The Plane of Sky

From EQArchives
Revision as of 04:10, 12 May 2023 by Nazwahdi (talk | contribs) (1 revision imported)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

The Plane of Sky is a unique zone, and by far the most difficult pre-Kunark. It consists of a progression through a series of floating islands, where each island's inhabitants drop key components that enable access to the next island. The best loot from the PoS is quested, with each piece usually requiring two common and one rare drop. The zone is extremely complex and a series of guides have been written.

It is the dominion of Veeshan, mother of all dragons. Her physical form, Eye of Veeshan is arguably the final boss of the zone. Like the storms in the sky, the zone and its residents are quite chaotic, insane, aggressive, and exotic. You'll find many unique models for creatures here uncommon in other zones, such as genies, harpies, fairie dragons, and others.

This zone is sometimes referred to as Plane of Air, in various old guides and by some players. It should not however be confused with Eryslai, the Kingdom of Wind, a zone also known as Plane of Air from the Planes of Power expansion and home to Xegony, the elemental goddess of air. Unfortunately, a Verant developer chose "airplane" to be the zone's unique name used in /who.

Plane of Sky from Island One
Level of Monsters: 50+
Minimum Player Level: 46+
Types of Monsters: A Thunder Spirit, a blade storm, an azarack
Notable NPC's: Key Master, Thunder Spirit Princess, Noble Dojorn, Gorgalosk, Keeper of Souls
Adjacent Zones: Wizard Port-In, East Freeport (via falling off)
Name in /who: airplane
ZEM Value: 1.13
Type Outdoor
Expansion Original (released in 20 January 2000 patch)

Map

Map of the Plane of Sky
Planeofsky3.jpg
Drawing of the Plane of Sky
Planeofsky.jpg
Quest Room (Isle 1a) Map
Plane of sky isle1a drexxell.jpg

Safe/Evac Spot

Does not work in zone.

Dangers

The Plane of Sky is generally a raid zone only. Islands are inhabited by aggressive creatures and powerful bosses which require multiple groups to slay. All aggressive creatures do not see through invisibility, but movement is still restricted by the system of keys. Do not plan on entering this zone without seasoned help and/or a guild of allies.

Islands 2, 5 and 6 have initially aggressive creatures. Island 4 creatures become aggressive after one of them is killed, but have very short aggro radiuses.

Falling off an island will result in the player zoning out to East Freeport and landing in the bay off the dock. When this happens, they lose all their keys. If the player was AFK for some reason they will likely drown. A number of NPCs have Gravity Flux and forms of Knockback.

Boss NPCs and some others have the deathtouch (a.k.a. DT, Cazic Touch) ability with a 30 second cooldown. Bring lots of tanks.

Benefits

Most of the loot from Plane of Sky quests are quite excellent even in the Kunark era. All melee classes can quickly attain a 21% haste belt and eventually earn a 41% belt. There are also numerous useful clicky items for caster classes, such as the Vermilion Sky Ring for Shamans, the Duennan Shielding Ring for Magicians, and the Necklace of Resolution for Clerics. Magicians, Monks, Rangers, and Paladins will also find they must visit Plane of Sky for their epic quests. For these reasons, most casual raiding guilds will raid Plane of Sky once a week, and defeating every boss in Plane of Sky is considered a major milestone in a guild's rise to fame.

Traveling To and From

The Plane of Sky, like the Plane of Hate, is only accessible through the Wizard's spell Alter Plane: Sky, which requires Cloudy Stone of Veeshan for each cast. This stone costs about 215pp each, but seasoned Wizard's who have completed the Wizard Test of Visualization can cast a one-charge Alter Plane: Sky from their Amulet of Planar Transference (later revamped to Amulet of the Void in the July 19, 2000 patch on EQ Live). This item is rechargeable by purchasing a Mana Battery - Class Five for 52pp at the Key Master on Island 1.

Editor's Note: When Guild Halls were introduced much later on EQ Live in the Dragon's of Norrath expansion (February 15, 2005), the teleport chamber could transport players here by first purchasing and turning in said Cloudy Stone of Veeshan.

Upon entering, all buffs and debuffs are stripped from the characters. No form of teleport spell or ability will work within Plane of Sky, except for Alter Plane: Sky (which allows a group to return to island 1 with their keys). There are only two ways to leave, jumping or falling off an island, or death. After falling, a character will have all of his keys from Plane of Sky destroyed, and land in the ocean of East Freeport, east of the docks (swim directly west to get back to land, the docks should come into view quickly).

Walkthrough/Guide

Plane of Sky is a unique, complex, and challenging zone which requires tremendous effort, preparation, and resources for any guild to succeed in. However, once conquered, a guild has something to be proud about, and no one will dispute they became serious competition on Firionia Vie Project. Progress can be measured in how many island bosses a guild has defeated. Your guild probably shouldn't start here until you've already had some success in Plane of Hate and Fear, which are considerably easier zones in general. You should also already have some minimum level of discipline in your guild, and most members should be able to follow simple instructions and pay attention.

Keys

Main article: Plane of Sky Keys

For players to move between islands, they must use the portals (a.k.a. ashtrays due to their shape). Each portal is locked and can be used with a key (not unlike the portals to Sebilis or Howling Stones). When a portal is used, the player is instantly moved to a predefined spot on the edge of the next island. This movement does not strip buffs and it does not break invis. Portals are one-way, and cannot be used to get back down.

Each island has one boss and a number of common mobs which drop key pieces. To get the key, kill the respective island's boss to spawn Sirran, then turn in the key piece to Sirran to receive the key that allows travel to the next island.

IMPORTANT NOTE: each Sirran spawned by killing bosses is a different version of Sirran, even though he may look and behave the same way. You MUST only turn in the key piece from an island to the correct Sirran which was spawned by the respective island's boss. It is possible for a guild to pull a boss from a different island and kill it out of order, so be sure to clarify with your raid officers before turning in a key piece to Sirran if you are confused. For more detailed information see Plane of Sky Keys.

ALSO IMPORTANT: There can only be ONE Sirran in the zone, of any version, at a time. For example, if Sirran on island 1 is still up, it will prevent island 2 Sirran from spawning. As most islands can only have one boss (except sometimes for #5 and #7) you should be absolutely certain no other Sirran exists in the zone before engaging a boss that spawns Sirran, otherwise you risk a premature end to the raid if you lack keys.

Corpsing keys

To preserve your keys for another excursion, a common practice is to create what is informally known as a "key corpse". First, return to island 1 with your keys by having a wizard port you back there. Next, ensure a cleric is present nearby and not AFK to rez you. Put all of your keys into a cheap bag you do not mind leaving behind. Strike a creature that can kill you (the Key Master is an excellent choice). Ask the cleric to rez you back, then loot your body except for the bag with your keys in it. If you have the chance to plan ahead, bring a cheap bag that you can distinguish from your other bags to be the designated key bag, such as a Fletching Kit. It is NOT recommended to duel other players to create a key corpse, because the rez timer is much shorter, only a few minutes. Your key corpse will last 7 days unless refreshed using the same process.

