EverQuest/Zones: Difference between revisions

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→‎Other zones: moved Luclin
(→‎Luclin: moving Luclin)
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;The Open Sea  
;The Open Sea  
;Zhisza, the Shissar Sanctuary
;Zhisza, the Shissar Sanctuary
==Luclin==
[[Luclin]], a moon of [[Norrath]], was added in ''[[The Shadows of Luclin]]'' expansion in December 2001.
; Acrylia Caverns (50-60)
: The mines in Grimling Forest continue into the Acrylia Caverns. The zone-in is small and occupied by grimlings. Named monsters in this zone drop items still valuable to lower level players. Some quests in this zone start the war between the Grimlings and the Vah Shir. At least one quest cannot be done unless the Vah Shir are in command of the zone.
; Akheva Ruins (50-60)
: Once a splendid construction with huge, rambling halls and vast meeting areas, the ruins take awhile to explore completely. Monsters summon, and the sound of footsteps or spells being cast bring things from under the floors.  Akheva Ruins is probably the reason you might not want to hunt the dark race in Shadeweaver's Thicket as there are a lot of them living here. Entering is a little difficult without some kind of invisibility as you pass through the building in Maiden's Eye to reach the zone line.
; Dawnshroud Peaks (25-50)
: A player can enter Dawnshroud Peaks and experience there from the level of 20 until 50 in a group, or from 23 to 59 solo. The large variety and number of monsters, plus the easy access to the Plane of Knowledge, make this a very popular zone for players of all levels.
; Echo Caverns (20-40)
: This zone is known to have a low and a high side, referring to the level of NPC and mobs a player will encounter. The Necromancer spells for the Luclin expansion are located in Echo Caverns through a secret panel zone-in from Shadow Haven rather than being in Shadow Haven with the other class spells. The second zone-in from Shadow Haven is located in the Dwarven quarters. Adjacent zones are Shadow Haven, Fungus Grove, and The Deep.
; Fungus Grove (50-60)
: Accessible from Twilight Sea by using a teleporter in the mage's tower, or from Echo Caverns, this zone is dark and twisted. Fungi and plants abound, some stationary and others mobile. The zone is also home to a number of worthwhile quests.
; Grieg's End (45-60)
: A torturous zone when entered from Dawnshroud Peaks, the entry to this castle on the light side of the moon is a small hall which opens into a room containing 4 or 5 monsters in close quarters. In times past, this hall has had as many as three groups gathering to experience, recovering from a journey into the maze, or actually pulling monsters to the entry. Many of the named monsters near the middle of the zone drop nice gear which has been in much demand in the past (some of which are still nice enough to draw groups). Entering from the Scarlet Desert zone line gives a group a nice, wide, long entry to pull monsters to for a fight, but the zone line is difficult to get to unless the group includes a druid or wizard with the appropriate porting spell to Twilight Sea two zones away. Call of the Hero (CoH) does not work in this zone and some of the monsters can cast an illusion spell which makes members of groups look like the monsters of the castle.
; Grimling Forest (20-40)
: Grimling Forest contains countless mushrooms in a variety of sizes. There are several grimling encampments within the zone and a fort of Vah Shir which includes a bank but no tradeskill world containers. Periodically, the Vah Shir manage to overrun the grimling encampments with the help of players in this zone. The largest grimling encampments are directly in front of the zone lines to the adjacent zones (Tenebreous Forest and Acrylia Caverns). The Vah Shir fort is directly in front of the zone line to Hollowshade Moor.
; Hollowshade Moor (10-30)
: This zone contains three combatant groups: sonic wolves, owlbears, and grimlings. Players may help or hinder these groups in taking over the zone. The zone has a large lake with islands and several caves. There are merchants in the fort for convenient selling. Adjacent zones are Shar Vahl (the Vah Shir city), Paludal Caverns, and Grimling Forest.
