The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. Otherwise, the area around his spawn point has the highest level mobs in the zone and yields great exp even up to 60 if you're patient. Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. Prince Nightclub Minneapolis, Most Hat Tricks By Nhl Defenseman, Breaux Bridge Baseball, Panettone Trifle Recipe Jamie Oliver, Affirmed Housing San Jose, Horoscope Balance Surlendemain, Is Shoresy Wayne In Letterkenny, How To Get Bright Dust Vermintide 2, With a group of three actual players though, you can steamroll this place for GOBS of experience. The boost they provide isn't significant but it is really nice and certainly speeds up the lower levels. Yet, player groups are hard to come by in the 60 to 80 level range. Go left from the giant hole in the ground after zone in until you get to a pond. The Droga area is super nice for rangers as the goblins are headshotable. EverQuest Leveling Zones for Each Level Reaching higher levels can be determined by your zone, so let's start from the beginning with zones 1-10. That said, some of the zones have been made hot zones. It doesnt matter if you have no interest in playing the new characters when they reach the high end game. There is a new set every 5 levels but it isn't really worth getting more than maybe a set for a healer merc at 75, 85, and 105. You can conceivably go to 80, but it slows down and there is better exp to be had elsewhere. NOTE: Doing the progression for Call of the Forsaken and The Broken Mirror will net you some incredible rewards. Also during spell cooldowns they will use agro reducing abilities. BACK TO ACTUAL ZONES THAT CHANGE!! House of Thule armor is pretty damn good for it's level. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. Mercenaries are the answer to Everquests "grind" and Must-Group to level. Make sure you clear both the left and right sides of the first courtyard. Depending on your classes ability to swarm pull, these zones gain a lot of extra life for swarm pulls for SKs and the like. Your toon classes are irrelevant. A: Your merc will start costing you 2g every 15 minutes at level 14. Inside the hut talk to Mercenary Mdjal to hire a mercenary. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. Plenty of zone to go around. (On Test Server, these free additional accounts come with Gold subscription status versus the Silver status on a Live server.) From the time your mercenary dies to the time you can Rez him is 5 minutes, just like when you'd suspend him. It's a very easy zone to level in without much drama. The merc will cast a rez (When out of combat) to anyone in your group who is dead. Dulak's Harbor (35-43)(PoK>Gulf of Gunthak>Dulak's) - You can go higher than this by killing cultists and stuff in the tunnels of the zone, but I think the best thing about this place is the mob density for lower levels. Kor-Sha Laboratory (105-110) - Only really worked 2 camps in this zone. The key is the respawn time for the zone. Everything has changed with the Seeds of Destruction expansion. You can manage your merc's appearance clothing via your persona window. Erillion, City of Bronze (95-100)(Guild Hall, Buy a Stone of the Shard's Fall>TP to Shard's Landing>Erillion) - This place is pretty easy and is the easiest option here by far. The cost adds up very very quickly otherwise. There is a stupid questline that autostarts the first time you go into the zone. They hit a lot harder and have a lot of HP, so if you have trouble go back to spiders and other critters until 76-77. I will annotate directions to the zones. When you first zone in, the closest mobs are farmers and tired farmers. ALTERNATIVES (48-62): 46-58 Old Sebilis (From City of Mist>Emerald Jungle>Trakkanon's Teeth>Old Sebilis) - How much range you get out of this zone is dependent on if it's a hot zone or not IMO. End of Underfoot (Volska's/Convorteum)(88-92) - You can level here if you feel like pulling your toenails out, but I don't recommend it. Brother Island (Guild Hall>Deluge>Tempest Temple>Brother Island) - This zone is great because there are almost no Kill on Sight mobs, allowing you to wander freely. Korascian Warrens(82-87)(PoK>Talk to Herald of Druzzil Ro to TP to Plane of Time>Walk around the pillar and click on glowy portal to The Void>Toskirakk>Korascian Warrens) - I used to enjoy leveling here quite a bit. It looks pretty though. Go through a little valley into the south side of the zone though and it becomes Tier 2. Camp Info AC: 20 Aug Ground Murkglider