Besides making a key corpse, a player may also camp out on any safe island and the keys will NOT disappear. (They are NOT NO RENT nor TEMPORARY, unless they are placed in a magician summoned bag.) If a player does this, they will not be able to create a keycorpse unless they can organize friends to come up and rez them, so this is mainly an option for players who want to take a break for more than a week, or who plan to do nothing outside the Plane of Sky.

Table of Plane of Sky keys

Source Island Island Key Quest Item Key Item
Island 1 Island 1.5 File:Item 591.gif Miniature Sword File:Item 591.gif Key of Swords
Island 1 Island 2 File:Item 915.gif Lost Rabbit's Foot File:Item 807.gif Key of the Misplaced
Island 2 Island 3 File:Item 1129.gif Broken Mirror File:Item 998.gif Key of Misfortune
Island 3 Island 4 File:Item 895.gif Animal Figurine File:Item 651.gif Key of Beasts
Island 4 Island 5 File:Item 510.gif Bird Whistle File:Item 1146.gif Avian Key
Island 5 Island 6 File:Item 551.gif Noise Maker File:Item 956.gif Key of the Swarm
Island 6 Island 7 File:Item 1136.gif Dull Dragon Scale File:Item 963.gif Key of Scale
Island 7 Island 8 File:Item 893.gif Replica of the Wyrm Queen File:Item 952.gif Veeshan's Key

Jumping and Dragging

Although the keyed portals are the primary way to move from island to island, it is also possible to jump from some islands to others when they vertically overlap (or nearly do).

The possible jumps are shown on the blue map above. Jumping from 7 to 2 is the easiest, as you just walk off the edge in the right place. 4 to 2 is also fairly easy, especially with SoW. 4 to 3 isn't so bad, but I think has a narrower area to work with. 6 to 5 I always found very challenging and was usually easier with Spirit of Scale (just using body agro after clicking off invis to pull the bees down).

Corpses can also easily be dragged up these jumps if people come late or don't have keys (another big reason to pull bees to 7, you can corpse up late comers who can buy the Key from 1-2 and then die). -Ploktor

It is confirmed that you can drag corpses from 2 to 7 and 2 to 4.

Island 1: Fairy Island

This is the island that you enter Plane of Sky on. Thankfully the fairies are NOT kos, so you can take time to organize your raid here and buff up before starting. As with most islands, you will want to clear out some of the common mobs first before engaging the boss. Each A Thunder Spirit can drop 3x Lost Rabbit's Foot, and 3x Miniature Sword. This makes for 24 possible keys to Islands 1.5 and 2. The need to clear out common mobs before engaging the boss is especially true here. It will give you more room to work with when you pull the Thunder Spirit Princess. Start by finding a reasonably flat area and kill and pull the fairies there one by one.

One recommended area is on the east side near the portal pad to island 2. Killing a mob on a hill with a large number of melee dps can cause it to be pushed under the world. If this happens, you'll quickly discover that the mobs summon people somewhere under the island, which causes them to fall to Freeport and lose their keys! Police your mob placement and melee push with vigilance on every pull and it should never happen. Pushing a mob down a hill seems to be ok, though. You also should not kill mobs directly on the teleport pad itself, the corpse will be difficult to loot.

Any halfway capable raid will have no trouble with this island and will be ready to take on island 2 within a few minutes. Before moving on to island 2, be sure to have everyone invis first. There are also two other teleport pads, one for the quest hall (actually located within the interior of island 1) and island 1.5 which is usually skipped.

Common Items

Island 1.5: Noble Island

This small island features a windmill and a portal to island 2. Noble Dojorn, the boss of this island is a 1 week-spawn, high-value target, so he's usually not here. No key pieces drop here. Hopefully you already got the key for island 2, otherwise you'll be stuck here unless you die, fall, or port back to island 1.

Island 2: Imp Island

This is the second island your raid will likely visit, and the first island with aggressive creatures. Fortunately they're not too tough, maybe a little harder than the fairies. You have two strategies to break this island. You can either invis the whole raid, assemble to the southwest corner, then break invis and use crowd control to defeat the imps en masse; or you can send in a bard or other suitable class to kite all the imps around the island and have a knight/monk peel them off one by one for the raid to kill. The peeling knight should feign death and allow another tank to take the bulk of the damage on each mob. If a healer heals the knight, monk, or kiter, they will quickly get too much aggro on the imps and die (or become the new kiter). With either strategy, advise your casters to avoid sitting.

There have been several spawn behaviors for the boss of the island, Protector of Sky to spawn in the past. As of 4/8/16, he will spawn off of the imp which hits for 220. This higher level imp is the only one who spawns him.

If you are using a kiting strategy, have a second kiter (someone who can get aggro quickly is ideal, perhaps a knight with sow) be ready to immediately aggro the boss and kite him around the island just like the other imps. Once the rest of the imps are dead, bring in the boss and kill it last. IMPORTANT: do not kill Protector of Sky BEFORE the Sirran on island 1 has despawned (this takes 20 minutes), if you do, Sirran will NOT spawn in place of Protector, and there will be no way to get him to spawn again. For this reason, you might want to wait to start on island 2 until Sirran is gone. This is also true for every island's version of Sirran! Do not engage a boss until you are certain that no other Sirran exists in the zone, except for The Spiroc Lord and Sister of the Spire which can be farmed.

If you kill the boss before the rest of the imps, Sirran will social-aggro anyone who aggroes the imps, and they will die very quickly. If this happens, you must separate the imps from Sirran and kill them outside his social range, or wait for him to despawn and give up your chance to turn in keys. Note that Sirran will walk back to the place he spawned (wherever the boss was killed) after he is done killing people. This is another good reason to always kill bosses away from the port-in location on aggressive islands, and to manage your pull locations carefully in general. Like island 1, you want to choose a wide, flat area to kill mobs to avoid them from dropping under the world on hills. The area in the southwest corner near the island 3 portal is recommended.

Once you're done on island 2, the raid is free to port up to island 3. It is not aggressive so no invis is required. Note that it is possible to jump from islands 7 or 4 to here, and people who kill themselves in the right spot can be dragged up to 4 or 7 as well.

Common Items

Uncommon Items

Island 3: Harpy Island

Welcome to harpy island, arguably the first hard island. To get much further you'll probably need a reasonably geared warrior tank, several clerics, and enough dps to punch mobs down. Compared to other islands, this island has a wide variety of creatures, each requiring special consideration. Before starting, move everyone out of the building and towards the south side near the teleport pad. All creatures here are friendly until attacked, so no invisibility is necessary. Discourage your raid from sitting too close to the edge, a watchful guard and an avenging gazer will rarely cast Gravity Flux which can fling people off the island and cause them to lose their keys. As before, you also want to make sure your melee do not push mobs up hills, so keep those mobs on wide, flat surfaces.