; Katta Castellum
: An ancient city built in the twilight regions of Luclin, Katta Castellum is adjacent to Tenebrous Mountains and Twilight Sea. The city has all the tradeskill world containers: a pottery wheel, a kiln, a forge, a brew barrel, an oven, and a loom. The city is built in a strong defensive position to hold off enemies both known and unknown. Levitation spells don't work in this area at all, so you can't float off of the ledge down to the lower level where the bank is. The inhabitants of this city have no liking for the darker arts and many quests are available to rid society of the vampires and other evil creatures that reside on the moon of Luclin.
; Marus Seru (20-40)
: Low, rolling hills of sand with numerous rocks jutting from below is an apt description of this zone.  Home of benign rock creatures and cranky grey rockhoppers with some bandit camps thrown in, Marus Seru connects with Mons Letalis and Sanctus Seru.
; Mons Letalis (30-50)
: Mons Letalis is a zone with deep valleys and high, craggy hills full of rockhoppers, rock creatures, and many other monsters. Nearly all of the creatures agro easily and add-on to any fight (not just fights with their own kind).  Furthermore, some of the monsters see invisible, making travel through the zone very difficult and risky, depending on the adventurer. There is a spire-like construction that houses the "boss" of the zone. Mons Letalis borders on Marus Seru and The Grey.
; Netherbian Lair (20-30)
: An ornately constructed, t-shaped hall with a high ceiling and a gigantic pillar at the intersection, Netherbian Lair connects Marus Seru and Dawnshroud Peaks to The Nexus. The rest of the construction was never finished, and its cavernous twists usually return the player to the central hall. Guards patrol the t-hall, but the rest of the zone is dangerous to anyone unable to combat the denizens lurking off the main corridor. Troglytes and Phlarg inhabit the areas of the central hall.
; Paludal Caverns (5-25)
: A popular zone for beginning characters level 10-25 due to experience modifiers, this zone is a large cave that is home to the Recondites, a band of thieves who attack anyone on site.  The Recondites share this zone with the Phlarg and Patog fiends who are fungus creatures. This zone is known as being an argument-inducing zone due to its XP bonus which attracts many people, and a lack of mobs to kill, which can cause arguments regularly.
; Sanctus Seru (?)
: A sprawling city with all the tradeskills included, Sanctus Seru's arena and dungeon seem to be a part of the bright, forever-shining environment.  For evil-aligned players, the massive number of guards throughout the zone provide a viable hunting option.
; Shadeweaver's Thicket (1-30)
: Shadeweaver's Thicket has hunting in several levels and two separate sides with no need to actually experience the outside world beyond Shar Vahl and Shadeweaver's Thicket until a player is in their twenties.
; Shadowhaven
: An indoor city on Luclin that is safe for good and evil races.  Includes vendors, bankers, and quest NPCs, and is close to The Nexus and Bazaar. Faction plays a part in selling or buying from merchants, but the bankers will deal with anyone.
; Shar Vahl (1-5)
: Starting city for the Vah Shir race (an anthropomorphized, cat-like race).  Vah Shir benefited from the citizenship quests required of all residents of Shar Vahl. Many Vah Shir never left the city until achieving level 2, just by completing the citizenship quests over and over again.  Many of the quests for armor and equipment required that the Vah Shir turn over their citizenship papers before they were given the quest.
; Ssraeshza Temple (50-60)
: Located in the middle of The Grey, the Ssraeshza Temple is a multi-leveled dungeon with many quest drops for multi-item turn-ins and a wide variety of "boss" mobs, including Emperor Ssraeshza, who must be killed in order to advance to Vex Thal, the pinnacle of Luclin adventuring.
