everquest afk mercenary leveling guide

This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. 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. If you're a damn the torpedos type, you can pull the fire troops around the giant Solusek Ro, who is standing there in all his glory. If it's not up on the rotation, skip it. Nameds here hit like runaway freight trains though. 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). Mercenaries are the answer to Everquests "grind" and Must-Group to level. I may try again with this guide. Owning any current expansion will also unlock these features. They tank for you, heal for you, or dps for you. The north wall of the citadel is a combination of giants, undead, drolvargs, and cockatrice. Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. Once you zone in there is a monster bridge. The shades there are the highest level normal mobs in the zone. Any necro will out dps a merc by a factor of 2 at least and up to a factor of 6 or 7. Decent loot drops from the nameds in each zone as well, as well as Tier 2 armor tokens. 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. I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. if your merc adds about 20% damage to your party then your exp will be about 60% of what it could have been solo. 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. 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. EQ progression has a nice zone by zone guide up to OoW expansion, recommended level for the zone with a rating for the quality of exp there and best of all a map highlighting the mob levels in different areas of the zone usually with a star showing best hunting spots. There are also a ton of really good twink weapons to be had here, which can sell for tons of plat depending on what server you're on. For example say you shrouded to level 10 Your mercenary will be free again. 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. I recommend you donate to him for his grinding guides as well. Journeyman is an order of magnitude better than Apprentice and is only available to people who pay for Everquest. To top it all off, it's also a hot zone!! The mobs have too many HP, hit too hard, and don't give up enough exp. Kill these guys, turning in the quests as you finish them and then getting them again, until 75. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. After Blightfire, I am assuming you start in Plane of Knowledge. At 20, open your map and begin trekking out toward the Stone Hive zone line. Can I keep him when I shroud? The mobs here are level 62-64. The old school Journeyman Rank 5 mercenary questline takes place here if you want to do it. Is it really AFK XP if the only people gaining any experience are the mercs that are doing the work? Just want to provide some info that isn't multiple years old. 28-35 Kaesora(PoK>Field of Bones>Kaesora) - I think this is a pretty great zone to get a few levels in. 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. You can do 1-40 in about 12 hours of playing. Thread starter kyle123; . per mob. Healer mercs also have a few extra perks, what I mean by this is rezzing and buffing! They don't hit excessively hard and are very good exp from 68-74. Everything has changed with the Seeds of Destruction expansion. 1. I could have done slightly better there - the swarming flies gave me a surprise, and I had to remake my pet (SK) mid-lesson. Your toon classes are irrelevant. Llux's guide to warrior swarming v3. From level 1-100 and from Luclin to Call of the Forsaken, all AA's but crafting are given to you for free. Black Reaver included. This will easily take you to 56-57. Just start at the entrance and work your way down. Valdeholm (PoK>Blightfire>Goru'Kar>The Steppes>Icefall Glaciar>Valdeholm) - I absolutely love this place for these levels. Just be careful as sometimes this zone is level boosted for Hardcore Heritage. 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. Another semi decent camp would be the Gorgons in the top left of the zone. They are undead and you will reap them with Slay Undead/Ward Undead line spells. 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 . Favorite area is the Queen's castle area. Make sure you break the room and kill the first wave of mobs slowly. The north camp is the three rooms near Muramite Proving Grounds. A great place to solo for a lot of classes at 105 for AAs. I played a cleric for 9 years until I finally left. You need the three accounts, so you can create a sustainable merc team. Next Last. It is SUPER useful for your entire leveling experience. As pay to play, you really don't break for AAs, just turn on autogrant and there you go. This amounts to tens of thousands of AA's. Lots of undead for your friendly neighborhood paladins as well. Sul Vius, Demiplane of Life - Inside Demiplane of Life, if you head down into the bottom right corner is an area filled with crypts. 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. Stay at the entrance until you get to 80, then you can push into the north pathway. Once you get going quickly with the HAs from Gribble, you can throw in some of the HAs from Skulk. I just wanted to see why you felt AFK Merc killing was assish and if you felt the same about AFK killing. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. Go left from the giant hole in the ground after zone in until you get to a pond. The gear drops here look incredible too. The adds are just too intense. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. Then it starts to slow down. 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. 