topic on the EQ forums. This is the furthest zone you can get to without progression unless they've removed requirements. 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. Sadly neither zone is a hot zone. 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. 1; 2; Next. The good news is money is now weightless! The final two zones drop Glowing Reis, which gives you good armor from 85-90. At 77 take the quest Reducing the Threat - Wereorcs and head a little northwest toward the Hills of Shade zoneline. I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. It'll give an Undead oriented hunting guide. 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 easiest armor sets to get will probably be the sets from Hardcore Heritage. 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). 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. 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. After 75, you get much stronger gear so you can quickly kill the minotaurs at the minotaur fort. At 6-7 go into the middle cave and kill pumas. At that point start pushing through the shopkeepers to the south or go up the ramp to kill the masters and grandmasters. 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. As of the Terror of Luclin expansion, the best mercenary equipment is "Vigilant", which is obtained in The Burning Lands zones. Will continue editing as I play through on different characters. I have masochistic friends who swear by it though. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. Journeyman is an order of magnitude better than Apprentice and is only available to people who pay for Everquest. Suspend/Revive/Unsuspend: Suspend will temporarily get rid of this mercenary. Don't know how popular that still is, but it's still not hard to get anything done. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. You might not even need to spend 10 dollars, since DBG gives you 500 Daybreak Cash a month. Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. You will need invisibility, levitation, or balls of steel. Another semi decent camp would be the Gorgons in the top left of the zone. There is a quest with the platinum efreeti armor which eventually nets you a Illusion:Specter item that is sick. The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . WARNING: 'Hatching a Plan' mission next to PoK standalone bank has been nerfed into uselessness. It isn't the fastest ever, but the money is pretty great and there is rarely anyone here on live. That area is considered Tier 1 for the expansion. 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? While you're on that sidebar, read the Returning/New Player FAQ. 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. There is a big open courtyard almost as soon as you zone in. 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. Yet, player groups are hard to come by in the 60 to 80 level range. Everything is all sparkly and golden. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. 48-55 kill the mutant floaty guys, shades and crazy humans. 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. Pretty much everything is undead and the zone is very easy to get to. Once you get going quickly with the HAs from Gribble, you can throw in some of the HAs from Skulk. That said, I have seen plenty of people level characters solo and F2P. (Intelligence level, Upkeep and all that). I just wanted to see why you felt AFK Merc killing was assish and if you felt the same about AFK killing. Paladins can start swarming around 83 with impunity and shredding through these guys to about 85. They tank for you, heal for you, or dps for you. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. Balanced: This stance is exactly how it sounds. I may try again with this guide. This is a picture of the merc window. (On Test Server, these free additional accounts come with Gold subscription status versus the Silver status on a Live server.) Dwarves are normally friendly, so ignore them as well. You need the three accounts, so you can create a sustainable merc team. It is easy to get overwhelmed at lower levels, especially with the ratmen who frequent the middle of the zone. I normally always see people using SKs with mage DS in like fortress mech to do the same thing. The merc trio can easily handle content to level 80 with you solidly playing your main toon (and dragging along the other two characters). Theres an important point to be made about this guide and why its successful. 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. Then go and start slaughtering crows, scarecrows, and doombugs. 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. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. 38-44 especially will come in a matter of hours. You can stay here until you reach level 77. 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. Also, being a class like Paladin can make leveling in some places way faster. The North Camp is the second camp when you reach level 77. Valdeholm (PoK>Blightfire>Goru'Kar>The Steppes>Icefall Glaciar>Valdeholm) - I absolutely love this place for these levels. 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. As soon as you hit 85, do this questline. Lceanium (100-107) - There are a couple of decent camps here that I have used. NOTE: IF THE FABLED CREATURES ARE UP, DO NOT ATTACK THE BLACK REAVER. 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. I played a cleric for 9 years until I finally left. 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 He will eventually spawn a named which will very likely take you 30 minutes to kill, but isn't really hard otherwise. They are designed for extra support or extra muscle in PvE encounters. Do they take up a group slot? Pick one of the two camps and go nuts. Clerics especially can race through here with their undead killing spells. This repop time is significantly faster than Doomfire, the Burning Lands (Plane of Fire) which is 36 minutes. This room is very popular as it has access to 4 nameds (3 goblins in or very close two the big room and 1 beetle down a side corridor) and if you get lucky can very quickly have you loaded down with a full set of tier 2 EoK visible gear as well as a bunch of really good nonvis items and augs. Stay at the entrance until you get to 80, then you can push into the north pathway. 