Have your monks do their thing and start single pulling the trash. a crystaline cloud and a gust of wind are pushovers, grab them first to get everyone's confidence up. a sprited harpies and heart harpies are shadowknights, so watch out for Harm Touch and the occasional snare. Depending on how many keys you need to move the raid forward, you should avoid pulling an avenging gazer and a watchful guard if possible. They cast an aoe dispell just like their cousins in Plane of Fear. If you do manage to get one and get everyone's buffs dispelled, consider just going ahead and pulling the rest of them before wasting mana on rebuffs. In addition, they also rarely cast Gravity Flux and Allure which can lead to tremendous fun death. If a key class in your raid is charmed, it is recommended to pummel him mercilessly off-tank him away from the group.

You should also avoid pulling a shimmering meteor because they proc/cast a huge knockback on the tank or puller which will certainly send them flying off the island if no preparations are made. If you have to pull a meteor to get more keys, clear all the other mobs first, then move your raid into the building. Have your tanks put their backs to one of the back corners and hope you don't get knocked off before completing the pull. Like the knockbacks cast by A Dark Terror in Unrest, the direction you face is what determines the direction of knockback, NOT the position of the mob relative to you.

A sprited harpie and the boss Gorgalosk (not to be confused with the trash mobs named gorgalAsk) cast an aoe mez, before pulling them encourage your melee to equip magic resist gear, and be careful not to let them push the mobs too close to the clerics. If a gorgalask manages to mez all your clerics, it could easily mean a wipe. Gorgalosk is also pretty tough in general. Unlike the previous bosses, you'll want a fully-buffed, well-geared Warrior with defensive disc up before taking her on.

Common Items

Island 4: Pegasus Island

Pegasus island is significantly harder than island 3. Only very well-geared knights can tank trash here, and you'll need several warriors for the boss who can death touch them. This is also the largest island, and has plenty of space for the raid to move around. When you get here, immediately move on down to the west corner. There's so much space, that you can port in and move to the pull position without being worried about aggroing the mobs here. It's a good thing there's a lot of space, since these mobs are large, flying models which require melee to look up at to get positioned correctly under them. Most races will be unable to see them from the standard third person view while directly under them. There are 6 of these common mobs immediately visible, 3 of a soul carrier and 3 of an essence harvester, but as you will find out, there are 30 mobs in total to kill.

Thus introducing the split mob, each of the common mobs will, upon death, spawn two new mobs right where the old mob died. These new mobs each spawn one third, final mob upon death. Therefore, each pull you'll expect to kill FIVE (5) mobs in total, and need two mobs tanked at a time. Your tanks will need to be sharp, and pick up mobs quickly before they destroy other melee or casters. You may require casters to stand up for these fights, or at least sit farther away or invised, to avoid dying when new mobs spawn. Some of these mobs proc a Whirl Till You Hurl type of stun, which if casted early enough, may cause warriors to have trouble keeping aggro. Encourage your dps to follow assist calls closely, and only engage when the tank is confident he can control his mob. Have your stronger tank be the off-tank, holding his split off to the side until the other is done. Tanks may also find it helpful to use different camera views or to stand farther away to target their mobs correctly and reliably. Shadowknights can be helpful here to initially aggro, move, and flop mobs until the Warriors get them under control.

Keeper of Souls is the boss mob here. The spawn mechanic for Keeper of Souls appears to have a special catch, going by old Allakhazam posts, that wasn't listed anywhere here on the wiki. We've confirmed this to be the case on P99 as well. There's a semi-hidden NPC named Nottap Ekim (only visible on track, probably spawns under or inside the island) that determines the Keeper of Souls' spawning. Nottap is supposed to spawn when any mob on the island is killed -- at which point a despawn timer for Nottap will begin to tick down; a secondary spawn timer for the Keeper of Souls' will begin when Nottap's despawn timer finishes -- but that doesn't appear to be the case here. Rather than starting on the death of any mob, the trigger for Nottap Ekim's spawning (and thus KoS' spawning) is the griffon a Soul Carrier immediately to your left when facing the front door of the windmill on island 4. There may be others, as Ploktor below said you could farm up to 3 Keepers per raid? No idea about that. I just know for sure that the mentioned griffon ia a trigger mob. -Bummey

When pulling mobs back to earlier islands to start Keeper's timer early make sure you have a tracker peep their track list for Nottap. Once Nottap appears on track the KoS timer will be active and you can begin clearing through Sky as normal. See: http://everquest.allakhazam.com/db/npc.html?id=20205

Because most guilds take less time than 65 minutes to clear island 4, they use a technique called pull-jumping (possibly pioneered by Drexxell on live in 2006) to pull one of the island 4 mobs to island 2 or 3 and kill it early. Basically, the puller will aggro a mob on island 4, then jump down to island 2 (jumping to 3 is also possible, you just don't save much time), which is located below the southern corner. After it's killed (perhaps right after Protector of Sky) the timer is started early, and the guild moves on to island 3 as normal. Those who loot keys off this early island 4 mob should be mindful that they cannot turn in these key pieces to the Sirran that spawned off Protector. They must hold on to them and wait until Sirran is spawned off Keeper, and only turn in Bird Whistle to that Sirran.

Another tactic for pulling the trigger mob from 4 to 2 is to make a corpse in camp, get a rez box, click up to 4, then shoot the trigger mob with a bow and click your rez before the arrow lands, that way the rez will bring you back to camp before your arrow hits, triggering aggro and bringing the mob to your raid. This will not work from island 4 to 1, because of non-classic leashing, but it will work for 4 to 2. Back in the day we'd have a wizard do that same thing, but instead of rezzing back to island 1 you'd have the wizard port back to island 1 with Alter Plane: Sky after aggroing the mob, since in-zone ports do not clear aggro, but that doesn't work here either. P99 is very correct and classic this is a true fact.

[KoS spawning has always been strange and the timers inconsistent, but I believe only one of the two types of common mob will lead to his spawn (white ones? similarly only one of those types can be charmed and can make for great charm pets if you have enchanters able and willing to take on the challenge), so the most you can farm are three KoS in one Sky raid. One general tip about Death Touch is that it requires line of sight, so you can get agro on a mob that DTs and hide behind a wall (at least this used to work). Back when you could use Stalking Probes in PoSky, you could single pull the Spiroc Lord to island 4 with enough patience. -Ploktor]


There is no particular strategy for killing Keeper of Souls, but keep in mind that he death-touches (formerly called Cazic Touch) his highest-aggro target every 30 seconds. This is a special spell that cannot be resisted in any way. If it lands on a pet, it ricochets off the pet and kills his master. It also penetrates all forms of Divine Aura or Harmshield. The best approach is to first send in any class that's particularly useless in a boss fight, perhaps a Ranger or Enchanter, or draw straws if you're feeling democratic, to eat the first DT. This gives the first tank 30 seconds to engage the mob before he gets the next shotgun blast. Depending on your raid's total dps, you may need 3 or 4 Warriors available with discs ready to defeat Keeper. Use offensive discs strategically, being mindful that replacing warriors will need enough aggro to establish control after their comrade's death. You may pull him to the west corner or fight him closer to where he spawns to minimize death-touches, but be mindful of hills. Besides death-touch, it is a simple tank-and-spank fight.

