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The [[fantasy world]] of the [[MMORPG|massively multiplayer online role-playing game]] '''''EverQuest''''' is divided into more than 200 '''zones'''. Zones are playable areas of the [[EverQuest universe]] that can be accessed by players. They are connected to other zones by 'zone lines' and crossing over to another zone is called 'zoning'. Zoning can take from several seconds to more than a minute, depending on the player's computer. Zones are in essence the smallest unit of seamless playable area in the game which are stored on the player's [[hard drive]]. An area such a city might be comprised of three or four zones, or a large zone might contain an entire city and a vast forest. Zones represent a wide variety of geographical features that can be found in the ''EverQuest'', including plains, oceans, cities, deserts, and other planes of existence.


The [[fantasy world]] of the [[MMORPG|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.
With the many expansions for ''EverQuest'' released over the years, there is a noticeable difference in the appearance of older zones and newer zones, which tend to have better graphics and some advanced featured such as interactive objects or scripted events with [[non-player character]]s. One of the newer features is 'instanced zones', introduced in ''[[Lost Dungeons of Norrath]]''. These are zones where the adventuring party or raid can have an 'instance' of the zone all to themselves, and several instances can exist simultaneously.


==Odus==
Zones are somewhat difficult to categorize because of the nature of ''EverQuest''. The game is constantly being updated by downloadable patches and has seen as many as nine expansions. Some of the newer expansions added new zones to previously existing continents while creating new continents and alternate planes of existence. Some zones have been added through free downloadable patches in between the release of expansions, and a few zones have been removed after the release of expansions. Because of the overlapping of categorization by geography and by expansions, zones are listed here in a sort of compromise.


===Erudin===
==The Old World==
[[Image:EverQuest - Erudin Library.jpg|thumb|right|A sign welcomes players to Erudin.  Players can buy spells from its library (background).]]
The Old World comprises three continents: Antonica, Faydwer and Odus. Most, but not all of the zones were present in the original ''EverQuest'' as released in [[March]] [[1999]].
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.
===Antonica===
 
*Befallen
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.
*Beholders Maze (Gorge of King Xorbb)
 
*Black Burrow
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.
*Cazic Thule
 
*East Commonlands
===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
 
==Antonica==
[[Image:EverQuest - East Commonlands tunnel.jpg|thumb|Overview of the trading place in East Commonlands (2001)]]
[[Image:EverQuest - East Commonlands tunnel.jpg|thumb|Overview of the trading place in East Commonlands (2001)]]
===The Arena===
*Eastern Karana
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.
*Eruds Crossing
 
''Erud's Crossing is the sea between the continents of Odus and Antonica, 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. Near the island is a sunken boat surrounded by sharks.''
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.
*Everfrost Peaks
 
*Feerrott
* Befallen
*Freeport East
* Beholder's Maze (Gorge of King Xorbb)
*Freeport North
* Black Burrow
*Freeport West
* Cazic Thule
''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.''
* East Commonlands
*Gukta, Outpost of Marr
* Eastern Karana
''The city of the Frogloks, formerly the home of the Trolls and known as Grobb, but was invaded by the Frogloks as part of the events that happened after the release of ''The Legacy of Ykesha'' expansion. The surviving Trolls have now moved to Neriak Foreign Quarter.''
* Everfrost Peaks
*Halas
 
''The city of the Barbarians.''
===Freeport===
*Highpass Hold
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.
*Highpass Keep
 
*Innothule Swamp
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).
*Jaggedpine Forest
 
*Kithicor Forest
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.
''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
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.
*Lavastorm Mountains
 
*Lower Guk
* Gukta  
''Lower Guk is only accessible through Upper Guk. The zone itself is split in two areas, 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 was 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 they have a king, preacher and a savant.''
* Halas  
*Misty Thicket
* Highpass Keep
*Nagafen's Lair (Solusek B)
* Highpass Hold
''Nagafen, or formally, Lord Nagafen, is a fiery dragon from the early days of ''EverQuest'' whose lair is in the dungeon of Solusek B. Nagafen has a legion of underlings including fire giants, gnolls and a multitude of other fire creatures. Nagafen is a fire dragon and uses a mixture of his voracious claws and fire to defeat his foes. As the game has progressed, the players became more powerful than Nagafen. Now a skilled high-level player could probably kill the dragon all alone if he were not protected by enchantments that would teleport such strong players out of his lair once they struck him.''
* Innothule Swamp
*Najena
* Jagged Pine Forest
*Nektulos Forest
 
