The speed increase varies widely depending on what percussion instrument (if any) the bard is using and the level of the bard, but at higher levels is faster than SOW. Class: ALL except NEC WIZ MAG ENC AC: 7 The trip to Velious starts in the Northern Desert of Ro at the docks there (#14 on the map). Slot: BACK This page has been accessed 333,662 times. Race: ALL, LORE ITEM AC: 3 Race: ALL, Slot: PRIMARY SECONDARY Quote Reply [Fri Jan 01 16:04:17 2016] You say, 'Hail, Agent of Change' Sandwiched between two fairly soft zones (the Greater Faydark and Steamfont Mountains), the Lesser Faydark is the site of many-a-newbie deaths as this can be a rather treacherous area. In Firiona Vie, the docks are in the extreme southwest portion of the zone. Greater Faydark is a relatively safe place to travel and fight in, barring the area near Crushbone which I will discuss further down. There are also reports of a fishing woman, her name is Olunea Miltin, that will occasionally attack evil travelers, She cons as glares threateningly to a troll SK worshiping Cazic-Thule...(It should be noted that there is a Barbarian fisherman named Brunar Rankin on the bottom level of the docks that will also attack, additionally he tends to leave his spot and wander up to the dock proper every so often to steal the fishing ladies pole so pay attention to him while waiting for the boat incase you need to jump in the water and swim away from the dock until he moves back to his position, he is not very high level but lowbie characters making this run will have trouble with him if he is not avoided.). Race: ALL, Slot: PRIMARY SECONDARY WT: 3.5 Size: MEDIUM Race: ALL, Slot: PRIMARY SECONDARY Some are at least in the high 30s and they can be aggressive. Due to its importance to the evil races in general, I will discuss it first. They are actually the same as regular group port spells in terms of mana cost, however they have a much quicker casting time and recast time, making them more appropriate for times of urgency. Class: WAR PAL RNG SHD BRD ROG It is the home of the wood elves, and is also the newbie area for the wood elves, high elves, and half elves that start out in Kelethin and Felwithe. Land Travel is the most common method of getting anywhere within the game. The down side is that most of the areas near the cities as well as near Crushbone have roaming guards that will attack you. The trick to this is that you have to travel through here at night time. [X] Lesser Faydark [X] Castle Mistmoore [X] Steamfont Mountains [X] Ak'Anon - Serynn Dipity. Marked out in bones is a path that leads into one of the larger prison cages and to a secret door that leads into the catacombs. AC: 3 The ship has a number of barrels attached to its sides, the trick is to find one that is low in the water or at a 45 degree angle. These are useful for shamans for getting their spells, but also for others, especially to Halas which has no nearby port spell from anyone else. Class: ALL except NEC WIZ MAG ENC The only place you can really go is to head into the court with the empty stage and the shady thief guys in the middle. At each spire you will find an NPC in the center named Nexus Scion. DMG: 4 WT: 6.5 Size: MEDIUM Skill: 2H Slashing Atk Delay: 48 Of the other monsters, none are notable except that they will all group to attack you if you are fighting others of their kind. Race: ALL, Slot: SECONDARY WT: 0.0 Size: TINY On one of the high platforms on the way to the Rogue guild. Slot: PRIMARY SECONDARY Also, for other merchants the surrounding area is wonderful as Kelethin has most of the goods necessary to make items (with the occasional short jaunt to Steamfont for smithing supplies). Hopefully over time all of them can be added to this list (feel free to help; remember, it's a wiki! WT: 4.0 Size: MEDIUM Located on the platform between the Newbie and PoD lift platforms. Class: ALL except NEC WIZ MAG ENC DMG: 6 Skill: Piercing Atk Delay: 29 WT: 2.5 Size: SMALL Orc pawns pop every. Description needed. AC: 3 The boats pass quickly out of the local area that they are in, and enter another ocean area, the Timorous Deep. Under the direction of Warrior Guildmaster Regren, these warriors support and defend the Kelethin Merchants and the Merchants fo Felwithe. When facing the