Guide: Plane of Sky

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Contents

Things you must know before going to the Plane of Sky

Necromancer CotH-Guide for Plane of Sky
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The Plane of Sky is a strange, beautiful and altogether fascinating place. It is, in many ways, its own little world. There are many reasons to go there, not the least of which is simply the challenge of "defeating" the plane. Many epic quests require a trip here (the Necromancer Epic requires two separate trips!).

The following information is important for all players to read, and know, before planning a trip to the Plane of Sky.

1. All buffs are stripped from players upon entering the zone.

2. Pet buffs are not stripped from pets upon entering the zone.

3. The following spells do not function in Plane of Sky:

  1. Any form of Levitatation (Dead Man Floating, etc)
  2. Any form of Out-of-Zone Teleportation (Gate, Translocate, etc)
  3. ONE EXCEPTION: "Alter Plane: Sky" works in Plane of Sky, returning the caster and party members within 100' spherical radius to Island 1.
  4. + Note: The radius of "Alter Plane: Sky" is spherical, not circular (that is, not an infinite vertical cylinder surrounding the caster, but instead a true sphere). This was confirmed by having a party member stand on Island 2 directly below the wizard on Island 7 (same X/Y, different Z by 1400 feet) and having the Wizard cast the spell. The party member on Island 2 was not caught up in the spell, thus the spell computes who is "in range" by using a spherical distance formula.
  5. Any form of In-Zone Teleportation (Shadow Step, Levant, Evacuate, etc)
  6. Bind Affinity
  7. Call of the Hero (Note that a Necro-CotH can be done. See Images on the right, for Details. Note that the Key Master (vendor) does not sell "Tiny Jade Inlaid Coffin").
  8. Flaming Sword of Xuzl
  9. Atone

5. The following spells function in a modified way in Plane of Sky:

  1. Any Skeletal Pet cast in Plane of Sky will appear as a pink will-o-wisp that makes a buzzing noise.
  2. If that same "pink will-o-wisp" is alive when a player zones out of the Plane of Sky, it will appear with the player in the form of a short HUMAN pet.
  3. A Skeletal Pet brought up with the caster will retain its skeletalness.
  4. The only mage pet castable in Plane of Sky itself is an "Air Pet". The graphic for this will look like a Sister of the Spire or The Storm Mistress, not like a regular air pet.
  5. Any mage pet can be brought up with the caster though, and will retain it's normal look.
  6. Ultravision appears to have no impact on vision on this plane, except a moderate brightening in the Quest Room (#1a).

6. Hails, Shouts, OOCs, Auctions, Emotes and Say are all generally safe!

  1. There has been a long-standing rumor that doing these things in this zone is unsafe. This seems to be based upon some prior (now gone) sensitivity of Sirran the Lunatic to certain actions/words. For now, no Hail, Shout, OOC, Auction, Emote or Say (aside from the conversation with Gorgalosk, see Island 3) has been seen to cause any danger.

7. In 20+ trips to the Plane of Sky, I have never seen it rain

How to get to the Plane of Sky

At this time, there are only three known ways for players to enter the Plane of Sky:

1. Have a Wizard of 46th level or higher take you. The spell needed is "Alter Plane: Sky", and requires the use of one "Cloudy Stone of Veeshan."

2. Have a wizard who has an Amulet of Planar Transference (Name changed to "Amulet of the Void" sometime between 2001 and 2005) use it to take you to Sky.

3. RUMOR Use the portal located deep inside Veeshan's Peak. (In Phara Dar's room. However you need really high faction to get into her room, like max ally, and of course the key to Veeshan's Peak.)

  • This was changed to RUMOR status on 4/10/2006 by Slavetrader: "Slavetrader tells you, 'Ah ok.. tried them all.. mostly sent me back out to Skyfire Mountains... i think Druushk's was the one that did Freeport.. but i made sure Phara Dar's didn't as well... kind of a bummer'".