*Neriak 3rd Gate
===Kithicor Forest===
*Neriak Commons
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.
*Neriak Foreign Quarter
 
*Northern Desert of Ro
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.
*Northern Karana
 
*Oasis of Marr
* Lake Rathetear  
*Ocean of Tears
* Lavastorm Mountains  
*Oggok
 
''The city of the Ogres.''
===Lower Guk===
*Permafrost
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.
*Qeynos Aqueducts
 
*Qeynos Hills
They are the ruins of the Ancient Guk city and consists of a vast network of dark tunnels.
*Qeynos North
 
*Qeynos South
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.
''Qeynos is a human city on the west coast of Antonica.''
 
*Rathe Mountains
The undead frogloks are socially organised as there is a king, preacher and a savant.
*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.''
* Misty Thicket  
*Runnyeye
 
*Solusek's Eye (Solusek A)
===Nagafen's Lair (SolusekB)===
*Southern Desert of Ro
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.
*Southern Karana
 
*Splitpaw Lair (Infected Paw)
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.
*Surefall Glades
 
''Surefall Glades is the home of Human and some Half-Elf [[Ranger]]s and [[Druid (character class)|Druid]]s.''
* Najena
*Temple of Solusek Ro
* 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===
[[Image:EverQuest - The Temple of Solusek Ro.jpg|thumb|right|The Temple of Solusek Ro (2001)]]
[[Image:EverQuest - The Temple of Solusek Ro.jpg|thumb|right|The Temple of Solusek Ro (2001)]]
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 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 players may have to fight there to acquire some 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. Nowdays, with new expansions, these items are comparatively a lot less powerful.''
 
*The Arena
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.
''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, etc. On many occasions there were many events organized by [[game master]]s as well. However, the zone is mostly abandoned.''
 
*The Caverns of Exile (Solusek C)
* Upper Guk
*The Forgotten Halls
* West Commonlands
*Upper Guk
* Western Karana
*West Commonlands
 
*Western Karana
==Faydwer==
===Faydwer===
* Ak'Anon
*Ak'Anon
* Butcherblock Mountains
''Ak'Anon is the city of the Gnomes.''
* Crushbone
*Butcherblock Mountains
* Dagnor's Cauldron
*Crushbone
* Felwithe
*Dagnor's Cauldron
 
*Felwithe
===Greater Faydark===
''Felwithe is the city of the High Elves.''
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.
*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, made up of 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 by killing the orcs, bats, rats, spiders and skeletons which roam the zone. After level 12, Crushbone is the logical progression for players seeking to slay higher level orcs.''
* Kaladim
*Kaladim North
 
''Kaladim is the city of the Dwarves.''
===Kedge Keep===
*Kaladim South
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.
*Kedge Keep
 
''Kedge Keep is located off of Dagnor's Cauldron where its entrance is under water. It is wholly 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
* Lesser Faydark
*Mistmoore Castle
* Mistmoore Castle
*Steamfont
* Ocean of Tears
*Unrest
* Steamfont
''The Estate of Unrest is a haunted mansion and grounds. Garanel Rucksif was a dwarf who went insane and his ghost still roams the premisis.''
* The Estate of Unrest
===Odus===
 
