the Woods (1/5), Verdant (1/5), Guardian of the Wood (1/5), Nature’s Pride (1+/5) 
  • Combat Training: Thick Skin as high as you can take it based on Constitution bonus gear, probably won’t go above 2-3/5 at this point in the game, Heavy Armor (3/5), Combat Accuracy (3/5), Weapons Mastery (4+/5), skip the other two skills. 
  • Conditioning: Vitality (1/5), Unflinching Resolve as high as you can take it with Constitution bonus gear, probably only 2-3/5 at this point, rest aren’t likely to happen. 
  • Survival: One point in each skill is the goal for now but we’ll need Cunning bonus gear to get there, probably have one point in Heightened Senses, Device Mastery, and Track by this point. 
  • Antimagic: Resolve (3/5 ASAP), Aura of Silence (1/5), Antimagic Shield (1+/5), Mana Clash (1/5)

Again, exact points will vary. Priority is getting Nature’s Pride – the treants don’t scale very well on more points but they’re very good at 1/5. With a bit in Resolve and Antimagic Shield you will take substantially less damage except from physical attacks. With good armor that handles physical damage we should be very tanky and rarely need Unstoppable, but it’s there as a panic button. 
 
8. For inscriptions, you should have at least one of healing (regeneration if none of the healing available are any good), movement, and wild. The fourth is up to you, a wild that removes multiple ailment types is the ideal. 
 
 

T2 Dungeons

 
These are the four dungeons listed in the “Into the Darkness” quest. 
 
– Random event, Trapped! for a two floor dungeon. 

  • This event will only trigger after level 18, and only happens on the northern part of the map. On my test run, I hit level 18 after the second T2 dungeon, but it varies. 
  • This can happen randomly as you explore the wilderness, especially in the northern part of the map avoid it if possible. 
  • The first floor is a small but dense maze with a bunch of stealthy rogues. 
  • The second floor has the Assassin Lord, who ultimately gives a choice with his captive merchant: If in serious doubt, side with the AL (second option, not attack) to avoid a challenging fight. 
  • You can attack and fight the AL (and his goons) to free the merchant. This can be fairly hard. If you save the merchant, he’ll reopen his store in Last Hope, which sells a variety of stuff and you can also buy random artifacts from him much later in the game. 
  • If you side with the AL, you’ll unlock the Poison tree for future characters (e.g. rogue). Much later in the game, if you have the Cults DLC, he will give you a way to modify rares and randarts.

 
1. The first T2 dungeon is the Maze, west of Kor’Pul. 

  • Either two floors or four, boss on the bottom floor. Dark area, same as Kor’Pul. 
  • The usual maze is one large floor followed by a second smaller floor. The alternate maze is four floors with big holes to jump down to get to the next floor (no falling damage). In both cases, the maze will have golden chests and a variety of enemies. Use the usual luring tactics. 
  • The usual Maze boss is a minotaur that will confuse you. This means you’ll move randomly or fail to use talents. As always, fight the boss one on one if possible. Fight him near the stairs if needed so you can run. 
  • The alternate Maze boss is a horror with Brawler skills that’s likely an easier fight for the Berserker.

 
2. Second is the Sandworm Lair, western side of map. 

  • Either two floors or four, with a boss on the bottom floor. Dark area, same as Kor’Pul. 
  • There are two variations. The usual lair is four similar floors, the alternate is two but the first is long and the worms more predictable. 
  • There is no path between different parts of the floor by default. You have to wait for sandworms to dig it. Do not get stuck when the walls reform (about 10 turns after they’ve been dug), you will asphyxiate and die. 
  • Tactics usually fall apart here as your primary concern is keeping up with the worms and there’s no retreat. The safest path is to stay right behind the worms when they move. 
  • The boss is a summoner, so do your best to fight through the summons to get to her. Her Ritch Flamespitters are glass cannons, kill them when summoned if you can get to them easily. 
  • If you don’t have it unlocked yet, seeing her summon will unlock the ***SUMMONER*** class. 
  • She drops a heart, which can be eaten for a skill point, generic point and three stat points. Using the heart gives you the locked Harmony tree (we won’t use it) and the ***WYRMIC*** class.

