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Don't know how popular that still is, but it's still not hard to get anything done. This is a short guide addressing the need of returning players. Great post. Stay at the entrance until you get to 80, then you can push into the north pathway. 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. 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. Available types are Tanks, Healers, Melee DPS, Caster DPS, and Support mercenaries. If you aren't saving for something in particular, consider taking these. At around 66 if you're clearing those areas efficiently, head over to the Muramite Proving Grounds zone line. I'M NOT QUITE READY FOR EOK/ROS (100-105) - This is very much dependent on gear and group. I strongly recommend you choose a guide from this list though as these will be the guides I will continue to roll out updates to as time goes on. For a quick example, an Apprentice Tier V mercenary caps out at a 90% rez where as a Journeyman Tier I mercenary will have a 96% rez. You will decimate all. Inside the hut talk to Mercenary Mdjal to hire a mercenary. These can quickly take you to 64-65. They are essential to following this guide. 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. I don't like them and only do them if guildmates beg me to. Once inside, just follow your map and keep heading back until mobs start getting close to your level. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. The mobs are around level 28-29, so it's a lot of exp for your level. 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. Ah yes. They hit like trucks and run though, so bring a snare. The higher the mercenaries confidence level the less chance he has of running away. All About Mercenaries | EverQuest All About Mercenaries Mercenaries are NPCs for hire that will aid adventurers in their heroic endeavors. The Mercenary Liaison in Cresent Reach is due east of you, if you follow the path you'll run right into him. Do her missions as well. Very easy to set up a spot and pull away on the gorillas and birds. So much so that I don't even include information on gear until then. 85% of the zone is undead. A lot of factors can go into a group or solo play. I normally just move a group through various mobs, killing everything. This is Tier 4 for Veil so things hit hard, but not that hard. Once you get there, it's party time. The first camp is in the large room in the bottom right side of the map. 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. Spend 48-52 in the area around where you zone in and the northern areas of the zone. There are two main camps that you'll use. 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. They are in the places where the guards used to be. This is the only stance a Rogue merc will attack on. A NOTE ON MERCS: At 75, you can do the Korascian Warrens progression. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. Third, get yourself maps immediately. Direwind Cliffs is nothing but killing drops throughout most of it. 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. Any commentary is welcome. If you have that key from earlier or a rogue to pick the lock, go inside that building. Pretty much everything is undead and the zone is very easy to get to. While I didnt test this strategy in The Bloodfields, I think that zone also has a fast respawn rate of 10 minutes and 40 seconds, so this strategy should also work there if you can find a similar camp. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. I just wanted to see why you felt AFK Merc killing was assish and if you felt the same about AFK killing. I like to use to portal room for quick evacuation. They are a must going forward. Really good guide. The Foundation is one of them and might be worth heading to. That said, some of the zones have been made hot zones. The lower level ones spawn outside their cave, with higher level ones as you move back. At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. Once you're around 96, head toward the big building in the center or the Sepulcar of Order zoneline to kill higher level guys. You can actually come here about 60-61 and kill in the area around the zone in/out. These things are amazing exp up to 62, at which point you need to go to the back and drop down into the froglok slave tunnels. Then drop down via the waterways near the entrance to get to the tunnels and kill there until about 56. With hundreds and hundreds of zones to choose from, and classes with wildly different abilities and skills, there is no perfect way to level. Try and kill at least one Captain of the Guard. Your tank merc can solo any reds from levels 1-60. Fourth, never underestimate buffs. 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. Valdeholm (PoK>Blightfire>Goru'Kar>The Steppes>Icefall Glaciar>Valdeholm) - I absolutely love this place for these levels. Make sure you clear both the left and right sides of the first courtyard. Your toon classes are irrelevant. Inside the city, the Alarans come in groups of two or three or solo. 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. Level 5 Unlocked AA: Origin. A: No. Thanks for pointing that out. You can get a little more life out of the zone by acquiring one of the temporary keys that let you teleport up to Grieg's spawn point. Everquest Mercenary Guide Mercenary Guide Mercenaries are the answer to Everquests "grind" and Must-Group to level. Just be careful as sometimes this zone is level boosted for Hardcore Heritage. Some feedback as someone who was reading this hoping to come back: What does paying for live do for me? The final two zones drop Glowing Reis, which gives you good armor from 85-90. and barrel your way to the second city. Q: What level do Mercs start charging me money? The north camp is the three rooms near Muramite Proving Grounds. Inside Dead Hills, look for a gnome named Gribble Grobblenobber. I've separated all of them by expansion pack that way people playing on any TLP can easily access a leveling guide relevant to their expansion at any time! The estimated downtime is expected to be approximately 5 hours for the website and services, and 10 hours for servers. You will be murdering said spiders and slimes and other animals. I would suggest just not coming here. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. Otherwise, kill puslings and bubonians. Everquest AFK Leveling Missions. Don't ask me for how you do each HA. A: Oh yes he did! This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. You should easily average about 25% of an AA for each of the light blue mobs while at the South or North Camp. Do they take up a group slot? 1 of 2 Go to page. It is SUPER useful for your entire leveling experience. As aforementioned if you are a Free to Play(F2P) player you will only be able to select an Apprentice Mercenary. I came back and my toons went from level 3 to level 10!!! EQ progression has a nice zone by zone guide up to OoW expansion, recommended level for the zone with a rating for the quality of exp there and best of all a map highlighting the mob levels in different areas of the zone usually with a star showing best hunting spots. If you've made it this far without a guild, then maybe it's time to look for a real guild with people in it. Also during cooldowns they will use agro reducing abilities. From where you zone in, drop down and kill everything in and around that structure that DOES NOT SAY "WOULD TAKE AN ARMY TO DEFEAT". If you have an enchanter mez the adds and then hold them for one minute after each kill. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. 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. https://www.eqprogression.com/zone-leveling-guide/ PirateKilt 1 yr. ago After Blightfire, I am assuming you start in Plane of Knowledge. (25% was in Overthere when it was a hot zone.) NB Loot is rubbish but you don't have to buy any armor until 65. I just dislike this place in total. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. At first, just wait. 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. At level 5 it gets its second ability, with third obtained at level 15. There are 2 nameds plus a named treant you can easily access if no one else is killing them. The merc trio can easily handle content to level 80 with you solidly playing your main toon (and dragging along the other two characters). When your Mercenary dies the button will change to Revive. 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. Look at my map in comparison to your map to see the location. Get invisibility on a character who can rez or has a healer merc at least. The mob density is incredible and you can clear the first three levels of the tower at a breakneck speed. Can I keep him when I shroud? At 65 I like to head up to the second levels and kill the higher level guys there. Do the research on your own on Allakhazam. If you haven't done the others, they are still accessible. South of the citadel are the drachnid tunnels. If you're a returning player you can find Mercenary Liaison's in PoK. In order to hire a mercenary meet at least one of the following conditions: Own the Age of Discovery expansion (having purchased when it was a new release). By this point you should have gear that can hold up and healers who know what's what. 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. Kill all of it. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. 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. The mobs hit very hard and you can get overwhelmed very quickly. This zone is sometimes a hotzone. The final reward is Journeyman Rank 5 mercenaries. Unless you're 4 boxing or uber twinked, killing these will take some time, but about 3 kills will take you from 20 to 21. This makes this one of the best places to grind for paladins trying to wrap up leveling or grind AAs. So now if you and a friend want to do an LDoN you'll have a group of 4 and will have no need to find a 3rd for the LDoN. All EverQuest servers, and all website pages and services, will be taken offline for scheduled extended maintenance and game updates on Wednesday, February 15, 2023 at 6:00 a.m. PST*. But first about the zone. 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. Watch out for the clerics if you don't have a solid interrupt. 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. As of the Terror of Luclin expansion, the best mercenary equipment is "Vigilant", which is obtained in The Burning Lands zones. There are two main camps that youll use. The run isn't terrible, but all of the SoV outdoor zones are enormous so it's further than it looks. He drops a key to access the first black reaver room and open up access to the second floor. The old school Journeyman Rank 5 mercenary questline takes place here if you want to do it. A: Where it shows your vitals aka Health, Mana, Energy. They tank for you, heal for you, or dps for you. 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. 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. Never a good idea to go fully afk. Best thing though are the nameds. 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. This will easily take you to 56-57. Usually you can kill 5 or more mobs in the 15 minutes it takes between Upkeep's. Stay near the entrance until 49-50 then move toward the "disco" areas until about 52. 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. EQNext (EverQuest Next or EQN) has been officially announced! Welcome to EverQuest! Wall of Slaughter (64-68)(Guild Hall>Buy Chipped Shard of Slaughter>TP to Wall of Slaughter) - Even with this not being a Hot Zone anymore, in this level range with a group this place is pretty great experience. It may not display this or other websites correctly. The best place in this zone is the hobgoblins, which are directly left of where you zone in, at the north end of the canyon. © Copyright 2008-2022 Almar's Guides. 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. The left center side of the zone has a lot of undead frogloks (who hit very very hard), zombies, and specters to kill. This guide has been updated in 2022 and is up to date with Visions of Vetrovia and the new 125 level cap! When first starting out a healer merc may seem logical, well it's not. Some of the Shissar are undead, but most aren't and they have high HP and hit hard to boot. Murder the "of Fire" mobs from 65 to 68. From the time your mercenary dies to the time you can Rez him is 5 minutes, just like when you'd suspend him.