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EQL Source  /  Raids  /  Plane of Sky

Every island,
fewest pulls.

What has to die before each boss appears, what tends to go wrong, and which islands forgive a mistake. Written from a post-launch solo run rather than from inherited raid text, and badged T3 because it rests on one named account.

7 islandsSolo routePost-launchRead 8 Aug 2026

Read the source's position before you use its advice. This comes from a player running warrior, rogue and shaman with roughly 5,600 health after shaman buffs, describing their own gear as middle of the road, playing alone. Slow and feign death appear throughout because that trio has them. A trio without slow will find islands 3 and 8 substantially harder than the ratings here suggest, and the ratings are that player's judgement rather than a measurement.

The islands

Ordered by progression. Each island's key drops from the boss below it, so the route is fixed even when the tactics are not.

Island 2 B tier

Protector of Sky

Getting the boss
Pull the azoraks near where you arrive. The boss spawns after a couple of kills.
What catches people
Azoraks have a very large aggro radius. Wait until you can stand in the corner without pulling more before you take the boss.
In practice
Straightforward. Nothing here punishes a mistake badly.
Island 3 B tier

Gorgalosk

Getting the boss
The boss can be started directly. It arrives with one add.
What catches people
Two problems compound each other. Adds path into the boss room — through the doorway, or patrolling in — and the boss resists slow more than most. The trash also stuns.
In practice
Fine when it goes well, genuinely nasty when it does not. The source reports more avoidable deaths here than on any other island, from a slow resist arriving at the same time as unexpected adds.
Island 4 S tier

Keeper of Souls

Getting the boss
Wait until nothing is near the boss, then pull it to the island edge and fight along the wall.
What catches people
Nothing, if the pull is clean. The source reports the boss staying solo every time it was pulled solo.
In practice
Rated the easiest island of the eight. Low resist rate, no adds, no mechanics that require positioning beyond the initial pull.
Island 5 A tier

Spiroc Lord

Getting the boss
Pull a few spirocs to a corner. The Spiroc Guardian spawns after roughly two to four kills. Kill the Guardian in that same corner, then move to the Lord.
What catches people
The trash are rangers and druids, so expect damage shields and small heals rather than burst. Invisibility or stealth gets you to the Lord without re-pulling.
In practice
More to clear than the islands before it, but little that can go badly wrong. Fight the Lord near the teleport.
Island 6 B tier

Bazzt Zzzt

Getting the boss
From one specific position the boss can be pulled with a single bee. Kill that bee by the teleport pad.
What catches people
The boss splits into smaller adds. The source's route is to leave at that moment — take the teleport to island 7, clear onward, and return later to finish the boss from the island's east side, where it can be pulled alone.
In practice
Described as the most technically demanding island other than the Eye. Pacification gets the boss solo directly, but needs extended range to reach. Feign death serves the same purpose. The drops are among the best in the game.
Island 7 A tier

Sister of the Spire

Getting the boss
She can be walked up to and pulled directly. She often spawns alongside undine spirits; solo, she is straightforward.
What catches people
The drakes are the real danger, not the boss. They cast, and the source reports fire damage approaching 2,000 on a character with a 5,600 health pool. Adds are less frequent here than on island 3, but far more punishing.
In practice
The source gives the Sister roughly 16,000 health from play, and describes her as only mildly resistant. This is the one boss figure on this page taken from observation rather than from a pre-launch wiki page.
Island 8 A tier

Eye of Veeshan

Getting the boss
No trash. The source states it is not possible to pull adds on this island.
What catches people
The entire fight turns on whether slow lands. Landed early, it is comfortable. Resisted repeatedly, the boss hits hard enough that recovery from a low health pool is unlikely.
In practice
With feign death the risk largely disappears — attempt the slow, feign if it resists, try again. Without it, a run of resists is the failure case. The 3D encounter guide covers positioning and the pull-down in detail.

What this changes

Three things in this account contradict how Plane of Sky is usually described, and all three matter for a small group.

  1. It is a solo farm. Every island here was cleared alone. Advice written for raids of dozens does not merely over-prepare you — it sends you to the wrong islands and the wrong pulls.
  2. Slow is the deciding mechanic, not damage. On islands 3 and 8 the fight is decided by whether slow lands. That is a resist check, and no published hit point total tells you anything about it.
  3. The dangerous thing is rarely the boss. On island 7 the drakes hit far harder than the Sister. On island 3 the adds do more damage than the boss's own kit.
Sourcing

Where this came from

“Plane of Sky Speed Guide”, Archmage Flux, published 7 August 2026, 9 minutes 4 seconds. T3 — a named, dated, first-hand account. Source of every spawn condition, route and hazard on this page, and of the Sister of the Spire health figure. Chapter marks: island 2 at 0:00, island 3 at 0:46, island 4 at 1:59, island 5 at 2:42, island 6 at 3:49, island 7 at 5:49, island 8 at 7:32. Watch it.
everquestlegends.com patch notes, 16 June 2026. T1 Source of the Sky spawn restructure: bosses drop the key to the next island, trash no longer drops key parts, and several bosses changed between static and conditional spawns.
What is not sourced here, and why there are so few numbers. Every published hit point, armour class and damage figure for these bosses traces to eqlwiki pages created between January 2025 and March 2026 — before EverQuest Legends existed. The Spiroc Lord's page dates to January 2025; Bazzt Zzzt's to November 2025, never edited since. Those are Project 1999 imports and this site does not print them as Legends fact. The single exception is the Sister's health, which the source states from play.