water at the docks, it is the dock on the right that it lands at. Class: ROG FYI - drops. WT: 7.5 Size: MEDIUM Skill: Piercing Atk Delay: 23 NPCs - Found 140 NPCs that spawn in Greater Faydark: WT: 1.0 Size: SMALL Class: ALL WT: 0.4 Size: SMALL There are also some ways of moving around that occur in special cases or as the cause of special spells. Greater Faydark - Classic Leveling Guide The Greater Faydark is the starting zone for High Elves, Wood Elves and any lucky Half Elf that picks the right class/diety to avoid Qeynos. WT: 0.0 Size: SMALL It's a large island with a mountain on the North end, three mountains along the Southern side corner with a big sandy plane in the middle. WT: 1.1 Size: SMALL This is a hearty meal! Below is a table that includes the zones that the spells take you to and the number location on the map it's on, as well as info on the particular spell, including what the name is as well as whether it is solo or group and what level the druid obtains the spell. Percussion Instrument: 18 The settlement consists of a few typical Ogre hunts, docks, and 15 or so Ogres, mostly warrior types. Race: ALL, LORE ITEM Aug 22, 2020. 1 Purging of the Faydark Series 2 Camp Nybright 2.1 Nybright Family Series 2.2 Toxic Research Series 2.3 Miscellaneous 3 Camp of the Legendary Wu 3.1 Wu's Three Edicts 3.2 Averting Conflict 4 The Fae Court 4.1 Service to the Fae Court 4.2 Miscellaneous 5 The Aphotic Intersection 6 Arloona Delyssa 7 Footnotes This is a timeline of quests that take place in The Lesser Faydark. Class: NONE During that time of day, all the guards that typically stand on the bridge that goes over the water are gone, and you won't be attacked. Race: ALL, Slot: PRIMARY SECONDARY AC: 8 1:17:16. DMG: 20 Race: ELF HIE DEF DWF HFL GNM, Slot: SHOULDERS Class: ALL except NEC WIZ MAG ENC 100% @ (1559, -1556), 100% @ (1724, -1377), 100% @ (1931, 61), 100% @ (1340, -181). This limits its use, and many people rarely use this spell except when traveling through safe territory. Slot: CHEST Skill: 1H Slashing Atk Delay: 42 From there it is easy to find your way to the lands beyond. (currently not working on p1999) The most reliable though? DMG: 8 Class: ALL except NEC WIZ MAG ENC This area is guarded/owned by the good races, so it is reasonable that if you would be KOS on the mainland to them, the same is true here, and you should disembark shortly after coming into this area. Step 2 Go to Greater Faydark to Loc: +1535, +570. » Welcome: Relive the Classic Everquest Experience as it was from 1999 to 2001. Race: ALL, Slot: PRIMARY SECONDARY These come in single-use, 5- and 10-shot versions. Secondly, there are keys required to teleport to these places. Likewise, passage through High Keep is complicated by the same problem, as well as the high level orcs and gnolls that are there. By far the most popular method is the spell Spirit of Wolf, commonly called a SOW. The Icebreaker then takes you to a dock on the mainland (#1 on the map). I'll describe the various boat routes so that people know how to get from point to point. Run along the path, and at the only crossroads in the zone, steer to your right. Class: ALL Every member in a group needs the key to that port spot, or they will simply be left behind. This area is a small distance from Firiona Vie through a small section of tunnels that lead into the area surrounding the elven beachhead. - The only way to reach Crushbone is through Greater Faydark. The path through West Freeport is the simplest. The Barge makes a very short trip, zoning quickly into the Timorous Deep, and then quickly arriving at an island. The ubiquitous PoD can be found in all the cities of Norrath. WT: 1.5 Size: SMALL Race: ALL. Effect: Firestrike (Any Slot/Can Equip, Casting Time: Instant) at Level 40 Greater Faydark is the hub of all the other zones, and is good because you can be bound anywhere within the zone (not in a hostile city). Choosing Agnostic for your religion helps, as many won't attack you based on race but instead based on your religion. The tunnel to the left leads to the other entrance to the catacombs and an interesting underwater structure, but nothing more. Slot: CHEST The outside entrance to the Qeynos tunnels lies to the east of the Gates in North Qeynos. Nav links to