Overseer of Air is a powerful genie that resides in the windmill here. He is an advanced raid target that is skipped by most guilds. I won't cover him for now.

The next island is also aggressive, so be fully prepared and invised before moving on.

Common Items

Rare Items

Island 5: Bird Island

The first challenging island to break, Bird island is a nightmare for unorganized guilds. You will need top-notch enchanters, knights, pullers, tanks, clerics, and dps to even think about succeeding here. Make sure that at least your clerics, crowd control, and tanks are all completely ready and invised before clicking up.

Once they click up, have them move towards the southwest corner (not very far at all from where you port in). The rest of your raid should follow quickly, try to assemble as much of the raid as possible in the west corner before (inevitably) someone's invis breaks and the chaos begins. The west corner is not safe (only a little less dangerous) and once someone is visible, mobs will aggro pretty quickly.

Another good location is the crease at the bottom of the closest hill (pictured). The terrain will break line of sight with the closest pathing arbiter and banisher.

All birds on this island (besides bosses) can be mezzed. This is the first priority when pulls start, clerics must keep the enchanters alive (or at bare minimum, a single rockstar level 58+ enc). The mobs are quite tough, probably not much weaker than trash on island 4. Knights may assist enchanters by casting Shadow Vortex, Stun, and other zero-damage aggro spells on mobs to keep them off without attacking them. The main tank should be swift, engaging his mob quickly one after the other and calling assist as soon as he is confident he has control. Also, the trash here should be pulled, engaged and killed in a particular order.

To understand the order, first you should understand the mechanic. Each vanquisher is a "squad leader" of sorts. If one of his two assigned comrades dies, they will immediately respawn in their original spawn spot. If you kill the vanquisher first, then you can kill his two comrades and they will not respawn. Similarly, if any of the three vanquishers is alive, Spiroc Guardian, a miniboss, will immediately respawn if killed. Finally, if Spiroc Guardian is still alive, then The Spiroc Lord will immediately respawn if killed. Clearly, the vanquisher within any squad must be killed first before his comrades, then the raid can clear all of the rest of the trash and safely engage the bosses. If a pull goes wrong and more than one vanquisher is in camp, kill both or all three of them first (in any order) before engaging other trash. Speed is tremendously important as large pulls can quickly drain the enchanters' mana, so some raid officers have suggested the following semi-alphabetical priority for tanks and melee to engage mobs: V-ABCERW. (vanquisher, arbiter, banisher, caller, expulser, revolter, walker) Besides vanquishers, the order of how other mobs are killed can be arbitrary however. The nearest arbiter and banisher to the port-in point are respawned by a vanquisher which paths through an area to the left. This first vanquisher can social other birds if the pull is not perfect.

Spirocs are particularly nasty mobs not only for their respawn ability but also their spells. Besides having a range of druid and ranger nukes, some are capable of A Dark Terror-type knockbacks which can send your pullers and tanks careening off into the wild blue yonder. Again, the direction your character faces is the only thing that figures on the direction of the knockback. It takes additional effort, but all trash should be immediately turned after they are pulled so that the tank can face outwards, looking at the edge with his back towards the center of the island. If knocked back, the tank will probably glance off the hill and not get thrown too far.

The melee should do their best to balance their push so that they don't push it too far inward onto a hill. Balance the need for some safety room from the edge with keeping the mobs away from the hill. Keep close vigilance on mob placement and police melee push when necessary. Make sure no melee gets aggro who isn't supposed to. Make sure enchanters or other casters are also not tanking mobs any longer than they have to. If anyone has aggro on a mob and is tanking them, they should be encouraged to immediately face outwards to avoid being knockbacked off the island or they risk losing all their keys. If anyone does get knocked off, they're probably done with Sky that week.

Only vanquishers drop the Noise Makers so you'll only get a fixed number of keys here. You'll only get three vanquishers in a run.

After the trash is cleared out, it's time to move on to the bosses of the island, Spiroc Guardian and his stronger brother The Spiroc Lord. If a raid only wishes to kill each of them once and move on, they should kill the Guardian first, then the Lord. However, they may also choose to farm the Lord several or many times before moving on. This is sometimes desirable because the Lord drops quest items to for many excellent rewards such as 41% haste belts. As long as the Guardian is kept alive, a guild may pull and kill the Lord to their hearts' content. Besides quest items, the Lord also usually drops one or two Spiroc Wingblades for the Warrior Epic Quest.

Spiroc Guardian is not particularly difficult. You'll need a stiff tank and sufficient dps but otherwise it's a simple, straightforward fight. He also comes with a low-level bear pet, which an offtank may befriend aggro to keep it from hugging and kissing attacking the casters. If you are farming Guardian by leaving a vanquisher up, pull him to the southwest corner instead of fighting him at his spawn.

The Spiroc Lord is tremendously more difficult, and will truly test your guild's mettle. If you can defeat him, you can hope to defeat any other mob in Sky. If you are farming him, do not fight him where he stands. Pull him at least outside the aggro radius of his spawn point. We like to pull him to the center of the island and kill him there first. Then, when Sirran has spawned, we pull him to the northwest corner to avoid social-aggroing Sirran. This version of Sirran will not spawn again on every Lord corpse if he's already up, but he will spawn again in a new location if he's despawned.

Lord death-touches, so you'll need a tank-rotation and expect to lose some warriors every time you pull him. He attacks for 350/hit, very quickly. If he holds two wingblades; he's dual wielding and will attack even faster. He also procs a long stun on the tank, complicating aggro control. Provide your warriors with Midnight Mallets and other instant-click aggro items to get aggro as quickly as possible. Finally he also has a short range aoe nuke that will do moderate damage on nearby melee.

The next island is inhabited by aggressive, splitting bees. Bee fully prepared. (sorry)

Island 6: Bee Island

This island is simple but very hard. Bees do not see invis, but they social and have very large aggro radiuses (probably the whole island will aggro you at once). It is possible to have your raid move here and attempt to break-in the old fashioned way, but since they hit so hard and so fast, it's recommended to jump-pull them back to bird island and split them there instead. The gears do break line of sight for aggro purposes, so you may use them to help split and single pull the bees. Alternatively, for reasons elaborated on in the next section, if your raid force is already keyed, you may move them to island 7 and pull and kill bees there instead. There is much more room on island 7 for kiting, and it allows for easy farming of Sisters.

