Plane of Justice
From EQ KnowledgePit
| Plane of Justice map |
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[edit] General Information
The Plane of Justice is the eternal prison for souls condemned by The Tribunal (also known as the Six Hammers), the deity of order, a council of judges. The zone is divided into cell blocks, with the more powerful mobs being further from the zone-in from the Plane of Tranquility. This zone is home to the Tribunal and their tie breaker, The Seventh Hammer.
This zone was introduced with the Planes of Power expansion. It is considered the easiest experience zone in the expansion, popular amongst players level 46-50, although by going deeper into the zone rather than just camping cell block A, players can match and even exceed the experience in the other tier 1 and even tier 2 zones.
[edit] Planes of Power Progression
The task that is set upon players in this zone for their Planes of Power progression is to help free Mavuin, a being sentenced to death row by the Tribunal. In order to save Mavuin, players need to complete one of the six Trials, which will help convince the Tribunal of his innocence. For proper flagging order, players must speak to Mavuin before completing the trial (this can be done out of order). (dialog needed)
Then, once players go to do the trial, they will find themselves floating in space, on a platform with the Tribunal. In order to enter a trial, players must speak with the Tribunal member that offers their trial of choice; but first, players must decide which trial they wish to do. The trial of Execution was the most popular when the Planes of Power were new due to its low difficulty, but they're all pretty easy nowadays. Once the trial is chosen, players must speak with the respective Tribunal member; which one corresponds to which trial can be determined by saying "I am prepared" to each one of them, or by looking at the map on this page. To enter the trial, the entire group of players must stand around the proper Tribunal member, and say "I am ready to begin the trial of _____", replacing the blank at the end with the name of the trial.
[edit] Trial of Lashing
In this trial, players must protect three prisoners who are chained in place (ogre models, named "a tormented prisoner") from the mobs who come up to punish them for their crimes (fiend and rock golem models, with names like "a savage lasher" and "a malevolent punisher"). There are four waves of this; a minute or so into each wave, a Dark Elf named "a scourge of honor" spawns to attack the players. The scourge of honor cannot be targeted or, indeed, killed. It can, however, be despawned by killing the invisible mobs called "a flickering spirit" that spawn at the green dots on the map of this trial. If any prisoner dies, the trial is failed.
Upon completion of the fourth wave (once the flickering spirits for that wave are killed), the named mob spawns - Lashman Azakal, the same model as all the guards that walk the cell blocks, he hits for a max of 500 or so, with AoE rampage, and roughly 35000 HP. When he dies, players can loot the Mark of Lashing from his corpse, which serves as proof that the trial was completed successfully.
[edit] Trial of Execution
In this trial, players are charged with saving the life of a prisoner who is sentenced to execution. The prisoner is already locked in the guillotine. During the trial, there are four waves of four mobs each (fiend and rock golem models, names like "a fierce nemesis" and "a dark nemesis"). While the players kill these mobs, an NPC with the standard Justice guard model (named "an executioner") continuously walks from the north end of the room down to the south end, speaks to the prisoner, and eventually executes the prisoner. Each time one of the mobs of the trial dies, the executioner is reset to the north end of the room. This means that players need to kill faster than the executioner can walk up to the prisoner and complete his speech; roughly 30-40 seconds per mob. If the prisoner is killed, the trial is failed.
Once the fourth mob in the fourth wave dies, the executioner's name changes to Prime Executioner Vathoch and he becomes targetable. He has an AoE called Armor Break, which lowers players' AC by 270. His max hit is roughly 550, with AoE rampage. He has roughly 37000 HP. Upon his death, players can loot the Mark of Execution from his corpse, which serves as proof that the trial was completed successfully.
[edit] Trial of Stoning
In the trial of stoning, players must save three prisoners who have been sentenced to torture by stoning. The prisoners are shackled to the north side of the room. The trial is made up of four waves of four mobs each (spectre and rock golem models, names like "a relentless punisher" and "a shadow grinder"), that come out of the small rooms to the west, south, and east. If players kill these mobs too slowly, the two Wood Elf model NPCs in the northwest and northeast corners of the room will start to throw stones at the prisoners. If the prisoners die, the trial is failed.
Once the final mob in the fourth wave dies, a mob with the Justice guard model spawns, named Yurae Zhaleem. He hits for a maximum of 700 or so, with AoE rampage and an AoE called Gravel Rain, which deals 250 direct damage with a 55% snare. Upon Yurae's death, players can loot the Mark of Stone from his corpse, which serves as proof that the trial was completed successfully
[edit] Trial of Flame
In the trial of flame, players must quickly defeat fire elemental and imp NPCs while dealing with two AEs that alternate with one being cast every 30 seconds or so. Fiery Death is a small DD spell that also has a one-slot dispel, Wave of Heat is a DoT which does 200 damage/tick.
While dealing with the AEs, every 90 seconds (roughly) 4 NPCs will spawn and path towards the center of the room. In addition to the common mobs that spawn, there are two rare mobs that can spawn during any wave of the trial:
- a burning nemesis - fire elemental who can drop Mask of the Witness (common) or Ornate Sceptre (rare)
- a fiery aggressor - imp who can drop Massive Flameguard Helm (common) or Mask of Contemplation (rare)
The mobs in this trial have a very small aggro range and a very small chase range. They will attempt to reach the center unless a player is virtually within melee range of each mob. Once a mob reaches the center, a short timer begins, if the mob is not killed before the timer expires, the trial is lost. After four waves of four NPCs, the trial's boss, Punisher of Flame, spawns. The AEs continue through the boss fight. When defeated, he will drop 6x Mark of Flame for progression.
Due to none of the pre-boss NPCs in this trial summoning, this was frequently solo'd by Bards during PoP and GoD looking for the Mask of Contemplation which was a rare droppable source for Flowing Thought. Kiting here was difficult for other classes due to the very short chase range of the NPCs.
[edit] Trial of Hanging
Very similar to the Trial of Execution, this trial puts you in a similar shaped room with three prisoners in hangman's nooses. Again there are four timed waves that have to be killed quickly. Each wave consists of a spirit of suffocation and two other NPCs. Upon killing the spirit of suffocation, a second spirit of suffocation will spawn in each wave. If the spirits survive for too long, the prisoners will die and the trial will fail.
After all four waves are completed, Gallows Master Teion will spawn. Kill him and he drops 6x Mark of Suffocation.
[edit] Trial of Torture
A unique trial amongst the list. This trial has one central room with a hallway around it. During each of the four waves, two NPCs will spawn on each side of the room and path into the room. The fungus beast models are mezzable and casters, the robed Akhevan models are non-mezzable and don't cast. This is one of the few trials that's not strictly timed. Killing the mobs in each wave quickly enough will cause a small AE Heal to trigger before the next wave, if you don't kill them fast enough, you don't immediately fail the trial, but the next wave will spawn. Eventually, if you take too much time, the trial will fail.
After defeating all four waves, the boss, Punisher Veshtaq will spawn. Every 9 seconds he casts an AE stun that will interrupt any spells, making Complete Heal infeasible on him. Upon defeat, he drops 6x Mark of Torture.
[edit] Factions
The Plane of Justice is home to two factions. The north wing of the prison holds prisoners on the Prisoners of Justice faction, while the south wing holds prisoners in the Creatures of Justice faction. The two oppose each other and when one faction drops, the other rises.



