EQL SourceSurvey

EQL Source  /  Learn  /  Reading a floor plan

How to read
a floor plan.

13 of our 13 surveys carry one. They are not redrawn from published maps — they are computed from the zone’s own geometry in the game files. That makes them trustworthy in a specific way and useless in a few others, and it is worth knowing which is which before you follow one into a dungeon.

What the line is

A line marks the edge of the walkable floor — a wall, or a drop. Nothing more than that.

  • Not markedDoors, locks, and one-way drops. A gap in a line is as likely to be a ledge you fall off as a doorway you walk through.
  • Not a published mapIt is derived from the game’s mesh. It is our own computation of where the floor ends, not a copy of anyone’s drawing.
  • Walkable floor onlySurfaces a standing character could stand on. In a zone you swim through — Kedge Keep especially — large parts of where you can actually go have no floor under them, so the plan under-draws the space.
  • Storeys are separatedWhere a zone stacks, each band of height is its own layer and the control above the plan isolates one at a time. A flattened map cannot show you a room that sits directly above another one.

The check that runs on every coordinate

Under each plan is a line like “18 of these 18 positions land on the drawn floor”. That sentence is doing more work than it looks.

The coordinates come from published /loc records. The floor comes from the game’s mesh. They are two completely independent sources, and both have to be right for a point to land on floor. When the count is short, one of them is wrong and the survey says so rather than drawing the point anyway.

It has already earned its keep: the check caught six impossible positions in Najena that the old hand-drawn plots had no way to test, because a hand-drawn plot has nothing to be checked against.

The route line, and what it is not

It is an order to take them in, not a path through the zone.

Where a survey offers a farming route, the line runs from named mob to named mob in a sensible order. It knows nothing about walls, doors, locks or drops. A segment that appears to cross a wall is the drawing being honest about what it is: a sequence, drawn straight, not a route anyone walked.

It starts at the lowest-level named mob as a stand-in for starting near the entrance, because the zone line is not recorded for every zone. The distance quoted is straight-line travel and will always be shorter than the walk.

Spawn percentages you will see in the rosters

Where a roster carries a percentage, it is inherited from classic EverQuest, where a named mob shared its spawn point with a placeholder and the number described how often you got the one you wanted.

The 28 July 2026 patch note removed placeholders from eleven dungeons. In those zones the named mob spawns every cycle, and the inherited percentage describes nothing about the zone now. Each survey says in place which case it is in. Where nothing has been published either way, it says that instead of guessing.

What a combat log can and cannot tell you

Four surveys carry figures measured from our own play. They are the strongest evidence on the site and they generalise to almost nothing.

  • A drop seen onceis seen once. One session is a sample, not a rate, and no drop rate can be read from it. Where a survey says a thing dropped, that is a count.
  • Damage figuresdescribe that trio, at that level, against those mobs, on that date. A different level or a different trio changes all of them.
  • Resist ratesdepend on the character’s own resistances and alternate abilities. Treat a spell table as what happened to one build, not as a property of the mob. The useful part is the kill order.
  • Absent mobsare not missing. A log records what happened, so anything that never attacked us and never cast anything does not appear.
  • Spell namesare printed exactly as the game printed them.
  • Never a combined averagefor a mob that backstabs. Our Mistmoore log has familiars hitting for 1–38 in melee and 100–143 from behind; one number across both describes neither.

Why there are no invented maps here

An image model will draw a convincing dungeon map, with a legend and a scale bar and a compass rose, and every spatial relationship in it will be invented. We tested one against the zone it claimed to depict: the position it printed for its boss, twice, sat 210 units outside the zone’s entire extent and 458 units from any geometry at all.

The archives are on your disk and ours. We would rather read the map than imagine it, and everything on these plans is read.