This Cloudy Stone of Veeshan. is stackable, and costs 104.999 pp from Sornita Eltern (Erudin ; Library, 3rd floor)

  • Note, there was a 3rd merchant during the Froglok occupation of Gukta/Grobb named "Scribe Zibby", but upon the Troll re-taking of Gukta this merchant was not re-located to the Rathe Mountains with the rest of the Froglok population and is assumed dead and gone.
  • Note to the Note: This never happens on EQC ;-)


The Wizard casting the spell must be in the group of players who wish to be taken to Plane of Sky. Therefore, if you're trying to get a raid party up to this plane, you'll only be able to come 5 at a time.


There is a RUMOR that an NPC will send you to the Plane of Sky if you give them the stone. This rumor is probably based on the FACT that such an NPC (Relm M'Loch in Plane of Tranquility) was introduced for the Plane of Hate in 2005. However, no such NPC for the Plane of Sky has been found as of 11/28/2005.

  • Note to this Rumor: EQC Players should not care about this Fact, since EQC will never reach Planes of Power Expansion.


Overview of the Zone


Terrain

A 3D Map of Plane of Sky
Plane of Sky 3D Map.jpg

The Plane of Sky is a vast void of emptiness (a "sky") filled with a few floating rocky islands. It is upon these islands that actual hunting takes place. A few of the islands are connected by giant chains, and some of the islands have a chain simply dangling straight down. These chains give the impression that the islands were all "linked together" at one time, but perhaps time and decay have deterioriated them. See the picture at right.

Each island is unique in its size, monsters and treasure. Also, for the most part, traveling between islands is done in a very fixed order using a series of keys (more on that later). Because of this, the islands are often given a specific number (their key order) or nickname (based on the monsters on the island) in many online write-ups. A similar format has been followed here, though with an acknowledgement of the variety of nicknames and numbering schemes used over the years.

As far as can be determined, every island except one is solid, and the actual playing of EQ takes place on the top surface of the islands. Island #1 has a hollowed out room below the surface of the island itself. More on that in the description of Island #1 and Room #1a.

A word about the Windmills

There are three windmills in the Plane of Sky (Islands 1.5, 4 and 8). Oddly enough, these are also exactly the same islands which are part of the Hand of Veeshan spawn-cycle (Kill Noble Dojorn on 1.5 to spawn Overseer of Air on 4; Kill Overseer of Air on Island 4 to spawn The Hand of Veeshan on 8). The windmills have two moving components. The first are the actual windmill blades themselves which may or may not be spinning at any given time. If left to their own devices, the pattern of whether or not any given windmill's blades are spinning has not yet been determinable. The second moving component is the vertical axle inside the windmill. In all cases observed thus far, if left to their own devices, the vertical axle will always be spinning. There has not been any observed correlation between motion of the blades and motion of the axle.

It just so happens that both the blades and the axle are clickable. In the case of the blades, you have to be able to reach them (which isn't always possible). In the case of the axles, they are easily reachable by anyone. If you click an axle, it will stop spinning for about 22 seconds, and then start again. If, by chance, you manage to click on the blades of a windmill, they will stop for a length of time that exceeds a few minutes (exact time has not yet been determined).

What is the point of all this? Unknown. Clicking either the axle or the blades of a windmill seems to have no function besides stopping the motion. Although the windmills are on the same islands as The Hand of Veeshan spawn-cycle, and the mobs in that spawn cycle appear at the doorways of their respective windmills, no further connection is known. Is there more to this, or are the blades and axles simply put in there for our amusement? Any confirmed information is welcome.

Going over the edge of an island

Drexxell on 7 to 5 Chain
Drexxell on 7 to 5 Chain.jpg

Because levitation does not work and because gravity does work, it is imperative that you not accidentally go over the edge of an island during a hunt! One of three things will occur to a player who goes over the edge of an island:


1. You will land on another island (rare, but happens). Without necessary precautions, this will yield 20,000 hp of damage which generally will kill you. (It just so happens, however, that sometimes a player wants to jump onto another island. Intentional island-to-island jumping is discussed later).