The three original bees are all named "Bzzazzt". I believe that only these original spawns and the final boss will drop the Dull Dragon Scales you need to progress to the next island.

Like the soul carriers back on Pegasus island, they will split into multiple mobs when killed. All of the bees and their split spawns enrage, hit very hard and very fast. They also proc poison dots (about 100hp/tick) which aren't life threatening but significant if not cured for awhile. Your clerics will have enough trouble trying to keep one tank alive, so all split spawns and adds should be kited, and must be picked up absolutely immediately by knights, bards, or other designated kiters.

Have your kiters stand some distance away, but within casting range and target the bee that's getting killed. The kiter should have a keyboard key bound a fast-casting, targetted, high-aggro spell like Shadow Vortex, Stun, Snare or Selo's Consonant Chain. As the kiter, position yourself and your camera so that you will tab-target the mob when it spawns. Watch your target bar. As soon as the mob dies, your target bar will clear (no target). Immediately press tab to target the mob, begin casting your aggro spell, and turn to start running away. They run at near-jboot speeds, so you'll need to be very quick to survive. Once you have some distance use camera views to check that the mob is on you, but be careful not to run off the edge while doing so. If you have one, shout using a %t macro which mob you're kiting. Use multiple kiters, at least 2 but ideally 4 or more than you need, to execute this strategy. When the kiters take all the splits away, designate one kiter by name to swing around and bring it back. They should stand on the tank and feign death at the last possible moment to avoid being hit more than once but allow the tank time to grab it. If a kiter dies, other kiters should attempt to pick up and continue kiting the mob before it comes back to camp. Kiters should also be aware that other kited mobs may unexpectedly switch to them if their kiters die. Have all the kiters run around the island in the same direction to minimize the risk of getting caught between two mobs. Also have casters stand the entire fight to avoid pulling aggro off the kiters.

Each original spawn will either spawn 1, 2, or 3 Bazzzazzts, and it may be difficult or impossible to know which is which, so be prepared for a 3-split on your first pull. [The bees with different splits always spawn in the same spots, so if you are vigilant, you *can* pretarget one and know which it is, though this is hard to coordinate and once the bees are mixed up in a pack, it's easy to lose track. -Ploktor]

  • If you get a 3-split, then those 3 Bazzzazzts are each final and will not spawn any more mobs. You will not get the boss from this pull.
  • If you get a 2-split, both of those Bazzzazzts will spawn a single Bizazzzt. Both Bizazzzts are final and won't spawn anything else. You will also not get the boss from this pull.
  • If you only have a 1-split of a single Bazzzazzt, then you are on the chain of splits that results in the boss of the island, Bazzt Zzzt. Your single Bazzzazzt upon death will spawn Bzzzt, the mini-queen. Mini-queen's death leads to Bazzt Zzzt, the queen bee and boss of the island.

The mini-queen is at least as hard as the rest of the bees and also casts a nasty dot as well.

The boss, queen bee, is a particularly nasty bixie. She is yet another boss with death-touch, so have your tank rotation ready. It's difficult, but have a shadowknight try to harm touch her immediately after she spawns so that he can take the first death-touch. Sometimes she will withhold her death-touch for a short period of time so have him ready to HT then kite her a short distance if he can. After fighting 3 tough bees before her, your tank will already be exhausted, so query him on how much longer his disc will last and rotate warriors accordingly. She (as well as any other be) hit so hard and fast that you'll need clerics and the new tank to be well prepared for a switch before it happens. A tank should not attempt to tank any bee without defensive up and clerics rolling heals. On top of this, her AoE dot is long range and will chew up anyone with low hp. Make sure all groups have a healer who can keep people from getting low-hp aggro. If you wipe, be aware that queen bee will return to where she spawned, the location of Bzzzt's death, so kill him somewhere besides the port-in spot for sure. Like other bees she has a very large aggro radius. All in all, queen bee may be the toughest boss in the zone.

Island 7: Drake Island

The Temple on Island 7: Drake Island

This is the last island that most people ever visit, as island 8's bosses can be pulled to it. Also note that many of the trash mobs here which drop key-pieces cast nasty things like death touch (sphinxes) and grav flux (drakes). Farm only as many replicas as you need for your pullers. Sister of the Spire can drop two herself, so there's no real need to kill trash here except for quest pieces. I cannot confirm it but it's been said that the Hand of Veeshan may aggro you if you go to the northeast part of the island. If that's true, pull him and get him out of the way first. You'll have plenty of flat space to pull him to on the west side. Anywhere on the west side is fine, as long as it's flat and far enough from the edge for grav flux safety.

Sister of the Spire is the boss here. To spawn her, you must state the following phrase to the Sirran which spawns on queen bee's corpse (island 6 Sirran): "?llaw eht htiw eno I ma" As soon as this is done, a Sister will spawn in the temple on island 7. In this fashion, after you kill Sister, if someone says the phrase again to that Sirran (and only that version of Sirran) then another Sister will spawn. You can keep spawning Sisters this way, as many as you can kill, in the 20 minutes before Sirran despawns. For this reason, some guilds will choose to pull bees to island 7 in order to have Sirran there. (Have the puller and a wizard port down and run back up to 6. The puller grabs bees and clicks up to 7, where they get split and killed.) If you have some people in your raid who need keys to 7, have them die on the south side of island 2 in a particular spot where they can be dragged up to island 7 and rezzed. Make sure to have queen bee killed in a spot far from the port in, but accessible to state the phrase to Sirran. The southwest side seems pretty good.

Sister of the Spire, when engaged, is not so terribly hard compared to all those bees, but she does have a short-range 1000 AoE which can melt melees rather quickly. If your raid can manage their push well, they can stand at maximum melee range and avoid most of the AoEs. Have them run out and get healed if they're hit. Like other bosses, she also death-touches, so you'll need a tank rotation again. If you have a lot of good tanks, you might manage to kill 5 or 6 Sisters depending on your dps before island 6 Sirran despawns. Like the others, the version of Sirran that spawns on Sister's corpse will not spawn until the other Sirran is gone.

Island 8: Butterfly Island

The Windmill on Island 8: Butterfly Island

This small island is home to the Hand of Veeshan and Eye of Veeshan. The Hand is not usually up; he gets spawned by killing the Overseer of Air way back on Island 4. I can't confirm but you should be able to single pull him just by walking on the north side of Island 7. After he's dead (if he was up) the last mob in the zone is the Eye of Veeshan.

