The area is populated by honored citizens, exalted citizens, respected morticians, and dutiful cleaners. The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. Then it starts to slow down. It was something I have wanted to do for a while but never had the time to do. 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. The run to it is also very short. Also his armor and weapons will get better as he levels up. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. Yeah that is no where near as good as it used to be. A NOTE ON MERCS: At 75, you can do the Korascian Warrens progression. In other words that means all those levels that you can't find groups, you can use him for. The mob density gets much thicker in both places, so it can be dangerous. Second I want to point out that while boxing isn't a must, and subbing isn't a must, it makes this game exponentially easier. This zone is a lot better when you factor those in. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. South of the citadel are the drachnid tunnels. All the living creatures run, so you might be in trouble without a root or snare. This is a short guide addressing the need of returning players. Q: So wait a mercenary is allowed into an LDoN? Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. Everything is gnomes, constructs, slimes, minotaurs, and elementals. Everything is pretty spread out and it's dead simple to pull singles or just wander and kill. The north camp is the three rooms near Muramite Proving Grounds. I don't know personally, just putting it here on their recommendation. You may finish them and have 30-45 minutes to wait. A: When you shroud the mercenary is suspended, when you have enough money to pay for the mercenary you may unsuspend him. So finding a camp could be tough depending on your chosen servers population and the hour of day. The final two zones drop Glowing Reis, which gives you good armor from 85-90. (Intelligence level, Upkeep and all that). Undead mobs for your paladins to slay and lots of Dark Elves to murder. You can very easily start pulling groups of 4-5 by 70 and by 72 can straight swarm pull and still not see your mercs mana fluctuate. So make this the exception to my disdain of HA leveling. Once you zone in there is a monster bridge. At around 91, head to the southern portion of the zone and start killing critters and ghosts. (25% was in Overthere when it was a hot zone.) Once you're around 96, head toward the big building in the center or the Sepulcar of Order zoneline to kill higher level guys. This access to at least 2 nameds that I am aware of. Erudin has some mobs that aren't kill on sight, so try not to kill them. But since I listed Dalnir, I felt I would be remiss to list this place. The first camp is in the large room in the bottom right side of the map. The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . 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. HEROIC ADVENTURES BEGIN AKA THE MOST REPETITIVE THING TO DO IN A GAME THAT IS ALREADY REPETITIVE ENOUGH(75-110)(BOX/GROUP REQUIRED): You can begin doing HAs at 75 IF YOU BOX OR HAVE A GROUP (Yes some classes can solo them, but thats the exception rather than the rule and requires a lot of know how). With fire. Air sucks for dps and tanking in classic, can be useful in groups against casters, in Lower Guk for example. BEST IF GROUPED WITH HUMANS: 48-58 - Plane of Hate (Teleport from Guild Hall. I've done it in as fast as 30 minutes before. I dont recommend using one ever unless you know the class to begin with) a questline was added in Feerott, the Dream that unlocks all ranks of Journeyman Mercenaries. This works out to 4 AA (6 AA on Test) an hour while AFK. Grieg himself is often camped but if he is up be careful. You can stay here until you reach level 77. At 12, all start killing gnolls or skeletal ogres. Since I see a lot of people asking where do I level or is this a good spot for leveling at X, I thought I would jot down this leveling guide. A FABLED VERSION OF THE NAMED WILL EVENTUALLY APPEAR AND ROFLSTOMP YOU SINCE HE WILL BE AROUND LEVEL 75. The goal is to get the three Clean Up the Farm quests from Siggik at the gnome camp near the Steamfont zoneline. Pick one of the two camps and go nuts. They are very easy to pull individually, especially on the left side. It's also a hot zone and that makes it really worth it. The North Camp is the second camp when you reach level 77. Q: If the Mercenary dies do I have to buy another one? Below the bridge is a giant ice lake covered in spiders and slimes. Lots of undead for your friendly neighborhood paladins as well. It'll give an Undead oriented hunting guide. Once inside, just follow your map and keep heading back until mobs start getting close to your level. The left center side of the zone has a lot of undead frogloks (who hit very very hard), zombies, and specters to kill. Make me want to fire up the game again! These will take you to 67-70ish, though only paladins should really try and go to 70 here via swarming. In the second city, kill Doomfire mobs until 70. At 82 or straight away if you have a group, head down through the mansion to the basement area. You can come here a little earlier if you want, but ensure you have some form of crowd control handy. The key is the respawn time for the zone. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. I will annotate directions to the zones. This guide is a solution to that problem. Just be careful as everything has a huge aggro range and the pathing can mess your world up. A: Yes they do! We have updated our Privacy Policy. Best thing about this zone is the simplicity of getting to it. This repop time is significantly faster than Doomfire, the Burning Lands (Plane of Fire) which is 36 minutes. Here is a quick run down of everything. The cost adds up very very quickly otherwise. In this Project 1999 EQ video I show a 6 minute spawn camp that can take you all the way to level 60! I would recommend this place only if you have a group of actual people. I will lay out a few spots to hit in this range. Also please note the races that can be clerics are the only races allowed to be healers, same goes for tanks. How do I fix this? 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. To top it all off, it's also a hot zone!! This disparity increases with levels. This page contains every Leveling Guide that I have written for Everquest. For everyone else, exp kinda tapers off around 82. It's the only level range I feel that you should be here to the exclusion of anywhere else. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. I do solo leveling all the time for the challenge of it. A NOTE ON GEAR: Up til now, the Defiant sets of gear have been pretty spectacular. So I will fix that. Get invisibility on a character who can rez or has a healer merc at least. Paladins can start swarming around 83 with impunity and shredding through these guys to about 85. You need the three accounts, so you can create a sustainable merc team. Also see the alphabetical command list or emotes . 967 views Jan 8, 2022 26 Dislike Sinnycool 5.75K. 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. Gaesigs and Heligs on the water side come to mind on this. If you're geared up or grouped, kill iksar golems as well. 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. The mob density is incredible and you can clear the first three levels of the tower at a breakneck speed. ALTERNATIVES: 25-32 Crypt of Dalnir (PoK>Field of Bone>Warsliks Wood>Crypt) - Really love this zone. A: Nope, if he dies the "Suspend" Button on his window will turn to "Revive" and you'll be able to rez your Mercenary. I typically use them around 55-70 when your merc starts running out of steam but before you really pick up major power boosts. How does it help with boxing? Hardest part of this zone is not dying in the fields. Will continue editing as I play through on different characters. The north camp is the three rooms near Muramite Proving Grounds. ). The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). That spot is, like, the ideal afk spot. To help you on your leveling journey, this EverQuest Leveling Guide has been updated for all updates and patches as of 2022. Up to about level 35 a red con gave me 10%-25% XP. There is a quest with the platinum efreeti armor which eventually nets you a Illusion:Specter item that is sick. Q: How does shrouding effect my mercenary? At 77 take the quest Reducing the Threat - Wereorcs and head a little northwest toward the Hills of Shade zoneline. Llux's guide to warrior swarming v3. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. Aggressive: If you or any group member is attacked, your merc will attack. This is a picture of the merc window. 85% of the zone is undead. You can manage your merc's appearance clothing via your persona window. All rights reserved. Pretty much every single thing in The Grounds wants to eat your face, so there is less confusion and thus it's more popular. Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. Just be careful as sometimes this zone is level boosted for Hardcore Heritage. There a couple of hallway corners that are mostly safe as well, but you have to kill to them and that can be dangerous. Some of the Shissar are undead, but most aren't and they have high HP and hit hard to boot. Mob HP is ridiculously low since this is a vanilla zone and these levels go by without much attention having to be paid. It's cheap and easy to get and you probably can get large amounts of it just as you level. From PoK>Gulf of Gunthak>Dulak's Harbor, Board the ship Stormwave or talk to the teleporter guy if it's all broken>Dead Hills. Also keep in mind almost everything here summons. Next Last. Killing mass numbers of light blue mobs is particularly easy with this merc setup and a player toon. Make sure that the Tank Merc has been assigned the role of Main Tank. See the New Player FAQ for more detailed information. Only downside is that it's a hell of a run out to it. When you get a new mercenary, it starts at Level 1 with only a single ability. Giving out the daily HA tasks? This place isn't bad for everyone else in general and is much easier to get to than Ashengate, so it might be a good alternative. The north wall of the citadel is a combination of giants, undead, drolvargs, and cockatrice. The lower level ones spawn outside their cave, with higher level ones as you move back. Then drop down via the waterways near the entrance to get to the tunnels and kill there until about 56. 