Eyes Blind Hunter Rekamu MPG, Camp Info AC: 25 Aug Flameshield Stone Pyrilen Riftseeker RSS, EverQuest AFK Leveling (and AA) Guide: Its all about 3 Boxing, Phinigel TLP Server Leveling for Human Paladin Freeport, EverQuest Next Landmark: Alpha First Impressions. Join or Create a guild, enter your guild hall from the guild lobby off PoK, find Zeflmin Werlikanin, buy a Fulligan Soulstone of Innoruk and give it to him. It's accessible at level 75, so you can have J5 mercs 10 levels early. Valdeholm (PoK>Blightfire>Goru'Kar>The Steppes>Icefall Glaciar>Valdeholm) - I absolutely love this place for these levels. The westside is still gangster though, so you can kill most of the stuff there. A second thing to do would be to spend 10 dollars on Daybreak Cash. This area is great if you're a paladin as you can slay the undead and stun out the worst of the damage from the Erudite necromancers. They aren't that hard and only require a group to do, below is a table of the lines you have to complete and the mercenary tier they unlock. 28-35 Kaesora(PoK>Field of Bones>Kaesora) - I think this is a pretty great zone to get a few levels in. At first, just wait. You can use the find command (CTRL + F) to locate such vendors. IF YOU'RE NOT BRAND NEW AND KNOW WHAT YOU'RE DOING/NEW PLAYERS AFTER YOU FINISH MINES: 1-(14-18) Crescent Reach (You zone out of Mines and are automatically transported here. Third, get yourself maps immediately. You do have to be careful if Hardcore Heritage is going on cause this zone could be boosted up into the 70s-80s range if the event is ongoing. If you aren't saving for something in particular, consider taking these. Spend 48-52 in the area around where you zone in and the northern areas of the zone. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. Chat Combat Corpse/Looting General Graphics Group Guild Pet Raid Sound Spell Task Track References What commands do you wish you knew a long time ago? When you come back Re-summon him and he will be your level again. It's the only level range I feel that you should be here to the exclusion of anywhere else. Made a handful of edits as of 1/13/2017. Go. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. At 46 you can fight the goblins at the zone in or move up the ramp to the left side of their courtyard and kill the crusaders and sentry's. Entire house is pretty much open at 26. and barrel your way to the second city. That is how GMs check. Journeyman is an order of magnitude better than Apprentice and is only available to people who pay for Everquest. The west is a mess and quickly drops away forcing you to gate out one way or another. This is a list of all the / type commands which can be used in Everquest. Old Bloodfields (84-88)(PoK>TP to Plane of Time>Portal to The Void>Old Bloodfields) - While it won't be as good as it was as a hot zone, OBF is still a pretty good place to pick up these levels. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. Any of the weapon and armor loot from nameds will sell for 300-400 plat. I played a cleric for 9 years until I finally left. It's a hot zone occasionally and of the Alaris zones that cycle as hot zones, I think it's the best. All rights reserved. I hope this just expands on his already awesome work. Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. The key issue is that there are gobs of wandering mobs. EMPIRES OF KUNARK & RING OF SCALE - GETTING TO 110 Empires of Kunark is the 23rd expansion. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. Q: So wait a mercenary is allowed into an LDoN? This is Tier 4 for Veil so things hit hard, but not that hard. 13-28 Estate of Unrest (PoK>Butcherblock Mountains>Dagnor's Cauldron>Unrest) - This is a good place for undead killers, but in my opinion the run out to it is too far and the exp is better in Blightfire. A: No mercs are not allowed in raid zones or most raid encounters. You also must be out of combat. He couldn't have made it THAT easy. Decent loot drops from the nameds in each zone as well, as well as Tier 2 armor tokens. If you still need to eat up more time, head back to ETWK via the black portal and go to the camp where you buy gear. Also, once the room is broken, stand closer to the back wall of the room rather than the hallway. ALTERNATIVES: Argath (88-92)(Guild Hall>Buy Chunk of Argathian Steel>TP to Argath, Bastion of Illdaera) - I only put this here because it is a hotzone and because of that, isn't bad. In the event that the bee's are camped, the bixies that ARE NOT IN THE FIELDS are a