 
3. Third is the Old Forest, south of Derth. Eight floors (four for forest, four for lake). 

  • You can get escorts on each of the four floors of the forest. 
  • There are a variety of events can happen here: 
  • a. A meteor can crash down, spawning some elementals and giving an achievement. 
  • b. There can be graves, which can spawn strong undead. 
  • c. There can be graves that spawn a side area where you have to fight waves of undead (dangerous, gives achievement). 
  • d. Vaults, including two vaults to avoid – Worm that Walks vault (will see carrion worms when opened) and Bandit Fortress – don’t take the stairs unless confident. 
  • e. There can be a storm that summons elementals randomly. 
  • f. There can be nonhostile cultists guarding stones. Killing one of them will summon a dangerous demon. 
  • g. There can be caves that either contains lots of thieves and traps or dragons, both are very dangerous. 
  • h. There can be a stairway down with a bunch of rat undead, the Rat Lich dungeon, which is there for an achievement. 
  • Tactics for the forest are typical luring approaches. There are some immobile plant enemies as well, so you’ll have to charge in sometimes. 
  • The boss is on the fourth floor and is either an immobile crystal or a tree that freezes. 
  • The fifth floor is always the same, a lake with a fortress at the bottom. There is an island next to the fortress – digging a hole in the wall instead of going around saves air. In water you will have an air meter that depletes unless you’re waterbreathing or undead. On most water levels there are air bubbles that will recharge your air until the bubble is used up. 
  • The sixth floor is dark and entirely underwater, air bubbles are fairly common. 
  • The seventh floor is either another water level with harder enemies or a dungeon level like Kor’Pul. This floor always has a lot of horrors. The water horrors will drop bubbles when they die. If not underwater, expect to see Luminous Horrors. These travel in groups and do nasty light damage. 
  • The final floor has a boss, the Weirdling Beast, that has a bone shield, shadows, heals, and eats sustain skills. He can be quite difficult, depending on which infusions and runes he gets. Come back later if needed. Turning off your sustains can actually make the fight easier as he’s going to eat them anyway. Spawning him to set his level and then leaving is prudent, level 25 is a good time to fight him. Defeating Urkis first can be very helpful as you can use upgraded Mana Clash to remove his sustains. 
  • Once you defeat the beast, you’ll get access to the fortress. 
  • Interact with the orb in the middle and insert the rod of recall to turn it on. Talk to the being that appears, exhaust his dialogue. 
  • Drop all your gems and transmogrify them to generate quick fortress energy to get the rod of recall upgrade. 
  • You can store items here safely, there’s even a room that will automatically sort them for you. 
  • There are other functions (library, vault, training, farportal), but they’re not important to this guide.

4. The last T2 dungeon is the Daikara, which is next to Tempest Peak east of the Heart of the Gloom.

  • It has four floors and a sub-dungeon that starts on the 3rd. There are two variations, one has a volcanic eruption ongoing but the main change is the fixed layout to floor 4. 
  • You can get escorts on the first three floors of the area. 
  • Enemies to watch for here are the “firing squad” giants. Groups can fire dangerous volleys of boulders and lightning. Breaking line of sight by going around corners to wait is usually effective. 
  • On floor three there is a temporal disturbance which leads to a dangerous side area that’s especially bad for Berserker. It’s discussed in the postgame section of this guide. 
  • The fourth floor has the boss which is a fairly easy dragon, assuming a one on one fight. If the area is the wide open circle, lure enemies back when possible so don’t get swarmed.

 
 
 

Dreadfell, character notes (26 to 30)

 
1. When leveling, maximize Strength until it turns grey (capped for level, or capped entirely at 60). 

  • Until otherwise noted, always keep equipment that gives bonuses to Constitution and Cunning. You can pitch the Willpower gear once you have Mana Clash and we should have plenty by now. 
  • If Strength is maxed, maximize Willpower and then Constitution. If you’re still struggling to get Track by Dreadfell 9, a couple of points in Cunning is fine.

 
3. For equipment, you will want: 

  • The best two handed weapon you can find. 
  • The body armor with the best armor rating you can find, preferably “massive” armor (i.e. plate). 
  • For all other equipment slots, look for bonus health, bonus critical chance, bonus critical damage, extra physical damage, extra strength, or extra willpower. 
  • Rare and randart items can have very high stamina regen bonuses (e.g. 3 per turn). Use one of these if you can. 
  • If you find the blood of life, use it immediately. Blood of Undeath won’t work for antimagic.