*Erudin
*Erudin Palace
[[Image:EverQuest - Erudin Library.jpg|thumb|right|A sign welcomes players to Erudin.  Players can buy spells from its library (background).]]
''The city is mainly known for its palace, home of to some of the most powerful magicians of Norrath, and location of its bank. There is also a library from which may be purchased spells of great power, some of which cannot 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 one place to the other. The zone being a city, there are few things to fight, 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.''
*Kerra Island
''Kerra Island is located close just off mainland of 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 mainland by the Erudites. The Kerran queen and her court are heavily guarded but the city is peaceful to newcomers. Most players have never visited the island, and know little about Kerrans. This is probably because the island is well hidden (it can't be seen from the coast) and conveniantly accessible only by Erudites, who usually leave Odus to go to Qeynos to continue their adventures.''
*Paineel
''Paineel is the city of the Heretics, a breakaway faction of Erudites who practice necromancy.''
*Ruins of Old Paineel (The Hole)
*Stonebrunt Mountains
*Toxxulia Forest
''The forest is usually the logical place 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. In a downloadable patch, a new city was added to the end of the Forest: Paineel which also leads to The Hole. The druid and wizard teleporters to access the Odus continent are located in the middle of the forest.
*Warrens
===Planes===
*Plane of Fear
''The home of [[Cazic-Thule]], the God of Fear.''
*Plane of Hate
''The home of [[Innoruuk]], the God of Hate. The Plane of Hate had been revamped since it was first released and is now a completely different zone than it used to be. Two versions of the zone were for a while both accessible on the Test Server, hence the newer version being called Plane of Hate B.''
*Plane of Sky
''The Plane of Sky is contains many powerful denizens and is famed for the length of time it used to take for a raid to clear it. There are many quests both originating and involving the Plane of Sky.''
==Kunark==
==Kunark==
The continent of [[Kunark]] was introduced in ''[[The Ruins of Kunark]]'' expansion in March [[2000]].
The continent of [[Kunark]] was introduced in ''[[The Ruins of Kunark]]'' expansion in [[March]] [[2000]].
 
*Burning Woods
* Burning Woods
*Cabilis East
* Cabilis
*Cabilis West
* Chardok
''Cabilis is the city of the [[Iksar]].''
* City of Mist
*Charasis (Howling Stones)
* Dalnir
*Chardok
* The Dreadlands
*Chardok, Halls of Betrayal (Chardok B)
* The Emerald Jungle
*City of Mist
* The Field of Bone
*Crypt of Dalnir
* Fironia Vie
*Dreadlands
* Frontier Mountains
*Emerald Jungle
* Howling Stones
*Field of Bone
* Kaesora
*Firiona Vie
* Karnor's Castle
''Firona Vie is a High Elven outpost, which is the destination of the Elven boats from Timorous Deep. This is where the good races begin their adventure in Kunark. The zone itself is infact much larger, and the outpost occupies only a fraction of it.''
* Kurn's Tower
*Frontier Mountains
* Lake of Ill Omen
*Kaesora
* The Mines of Nurga
*Karnor's Castle
* Old Sebilis
*Kurn's Tower
* The Overthere
*Lake of Ill Omen
* Timourous Deep
*Mines of Nurga
* Trakanon's Teeth
*Old Sebilis
* Skyfire Mountains
*Skyfire Mountains
* Swamp of No Hope
*Swamp of No Hope
* Temple of Droga
*Temple of Droga
 
*The Overthere
===Veeshan's Peak===
''The Overthere contains an outpost for the evil races to use as a base in their exploration of Kunark.''
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.
*Timorous Deep
 
*Trakanon's Teeth
It is the fortress of the Ring of Scale and is guarded by six dragons: Druushk, Hshkar, Nexona, Phara Dar, Silverwing and Xygoz.
*Veeshan's Peak
 
''When ''The Ruins of Kunark'' was released, Veeshan's Peak was the hardest zone of the game. It is the fortress of the Ring of Scale faction of dragons and is inhabited by six dragons: Druushk, Hshkar, Nexona, Phara Dar, Silverwing and Xygoz. To access the zone, you need to do a long and difficult quest to obtain a key. Players are then able to pass through the portal located in Skyfire Mountains. Once inside, players have to keep moving constantly as it full of Racnar and Lava Drake which are quickly (2 minute respawn 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. Recently the zone had been revamped and a new, though no less difficult, quest has been added for obtaining the key.''
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.
*Veksar
 
*Warsliks Woods
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==
==Velious==
The continent of [[Velious]] was introduced in ''[[The Scars of Velious]]'' expansion in December [[2000]].
The continent of [[Velious]] was introduced in ''[[The Scars of Velious]]'' expansion in [[December]] [[2000]].
 