good secondary camp. I may try again with this guide. If you went to another zone first and are coming here after 55, then just zone in by dropping into the big hole and coming up at the very back of the zone. Stay at the entrance until you get to 80, then you can push into the north pathway. Q: How does shrouding effect my mercenary? There are also a ton of really good twink weapons to be had here, which can sell for tons of plat depending on what server you're on. unsure if they removed it or not). Best thing about this zone is the simplicity of getting to it. Hitting Ctrl+R to walk is very good idea here. The final two zones drop Glowing Reis, which gives you good armor from 85-90. This makes this one of the best places to grind for paladins trying to wrap up leveling or grind AAs. They have low HP and don't hit very hard. Usually you can kill 5 or more mobs in the 15 minutes it takes between Upkeep's. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. Create a free website or blog at WordPress.com. Lots of undead for your friendly neighborhood paladins as well. Let the mercenary do all the work for you. EverQuest Cheats & Guides. In comparison to their equivalent in Underfoot, the mobs are vastly easier. If you're actually grinding, the entire cave and temple area will give you a lot faster progress just walking through, changing your speed and pull-numbers depending on your level (at the beginning, just pull 2-4 at a time, later on you can start pulling entire sections). RUN EVERYONE INDIVIDUALLY OR CALL OF HERO THEM IF YOU HAVE A MAGE. Everything is pretty spread out and it's dead simple to pull singles or just wander and kill. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. How do I fix this? This disparity increases with levels. If you're a new player then you'll be able to find a Mercenary Liaison right in Cresent Reach (granted if you Start there). The number of mobs for straight grinding is also really impressive. It's a matter of gear and group/box team composition. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. IN ADDITION: Recently, much better versions of mercenary gear have been released that make your mercs WAY more effective. He made a name for himself with his amazing storytelling and music all featured in his videos of his train-hopping travels across North America. This format works best for me and it's much easier to update than what I used to do. We have updated our Privacy Policy. Just get access to the second of his HAs, Artifacts of Great Importance. Just be careful as sometimes this zone is level boosted for Hardcore Heritage. A: When you shroud the mercenary is suspended, when you have enough money to pay for the mercenary you may unsuspend him. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. Lots of good loot and the spider camp and kobold village are pretty easy. As someone who is just coming back on the test server, I am going to use the hell out of this! After Blightfire, I am assuming you start in Plane of Knowledge. This or a rogue are the only ways to proceed and get access to the high level mobs on the second floor. This is the only stance a Rogue merc will attack on. Everquest Mercenary Guide Mercenary Guide Mercenaries are the answer to Everquests "grind" and Must-Group to level. You want the repops to be single pulls and not a three pull, so the timing of your agro and kill cycle on the first way is important. The Fortress Mechanotus Zones(75-85)(Guild Hall>Buy Dragonscale Faycite>TP to Dragonscale Hills>Fortress Mechanotus>Gyrospires/Meldraths/SHIP/Steam Factory) - This area isn't one of my favorites and I haven't spent a considerable amount of time hunting in them. Fear Itself (88-93)(PoK>Feerott, the Dream>House of Thule, Lower>House of Thule, Upper>Fear Itself) - Even before this place was a hot zone, I loved this place. You can actually come here about 60-61 and kill in the area around the zone in/out. At 49, get to the very top of the crystal ramps and go through the fake wall and then head up to the upper kobold camp and kill these guys to 52. The south camp is the three rooms near the Nobles Causeway zone line. There are two main camps that youll use. There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. As an alternative around 73, you can kill the pixies around the guild hall port in. The exp is ludicrously fast thanks to low HP mobs and repeatable quests. ). There is also a pair of undead graveyards here that can offer some decent exp in this range for Paladins, but the mob density is all that and you're better off in another zone. You can start around lvl 65 or before when the mobs are dark blue if your toons are well geared and have max CS and CA. Never a good idea to go fully afk. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. Depending on how fast you're going this place is wonderful to 38, but tapers off to just decent after that IMO. The drachnid are probably the lowest level mobs in the zone, but it gets hard to pull singles and they have a lot of HP. There are a lot fewer mobs as you go up in levels and it's much easier to head to City of Mist at 42-43 and crush out the last few levels really fast. Thread starter kyle123; . 46-67 Veksar (PoK>Firiona Vie>Lake of Ill Omen>Veksar) - If you're a paladin, you really should consider living here through these levels, as most everything is undead. Welcome to our Everquest 2 Leveling Guide! For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. BEST: 38-48 City of Mist(PoK>Field of Bones>Emerald Jungle>City) - This is will very likely be some of the fastest leveling you will do. EQ Test Server: Play for Free as a Gold Member, A Site Dedicated to EverQuest (EQ) and the upcoming EverQuest Next (EQN), Phinigel TLP Server Leveling for Human Paladin @, EverQuest AFK Leveling (and AA) Guide: Its all about 3Boxing, Camp Info AC: 25 Aug Flameshield Stone Pyrilen Riftseeker @, Camp Info AC: 20 Aug Ground Murkglider Eyes Blind Hunter Rekamu MPG Expansion: OOW . You must log in or register to reply here. Just places that are more or less easy. The experience and potential money are fantastic though. The center of the zone is all undead. The doombugs normally come in packs of 2 or 3 and aren't social with crows or scarecrows, who normally are single pulls but are social with each other. If you have an enchanter mez the adds and then hold them for one minute after each kill. Only thing that sucks is most of the mobs do AoE damage. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. You can hire a Mercenary at any Mercenary Liaison. 1 of 2 Go to page. At 20, open your map and begin trekking out toward the Stone Hive zone line. Considering you should be killing three mobs every cycle in which each cycle is 10min and 40 secs, you should be killing 15 mobs an hour. I forget about that guy. I just wanted to see why you felt AFK Merc killing was assish and if you felt the same about AFK killing. BEST: (14-18)-30 Blightfire Moors (Crescent Reach>Blightfire Moors) - If you came in at 14, kills snakes and rats that are between the CR zone line and the PoKnowledge book. A lot of factors can go into a group or solo play. Click here for more information. Posted on February 24, 2013 by Almost Gaming. Very easy to set up a spot and pull away on the gorillas and birds. Feel free to tell me how terrible my suggestions are, as long as you leave a different/better idea. Lceanium (100-107) - There are a couple of decent camps here that I have used. At 56, head toward the bottom. At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. When do I have to upgrade him? Moloing is effective in the early levels due to overpowered Tank Mercs, but starting in the 60s leveling takes longer and the Tank Merc becomes less overpowered versus the content. The gear starts becoming available at 75 and is bought with Marks of Valor from Ethernere Tainted West Karana. The gear drops here look incredible too. Sadly neither zone is a hot zone. I recommend you donate to him for his grinding guides as well. PL ALTERNATIVE: 'Hatching a Plan' mission next to PoK standalone bank. At around 66 if you're clearing those areas efficiently, head over to the Muramite Proving Grounds zone line. Joined Feb 1, 2009 Messages 62 Reaction score 0 . All of the tier 3 House of Thule zones work here, but I like Fear Itself since it's mostly just a revamped Plane of Fear, which I have fond memories of dying in. At 14 you can head out to Blightfire Moors or head to the northernmost part of the zone and kill Nokk skeletons and zombies until 17-18. Stance: You're allowed to set the stance that you want your mercenary to be. Also you don't have to worry about paying them until around level 12. Fully AFK means you can walk away and not worry about your characters, partially means that you may have to be present in case something Will be updating soon to include Ring of Scale. Here is a quick run down of everything. Undead mobs for your paladins to slay and lots of Dark Elves to murder. Find Tyrinam and take the Reducing the Threat - Worgs quest. This is a