Gates of Discord
From EQ KnowledgePit
| Gates of Discord | |
|---|---|
| Release date(s) | February 10, 2004 |
Contents |
[edit] General Information
This expansion added a new tab to the list of AAs, the Gates list. It also introduced Berserkers, a class of strong, intimidating characters who only tote two-handed weapons, with a special attack called Frenzy. The expansion also added the continent of Taelosia.
[edit] Controversy
This expansion was not greatly liked by the players of EverQuest, for a number of reasons. The previous expansion, Lost Dungeons of Norrath was not a raiding expansion; it had raid content, but the raid content was poor at best. Then, the next raiding expansion (this one), is nigh impossible, because it was balanced towards level 70 players, because originally they planned to raise the level cap for everyone for free by 5 levels as part of the 5th anniversary celebration. But the level cap remained 65 due to time issues, and not raised until the Omens of War expansion. Sony has openly admitted that the Gates of Discord expansion was their "worst mistake in five years".[1] Many players call Gates of Discord the "iceberg that sunk EQ"; the timing of Gates of Discord's extreme failure was very poor, with other MMORPGs such as World of Warcraft coming out right around the same time.
[edit] Zones
[edit] Cities
Abysmal Sea - this massive boat, built by Morden Rasp himself, along with his inner circle, serves as the route from Nedaria's Landing on Antonica, to Natimbi on Taelosia. This boat is a full-fledged city, similar in function to the Plane of Knowledge, minus the portal stones. It contains just about everything that any tradeskiller could ever desire, along with a bank. Many quests find their way into this zone, including GoD Progression, Qvic armor, and a couple epics.
[edit] Traditional Zones
[edit] Outdoor Zones
Barindu, Hanging Gardens - this fertile zone, thick with foliage, contains all of the instances in the first "tier" of the Gates of Discord expansion, the ones required for entrance to Kod`Taz. This includes the four Sewers of Nihilia zones, Vxed, and Tipt. The flagging process was altered so that only Tipt is required for entry to Kod`Taz. The zone also contains a location to which both Druids and Wizards can teleport.
Kod`Taz, Broken Trial Grounds - the first locked zone in the expansion, this zone was once a very popular experience zone for high-end players; it has since become deprecated, with level cap increases. This zone is popular for raiders at this point in progression, because all the entrances to the Ikkinz series of raids and single-group trials are found within.
Natimbi, the Broken Shores - the entry zone to Taelosia, this zone contains several points of interest. First, it contains a Magus that can teleport to Nedaria's Landing or any of the other Wayfarers' Brotherhood camps on Antonica and Faydwer. In the same camp as the Magus, there is an NPC that players can turn runes (gathered throughout their travels on Taelosia) into, in exchange for spells. There is the Cragbeast Queen, a massive cragbeast who wanders the zone at night, which is a large raid attraction for players. Next, there is a stone in the northeast corner of the zone that can teleport players to Kod`Taz, once flagged. And last, several epic quests have events in this zone. Somewhere along the way, an NPC was added next to the Kod`Taz stone that can teleport players to Qvic.
Riwwi, Coliseum of Games - very little is known about this zone.
Qinimi, Court of Nihilia - this zone is by far used mostly for its route between Natimbi and Barindu; however, there are a couple epic quests that make their way into here. Also, the zone line to Ferubi is frequently traveled, although not as much as Barindu.
| Gates of Discord Map |
|---|
Qvic, Prayer Grounds of Calling - jokingly called "candyland" by players, this zone contains three extremely easy (3 or so groups for a guild that's just breaking into Qvic) raid mobs that drop molds for Qvic armor quests, with only a six hour respawn timer. There are also the raid mobs Cynosure Kvaanjji and Iqthinxa Karnkvi, also known as the "zoo event". In the way of progression, this zone contains the Inktu`Ta event which, once completed and combined with the pieces from Ikkinz raid 4 and Uqua, flags players for Txevu. The entrance to Txevu is found on the east wall of the zone, up a grand set of stairs.
Yxtta, Pulpit of Exiles - this rocky zone is found beyond, and requires that players be flagged for Kod`Taz. It is divided in half, each side with its own entrance from Kod`Taz; on the east side, there is an event of riddles, then a series of caverns containing the three Primals. The other side contains the entrances to Uqua and Qvic.