2. You will land on one of the chains connecting some of the islands together (rare, but happens). (Click the image to the right for a rare view of such a landing). Again, without necessary precautions this will yield 20,000 hp of damage and this generally will kill you. Even if one safely lands on a chain, there is nothing more you can do. The chains lead nowhere useful and so a player on a chain is effectively "stuck" until jumping off of it, which leads us to the last possibility...

3. You will zone out of Plane of Sky, splashing into the waters a few hundred feet off the east coast of East Freeport. This is a non-damaging fall, and aside from the fear of drowning and perhaps the rare shark, is perfectly safe. Until the "camp-and-go-home" option was installed in EQ in 2005 this was, in fact, the only way to leave the Plane of Sky at all for many years!

  • Note: There wont be a "Camp-and-Go-Home"-Feature on real EQC!


Getting around

Plane of Sky
Top-View Map
Plane of Sky Top-View Map.jpg

Firstly, here are a few ways that you can not get around Plane of Sky:

1. Any form of teleportation (One Exception: "Alter Plane: Sky" works in Plane of Sky to return the wizard and party within 100' spherical radius to the 1st Island)

2. Any form of levitation

3. Call of the Hero

4. Using the chains: they connect the underbellies of a few islands, and since there is no way to climb up the underbellies to reach the upper surface of the islands, getting onto the chains is a dead-end.

5. FALSE RUMOR: There was a bug that if you rode off an island on a horse you would fall to Island

1. That bug has been fixed. [Confirmed 12/21/2005], and this now falls into "false rumor" category.

  1. RUMOR: It has been rumored that if you ride a horse and use the keys to telepad from island 1.5 to

2 that you will fall to your death. Any confirmation of this rumor would be welcome.


Your choices for getting between each floating rocky island are obviously severely limited. You basically have 4 choices:

1. Jump off (thus zoning into East Freeport) and have a Wizard return you to Plane of Sky. This is a way to get back to Island #1; however, see the precautions on "going over the edge of an island" above.

2. Have a necromancer perform a "necro-CoH" upon you. Use this link to see how to do this.

3. Intentionally jump from a higher island to a lower neighboring island. This is very difficult and dangerous. There are only a few possible paths for jumping. (4 to 3; 4 to 2; 7 to 2; 6 to 5). (see below).

4. Use the Plane of Sky Keys (see below).


Because these last two options are complicated, they will be explained in their own sections, below.


Find below an overview map of the Plane of Sky. There is reference to jumps and keys on the map, both of which are described below. Also later on this page will be an island-by-island breakdown, with a close-up map of each island as we go.

How to leave the Plane of Sky

At this time, there are only three known ways to leave the Plane of Sky:


1. Jump (see "going over the edge of an island" above) and zone into East Freeport

2. Die and use some form of corpse-summoning + rez

Intentional Island-to-Island Jumping

An old one-liner about skydivers goes: "Why would anyone want to jump out of a perfectly good airplane?". Truer words could hardly be spoken about those intrepid fools known as island-jumpers.

There are very few reasons I can think of to jump from one island to another in the Plane of Sky. I have read numerous "guides" to the Plane of Sky that talk about pulling mobs from Island 4 to Island 3 using a pull-jumper, but in this day of level 70 characters, it makes far more sense to simply take on each island as it stands without relying on island jumping, especially considering the following restrictions:

1. Only a very few islands are close enough to attempt it 2. It can only be done from a higher (3rd, or Z- coordinate, in LOC) island to another.

  1. Because the key-order of the islands corresponds to increasing Z-coordinates (except for Island 1.5, which falls, key-wise between Islands 1 and 2, but falls Z-wise between Islands 3 and 4), this can only be done to move backwards relative to the key order. (Which, by the way, is the only way to move backwards, short of jumping and returning to Island 1).

