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. For a better experience, please enable JavaScript in your browser before proceeding. Don't bother with one of the far flung camps. I can't think of many places where the time taken to get there and get setup to afk xp wouldn't have been better spent just killing or questing for regular xp then logging out. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. There are some high level mobs there for the Berserker epic 2.0. Favorite area is the Queen's castle area. You cannot shroud to level 10 and keep a level 50 mercenary however. Try and kill at least one Captain of the Guard. The Serpent's Spine Everquest Leveling Guide, Seeds of Destruction Everquest Leveling Guide, Call of the Forsaken Everquest Leveling Guide, The Darkened Sea Everquest Leveling Guide, The Broken Mirror Everquest Leveling Guide, Empires of Kunark Everquest Leveling Guide. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. ALTERNATIVES: 30-35 Goru'Kar Mesa (PoK>Blightfire Moors>Goru'Kar) - Almar used to suggest this place as a prime place to level. When you suspend a merc you must wait 5 minutes to bring him back into the world. Same goes for a male Mercenary Liaison. Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. I realize that I didn't add directions, just general sense of direction. 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. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. With an 85 druid can pl 20-65 in about 6 hours with the druid un-grouped and DS'ing whilst PL'd toon does at least of one point of dmg. It's a hot zone occasionally and of the Alaris zones that cycle as hot zones, I think it's the best. Should be an easy time though. A: No mercs are not allowed in raid zones or most raid encounters. topic on the EQ forums. So make this the exception to my disdain of HA leveling. That is a great point. Just places that are more or less easy. This format works best for me and it's much easier to update than what I used to do. The first camp is in the large room in the bottom right side of the map. A player could easily gain the same amount of XP they got from 2 or 3 hours of AFK'ing pet/merc XP exploting if they spent 10 good minutes at the keyboard. The north camp is the three rooms near Muramite Proving Grounds. Your merc will balance his abilities in defending and attacking the enemies pulled to him. At 6-7 go into the middle cave and kill pumas. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. At 70 though, it starts to seriously lose it's luster. IN ADDITION: Recently, much better versions of mercenary gear have been released that make your mercs WAY more effective. It's some kinda Gnomish backpack thing. Everquest Mercenary Guide Mercenary Guide Mercenaries are the answer to Everquests "grind" and Must-Group to level. At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. Resplendent Temple is awful in my opinion, with it being nearly impossible to pull singles, and Pillars of Alra is hard to get to (you have to run through a lot of angry Alarins who can see invis in Resplendent Temple) and easy to get yourself killed in, for much the same reason. A second thing to do would be to spend 10 dollars on Daybreak Cash. This guide is a solution to that problem. They do not have much in the way of HP, but can hit hard. Tank Mercs can kill a red con in about 2-3 minutes (If its REALLY red to you). Kill bears, wolves, and snakes near the zone line to Blightfire. I will provide some quick ideas if that's not the direction you wanna go. They are pretty well all headshotable by 63. These levels will go by in a flash, but watch out for the spiders. Entire house is pretty much open at 26. Chapterhouse of the Fallen (96-100)(PoK>Freeport>Commonlands or Once you do attunement quest from Shard's Landing, Guild Hall>TP to Shard's Landing>Portal to Chapterhouse) - I love this zone as a paladin. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. You should easily average about 25% of an AA for each of the light blue mobs while at the South or North Camp. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. At 53 start heading down into the middle of the zone. Everquest 2 Leveling Guide 1-125. If you hit "M" you can see your map. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. In addition, they are packed together. Q: How does shrouding effect my mercenary? Otherwise you spawn here if you deselect tutorial on creation) - Go get a tank merc from the drakkin man in the tent with the training masters and spell vendors. I honestly think it's kinda trash because either you're killing "relatively weak" classified mobs or the creatures just have too many HP, but from 30-35 it's ok. 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. At 6-7 go into the middle cave and kill pumas. As of the Terror of Luclin expansion, the best mercenary equipment is "Vigilant", which is obtained in The Burning Lands zones. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. Thanks for pointing that out. All rights reserved. Mobs run on live side so ignore it. Everything is all sparkly and golden. That's all I have for now folks. Go. 1. Just want to provide some info that isn't multiple years old. All the living creatures run, so you might be in trouble without a root or snare. Special mercenaries are unlocked via other means, usually involving an expenditure of real money. If you have access to it, the TBM Crypt-Hunter gear is comparable to every expansions group gear until 105 and you can upgrade it with augments so that it levels with you in 5 level blocks. Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. To begin with, you will want to get yourself attuned to Dead Hills, which is the zone with the easiest HAs. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. There is a big open courtyard almost as soon as you zone in. When you rez your mercenary you will immediately be charged the Upkeep cost on him. To top it all off, it's also a hot zone!! So max out at lvl 82 and grind all your final AAs here. I will lay out a few spots to hit in this range. I also find levitation to be a must as the zone is divided by a giant canyon and you spawn on the wrong side of the canyon. The easiest armor sets to get will probably be the sets from Hardcore Heritage. Only downside is that it's a hell of a run out to it. After Blightfire, I am assuming you start in Plane of Knowledge. It's essentially a big hole in the ground, but the mobs have low HP and die fast. Without further ado. You can do 2 pathings in this patch (13.1B): Keep clearing around til you hit 48-49. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). Your toons are going to get attacked and hit. If you're geared up or grouped, kill iksar golems as well. They like to run, so bring a snare. You'll need a high level to help you with the missions and quests. The other room is basically in the exact same spot except on the left side of the map. Once you get there, it's party time. It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. Owning any current expansion will also unlock these features. House of Thule armor is pretty damn good for it's level. Leveling/Setup This guide covers zones up to Omens of War. Mob HP is ridiculously low since this is a vanilla zone and these levels go by without much attention having to be paid. I came back and my toons went from level 3 to level 10!!! All of the nameds are completely unlinked from the other mobs. The quests will take you from level 1 to level 10 very easily and outfit you with a full set of gear that is the equivalent of Crude Defiant gear. Theres an important point to be made about this guide and why its successful. Do they take up a group slot? Kill the wereorcs. 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. At around 91, head to the southern portion of the zone and start killing critters and ghosts. There are a few provided for you by the game, but the vast majority of the world is gonna be uncharted and you will need reliable maps. Posted on February 24, 2013 by Almost Gaming. The Foundation is one of them and might be worth heading to. Nameds drop a pretty good belt and necklace. Not much changes between 'minor' expansions in each leveling guide and you'll notice that the biggest change between leveling guides is Seeds of Destruction. 85% of the zone is undead. AFK XP gains are so increadibly low/slow that it isn't even worth the time or effort, even if that time is being stolen. A FABLED VERSION OF THE NAMED WILL EVENTUALLY APPEAR AND ROFLSTOMP YOU SINCE HE WILL BE AROUND LEVEL 75. It isn't the fastest ever, but the money is pretty great and there is rarely anyone here on live. 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. 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. With EverQuest free to play, returning players can easily add additional accounts. You'll usually be fine pulling 1 or 2 Whites or above, any more and the merc has a small chance of running. I will endeavor to keep this guide as up to date as possible and will revise as I play through zones with different class combinations or get better advice. Wall of Slaughter has repop time of 10 minutes and 40 seconds. Q: So wait a mercenary is allowed into an LDoN? Begin murdering worgs, turning the quest in every 20 worgs. IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. The exp here is good. In comparison to their equivalent in Underfoot, the mobs are vastly easier. The area is populated by honored citizens, exalted citizens, respected morticians, and dutiful cleaners. They will be indifferent to you to start. ALTERNATIVE: 8-20 Kurn's Tower (Crescent Reach>Blightfire Moors>Plane of Knowledge>Field of Bone>Kurns) - I really like leveling here with paladins, clerics, necros, and SKs. Welcome to our Everquest 2 Leveling Guide! If not, stay outside. Make me want to fire up the game again! 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. It is packed full of Erudites, undead, and gelatinous cubes. At 82 or straight away if you have a group, head down through the mansion to the basement area. Also during spell cooldowns they will use agro reducing abilities. !1111, (You must log in or sign up to reply here. 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. The good news is money is now weightless! Mostly you'll be killing oashim rats and wraiths in the bottom right portion of the Tier 2 section. Start off near the entrance, then push up to the area around the house. 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. BEST (90-96): Valley of Lunanyn (Guild Hall>Buy Chunk of Argathian Steel>TP to Argath, Bastion of Illdaera>Valley of Lunanyn) - I sincerely hate that this is still true, but the Valley is still hard to beat in this range mostly because of the unique way the zone is setup. 48-55 kill the mutant floaty guys, shades and crazy humans. (Intelligence level, Upkeep and all that). This means that you'll have to pay the re-hire charge to get your merc back. Loot isn't spectacular but with a decent group, you will shred mobs and the exp will flow like water. When first starting out a healer merc may seem logical, well it's not. i.e. There are plenty of other sets from House of Thule and Veil of Alaris that can be had relatively cheaply, so do your research and check them out. These are also really nice for Rangers to headshot since they are rootable and don't summon. Edited in general directions to each zone and a blurb about the benefits of being on a live server. You must log in or register to reply here. From the time your mercenary dies to the time you can Rez him is 5 minutes, just like when you'd suspend him. The South Camp is the starting point. Just start at the entrance and work your way down. High enough that 2 rangers headshotting with an SK tanking and wizard also spamming nukes with shaman support couldn't exhaust all the mobs before they repopped. They are essential to following this guide. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. Gaesigs and Heligs on the water side come to mind on this. Confidence is how many mobs you can pull above your level and the mercs without him running away. Set Active: Set the current stance you have selected, Set Owner: Set your current target to your Mercs new owner, Info: Gives you the information about your merc. Everything has changed with the Seeds of Destruction expansion. EMPIRES OF KUNARK & RING OF SCALE - GETTING TO 110 Empires of Kunark is the 23rd expansion. Plenty of zone to go around. © Copyright 2008-2022 Almar's Guides. Some feedback as someone who was reading this hoping to come back: What does paying for live do for me? Also, the first AA you should grind on your player toons are to max Combat Stability and then max Combat Agility. It's a very good zone with lots of low HP mobs, but it is definitely the best for Clerics and Paladins. It is SUPER useful for your entire leveling experience. A: Oh yes he did! When you suspend your mercenary the button will change to Unsuspend. Keep clearing until you reach the bridges over water in the northern most area. My next endeavor is to actually give Underfoot and Seeds of Destruction another run through and see if there are any additionally effective areas there I missed. 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. Jewel of Atiiki(74-78)(Guild Hall>Buy Katta Castrum Powerstone>TP to Katta Castrum>Jewel) - Farming the efreeti here is fun and easy. The mobs are glass cannons. It takes a little while to become familiar with the layout and the mission but the mobs are reasonably densely packed and don't run. EverQuest Cheats & Guides. The undead lake is good for paladins and there are a couple of drolvargs mixed in. Burn: Your merc will focus primarily on damage, always assisting the main assist. 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. Head through the city in the mountain area toward Blightfire Moors. Another semi decent camp would be the Gorgons in the top left of the zone. It should open and let you swim through to The Hole zone. The very best stuff is random world drops from Empires of Kunark mobs, with nameds dropping them more frequently. A: No. 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. The higher the mercenaries confidence level the less chance he has of running away. It's also a hot zone and that makes it really worth it. 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. There are only a small handful of places where you have to fight more than one mob if you don't want to. It will pick up quite a bit around level 25, and you will get to 30 very very quickly. © Copyright 2008-2022 Almar's Guides. A: Mercs are actually rather cheap to maintain. You will need help doing it though. 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. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. 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. Pretty good for running if you botch pulls. If you took my advice and are at least two boxing, go inside the cave. I like to use to portal room for quick evacuation. It is highly recommended that you do this. When you get a new mercenary, it starts at Level 1 with only a single ability. For everyone else, exp kinda tapers off around 82. I just wanted to see why you felt AFK Merc killing was assish and if you felt the same about AFK killing. Feel free to tell me how terrible my suggestions are, as long as you leave a different/better idea. 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. At 40 move into the second courtyard area and keep clearing northward. Erudin has some mobs that aren't kill on sight, so try not to kill them. The North Camp is the second camp when you reach level 77. You can box here, but the zone isn't very conducive to it. By this point you should have gear that can hold up and healers who know what's what. A guide specifically for Clerics and Paladins is my next endeavor. But since I listed Dalnir, I felt I would be remiss to list this place. Changing the email on the account seems to get it 'unstuck' and future attempts appear to work. You should be able to clear through here without too much hastle. The respawn rate is also ludicrously high. A: Your merc will Dismiss himself. Honestly feel like it's impossible to beat the exp you can get here from 30-35. Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. Air sucks for dps and tanking in classic, can be useful in groups against casters, in Lower Guk for example. Not really a particular place to camp in the zone, though the area outside with the warbeasts or over on the side of Rubek Oseka would be ok (provided you can deal with underwater combat). It covers a lot of the basics you need to know. This page contains every Leveling Guide that I have written for Everquest. The sarnak forts have three named's and sometimes the Ancient Denmother that is spawned for the Honed Wurmslayer quest wanders by if someone spawns her and doesnt kill her, especially around the southern fort. Otherwise its like an ooze and a tidemage or a trio of warpriests.
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