EverQuest/Zones: Difference between revisions

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→‎Other zones: moved planes
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: Vex Thal was the end game dungeon in the game with the Luclin expansion. Based on the difficulty of obtaining access to this zone, the preceding raid zone, Ssraeshza Temple, was the hardest zone, boss-wise, in the expansion. Vex Thal was, however, the most difficult zone in the game to raid in due to the enormous amount of difficult trains, pathing problems, and overall difficult monsters.
: Vex Thal was the end game dungeon in the game with the Luclin expansion. Based on the difficulty of obtaining access to this zone, the preceding raid zone, Ssraeshza Temple, was the hardest zone, boss-wise, in the expansion. Vex Thal was, however, the most difficult zone in the game to raid in due to the enormous amount of difficult trains, pathing problems, and overall difficult monsters.


==Other zones==
==The Planes==
These zones were introduced in ''[[The Planes of Power]]'' expansion in October 2002.
; Bastion of Thunder (60-65)
: Torden, the Bastion of Thunder, more commonly known as BoT, is the home of Agnarr the Stormlord.  Killing him is part of the quest  to be flagged for the Tower of Solusek Ro, although there is now an alternative (and far less demanding) way of obtaining this flag by means of a simple quest in Western Wastes. It is primarily an experience grind zone for characters between 62 and 65, and the mini-bosses and the wing-bosses are extensively farmed as they are a reliable source of Ethereal & Spectral Parchments (used in the Planes of Power spell quests for level 60-65 spells, and ornate armor turn-in quests).
; Doomfire, The Burning Lands (65-75)
: Also known as the Plane of Fire, this is the home of Fennin Ro, whose essence is required in the creation of the Quintessence of Elements (the key to the Plane of Time).
; Drunder, Fortress of Zek (60-65)
: The home of Rallos, Vallon, and Tallon Zek, three gods who must be defeated in order to gain access to the Tower of Solusek Ro.
; Eryslai the Kingdom of Wind (65-75)
: Also known as the Plane of Air, this is the home of Xegony, whose essence is required in the creation of the Quintessence of Elements (the key to the Plane of Time).
; Halls of Honor (60-65)
: The Halls of Honor are the home to Mithaniel Marr's army.  In these halls, three tasks must be completed in order to gain access to Mithaniel Marr himself, who resides in The Temple of Marr.  This zone is used greatly by kiting classes because of a large,  rectangular area near the entrance of the zone. It is also a zone favored by mid-60s enchanters as a place to practice various charm soloing strategies.
; Crypt of Terris Thule (46-65)
: Also known as Plane of Nightmare B, this is a small zone in which Terris Thule resides.  It is solely for the fight against her, and only a few other mobs populate this zone.
; Plane of Disease (46-65)
: Plane of Disease is the home of Grummus, a demi-deity linked to Bertoxxulous.  This zone is a popular spot for kiting and charming due to the large number of mobs in the zone and because of its large, open areas.  Grummus is required for the flag to enter the Crypt of Decay.
; Plane of Innovation (46-65)
: The Plane of Innovation is an industrial wasteland that surrounds a massive factory. Narrow valleys filled with refuse cut through tremendous heaps of junk, and small niches have been dug out of the junk by old, cast-off clockwork automatons that were long ago replaced in the Factory by newer, more efficient models. These derelict beings retain a built-in desire to exist, and so they scour the factory junkyard for spare parts to help maintain themselves.
; Plane of Justice (46-65)
: The Plane of Justice, also known as "PoJ", is one of the least demanding of the Planes of Power, and entrance mobs are a staple of most players' experience in the mid-to-late 40s. It is also the site of six AA and planar progression quests.
; Plane of Knowledge
: With the popularity of The Nexus as a 'common zone', the Plane of Knowledge was specifically designed to be the next generation of 'common zone', with tradeskill vendors and tools, banks, guildmasters, teleports to every city, and an access hub to later expansions. Once available only to players who bought the Planes of Power expansion, the role of the Plane of Knowledge eventually became so prevalent that Sony made it available to everyone.  Some players cite this zone as being the downfall of what some would call "old school" ''EverQuest'' because it creates easy access to nearly the entire game.       
; Plane of Nightmare (50-65)