 
5. For class skills, take the following: 

  • Two-Handed Assault: Stun (3+/5), Fearless Cleave (1/5), Death Dance (3+/5), Execution (3+/5) 
  • Berserker’s Strength: Warshout (1/5), Berserker Rage (4/5), Shattering Blow (3/5), Relentless Fury (1/5) 
  • Combat Techniques: Rush (3/5), Precise Strikes (1/5, don’t use it), Perfect Strike (3/5), Blinding speed (2+/5) 
  • Combat Veteran: Quick Recovery (1/5), skip the rest 
  • Bloodthirst: Mortal Terror (1+/5), Bloodbath (1/5), Bloody Butcher (1/5), Unstoppable (4/5) 
  • The exact number of points available will vary because of the elixirs. The priority is the Bloodthirst skills as soon as they’re available. The last four class points you allocated can be removed (not in combat) by right clicking on them as long as they’re not a prerequisite.

 
6. For generic skills, take the following: 

  • Thalore: Gift of the Woods (1/5), Verdant (1/5), Guardian of the Wood (1+/5), Nature’s Pride (1+/5) 
  • Combat Training: Thick Skin as high as you can take it based on Constitution bonus gear, probably won’t go above 3/5 at this point in the game, Heavy Armor (3+/5), Combat Accuracy (3/5), Weapons Mastery (4+/5), skip the other two skills. 
  • Conditioning: Vitality (1/5), Unflinching Resolve as high as you can take it with Constitution bonus gear, probably only 3/5 at this point, rest aren’t that important yet. 
  • Survival: One point in each skill is the goal for now but we’ll need Cunning bonus gear to get there, probably have one point in Heightened Senses, Device Mastery, and Track by this point. 
  • Antimagic: Resolve (3/5), Aura of Silence (1/5), Antimagic Shield (2+/5), Mana Clash (1/5)

Again, exact points will vary. Having Track by the time you get to Dreadfell 9 is very nice to be able to scout the Master’s location. 
 
7. For inscriptions, you should have at least one of healing (regeneration if none of the healing available are any good), movement, and wild. The fourth is up to you, a wild that removes multiple ailment types is the ideal. 
 
 

Dreadfell

 
Arguably Dreadfell is the first “plot” dungeon for the Age of Ascendancy campaign, it’s just west of Last Hope. You can go here at any time from the start of the game, so if you ran away from something in the T2 dungeons you can just come here to gain levels. If, like my test run, you aren’t level 25 yet, go lower in this section and do some exploration until you hit 25. 
 
Remember to pass on the popup dungeon (it talks about cultists, not tunnels) that shows up at level 24 or 25. This guide assumes you’ll skip it as it’s very dangerous and is mostly there for an achievement chain. 
 
1. Once you’re level 25, go back and do Urkis and the Weirdling Beast if you haven’t killed them yet. Be sure to grab the additional rewards from Myssil after Urkis. If you didn’t get Trapped! yet, search the snowy northern part of the map until you get the event (talks about tunnels). On my test run, I hit level 25 after the second floor of Dreadfell. 
 
2. Dreadfell itself is more or less nine levels of the Ruins of Kor’Pul. 

  • You can get escorts on floors 1-8 of the dungeon. Escorts have to have a clear path to their exit to spawn, you may get them on the way back up as well since you’ve opened the doors. 
  • Vaults here are notoriously dangerous, open them at your own risk. 
  • There are three unique enemies that can spawn here that can be dangerous, though mostly annoying: Aletta Soultorn, a wraith that passes through walls and inflicts a lot of confusion and similar, Filio Flightfrond, an skeleton slinger that can be obnoxious to hunt down, and Borfast the Broken, a ghoul bulwark that can be very slow to kill.

 
3. The ninth and final floor has The Master, a Necromancer “Elite Boss” that’s potentially quite hard, though sometimes not that bad depending on the floor layout. He’s randomly placed like any other enemy on that floor. 

  • Use Track if you can so that you know where he is before starting the fight. Clear the rest of the floor first before fighting him so that if you have to run, you’re running to safe areas. 
  • He will summon groups of skeletons and ghouls; fight him in a hallway so that you don’t get swarmed. 
  • Stripping his sustains with upgraded Mana Clash will help, as will silencing and stunning him. 
  • Once killed he will resurrect, once, but he comes back with out any of his sustains so it’s easier. 
  • Killing the Master will unlock either ***GHOUL*** or ***SKELETON*** race – random but the second time you kill him (on another character) you will get the other. 
  • After killing the master and taking the item he drops, you will be ambushed on leaving the tower. Walk back up the stairs rather than using the rod to make sure you didn’t miss any escorts. 
  • For a Berserker, the ambush isn’t a much harder fight than the Master was, but you don’t have to win. As long as Ukruk is still alive if you lose this fight nothing important happens. 
  • Go to the building in the center of Last Hope after the ambush, win or lose, and they’ll send you to Reknor.