3. Without Safefall, Harmshield, Invulnerability or other protection the fall will yield 20,000 hp of damage which will generally kill you. 4. There's a good chance you'll miss the lower island and zone out until you learn exactly where to jump, with what speed and in what direction. 5. It's a heck of a lot easier to jump off the zone entirely, port back up to Island 1, go invisible, and make your way forward with the keys.

Having said all that, here are the logistics of island-jumping. First, you need a way to survive the fall (20,000 hp of damage). Then you need to know just three things:

1. How fast you need to run 2. Where to begin your run 3. Where to jump from

Each of the four potential jumps for this zone are outlined below.

Jump 1: Island 4 to Island 3

Status: CONFIRMED [11/28/2005] CLICK HERE for an animated view of the jump from 4 to 3.

  1. Speed Needed: Normal gnome speed (slower speeds unconfirmed)
  2. Start Point :
  3. Jump Point:
  4. Landing Point:
  5. Issues: If you've made enemies of the mobs on Island 3 and left any alive, you may survive your fall only to find yourself under immediate attack.


Jump 2: Island 4 to Island 2

Status: CONFIRMED [12/21/2005]

  1. Speed Needed: Gnome + SoW + spacebar-jump (slower speeds seem impossible)
  2. Start Point :
  3. Jump Point:
  4. Landing Point:
  5. Issues: Although the mobs on Island 2 (Azaracks) are aggressive, I've jumped to #2 and run fully across the island with Harmshield up, managing to key myself to Island 3 before being attacked at all.


Jump 3: Island 6 to Island 5

Status: CONFIRMED [12/05/2005]

  1. Speed Needed: Normal gnome speed (slower speeds unconfirmed)
  2. Start Point :
  3. Jump Point:
  4. Landing Point:
  5. Issues: Because the mobs on Island 5 are all aggressive, anything alive on that island will attack if you are visible when you land. Specifically the Cazic-Touch of the Spiroc Lord will go through Harmshield!!!


Jump 4: Island 7 to Island 2

Status: CONFIRMED [12/12/2005]

  1. Speed Needed: NONE (Island 7 hangs over Island 2 so a zero speed jump works fine)
  2. Start Point :
  3. Jump Point:
  4. Landing Point:
  5. Issues: Although the mobs on Island 2 (Azaracks) are aggressive, I've jumped to #2 and run fully across the island with Harmshield up, managing to key myself to Island 3 before being attacked at all.

The following table shows the research performed to confirm the various island-to-island jumps possible in this zone. Successful hits are highlit in yellow.

TABLE MISSING HERE

The Plane of Sky Keys

Teleportation-Pad
Plane of Sky Guide - Teleportation-Pad.jpg

The primary method of moving around the Plane of Sky is via a set of keys that must be acquired by the adventurers. As a general rule, acquisition of the keys follows this recipe:

1. Kill one of the "Key Loot Mobs" on an island 2. Loot the "Key Loot" from said mob 3. Kill the "Boss" mob on the island 4. Sirran The Lunatic will spawn on the spot where the Boss mob died 5. Hand Sirran the "Key Loot" and he will hand you the Key to the next island 6. Go to the appropriate "telepad" on the island (see image to the right). 7. Put the Key on your cursor and touch it to the telepad 8. You get teleported to the next island

The Nature of the Keys

  1. They do not stack
  2. They are not soulbound (don't go on your keyring)
  3. They are LORE and NO TRADE
  4. They are not Temporary (NORENT) as of 2004.

The following table outlines the appropriate information to apply the above recipe and acquire keys:


TABLE MISSING HERE


  • Price: If available from Key Master, how much is it?

The following graphic shows a basic overview of how to get around, and what sort of aggression to expect when you arrive.