: In the mists of the darker portions of the astral lurks the Plane of Nightmares, home to the horrors that crouch in the subconscious of all creatures' minds. A dense forest dominates much of the plane, pockmarked by many small clearings. The trees are gnarled, their bark twisted into patterns that resemble horrific faces. These sentient creatures are powerful and malevolent, springing to life when any mortal being enters the realm. A river bisects the forest, eventually pouring into a great, murky lake. In the caverns beneath the earth live still more nightmares.
; Plane of Storms (55-65)
: The Plane of Storms is a land of enormous forests, great mountains, scoured deserts, and stormy lakes. The realm is the manifestation of the will of Karana, the Rainkeeper, who resides in his Bastion of Thunder atop Mount Grenidor, which sits in the middle of a vast expanse of open wilderness. Jagged and impassable ridges extend from Mount Grenidor, dividing the land into three areas. Tribes of Storm Giants call this land home. To one side of Grenidor is Krendic, the Desert of Chaos. It is a sea of hard, dark brown stone polished smooth by wind-blown sand. To another side is Renidar, the Forest of Tears. Massive trees grow here and travel is made via their huge branches. Above and below, the trees seem to extend indefinitely, disappearing into a haze of fog. Then there are the plains: large rivers flow down the mountain and across them to empty into a large lake along the southwest border. Shipwrecks can be seen on the southern shore. Some smaller lakes have formed where water has collected on its journey to the southwest.
; Plane of Time (60-65)
: The Plane of Time was the hardest zone in the game at the time of the Planes of Power expansion. One had to go through all the other zones in the expansion and kill all of the gods in order to gain access to the Plane of Time. The act of killing the boss mob of Time, Quarm, was the zenith, at one point, of ''EverQuest'' activity. There are two versions of this zone: a safe, non-hostile area, and a raid area.  When players first enter the Plane of Time, they enter a safe version of the zone where none of the inhabitants are hostile (a version commonly called the Plane of Time A).  Some of the non-player characters will chat with the players and provide some lore and back story about the Plane of Time.  From this safe version, players can then access the raid portion of the Plane of Time, a separate zone (now instanced) that consists of multiple phases, each with a time limit and its own menagerie of opponents to defeat.  This zone is commonly referred to as the Plane of Time B.  In the Plane of Time B, a raid force is necessary, particularly in the middle stages when the combatants face-off against more difficult versions of some of the Planes of Power gods.
; Plane of Torment (60-65)
: The Plane of Torment is home to Saryrn, Mistress of Pain. She dwells at the top of a large, black tower with a raven named Sorrowsong. The tower pierces a blood red sky, and blood frequently rains upon her realm. Players must fight their way through the tower to get to her. While progressing through the tower, various victims of Saryrn can be seen while they are being tortured.
; Plane of Tranquility (46-65)
: The Plane of Tranquility contains the entrances to the planes where the gods dwell. The plane is a large island surrounded entirely by water, with a very serene atmosphere. It is said to be the very embodiment of Quellious herself.
; Plane of Valor (55-65)
: It is here in the Plane of Valor that prospective mortal heroes seeking entrance to the Halls of Honor are tested. Upon entry to the plane, heroes encounter an amphitheater that provides access to the rest of the realm. A large, well-maintained cemetery is also found here, bordered by a beautiful forest. A river winds through the forest and feeds the fertile lands. At the river bend, a suspension bridge stretches between two large guard towers, connecting the two shores. The river crossing leads to a wasteland of glass, and beyond that lies the Canyon of Marr. Continuing, one may finally discover the sacred Halls of Honor.
; Ragrax, Stronghold of the Twelve (60-65)
: Also known as the Plane of Earth B.
; Reef of Coirnav (60-65)
: Also known as the Plane of Water.
; Ruins of Lxanvom (55-65)
: Also known as the Crypt of Decay A (upper) and B (lower), this zone is the lair of Bertoxxulous. The entire plane is similar to that of the interior of a mausoleum. The air is filled with a greenish haze, and stone coffins, some open with their occupants missing, are everywhere. The creatures who inhabit this plane resemble decayed corpses in some way or another.
; Temple of Marr (60-65)
: Home of Lord Mithaniel Marr.
; Tower of Solusek Ro (60-65)
: Home of Solusek Ro.
; Vegarlson the Earthen Badlands (60-65)
: Also known as the Plane of Earth A.==Other zones==
Monster Graveyard
Monster Graveyard


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