Lesser Faydark and Felwithe (from the map of Greater Faydark) have been fixed. Quests - Found 24 quests that start in Greater Faydark: Slot: PRIMARY SECONDARY As above, Wizard evacs to EJ and Skyfire can also only be cast inside a Kunark dungeon at launch, later changed to everywhere. It is also about the least desirable, since it takes quite a bit of time to get from point A to point B within the game. Skill: Piercing Atk Delay: 29 DMG: 7 WT: 0.1 Size: SMALL Good travelers can use this opportunity to swim out to the boat for the return trip. WT: 3.5 Size: SMALL DMG: 5 Located inside Faydark's Champions across from. WT: 5.0 Size: MEDIUM DMG: 5 (Note that the orientation of the Ocean of Tears is reversed from what makes sense, you travel East to West to get from Freeport to Butcherblock). WT: 5.0 Size: LARGE Skill: 1H Slashing Atk Delay: 34 Freeport is probably the most frequently traveled city by the dark races. Shaman Gate Potions (Assorted) - Shaman with a (very) high. Erud's Crossing is still a possibility to hunt at, although it's so difficult to get to for the evil races (and the Kerrans might KOS them), that it's probably not worth it. There are no NPCs at either end of the trip. Class: WAR SHD ROG SHM Race: ELF HEF, Slot: PRIMARY SECONDARY Class: BRD Butcherblock is a large, open hunting ground, with the benefits of no roaming guards. Selo's Song of Travel is a much more powerful version of Selo's Accelerando, and is the level 51 bard song. Slot: PRIMARY SECONDARY The docks of Freeport are usually safe, as long as you stay outside of the Port Authority. These are the only known portals on the entire continent, as the Combine Empire did not rule this land as they did all the others. Race: ALL, MAGIC ITEM LORE ITEM NO DROP The Spiroc is a parrot race and their city looks much like the Aviak city in South Karana. Skill: 1H Blunt Atk Delay: 36 It also lies between the Dark Elf city of Neriak and the swamplands to the south where the Trolls and Ogres reside. DMG: 9 AGI: +3 The area is well guarded and should be a safe place to rest. DMG: 6 Race: ALL except DWF HFL GNM, LORE ITEM NO DROP There are several methods by which people speed up land travel however, which I will describe. DMG: 5 He is on Ring of Scale faction and generally KOS to all, and /con's red to level 51 characters, so be very careful. If you pass through the door behind the two Rogue guards, there is a long tunnel that leads to an opening into the bay, whereby you can swim to the left to reach the actual Freeport docks. The entrance to the catacombs lies in the northeastern corner of the newbie area in the West Freeport zone. Finding one's way about Norrath is a task never want for assistance. It is also possible to simple run on to it when levitating. DMG: 6 Frontier Mountains and Skyfire Mountains and Warsliks Woods all lie beyond The Overthere and the entrance to a dungeon named Howling Stones maybe be found near the center of the zone. As you can see there is no way to avoid them, and as far as I know you can't swim around to Kerra Isle, for instance. Race: ELF HIE DEF HEF HFL, Slot: FEET Class: ROG Race: ELF HEF, MAGIC ITEM Basically, from Qeynos, the route consists of travelling into Qeynos Hills, Western Karana, Northern Karana, Southern Karana, Lake Rathetear, Rathe Mountains, Feerott, Innothule Swamp, South Ro, Oasis of Marr, North Ro and from there East Freeport. Class: WAR CLR PAL RNG SHD BRD ROG SHM Magicians at level 55 get a spell called Call of the Hero which allows them to teleport the targetted person directly to them (within the same zone) and clears all the aggro counters for that person. It then travels without stopping to the dock in Butcherblock Mountains (#1 on my map). It then almost immediately heads back to Oasis making no other stops nor passing anything else of interest. Class: ALL except BRD ROG Butcher to Freeport, dock to dock, takes 15 minutes and 35 seconds. The entrance to Crushbone is generally safe, as is the area to Lesser Faydark. Skill: 2H Slashing Atk Delay: 50 Also, Watchman Boots have charges of SOW in them, and one of the Shaman Epic Quest boots that you get along the way, Black Fur Boots, have a SOW-like effect on them as well. This was later changed so that they worked anywhere (by 10-2001 on Live). Taking