EverQuest/Zones

The fantasy world of the massively multiplayer online role-playing game EverQuest is divided into more than 200 zones. These zones represent a wide variety of geographical features, including plains, oceans, cities, deserts, and other planes of existence.

Erudin
The city is mainly known for its palace, home of to some of the most powerful magicians of Norrath and its bank. There is also a library from which may be purchased spells of great power, some of which may not be obtained elsewhere.

No direct paths exist between docks, the palace and the main city, instead they are connected by magical gems that teleport the visitor from a place to the other.

The zone being a city, there is little things to fight there although one can find sharks at the docks or try to fight with the Erudin guards. The boat leads to Erud's Crossing whereas the back side of the city lead to the mysterious Toxxulia Forest.

Erud's Crossing
Erud's Crossing is the sea between the Odus and Antonica continents and offers a way to travel from the city of Erudin to the city of Qeynos.

The boat passes alongside a volcanic island in the middle of the sea that is the home of some Kerrans. It is also famous for the number of Will-O-Wisps that wander on the island.

Close to the island is a sunken boat surrounded by sharks.

Kerra Island
Kerra Island is located close to the Odus continent (one can swim to it easily). It can be accessed from the east coast of Toxxulia Forest, then entered by way of an underground path to enter the zone itself.

The island is a shelter for the Kerran race after they were chased from the Odus continent by the Erudites. The Kerran queen and her court are heavily guarded and the city is peaceful to new comers.

Most players never heard of the island, much less about Kerrans. This is probably because the island is well hidden (it can't be seen from the coast) and mostly accessible only by Erudites new comers (who then usually go to Qeynos to continue their adventures).

Toxxulia Forest
Toxxulia forest is home of the necromancers Erudites once banned from Erudin and of Kobolds.

The forest is usually the logical path for new Erudites' first adventures. The darkness makes it hard to start a career and Kobolds will attack Erudites on sight.

From the west coast it is possible to swim to the Kerra Island. Later in the game, a new city was added at the end of the Forest : Paineel which also leads to The Hole.

The druids' and wizards' teleporters to access the Odus continent are located in the middle of the forest.


 * The Hole
 * Paineel
 * Stonebrunt Mountains
 * The Warrens

The Arena
The arena is a huge circular stone building with no roof. The only entrance and exit is a small tunnel that leads to Lake Rathetear. Upon entering the zone, the traveler would then move into a huge cirular area between the outer rock wall and the arena itself. The only entrance into the Arena proper is on the opposite side of the building, to make sure players do not stumble into the actual fighting ground by accident. Moving into the entrance one sees huge stands, and in the center of the grounds is a huge square platform, where the actual fighting will take place.

The Arena used to be the main site for many events in the game including Online Weddings, Guild Wars or other Events, etc. On many occasions there were many GM (game master) events as well. However, nowadays the zone is all but abandoned.


 * Befallen
 * Beholder's Maze (Gorge of King Xorbb)
 * Black Burrow
 * Cazic Thule
 * East Commonlands
 * Eastern Karana
 * Everfrost Peaks

Freeport
Freeport is located at the eastern edge of the Antonica continent and its port offers a (painfully slow) way to travel to the Faydwer continent across the Ocean of Tears.

This is a human city, the starting city of many humans of all classes. A part of the city is a kind of bazaar which was once used as a trading place by players (although, since the introduction of the Shadows of Luclin expansion, it is seldom used and most trade occurs in The Bazaar which lies off the Nexus instead).

The guards in East Freeport and West Freeport are a somewhat evil group called the Freeport Militia. Their sworn enemies, the Knights of Truth, are the guards in North Freeport. There is a system of underground tunnels enabling travel through the city by those unfriendly to the guards.

The city was originally known as Wielle and constructed by the Caerthielian empire (before the rise of the Combine Empire). It was then part of the Elddar forest.


 * Gukta
 * Halas
 * Highpass Keep
 * Highpass Hold
 * Innothule Swamp
 * Jagged Pine Forest

Kithicor Forest
Kithicor Forest is probably what is left from the old Elddar Forest together with Nektulos Forest. It is connected to the West Commonlands, Rivervale and Highpass Hold making it an important travelling zone for adventurers travelling by road from the east coast of Antonica to the middle of the continent.

At day it is safe to travel through it, although some bixies and orcs can be dangerous to lower level characters. When the Plane of Hate, home of Innoruuk opened, the undead came to the Kithicor Forest and continue to roam it by night. The forest is inhabited by zombies and ghouls every night, making it a dangerous and edgy place for the traveller, most of whom are wise enough to wait until morning before making the crossing.


 * Lake Rathetear
 * Lavastorm Mountains

Lower Guk
Lower Guk is only accessible through Upper Guk. The zone itself is split in two zones Dead side on account of the number of undead frogloks (led by the Ghoul Lord) and Live side home of minotaurs and froglok nobles lead by the Froglok King.

They are the ruins of the Ancient Guk city and consists of a vast network of dark tunnels.