28-35 Kaesora(PoK>Field of Bones>Kaesora) - I think this is a pretty great zone to get a few levels in. Once you are 75, start murdering Giants. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. 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 Outside the city are critters which can be pretty easily just wander killed. Youre looking to create a merc team of Tank/ DPS/ Healer. It may not display this or other websites correctly. They have low HP and don't hit very hard. The mobs have too many HP, hit too hard, and don't give up enough exp. Nameds here hit like runaway freight trains though. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. 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. It essentially serves to let you worry about leveling without stopping for AAs. Just get access to the second of his HAs, Artifacts of Great Importance. Select the first HA he gives you, Into the Hills. Kill everything here until 68ish. Kill lots of rotdogs and snakes. Everything is all sparkly and golden. Mercenaries are the answer to Everquests "grind" and Must-Group to level. That said, I have seen plenty of people level characters solo and F2P. Swarming, pets, class specific abilities all change everything drastically. 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. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. Pretty good for running if you botch pulls. At 6-7 go into the middle cave and kill pumas. Sarith, City of the Tides (94-98) Sarith is probably the best place to farm nameds ever. There are some high level mobs there for the Berserker epic 2.0. 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. When actively playing, your group should be able to easily clear all three rooms plus the solo pulls nearby. 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. With a group you can pull them pretty easily and have access to a HUGE number of mobs. Those are raid mobs and will have mechanics you won't be able to deal with even if you could fight them. /autoskill allows you to toggle combat skills to automatically active while attacking (formerly unlocked at 61). Stay away from the air giants though. 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". When first starting out a healer merc may seem logical, well it's not. See below for the final bit of the guide. So much so that I don't even include information on gear until then. These can quickly take you to 64-65. At that point start pushing through the shopkeepers to the south or go up the ramp to kill the masters and grandmasters. Finally, while Heroic Adventures in Dead Hills, Ethernere Tainted West Karana, and throughout The Broken Mirror zones might be the "fastest" way to level, it's stupendously boring and repetitive. Erudin also has a LOT of undead which are very concentrated in a few areas, making Paladin swarming much easier as well. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. Abstruse armor is very serviceable. I could have done slightly better there - the swarming flies gave me a surprise, and I had to remake my pet (SK) mid-lesson. The mob level goes up to 92-94. They are designed for extra support or extra muscle in PvE encounters. #everquest #project1999 #sinnycool 2 MINUTE SPAWN AFK CAMP to 60 / Everquest Project 1999 green / Update since V5.5 patch what changed? Kill everything. I prefer to stay out of the fields if at all possible. Plenty of zone to go around. You never have to upgrade your Mercenary, he will level with you. You should easily average about 25% of an AA for each of the light blue mobs while at the South or North Camp. Not game breaking to say the least. Healing mercs heal and tanking mercs tank pretty simplistic. When do I have to upgrade him? Field of Scale theme - Journeyman Rank IV. It isn't bad, but you start looking at 2-3 mobs per 1 percent. Confidence is how many mobs you can pull above your level and the mercs without him running away. It's accessible at level 75, so you can have J5 mercs 10 levels early. I like to use to portal room for quick evacuation. For example say you shrouded to level 10 Your mercenary will be free again. Just want to provide some info that isn't multiple years old. © Copyright 2008-2022 Almar's Guides. I'd suggest even if you go this method, you still use MQ2 with afk tools to answer tells while you are away. 