 
 
 

There and back again, character notes (31 to 40)

 
1. When leveling, maximize Strength, then Willpower, then Constitution. You may need to re-maximize them if the Wyrm Bile decreases them. 
 
2. For equipment, you will want: 

  • The best two handed weapon you can find. 
  • The body armor with the best armor rating you can find, preferably “massive” armor (i.e. plate). 
  • For all other equipment slots, look for bonus health, bonus critical chance, bonus critical damage, extra physical damage, extra strength, or extra willpower. 
  • Rare and randart items can have very high stamina regen bonuses (e.g. 3 per turn). These are less important now that we should have enough in the Bloodthirst tree for stamina regen, but still nice to have. 
  • Using the jeweler in Gates of Morning (SW part of town standing outside), you can spend 1000 gold to combine a bloodstone (t5 gem) and a voratun ring (t5, anything that’s not an artifact) to get a ring with 60% stun resistance and other random stats. Since the other random stats may make it arcane, you may have to try multiple times. With this and Berserker Rage you’ll have >100% stun/freeze immunity, though being “wet” reduces that by 50% so you’re not always immune. Be sure to keep bloodstones and rings for this. You can use lower tier rings in a pinch, but you’ll get worse effects from the random stats, which can be up to randart quality.

 
3. For class skills, take the following: 

  • Two-Handed Assault: Stun (3+/5), Fearless Cleave (1/5), Death Dance (3+/5), Execution (3+/5) 
  • Berserker’s Strength: Warshout (1/5), Berserker Rage (4/5), Shattering Blow (3/5), Relentless Fury (4/5) 
  • Combat Techniques: Rush (3/5), Precise Strikes (1/5, don’t use it), Perfect Strike (3/5), Blinding speed (4/5) 
  • Combat Veteran: Quick Recovery (1/5), skip the rest 
  • Bloodthirst: Mortal Terror (5/5), Bloodbath (5/5), Bloody Butcher (3/5), Unstoppable (4/5)

Priority here is getting Mortal Terror and Bloodbath up, as the first generates critical hits and the second gives benefits from critical hits. 
 
4. For generic skills, take the following: 

  • Thalore: Gift of the Woods (1/5), Verdant (1/5), Guardian of the Wood (1+/5), Nature’s Pride (1+/5) 
  • Combat Training: Thick Skin as high as you can take it based on Constitution bonus gear, hopefully 5/5, Heavy Armor (5/5), Combat Accuracy (3/5), Weapons Mastery (5/5), skip the other two skills. 
  • Conditioning: Vitality (1/5), Unflinching Resolve as high as you can take it with Constitution bonus gear, probably to 5/5 at this point, rest aren’t that effective. 
  • Survival: 1/5 in all four skills. More points in Device Mastery might be useful if you have a really good activated item. 
  • Antimagic: Resolve (3+/5), Aura of Silence (1/5), Antimagic Shield (2+/5), Mana Clash (1/5) 
  • Fungus: Wild Growth (3+/5), Fungal Growth (1/5), Ancestral Life (0/5), Sudden Growth (0/5) 
  • Fungal Growth can be pushed up as well if you have a good regeneration infusion.

 
5. We’ll get two category points – one at 34 and one from Wyrm Bile. The first goes to Fungus, the second to the last inscription slot. 
 
6. For inscriptions, you should have at least one of healing (regeneration if none of the healing available are any good), movement, and wild. The fourth and fifth are up to you, a wild that removes multiple ailment types is ideal for one and the other ideally is a good regeneration infusion. 
 
 

There and back again

 
1. Reknor is north of Last Hope, on the east side of the river. 

  • This is the last place you can get escorts, and they can appear on the first three floors. 
  • The fourth floor always has the same layout and has a boss at the right side. Wake him up, run, and fight in hallway.

 
*** We will lose access to the continent we’re on for a while, so hand in alchemist quests and do any shopping before proceeding. *** 
 
2. Use the Orb of Many Ways from the boss on the portal at the far right side of the fourth floor of Reknor. 

  • You’ll be dropped into a fight. Kill the orc and talk to the elf to unlock the ***ANORITHIL*** class. 
  • You can clear this area if you want, or just use the rod of recall to skip it. There isn’t anything special here. 
  • On the world map, you’ll be in a new area. This is the eastern continent, Var’Eyal (Maj’Eyal is the western continent, Eyal is the world). Head southeast to find a town, the Gates of Morning, which looks like a cave entrance. 
  • Once in town, talk to Aeryn by the gates then talk to her again on the right side of the map. Ignore asking about the two and complete her other two conversation options. 
  • This gives you the Relentless Pursuit ability and adds all of the orc pride dungeons to the map, we’ll do them later. 
  • Go to the unmarked building immediately north of Aeryn and pick up the quest to make a portal back to the west, which starts with a request for a Blood-Runed Athame at the Vor Armory.