picture of the window you'll see when first purchasing a Mercenary. Below the bridge is a giant ice lake covered in spiders and slimes. If you're geared up or grouped, kill iksar golems as well. The nameds drop pretty sick gear and hit WAY easier than the ones in the Nightmare zones. I recently did another playthrough and used this zone and realized I had forgotten entirely about the bottom half of the zone with the fungus men and golems. This makes it so any new player can jump in and catch his friends or others as quickly and painlessly possible. Get invisibility on a character who can rez or has a healer merc at least. The ramps leading down into each area of The Grounds are great camp spots and there are halls and nooks of the various buildings in Erudin Burning that you can set up in without much fuss. I will edit that stuff in. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83. The north and east pathways are the ones to focus on. Only downside is that it's a hell of a run out to it. Fourth, never underestimate buffs. It may not display this or other websites correctly. He will assist the main assist of the group, or you if its just you and him. Clerics especially can race through here with their undead killing spells. Assist: Your merc will help DPS. Passive: Your merc will not attack anything. The optimal quest guide lists Old School RuneScape quests in an order that allows new Members to progress in an order that minimises the amount of skill training. The key to AFK grinding is to not die rather than maximize exp per hour. Be careful about how much you aggro as the prophet's do Complete Heal. So much so that I don't even include information on gear until then. Is it really AFK XP if the only people gaining any experience are the mercs that are doing the work? Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. Mob HP is ridiculously low since this is a vanilla zone and these levels go by without much attention having to be paid. While it is fastest to level in Hotzones, it is always good to have options on where to level. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. I typically use them around 55-70 when your merc starts running out of steam but before you really pick up major power boosts. It's one of the two expansions that made me quit EQ for any length of time. This will net you boatloads of exp from achievements and the HAs and some amazing augments along the way. When you rez your mercenary you will immediately be charged the Upkeep cost on him. You can come here a little earlier if you want, but ensure you have some form of crowd control handy. The mobs here are level 67. Coming from The Mines, start killing gnolls until 12. All the living creatures run, so you might be in trouble without a root or snare. They come in 2 flavors: Apprentice and Journeyman, each with 5 ranks. The burynai camp to the south of the bottom sarnak fort is also really good as the Orechomper drops a good shoulder and the group level tank face item, Mask of Dust. The mob level goes up to 92-94. Loot isn't spectacular but with a decent group, you will shred mobs and the exp will flow like water. Also during cooldowns they will use agro reducing abilities. A guide specifically for Clerics and Paladins is my next endeavor. Along the way, most players are going to need to grind a few thousand AAs in order to be effective at 80+ when playing their character. Murder the Rallosians, crystal golems, and frogs. If you took my advice and are at least two boxing, go inside the cave. If you're looking for the old information that used to be on this page you'll find those guides along with all my other EQ content here. Dive to the bottom and click the big rock. When the mob starts to run, you want enough space for your merc team to finalize the kill before aggroing the mobs across the hall in the other room. They respawn pretty quick and are higher level than most of the zone, so better exp longer. As aforementioned if you are a Free to Play(F2P) player you will only be able to select an Apprentice Mercenary. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. If you'd like to see every single zone in the game that I have a guide for, head over to my Everquest Index Page. Some players are reporting trouble verifying their email address. This works out to 4 AA (6 AA on Test) an hour while AFK. However, this guide is designed to overcome the boring grind (your definition, the reader) that every player eventually faces. Just pick that one and level there. What that means is he just won't do anything. If it's not up on the rotation, skip it. Talk to Ruppoc Rockjumper and get the quest Thinning Out Their Numbers: Rotdogs and Snakes. Great post. You get to experience every bit of content across 110 levels, hundreds of zones, and 24 expansions. Everything has changed with the Seeds of Destruction expansion. The adds are just too intense. Do the research on your own on Allakhazam. Don't fight the ones in the fields as the majority of them are cleric mobs with big heals and a resistance to stuns. Do her missions as well. This zone is a lot better when you factor those in. Your merc will balance his abilities in defending and attacking the enemies pulled to him. When you get a new mercenary, it starts at Level 1 with only a single ability. They are a must going forward. Hardest part of this zone is not dying in the fields. They will drain half your exp and do very little damage. Special mercenaries are unlocked via other means, usually involving an expenditure of real money. Whatever you do, don't try and fight in the cave to the Commonlands exit. Just keep in mind that kills here will feel pretty slow since the giants have enormous HP pools and half the mobs have some form of healing ability. You cannot shroud to level 10 and keep a level 50 mercenary however. Favorite area is the Queen's castle area. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. After about 12 though, you can speed things up immensely if you're fighting with your tank merc and he can hold aggro way better after 10. Some are also scattered amongst the buildings, just use "Find" to locate them. But the real advantage is when you want to grind out AAs while also leveling from 65 to 80. You should be able to walk out of here with a very serviceable weapon for your class, the majority of spells and abilities, and armor in almost every single slot. The other major reason is Alternate Advancement Auto-Grant. You will be teleported to Ethernere Tainted West Karana and now attuned to the Dead Hills. They do not have much in the way of HP, but can hit hard. 1. SOME DISCLAIMERS: First I want to point out that Almar's Guides are pretty good and he lays out a pretty fantastic path to getting to max level and getting geared along with plenty of other advice. Inside Dead Hills, look for a gnome named Gribble Grobblenobber. Up to about level 35 a red con gave me 10%-25% XP. It's by far the fastest and is almost as easy as the Gribble missions. The druid is a . It essentially serves to let you worry about leveling without stopping for AAs. Thanks for pointing that out. Although inadvertently getting trained is a risk youre going to take if youre afk; regardless of what xp zone youre in. © Copyright 2008-2022 Almar's Guides. Giving out the daily HA tasks? I fully admit that there are abilities some classes have that completely lower the bar for entry to a zone or extend the life of a zone a couple of levels. I updated that page so that it has a link to almost every single EQ guide I have written; laid out for you by expansion & easily navigateable with Ctrl + F. It'll provide a better alternative to people who just want information about a specific zone rather than a leveling guide. At 70 though, it starts to seriously lose it's luster. Chelsith Reborn (98-102)(Guild Hall>Buy Shadowed Sand of the Twilight Sea>TP to Twilight Sea>The Scarlet Desert>The Grey>Chelsith Reborn or Once you do attunement quest from Shard's Landing, Guild Hall>TP to Shard's Landing>Portal to Chelsith Reborn) - I had never tried this place until recently, and I think it's awesome. Keep clearing until you reach the bridges over water in the northern most area. Posts: 1,338. Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. How this guide works: Player Level refers to the "sweet spot" level range for the player to both gain good experience while still being able to be effective (landing spells/melee) This doesn't mean you must be between this level range. Or will he take it out of my bank? The gear isn't great but you will be earning so many Marks that you will be able to outfit yourself completely very very easily every 5 levels. I don't like them and only do them if guildmates beg me to. BEST IF GROUPED WITH HUMANS: 48-58 - Plane of Hate (Teleport from Guild Hall. I would recommend this place only if you have a group of actual people. House of Thule, Lower Floors(80-85 W/GEAR IF SOLO OR BOX)(PoK>Feerott, the Dream>House of Thule) - The courtyard used to be one of the best grinding spots in the game.