*Cobalt Scar
*The Great Divide
*Crystal Caverns
*Velketor's Labyrinth
*Dragon Necropolis
*Eastern Wastes
*Eastern Wastes
*Crystal Caverns
*Great Divide
*Iceclad Ocean
*Icewell Keep
*Kael Drakkel
*Kael Drakkel
*The Wakening Lands
''Home of the Kromzek and Kromrif giants.''
*The city of Thurgadin
*Kerafyrm's Lair (Sleeper's Tomb)
*Cobalt Scar
''This zone is the source of many legends among ''EverQuest'' players. The Sleeper's Tomb was at the time of the expansion the most difficult zone in the game. After all four guardians of the Sleeper, Kerafyrm, have been killed, it awakes and goes on a rampage killing everything in it's path. Kerafyrm himself was not intended to be killed, though this has been tried. After that the zone's name changes to Kerafyrm's Lair on that server.''
*Plane of Growth
''Home of [[Tunare]], The Mother of All.''
*Plane of Mischief
''Home of [[Bristlebane]], The King of Thieves. Although revamped, it had always been a bizzare zone where anything is possible.''
*Siren's Grotto
*Siren's Grotto
*Western Wastes
*Icewell Keep
*Skyshrine
*Skyshrine
*Sleeper's Tomb
*Temple of Veeshan
''Home of the Claws of Veeshan faction of dragons.''
*Thurgadin
''Home of the Coldain dwarves.''
*Tower of Frozen Shadow
*Tower of Frozen Shadow
*Temple of Veeshan
*Velketor's Labyrinth
*Iceclad Ocean
*Wakening Land
 
*Western Wastes
==Luclin==
==Luclin==
The moon of [[Luclin]] was added in ''[[The Shadows of Luclin]]'' expansion in December [[2001]].
[[Luclin]], a moon of [[Norrath]], was added in ''[[The Shadows of Luclin]]'' expansion in [[December]] [[2001]].
 
*Acrylia Caverns
* Acrylia Caverns
*Akheva Ruins
* Akheva Ruins
*Dawnshroud Peaks
* Dawnshroud Peaks
*Echo Caverns
* Echo Caverns
*Fungus Grove
* Fungus Grove
*Grieg's End
* Grieg's End
*Grimling Forest
* Grimling Forest
*Hollowshade Moor
* Hollowshade Moor
*Katta Castellum
* Katta Castellum
*Marus Seru
* Marus Seru
*Mons Letalis
* Mons Letalis
*Netherbian Lair
* Netherbian Lair
*Paludal Caverns
* Paludal Caverns
*Sanctus Seru
* Sanctus Seru
*Shadeweaver's Thicket
* Shadeweaver's Thicket
*Shadow Haven
* Shadow Haven
*Shar Vahl
* Shar Vahl
*Ssraeshza Temple
* Ssraeshza Temple
*The Bazaar
 
''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 Bazaar===
*The Deep
The Bazaar was introduced in The Shadows of Luclin extension.
*The Grey
 
*The Maiden's Eye
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.
*The Nexus
 
*The Scarlet Desert
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 Tenebrous Mountains
 
*The Twilight Sea
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.
*The Umbral Plains
 
*Vex Thal
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.
==Planes of Power==
 
These zones were introduced in ''[[The Planes of Power]]'' expansion in [[October]] [[2002]].
An interface allows one to search for items available for selling.
*Bastion of Thunder
 
*Doomfire, The Burning Lands
* The Deep
*Drunder, Fortress of Zek
* The Grey
*Eryslai the Kingdom of Wind
* The Maiden's Eye
*Halls of Honor
* The Nexus
*Lair of Terris Thule
* The Scarlet Desert
*Plane of Disease
* The Tenebrous Mountains
*Plane of Innovation
* The Twilight Sea
*Plane of Justice
* The Umbral Plains
*Plane of Knowledge
* Vex Thal
*Plane of Nightmare
 
*Plane of Storms
==Planes of Power and other planes==
*Plane of Time
Most of the planes were added in ''[[The Planes of Power]]'' expansion in October 2002.
''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 get access.''
 
*Plane of Torment
* Bastion of Thunder
*Plane of Tranquility
* Doomfire, The Burning Lands
*Plane of Valor
* Drunder, Fortress of Zek
*Ragax, Stronghold of the Twelve
* Eryslai the Kingdom of Wind
*Reef of Coirnav
* Halls of Honor
*Ruins of Lxanvom
* Lair of Terris Thule
*Temple of Marr
* Plane of Disease
*Tower of Solusek Ro
* Plane of Innovation
*Vegarlson the Earthen Badlands
* 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==
==Ykesha==
These zones were added by ''[[The Legacy of Ykesha]]'' downloadable expansion in March 2003.
These zones were added by ''[[The Legacy of Ykesha]]'' downloadable expansion in [[March]] [[2003]].
 
