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Zek, the Orcish Wastes

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Zek, the Orcish Wastes
Levels 30-40
The Deathfist Quarry
Introduced Shattered Lands
Zone Type Public
Adjacent to The Thundering Steppes
Instances Deathfist Citadel
Quest Lines Zek Timeline
Harvesting Tier 4
Quests NPCs Monsters Named
Drops Instances POIs Discos

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Zek, or The Orcish Wastes as it is often called by men, is a portion of the remnants of the once-mighty Jaggedpine Forest. The orcs of the Deathfist Empire have held control of the entirety of this island for many years and, in that time, they have reduced the once-sprawling forest to a mere husk of its former glory.

Lore Edit

Much of the forest has been stripped down to barren, charred earth. The orcs have begun mining deep into the ground for iron and coal, and using the timbers of the ancient Jagged Pines to construct their warships. What was once a thing of beauty is now, for the most part, a grand redwood forest on the verge of becoming a wasteland of orc industrialization.

Zek has become a battlefield of sorts, as a band of woodland defenders named the Green Hoods have seized control of a coastal keep. From this keep, they now launch assaults against the orcs stationed on the hills opposite the beachhead. They also sneak small teams through the enemy lines and send them deep into orc territory to gather information and to disrupt orc organization.

- From Cogglesworth's Tour of Norrath: Part 1


Geography Edit

Professor Cogglesworth's Tour of Norrath Part 1 04
Professor Cogglesworth's Tour of Norrath Part 1 05

Orcs in Blood Ore Valley

Professor Cogglesworth's Tour of Norrath Part 1 06

The Warship Docks

The Orcish Wastes are riddled with natural barriers that divide the land into valleys. Orcs inhabit many of the valleys, but dangerous wildlife also inhabits many of them. The Deathfist orcs have plundered the land for timber and ore, and most regions are utterly scarred. A great open pit in the center of the island exposes a vast mining complex.

Travel Edit

Travellers arrive at the Warship Dock on the south shore of the island. From there, you can take high-speed horse routes to a handful of checkpoints throughout the zone.

Travel through Zek is hindered by impassable terrain. Almost all passable routes are marked by roads. The roads are almost as dangerous as the rest of the land, and a traveller must be wary and know his escape route, lest he flee into even greater danger. Orcs and even hillcats are known to set ambushes to catch the unwary.

Those who complete a quest called The Right Brothers will earn the right to use a catapult at Warship Dock to fly instantly to the valley beside Deathfist Citadel. Completion of this quest requires venturing inside the citadel with a group.

Map Edit

Map orcishwastes

Dungeons Edit

Dungeon Name Level Range Target Audience Zone Type Location
Deathfist Citadel 36-44 Group Instance (2 hours) Past the Bridge of Zek
Tallon Hording Halls 30-34 Solo or Group Instance (20 min) Around the edge of Blood Ore Valley
The Sullon Mines 34-38 Solo or Group Instance (40 min) Around the edge of Mythical Forest
The Darkened Den 36-40 Solo or Group Instance (10 min) South edge of Defiled Forest

An simpler level 35 version of Deathfist Citadel is available by finding and inspecting The rusty key, which is dropped by random creatures around the zone.

Raids Edit

Raid Name Level Range Target Audience Typical Duration Lockout (on Success)
The Deserted Mine 45-50 4 Groups 20 min 3 days 15 hours

Revive Locations Edit

Revive Location Description
Warship Docks Safe spot
Three Toe's Watering Hole Behind hostile territory
Siren's Cove Safe spot with easy return to warship dock
Mythical Forest Closest respawn point to Deathfist Citadel

Quests Edit

Similar Zones Edit

Zone Name Level Range Region Notes
Enchanted Lands 30-40 Shattered Lands Another good place for level 30-35 quests
The Feerrott 35-45 Shattered Lands A more challenging zone
Steamfont Mountains 35-50 Faydwer Many level 35-45 quests

Low-level adventurers interested in harvesting nodes in a T4 zone will find the area of the Enchanted Lands near the Mariner's Bell to be much less dangerous than Zek.

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