Eye of Veeshan is the very last boss. Of course, he death touches, so you'll need your tank rotation again. It's possible to use a pet class to pull him down to Island 7, which is preferred, since there's more room and you won't have to key the whole raid that way. (Please confirm this strategy) The pet class drops a pet and guards it on island 8. Next a wizard ports him to island 1 (the pet isn't destroyed by this?) and they run back up to island 7. Next the pet class is targetted by any disposible buffing class, or even someone with Bracer of the Hidden. The quick casting buff is landed on the pet class while he sics his pet on the Eye. The Eye aggroes the pet class and immediately afterwards, a buff lands on him, getting the buffer aggro, too. On his way down, the Eye will surely death-touch the pet class and probably a buffer, too. If he makes it down without killing a second person, some guilds like to have the buffer kite him a bit until he blasts his second death-touch to keep another tank alive. After that, the overgrown butterfly is engaged. [I've never tested the wizard+petclass pull described above, however what I have done is as follows. Have a toon key'd to Island 8 make a corpse with 3 hour rez timer on island 7 (or use a wizard, the corpse is so they can be rezed back down to island 7 and not be stuck on island 8). Have this toon move to the edge closest to island 7 and /duel a shaman below on island 7. The shaman should then send a pet to attack the toon on island 8. Once the pet is up on island 8, the toon on island 8 can move near Eye, so the pet follows. The shaman can then tell the pet to Guard and then Back off, stopping attacking the toon. Now the shaman can bind sight on their pet in order to target Eye and, when ready, tell the pet to attack. When ready to attack, other toons should be spamming bracer of the hidden on the shaman as mentioned above to transfer agro. The toon who was on island 8 can take a rez back down once the pet is in place and join the raid. Side note, back when you could use stalking probes in Sky, you could use them to activate another pad in the zone and get off island 8. -Ploktor]

The fight is pretty straightforward tank and spank, but the Eye hits for an exceptional 865 damage(Edit: confirm this isn't describing the Hand of Veeshan instead) and has 32000 HP. Since he's not very complicated to pull or kill, many guilds will defeat him before queen bee or Sisters if they can get him pulled to one of the previous islands. If your guild has defeated every boss in sky, congratulations! You're well on your way to fame and fortune.

Forageable Items

None.

Bestiary

There are a total of 0 NPC's in The Plane of Sky:

{{#dpl: category=The Plane of Sky Mobs | includesubpages=false | mode=unordered | ordermethod=title | noresultsheader= }}

Quests

There are 0 known quest lines that start in The Plane of Sky.

{{#dpl: category=The Plane of Sky Quests | includesubpages=false | mode=unordered| noresultsheader= }}

Quests by Class

Note: Most quests requires three items. The first is typically a common drop, the second is an uncommon drop, and the third is a rare/boss mob drop. Some requests require a fourth Efreeti item. The islands from which they are acquired, where known, are indicated in (parenthesis). NO DROP quest items are in purple.

To reach the quest room you need the free Veeshan's Key (not the same as the Isle 8 version), from the Key Master. It looks like a Jade. The click point is the northern dish on island one.

The name of the mob in (parenthesis) to the right of your class tells you who to hail once you're inside the quest room. You will then have the option to summon the quest mob you need to do your turn in.

Bard (Cilin Spellsinger)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Bard Test of Tone Denise Songweaver Ochre Tessera (1), Songbird Statuette (2-PoS), Light Woolen Mask (3-Gorga) Mask of the Songbird Mask of Song
Bard Test of Voice Denise Songweaver Platinum Disc (2), Music Box (3), Light Woolen Mantle (4-KoS) Songweaver's Mantle Mantle of the Songweaver
Bard Test of Pitch Denise Songweaver Phosphoric Globe (3), Shimmering Diamond (4), Crude Wooden Flute (5-SL) Agilmente's Flute of Flight Ervaj's Flute of Flight
Bard Test of Wind Clarisa Spiritsong Imp Statuette (4), Dull Stone (5), Amulet of Woven Hair (6-BZ) Fae Amulet No Change
Bard Test of Brass Clarisa Spiritsong Saffron Spiroc Feather (5), Adamantium Bands (6?), Glowing Diamond (7-SotS), Efreeti War Horn Denon's Horn of Disaster No Change
Bard Test of Harmony Clarisa Spiritsong Manna Nectar (6), Nebulous Emerald (7), Nebulous Diamond (8-EoV), Efreeti War Spear Harmonic Spear No Change

Cleric (Josin Faithbringer)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Cleric Test of Courage Alan Harten Ochre Tessera (1), Sky Emerald (2-PoS), Silver Hoop (3-Gorga) Truewind Earring No Change
Cleric Test of Skill Alan Harten Gold Disc (2), Dark Wood (3), Small Shield (4-KoS) Darkwood Aegis Aegis of the Wind
Cleric Test of Protection Alan Harten Adumbrate Globe (3), Faintly Glowing Diamond (4), Shiny Pauldrons (5-SL) Glowing Pauldrons Pauldrons of Piety
Cleric Test of Resolution Deric Lennox Spiroc Statuette (4), Spiroc Healing Totem (5), Silvered Spiroc Necklace (6-BZ) Necklace of Resolution No Change
Cleric Test of Theurgy Deric Lennox Saffron Spiroc Feather (5), Glowing Sapphire (6), Djinni Aura (7-SotS), Efreeti Mace Theurgist Theurgist's Star
Cleric Test of The Weak Deric Lennox Manna Nectar (6), Shimmering Topaz (7), Mithril Bands (8-EoV), Efreeti Standard Truwian Baton No Change

Druid (Strandar Pinemist)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Druid Test of Wolf Will Treewalker Azure Tessera (1), Black Face Paint (2-PoS), Worn Leather Mask (3-Gorga) Drake-Hide Mask No Change
Druid Test of Bear Will Treewalker Copper Disc (2), Nature Walker's Sky Emerald (3), Mantle of Woven Grass (4-KoS) Nature Walker's Mantle No Change
Druid Test of Tree Will Treewalker Diaphanous Globe (3), Hardened Clay (4), Spiroc Battle Staff (5-SL) Shillelagh No Change
Druid Test of The Bee Fenalla Moonshadow Efreeti Statuette (4), Wilder's Girdle (5), Divine Honeycomb (6-BZ) Honeycomb Belt No Change
Druid Test of Eagle Fenalla Moonshadow White-tipped Spiroc Feather (5), Acidic Venom (6), Ethereal Ruby (7-SotS), Spiroc Elder's Totem (5-SL) Cloak of Leaves (Sky) Spiroc Banisher Focus
Druid Test of Nature Fenalla Moonshadow Lush Nectar (6), Fire Sky Ruby weight 3.0 (7), Storm Sky Opal (8-EoV), Efreeti Scimitar Espri No Change