*Crypt of Nadox
* Crypt of Nadox
*Dulak's Harbor
* Dulak's Harbor
*Gulf of Gunthak
* Gulf of Gunthak
*Hate's Fury
* Hate's Fury
*Torgiran's Mines
* Torgiran's Mines
 
==Lost Dungeons of Norrath==
==Lost Dungeons of Norrath==
These instanced zones were added by the ''[[Lost Dungeons of Norrath]]'' expansion in September 2003.
These instanced zones were added by the ''[[Lost Dungeons of Norrath]]'' expansion in [[September]] [[2003]]. All of them are geographically located on the Old World continents of [[Antonica]] and [[Faydwer]]. The zones come in five themes as listed below, whith minor variations in dungeon layout, which are in fact separate zones, therefore the expansion contains 48 separate zones.
 
*Deepest Guk - ''8 variations''
* Deepest Guk
*Miragul's Menagerie - ''10 variations''
* Miragul's Menagerie
*Mistmoore Catacombs - ''10 variations''
* Mistmoore Catacombs
*Rujarkian Hills - ''10 variations''
* Rujarkian Hills
*Takish-Hiz - ''10 variations''
* Takish-Hiz
 
==Gates of Discord==
==Gates of Discord==
These zones were added in the ''[[Gates of Discord]]'' expansion in February 2004.
These zones were added in the ''[[Gates of Discord]]'' expansion in [[February]] [[2004]].
 
*The Abysmal Sea
* The Abysmal Sea (GoD City Zone)
*Barindu, The Hanging Gardens
* Barindu, The Hanging Gardens
*Ferubi, Forgotten Temple of Telosia
* Ferubi, Forgotten Temple of Telosia
*Kod'Taz, Broken Trial Grounds
* Kod'Taz, Broken Trial Grounds
*Natimbi, The Broken Shores
* Natimbi, The Broken Shores
*Qinimi, Court of Nihilia
* Qinimi, Court of Nihilia
*Qvic, Prayer Grounds of Calling
* Qvic, Prayer Grounds of Calling
*Riwwi, Coliseum of Games
* Riwwi, Coliseum of Games
*Txevu, Lair of the Elites
* Txevu, Lair of the Elites
*Yxtta, Pulpit of Exiles
* Yxtta, Pulpit of Exiles
 
===Instanced Zones===
===Instanced Zones===
* Ikkinz, Antechamber of Destruction
*Ikkinz, Antechamber of Destruction
* Inktu'ta, the Unmasked Chapel
*Inktu'ta, the Unmasked Chapel
* Sewers of Nihilia - Emanating Crematory
*Sewers of Nihilia - Emanating Crematory
* Sewers of Nihilia - Lair of Trapped Ones
*Sewers of Nihilia - Lair of Trapped Ones
* Sewers of Nihilia - Pool of Sludge
*Sewers of Nihilia - Pool of Sludge
* Sewers of Nihilia - Purifying Plant
*Sewers of Nihilia - Purifying Plant
* Tacvi, Seat of the Slaver
*Tacvi, Seat of the Slaver
* Tipt, The Treacherous Crags
*Tipt, The Treacherous Crags
* Uqua, The Ocean God Chantry
*Uqua, The Ocean God Chantry
* Vxed, The Crumbling Caverns
*Vxed, The Crumbling Caverns
 
==Omens of War==
==Omens of War==
These zones were added by the ''[[Omens of War]]'' expansion in September 2004.
These zones were added by the ''[[Omens of War]]'' expansion in [[September]] [[2004]].
 