Plane of Sky Island-Key-Binds

Plane of Sky Island-Key-Binds
Plane of Sky Island-Key-Binds.jpg

There are exceptions and precautions that one must understand before blindly applying the above recipe, however:

1. On Island #1 there are 3 keys and 3 telepads. All three keys may be bought from the Key Master. One of them, in fact (Veeshan's Key) must be bought from him. All other islands have but one telepad. (Island 8, being the final island, has no telepads. Island 0, having no player access, also has no telepads). 2. The Boss Mob isn't always up. Under each island's description (below) is a discussion on how to get the Boss Mob to spawn. 3. Island 1.5 (Noble Dojorn) used to be a one-way trip. That is, there used to not be a telepad on the island. That was changed and there is now a telepad from 1.5 to Island 2. As such, while Island 1.5 can be done as part of the "key order" it is skippable by just going from Island 1 to 2. However, you should note that the key needed is acquirable only on Island 1! 4. Sirran the Lunatic will assist any living aggressive mob on the island you are on! As such, it is wisest not to kill the Boss (and thus spawning Sirran) until all other aggressive mobs on the island are dead or far removed. See below for more on Sirran The Lunatic.

Sirran The Lunatic

Sirran The Lunatic
Sirran The Lunatic.jpg

A lot has been and can be said about Sirran, but here are the basic facts as confirmed by direct evidence.

  1. He spawns on/near the corpse of a dead Boss mob in islands 1 through 7. (not 1.5, not 8, not 1a)
  2. He de-spawns on a 20-23 minute schedule.
  3. He is non-aggressive, in general.
  4. He will assist any aggressive mob that attacks you.
  5. Handing him the "Key Loot" from the island you are on will get you back the Key to the next island.

o NOTE: Each Island's "Sirran the Lunatic" is different than the others. As a specific example, you can not hand the Key Loot from Island 6 to the Sirran the Lunatic spawned on Island 1!!! While he won't attack you for doing so he also will simply refuse to accept it. The only trade Sirran will accept is the Key Loot for the island on which you spawned him.

  1. Hailing him is safe!
  2. FALSE RUMOR SPEAKING TO SIRRAN will cause him to attack![Confirmed 5/28/2006]
  3. RUMOR Hailing Sirran will re-set his de-spawn timer.

o This is a "maybe". Confirmed (by me) that this does NOT work on a 5 minute re-hail interval on island 6. However, for the same island, have reports that it does work on a 45 second re-hail interval.

Sirran will have various conversations with you island by island. Because Sirran's conversations seem to flow together, I've put them all here, rather than on their individual islands.

However, before going through his non-aggressive text, let's see what Sirran has to say if he's ever irritated into attacking. Any Island, if Sirran decides to attack:

  1. Sirran the Lunatic says 'What?! Now you've done it! The bunnies are angry! ANGRY I TELL YOU!'

If you ever find Sirran saying these words, pray for mercy...

Island 1, after killing Thunder Spirit Princess

  1. You say, 'Hail, Sirran the Lunatic'
  2. Sirran the Lunatic says 'Ehem! What? Oh, hello there! Sirran be my name. Yes? So, come to the Plane of Sky, have you? Killed all my fairies! Hah! So! Do you wish to know how to traverse this plane? Or should I just go away? I know much about this plane. You would do well to listen!'
  3. You say, 'I wish to know how to traverse this plane'
  4. Sirran the Lunatic says 'Ahah! Wise you are and tell you I will. Hrm? Don't have wings, do you? Fairies have swords! Fairies stole my lucky feet! Hand me them, one by one, and be in for a treat! Haha!'
  5. (A variety of attempts were made to get him to say more, but with no luck)

Island 1, after turning in either of the Key Loots for a Key

  1. Sirran the Lunatic says 'These are the keys! Use them well! Hold them in your hand and touch them to the runed platforms! Guide you thy will! Hah! The last to go, must tell me so, or be in for a [hassle]! If there's a hassle, I will go!'
  2. (Absolutely no combination of "hassle" did he respond to!)

Island 2, after killing Protector of Sky

  1. You say, 'Hail, Sirran the Lunatic'
  2. Sirran the Lunatic says 'Ah! Come far you have! You are all crazy! I like it! Swords spin no more! Spin, spin. Unlucky they were! I thought them [vain]!'
  3. (Absolutely no combination of "vain" did he respond to!)

