Additionally, the mobs in Wall of Slaughter have a larger agro radius than the Plane of Fire mobs which helps. End of Underfoot (Volska's/Convorteum)(88-92) - You can level here if you feel like pulling your toenails out, but I don't recommend it. You'll need a high level to help you with the missions and quests. 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. (Intelligence level, Upkeep and all that). Efficient: This stance causes your Mercenary to focus primarily on efficiency and preservation of resources. If water and earth are camped because this zone is a hotzone sometimes, then run to the back of each wing and take the teleporter down to the bees. In other words that means all those levels that you can't find groups, you can use him for. Click it. These can quickly take you to 64-65. THIS GUIDE ASSUMES YOU ARE PAY TO PLAY. At no point do I stop for AA's until I am level 110, so there will be no notation about AA grinding. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. At 56, head toward the bottom. 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. Start off killing drakes, snakes, and spiders. The other major reason is Alternate Advancement Auto-Grant. The old school Journeyman Rank 5 mercenary questline takes place here if you want to do it. ALTERNATIVES: 30-35 Goru'Kar Mesa (PoK>Blightfire Moors>Goru'Kar) - Almar used to suggest this place as a prime place to level. What i mean is if you do Field of Scale, you'll have the rank IV merc, not the III or II. 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. 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. Depending on your classes ability to swarm pull, these zones gain a lot of extra life for swarm pulls for SKs and the like. Old Bloodfields (84-88)(PoK>TP to Plane of Time>Portal to The Void>Old Bloodfields) - While it won't be as good as it was as a hot zone, OBF is still a pretty good place to pick up these levels. They are undead and you will reap them with Slay Undead/Ward Undead line spells. You'll usually be fine pulling 1 or 2 Whites or above, any more and the merc has a small chance of running. Rangers and rogues used to like to come Headshot/Assassinate grind here. They come in 2 flavors: Apprentice and Journeyman, each with 5 ranks. I do solo leveling all the time for the challenge of it. Field of Scale theme - Journeyman Rank IV. It's called No Heroism Without Fear and begins at Investigator Drolmer. When you first zone in, the closest mobs are farmers and tired farmers. All the living creatures run, so you might be in trouble without a root or snare. A guide specifically for Clerics and Paladins is my next endeavor. You can hire a Mercenary at any Mercenary Liaison. Swarming, pets, class specific abilities all change everything drastically. 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). With EverQuest free to play, returning players can easily add additional accounts. 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. Tank Mercs can kill a red con in about 2-3 minutes (If its REALLY red to you). Frontier Mountain (BEST AREA FOR 100-108) - The giant fort has one named who drops a ring that is pretty in demand. The mobs are around level 28-29, so it's a lot of exp for your level. Start killing everything around the front of the zone. This is a short guide addressing the need of returning players. I will edit that stuff in. Prince Nightclub Minneapolis, Most Hat Tricks By Nhl Defenseman, Breaux Bridge Baseball, Panettone Trifle Recipe Jamie Oliver, Affirmed Housing San Jose, Horoscope Balance Surlendemain, Is Shoresy Wayne In Letterkenny, How To Get Bright Dust Vermintide 2, Reactive: Your merc will react better depending on the situation. 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. Fun times. 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. Outside the city are critters which can be pretty easily just wander killed. All rights reserved. If you took my advice and are at least two boxing, go inside the cave. Murder the "of Fire" mobs from 65 to 68. There is a castle structure there. This is very repetitive, boring, and slow. 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. Only downside is that it's a hell of a run out to it. They are pretty well all headshotable by 63. If you're geared up or grouped, kill iksar golems as well. Make me want to fire up the game again! K. kyle123 New member. Just start at the entrance and work your way down. Sarith, City of the Tides (94-98) Sarith is probably the best place to farm nameds ever. 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. The merc will cast a rez (When out of combat) to anyone in your group who is dead. If it's not up on the rotation, skip it. ALTERNATIVES: 25-32 Crypt of Dalnir (PoK>Field of Bone>Warsliks Wood>Crypt) - Really love this zone. For everyone else, exp kinda tapers off around 82. You won't be able to use it until 10 or 15 respectively, but you don't need it before then. 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. At 46 you can fight the goblins at the zone in or move up the ramp to the left side of their courtyard and kill the crusaders and sentry's. Slaughter everything you get your hands on that isn't a friendly dragorn. Do they take up a group slot? Maybe talk about Guard Hanarn or Harnan? The north and east pathways are the ones to focus on. Any necro will out dps a merc by a factor of 2 at least and up to a factor of 6 or 7. 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. Kill these guys, turning in the quests as you finish them and then getting them again, until 75. There are three nameds you can kill here for a good variety of loot. A: Yes they do! Your destination is the top right corner buildings, which contains a ton of animated hands. I also feel that depending on which set of hot zones is available at the moment, there are faster places to level through certain levels. A zone you are having a lot of trouble with can be made WAYYY easier if you get a full set of buffs. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. Gaesigs and Heligs on the water side come to mind on this. if your merc adds about 20% damage to your party then your exp will be about 60% of what it could have been solo. Your Mercenary can come in two skill levels Skill Levels Apprentice - on par with single group geared players, on spells and abilities that have a rank, it will have rank 1. Pretty much every single thing in The Grounds wants to eat your face, so there is less confusion and thus it's more popular. Edited in general directions to each zone and a blurb about the benefits of being on a live server. ALTERNATIVE: I really think City of Mist is the single best spot for this level range. everquest afk mercenary leveling guide. Then drop down via the waterways near the entrance to get to the tunnels and kill there until about 56. Keep clearing around til you hit 48-49. Everquest AFK Leveling Missions. Turn in the quest as you complete it. Welcome to EverQuest! When you get a new mercenary, it starts at Level 1 with only a single ability. This access to at least 2 nameds that I am aware of. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. That spot is, like, the ideal afk spot. At 6-7 go into the middle cave and kill pumas. It's also a hot zone and that makes it really worth it. A: Mercs are actually rather cheap to maintain. As soon as you hit 85, do this questline. 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. The lower level ones spawn outside their cave, with higher level ones as you move back. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. unsure if they removed it or not). Also, being a class like Paladin can make leveling in some places way faster. Stance: You're allowed to set the stance that you want your mercenary to be. In the event Trakkanon is up, he will probably eat your face, so stay out of his room if he is until that friendly farmer shows up to farm him. Another semi decent camp would be the Gorgons in the top left of the zone. you will only be able to select an Apprentice Mercenary. 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. It is easy to get overwhelmed at lower levels, especially with the ratmen who frequent the middle of the zone. WHY PLAY LIVE? Most of those pulls will be a pair of light blue conscript mobs. The Foundation is one of them and might be worth heading to. The key is the respawn time for the zone. The other big benefit is that you get Marks of Valor, which can be spent on gear in Ethernere Tainted West Karana. Be careful about how much you aggro as the prophet's do Complete Heal. © Copyright 2008-2022 Almar's Guides. Mobs are tightly packed in some places and lots of classes who can swarm like to swarm here because of it. Worth about half a level in that range. It works for some people and if you get in a good rhythm you can knock out quests really quick. !1111, (You must log in or sign up to reply here. 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. 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. 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. Here are some suggestions as to how to use these areas to hit max level. It covers a lot of the basics you need to know. 28-35 Kaesora(PoK>Field of Bones>Kaesora) - I think this is a pretty great zone to get a few levels in. So there is a level 75 vendor, 80, 85, 90 and so on. It's accessible at level 75, so you can have J5 mercs 10 levels early. Lower HP, but hit hard. 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. 48-55 kill the mutant floaty guys, shades and crazy humans. That area is considered Tier 1 for the expansion. Make sure that the Tank Merc has been assigned the role of Main Tank. The cost adds up very very quickly otherwise. I've done it in as fast as 30 minutes before. The Mercenary Liaison in Cresent Reach is due east of you, if you follow the path you'll run right into him. Make sure you clear both the left and right sides of the first courtyard. Everything is all sparkly and golden. 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. Third, get yourself maps immediately. Really good guide. 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. Also adding a few notes about Sarith and Resplendant Temple as I spent some serious time in them lately but really just came to my conclusions about them. You can do 2 pathings in this patch (13.1B): When you come back Re-summon him and he will be your level again. Also see the alphabetical command list or emotes . 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. A FABLED VERSION OF THE NAMED WILL EVENTUALLY APPEAR AND ROFLSTOMP YOU SINCE HE WILL BE AROUND LEVEL 75. 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. The south camp is the three rooms near the Nobles Causeway zone line. So much so that I don't even include information on gear until then. 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. The final two zones drop Glowing Reis, which gives you good armor from 85-90. Finally the yeti caves are a decent camp as well, offering two named yeti and if no one is doing the cockatrice then those two nameds as well. So max out at lvl 82 and grind all your final AAs here. The left center side of the zone has a lot of undead frogloks (who hit very very hard), zombies, and specters to kill. If you have a group, a great place to go is over to the bottom left of the top section of the zone. You cannot shroud to level 10 and keep a level 50 mercenary however. You can pull 3-4 at a time easily and pretty quickly kill them all, moving out toward the docked ships to get higher level guys. 