3. This can be skipped, the only real reward here is unlocking the ***SUN PALADIN*** class when quest is completed. It’s also an easy area for xp and loot since the main complication of the area doesn’t affect this character. 

  • To the left of the three shops left of that building near the center of town is a woman in blue. 
  • Talk to her, the quest starts at another cave just north of town, Ardhungol, which has three floors. 
  • This area is filled with “unstable wormhole” tiles that will explode when hit with magic. They don’t affect us much. 
  • The third floor is very small and has a relatively easy spider boss that does darkness damage. It drops a “Rod of Spydric Poison” that can be used from your inventory. While it doesn’t do much damage, it can be used to pin enemies.

4. North of the mountain chain with the town and Ardhungol are two buildings – Vor Pride (later) and Vor Armory (our destination). 

  • The armory is two floors – the first is a short maze with a lot of traps and the second map is always the same. Do not open the sealed door on the second floor, it leads to a very challenging optional fight. 
  • On the second floor, start by clearing the left side of the map to the top and the bottom of the map to the right. At the center of the map is a large room with a lot of orcs. Clear them before opening the door on the middle right. 
  • In the middle right of the map is another large room – open the door and pull back to one of the doors leading to the bottom of the map, letting the orcs come to you. The boss, Warmaster Gnarg, can do a lot of damage in a short time but is otherwise easy if not being swarmed.

5. Return to town to hand in the athame and you’ll get a second quest to Briagh’s Lair, which is marked on your map. Briagh’s Lair is only one floor, don’t bother to explore, just wait. The boss, another summoner worm like the sandworm queen, will come to you. 
 
6. Return to town to hand in the quest, use the orb of many ways on the portal, and you’re back west on the starting continent. 
Head back to the bottom of Reknor, kill the new boss that spawned. 
Head back to the Sandworm Lair and wait for yet another summoner worm to show up. 
It drops Wyrm Bile which gives a category point. This will also permanently shuffle your stats a bit (+/-6 to each at random). 
A bunch of other dungeons also have new bosses called the backup guardians. Many of them have a high chance of dropping specific items, none of which are particularly useful to this character. The one on the first floor of Dreadfell can be quite dangerous, the rest are fairly easy. 
Go back down to the Halfing Ruins 4 and kill the boss. You should be able to nearly oneshot him. If the yeek survived the fight, talking to it gives save bonus, confusion resist, and unlocks the ***YEEK*** race. 
 
7. Go to Last Hope and visit the building in the middle again. 

  • If you saved the Merchant, you should be able to afford the 4,000 gold for a random artifact voratun (T5) greatmaul from his shop. 
  • Go to the left side of town, unmarked building above the infusion shop. Hand him the orb when asked. He tells you to get the athame and diamond from Reknor, which we have, so just head in again for more dialogue and he’ll tell you to go to Telmur.

 
8. Go to Telmur, which appears on your map just to the east of Zigur. 

  • Five very small floors, mostly undead enemies. 
  • The fifth floor has the target, Shade of Telos, who is a wraith that passes through walls and casts powerful cold spells. Silence and mana clash him and he should be easy.

 
9. Return to Last Hope to hand it in and you’ll be transported to a new dungeon. 

  • Four small floors with non-random maps. The first floor has a bunch of switches you’ll press to open the center doors – there’s one in each of the side rooms, press all four to continue. 
  • The second floor is mostly water, with convenient resting spots to refill air. The third floor is just four rooms around a central staircase up. 
  • On the last floor is a boss fight against an alchemist and golem. The golem blocks sight. Neither is hard. Once beaten, you’ll get a new portal in Last Hope that can take you back to Gates of Morning in the east.

 
 
 

Final character notes (all the way to 50)

 
1. When leveling, maximize Strength, then Willpower, then Constitution, then Cunning. Level 50 is the highest level, and gives substantially more points than any other level, but generally you have everything you want by 42 and the rest is just minor improvements. 
 
2. Level 42 gives us another prodigy, taking I Can Carry the World! mostly for the +50 strength, as this translates into a lot of raw weapon damage; that strength also translates into mindpower for antimagic because of Superpower. 
 
