You need the three accounts, so you can create a sustainable merc team. Spend 48-52 in the area around where you zone in and the northern areas of the zone. 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. at 17 or if you came out here from CR at 18ish, a little south of the rats/snakes and kill gnolls. ALTERNATIVES: Anything in Underfoot (83-90)(Guild Hall>Buy Unrefined Brellium Ore>TP to Brell's Rest>Pellucid/Underquarry/Cooling Chamber/Kernagir) - I seriously dislike Underfoot. 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. While you're on that sidebar, read the Returning/New Player FAQ. Here are some suggestions as to how to use these areas to hit max level. Rangers and rogues used to like to come Headshot/Assassinate grind here. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. If you have a reliable interrupt though, pull like a madman and just prioritize those. There is a castle structure there. At 77 take the quest Reducing the Threat - Wereorcs and head a little northwest toward the Hills of Shade zoneline. Your toons are going to get attacked and hit. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. It slows down a lot after 46 but is worth sticking out. If you dont want to deal with killing them, run down until you see the trees and start killing mosstrooper treants. Crafting Mercenaries costs 100 Coins (Rare), 300 Coins (Epic), or 500 Coins (Legendary). Loot isn't spectacular but with a decent group, you will shred mobs and the exp will flow like water. Worth about half a level in that range. Also keep in mind that if you hire a mercenary from a female Mercenary Liaison then your mercenary will be a female. I realize that I didn't add directions, just general sense of direction. Nameds here hit like runaway freight trains though. The cities are a cake walk, though the wandering mobs on the walls in the second city can really mess up your day if you don't pay attention. The number of mobs for straight grinding is also really impressive. Stay away from the air giants though. (Intelligence level, Upkeep and all that). You will need an invis item or supply of Cloudy Potions though as there are a lot of living creatures between you and the undead section of the zone. Otherwise, kill puslings and bubonians. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. Kor-Sha Laboratory (105-110) - Only really worked 2 camps in this zone. Finally, heres the math on why I believe this guide has value. everquest afk mercenary leveling guide everquest afk mercenary leveling guide Home Realizacje i porady Bez kategorii everquest afk mercenary leveling guide. The other major reason is Alternate Advancement Auto-Grant. Since I'm max level/AA, I guess I have only one reason I would afk XP to earn Merc AAs. I will provide some quick ideas if that's not the direction you wanna go. 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. 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. Press J to jump to the feed. EverQuest Cheats & Guides. This is the furthest zone you can get to without progression unless they've removed requirements. I just want it known that this is an imperfect guide, just like every guide. When you rez your mercenary you will immediately be charged the Upkeep cost on him. This guide is a solution to that problem. Also you don't have to worry about paying them until around level 12. If you hit "M" you can see your map. I don't like them and only do them if guildmates beg me to. Also, the first AA you should grind on your player toons are to max Combat Stability and then max Combat Agility. A lot of factors can go into a group or solo play. Get a PL, swarm lower level content, do some HAs. 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 . Q: Mercs sound great, but I'm just coming back to the game and they sound expensive. The gear drops here look incredible too. 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. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. Find something else. A NOTE ON MERCENARIES AT 85: At 85, to assist players utilizing a Heroic Character (a character which is automatically leveled to 85 for you and given subpar but serviceable gear, a mount, and other goodies. When you first zone in, the closest mobs are farmers and tired farmers. The mobs in four of these level boosted zones drop Glowing Athlai and Othni armor pieces, which can be turned in for armor that is great from 71-80. All About Mercenaries | EverQuest All About Mercenaries Mercenaries are NPCs for hire that will aid adventurers in their heroic endeavors. I'M NOT QUITE READY FOR EOK/ROS (100-105) - This is very much dependent on gear and group. Best thing though are the nameds. Grieg himself is often camped but if he is up be careful. Murder the "of Fire" mobs from 65 to 68. 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. The mobs have too many HP, hit too hard, and don't give up enough exp. Making it doubly worth it. You will be teleported to Ethernere Tainted West Karana and now attuned to the Dead Hills. 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. Q: Can I give my mercenary weapons and armor similar to a pet? Reactive: Your merc will react better depending on the situation. You'll make the amount it takes to pay them and more from those 5 mobs. Q: So wait a mercenary is allowed into an LDoN? This is a picture of the merc window. Don't bother with one of the far flung camps. Riftseeker's Sanctum(69-78)(Guild Hall>Buy Chipped Shard of Slaughter>TP to Wall of Slaughter>Muramite Proving Grounds>Riftseeker's) - The mobs here hit hard, have lots of HP, heal, and resist spells, but the experience is awesome. 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. They are however allowed into LDoN's. For an AFK camp, 100 AA a day isnt too bad. Murder the Rallosians, crystal golems, and frogs. The very best stuff is random world drops from Empires of Kunark mobs, with nameds dropping them more frequently. 