*The Bloodfields
* The Bloodfields
*Dranik's Scar
* Dranik's Scar
*Harbinger's Spire
* Harbinger's Spire
*Noble's Causeway
* Noble's Causeway
*Riftseeker's Sanctum
* Riftseeker's Sanctum
*The Ruined City of Dranik
* The Ruined City of Dranik
*Wall of Slaughter
* Wall of Slaughter
*Muramite Proving Grounds
* Muramite Proving Grounds
 
===Instanced Zones===
===Instanced Zones===
* Catacombs of Dranik (single group)
*Catacombs of Dranik - ''3 variations''
* Dranik's Hollows (single group)
*Dranik's Hollows - ''3 variations''
* Sewers of Dranik (single group)
*Sewers of Dranik - ''2 variations''
* Muramite Proving Ground Trials (Single group and 54-person raids)
*Citadel of Anguish (18 to 54 person raid)
* Citadel of Anguish (18 to 54 person raid)
==Dragons of Norrath==
These zones were added by the ''[[Dragons of Norrath]]'' expansion in [[February]] [[2005]].
*Guild Hall
*Guild Lobby
*Lavaspinner's Lair
*Stillmoon Temple
*The Accursed Nest
*The Ascent
*The Barter Hall
*The Broodlands
*Thundercrest Isles
*Tirranun's Delve
===Other zones===
*Marauder's Mire
''A zone only available on the [[EverQuest special servers|Legends server]].''
Mines of Gloomingdeep
''A zone from the ''EverQuest'' tutorial.''
Shadowrest
''A Graveyard zone, it allow players whose corpses have decayed, after 7 days, to retrieve them. The zone can be accessed by talking to one of the appropriate NPCs who will transport the player there.''


[[Category:EverQuest universe]]
[[Category:EverQuest universe]]

Revision as of 21:41, 20 March 2005

The fantasy world of the massively multiplayer online role-playing game EverQuest is divided into more than 200 zones. Zones are playable areas of the EverQuest universe that can be accessed by players. They are connected to other zones by 'zone lines' and crossing over to another zone is called 'zoning'. Zoning can take from several seconds to more than a minute, depending on the player's computer. Zones are in essence the smallest unit of seamless playable area in the game which are stored on the player's hard drive. An area such a city might be comprised of three or four zones, or a large zone might contain an entire city and a vast forest. Zones represent a wide variety of geographical features that can be found in the EverQuest, including plains, oceans, cities, deserts, and other planes of existence.

With the many expansions for EverQuest released over the years, there is a noticeable difference in the appearance of older zones and newer zones, which tend to have better graphics and some advanced featured such as interactive objects or scripted events with non-player characters. One of the newer features is 'instanced zones', introduced in Lost Dungeons of Norrath. These are zones where the adventuring party or raid can have an 'instance' of the zone all to themselves, and several instances can exist simultaneously.

Zones are somewhat difficult to categorize because of the nature of EverQuest. The game is constantly being updated by downloadable patches and has seen as many as nine expansions. Some of the newer expansions added new zones to previously existing continents while creating new continents and alternate planes of existence. Some zones have been added through free downloadable patches in between the release of expansions, and a few zones have been removed after the release of expansions. Because of the overlapping of categorization by geography and by expansions, zones are listed here in a sort of compromise.

The Old World

The Old World comprises three continents: Antonica, Faydwer and Odus. Most, but not all of the zones were present in the original EverQuest as released in March 1999.

Antonica

  • Befallen
  • Beholders Maze (Gorge of King Xorbb)
  • Black Burrow
  • Cazic Thule
  • East Commonlands
File:EverQuest - East Commonlands tunnel.jpg
Overview of the trading place in East Commonlands (2001)
  • Eastern Karana
  • Eruds Crossing

Erud's Crossing is the sea between the continents of Odus and Antonica, 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. Near the island is a sunken boat surrounded by sharks.

  • Everfrost Peaks
  • Feerrott
  • Freeport East
  • Freeport North
  • Freeport West

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, Outpost of Marr

The city of the Frogloks, formerly the home of the Trolls and known as Grobb, but was invaded by the Frogloks as part of the events that happened after the release of The Legacy of Ykesha expansion. The surviving Trolls have now moved to Neriak Foreign Quarter.

  • Halas

The city of the Barbarians.

  • Highpass Hold
  • Highpass Keep
  • Innothule Swamp
  • Jaggedpine 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 areas, 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 was 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 they have a king, preacher and a savant.

  • Misty Thicket
  • Nagafen's Lair (Solusek B)

Nagafen, or formally, Lord Nagafen, is a fiery dragon from the early days of EverQuest whose lair is in the dungeon of Solusek B. Nagafen has a legion of underlings including fire giants, gnolls and a multitude of other fire creatures. Nagafen is a fire dragon and uses a mixture of his voracious claws and fire to defeat his foes. As the game has progressed, the players became more powerful than Nagafen. Now a skilled high-level player could probably kill the dragon all alone if he were not protected by enchantments that would teleport such strong players out of his lair once they struck him.

