Fourth Tier Planes
Plane of Air Plane of Earth Plane of Fire Plane of Water
Fifth Tier Planes
Plane of Time
13. The End
Well, that was some food for thought. As with everything, the Cleric will learn as they go. Many of the things listed in the guide will become intrinsic knowledge. Other things might not work for some. It is our hope that this guide will help all players through the early days of Clericdom and well into the later years.
Copyright 2006.
EverQuest is a Registered Trademark Of Sony Online Entertainment.
The Crypt of Decay is divided into two parts. The top section holds various undead creatures ready to slay any adventurer foolish enough to wander in alone. It also contains the mini-quest which grants players the ability to venture forth in to the basement section of this plane. It is here that Bertoxxulous lives. His death is required for a flag to the elemental planes.
The Plane of Storms is the home to three different types of giants. They have clans throughout the zone and there is a mini-quest given here that requires the death of several Mini Boss MoBs. Completing this quest gives the player the flag needed for the Bastion of Thunder.
The Plane of Valor is home to a wide variety of beasties, from Razorfiends, to spiders and even a golem or two. It is also home to a rather large dragon. A mini-quest is necessary to gain the key for entry into the dragon’s lair, and its death is required for the flag to the Halls of Honor.
The Plane of Tactics (A) is home to the Zek clan. Vallon, Tallon and Rallos all reside within this dungeon and are not too keen upon having visitors. Vallon and Tallon must be dispatched and their flags obtained before moving on to kill Rallos.
The Halls of Honor has two parts as well. The first contains three trials which must be completed before a player is able to enter the Temple. The Temple houses the god Mithril Marr. Many a brave adventurer died trying to meet with him. His death gives the player another flag.
Bastion of Thunder is the home to the imprisoned Karana. Two separate quests are needed to gain access to the tower of Agnarr. These quests require the killing of massive amounts of giants, who look remarkably like the ones from the Plane of Storms. Once the mini-quests are done, the adventurers can attempt to free Karana. If successful, this grants another flag.
The Plane of Tactics Revisited C This time the adventurer has come to kill Rallos Zek himself, the God of War. This is no simple task and takes multitudes of well equipped and trained players. Players completing this task, as well as all the previous ones aforementioned, will now gain access into the elemental planes — Plane of Air, Earth and Water.
Tower of Solusek Ro is the home of the minions of Solusek Ro. Five different Mini Boss MoBs must be killed in order to obtain entrance into the home of Solusek Ro. Killing him grants the adventurer access to the Plane of Fire.
11.4 Tiers
First Tier Planes
Plane of Knowledge Plane of Nightmares Plane of Innovation Plane of Justice Plane of Disease
Second Tier Planes
Lair of Terris Thule (Nightmare B) Plane of Torment Crypt of Decay Plane of Storms Plane of Valor Plane of Tactics
Third Tier Planes
Hall of Honors – Mithril Marr Bastion of Thunder Plane of Tactics C Rallos Zek Encounter Tower of Solusek Ro
Advantages
- Best caster armor – Good melee armor – Helm and Boots quest for Tormax Head (casters) – Much safer to visit Cobalt Scar and Western Wastes
- Bossmob Lord Yelinak is not for you – Long journey to turn in the armor for the quests
How do I gain Dragon Faction?
Killing the Kromzek (Storm Giants) in Wakening Lands and in Kael is the primary way to raise faction with the Dragons. A player may also collect Giant Warrior Helms and Giant toes to turn in to one of the drakes in Skyshrine.
11. Planes of Power
11.1 Introduction
The Planes of Power was released in October 2002. This expansion targeted those players above level 46 and who were in high-end raiding guilds. There are a few aspects, however, that all players may enjoy irregardless of level.
11.2 Overview
The Plane of Knowledge has a teleportation network that makes the Nexus look like a broken merry-go-round. The Plane of Knowledge has teleportation stones that link all the starting cities of Norath and Luclin, with corresponding stones on the other side that will bring players to and fro. There are even stones that will teleport players to the Overthere, Firiona Vie, the Nexus, the Great Divide and the Plane of Tranquility. With this expansion the need for Wizards and Druids to port players everywhere has dropped significantly. Players may now go hunt in zones that, before the expansion, were often left alone due to the difficulty in traveling there. It makes most of the remote areas much more accessible. The Planes of Power also introduced new Tradeskill recipes, alternate abilities and quests. It is now possible for a player to have all their tradeskills raised to the 250 limit. Travel to all the planes in the Planes of Power expansion is done through the Plane of Tranquility. When the expansion was first release there were only four planes accessible to adventurers. These were the Planes of Disease, Innovation, Justice and Nightmare. In order to progress into other planes, players had to complete a series of mini-quests and kill various Boss MoBs in order to gain the flag that would allow them entry into the next Tier of Planes. In mid 2003, Verant removed the flag requirement for many of these zones and replaced it with a level requirement. The flags needed to reach the top Tiered zones are still in place. The location to the entrance of all the Planes of Power can be found on the map located in the Appendix.