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. and barrel your way to the second city. As an alternative around 73, you can kill the pixies around the guild hall port in. Dwarves are normally friendly, so ignore them as well. Kill them all. I hope this just expands on his already awesome work. Feel free to tell me how terrible my suggestions are, as long as you leave a different/better idea. Make sure you clear both the left and right sides of the first courtyard. ALTERNATIVES: 30-35 Goru'Kar Mesa (PoK>Blightfire Moors>Goru'Kar) - Almar used to suggest this place as a prime place to level. There are only a small handful of places where you have to fight more than one mob if you don't want to. Once you zone in there is a monster bridge. When you suspend a merc you must wait 5 minutes to bring him back into the world. As of the Terror of Luclin expansion, the best mercenary equipment is "Vigilant", which is obtained in The Burning Lands zones. Let the mercenary do all the work for you. The first vendor is level 75, and each vendor after that is available every 5 levels. Coming from The Mines, start killing gnolls until 12. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. The temple is a pretty decent camp spot if you have to sit somewhere, though the wall of fire that obscures you view kinda sucks, and you can pull to a wall as well without much difficulty. 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). Start off near the entrance, then push up to the area around the house. However, this guide is designed to overcome the boring grind (your definition, the reader) that every player eventually faces. This will easily take you to 56-57. You will decimate all. There are two main camps that youll use. Black Reaver included. This is very repetitive, boring, and slow. 1. Fortress itself is a very popular zone for Damage Shield leveling due to the density and fast respawn times, so there is a pretty good chance that a high level player will be here doing that for box toons or guildies. Kill bears, wolves, and snakes near the zone line to Blightfire. Pretty good for running if you botch pulls. Start off killing drakes, snakes, and spiders. It's a very easy zone to level in without much drama. A properly set up box group can do everything but the final mission easily. It's a matter of gear and group/box team composition. They are a must going forward. However I think the mercenary's could be a little more mercenary, The other better thread on this!!!11!!!111111111111!! How does it help with boxing? The mob level goes up to 92-94. If you have an enchanter mez the adds and then hold them for one minute after each kill. topic on the EQ forums. Kill all of it. Most of these zones are hotzones and no matter which set of zones is up at the time, one of them will be a hot zone. When your Mercenary dies the button will change to Revive. I've done it in as fast as 30 minutes before. Any commentary is welcome. With a group of actual people, this place is awesome though. So much so that I don't even include information on gear until then. It's some kinda Gnomish backpack thing. 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. This makes this one of the best places to grind for paladins trying to wrap up leveling or grind AAs. Any of the weapon and armor loot from nameds will sell for 300-400 plat. Then drop down via the waterways near the entrance to get to the tunnels and kill there until about 56. Use mostly water pet in Classic era. Don't fight the ones in the fields as the majority of them are cleric mobs with big heals and a resistance to stuns. After that you need to go back to the bottom right side of the map and start killing nobles and highborn. There is a big black stone in the bottom right corner of the zone. There are better places to go. In other words that means all those levels that you can't find groups, you can use him for. ALTERNATIVES: Arcstone(67-75)(Guild Hall, talk to portal crystal vendor and buy Arcstone Spirit Sapphire) - I really recommend this place to people with Undead control or slaying abilities. These levels will come steadily and you will very likely never be overwhelmed. True - but depending on the area / level / buffs needed you can set up for AFK and go out to work for the day - then come home and spend your time grinding. It is highly recommended that you do this. Very simple. It'll give an Undead oriented hunting guide. Split or tank em, however your group is set up. There are some guides if you wanted to bot it but in general this community does not promote AFK anything. This ability, when activated, transports you back to your starting city. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. There is a fortress full of soldier type Alerans. So make this the exception to my disdain of HA leveling. Blightfire Moors is also a hotzone sometimes, so this could go even faster if you're lucky. So if a named is in a room with a bunch of other mobs, pull the other mobs and don't worry about the named unless you proximity aggro it. NOTE: Doing the progression for Call of the Forsaken and The Broken Mirror will net you some incredible rewards. 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. This is a list of all the / type commands which can be used in Everquest. I will lay out a few spots to hit in this range. Healing mercs heal and tanking mercs tank pretty simplistic. Special mercenaries are unlocked via other means, usually involving an expenditure of real money. There are two main camps that you'll use. 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 gear starts becoming available at 75 and is bought with Marks of Valor from Ethernere Tainted West Karana. Talk to Marla Gaslow. By the time you reach 110 you should be able to clear all of those with a good group by the time the first one is available. Each Stance has different focuses and allow the mercs to be more or less reactive. Once inside, just follow your map and keep heading back until mobs start getting close to your level. Also something to keep in mind is if you complete the themes out of order you will not unlock the mercenaries from the theme's below it. 