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Maj'Dul: Misc



Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

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EQ2Map Zone
EverQuest II Zone Information
Introduced Desert of Flames MD
Level Range 45-60
Adjacent Zones Tower of the Moon, Sinking Sands, The Court of the Blades, The Court of the Coin , The Court of Truth
Instance Public
Timelines Maj'Dul Timeline, Peacock Club Timeline
Quests NPCs Monsters Named Monsters
Drops Instances POIs Discos

What does this information mean?


Maj'Dul is the contested and dangerous city of the dervish people. Perched atop the central mesa of the Desert of Flames, this city walks the edge of lawlessness and anarchy at all times. Only through the sheer power of Mudeef and the Sha'ir can any semblance of peace be maintained. You can access the headquarters of the warring courts of Maj'Dul within the city.

The stronghold of the Dervish sultanate, Maj'Dul sits high up on a massive mesa. Its precincts can only be accessed by a variety of treacherous routes (including magic carpet, ledge and basket lift).

Once unified under Sultan Ahkari, the city has for centuries been the victim of the constant conflict between the three factions that seek to rule it. The streets of the city divide the lower plateaus into faction-based areas of control. While open war is outlawed (due to a self-preserving agreement between the Courts), a thick web of assassination, treachery and crime binds the citizens of the city together.

- From The Desert Regions and City of Maj'Dul


  • Maj'Dul's streets are protected by carpet-mounted wizards called Sha'Ir (61 heroic^^^). They are there to keep the peace, so if you insist on killing citizens and guards, try to do it outside of line of sight. If you're about to get into trouble, a message will flash cross your screen warning you that you "will be caught for breaking the laws." If you continue, the next message is "Now you've done it!" - prepare to be attacked by waves of Sha'ir, starting with only one but becoming progressively more difficult. Eventually a Servant of Mudeef will attack you (65^^^ Djinn) as the last encounter in the event, after which the attacks will cease. Nothing in this event is flagged as named but all can drop misc random loot from their tier.
  • In some "hidden" areas, you can be attacked by a Dervin thief, and specially if you're lower level, you might be dead in no time.

If you complete the timelines for all 3 factions, you can then try to get the Hero of Maj'Dul title.

Getting to Maj'Dul

  • Use Call of Ro.
  • Take the carpet by the tents on the left ( -142, 150, -18 ) /waypoint -142, 150, -18 from Port of Tears, aka The Sinking Sands docks. That is, you can make it in two steps: you can get from any city like Qeynos Harbor, Kelethin, if you're Good aligned, by carpet, to The Sinking Sands, and use their carpet there to get further to Maj'Dul.

This article uses material from the "Maj'Dul" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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