NORRATH1999

Continent · The Planes of Power, 2002

The Planes

The Planes of Power, released in 2002, opened the homes of the gods to mortals. None of them share a coast: each plane is the realm of a god, drawn here as its own floating island, and almost all of them are reached only through the Plane of Tranquility at the centre.

Tap a region to open its zone page.

⤢ Open full-size map

Original illustrated map of The Planes, north up, showing its zones and how they connect; the full list of connections follows the map.
An original illustrated map of The Planes, drawn from its zones’ written directions, with relative placement checked against the game’s continent maps. Select a linked region to open its zone page. The connections are also listed below.
All 25 connections as a list

Zones by region

The hub

The lower planes

Beyond the lower planes

The elemental planes

The realm of the gods

Islands in the void

Most maps on this site show one landmass cut into zones. The Planes of Power do not work that way. Each plane is a world of its own: the Plane of Tranquility is a lone island in an endless sea, the Plane of Air is a set of isles floating on clouds above the material and astral worlds, and Torment is a black cube drifting in the ether between the planes.

So our map has no ocean and no shared coast. Every plane is a separate island on a dark sky, and the lines between them are portals, not borders. Where a plane holds a second zone, such as the Halls of Honor beyond Valor or Ragrax deep within Earth, that zone is drawn as a building on its parent island.

Sources: Allakhazam: Plane of Tranquility (zone) · Allakhazam: Eryslai, the Kingdom of Wind (zone) · Allakhazam: Torment, the Plane of Pain (zone)

Tranquility, the hub

Player guides join Tranquility to every plane on the map except Time: Knowledge; Justice, Innovation, Disease, Nightmare, Valor and Storms; Torment, Drunder and Solusek Ro’s Tower; and the four elemental planes. That is the shape of the expansion, and the shape of our map: A hub with a portal line to each island.

The island itself is gentle. It has a mountain ridge, a waterfall and a lake, a palm beach, koi ponds and sand gardens, a small circle of scholars and the goddess Quellious. Many of the quest givers who start the flag arcs wait here.

Sources: Allakhazam: Plane of Tranquility (zone) · Planes of Power Progression (fan guide, GeoCities archive)

Knowledge and the way in

The Plane of Knowledge is the second hub. It is the gateway to the deeper planes: the city-state of New Tanaan around the Great Library, split into the light district of Selia, the neutral district of Tanaan and the dark district of Kartis, where no weapon can be drawn.

Its records join it to Tranquility and to two zones of Luclin, the Nexus and the Bazaar. Those are book portals, not zone lines, so the map leaves them out.

Sources: Allakhazam: The Plane of Knowledge (zone) · Allakhazam: The Nexus (zone) · Allakhazam: The Bazaar (zone)

The lower planes

Level 46 opened the first ring of planes on live servers: Justice, with its grey prisons and the Tribunal; Innovation, a junkyard around a factory; Disease, Bertoxxulous’s land of rot; Nightmare, Terris Thule’s haunted forest; and Valor, the testing ground before the Halls of Honor. Storms, Karana’s wild land around Mount Grenidor, needed level 55.

Several have a second zone behind them, each shown on its island: the Crypt of Decay under Disease, entered after Grummus; the Lair of Terris Thule beyond Nightmare; the Halls of Honor beyond Valor; and the Bastion of Thunder atop Mount Grenidor in Storms. Each one connects to its parent plane.

Sources: Allakhazam: Plane of Justice (zone) · Allakhazam: Plane of Innovation (zone) · Allakhazam: Plane of Disease (zone) · Allakhazam: Plane of Nightmare (zone) · Allakhazam: Plane of Valor (zone) · Allakhazam: Plane of Storms (zone) · Allakhazam: Ruins of Lxanvom (Crypt of Decay) (zone) · Allakhazam: Lair of Terris Thule (zone) · Allakhazam: Halls of Honor (zone) · Allakhazam: Torden, the Bastion of Thunder (zone)

The flag arcs

Almost every zone was locked at first. Characters earned invisible flags, one event at a time. The Saryrn arc runs through Nightmare and Disease to Torment. The Mithaniel Marr arc runs from Justice through Valor to the Halls of Honor, and the Agnarr arc from Justice through Storms to the Bastion of Thunder. The Zek arc runs from Innovation to Drunder, the Fortress of Zek.

Defeating Rallos Zek flags a character for the elemental planes except Fire. The Solusek Ro arc, ending in Solusek Ro’s Tower, flags the Plane of Fire. These are progression steps, not doorways, so the map still draws every one of those planes with a single portal line to the hub.

Sources: Allakhazam Wiki: EQ:Keys and Flags

The elemental planes

The four elemental planes sit on the outer corners of the map. Doomfire, the Burning Lands is Fennin Ro’s plane of lava and obsidian, joined to the Tower as well as the hub. Eryslai, the Kingdom of Wind is Xegony’s four floating isles. The Reef of Coirnav is a two-level coral reef under the Avatar of Water. Vegarlson, the Earthen Badlands is the land of the Rathe, with Ragrax, Stronghold of the Twelve, deep within.

Each one gives a shield, a community wiki says: the Globe of Dancing Flame from Fennin Ro, the Amorphous Cloud of Air from Xegony, the Sphere of Coalesced Water from Coirnav, and the Mound of Living Stone from the Rathe. The Mound is won from the Avatar of Earth. Each shield is an alternate flag that opens its own plane.

Sources: Allakhazam: Doomfire, the Burning Lands (zone) · Allakhazam: Eryslai, the Kingdom of Wind (zone) · Allakhazam: Reef of Coirnav (zone) · Allakhazam: Vegarlson, the Earthen Badlands (zone) · The Al`Kabor Project Wiki: Planes of Power progression · Rasper’s Realm: Planes of Power progression · Allakhazam Wiki: EQ:Keys and Flags

Innovation to Time

The Plane of Time is the last plane to open. The four shields are combined in an Odylic Vial into the Quintessence of Elements, which grants full access to Time. Player guides then send you to Maelin in the Plane of Knowledge and on to the Innovation factory. There, Chronographer Muon takes you to a hidden walkway, you say “researched” to Maelin, and you click the time machine.

The map draws two links into Time: a gold, dashed, flag-gated line from Innovation, and a portal line from the stone in Tranquility, which the zone-line maps list. One player guide adds that the Tranquility portal works once the flag is set, so it needs the same flags. The second part of the plane, the raid instance, is the Prison of the Forsaken, shown as a building on the Time island.

Sources: Allakhazam Wiki: EQ:Keys and Flags · The Al`Kabor Project Wiki: Planes of Power progression · EQProgression: Planes of Power planar progression guide · Rasper’s Realm: Planes of Power progression · Allakhazam: Plane of Time B (zone)

How this map was made

Our source for classic connections has no Planes of Power pages. For this map we used the zone lines in the map pack, then checked the flag routes against the progression guides cited above.

Placement follows the layout of the game’s own Planes of Power map by eye, with Tranquility in the middle and the planes around it, but nothing is traced. Each island’s terrain is chosen for its plane: lava for Fire and the Tower, crystal for Air and Time, dark forest for Nightmare, swamp for Disease, a reef for Water and mountains for Earth and Storms.

Sources: Allakhazam: Plane of Tranquility (zone) · Allakhazam Wiki: EQ:Keys and Flags

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