[edit] Dungeons
Ferubi, Forgotten Temple of Taelosia - in the center of the triangle of fallen Nihil city zones, this temple is a labyrinth of small hallways. Within its walls are fights for several epic quests, a couple raid mobs that are highly attractive to pre-Qvic guilds, and some events required for keying towards Qvic.
Txevu, Lair of the Elite - a deep labyrinth of caves, this zone is filled with all manner of powerful Muramite. Most notable are the events required to get a key to Tacvi, a series of two intra-zone progression mobs, followed by Zun`Muram Tkarish Zyk, the final mob that now drops the Tacvi key. Less notable are the other raid events in the zone, purely for loot; from nearest to Qvic to the furthest, Ukun Bloodfeaster, Aneuk Nyrt Ymosa and Aneuk Rilst Uskst, Ancient Cragbeast Matriarch, Ixt Quall Nalnn and Ixt Kial Ivesi, and Ikaav Nysf Lleiv. These mobs drop items slightly better than the Qvic gear, but mostly non-visible slots.
[edit] Instanced Dungeons
Ikkinz, Chambers of Destruction - one of the most versatile zones in the game, this zone is reused for three single-group trials and four raid trials. Many pullers were made or broken in this zone; some loving it, some hating it. Between all the instances of the zone, it had many unique pieces of loot. The third raid trial, the Trial of Transcendence is considered by many to be the most difficult; most guilds only ever do it once, despite the popular loot that it yields.
Inktu`Ta, the Unmasked Chapel - a dark dungeon that otherwise looks very similar to the well-list Ikkinz, this zone contains another of roadblocks for guilds to get over. However, generally speaking, after a guild breaks each roadblock once, it doesn't have any subsequent trouble with that roadblock. The zone is ruled by Noqufiel, a ghostly traitor to the Nihil race, who opened the portal to the realm of Discord in Qvic, through which the Muramites came and invaded Taelosia. Cynosure Kvanjji now resides in the remains of the now-broken portal.
Sewers of Nihilia - Emanating Crematory - the second of the Sewers of Nihilia trials, this was once required for Kod`Taz access; however, that requirement has since been removed.
Sewers of Nihilia - Lair of the Trapped Ones - the third of the Sewers of Nihilia trials, this was once required for Kod`Taz access; however, that requirement has since been removed.
Sewers of Nihilia - Pool of Sludge - the fourth of the Sewers of Nihilia trials, this was once required for Kod`Taz access; however, that requirement has since been removed.
Sewers of Nihilia - Purifying Plant - the first of the Sewers of Nihilia trials, this was once required for Kod`Taz access; however, that requirement has since been removed.
Tacvi, Seat of the Slaver - the end-game zone of the Gates of Discord expansion, this zone is no pushover. Set up in a hierarchical design, each mob hits like a truck, even the trash. The final mob of the zone is Tunat`Muram Cuu Vauax.
Tipt, Treacherous Crags - the only trial still required for access to Kod`Taz, this zone is hated by many players who completed it back when it was new, at level 65 with Plane of Time and Ikkinz gear. The most hated parts of the trial were the requirements to kill endlessly until a key dropped (randomly), and the named mob at the end of the zone, Kyv Heartstriker Jhiru.
Uqua, the Ocean God Chantry - this difficult raid trial is the last requirement for players to get into Qvic, and is hated by many players who have been through it. It has a zonewide AoE, Aura of Destruction. There are gas chambers, in which players must determine which of four keys can be used to safely get through to the other side; choosing wrong brings down a 3000 damage per hit rain AoE onto the raid. Any time a player dies, a mob spawns in his/her place. For more information and a guide to Vrex Barxt Qurat, the boss of Uqua, take a look at the zone's article.
Vxed, the Crumbling Caverns - once required for Kod`Taz access, this used to be the next trial after the Sewers of Nihilia trials. This trial requires for completion that players kill any 50 mobs (it used to be 100) in the zone, then find the Spiritmaster in the northeast corner of the zone; with the 50 mobs killed, the Spiritmaster will give you your flag for completing this trial. The Paladin epic 1.5 quest finds its way into this zone; the Paladin must request and take up to 18 players to complete a special instance of this zone, whose objectives for completion are specific to the epic quest.
[edit] References
- ↑ Loral, The Guild Summit Report, Mobhunter.com, 2004-06-08, Retrieved on 2007-03-29.