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. D damination Level 2 Joined Apr 12, 2015 RedCents 313 Aug 17, 2018 #2 You can go higher, but it isn't really worth it IMO. 48-62 - The Hole (Ruins of Old Paineel)(PoK>Paineel>The Hole) - I used to recommend this as a go to zone, but the ZEM got nerfed and it's not as good. At about 52, head further into the zone, through the aquaduct area and start killing rotting peasants, nihilists, and commoners. At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. Once you get there, it's party time. Start off near the entrance, then push up to the area around the house. Let the mercenary do all the work for you. 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. The merc will cast a rez (When out of combat) to anyone in your group who is dead. But the real advantage is when you want to grind out AAs while also leveling from 65 to 80. All About Mercenaries | EverQuest All About Mercenaries Mercenaries are NPCs for hire that will aid adventurers in their heroic endeavors. 46-67 Veksar (PoK>Firiona Vie>Lake of Ill Omen>Veksar) - If you're a paladin, you really should consider living here through these levels, as most everything is undead. Q: So wait a mercenary is allowed into an LDoN? This will net you boatloads of exp from achievements and the HAs and some amazing augments along the way. Don't bother with one of the far flung camps. They come in 2 flavors: Apprentice and Journeyman, each with 5 ranks. Balanced: This stance is exactly how it sounds. It should open and let you swim through to The Hole zone. You will need invisibility, levitation, or balls of steel. South of the citadel are the drachnid tunnels. 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? 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 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. Frontier Mountain (BEST AREA FOR 100-108) - The giant fort has one named who drops a ring that is pretty in demand. They are designed for extra support or extra muscle in PvE encounters. Depending on how fast you're going this place is wonderful to 38, but tapers off to just decent after that IMO. They will be indifferent to you to start. Just pick that one and level there. I believe the camp is called Library Camp commonly. 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. Make sure that the Tank Merc has been assigned the role of Main Tank. The South Camp is the starting point. It is easy to get overwhelmed at lower levels, especially with the ratmen who frequent the middle of the zone. This should be a priority. All the living creatures run, so you might be in trouble without a root or snare. NOTE: IF THE FABLED CREATURES ARE UP, DO NOT ATTACK THE BLACK REAVER. Direwind Cliffs is nothing but killing drops throughout most of it. It works for some people and if you get in a good rhythm you can knock out quests really quick. I hope this just expands on his already awesome work. 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. Their levels and abilities will scale appropriately and they will think and act for themselves with limited player guidance. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. i.e. 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. 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. It's a hot zone occasionally and of the Alaris zones that cycle as hot zones, I think it's the best. House of Thule armor is pretty damn good for it's level. Also the mercenary will cost the same amount he would to the level that you shrouded to. 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. Coming from The Mines, start killing gnolls until 12. Also keep in mind almost everything here summons. All rights reserved. There is a big black stone in the bottom right corner of the zone. At 56, head toward the bottom. Also his armor and weapons will get better as he levels up. It isn't bad, but you start looking at 2-3 mobs per 1 percent. Up to about level 35 a red con gave me 10%-25% XP. unsure if they removed it or not). The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. Clerics especially can race through here with their undead killing spells. By this point you should have gear that can hold up and healers who know what's what. If you don't like the scenery, zone over to City of Dranik. The cost adds up very very quickly otherwise. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. 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. The exp is ludicrously fast thanks to low HP mobs and repeatable quests. I typically use them around 55-70 when your merc starts running out of steam but before you really pick up major power boosts. Wall of Slaughter has repop time of 10 minutes and 40 seconds. 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. Fun times. They are essential to following this guide. topic on the EQ forums. Two paid accounts gives you a tank and healer you don't every really have to pay attention to. The run to it is also very short. Rangers and rogues used to like to come Headshot/Assassinate grind here. That spot is, like, the ideal afk spot. Those are raid mobs and will have mechanics you won't be able to deal with even if you could fight them. The west is a mess and quickly drops away forcing you to gate out one way or another. 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. It will pick up quite a bit around level 25, and you will get to 30 very very quickly. I normally just move a group through various mobs, killing everything. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. 