  • Najena
  • Nektulos Forest
  • Neriak 3rd Gate
  • Neriak Commons
  • Neriak Foreign Quarter
  • Northern Desert of Ro
  • Northern Karana
  • Oasis of Marr
  • Ocean of Tears
  • Oggok

The city of the Ogres.

  • Permafrost
  • Qeynos Aqueducts
  • Qeynos Hills
  • Qeynos North
  • Qeynos South

Qeynos is a human city on the west coast of Antonica.

  • 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 (Solusek A)
  • Southern Desert of Ro
  • Southern Karana
  • Splitpaw Lair (Infected Paw)
  • Surefall Glades

Surefall Glades is the home of Human and some Half-Elf Rangers and Druids.

  • Temple of Solusek Ro
File:EverQuest - The Temple of Solusek Ro.jpg
The Temple of Solusek Ro (2001)

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 players may have to fight there to acquire some 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. Nowdays, with new expansions, these items are comparatively a lot less powerful.

  • 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, etc. On many occasions there were many events organized by game masters as well. However, the zone is mostly abandoned.

  • The Caverns of Exile (Solusek C)
  • The Forgotten Halls
  • Upper Guk
  • West Commonlands
  • Western Karana

Faydwer

  • Ak'Anon

Ak'Anon is the city of the Gnomes.

  • Butcherblock Mountains
  • Crushbone
  • Dagnor's Cauldron
  • Felwithe

Felwithe is the city of the High Elves.

  • 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, made up of 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 by killing the orcs, bats, rats, spiders and skeletons which roam the zone. After level 12, Crushbone is the logical progression for players seeking to slay higher level orcs.

  • Kaladim North

Kaladim is the city of the Dwarves.

  • Kaladim South
  • Kedge Keep

Kedge Keep is located off of Dagnor's Cauldron where its entrance is under water. It is wholly 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.

  • Lesser Faydark
  • Mistmoore Castle
  • Steamfont
  • Unrest

The Estate of Unrest is a haunted mansion and grounds. Garanel Rucksif was a dwarf who went insane and his ghost still roams the premisis.

Odus

  • Erudin
  • Erudin Palace
File:EverQuest - Erudin Library.jpg
A sign welcomes players to Erudin. Players can buy spells from its library (background).

The city is mainly known for its palace, home of to some of the most powerful magicians of Norrath, and location of its bank. There is also a library from which may be purchased spells of great power, some of which cannot 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 one place to the other. The zone being a city, there are few things to fight, 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.

  • Kerra Island

Kerra Island is located close just off mainland of 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 mainland by the Erudites. The Kerran queen and her court are heavily guarded but the city is peaceful to newcomers. Most players have never visited the island, and know little about Kerrans. This is probably because the island is well hidden (it can't be seen from the coast) and conveniantly accessible only by Erudites, who usually leave Odus to go to Qeynos to continue their adventures.

  • Paineel

Paineel is the city of the Heretics, a breakaway faction of Erudites who practice necromancy.

  • Ruins of Old Paineel (The Hole)
  • Stonebrunt Mountains
  • Toxxulia Forest

The forest is usually the logical place 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. In a downloadable patch, a new city was added to the end of the Forest: Paineel which also leads to The Hole. The druid and wizard teleporters to access the Odus continent are located in the middle of the forest.

  • Warrens

Planes

  • Plane of Fear

The home of Cazic-Thule, the God of Fear.

  • Plane of Hate

The home of Innoruuk, the God of Hate. The Plane of Hate had been revamped since it was first released and is now a completely different zone than it used to be. Two versions of the zone were for a while both accessible on the Test Server, hence the newer version being called Plane of Hate B.

  • Plane of Sky

The Plane of Sky is contains many powerful denizens and is famed for the length of time it used to take for a raid to clear it. There are many quests both originating and involving the Plane of Sky.

Kunark

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

  • Burning Woods
  • Cabilis East
  • Cabilis West

Cabilis is the city of the Iksar.