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. At 70 though, it starts to seriously lose it's luster. It's essentially a big hole in the ground, but the mobs have low HP and die fast. Go in all the buildings. Can I keep him when I shroud? The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. There are only a small handful of places where you have to fight more than one mob if you don't want to. Kill the wereorcs. Balanced: This stance is exactly how it sounds. Everything is pretty spread out and it's dead simple to pull singles or just wander and kill. Any of the weapon and armor loot from nameds will sell for 300-400 plat. Balanced: This stance is exactly how it sounds. Fourth, never underestimate buffs. There are numerous groups in Empires of Kunark, but lets say you're not feeling up to that yet. 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. Will continue editing as I play through on different characters. Start off near the entrance, then push up to the area around the house. Find Tyrinam and take the Reducing the Threat - Worgs quest. 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. They are essential to following this guide. Mercs make leveling a million times easier so you can catch your friends and start playing with them! Just want to provide some info that isn't multiple years old. The boost they provide isn't significant but it is really nice and certainly speeds up the lower levels. One thing you can't beat is the money though. I prefer to stay out of the fields if at all possible. I have added it in now. 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. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. 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. Ignore the giant black golem and Nortlav and head up the stone tunnel killing gargoyles and golems until you get to the castle full of gargoyles and ghosts. Stay close to the friendly dragorn and watch out for nameds until 85. Everything has changed with the Seeds of Destruction expansion. Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. This is no longer a viable leveling method. It's a very good zone with lots of low HP mobs, but it is definitely the best for Clerics and Paladins. This will net you boatloads of exp from achievements and the HAs and some amazing augments along the way. But since I listed Dalnir, I felt I would be remiss to list this place. Based on the information provided my first thought was that the begging skillup RNG was better on higher level NPCs than lower level. Confidence is how many mobs you can pull above your level and the mercs without him running away. The shades there are the highest level normal mobs in the zone. I came back and my toons went from level 3 to level 10!!! 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. This repop time is significantly faster than Doomfire, the Burning Lands (Plane of Fire) which is 36 minutes. You can stay here until you reach level 77. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). It is packed full of Erudites, undead, and gelatinous cubes. It looks pretty though. Level 5 Unlocked AA: Origin. © Copyright 2008-2022 Almar's Guides. Entire house is pretty much open at 26. Whatever you do, don't try and fight in the cave to the Commonlands exit. Q: How does shrouding effect my mercenary? There is a sparkly pad to his left, which if you step on and wait will let you teleport to PoHate) - I dislike this place solo. 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. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. The mob level goes up to 92-94. Favorite area is the Queen's castle area. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. But first about the zone. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. If you have a reliable interrupt though, pull like a madman and just prioritize those. If you're a new player then you'll be able to find a Mercenary Liaison right in Cresent Reach (granted if you Start there). They can take a long time, but with a little research and experience you can get the times down on her missions as well. It should open and let you swim through to The Hole zone. You're Not Done at . You will begin seeing worgs, go south down the coastline and look for some elves and humans. 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. The estimated downtime is expected to be approximately 5 hours for the website and services, and 10 hours for servers. Never a good idea to go fully afk. There is a big open courtyard almost as soon as you zone in. 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. The undead lake is good for paladins and there are a couple of drolvargs mixed in. At 82 or straight away if you have a group, head down through the mansion to the basement area. This is a picture of the window you'll see when first purchasing a Mercenary. 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. This is the only stance a Rogue merc will attack on. I believe the camp is called Library Camp commonly. Velkator's Laboratory (45-55)(PoK>Great Divide>Velk's) - This place has grown on me a lot. However, this guide is designed to overcome the boring grind (your definition, the reader) that every player eventually faces. When you rez your mercenary you will immediately be charged the Upkeep cost on him. Everything is very social. You also must be out of combat. Dulak's Harbor (35-43)(PoK>Gulf of Gunthak>Dulak's) - You can go higher than this by killing cultists and stuff in the tunnels of the zone, but I think the best thing about this place is the mob density for lower levels. Yeah that is no where near as good as it used to be. Making it doubly worth it. 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. Let the mercenary do all the work for you. Healer mercs also have a few extra perks, what I mean by this is rezzing and buffing! The gear starts becoming available at 75 and is bought with Marks of Valor from Ethernere Tainted West Karana. The run to it is also very short. South of the citadel are the drachnid tunnels. It's one of the two expansions that made me quit EQ for any length of time. How does it help with boxing? I played a cleric for 9 years until I finally left. You will be murdering said spiders and slimes and other animals. When you zone in, the area you are in has mobs level 88-91ish. 