; The Bazaar
: Prior to The Shadows of Luclin, on most servers, the ''EverQuest'' community gathered to buy, sell, and trade items in East Commonlands, Greater Faydark, or sometimes the bazaar area of North Freeport. Each player would announce an offering to the whole zone (usually via the auction channel) and wait for interested people to contact by tell. Players had to stay at their computers and manually complete each transaction. With The Shadows 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, banks, and stables. Due to the number of players gathered in the zone, The Bazaar is notorious for lag and slow response times. Users can buy trading bags and put the things they wish to sell inside them, be it armor, weapons, or quest items. They then choose a price for each item and switch to Trader Mode. Once in Trader Mode, players appear to other players as a standard vendor, and your customers can then buy your things. An interface allows one to search for items available for selling. The layout of The Bazaar was significantly changed at the launch of the ''Dragons of Norrath'' expansion. The new Bazaar is larger and includes two halls with several circular rooms containing trader platforms. The red hall is for selling things while in trader mode and the blue hall is for standing as a buyer to buy specific things for player-determined prices (usually more than an NPC vendor will give but less than listed in The Bazaar), or to barter items for other items.  Buyer mode does not require specific bags like Trader Satchels.  Instead, the buyer must have the cash and items required to buy on hand, along with available space in the inventory. Players who wish to sell items for more than vendor prices may check the interface to barter or to sell items outright to players who set up in the blue hall as buyers.
; The Deep (50-60)
: The Deep is a dungeon full of traps, including a well-known invisible bridge.  Falling off this bridge left a player trapped in a huge chasm, unable to escape. The only means of exit is to be teleported out by a druid or wizard, to cast a personal Gate spell, or to use a Gate potion.  A druid or wizard was a necessary member of any group until the advent of wide-spread use of gate potions and the "return character to home" feature.
; The Grey (40-60)
: A vast wasteland of grey rock, this zone is completely airless. The vast majority of the inhabitants lie immediately beneath the surface, hidden from view until they erupt to attack the hapless passerby.
; The Maiden's Eye (45-60)
: A lush expanse of rolling hills filled with goranga tribesmen, coterie undead, four armed ladies, and shrouded spooks with multiple sites for both groups and solo hunting.  Many spells drop in this zone, which borders Dawnshroud Peaks, Akheva Ruins, and Umbral Plains.
; The Nexus
: The receiving gateway for transportation from Luclin to Norrath down below. Carved out of solid rock, there are various tunnels leading to separate teleportation pads, each catering to a different location in Norrath. The Nexus proved to be the pivotal moment in ''EverQuest'' when players could travel between continents without the need for a 45-minute boat ride, or obtaining a ride from a fellow teleporting player. Like the transcontinental railroads, Norrath suddenly became a much smaller place. The Nexus also developed the concept of the singular 'common zone', a place where every player can safely rest, find groups, sell wares, provide directions from a known location, and generally socialize outside of a combat environment. The Nexus was made less important upon the opening of the Plane of Knowledge in the Planes of Power expansion. The Nexus is still the safest and sometimes fastest way to reach some places if a player cannot find a wizard or druid for teleportation. An example of one such zone is North Karana (the port in spot for the Antonica continent), reachable only by going through three to four zones if you use the Plane of Knowledge portal to Qeynos, Rivervale, or Feerott. If not for The Nexus, there would be more travel through the Bazaar, as the it is the only other way to Shadowhaven and Netherbian Lair, which lead into other Luclin zones populated by many players.
; The Scarlet Desert (35-50)
: This zone houses voracious animal and plant life in a sandy environment surrounded by craggy mountains.
; The Tenebrous Mountains (30-50)
: Tenebrous Mountains is a large mountain range on the dark side of Luclin. Scant foliage lives on the slopes of the hills, and the creatures that inhabit this area are more likely to use sound than sight to find their prey. This is also the home of the rapidly growing coterie of vampires.
; The Twilight Sea (20-40)
: The Twilight Sea is a small, calm sea in the twilight regions of the moon. There are a vast number of islands that dot the sea, and these islands have many residents on them. The sea itself is ringed by cliffs and low mountains.
; The Umbral Plains (55-60)
: Home to several boss mobs with nice "no trade" armor upgrade drops for levels that can not possibly hunt here without a raid.  Mobs summon and add on frequently and hit hard for the levels that would make use of the armor.
; Vex Thal (55-60)
: 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==
==Other zones==
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