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. It's very simple and zone is your oyster beyond that. Thank you! Q: Do I have to have the plat on me to pay the merc? A second thing to do would be to spend 10 dollars on Daybreak Cash. A discussion community about the greatest MMO of all time! There is a stupid questline that autostarts the first time you go into the zone. The Serpent's Spine Everquest Leveling Guide, Seeds of Destruction Everquest Leveling Guide, Call of the Forsaken Everquest Leveling Guide, The Darkened Sea Everquest Leveling Guide, The Broken Mirror Everquest Leveling Guide, Empires of Kunark Everquest Leveling Guide. After that you need to go back to the bottom right side of the map and start killing nobles and highborn. If you dont want to deal with killing them, run down until you see the trees and start killing mosstrooper treants. With a group you can pull them pretty easily and have access to a HUGE number of mobs. As soon as you hit 85, do this questline. They have low HP, but can hit hard with spells and melee. At around 66 if you're clearing those areas efficiently, head over to the Muramite Proving Grounds zone line. 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. Begin murdering worgs, turning the quest in every 20 worgs. Everything is gnomes, constructs, slimes, minotaurs, and elementals. Best thing about this zone is the simplicity of getting to it. Pick one of the two camps and go nuts. 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. For that space in between, look up how to acquire Tier 1 group armor from House of Thule. You will decimate all. For everyone else, exp kinda tapers off around 82. at 17 or if you came out here from CR at 18ish, a little south of the rats/snakes and kill gnolls. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. The difficulty comes in finding a safe spot to set up camp, thanks to terrible pathing and wandering mobs. IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. At 70 though, it starts to seriously lose it's luster. You will need help doing it though. Never a good idea to go fully afk. You will be doing these three HAs on a loop for a while. 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. Chelsith Reborn (98-102)(Guild Hall>Buy Shadowed Sand of the Twilight Sea>TP to Twilight Sea>The Scarlet Desert>The Grey>Chelsith Reborn or Once you do attunement quest from Shard's Landing, Guild Hall>TP to Shard's Landing>Portal to Chelsith Reborn) - I had never tried this place until recently, and I think it's awesome. So make this the exception to my disdain of HA leveling. Abstruse armor is very serviceable. You never have to upgrade your Mercenary, he will level with you. 967 views Jan 8, 2022 26 Dislike Sinnycool 5.75K. However I think the mercenary's could be a little more mercenary, The other better thread on this!!!11!!!111111111111!! /autoskill allows you to toggle combat skills to automatically active while attacking (formerly unlocked at 61). NB Loot is rubbish but you don't have to buy any armor until 65. #1 I was wondering if anyone knew of any AFK XP guides using 3 mercs besides this one: http://www.almostgaming.com/everquest/afkmercenary-leveling-guide-for-eq1 Some of the spots seemed to be too volatile/too risky in terms of number of mobs for my liking. Kill everything here until 68ish. Pathing will get you killed. ). The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . This makes this one of the best places to grind for paladins trying to wrap up leveling or grind AAs. The Droga area is super nice for rangers as the goblins are headshotable. Playing live has a few benefits. At 6-7 go into the middle cave and kill pumas. 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). Very simple. Considering how easy it is to level on live these days, just paying for one month while you level to 110 is plenty. 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. Crafting Mercenaries costs 100 Coins (Rare), 300 Coins (Epic), or 500 Coins (Legendary). Everquest, Everquest Leveling Guides Since leveling speed in Everquest is determined by Hotzones, which changes every now and then it's hard to find a leveling guide for Everquest. Sadly neither zone is a hot zone. Outside the city are critters which can be pretty easily just wander killed. After about 12 though, you can speed things up immensely if you're fighting with your tank merc and he can hold aggro way better after 10. A: Where it shows your vitals aka Health, Mana, Energy. As of the Terror of Luclin expansion, the best mercenary equipment is "Vigilant", which is obtained in The Burning Lands zones. At 55-62 move to very center area of the zone and kill bigger shades and vampires. ALTERNATIVE: I really think City of Mist is the single best spot for this level range. This is very repetitive, boring, and slow. At level 5 it gets its second ability, with third obtained at level 15. This is a short guide addressing the need of returning players. BEST IF GROUPED WITH HUMANS: 48-58 - Plane of Hate (Teleport from Guild Hall. Fourth, never underestimate buffs. ALTERNATIVES: Hills of Shade(78-85)(PoK>Steamfont Mnts>Loping Plains>Hills of Shade) - This place is heaven for paladins and might be faster for them than Ashengate. The Foundation is one of them and might be worth heading to. The south camp is the three rooms near the Nobles Causeway zone line. There are three total HAs he will give you. Your tank merc can solo any reds from levels 1-60. Here are some suggestions as to how to use these areas to hit max level. Also during cooldowns they will use agro reducing abilities. IN ADDITION: Recently, much better versions of mercenary gear have been released that make your mercs WAY more effective. 