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<html>
<!-- Mirrored from www.allakabor.com/eqatlas/butcherblock.html by HTTrack Website Copier/3.x [XR&CO'2014], Sat, 18 Oct 2014 04:11:25 GMT -->
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<title>Butcherblock Mountains - EQ Atlas</title>
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<td valign="top" colspan="3"> <a href="index.html"><img src="images/logo.gif" width="301" height="104" vspace="10" alt="EQ Atlas" align="left" border="0"></a>
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<div align="right"><b><a href="index.html">Return to Atlas Page<br>
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<h1 align: left><font size=+7>B</font>UTCHERBLOCK <font size=+7>M</font>OUNTAINS</h1>
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<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 2.0//EN">
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<table cellpadding=10 width=90%>
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<th>Location:</th>
<td>On the Island Continent of Faydwer</td>
<td rowspan=7 width="200"><a href="butcherblockmap.html"><img src="images/butcherblocksmall.jpg" border="0" width="200" height="192"></a><br>
<center>
<p><b>click to view expanded map</b><b> and overlays...</b> </p>
</center>
</td>
</tr>
<tr>
<th>Adjacent Zones:</th>
<td><a href="greaterfaydark.html">Greater Faydark</a>, <a href="kaladim.html">Kaladim</a>,
<a href="dagnor.html">Dagnor's Cauldron</a>, <a href="oot.html">Ocean
of Tears</a>, <a href="timorousdeep.html">Timorous Deep</a></td>
</tr>
<tr>
<th>Level of Monsters:</th>
<td>1-15</td>
</tr>
<tr>
<th>Types of Monsters:</th>
<td>Bats, Decaying Skeletons, Snakes, Goblin Whelps, Goblins, Goblin
Shamans, Goblin Warriors, Goblin Wizards, Crazed Goblins, Enraged
Goblins, Worker Scarabs, Giant Scarabs, Aviak Chicks, Krag Aviaks,
Royal Aviaks, Krag Elders, Aviak Lord, Large Snakes, Skeletons, Large
Spiders, Dwarf Bandits, Rock Spiderlings, Giant Skunks, Orc Pawns,
Orc Runners, Orc Centurions, Orc Oracles, Lowland Basilisks, Young
Emerald Drakes, Aqua Goblin, Aqua Goblin Shaman, Aqua Goblin Marauders,
Undead Pawns, Undead Rooks, Undead Bishops, Undead Knights, Undead
King, Dismal Rage Initiates, Wandering Greenbloods, Towering Brutes</td>
</tr>
<tr>
<th>Notable NPC's:</th>
<td>Corflunk, Zarchoomi, Nyzil Bloodforge, Peg Leg, Glubsink, Crazed
Goblin</td>
</tr>
<tr>
<th>Unique Items:</th>
<td>Blade of Nobility, Riptide Spear</td>
</tr>
<tr>
<th>Indoor/Outdoor:</th>
<td>Outdoor</td>
</tr>
</table>
<p><b>Allakhazam Links:</b> <a href="http://eqbeastiary.allakhazam.com/search.shtml?zone=57">Bestiary</a>
|| <a href="http://everquest.allakhazam.com/db/itemzone.html?zone=57">Equipment</a>
|| <a href="http://everquest.allakhazam.com/db/qsearch.html?zone=57">Quests</a>
|| <a href="http://eqdb.allakhazam.com/strategy/zones.html?zstrat=57">Strategy</a><br>
<font size="-1">Text last updated: 08/12/02s<br>
Map last updated: 09/05/01</font></p>
<h3><font size=+2>D</font>escription</h3>
<p>Butcherblock is a massive zone, one of several large zones on the continent
of Faydwer. It lies between Greater Faydark and the Ocean of Tears, and
holds the docks for the boat leaving to Freeport on its edge. The dwarven
city of Kaladim is one of the impressive sites in this region, and many
tall ridges separate this region up into areas that are almost zones unto
themselves.
