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Cove of Decay: A Treaty for Treasure

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EverQuest II Instanced Zone Information
Introduced Shattered Lands CoD
Level Range 24-26
Zone in from The Thundering Steppes
Parent Zone Cove of Decay
Required Quest A Treaty for Treasure
Difficulty Group
Failure Lockout None
Success Lockout None
Quests NPCs Monsters Names
Drops   POIs Discos

What does this information mean?

Players are flagged for entry into this zone instance by looting The Treaty for Treasure from a small chest dropped by any of the mobs in the adjacent The Thundering Steppes zone, which gives the quest The Treaty for Treasure. Zoning into Cove of Decay: A Treaty for Treasure completes that quest.

When you arrive, you'll find the zone packed tightly with Bloodsaber villains of various types, and a handful of centaurs. The leaders, at the tents by the water, are engaged in treasure negotiations. Unlike many zone populations, the exact spawn for this zone is not the same every time. Each time you zone in, you'll get a different mix of mobs in groups and the positioning of groups can vary to some degree. Named monsters in the zone are random spawns as well, and are fairly rare.

The main task in the zone is to kill everything that moves for experience.

As a secondary purpose, there is a chance that any mob in the zone will drop a box containing a key, either small, medium or large. The keys are quest starters for quests that tell you to go find something to open within the zone. Each key opens a different chest:

Quest Starter Chest Location Loot
a small key small chest by the tents at the water ( -147, -22, 1161 ) /waypoint -147, -22, 1161 3s 2c
a medium key another small chest, behind the rocks at the water's edge ( -272, -22, 1157 ) /waypoint -272, -22, 1157 small amount of coin (a few silver and change)
a large key an exquisite-style chest in the water amidst the shipwreck ( -280, -48, 1355 ) /waypoint -280, -48, 1355 small amount of coin (a few silver and change)

It is possible to get more than one key in the zone. It is also possible to kill everything and get none at all.

When all sentient mobs in the zone are killed (including the ones in the water), four NPC seagulls will spawn on the rocks along the beach. If you get close and hail them, they will fly slowly to the water's edge, where one assassin snake will appear for each gull and assassinate it in a flurry of feathers. The assassin snakes are then available to be killed for experience.

And that's it! There are no further events in the zone, and no creatures respawn.

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