In the original game (before any expansions were released), it was one of the two top zones in the game (with Nagafen's Lair). It's never safe to adventure alone in it and only groups of level 40 or higher can get deeper inside.

The undead frogloks are socially organised as there is a king, preacher and a savant.


 * Misty Thicket

Nagafen's Lair (SolusekB)
Nagafen, or formally, Lord Nagafen, is a popular dragon from the early days of Everquest. A fiery dragon who finds his lair in the dungeon of Solusek B, Nagafen has a legion of underlings including fire giants, gnolls and a various multitude of fire creatures. Likewise Nagafen is a fire dragon and uses a mixture of his voracious claws and fire to defeat his foes.

As the game progressed, the players became more powerful than Nagafen. Now days an aged and skilled player could probably kill the dragon all alone if he were not protected by enchantments that would teleport such strong beings out of his lair once they struck him.


 * Najena
 * Nedaria's Landing
 * Nektulos Forest
 * Neriak
 * Northern Desert of Ro
 * Northern Karana
 * Oasis of Marr
 * Ogguk
 * Permafrost
 * Qeynos
 * Qeynos Aqueducts
 * Qeynos Hills
 * Rathe Mountains

Rivervale
Rivervale is home to the race of halflings. As a consequence of the buildings being constructed for characters of shorter stature, players of races less vertically challenged may experience some difficulties entering or exiting some of the buildings and facilities of the city. It adjoins the zones of Misty Thicket and Kithicor Forest.


 * Runnyeye
 * Solusek's Eye
 * Southern Desert of Ro
 * Southern Karana
 * Splitpaw Lair
 * Surefall Glades
 * The Forgotten Halls

The Temple of Solusek Ro
The Temple of Solusek Ro was made available as a free download on October 13, 1999. The residents of this zone offer many quests, and everyone can safely enter the temple from Lavastorm Mountains. It is not usually used as a combat zone, although certain players must fight there to acquire some very powerful items.

The most important quests made available in the zone are the class specific armors. These were introduced to replace the Rubicite Armor which was removed from the game when this zone was implemented. There are also many quests to get useful equipment.


 * Upper Guk
 * West Commonlands
 * Western Karana

Faydwer

 * Ak'Anon
 * Butcherblock Mountains
 * Crushbone
 * Dagnor's Cauldron
 * Felwithe

Greater Faydark
Greater Faydark is the lower end forest zone in Faydwer, and is adjacent to Lesser Faydark, Felwithe, Crushbone, and Butcherblock Mountains. Greater Faydark houses the Wood Elf city of Kelethin, which is numerous platforms on trees to hold the buildings. Greater Faydark is a zone which allows for levels 1-12 or so to level up off of the Orcs, Bats, rats, spiders and skeletons which roam the zone. After level 12, Crushbone is the logical progression for players seeking to slay orcs.


 * Kaladim

Kedge Keep
Kedge Keep is located in the Faydwer continent, off Dagnor's Cauldron. Since it is an underwater dungeon, the character entering must be able to ensure that he or she can continue to breathe, either by use of a spell, or by an item which allows the player to breathe.


 * Kelethin
 * Lesser Faydark
 * Mistmoore Castle
 * Ocean of Tears
 * Steamfont
 * The Estate of Unrest

Kunark
The continent of Kunark was introduced in The Ruins of Kunark expansion in March 2000.


 * Burning Woods
 * Cabilis
 * Chardok
 * City of Mist
 * Dalnir
 * The Dreadlands
 * The Emerald Jungle
 * The Field of Bone
 * Fironia Vie
 * Frontier Mountains
 * Howling Stones
 * Kaesora
 * Karnor's Castle
 * Kurn's Tower
 * Lake of Ill Omen
 * The Mines of Nurga
 * Old Sebilis
 * The Overthere
 * Timourous Deep
 * Trakanon's Teeth
 * Skyfire Mountains
 * Swamp of No Hope
 * Temple of Droga

Veeshan's Peak
Veeshan's Peak was added to the game with The Ruins of Kunark expansion. It was at the time the hardest zone of the game.

It is the fortress of the Ring of Scale and is guarded by six dragons: Druushk, Hshkar, Nexona, Phara Dar, Silverwing and Xygoz.

To access the zone, you need to do a long quest to obtain a key. Players are then able to pass through the portal located in Skyfire Mountains.

Once inside you have to keep moving in, the place is full of Racnar and Lava Drake which are quickly (2 minute spawn timer) replaced once they are killed. When the zone was new, teleportation was not possible inside the zone, the players had to clear the zone to the end to get out of it. This restriction was lifted several years later, and players can now exit the zone by any of the usual methods.


 * Veksar
 * Warsliks Woods

Velious
The continent of Velious was introduced in The Scars of Velious expansion in December 2000.