Island 2, after turning in Broken Mirror for Key of Misfortune

  1. Sirran the Lunatic says 'You move fast, you crazy kids! Keep going! Prod you I will! Stuck here I have been! Oh! Let me know when you are [done] or this will be no fun! Haha!'
  2. (Absolutely no combination of "done" did he respond to!)

Island 3, after killing Gorgalosk

  1. You say, 'Hail, Sirran the Lunatic'
  2. Sirran the Lunatic says 'What! Die already! Come so far. Can't you see I am cold! Give me a cloak or something! Bah! You don't look the type to give anything! Be off with you, then!'
  3. Sirran the Lunatic says 'Always want something for nothing? Oh yes, you gave me something! Here you go! Take this! Used one you have. [Teleport] away you will! Let me know, or no kill! Haha!'
  4. (Absolutely no combination of "Teleport" did he respond to! Also note that I did not hand him anything, yet he still gave this 2nd line of text.)
  5. [Best Guess: He wants me to turn in "Light Woolen Cloak (possibly it is "Fine Wool Cloak" or maybe "Light Woolen Mantle") or "Grey Damask Cloak", both rare drops from Gorgalosk]

Island 3, after turning in Animal Figurine for Key of Beasts

  1. Sirran the Lunatic says 'Always want something for nothing? Oh yes, you gave me something! Here you go! Take this! Used one you have. [Teleport] away you will! Let me know, or no kill! Haha!'
  2. (Absolutely no combination of "Teleport" did he respond to!)

Island 4, after killing Keeper of Souls

  1. You say, 'Hail, Sirran the Lunatic'
  2. Sirran the Lunatic says 'You again! Aren't you dead yet? Well, give me the token items you got, and move on you will. Maybe. Oh! Wait!! Rings go on fingers, yes they do! Gimme a ring and I'll help you!'
  3. (Absolutely no combination of "ring" did he respond to!)
  4. [Best Guess: He wants me to turn in "Silvery Ring", a rare drop from Keeper of Souls]

Island 4, after turning in Bird Whistle for Avian Key

  1. Sirran the Lunatic says 'What is this? Bah! Take that! And this! What was I thinking? I was thinking you had best let me know when you use those teleporters. Just say, [Icky Bicky Barket]. Aye, that is what I was thinking.'
  2. (Absolutely no combination of "Icky Bicky Barket" did he respond to!)

Island 5, after killing The Spiroc Lord

  1. You say, 'Hail, Sirran the Lunatic'
  2. Sirran the Lunatic says 'Children, run to the wall and give the deputies some miIk. Oh, I almost forgot. Give me your trinkets, or give me death!'
  3. (Absolutely no combination of "trinkets" did he respond to!)
  4. (See the Am I one with the wall? page for notes about what Sirran's words mean here.

Island 5, after turning in Noise Maker for Key of the Swarm

  1. Sirran the Lunatic says 'Phew! These are heavy. Well, not really. I'm sure I don't have to remind you to remind me when you are [leaving].'
  2. (Absolutely no combination of "leaving" did he respond to!)

NOTE NOTE NOTE NOTE NOTE

Island 6

...is special. Sirran behaves in an even more radical fashion than usual, and of special note, dealing with him appropriately is required to get the Boss of Island 7 to spawn (which, obviously, then means that getting the key from 7 to 8 requires dealing with Sirran properly here on 6).

For a complete analysis of why you are to have the conversations (below), please see my "Am I one with the wall?" page. Island 6, after killing Bazzt Zzzt:

  1. You say, 'Hail, Sirran the Lunatic' (NO RESPONSE)
  2. You say, 'citanuL eht narriS, liaH'

o Reversed: "Hail, Sirran the Lunatic"

  1. Sirran the Lunatic says 'Lortap llaw taerg eht fo lahsram, Narris lahsram ma I. Flesym ecudortni ot em wolla. Sgniteerg.'

o Reversed: Greetings. Allow me to introduce myself. I am marshal Sirran, Marshal of the great wall patrol." o Translation: see my "Am I one with the wall?" page.

