The Plane of Sky — island progression guide
Sky is a keyed progression zone, not an open dungeon: eight islands (plus the 1.5 side island), each reached by touching that island's key to a runed teleport platform. Every island boss spawns Sirran the Lunatic, who trades the key component its island dropped for the key to the next one. Zone page: The Plane of Sky.
Getting in and staying alive
- Enter through the orb in the bay at East Freeport (roughly 425, -1200), or with the wizard spell Alter Plane: Sky, which consumes a Cloudy Stone of Veeshan per cast.
- All buffs and debuffs are stripped the moment you zone in (verified: the zone's player script fades every buff on entry). Buff inside the zone, on island 1.
- Falling off an island drops you out of the plane entirely - the zone catches anyone below the world floor and moves them to East Freeport. Knockback effects are the main danger in the zone.
Keys and Sirran
- Sirran the Lunatic spawns at (or very near) the spot where each island's boss died, and despawns on a 20-minute timer - hand in your component promptly.
- Trade him the island's key component and he hands back the key. Hold the key and touch it to the island's runed teleport platform to travel.
- He assists any mob still alive on the island, so kill the boss last and clear around the spawn point first.
- He asks to be told before the last player teleports out ("the last to go must tell me so") - the quest dialogue keywords differ per island (Teleport, Icky Bicky Barket, leaving, done, hassle).
- The Key Master on island 1 sells keys directly, including the Efreeti's Key, for groups that would rather buy than farm.
| From | Kill | Turn in | Receive | Opens |
|---|---|---|---|---|
| Island 1 | a thunder spirit princess | Miniature Sword | Key of Swords | Island 1.5 |
| Island 1 | a thunder spirit princess | Lost Rabbit's Foot | Key of the Misplaced | Island 2 |
| Island 2 | Protector of Sky | Broken Mirror | Key of Misfortune | Island 3 |
| Island 3 | Gorgalosk | Animal Figurine | Key of Beasts | Island 4 |
| Island 4 | Keeper of Souls | Bird Whistle | Avian Key | Island 5 |
| Island 5 | The Spiroc Lord | Noise Maker | Key of the Swarm | Island 6 |
| Island 6 | Bazzt Zzzt | Dull Dragon Scale | Key of Scale | Island 7 |
| Island 7 | Sister of the Spire | Replica of the Wyrm Queen | Veeshan's Key | Island 8 |
The Efreeti cycle
A second chain runs alongside the island progression and supplies most of the Efreeti gear the class quests ask for. Each link must be killed for the next to appear:
Noble Dojorn (island 1.5) → Overseer of Air (island 4) → the Hand of Veeshan (island 8)
Island 1: Fairy Island
The arrival island and the zone's only safe ground: every class quest giver stands here, along with the Key Master. Thunder spirits are the local trash.
Kill the thunder spirits until the princess spawns; her death spawns Sirran at the island's north end. Gkzzallk also spawns from her death.
Notable mobs: a thunder spirit, Gkzzallk, Key Master
- The 14 class quest NPCs and the Key Master all stand on this island - it is where every Sky quest is turned in.
- Two keys come from this one boss, so decide whether you are running the Efreeti cycle (1.5) or the main progression (2) first. There is no reason not to take both.
Island 1.5: Noble Island
A windmill side-island that starts the Efreeti cycle. Not on the main progression path, but the cycle it starts ends at the Hand of Veeshan on island 8.
Killing Noble Dojorn spawns the Overseer of Air on island 4; killing the Overseer in turn spawns the Hand of Veeshan on island 8.
Notable mobs: a blade storm, The Storm Mistress
- Blade storms assist the boss - pull them off first.
- Dojorn and the rest of the Efreeti cycle drop the Efreeti weapons and regalia that most class quests ask for.
Island 2: Azarack Island
A bare desert island of social azaracks.
Ten azarack kills spawn the Protector (the Key Master counts them); his death spawns Sirran.
Notable mobs: an azarack
- The azaracks are social - expect adds on every pull.
- Azarack Skin and Azarack Blood from this island feed the Beastlord and Berserker quest lines.
Island 3: Harpy Island
A built-up island of harpies, gazers, and gorgons.
Gorgalosk stuns with Stone Breath for 12-15 seconds at a time.
Notable mobs: a sprited harpie, a watchful guard, a gorgalask, an avenging gazer, heart harpie
- Mana Detonation from the casters can fling players off the island.
- Gorgon Head, Griffon Talon, and the woven-cloth turn-ins for several classes drop here.
Island 4: Pegasus Island
Soul and essence carriers that split when they die.
A soul carrier's death starts a 60-85 minute timer on the Key Master, after which the Keeper of Souls spawns.