3. For equipment, you will want: 

  • The best two handed weapon you can find. Buy another one from Last Hope’s merchant if you’re unimpressed with the first one and have the cash, though bloodstone rings may be a better investment since you cannot find anything equivalent in loot. Likely your best weapon will be a randart, as many of the best fixedart weapons are arcane. The Gaping Maw is a good fixedart, especially against many of the later bosses since it is explicitly antimagic. 
  • The body armor with the best armor rating you can find, preferably “massive” armor (i.e. plate). If you find the Blackened Plate, that’s one of your best options – it gives great armor and status immunities. 
  • For all other equipment slots, look for bonus health, bonus critical chance, bonus critical damage, extra physical damage, extra strength, or extra willpower. A helmet that gives the head bash ability scales directly off strength and is great for this build, though you may want an activated item that gives a movement ability instead (rings can have disengage, boots can have rush, etc…). 
  • Using the jeweler in Gates of Morning (SW of town standing outside), you can spend 1000 gold to combine a bloodstone (t5 gem) and a voratun ring (t5, any ring that’s not an artifact) to get a ring with 60% stun resistance and other random stats. Since the other random stats may make it arcane, you may have to try multiple times. With this and Berserker Rage you’ll have >100% stun/freeze immunity, though being “wet” reduces that by 50% so you’re not always immune. Be sure to keep bloodstones and rings for this. You can use lower tier rings in a pinch, but you’ll get worse effects from the random stats, which can be up to randart quality.

 
4. For class skills, take the following: 

  • Two-Handed Assault: Stun (5/5), Fearless Cleave (1/5), Death Dance (5/5), Execution (5/5) 
  • Berserker’s Strength: Warshout (1/5), Berserker Rage (5/5), Shattering Blow (5/5), Relentless Fury (4/5) 
  • Combat Techniques: Rush (5/5), Precise Strikes (1/5, don’t use it), Perfect Strike (3/5), Blinding speed (5/5) 
  • Combat Veteran: Quick Recovery (1/5), skip the rest 
  • Bloodthirst: Mortal Terror (5/5), Bloodbath (5/5), Bloody Butcher (3/5), Unstoppable (5/5)

You’ll probably have a few extra points here, spend them as you’d like. Spell Shield in Combat Veteran is less effective than you might think because of the way save numbers work, though it will help Relentless Pursuit reduce the duration on Burning Hex, the only magical effect that really causes problems. 
 
5. For generic skills, take the following: 

  • Thalore: Gift of the Woods (1/5), Verdant (1/5), Guardian of the Wood (1+/5), Nature’s Pride (1+/5) 
  • Combat Training: Thick Skin (5/5), Heavy Armor (5/5), Combat Accuracy (3/5), Weapons Mastery (5/5), skip the other two skills. 
  • Conditioning: Vitality (2+/5), Unflinching Resolve (5/5), the final skill is rarely needed because of Relentless Fury but could be useful if you want to use Fearless Cleave in place of normal attacks. 
  • Survival: 1/5 in all four skills. More points in Device Mastery might be useful if you have a really good activated item. 
  • Antimagic: Resolve (3+/5), Aura of Silence (1/5), Antimagic Shield (2+/5), Mana Clash (1/5) 
  • Fungus: Wild Growth (3+/5), Fungal Growth (1/5), Ancestral Life (1/5), Sudden Growth (3/5) 
  • Fungal Growth can be pushed up as well if you have a good regeneration infusion.

Combat accuracy 3/5 is sufficient since we have a bunch of accuracy from Berserker Rage and Perfect Strike for the odd situation where that’s not enough. 
 
6. For inscriptions, you should have at least one of healing (regeneration if none of the healing available are any good), movement, and wild. The fourth and fifth are up to you, a wild that removes multiple ailment types is ideal for one and the other ideally is a good regeneration infusion. 
 
 

The Prides

 
1. First pride to do is Vor, which is right by the armory we did earlier. 

  • It has three floors, boss on last floor. For the opening area, you can silence the one in the middle and one of the two sides. Take out the hard enemy in the middle first. Take this area very patiently and slowly, as the enemies blink around a lot. They’re mostly fire and ice mages. 
  • Several of the buildings will have strong unique enemies in them, so clear outside before opening any doors. You can use track to look at them before deciding to open the door – they’re all skippable. 
  • In addition to the usual events that we’ve seen since Old Forest, there are also invasion portals. These bring in an infinite number of nagas or demons. You can close the portal by stepping on it. You can also go in the portal and kill the leader (not a boss) for an achievement if you want. 
  • You can also find stairs down to vaults – the stairs crumble so you can only go in three times. 
  • To open the door at the left of the area, use the switches at the top and bottom. This left-most area has three strong orc mages as well as potentially more normal ones. 
  • The second floor is the same basic principles as the first – guard room on left, switches, guard room on right. The third floor is the same, but also has Vor himself – a very powerful orc mage. 
  • Mana clash to remove his sustains, silence him, and be ready to run at any time. After killing him, you’ll get a message from Aeryn to go Eruan, which we passed on the way to Briagh.