  1. You say, '?llaw eht htiw eno I ma'

o Reversed: "Am I one with the wall?"

  1. Sirran the Lunatic says 'Kcul doog! Ouy rof ydaer si erips eht fo retsis eht won, sdik boj doog.'

o Reversed, says: 'Good job kids, now the sister of the spire is ready for you. Good luck!' o Translation: By saying "?llaw eht htiw eno I ma" to Sirran, you have just spawned "Sister of the Spire" on Island 7.

  1. (Check tracking...Sister of the Spire should be up now)


RUMOR: It is rumored that the phrase ".citanuL eht narriS ,liaH" is used to keep Sirran from de-spawning on this island, if someone is camping the Sister of the Spire on the next island.

  1. I can confirm that it fails to work if you re-hail Sirran every 5 minutes.
  2. However, I have a report that it succeeds on a 45 second schedule. I need to test this.

Island 6, after turning in Dull Dragon Scale for Key of the Scale

  1. Sirran the Lunatic says 'Dnib a ni era uoy ro esarhp eht yas dna yrruh!! Sruoy era syek eht dna romra em evig. Erom on gnits seixib eht ahahahahah!'

o Reversed, says: 'Hahahahaha the bixies sting no more. Give me armor and the keys are yours. Hurry and say the phrase or you are in a bind!!' o Translation: Trade the Dull Dragon Scale for the Key of Scale and say the phrase ("?llaw eht htiw eno I ma") to spawn Sister of the Spire on Island #7 or you won't be getting keys to #8 up there

Island 7, after killing Sister of the Spire

  1. You say, 'Hail, Sirran the Lunatic'
  2. Sirran the Lunatic says 'Nyah! The tears are welling up in my eyes! I am so proud. I think of you as if I were your father! Sniff. Sniff. Give me Veeshan, and I give you death.'

Island 7, after turning in Replica of the Wyrm Queen for Key of Veeshan

  1. Sirran the Lunatic says 'Not too much farther. I spit on thee knave! Ehem. Take these. Go on! Make your fortunes. No one cares about Narris. I mean Sirran. Hah! See if I care what you think! Oh, when did you say you were [leaving]?'
  2. (Haven't followed up on this yet.)

Unknowns

  1. What happens if you kill him?

o Multiple people have emailed me to state that you take a permanent "Denizens of Sky" faction hit, and will be KoS after killing Sirran once. Others have stated that it takes multiple kills of Sirran for this to happen.

  1. What happens if you spawn him on an island before he's de-spawned on the previous island?

o Again, multiple people with conflicting stories have submitted information on this. On the one hand, people say two Sirrans can't be up in Sky. On the other hand, there are multiple stories of "Farming the Sister of the Spire", which requires keeping the island 6 Sirran from despawning while repeatedly killing the Sister of the Spire on 7 (and spawning Sirran up there). Considering that each island's Sirran is quite different than the others, I'm inclined to go with this latter theory, but have not yet tested it. However, there are far more reports of "multiple Sirrans" than denials of it, so I'm inclined to believe that you can have different ones up on each island.

Island #0: GM Island

Plane of Sky GM-Island
Plane of Sky GM-Island 01.jpg
Plane of Sky GM-Island 02.jpg
Plane of Sky GM-Island 03.jpg
Plane of Sky GM-Island 04.jpg
Plane of Sky GM-Island 05.jpg
Plane of Sky GM-Island 06.jpg
Plane of Sky GM-Island 07.jpg
Plane of Sky GM-Island 08.jpg

This island sits neatly in the middle of the zone (LOC 0,0,0 seems to be on this island). It has no mobs, no telepad, no structures. It is impossible to jump to it from another island. RUMOR has it that if there are any Plane of Sky zone issues, that a GM enters the zone on this island to sort them out. Little else can be said about this island. For the purposes of elucidation (or teasing), the following views of the island are provided:

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