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. Slaughter everything you get your hands on that isn't a friendly dragorn. 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. Great post. I could have done slightly better there - the swarming flies gave me a surprise, and I had to remake my pet (SK) mid-lesson. They hit like Mack trucks but aren't very durable. The water and earth giants are the easiest giants, and the fire giants aren't too bad. Air sucks for dps and tanking in classic, can be useful in groups against casters, in Lower Guk for example. We have updated our Privacy Policy. If you took my advice and are at least two boxing, go inside the cave. The north wall of the citadel is a combination of giants, undead, drolvargs, and cockatrice. 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. There are three total HAs he will give you. Balanced: This stance is exactly how it sounds. This should be a priority. See below for the final bit of the guide. Begin murdering worgs, turning the quest in every 20 worgs. I may try again with this guide. I avoid the crystalline horrors as they sap mana like wild. Or will he take it out of my bank? I normally always see people using SKs with mage DS in like fortress mech to do the same thing. You can use the find command (CTRL + F) to locate such vendors. 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. Made a handful of edits as of 1/13/2017. 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. EMPIRES OF KUNARK & RING OF SCALE - GETTING TO 110 Empires of Kunark is the 23rd expansion. Rengar is an aggressive early jungler, with really good skirmish potential during early game, so you want to get as many opportunities to take over the game in the first 10 minutes of the game. 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'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! For a quick fix, try switching to a different email address and verifying that (you can switch your email back afterwords.) You get to experience every bit of content across 110 levels, hundreds of zones, and 24 expansions. You can follow it for some exp or ignore it like most people do and just fight out of the prison and then wander the zone killing everything. Go. Then it starts to slow down. Joined Feb 1, 2009 Messages 62 Reaction score 0 . At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. Stay at the entrance until you get to 80, then you can push into the north pathway. At 82 or straight away if you have a group, head down through the mansion to the basement area. You will need invisibility, levitation, or balls of steel. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). Any necro will out dps a merc by a factor of 2 at least and up to a factor of 6 or 7. Right click anywhere on this box and select "Puller" as your Main Roll. Please take a moment to familiarize yourself with our privacy practices.If you are a resident of California, please view our California Privacy Disclosure. This zone is very confusing to get into from the "front door", but if you're coming here at 48 then it's the best place to go. You should easily average about 25% of an AA for each of the light blue mobs while at the South or North Camp. I forget about that guy. Yeah that is no where near as good as it used to be. They don't hit excessively hard and are very good exp from 68-74. 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. 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. 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. 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. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. WARNING: 'Hatching a Plan' mission next to PoK standalone bank has been nerfed into uselessness. Or at least a bunch of boxes with healer mercs. 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. A: Yes they do! IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. Stance: You're allowed to set the stance that you want your mercenary to be. I have never played F2P so I can't tell you how to negotiate that. At around 91, head to the southern portion of the zone and start killing critters and ghosts. There are some high level mobs there for the Berserker epic 2.0. This is no longer a viable leveling method. See the New Player FAQ for more detailed information. The mobs hit very hard and you can get overwhelmed very quickly. They are essential to following this guide. This repop time is significantly faster than Doomfire, the Burning Lands (Plane of Fire) which is 36 minutes. Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. 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. This works out to 4 AA (6 AA on Test) an hour while AFK. Sad really. I will annotate directions to the zones. Just be careful as sometimes this zone is level boosted for Hardcore Heritage. Only downside is that it's a hell of a run out to it. A: No mercs are not allowed in raid zones or most raid encounters. They have low HP and don't hit very hard. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. Lower HP, but hit hard. Thread starter kyle123; . Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. It is SUPER useful for your entire leveling experience. At first, just wait. It's Hills of Shade all over again. 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. If you aren't saving for something in particular, consider taking these. These levels will go by in a flash, but watch out for the spiders. You can stay here until you reach level 77. 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. 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? The final reward is Journeyman Rank 5 mercenaries. He will very likely murder you if you do. 