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. A great place to solo for a lot of classes at 105 for AAs. Hitting Ctrl+R to walk is very good idea here. 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). http://www.almostgaming.com/everquest/afkmercenary-leveling-guide-for-eq1. There are some sporali that are best left alone since this isn't a hotzone anymore and some birds/birdmen in the northwest corner, but otherwise it's undead elves and humans. The money is amazeballs though, so if you have a group or are comfortable with your box setup, murder giants. Just get access to the second of his HAs, Artifacts of Great Importance. The other room is basically in the exact same spot except on the left side of the map. Undead mobs for your paladins to slay and lots of Dark Elves to murder. Ive left a trio of toons in the tutorial afk, not for the sole purpose of xpin, but I had something come up and left the keyboard. You should be able to walk out of here with a very serviceable weapon for your class, the majority of spells and abilities, and armor in almost every single slot. The doombugs normally come in packs of 2 or 3 and aren't social with crows or scarecrows, who normally are single pulls but are social with each other. So finding a camp could be tough depending on your chosen servers population and the hour of day. This format works best for me and it's much easier to update than what I used to do. Leveling/Setup This guide covers zones up to Omens of War. For that space in between, look up how to acquire Tier 1 group armor from House of Thule. BEST : Plane of Fire (62-68(72))(PoK>PoTranq>Plane of Fire) - Grab yourself a levitate and float your way into the first city area of Plane of Fire. 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. Nameds here hit like runaway freight trains though. Lceanium (100-107) - There are a couple of decent camps here that I have used. The mob density gets much thicker in both places, so it can be dangerous. Purchasing a Mercenary Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. When actively playing, your group should be able to easily clear all three rooms plus the solo pulls nearby. At 55-62 move to very center area of the zone and kill bigger shades and vampires. Killing mass numbers of light blue mobs is particularly easy with this merc setup and a player toon. Healers have a chance of actually rezzing you! If you hit "M" you can see your map. Sadly neither zone is a hot zone. everquest afk mercenary leveling guide everquest afk mercenary leveling guide Home Realizacje i porady Bez kategorii everquest afk mercenary leveling guide. Otherwise, kill puslings and bubonians. This or a rogue are the only ways to proceed and get access to the high level mobs on the second floor. They are a must going forward. Kill them all. This means that you'll have to pay the re-hire charge to get your merc back. Burn AE (On some): This stance causes your mercenary to focus primarily on damage with AE spells, Always assisting the main assist, Passive: Your merc will not attack anything. Watch out for the nameds. The ramps leading down into each area of The Grounds are great camp spots and there are halls and nooks of the various buildings in Erudin Burning that you can set up in without much fuss. 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. This is the furthest zone you can get to without progression unless they've removed requirements. 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. Everything has changed with the Seeds of Destruction expansion. I normally just wander here, murdering the Cthulian nightmares that abound. A: Oh yes he did! The gear drops here look incredible too. Mobs are spaced out and very glass cannony. 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. Also during cooldowns they will use agro reducing abilities. 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 Lots of nameds spawn here, so be careful if you don't have a good group or a good box team. Grieg himself is often camped but if he is up be careful. Kor-Sha Laboratory (105-110) - Only really worked 2 camps in this zone. Inside Dead Hills, look for a gnome named Gribble Grobblenobber. Go through a little valley into the south side of the zone though and it becomes Tier 2. It's a very easy zone to level in without much drama. The north camp is the three rooms near Muramite Proving Grounds. You can go higher, but it isn't really worth it IMO. Kill lots of rotdogs and snakes. Burn: Your merc will focus primarily on damage, always assisting the main assist. The exp is also really nice 75-80. When first starting out a healer merc may seem logical, well it's not. They are in the places where the guards used to be. Korascian Warrens(82-87)(PoK>Talk to Herald of Druzzil Ro to TP to Plane of Time>Walk around the pillar and click on glowy portal to The Void>Toskirakk>Korascian Warrens) - I used to enjoy leveling here quite a bit. That said, some of the zones have been made hot zones. Select the first HA he gives you, Into the Hills. Kill everything here until 68ish. But the real advantage is when you want to grind out AAs while also leveling from 65 to 80. 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. BEST (84-92): The Grounds/Erudin Burning (PoK>Feerott, the Dream>House of Thule, Lower>The Grounds/Erudin Burning) - I love both of these zones. As pay to play, you really don't break for AAs, just turn on autogrant and there you go. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. It slows down a lot after 46 but is worth sticking out.