 * The Great Divide
 * Velketor's Labyrinth
 * Eastern Wastes
 * Crystal Caverns
 * Kael Drakkel
 * The Wakening Lands
 * The city of Thurgadin
 * Cobalt Scar
 * Siren's Grotto
 * Western Wastes
 * Icewell Keep
 * Skyshrine
 * Sleeper's Tomb
 * Tower of Frozen Shadow
 * Temple of Veeshan
 * Iceclad Ocean

Luclin
The moon of Luclin was added in The Shadows of Luclin expansion in December 2001.


 * Acrylia Caverns
 * Akheva Ruins
 * Dawnshroud Peaks
 * Echo Caverns
 * Fungus Grove
 * Grieg's End
 * Grimling Forest
 * Hollowshade Moor
 * Katta Castellum
 * Marus Seru
 * Mons Letalis
 * Netherbian Lair
 * Paludal Caverns
 * Sanctus Seru
 * Shadeweaver's Thicket
 * Shadow Haven
 * Shar Vahl
 * Ssraeshza Temple

The Bazaar
The Bazaar was introduced in The Shadows of Luclin extension.

Prior to the Shadows of Luclin, on most servers, the EverQuest community gathered and traded equipment in the East commonlands zone, or sometimes in the bazaar area in Freeport. Each player would announce its offering to the whole zone and wait for interested people to contact him. Players had to stay behind their computer and manually manage each transaction.

With the Shadow of Luclin expansion, Sony implemented an automatic trading system only available in the Bazaar, which is located off the south of the Nexus.

The zone itself is not particularly big but features vendors, bank and stables. Due to the number of players gatehred there, The Bazaar is notorious for lag and slow response times.

Users can buy trading bags and put in the things they wish to sell, be it armor, weapon or quest items. They then choose a price for each item and switch to Trader Mode. Once in Trader Mode you appear to other players as a standard vendor, and your customers can then buy you things.

An interface allows one to search for items available for selling.


 * The Deep
 * The Grey
 * The Maiden's Eye
 * The Nexus
 * The Scarlet Desert
 * The Tenebrous Mountains
 * The Twilight Sea
 * The Umbral Plains
 * Vex Thal

Planes of Power and other planes
Most of the planes were added in The Planes of Power expansion in October 2002.


 * Bastion of Thunder
 * Doomfire, The Burning Lands
 * Drunder, Fortress of Zek
 * Eryslai the Kingdom of Wind
 * Halls of Honor
 * Lair of Terris Thule
 * Plane of Disease
 * Plane of Innovation
 * Plane of Justice
 * Plane of Knowledge
 * Plane of Nightmare
 * Plane of Storms
 * Plane of Time
 * Plane of Torment
 * Plane of Tranquility
 * Plane of Valor
 * Ragax, Stronghold of the Twelve
 * Reef of Coirnav
 * Ruins of Lxanvom
 * Temple of Marr
 * Tower of Solusek Ro
 * Vegarlson the Earthen Badlands
 * The Plane of Fear
 * The Plane of Growth
 * The Plane of Hate
 * The Plane of Mischief
 * The Plane of Sky

Ykesha
These zones were added by The Legacy of Ykesha downloadable expansion in March 2003.


 * Crypt of Nadox
 * Dulak's Harbor
 * Gulf of Gunthak
 * Hate's Fury
 * Torgiran's Mines

Lost Dungeons of Norrath
These instanced zones were added by the Lost Dungeons of Norrath expansion in September 2003.


 * Deepest Guk
 * Miragul's Menagerie
 * Mistmoore Catacombs
 * Rujarkian Hills
 * Takish-Hiz

Gates of Discord
These zones were added in the Gates of Discord expansion in February 2004.


 * The Abysmal Sea (GoD City Zone)
 * Barindu, The Hanging Gardens
 * Ferubi, Forgotten Temple of Telosia
 * Kod'Taz, Broken Trial Grounds
 * Natimbi, The Broken Shores
 * Qinimi, Court of Nihilia
 * Qvic, Prayer Grounds of Calling
 * Riwwi, Coliseum of Games
 * Txevu, Lair of the Elites
 * Yxtta, Pulpit of Exiles

Instanced Zones

 * Ikkinz, Antechamber of Destruction
 * Inktu'ta, the Unmasked Chapel
 * Sewers of Nihilia - Emanating Crematory
 * Sewers of Nihilia - Lair of Trapped Ones
 * Sewers of Nihilia - Pool of Sludge
 * Sewers of Nihilia - Purifying Plant
 * Tacvi, Seat of the Slaver
 * Tipt, The Treacherous Crags
 * Uqua, The Ocean God Chantry
 * Vxed, The Crumbling Caverns

Omens of War
These zones were added by the Omens of War expansion in September 2004.


 * The Bloodfields
 * Citadel of Anguish
 * Dranik's Scar
 * Harbinger's Spire
 * Noble's Causeway
 * Riftseeker's Sanctum
 * The Ruined City of Dranik
 * Wall of Slaughter
 * Muramite Proving Grounds

Instanced Zones

 * Catacombs of Dranik (single group)
 * Dranik's Hollows (single group)
 * Sewers of Dranik (single group)
 * Muramite Proving Ground Trials (Single group and 54-person raids)