 
– Eruan has four floors, three of which are desert and one special. 

  • First three floors are fairly normal stuff, the third floor has a portal to use the Orb of Many Ways. 
  • Fourth floor is a race against time, but an easy one. You have ~500 turns to go ~300 steps. If you mostly ignore the enemies, such as using fearless cleave to “walk” past them, and use your movement infusion(s) you’ll get there with time to spare. Don’t pick up items on the way, you can come back for them at the end. 
  • At the end is a big fire boss that’s fairly easy. Once you arrive at him the counter stops.

 
2. Second pride to do is Rak’shor, which we passed on our way to Briagh’s Lair. 

  • Again three floors. First floor is the same layout with switches and guardhouses as Vor, but different enemy types – necromancers and blood mages and undead. 
  • Second and third floors are generic dungeon levels, more or less like Dreadfell, including darkness. The boss is on the third. 
  • Rak’shor is a Necromancer much like the Master and the fight strategy is largely the same. He always has a lot of escorts, and has a tendency to iceblock you, but he doesn’t resurrect.

 
3. Third pride is Gorbat, which a little to the east of Rak’Shor. 

  • Again three floors, boss on last. Again like Vor except that the switches are placed randomly in the rooms instead of top and bottom, so you have to fight the room enemies. 
  • This area’s theme is antimagic, rogues, and summoners. There are unique-tier dragon enemies in the rooms that can be quite dangerous. 
  • Gorbat himself is a summoner, more or less the same strategy as the Sandworm Queen. He also has some wyrmic abilities like tornado and the rimebarks he summon can be very annoying. A bloodstone ring helps substantially to boost your stun/freeze immunity.

 
4. Final pride is Grushnak, at the top left of the continent. 

  • Three floors for the pride itself, arguably fifteen floors since it leads to the final dungeon. 
  • This area is broken into small rooms, and the theme of the area is melee orcs. Use the doors as chokepoints. 
  • Grushnak himself on the third floor is just brute force. He uses Unstoppable like you can and rarely dies quickly, but doesn’t do anything else particularly special. 
  • At the right side of the third floor is a green slimy zone with a random boss ooze monster, usually easy but potentially quite annoying as it is random.

 
5. In the slimy zone there is a set of green stairs leading down to the Slime Tunnels area. 

  • The tunnels are filled with easy slime enemies and four pedestals. Clear the entire zone of slimes first before working with the pedestals. 
  • Each pedestal summons a boss using the orb from each of the prides. 
  • a-c. Elements summons a large gwelgoroth. Mana clash to remove sustains and he’s easy. Dragon summons a dragon (duh) and Destruction a demon. Again, mana clash and not hard. 
  • d. Undeath summons a lich that’s like the Master, but has shadows, blocks sight and teleports. He can be extremely obnoxious to hunt down. You technically don’t have to kill him to proceed, you only need to have used the pedestal. 
  • Once all four pedestals are used the exit on the right to the final dungeon opens.

 
 
 

The Final Climb

 
1. Before going through the exit at the right of the slime tunnel, do the following: 

  • Hand in any unfinished alchemist elixirs and do more until the quest is done. Derth’s elixirs are all at least OK options after doing focus and foundations. If you complete all three of his you get the Lifebinding Emerald, which can also be used to make a ring if you have the money. 
  • Check the various infusion shops for upgrades (Gates, Last Hope, Zigur, Derth, Shatur) 
  • Use your money. Merchant artifacts (4000) or bloodstone rings (1000) are good places to spend down your excess. 
  • If you’re not level 50 yet or have gear you know is bad, clear the pride vaults if you skipped them. 
  • The exit at the right of the slime tunnel is a one way door – no return until after last boss.

 
2. Going through that exit takes you to the final dungeon, High Peak, which has 11 floors. 

  • The first ten floors are basically the same, though it switches from tunnels to stone walls part way. Both areas are dark. 
  • Each floor has a guardian sitting on the stairs. These guardians are random, and can be very hard. In some cases, especially on higher difficulties, they can be harder than the final boss if they’re a bad fit for your class, but they’re usually not too bad on normal. You don’t have to kill them, just get them to move and walk past them. 
  • Each of the floors will typically also have several stairways to vaults if you’re still <50 or need gear and want a good place to grind. 
  • On the tenth floor, you will find a portal (no guardian) instead of stairs up that leads to the ending.