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. When actively playing, your group should be able to easily clear all three rooms plus the solo pulls nearby. Just be careful as everything has a huge aggro range and the pathing can mess your world up. A properly set up box group can do everything but the final mission easily. You'll make the amount it takes to pay them and more from those 5 mobs. Inside the hut talk to Mercenary Mdjal to hire a mercenary. When you rez your mercenary you will immediately be charged the Upkeep cost on him. BEST IF GROUPED WITH HUMANS: 48-58 - Plane of Hate (Teleport from Guild Hall. This works out to 4 AA (6 AA on Test) an hour while AFK. The Mercenary Liaison in Cresent Reach is due east of you, if you follow the path you'll run right into him. 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. A: Oh yes he did! They do not have much in the way of HP, but can hit hard. 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. if your merc adds about 20% damage to your party then your exp will be about 60% of what it could have been solo. 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 is highly recommended that you do this. If not, stay outside. Yeah that is no where near as good as it used to be. They will drain half your exp and do very little damage. A zone you are having a lot of trouble with can be made WAYYY easier if you get a full set of buffs. Use mostly water pet in Classic era. Q: What level do Mercs start charging me money? At 20, open your map and begin trekking out toward the Stone Hive zone line. There are three total HAs he will give you. There is also Defiant armor sets which give you incredible stats over a range of levels and are incredibly useful from 1-70. Without further ado. Efficient: This stance causes your Mercenary to focus primarily on efficiency and preservation of resources. You can do 2 pathings in this patch (13.1B): Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. Ah yes. Also please note the races that can be clerics are the only races allowed to be healers, same goes for tanks. If you hit "M" you can see your map. I will add something in about him. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83. Lots of good loot and the spider camp and kobold village are pretty easy. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. There is a big black stone in the bottom right corner of the zone. To begin with, you will want to get yourself attuned to Dead Hills, which is the zone with the easiest HAs. 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. 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. In the event that the bee's are camped, the bixies that ARE NOT IN THE FIELDS are a good secondary camp. The Simple and Rough sets will leave you well off. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. 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. I've done it in as fast as 30 minutes before. Q: If the Mercenary dies do I have to buy another one? Lower HP, but hit hard. They will be indifferent to you to start. There are some guides if you wanted to bot it but in general this community does not promote AFK anything. The west is a mess and quickly drops away forcing you to gate out one way or another. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. Best thing about this zone is the simplicity of getting to it. Murder the Rallosians, crystal golems, and frogs. Decent loot drops from the nameds in each zone as well, as well as Tier 2 armor tokens. Only thing that sucks is most of the mobs do AoE damage. Ah yes I always forget about this. Let the mercenary do all the work for you. 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. 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. Pretty much all the critters assist each other though. Or at least a bunch of boxes with healer mercs. Then it starts to slow down. © Copyright 2008-2022 Almar's Guides. (Using ISBoxer is useful to this; please reference my other guide for info) It doesnt matter what the composition is of your 3 box team. You also must be out of combat. After Blightfire, I am assuming you start in Plane of Knowledge. I typically use them around 55-70 when your merc starts running out of steam but before you really pick up major power boosts. Just be careful about aggro. Leveling/Setup This guide covers zones up to Omens of War. Be careful about how much you aggro as the prophet's do Complete Heal. You can go higher, but it isn't really worth it IMO. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. Reactive: Your merc will react better depending on the situation. Talk to Marla Gaslow. You can very very quickly get yourself a full set of 87-92 gear, including the Formal armor set. per mob. This is Tier 4 for Veil so things hit hard, but not that hard. 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 When your Mercenary dies the button will change to Revive. He couldn't have made it THAT easy. I realize that I didn't add directions, just general sense of direction. There is a castle structure there. By this point you should have gear that can hold up and healers who know what's what. Once inside, just follow your map and keep heading back until mobs start getting close to your level. Same goes for a male Mercenary Liaison. You can pull the first floor starting about level 20 and move into the second floor about 24. at 17 or if you came out here from CR at 18ish, a little south of the rats/snakes and kill gnolls. At around 91, head to the southern portion of the zone and start killing critters and ghosts. IN ADDITION: Recently, much better versions of mercenary gear have been released that make your mercs WAY more effective. The first vendor is level 75, and each vendor after that is available every 5 levels. Still do! The Foundation is one of them and might be worth heading to. Black Reaver included. D damination Level 2 Joined Apr 12, 2015 RedCents 313 Aug 17, 2018 #2 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. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. These can quickly take you to 64-65. In both places, just clear the zone. Just be kind and patient. I normally just move a group through various mobs, killing everything.
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