Enchanter (Enchanter Jolas)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Enchanter Test of Illusion Lelulean Crimson Tessera (1), Darkstone Emerald (2-PoS), Finely Woven Cloth Cord (3-Gorga) Sphinx Hair Cord No Change
Enchanter Test of Metamorphism Lelulean Silver Disc (2), Bluish Stone (3), Light Cloth Mantle (4-KoS) Wind Walker's Mantle No Change
Enchanter Test of Deception Lelulean Rugous Globe (3), Sky Pearl (4), Silken Mask (5-SL) Ivory Mask No Change
Enchanter Test of Disillusion Enderbite Harpy Statuette (4), Black Nebulous Sapphire (5), Adamantium Earring (6-BZ) Earring of Displacement No Change
Enchanter Test of Memorization Enderbite Carmine Spiroc Feather (5), Ganoric Poison (6), Glowing Necklace (7-SotS) Necklace of Whispering Winds No Change
Enchanter Test of Incapacitation Enderbite Sweet Nectar (6), Black Sky Diamond (7), Large Sky Sapphire (8-EoV), Efreeti Wind Staff Rod of Warding Winds Rod of the Protecting Winds

Magician (Magi Frinon)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Magician Test of Clarification Frederic Calermin Crimson Tessera (1), Ethereal Sapphire (2-PoS), Feathered Cape (3-Gorga) Bracelet of Clarification No Change
Magician Test of Empowerment Frederic Calermin Iron Disc (2), Gem of Empowerment (3), Ceramic Mask (4-KoS) Mask of Empowerment No Change
Magician Test of Shielding Frederic Calermin Hyaline Globe (3), Ivory Pendant (4), Golden Coffer (5-SL) Gold White Pendant No Change
Magician Test of Summoning Roanis Elindar Harpy Statuette (4), Finely Woven Cloth Amice (5), Large Diamond (6-BZ) Drake-Hide Amice No Change
Magician Test of Interpretation Roanis Elindar Carmine Spiroc Feather (5), Blood Sky Amethyst (6), Golden Efreeti Ring (7-SotS) Duennan Shielding Ring No Change
Magician Test of Gesticulation Frederic Calermin Sweet Nectar (6), Sphinx Crown (7), Hazy Opal (8-EoV), Efreeti Magi Staff Staff of The Magister No Change
Magician Test of Displacement Roanis Elindar Sweet Nectar (6), Crown of Elemental Mastery (7), Large Opal (8-EoV), Djinni Stave (7-SotS) Staff of Elemental Mastery: Air No Change

Monk (Holwin)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Monk Test of Strength Ton Po Verdant Tessera (1), Finely Woven Gold Mesh (2-PoS), Silken Strands (3-Gorga) Mystical Back Straps Back Straps of Mastery
Monk Test of Sight Ton Po Gold Disc (2), Tiny Ruby (3), Cracked Leather Eyepatch (4-KoS) Ton Po's Eye Patch No Change
Monk Test of Speed Ton Po Adumbrate Globe (3), Shimmering Opal (4), Dove Slippers (5-SL) Sandals of Alacrity No Change
Monk Test of Tears Wu the Enlightened Spiroc Statuette (4), Spiroc Talon (5), Silken Wrap (6-BZ) Ton Po's Shoulder Wraps No Change
Monk Test of Fists Wu the Enlightened White Spiroc Feather (5), Ethereal Amethyst (6/7), Nebulous Sapphire (7-SotS), Brass Knuckles Wu's Tranquil Fist Wu's Fist of Mastery
Monk Test of Tranquility Wu the Enlightened Aged Nectar (6), Writ of Quellious (7), Tear of Quellious (8-EoV) Golden Sash of Tranquility No Change

Necromancer (Drakis Bloodcaster)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Necromancer Test of Flight Jzil Gsix Verdant Tessera (1), Ebon Shard (2-PoS), Griffon's Beak (3-Gorga) Rotted Griffon-Hide Wrist Guard Bloody Griffon-Hide Wrist Guard
Necromancer Test of Power Jzil Gsix Silver Disc (2), Spiroc Feathers (3), Black Silk Cape (4-KoS) Cloak of Spiroc Feathers No Change
Necromancer Test of Mind Jzil Gsix Rugous Globe (3), Djinni Blood (4), Fine Cloth Raiment (5-SL) Bloodsoaked Raiment No Change
Necromancer Test of Heart Dugaas Helpyre Imp Statuette (4), Obsidian Amulet (Spirocs-5), Pulsating Ruby (6-BZ) Sphinx Heart Amulet No Change
Necromancer Test of Finger Dugaas Helpyre White Spiroc Feather (5), Nebulous Ruby (6), Ring of Veeshan (7-SotS) Band of Screaming Winds Band of Wailing Winds
Necromancer Test of Hands Dugaas Helpyre Gorgon Head (3-Gorga), Aged Nectar (6), Glowing Black Pearl (7), Efreeti Great Staff Gorgon Head Staff No Change

Paladin (Dason Goldblade)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Paladin Test of Spirit Dirkog Steelhand Diaphanous Globe (3), Silvery Girdle (4), Ivory Sky Diamond (5-SL) Girdle of Faith No Change
Paladin Test of Sacrifice Gregori Lightbringer Griffon Statuette (4), Spiroc Peace Totem (5), Bixie Sword Blade (6-BZ) Aldryn, Blade of the Ocean No Change
Paladin Test of Love Gregori Lightbringer Dark Spiroc Feather (5), Ethereal Topaz (6), Sphinx Claw (7-SotS) Zephyrwind Thelvorn, Blade of Light
Paladin Test of Compassion Gregori Lightbringer Dulcet Nectar (6), Golden Hilt (7), Large Sky Diamond (8-EoV), Efreeti Zweihander Truvinan No Change

Ranger (Ranger Spirit)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Ranger Test of Body Relinin Skyrunner Auburn Tessera (1), Ysgaril Root (2-PoS), Griffon Talon (3-Gorga) Griffon Talon Necklace No Change
Ranger Test of Defense Relinin Skyrunner Mithril Disc (2), Harpy Tongue (3), Fine Velvet Cloak (4-KoS) Spiroc Healer's Cloak Dark Cloak of the Sky
Ranger Test of The Earth Relinin Skyrunner Gridelin Globe (3), Dragon-hide Mantle (4), Spiroc Earth Totem (5-SL) Earthshaker's Mantle No Change
Ranger Test of Thunder Gordon Treecaller Djinni Statuette (4), Spiroc Thunder Totem (5), White Gold Earring (6-BZ) Thunderforged Earring No Change
Ranger Test of Blade Gordon Treecaller Emerald Spiroc Feather (5), Bitter Honey (6), Circlet of Brambles (7-SotS), Efreeti Long Sword Yannikil Arydryidriyorn
Ranger Test of Ranged Attack Gordon Treecaller Thickened Nectar (6), Sphinx Tallow (7), Shimmering Pearl (8-EoV), Efreeti War Bow Windstriker No Change