 
3. When ready, use the Orb of Many Ways to go to the boss floor, which includes: 

  • Elandar, boss on the left, that mostly uses offensive damaging spells. 
  • Argoniel, boss on the right, that mostly uses debuffs and melee. 
  • Aeryn, your ally, who can heal herself and melee. 
  • Four invocation portals. Close them by using the orb of the same name while standing on them. 
  • 1. Top left is Destruction, summons a variety of dangerous enemies. 
  • 2. Top right is Dragons, mostly summons weak varieties. 
  • 3. Bottom left is Elemental, summons enemies that can confuse you. 
  • 4. Bottom right is Undead, summons a variety of annoying enemies.

 
4. The general strategy for the boss fight is to take down Elandar as fast as possible. 

  • Aeryn can keep Argoniel busy and will survive a long time doing so. 
  • Usually you can defeat Elandar before the portals become a problem. Since this build isn’t particularly mobile, getting to them is not easy and we will probably just endure the side enemies rather than try and deal with them. They all disappear when the bosses die. Closing destruction after defeating Elandar may be worth it, as that’s the most dangerous of the four. 
  • Open with mana clash to s*rip Elandar’s sustains, then try to silence both of them. If you have the Spellhunt Remnants and they’re fully powered, open with them instead. 
  • Winning the game unlocks the ***ADVENTURER*** class.

 
 
 

Postgame for unlocks

 
1. If you have all four pieces of lore on how to be a Necromancer you can unlock ***NECROMANCER*** by doing the quest in the Last Hope graveyard.

  • If you found the lore on other characters, you can get them with the library in the fortress. It looks like a blue swirling thing and is in a hallway on the northern side of the area. 
  • You can check which lore your character has by hitting escape and selecting the option from the menu. 
  • Once you have all four lore, go to the graveyard by last hope for that alchemist’s quest. 
  • Defeating the boss on the right side of the second floor unlocks the class. It’s another necromancer, unsurprisingly, so same basic rules as the Master. 
  • Open the tombs as you go along to spawn the enemies, otherwise they will all spawn when you fight the boss. You’re probably high enough level to be able to handle this, but why risk it?

 
2. Return to Daikara and go to the temporal rift on the third floor to unlock ***TEMPORAL WARDEN***. 

  • The first zone makes it so you use three actions per step you take. At level 50, it’s easy, but this is a very bad area for our not very mobile berserker, so it’s good that it’s easy. The second and third areas should be a joke. 
  • The fourth area is the lake where you fight the Chronolith Twins boss. They should be easy, but don’t drown if you follow them out into the lake.

 
3. In the eastern continent, there is a Shadow Crypt that’s randomly placed. At the bottom is a fight that will unlock ***DOOMED***. 

  • Buy a really bad weapon (e.g. a T1 dagger from the shop in Derth). 
  • The first floor is trivial, the only quirk is that all the enemies walk through walls. 
  • On the bottom floor, switch weapon sets to the bad weapon. When the cultist’s bone shield is broken (it doesn’t matter that you’re using a bad weapon when it absorbs one hit per attack), he’ll summon a copy of you with the bad weapon. 
  • Switch back to your real weapon, kill the cultist, kill your clone.

 
4. In the northern part of the western continent, there’s a zone called the Sludgenest where you can unlock ***OOZEMANCER***. 

  • Most characters only have a chance of seeing it; since this character is Thalore it’s guaranteed. 
  • There are three areas to the zone. The first floor, outside, is just slimes and oozes. 
  • The second floor is rather large. Every few turns, a wall will turn into a slime or ooze enemy, potentially a rare, unique, or random boss one. Ignore the enemies as much as possible and find the stairs as fast as you can. 
  • The third floor is small. It has the same mechanic with walls turning into enemies, as well as an oozemancer boss. Since oozemancer is in part a dedicated antimagic class and we have no magic, he should be fairly easy unless you get unlucky with the random spawns.

 
 
 

Closing remarks

 
As always, my guides are completely free to copy, use, or steal as you see fit. If you were to take it and claim it as your own work I would not care one bit as long as you don’t sue me and claim I stole it from you. 
 

By Shinesman Khaki

Hope you enjoy the post for Tales of Maj’Eyal Berserker Walkthrough, If you think we should update the post or something is wrong please let us know via comment and we will fix it how fast as possible! Thank you and have a great day!


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