Chardok!
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Re: Chardok!
Weather Report fan, eh?Zawinul wrote:Chardok raid tonight, who's in?
I used to CR this zone while asleep.
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Ah, the memories.... (Ruins of Kunark was a wonderful expansion back in the day)
Chardok (45-60)
Dungeon home of the Sarnak race, and to characters proving their loyalty to the Sarnaks.
Chardok, Halls of Betrayal (Chardok B) (45-60)
Originally one of several "pocket zones" (zones which were appended to existing dungeons on a temporary, but as yet continuing, basis), Chardok B is populated by many undead sarnaks as well as living Sarnaks loyal to Korocust, the hardest monster in the zone. The zone follows the theme of a haunted mine. This zone was also popular for its ZEM (zone experience modifier).
City of Mist (35-55)
The City of Mist is a beautiful zone that features a number of higher level quests. A group is necessary to adventure in this zone, as many of the creatures (mobs) will assist each other if they are under attack.
Crypt of Dalnir (30-45)
The Crypt of Dalnir is the hidden burial tomb of Dalnir, the ancient Haggle Baron of the City of Cabilis. Recently, however, the Kly have taken over the tomb and expanded it for their own, currently unknown, purposes. The poor creatures who have fallen under their sway protect the upper floors while they continue their experiments in the tunnels below.
Dreadlands (35-50)
The Dreadlands is an open stretch of grassland, badlands and tundra linking the Firiona Vie outpost with much of the rest of the continent. Twin spires serve as the teleportation foci for wizards and druids, but are now nearly obsolete. Karnor's Castle is in the middle of the zone.
Emerald Jungle (30-50)
A dense forest which borders the Field of Bone and Trakanon's Teeth. Home to the green dragon Severilous. The City of Mist is also located inside this zone.
Field of Bone (1-20)
The Field of Bone is a starting zone for Iksars. One can take a character from level 1 to 15 very easily.
Firiona Vie (20-35)
Firiona Vie (FV) is a zone bordering the Dreadlands, Lake of Ill Omen and the Swamp of No Hope. The city of Firiona Vie was once a High Elven outpost, and the destination of the Elven boats from Timorous Deep. Following the war with the drolvargs, however, the elves fled to the east side of the zone. The zone itself is in fact much larger than the outpost which occupies only a small fraction of its area.
Frontier Mountains (25-40)
The Frontier Mountains are the highest and roughest set of mountains located on the continent. These harsh mountains cut across the western half of the continent, and are inhabited by a variety of powerful, large creatures, for whom the peaks are mere hills. Many of these creatures operate vast mining operations in the mountains for the minerals that lie beneath them.
Kaesora (30-45)
The ruins of an old underground city led by a Sarnak named Xalgoz who holds loot required to build the key to Charasis. Deep within this zone is a ruined library now guarded by ghosts, spirits and feasters.
Karnor's Castle (40-60)
The home of Venril Sathir, a boss mob which features prominently in a number of epic encounters, as well as many undead creatures. Karnor's is famous for having a large number of trains that continually disrupt adventuring in the area. Expect to hear shouts of "Train Left!" or "Train Right!" and be ready to move. (A train, in EQ terms, is large group of monsters, from 3 or 4 to as many as 20 or more, chasing a player who is trying to ";zone", or leave the area.)
Chardok (45-60)
Dungeon home of the Sarnak race, and to characters proving their loyalty to the Sarnaks.
Chardok, Halls of Betrayal (Chardok B) (45-60)
Originally one of several "pocket zones" (zones which were appended to existing dungeons on a temporary, but as yet continuing, basis), Chardok B is populated by many undead sarnaks as well as living Sarnaks loyal to Korocust, the hardest monster in the zone. The zone follows the theme of a haunted mine. This zone was also popular for its ZEM (zone experience modifier).
City of Mist (35-55)
The City of Mist is a beautiful zone that features a number of higher level quests. A group is necessary to adventure in this zone, as many of the creatures (mobs) will assist each other if they are under attack.
Crypt of Dalnir (30-45)
The Crypt of Dalnir is the hidden burial tomb of Dalnir, the ancient Haggle Baron of the City of Cabilis. Recently, however, the Kly have taken over the tomb and expanded it for their own, currently unknown, purposes. The poor creatures who have fallen under their sway protect the upper floors while they continue their experiments in the tunnels below.
Dreadlands (35-50)
The Dreadlands is an open stretch of grassland, badlands and tundra linking the Firiona Vie outpost with much of the rest of the continent. Twin spires serve as the teleportation foci for wizards and druids, but are now nearly obsolete. Karnor's Castle is in the middle of the zone.
Emerald Jungle (30-50)
A dense forest which borders the Field of Bone and Trakanon's Teeth. Home to the green dragon Severilous. The City of Mist is also located inside this zone.
Field of Bone (1-20)
The Field of Bone is a starting zone for Iksars. One can take a character from level 1 to 15 very easily.
Firiona Vie (20-35)
Firiona Vie (FV) is a zone bordering the Dreadlands, Lake of Ill Omen and the Swamp of No Hope. The city of Firiona Vie was once a High Elven outpost, and the destination of the Elven boats from Timorous Deep. Following the war with the drolvargs, however, the elves fled to the east side of the zone. The zone itself is in fact much larger than the outpost which occupies only a small fraction of its area.
Frontier Mountains (25-40)
The Frontier Mountains are the highest and roughest set of mountains located on the continent. These harsh mountains cut across the western half of the continent, and are inhabited by a variety of powerful, large creatures, for whom the peaks are mere hills. Many of these creatures operate vast mining operations in the mountains for the minerals that lie beneath them.