the right path brings you to a door guarded by two Rogues. DMG: 10 Class: WAR PAL RNG SHD BRD ROG SHM The sequence of portals is Great Divide, Wakening Land, Cobalt Scar. Site with maps and guides to travelling the world of Everquest by Sony and Verant Interactive. The boat travels then to the Ocean of Tears and stops at the dock located at Sister Island (#10 on my map). Race: ALL except DWF HFL GNM, Slot: HEAD Located in. WT: 13.0 Size: LARGE The other, more unusual, entrance to the catacombs is through the arena. Class: WAR PAL RNG SHD The downside to all these zones is that most if not all people are hostile to you, and buying and selling may well be impossible. WT: 10.0 Size: LARGE The boat itself then returns through Erud's Crossing, although it does not stop at the dock this time, and then goes back to Qeynos. Religion makes a large difference about whether or not a dark race is attacked. WT: 3.5 Size: MEDIUM The continent of Odus is currently closed to the evil races. A few nights ago I logged on and there were 145 people in Greater Faydark. This also works on the other end, because with 145 people logged on, there is a huge market for just about any good you can sell. Levels 5-10 Commonlands (East and West): rules all, the orcs are great xp, turn in any DF belts you find for extra experience back in town. This island is rumored to be the home of bandits. Give her Worn Note to receive Faelin`s Ring. The method that some players use is to swim in the water under the boat and then push yourself against the front of the mast; the mast leans backwards and so the angle is just shallow enough to climb if you are careful. Class: ALL except NEC WIZ MAG ENC This is the Evil stronghold in Kunark. Notably, however, I have to hunt pixies as part of a ranger quest and have killed many of them and they still leave me alone. WT: 0.6 Size: SMALL Gfay is one massive zone but luckily I can break it down into three different parts which makes it a lot less overwhelming. Also found at (-1597, -2081). WT: 10.0 Size: MEDIUM This area, like the other areas on the island, is excellent because you have ready access to all of the other zones of the island. All of the above abilities to move faster are only usable in "outdoors" areas. AC: 2 This page was last modified on 15 January 2021, at 19:47. Although Greater Faydark is a large zone, there are not too many areas of interest. The downside is that they go away (like all other illusions) upon zoning. Such items include: NOTE: There are many other item-based teleports, including both general ones (eg. The second is Chess Board Island with Spirocs and Iksar outcasts. He can "flag" players PvP upon request. North Karana has a guard pathing by and Cazic-Thule has lizards nearby I think you have to watch for. Skill: 2H Blunt Atk Delay: 40 The spells for porting around Velious are unique. Slot: CHEST In West Freeport again, you turn first right and then left, and this brings you out into a long, open-topped aqueduct running through a fairly empty section of the city. Class: WAR RNG SHD BRD ROG SHM Once found, kill the PH until Faelin Bloodbriar spawns. By using one of the above methods to move more quickly over land, travel on land is made much safer. The higher level the caster is, the faster the spell allows you to move. Class: WAR PAL RNG SHD DRU BRD ROG The key to getting to any area of interest is to stay to the left. Also, for other merchants the surrounding area is wonderful as Kelethin has most of the goods necessary to make items (with the occasional short jaunt to Steamfont for smithing supplies). East Freeport has some more important places of interest in the tunnel system. Druids and Wizards gain the ability to port themselves before they can port other people. This is a relatively safe spot to wait, but sometime it is visited by Sand Giants so you need to be on your toes. You can reach this by following the path past Lesser Faydark to its completion. This spell increases your run speed significantly (by a third to a half) and enables you to move quickly over land. Keep your eyes on where you're going. 