Notable mobs: a soul carrier, an essence carrier, an essence tamer, a soul harvester, an essence harvester, Overseer of Air
- Every soul carrier splits into two essence carriers, and each of those into a tamer - one pull is several fights, sometimes two mobs tanked at once.
- The Overseer of Air (Efreeti cycle, from Noble Dojorn) appears on this island.
Island 5: Spiroc Island
The avian fortress: the largest trash population in the zone and the source of most quest turn-ins.
Killing a spiroc banisher spawns The Spiroc Guardian, and the Guardian's death opens the way to the Lord.
Notable mobs: a spiroc arbiter, a spiroc banisher, a spiroc caller, a spiroc expulser, a spiroc revolter, a spiroc walker, a spiroc vanquisher, The Spiroc Guardian
- Dark Terror-style knockbacks here throw pullers and tanks off the island - fight away from the edges.
- Spiroc totems, the Spiroc Elder's Totem, and most 'of the Spiroc Lord' quest items come from here.
Island 6: Bee Island
A hive that multiplies: three original bees split into chains that end at the queen.
The bee chain runs Bzzazzt -> Bazzzazzt -> Bizazzzt -> Bzzzt (the mini-queen), whose death spawns Bazzt Zzzt herself.
Notable mobs: Bzzazzt, Bazzzazzt, Bizazzzt, Bzzzt
- The bees hit hard and fast and stack a poison DoT of roughly 100 hp per tick.
- The queen has a very large aggro radius - clear generously before pulling her.
- Sirran speaks backwards on this island. Hail him with "hail, sirran the lunatic" reversed, and say "am I one with the wall" (also reversed) to spawn the Sister of the Spire on island 7.
Island 7: Drake Island
Drakes and sphinxes guarding the last key.
She does not spawn on her own: say the reversed phrase to Sirran on island 6 first.
Notable mobs: a heartsbane drake, a fatestealer drake, a windrider drake, a greater sphinx, an undine spirit
- Gravity flux from the windrider drakes can throw you clean off the island.
- Clear the sphinxes before engaging the Sister - they are social with her.
Island 8: Veeshan Island
The final island. No further keys are awarded here.
The zone's final boss, level 70 with 32,000 hp at difficulty 0; it spams lifetaps, so healing spikes unpredictably.
Notable mobs: the Hand of Veeshan
- The Hand of Veeshan (end of the Efreeti cycle from Noble Dojorn via the Overseer of Air) also appears here, and can be handled separately from the Eye.
- Most of the top-end class quest turn-ins - Efreeti weapons, the Eye of Veeshan gems - come from this island and the Efreeti cycle.
Class quests
Every class has a quest giver standing on island 1, and each quest takes a Wind Rune plus one or two island drops. Completing a class's line is its Untapped Potential achievement — it unlocks that class as a primary. Full turn-in lists are on the Untapped Potential pages.
Open the quest planner — all 95 quests against your imported inventory, with the items two quests are fighting over marked so you do not hand one in twice.
| Class | Quest giver (island 1) | Quests | |
|---|---|---|---|
| Bard | Cilin Spellsinger | 6 | Turn-in list |
| Beastlord | Animist Kratho | 5 | Turn-in list |
| Berserker | Stragen The Hewer | 6 | Turn-in list |
| Cleric | Josin Faithbringer | 6 | Turn-in list |
| Druid | Strandar Pinemist | 6 | Turn-in list |
| Enchanter | Enchanter Jolas | 6 | Turn-in list |
| Magician | Magus Frinon | 7 | Turn-in list |
| Monk | Holwin | 6 | Turn-in list |
| Necromancer | Drakis Bloodcaster | 6 | Turn-in list |
| Paladin | Dason Goldblade | 4 | Turn-in list |
| Ranger | Ranger Spirit | 6 | Turn-in list |
| Rogue | Thalik Silenthand | 6 | Turn-in list |
| Shadow Knight | Sarkis Ebonblade | 7 | Turn-in list |
| Shaman | Medicine Man Veetra | 6 | Turn-in list |
| Warrior | Torgon Blademaster | 6 | Turn-in list |
| Wizard | Wizard Schrock | 6 | Turn-in list |
What EQ Legends changed
- Keys are added to your keyring the first time they teleport you, after which the physical key can be reclaimed for inventory space.
- Key components drop from the island boss rather than from trash.
- Class quests are simplified compared to classic: a Wind Rune plus one or two specific drops per reward.
- Boss NPCs no longer have a deathtouch.
Map
airplane.Island roster, hazards, and the Legends rule changes from eqlwiki.com; every key trade, spawn chain, and trigger phrase verified against the ProjectEQ quest scripts this compendium imports (surveyed 2026-08-05).