Kaesora (30-45)
The ruins of an old underground city led by a Sarnak named Xalgoz who holds loot required to build the key to Charasis. Deep within this zone is a ruined library now guarded by ghosts, spirits and feasters.
Karnor's Castle (40-60)
The home of Venril Sathir, a boss mob which features prominently in a number of epic encounters, as well as many undead creatures. Karnor's is famous for having a large number of trains that continually disrupt adventuring in the area. Expect to hear shouts of "Train Left!" or "Train Right!" and be ready to move. (A train, in EQ terms, is large group of monsters, from 3 or 4 to as many as 20 or more, chasing a player who is trying to ";zone", or leave the area.)
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This was always a good laughKwonryu DragonFist wrote: Karnor's Castle (40-60)
The home of Venril Sathir, a boss mob which features prominently in a number of epic encounters, as well as many undead creatures. Karnor's is famous for having a large number of trains that continually disrupt adventuring in the area. Expect to hear shouts of "Train Left!" or "Train Right!" and be ready to move. (A train, in EQ terms, is large group of monsters, from 3 or 4 to as many as 20 or more, chasing a player who is trying to ";zone", or leave the area.)
Yep, love that music, and thats where I got the name for my main char in EQ from. But you are one of very few who has recognized it!Zawinul wrote:
Chardok raid tonight, who's in?
Weather Report fan, eh?
-----
Nice to be able to make a thread like this as a joke, and see how ppl comes in to share their EQ memories. This game was something else...
/Zawinul
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*** Highlights ***
New Character Models!
We are pleased to announce that we have developed new technology that allows us to change the character models for all races at the same time. This includes the following:
- New Graphics Engine: We completely overhauled the EverQuest graphics engine. . . yes again. All character models have been retextured using this new technology and the results are beyond anyone’s wildest dreams.
- Dynamic effects for animations: Each movement of the model now acts as a separate entity, allowing more life-like animations.
- Enhanced weapon visage: While we didn’t change the look of the weapons, they sure look better on the new character models.
*** Items ***
- Removed some unnecessary stats on Solteris items.
- Fixed a problem with Journeyman's Boots.
- Removed all keys that unlock doors from the world.
*** Quests & Events ***
- By popular request, we removed all quests and raids from the game. Loot from these events is now found in the form of ground spawns.
- Added 200 new quests in the Slamming Door quest series.
*** Spells ***
- All spells have been renamed to include Al'Kabor in the name. Long live the King!
- Created a new Enchanter spell, Charm Door.
*** Zones ***
- Fixed the door that leads into Sverag, Stronghold of Rage.
- Burned Woods has been moved. We'll leave it up to you to find out where it went.
- Halflings have been kicked out of Rivervale. Their new home is in Runnyeye... yeah, that's where it is.
*** Classes ***
- Rangers are now working as intended.
- Bards have gained the ability to yodel.
- Magicians can now use an Open Sesame ability to open locked doors.
*** NPCs ***
- Snakes still don't kick. I mean, seriously...
- NPCs now lock the doors to their shops and homes at night. Quit waking them up in the middle of the night!
*** Tradeskills ***
- A recipe for Ngreth's Nutritional Nightcap has been added. This drink will give some very nice stats, but will make the player drunk (player, not character). However, you'll have to seek out this recipe on your own.
- Alchemy is not broken.
- A new tradeskill has been added: Doorcraft. Recipes from this tradeskill will allow you to modify existing doors throughout the world including changing knobs, resetting hings, and patching holes in the door.
New Character Models!
We are pleased to announce that we have developed new technology that allows us to change the character models for all races at the same time. This includes the following:
- New Graphics Engine: We completely overhauled the EverQuest graphics engine. . . yes again. All character models have been retextured using this new technology and the results are beyond anyone’s wildest dreams.
- Dynamic effects for animations: Each movement of the model now acts as a separate entity, allowing more life-like animations.
- Enhanced weapon visage: While we didn’t change the look of the weapons, they sure look better on the new character models.
*** Items ***
- Removed some unnecessary stats on Solteris items.
- Fixed a problem with Journeyman's Boots.
- Removed all keys that unlock doors from the world.
*** Quests & Events ***
- By popular request, we removed all quests and raids from the game. Loot from these events is now found in the form of ground spawns.
- Added 200 new quests in the Slamming Door quest series.
*** Spells ***
- All spells have been renamed to include Al'Kabor in the name. Long live the King!
- Created a new Enchanter spell, Charm Door.
*** Zones ***
- Fixed the door that leads into Sverag, Stronghold of Rage.
- Burned Woods has been moved. We'll leave it up to you to find out where it went.
- Halflings have been kicked out of Rivervale. Their new home is in Runnyeye... yeah, that's where it is.
*** Classes ***
- Rangers are now working as intended.
- Bards have gained the ability to yodel.
- Magicians can now use an Open Sesame ability to open locked doors.
*** NPCs ***
- Snakes still don't kick. I mean, seriously...
- NPCs now lock the doors to their shops and homes at night. Quit waking them up in the middle of the night!
*** Tradeskills ***
- A recipe for Ngreth's Nutritional Nightcap has been added. This drink will give some very nice stats, but will make the player drunk (player, not character). However, you'll have to seek out this recipe on your own.
- Alchemy is not broken.
- A new tradeskill has been added: Doorcraft. Recipes from this tradeskill will allow you to modify existing doors throughout the world including changing knobs, resetting hings, and patching holes in the door.