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. Since I'm max level/AA, I guess I have only one reason I would afk XP to earn Merc AAs. . The nameds drop pretty sick gear and hit WAY easier than the ones in the Nightmare zones. There is a castle structure there. I look at AFK Mercing as if the . Stay close to the friendly dragorn and watch out for nameds until 85. It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. The north and east you can at least run out if you botch a pull. That said, the HAs are the only thing that scale. There is a big open courtyard almost as soon as you zone in. I believe the camp is called Library Camp commonly. Click here for more information. K. kyle123 New member. Once you have some level 30 Mercenaries, you will want to level your future Mercenaries while grinding through tasks. You can hire a Mercenary at any Mercenary Liaison. AFK/Mercenary Leveling Guide for Everquest Levels 1-85 This is a guide dedicated to leveling your character automatically while either fully AFK or partially AFK. One or two nameds are easily accessed from here. Will be updating soon to include Ring of Scale. Tank Mercs can kill a red con in about 2-3 minutes (If its REALLY red to you). Cooling Chamber does have a lot of undead in it for Paladins and Clerics. 48-55 kill the mutant floaty guys, shades and crazy humans. Recently, the daily adventures have been moved to Plane of Knowledge and are received from Clayton Teek. It's one of the two expansions that made me quit EQ for any length of time. 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. You get to experience every bit of content across 110 levels, hundreds of zones, and 24 expansions. your mercenary comes equipped with the armor and weapons he needs. Each time I go back I wander for 5 minutes lost until I log again. 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. Set Hotkey: Set the current stance you have selected as a Hot Key. Find something else. With hundreds and hundreds of zones to choose from, and classes with wildly different abilities and skills, there is no perfect way to level. 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. The mobs are glass cannons. They are undead and you will reap them with Slay Undead/Ward Undead line spells. The mobs have varying levels of HP, but don't hit that hard in comparison to even other TDS content. A: No. The adds are just too intense. Welcome to EverQuest! Whatever you do, don't try and fight in the cave to the Commonlands exit. Everything is very social. A single heroic 85 is all that is really needed to roll over the content though, which shouldn't be hard to find on any server you're on. Discussion in 'The Veterans' Lounge' started by Smellhound, Jun 21, 2014. A lot of factors can go into a group or solo play. With each level gained, your mercenary earns access to one or more equipment slots for armor or mercenary-only Accolades. 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. At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. The merc will cast a rez (When out of combat) to anyone in your group who is dead. It's essentially a big hole in the ground, but the mobs have low HP and die fast. Posts: 1,338. Some of them heal and can be a massive pain in the ass unless you have an interrupt of some sort. 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. everquest afk mercenary leveling guide how to measure inductance in multisim trahan funeral home bay city, mi June 29, 2022 errol flynn rory flynn 0 decriminalize nature seattle 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. There is also the named Ancient Dracolich who drops a nice bag if you don't have a bunch of those and a named zombie. I played a cleric for 9 years until I finally left. Is it really AFK XP if the only people gaining any experience are the mercs that are doing the work? Nameds drop a pretty good belt and necklace. Although inadvertently getting trained is a risk youre going to take if youre afk; regardless of what xp zone youre in. The same nameds you can get from the lake are here, though I believe a named giant is the most common one. The amount of experience you get varies upon level, but I know in the level 100 range, you get around 8-10% of a level per completion, as well at 1-2% for kills. Additionally, the mobs in Wall of Slaughter have a larger agro radius than the Plane of Fire mobs which helps. You are using an out of date browser. Fire, it depends, the stronger DS doesn't outbalance it's weak tankage. 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. You will begin seeing worgs, go south down the coastline and look for some elves and humans. Velkator's Laboratory (45-55)(PoK>Great Divide>Velk's) - This place has grown on me a lot. I came back and my toons went from level 3 to level 10!!! Valdeholm (PoK>Blightfire>Goru'Kar>The Steppes>Icefall Glaciar>Valdeholm) - I absolutely love this place for these levels. Do the research on your own on Allakhazam. 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. Also the mercenary will cost the same amount he would to the level that you shrouded to. It's a hot zone occasionally and of the Alaris zones that cycle as hot zones, I think it's the best. Watch out for the nameds. Everquest AFK Leveling Missions.