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EverQuest Cleric Guide-chapter003

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.

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