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). 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. Lceanium (100-107) - There are a couple of decent camps here that I have used. Fifth, Daybreak gives you an option to accept some 25% experience potions instead of your monthly 500 Cash. At 45, start killing the spiders and gargoyles on the ground, then slowly work your way up. Split or tank em, however your group is set up. That is how GMs check. When you suspend your mercenary the button will change to Unsuspend. Sad really. What i mean is if you do Field of Scale, you'll have the rank IV merc, not the III or II. Not very fast, but not very hard either. 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. In both places, just clear the zone. Keep clearing around til you hit 48-49. 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. This is the furthest zone you can get to without progression unless they've removed requirements. See below for the final bit of the guide. your mercenary comes equipped with the armor and weapons he needs. Spend 48-52 in the area around where you zone in and the northern areas of the zone. . Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. They are all undead. The Dead Hills Gribble HA's have been removed from rotation, though they are still the easiest and most reliable way to get through the levels. But since I listed Dalnir, I felt I would be remiss to list this place. Welcome to our Everquest 2 Leveling Guide! Some players are reporting trouble verifying their email address. Then go and start slaughtering crows, scarecrows, and doombugs. 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. It's essentially a big hole in the ground, but the mobs have low HP and die fast. 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 Q: How does shrouding effect my mercenary? Erudin also has a LOT of undead which are very concentrated in a few areas, making Paladin swarming much easier as well. They hit like Mack trucks but aren't very durable. All rights reserved. The zone is very well spaced. Making it doubly worth it. Start in the tunnels and then work your way through the area around the ghoul assassin. At 40 move into the second courtyard area and keep clearing northward. It's also a hot zone and that makes it really worth it. 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. Everything is all sparkly and golden. This makes it so any new player can jump in and catch his friends or others as quickly and painlessly possible. Stay away from the air giants though. 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 north and east you can at least run out if you botch a pull. Only thing that sucks is most of the mobs do AoE damage. 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. Pathings. At 12, all start killing gnolls or skeletal ogres. 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! It may not display this or other websites correctly. You can stay here until you ding lvl 83. A high level KEI type spell coupled with a mercs naturally high regen rate can ensure your merc never runs out of mana to heal you. This is a guide dedicated to leveling your character automatically while either fully AFK or partially AFK. The key is the respawn time for the zone. A properly set up box group can do everything but the final mission easily. There are some guides if you wanted to bot it but in general this community does not promote AFK anything. Neriak Fourth Gate (accessed off Neriak Third Gate or from ETWK if you've done attunement) - One of my favorite zones for grinding these levels out. It's a matter of gear and group/box team composition. If you hit "M" you can see your map. I would recommend this place only if you have a group of actual people. You can actually come here about 60-61 and kill in the area around the zone in/out. Q: How much better could a Mercenary possibly make leveling? It isn't the fastest ever, but the money is pretty great and there is rarely anyone here on live. 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. Pretty much every single thing in The Grounds wants to eat your face, so there is less confusion and thus it's more popular. Posts: 1,338. The sarnak forts have three named's and sometimes the Ancient Denmother that is spawned for the Honed Wurmslayer quest wanders by if someone spawns her and doesnt kill her, especially around the southern fort. The run isn't terrible, but all of the SoV outdoor zones are enormous so it's further than it looks. 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. Your toons are going to get attacked and hit. https://www.eqprogression.com/zone-leveling-guide/ PirateKilt 1 yr. ago 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 However, this guide is designed to overcome the boring grind (your definition, the reader) that every player eventually faces. When you complete an HA you are given a three hour lockout timer for THAT PARTICULAR HA. If you went to another zone first and are coming here after 55, then just zone in by dropping into the big hole and coming up at the very back of the zone. Also, once the room is broken, stand closer to the back wall of the room rather than the hallway. Pretty good for running if you botch pulls. You can use the find command (CTRL + F) to locate such vendors. If not, stay outside. Lots of mobs to kill here. Please take a moment to familiarize yourself with our privacy practices.If you are a resident of California, please view our California Privacy Disclosure.

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everquest afk mercenary leveling guide