  • Charasis (Howling Stones)
  • Chardok
  • Chardok, Halls of Betrayal (Chardok B)
  • City of Mist
  • Crypt of Dalnir
  • Dreadlands
  • Emerald Jungle
  • Field of Bone
  • Firiona Vie

Firona Vie is a High Elven outpost, which is the destination of the Elven boats from Timorous Deep. This is where the good races begin their adventure in Kunark. The zone itself is infact much larger, and the outpost occupies only a fraction of it.

  • Frontier Mountains
  • Kaesora
  • Karnor's Castle
  • Kurn's Tower
  • Lake of Ill Omen
  • Mines of Nurga
  • Old Sebilis
  • Skyfire Mountains
  • Swamp of No Hope
  • Temple of Droga
  • The Overthere

The Overthere contains an outpost for the evil races to use as a base in their exploration of Kunark.

  • Timorous Deep
  • Trakanon's Teeth
  • Veeshan's Peak

When The Ruins of Kunark was released, Veeshan's Peak was the hardest zone of the game. It is the fortress of the Ring of Scale faction of dragons and is inhabited by six dragons: Druushk, Hshkar, Nexona, Phara Dar, Silverwing and Xygoz. To access the zone, you need to do a long and difficult quest to obtain a key. Players are then able to pass through the portal located in Skyfire Mountains. Once inside, players have to keep moving constantly as it full of Racnar and Lava Drake which are quickly (2 minute respawn 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. Recently the zone had been revamped and a new, though no less difficult, quest has been added for obtaining the key.

  • Veksar
  • Warsliks Woods

Velious

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

  • Cobalt Scar
  • Crystal Caverns
  • Dragon Necropolis
  • Eastern Wastes
  • Great Divide
  • Iceclad Ocean
  • Icewell Keep
  • Kael Drakkel

Home of the Kromzek and Kromrif giants.

  • Kerafyrm's Lair (Sleeper's Tomb)

This zone is the source of many legends among EverQuest players. The Sleeper's Tomb was at the time of the expansion the most difficult zone in the game. After all four guardians of the Sleeper, Kerafyrm, have been killed, it awakes and goes on a rampage killing everything in it's path. Kerafyrm himself was not intended to be killed, though this has been tried. After that the zone's name changes to Kerafyrm's Lair on that server.

  • Plane of Growth

Home of Tunare, The Mother of All.

  • Plane of Mischief

Home of Bristlebane, The King of Thieves. Although revamped, it had always been a bizzare zone where anything is possible.

  • Siren's Grotto
  • Skyshrine
  • Temple of Veeshan

Home of the Claws of Veeshan faction of dragons.

  • Thurgadin

Home of the Coldain dwarves.

  • Tower of Frozen Shadow
  • Velketor's Labyrinth
  • Wakening Land
  • Western Wastes

Luclin

Luclin, a moon of Norrath, 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

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

These zones were introduced 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

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 get access.

  • 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

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. All of them are geographically located on the Old World continents of Antonica and Faydwer. The zones come in five themes as listed below, whith minor variations in dungeon layout, which are in fact separate zones, therefore the expansion contains 48 separate zones.

  • Deepest Guk - 8 variations
  • Miragul's Menagerie - 10 variations
  • Mistmoore Catacombs - 10 variations
  • Rujarkian Hills - 10 variations
  • Takish-Hiz - 10 variations

Gates of Discord

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

  • The Abysmal Sea
  • 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
  • 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 - 3 variations
  • Dranik's Hollows - 3 variations
  • Sewers of Dranik - 2 variations
  • Citadel of Anguish (18 to 54 person raid)

Dragons of Norrath

These zones were added by the Dragons of Norrath expansion in February 2005.

  • Guild Hall
  • Guild Lobby
  • Lavaspinner's Lair
  • Stillmoon Temple
  • The Accursed Nest
  • The Ascent
  • The Barter Hall
  • The Broodlands
  • Thundercrest Isles
  • Tirranun's Delve

Other zones

  • Marauder's Mire

A zone only available on the Legends server. Mines of Gloomingdeep A zone from the EverQuest tutorial. Shadowrest A Graveyard zone, it allow players whose corpses have decayed, after 7 days, to retrieve them. The zone can be accessed by talking to one of the appropriate NPCs who will transport the player there.