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. If not, stay outside. What that means is he just won't do anything. Q: What happens if I don't have the money to pay for my merc? This access to at least 2 nameds that I am aware of. They are pretty well all headshotable by 63. I recommend you donate to him for his grinding guides as well. Passive: Your merc will not attack or heal anything. The big marquee nameds are almost always camped and killed on a timer, so you probably wont see Maestro or Innoruk up. I think it takes way too long to kill anything and this is also about the point a merc starts falling off so downtime is way high. Everquest 2 Leveling Guide 1-125. Mercenary Leveling and Equipment While mercenaries are quite adept at walloping the occasional moss snake, even the most adroit sell-sword can be taught a thing or two by an experienced adventurer. Friends of mine swear by them though, the Gyrospires especially. 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. Never a good idea to go fully afk. You also must be out of combat. Read More! The Mercenary Liaison in Cresent Reach is due east of you, if you follow the path you'll run right into him. They complete heal and can do it 7 or 8 times in a row. 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. For that space in between, look up how to acquire Tier 1 group armor from House of Thule. Paladins can start swarming around 83 with impunity and shredding through these guys to about 85. 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. Posted on February 24, 2013 by Almost Gaming. If you have that key from earlier or a rogue to pick the lock, go inside that building. The zone is very well spaced. It isn't the fastest ever, but the money is pretty great and there is rarely anyone here on live. Press question mark to learn the rest of the keyboard shortcuts. He will assist the main assist of the group, or you if its just you and him. The merc trio can easily handle content to level 80 with you solidly playing your main toon (and dragging along the other two characters). As aforementioned if you are a Free to Play(F2P) player you will only be able to select an Apprentice Mercenary. Decent loot drops from the nameds in each zone as well, as well as Tier 2 armor tokens. The first camp is in the large room in the bottom right side of the map. 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. Go left from the giant hole in the ground after zone in until you get to a pond. 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. The mobs are around level 28-29, so it's a lot of exp for your level. With a group you can pull them pretty easily and have access to a HUGE number of mobs. BACK TO ACTUAL ZONES THAT CHANGE!! Pretty much all the critters assist each other though. Also assuming you don't have access to a Druid or Wizard. Contents 1 Slot changes 2 Buying 3 Items 3.1 Call of the Forsaken 3.1.1 Chest 3.1.2 Head 3.1.3 Primary 3.1.4 Secondary Pathings. Glass cannon mobs, simple pulls, a real honest to god tank can easily take 2-3 at a time. That said, I have seen plenty of people level characters solo and F2P. Watch out for the clerics if you don't have a solid interrupt. You can get yourself a mercenary for free to help in your leveling. Everything is pretty spread out and it's dead simple to pull singles or just wander and kill. Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. All rights reserved. Select the first HA he gives you, Into the Hills. After 75, you get much stronger gear so you can quickly kill the minotaurs at the minotaur fort. Q: I'm the puller for my group but my merc won't stop attacking it when its all the way out in the middle of no where. To begin with, you will want to get yourself attuned to Dead Hills, which is the zone with the easiest HAs. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. The easiest armor sets to get will probably be the sets from Hardcore Heritage. You never have to upgrade your Mercenary, he will level with you. This is Tier 4 for Veil so things hit hard, but not that hard. Mostly you'll be killing oashim rats and wraiths in the bottom right portion of the Tier 2 section. Loping Plains(75-80)(PoK>Steamfont Mountains>Loping Plains) - At 75 come here and head around past Bloodmoon Keep. Kill these guys, turning in the quests as you finish them and then getting them again, until 75. At 6-7 go into the middle cave and kill pumas. 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. It's essentially a big hole in the ground, but the mobs have low HP and die fast. The idea to help in grinding to where the other players are (level-wise) is to add two additional accounts and create a 3 box team. The north camp is the three rooms near Muramite Proving Grounds. 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. Create a free website or blog at WordPress.com. Go in all the buildings. This page contains every Leveling Guide that I have written for Everquest. Balanced: This stance is exactly how it sounds. That said, some of the zones have been made hot zones. WHY PLAY LIVE? I normally just move a group through various mobs, killing everything. Fourth, never underestimate buffs. But if you just absolutely HAVE to go somewhere else, here are some suggestions. Leveling/Setup This guide covers zones up to Omens of War. Erudin also has a LOT of undead which are very concentrated in a few areas, making Paladin swarming much easier as well. Make me want to fire up the game again! Q: How does shrouding effect my mercenary? At 45, start killing the spiders and gargoyles on the ground, then slowly work your way up. Wall of Slaughter has repop time of 10 minutes and 40 seconds. Without further ado. If nothing else, have a friendly enchanter give one of their big mana regen buffs to your healer merc. Hardest part of this zone is not dying in the fields. Watch out for the nameds. Burn: Your merc will focus primarily on damage, always assisting the main assist. But the real advantage is when you want to grind out AAs while also leveling from 65 to 80. You will begin seeing worgs, go south down the coastline and look for some elves and humans. The east wall outside the citadel area offers constant spawns of cockatrice and a few yeti, as well as access to the two named cockatrice. The Simple and Rough sets will leave you well off. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83.
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