Taking place in the area of the original Everquest called The Desert of Ro, the arid landscapes of Desert of Flames have changed dramatically in the last 500 years. Players, now able to increase their level to the new cap of 60, will arrive in this new land at the serpentine docks of an area called the Sinking Sands. If there?s one thing you?ll see a lot of in this area, as well as just about every area of Desert of Flames it's sand, lots and lots of sand. That doesn?t mean the landscapes are boring by any stretch of the imagination. Far from being the Sahara, Desert of Flames is full of cliffs, many of which you will be able to climb, desert flora, and many varied oases. Once players reach the shores of this Arabian paradise, they will be able to either further explore the surrounding lands in search of adventure or take a flying carpet straight to the nearby city of Maj'Dul.
While not as big as the major metropolitan areas of Qeynos or Freeport, Maj'Dul is by no means a tiny hamlet. While it is also a very large city, Ma'Dul?s truly dubious distinction is that this city is almost as dangerous as the areas outside. Don?t think for a moment that you?re safe in this jewel of the desert - climb the wrong rooftop or walk down the wrong alley and you may soon find yourself beset by all measures of dark characters, bandits, thieves, and overzealous beggars (with surprising strength) who may make quick work of you if you are not careful. Also, unlike the two starting cities, players will be able to engage anything in the city for battle - every merchant, every animal, and every guard will be killable. Players should beware, however, as the Sha'ir, Maj'Dul?s wizard guards, constantly patrol the city on their carpets. Suffice it to say, the Sha'ir can easily take down all but the most well equipped players.