43:48. As far as zones on Faydwer, they present their unique challenges and benefits for the dark races. Race: ELF HEF, LORE ITEM The downside with these spells is that there's a small chance that they will leave people behind. Race: ALL, Slot: PRIMARY SECONDARY It then travels the rest of the way to Freeport. DEX: +2 This spell lasts around 45 minutes otherwise. The only area of note not on a path is Crushbone, and it is so close to Kelethin that you don't need to wander. WT: 8.5 Size: MEDIUM Skill: Piercing Atk Delay: 30 Class: WAR RNG SHD BRD ROG SHM WT: 0.8 Size: MEDIUM The rest of the zone is relatively safe, and the only inherently aggressive creatures here are the orcs. Crushbone P99 Zone Information. Occasionally you will even find creatures that cast SOW on themselves (the ogres in WK are notorious for this) and can catch you that way. In Velious, Wizards also get a spell called Translocate that they get at level 50. Skill: 1H Blunt Atk Delay: 38 Class: ALL The ship actually takes in it's sail and slows as it passes the wrecks so it's possible to board there. Project 1999 corrected the boat travel direction. Skill: 2H Slashing Atk Delay: 47 Finally the ship reaches The Overthere. The ship heads across the Timorous Deep passing two points of Interest. Class: WAR RNG SHD BRD ROG Skill: 2H Slashing Atk Delay: 49 The races of Antonica have established a beachhead, nothing more, and once you step out of sight of the nearest guard, you fall prey to the dangers of this continent. They are involved in some quests. Don't sit on the very back of the rudder as often you'll be forced off when the boat is in motion.). At level 57 druids get the spell Succor, which is a group evac type spell that takes the entire group to a safe spot within the same zone. As soon as the boat zones, Good travelers should jump off the left side and swim to shore. WT: 1.5 Size: MEDIUM Class: ALL except CLR PAL DRU MNK SHM Class: RNG Race: ELF HIE DEF DWF HFL GNM. DMG: 4 WT: 1.3 Size: SMALL Well, you're going to need my help then, because if you want to get any of the cool stuff in the game (and I'm sure you do) you're going to have to travel. On this island, as a newbie, I would travel to the area in front of Kaladim and hunt there instead, or the little newbie area tucked away in the back of Steamfont Mountains, where there are less people and less danger. This massive sailing ship then lowers its side sails and moves incredibly fast across the Timorous Deep, circling around an island on its way to the land of Kunark. DMG: 5 CHA: -3 Passing through this tunnel, you will come to a choice about going left or right. It is also very near the homes of both the dwarves and the gnomes, so many members of those races are seen here as well. If I had logged into Innothule there would have been maybe 45 people. Class: ALL Two of the druid spells, Winds of the North and Winds of the South, start as dungeon-only evac spells (must be inside a Kunark dungeon to cast, this is how they will start on p1999). This also works on the other end, because with 145 people logged on, there is a huge market for just about a… DMG: 9 DMG: 5 There are also small camps of Pixies, Faeries, and Brownies, as well as the mighty Fae Drakes, all of whom make this zone their home. There is an extensive tunnel network running beneath the city of Freeport, which the dark races and less-than-legal classes use to get around. The ferries each can hold a large number of people, either on the top or on the inside, which you have to swim to reach. Slot: PRIMARY This is as far as the tunnels into West Freeport will bring you. It is the port by which they all have to use to reach the island continent of Faydwer. AC: 3 A common peaceful monster that can be a hassle to fight if you don't have magic weapons. DMG: 6 Also, the vicious drachnids move silently through the forest surrounding the docks. SV DISEASE: +3 See. Race: ALL except DWF HFL GNM, Slot: CHEST The zone line to Crushbone is found in the northern portion of Gfay. The relevant spells are Egress and Succor for Druids, Abscond and Evacuate for Wizards, and Levant for Necromancers. The island you arrive at is nicknamed Ogre Junction. Crushbone Allakhazam Zone Information. Skill: Archery Atk Delay: 45 Race: ALL, WT: 0.0 Size: SMALL The safest route (and unfortunately the longest) is the southern route through the kingdoms of the ogres and trolls. LEVEL 5-15 HUNTING GROUNDSLevels 5-10 Butcherblock Mountains.