Rogue (Thalik Silenthand)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Rogue Test of Thievery Kendrick the Great Ivory Tessera (1), Gem of Invigoration (2-PoS), Inlaid Choker (3-Gorga) Wispy Choker of Vigor No Change
Rogue Test of Cunning Rayne Bronze Disc (2), Red Face Paint (3), Jester's Mask (4-KoS) Transparent Mask Crystal Mask
Rogue Test of Silence Kendrick the Great Pearlescent Globe (3), Black Griffon Feather (4), Spiroc Sky Totem (5-SL) Griffon Wing Spauldors No Change
Rogue Test of Stealth Rayne Pegasus Statuette (4), Prismatic Sphere (5), Fine Wool Cloak (6-BZ) Scintillating Bracer of Protection No Change
Rogue Test of Trickery Kendrick the Great Mottled Spiroc Feather (5), Cracked Leather Belt (6), Sphinxian Circlet (7-SotS) Renard's Belt of Quickness No Change
Rogue Test of Deception Rayne Honeyed Nectar (6), Bixie Stinger (6-BZ), Lightning Rod (7), Bloodsky Sapphire (8-EoV) Ebonsting Thornstinger

Shadow Knight (Sarkis Ebonblade)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Shadow Knight Test of Bash Gragrot Ebon Tessera (1), Sphinx Eye Opal (2-PoS), Finely Crafted Amulet (3-Gorga) Sphinx Eye Amulet Amulet of the Sphinx Eye
Shadow Knight Test of Smash Gragrot Copper Disc (2), Small Sapphire (3), Silvery Ring(4-KoS) Djinni Finger Ring Crimson Ring of the Djinni
Shadow Knight Test of Slash Gragrot Diaphanous Globe (3), Dried Leather (4), Finely Woven Cloth Belt (5-SL) Pegasus-Hide Belt No Change
Shadow Knight Test of Disempowerment Tynicon Dlin Griffon Statuette (4), Blood Sky Emerald (5-SG), Rusted Pauldrons (6-BZ) Blood Sky Face Plate No Change
Shadow Knight Test of Envenoming Tynicon Dlin Dark Spiroc Feather (5), Obsidian Shard (Sky) (6), Efreeti War Shield Obtenebrate Mithril Guard No Change
Shadow Knight Raising of the Dead Tynicon Dlin Jar of Honey (6), Sphinxian Ring (7-SotS), Fae Pauldrons (8-EoV), Large Sky Pearl Pearlescent Pauldrons No Change
Shadow Knight Test of Necropotence Tynicon Dlin Dulcet Nectar (6), Bloodstained Hilt (7), Blood Sky Ruby (8-EoV), Efreeti War Axe Rheumguls Khyldorn the Blood Drinker

Shaman (Medicine Man Veetra)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Shaman Test of Might Gina MacStargan Auburn Tessera (1), Drake Fang (2-PoS), Leather Cord (3-Gorga) Drake Fang Amulet Amulet of the Fang
Shaman Test of Health Gina MacStargan Platinum Disc (2), Ethereal Amber (3), Shimmering Amber (4-KoS), Ceremonial Belt (5-SL) Elder Shaman's Ceremonial Bracelet Bracelet of the Spirits
Shaman Test of Sight Gina MacStargan Phosphoric Globe (3), Sphinx Hide (4), Light Damask Mantle (5-SL) Sphinx-Hide Mantle Fairy-Hide Mantle
Shaman Test of Shrink Ooga Djinni Statuette (4), Wooden Bands (5), Corrosive Venom (6-BZ), Efreeti War Club Spiroc Warhammer Warhammer of the Wind
Shaman Test of Snake Ooga Emerald Spiroc Feather (5), Bixie Essence (6), Spiritualist`s Ring (7-SotS) Crimson Ring of Desinence Vermilion Sky Ring
Shaman Test of The Witch Doctor Ooga Thickened Nectar (6), Fire Sky Ruby weight 12.0 (7), Symbol of Veeshan (8-EoV), Efreeti War Maul Garduk No Change

Warrior (Torgon Blademaster)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Warrior Test of Skill Falorn Ivory Tessera (1), Small Ruby (2-PoS), Azure Ring (3-Gorga) Azure Ruby Ring No Change
Warrior Test of Strength Falorn Bronze Disc (2), Small Pick (3), Stone Amulet (4-KoS) Runed Wind Amulet No Change
Warrior Test of Force Falorn Pearlescent Globe (3), Silver Mesh (4), Spiroc Air Totem (5-SL) Aerated Pauldrons Pauldrons of the Blue Sky
Warrior Test of Think Ogog Pegasus Statuette (4), Spiroc Wind Totem (5), Wind Tablet (6-BZ), Efreeti Belt Belt of the Four Winds No Change
Warrior Test of Smash Ogog Mottled Spiroc Feather (5), Virulent Poison (6), Djinni War Blade (7-SotS) Dagas No Change
Warrior Test of Bash Ogog Honeyed Nectar (6), Bottled Djinni (7), Ethereal Emerald (8-EoV), Efreeti Battle Axe Fangol No Change

Wizard (Wizard Schrock)

Quest Quest Giver Quest Items Pre-Buff Reward Post-Buff Reward
Wizard Test of Concentration Neasin Leornic Azure Tessera (1), Augmentor's Gem (2-PoS), Grey Damask Cloak (3-Gorga) Augmentor's Mask No Change
Wizard Test of Focus Neasin Leornic Iron Disc (2), Ethereal Opal (3), Woven Skull Cap (4-KoS) Al`Kabor's Cap of Binding No Change
Wizard Test of Meditation Neasin Leornic Hyaline Globe (3), Sky Topaz (4), High Quality Raiment (5-SL) Raiment of Thunder No Change
Wizard Test of Conception Abec Lanor Efreeti Statuette (4), Mithril Air Ring (5), Box of Winds (6-BZ) Solidate Mithril Ring No Change
Wizard Test of Visualization Abec Lanor White-tipped Spiroc Feather (5), Pulsating Sapphire (6), Amethyst Amulet (7-SotS) Amulet of Planar Transference Amulet of the Void
Wizard Test of Preparation Abec Lanor Lush Nectar (6), Copper Air Band (7), Large Sky Sapphire (8-EoV), Efreeti War Staff Nargon's Staff No Change

Random Drop Items

These can drop randomly from any mobs, and almost all bosses always have at least one.

References

Any oddities between classic at Fironia Vie (FV) server, or ambiguities in the above guides should be specified as they are in FV.

Historical Release and Revamp Dates

  • The Plane of Sky was first released on January 20, 2000 during Classic, marking the transition from the Plane of Hate era to the Plane of Sky era.
  • "Increased stats on many Plane of Sky items." - Quest rewards were revamped in the July 19, 2000 patch, a few months after the release of The Ruins of Kunark expansion.
  • "Originally a one-way trip from Island #1, [Island 1.5] had a telepad installed around 2003 which leads to Island #2." - Source: http://www.zlizeq.com/planeofsky/ (TODO: need to confirm this)

Frequently Asked Questions

Question: Which islands are KOS?
Answer: Islands 2 (an azarack, Protector of Sky) and 6 Bee Island (Bzzazzt, Bazzt Zzzt).