11.3 The Planes of Power
The Plane of Nightmare is a dark place, much like a combination of the Burning Wood and the Plane of Fear. The denizens of her plane are all creatures of nightmare and gruesomeness, and several quests here deal with freeing people from their nightmares by dream questing with them or destroying the sources of their slumbering fears. A mini-quest allows player access to the Lair of Terris Thule. Killing her will give the flag for the Plane of Torment.
The Plane of Innovation is a gnome’s delight. It is a very mechanical place and nearly all of the odd little inventions of the plane drop some sort of tinkering component. Sadly, it also reveals to us that Gnomes are secretly trying to destroy us all with their tinkered toys as just about everything on the plane will attempt to kill a player on sight. It is through the Plane of Innovation a player will acquire the flag for the Plane of Tactics / Drunder – the Fortress of the Zek clan.
The Plane of Disease is an ugly orange plane with many bugs, oozes, and other wretchedness that need cleans ing. Much of a player’s time here will be spent doing quests or killing things that really look like they need to be put out of their misery. It is though this plane a player will acquire the flag for the Crypt of Decay.
Plane of Justice is home to the dark halls of the Tribunal. Upon zoning in you find yourself in the middle of an arena like structure resembling the courtyard of a prison. The only exit is through a maze of cell blocks. Most of the upper floors do not have MoBs that are KoS, but the Tribunal doesn’t like it when strangers converse with some of the prisoners. A player who wanders enough will come to the Tribunal’s Circle itself. Here, they will offer to test a player’s mettle through their Six Trials. Completion of any trial will gain the play er the flags for the Plane of Valor and Plane of Storms.
The Plane of Torment is the home of Saryrn. The zone is a series of ramps each leading up to the tower which houses her. A special key must be made by killing four different MoBs and combining their special drops in a container. This then opens up the Castle. A second mini-quest on the way to Saryrn is needed in order to obtain the proper flags for the higher level zones.
The Bazaar is a very interesting place introduced just after the Luclin expansion. For most people it is a good way to get rid of items they have upgraded or empty their loot bags from hunting. For newbies, it is a godsend. For a small amount of platinum, a player can purchase items far beyond their level of acquisition. The first thing to know about the bazaar is how to use the interface. By typing /bazaar the player will be given a search window to filter through the items they are looking for. Specific searches can be conducted by selecting the statistic, slot or attribute desired. For Clerics some important searches are for Mana and Wisdom items. While looking, also keep an eye out for items with radically varying prices. By buying the cheap items, if spare cash is available, and reselling them for a profit, the Cleric can make some extra platinum. In order to trade or sell one’s wares, the player will have to buy a Trader’s Satchel (about 1pp from the vendor in the building between the banks on the right hand side). They are also great for bank slots, as they are 10 capacity bags but are too heavy to carry around. The player should put all the items they want to sell in the Trader’s Satchel and go to a Trade Stall (found all over the Bazaar). By typing /trade, a new window pops up. The first thing a player will want to do is set values for the items they want to sell. Click an item, and put in the price by clicking on the correct coin, then hit Accept Value. Hitting Set Value will now save this price until the player decides to change it or clear it. Repeat as necessary. The player can now remain logged on and sell their wares all night. The Bazaar is especially handy for those players interested in dedicating a large amount of time to tradeskills. The Bazaar frequently has many ingredients for all tradeskills available for purchase. Additionally, with Shadowhaven and the Plane of Knowledge nearby, and practically every combine type container readily available, this is a tradeskiller’s paradise.
10.0 Important Factions
10.1 Velious Armor
There are three main factions on Velious: Giants, Dwarves and Dragons. It can be best described as the Giants vs. Dwarves and Dragons. There are several advantages and disadvantages of each faction.
10.1.1 Dwarves
Advantages
- Gate potion Quest, cheap and time-saving – The easiest faction to get because all players begin at apprehens ive faction – Ring Quests – Shawl Quests
Disadvantages
- Worst quest armor in Velious – Bossmob Dain is not an option for hunting (there goes the Belt of Dwarfslaying)
Raising Dwarf faction:
The easiest way to raise this faction is to kill Frost Giants and Drakkel Dire Wolfs. There are many of these in the Great Divide and in the Eastern Wastes. Only the Frost Giants in Kael give Dwarf faction. King Tormax and a few other giants will also give Dain Faction. A player can also deliver Giant Helmets at Icewell Keep to get your faction by quests. Deliver four of them at a time to Chamberlain Krystorf.