<h3><font size=+2>D</font>angers </h3>
<p>Butcherblocks greatest dangers are those that you bring on yourself.
What I mean by this is that there are not a large number of roaming aggressive
monsters, but instead there are a large number of creatures that exist
in camps that are dangerous and will group up and crush you, and it is
easy to feel like you can take on a camp only to realize too late that
there was a goblin shaman hiding in a tent or that the other undead pawn
was a little too close on the Chessboard. The only creatures that I see
consistently presenting a danger of this sort are the orc runners that
occasionally move through the farthest region of Butcherblock, near the
zone edge to Greater Faydark. The huts here offer false solace, there
are no guards and the NPC's will attack nothing that comes here, except
characters.
<p>Most of the danger here is represented in dangerous areas and camps.
By far the most dangerous is the Chessboard, a very disturbing area that
can easily be your grave unless you are extremely careful. The area seems
quiet enough, but attacking one of these very powerful undead when it
is too close to another can quickly spell your demise. Most of the other
dangerous areas or the goblin camps, which spawn goblins ranging in levels
from 4th to 9th or 10th, including occasionally a goblin shaman or wizard,
which are tougher than their level lets on. There are also several aggressive
skeleton spawn spots at the ruins further out, and several camps of aggressive
dwarf bandits. There are also some high level aqua goblin camps along
the shoreline, and a camp of enraged goblins off the path to the docks
from town, also very high level relative to the rest of the zone.
<h3><font size=+2>B</font>enefits</h3>
<p>Butcherblock is, by far, one of my favorite zones to start a character
in. You could honestly never leave the zone, travelling within its confines
until you reached 7th or 8th level, and you could adventure there even
longer in a group. Eventually, the need for something elsewhere will drag
you away, but I guarantee you'll be back. One of my babies in the beta
was a dwarven cleric, and I miss travelling in this zone.
<p>That said, now on to the reasoning behind my beliefs. First off, the
zone is never that crowded. It is so spread out that it rarely becomes
a nuisance that there are too many people around, and there are entire
areas that you can hunt in with maybe one other person as the only other
player you see all night long. You get experience quicker in this environment
as well as wealth, and I was buddies will all of those other characters
who hunted in my area, as I would often take a deep breath after a tough
battle to turn around and find them there, watching me in case something
went horribly wrong.
<p>As I mentioned above, the zone itself can effectively be broken up into
more zones within it, as guard houses keep monsters from entering other
areas and the walls prevent much cross-wandering. This is good if you
want to get away from the rush and hunt in your own area. It is also good
because the designers took advantage of this and created areas within
Butcherblock to suit someone of every level. Like I said (probably too
often) above, you could live in this zone for the first 8 levels of your
character, which is good for rogues, for instance, who have to keep going
home to get a new skill.
<p>The other good thing about the zone is that there are a number of places
to sell and buy goods without having to zone. There are a set of huts
by the zone to Greater Faydark with all manner of goods that other adventurers
have sold there. There are also huts along the water edge closer to the
docks, and there are high elves making a killing selling food to people
by the docks themselves.
<h3><font size=+2>T</font>ravelling <font size=+2>T</font>o and <font size=+2>F</font>rom
<font size=+2>B</font>utcherblock</h3>
<p>Kaladim's entrance lies in the middle of the northern edge of the zone.
West of the huge statue that signifies the home of the dwarves is the
dock, where you can catch the very infrequent boat to Freeport (don't
miss it!). Listen for cries of "boat!!" and stay close, as the wait is
long and painful. Also, shuttles leave there for the lost continent of
Kunark.
<p>To the east lies the zone to Greater Faydark. The tunnel lies in the
eastern mountains. The entrance to Dagnor's Cauldron lies in the southern
wall of the zone.
</td>
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<p align="center">all contents Copyright 1999-2003 EQ Atlas Web Site</p>
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