10.1.2 Giants
- Best melee armor quests – Belt of Dwarfslaying Quest – Gauntlets of Dragon Slaying Quest – Coldain Skin Boots and Gloves as money source Disadvantages – worst caster armor – Bossmobs, King Tormax / Derakor the Vindicator / The Statue of Rallos Zek and Avatar of War are your friends
Raising Giant Faction:
There are three separate giant factions that will need to be raised, the Kromrif (Frost Giants), the Kromzek (Storm Giants) and King Tormax. The Kromrif are at war with the Dwarves of Thurgadin, so killing many Dwarves or Coldain Tracking Wolves will help raise this faction. Also killing anything inside Thur gadin or Icewell Keep is another option. The head of the Dwarves may be turned in to the Recruiter at the entrance of Kael for some Quest Faction. The Kromzek are at war with the Dragons, thus the only way to raise this skill is to kill dragons in Western Wastes and Temple of Veeshan or kill the inhabitants of Skyshrine. Turning in four Kobold Paws from Velkator’s Labyrinth to the Kromzek Captain in Kael’s bank gives positive faction for all three factions. King Tormax faction can be raised by killing the Dain of Thurgadin, Lord Yelinak of Skyshrine or by turning in the Kobold Paws to Captain Bvellios.
10.1.3 Dragons (Claws of Veeshan)
Baking 250
Defense 200
Divination 235
Dodge 75
Evocation 235
Fishing 200
Fletching 250
Hand to Hand 75
Jewel Crafting 250
Meditate 252
Offense 200
Pottery 250
Sense Heading 200
Specialization 235
Swimming 200
Tailoring 250
Tinkering 250*
*Only Gnomes can use the Tinkering skill.
8 The Bazaar
Damage Spell (Max: 700)
Yaulp VI Self Only Melee Attack Buff Abjuration 10 Unknown
7. Cleric Skill Caps
This is a list of skill caps for all Clerics.
Skill Cap
1 Hand Blunt 175 2 Hand Blunt 175
Abjuration 235
Alcohol
200
Tolerance
All Languages 200
Alteration 235
Begging 200
Bind Wound 200
Blacksmithing 250
Brewing 250
Channeling 220
Conjuration 235
Group Healing & Cure Spell (Max: 2500)
Alteration 1100 Unknown
Level 65
Spell Name Spell Description Class Mana Location Armor of the Zealot Self Only HP, AC, Mana
Abjuration 400 Unknown
Regeneration Buff.
Hand of Virtue Group HP & AC Increasing Buff (Max:
Abjuration 2500 Unknown
1500)
Mark of the Righteous
Single Target Reverse Damage Shield (Max: 34)
Abjuration 200 Fungus
Pacification Area Effect Aggression Reduction
Alteration 450 Unknown
Debuff
The Silent Command Point Blank Area Effect Direct
Alteration 550 Unknown
Conjuration 350 Unknown
Kazad’s Mark Group Target HP Increasing Buff
Abjuration 1800 Unknown
Sound Of Might Area Effect Stun Spell (Max: 5
Evocation 75 Unknown
Supernal Light Single Target Instant Healing Spell
Alteration 600 Unknown
(Max: 2750)
Level 64
Spell Name Spell Description Class Mana Location Catastrophy Area Effec t Point Blank AoE (Max:
Evocation 650 Unknown
850)
Destroy Undead Single Target Undead Only Direct
Damage Spell (Max: 1200)
Imbue Valor Summon Enchanted Item Alteration 1000 Unknown Mark of Kings Healing Damage Shield (Max: 9) Abjuration 170 NPC Drop Petrifying Earth Single Target Upgraded Root Spell Alteration 180 Unknown Word of Replenishment
Level 62
Spell Name Spell Description Class Mana Location Condemnation Single Target Magic Based Direct
Evocation 365 Unknown
Damage Spell (Max: 1100)
Fetter Single Target Root Spell (Max: 180
Alteration 75 Vendor
Seconds)
Greater Immobilize Single Target Root Spell Alteration 150 Unknown Sermon of Penitence Single Undead Target Damage over
Evocation 300 Unknown
Time (Max: 1025)
Supernal Elixir Single Target Duration Healing Spell
Alteration 400 Unknown
(Max: 2000)
Virtue Single Target HP Increasing Buff
Abjuration 1000 Unknown
(Max: 1500)
Level 63
Spell Name Spell Description Class Mana Location Hammer of Damnation
Blessing of Aegolism Group Aegolism (Increase HP & AC) Abjuration 2000 NPC Drop
Divine Intervention Save target from death. Abjuration 500 NPC Drop Ethereal Elixir Group Heal Over Time (Max: 1200) Alteration 975 Unknown Hammer of Souls Summon a High Frequency Proccing
Marzin’s Mark Group Hit Point Buff Alteration 575 NPC Drop Word of Redemption Group Complete Heal Alteration 1100 NPC Drop
Level 61
Spell Name Spell Description Class Mana Location Faith Single Target AC & HP Buff Abjuration 200 Unknown Supernal Remedy Single Target Fast Cast Healing Spell
(Max: 1522)
Symbol of Kazad Single Target HP Increasing Buff
Abjuration 600 Unknown
(Max: 910)
Tarnation Single Target Direct Damage & Stun
Evocation 250 Unknown
(Max: 300)
Ward of Gallantry Single Target AC Buff (Max: 54) Abjuration 425 Unknown