BEST: (14-18)-30 Blightfire Moors (Crescent Reach>Blightfire Moors) - If you came in at 14, kills snakes and rats that are between the CR zone line and the PoKnowledge book. 38-44 especially will come in a matter of hours. 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. It is easy to get overwhelmed at lower levels, especially with the ratmen who frequent the middle of the zone. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. (Intelligence level, Upkeep and all that). at 17 or if you came out here from CR at 18ish, a little south of the rats/snakes and kill gnolls. At level 5 it gets its second ability, with third obtained at level 15. Once you are 75, start murdering Giants. 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. 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. I look at AFK Mercing as if the . With a group of three actual players though, you can steamroll this place for GOBS of experience. Those are raid mobs and will have mechanics you won't be able to deal with even if you could fight them. The center of the zone is all undead. 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. Available types are Tanks, Healers, Melee DPS, Caster DPS, and Support mercenaries. Best thing though are the nameds. Keep clearing until you reach the bridges over water in the northern most area. 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. PL ALTERNATIVE: 'Hatching a Plan' mission next to PoK standalone bank. 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. He drops a key to access the first black reaver room and open up access to the second floor. Healer mercs also have a few extra perks, what I mean by this is rezzing and buffing! Based on the information provided my first thought was that the begging skillup RNG was better on higher level NPCs than lower level. The exp here is good. It works for some people and if you get in a good rhythm you can knock out quests really quick. The key is the respawn time for the zone. Lots of mobs to kill here. Each Stance has different focuses and allow the mercs to be more or less reactive. It slows down a lot after 46 but is worth sticking out. I have masochistic friends who swear by it though. © Copyright 2008-2022 Almar's Guides. Dive to the bottom and click the big rock. This is due to the way parties divide up exp. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. Gaesigs and Heligs on the water side come to mind on this. 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. You can do 1-40 in about 12 hours of playing. 85% of the zone is undead. 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. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. More of the same, except a larger portion of the zone is friendly. Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. Stay near the zone lines until 85, then push out. SOME DISCLAIMERS: First I want to point out that Almar's Guides are pretty good and he lays out a pretty fantastic path to getting to max level and getting geared along with plenty of other advice. Once you get going quickly with the HAs from Gribble, you can throw in some of the HAs from Skulk. Once that's done, go through the doors and head to the second level. 1 of 2 Go to page. Everything is pretty spread out and it's dead simple to pull singles or just wander and kill. So I will fix that. Inside the hut talk to Mercenary Mdjal to hire a mercenary. Everquest Mercenary Guide Mercenary Guide Mercenaries are the answer to Everquests "grind" and Must-Group to level. This guide has been updated in 2022 and is up to date with Visions of Vetrovia and the new 125 level cap! Not game breaking to say the least. The key issue is that there are gobs of wandering mobs. Black Reaver included. You can box here, but the zone isn't very conducive to it. AFK XP gains are so increadibly low/slow that it isn't even worth the time or effort, even if that time is being stolen. Changing the email on the account seems to get it 'unstuck' and future attempts appear to work. EverQuest Leveling Zones - 1-15 It's cheap and easy to get and you probably can get large amounts of it just as you level. Stay near the entrance until 49-50 then move toward the "disco" areas until about 52. 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. However, this guide is designed to overcome the boring grind (your definition, the reader) that every player eventually faces. It's a very easy zone to level in without much drama. Fun times. 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. At around 91, head to the southern portion of the zone and start killing critters and ghosts. There are some guides if you wanted to bot it but in general this community does not promote AFK anything. Katta Castrum: The Deluge (Guild Hall, TP using Drowned Katta Castrum Powerstone) - The elementals that are found in this zone now are pretty easy to kill. Read More! You also must be out of combat. 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). Should be an easy time though. Too many HP, pain in the ass abilities. Will continue editing as I play through on different characters. 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. Hitting Ctrl+R to walk is very good idea here. Passive: Your merc will not attack anything. A: No mercs are not allowed in raid zones or most raid encounters. 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. For an AFK camp, 100 AA a day isnt too bad. Will be updating soon to include Ring of Scale. Please take a moment to familiarize yourself with our privacy practices.If you are a resident of California, please view our California Privacy Disclosure. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. They have low HP and don't hit very hard. Q: How much better could a Mercenary possibly make leveling? 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. At 65 I like to head up to the second levels and kill the higher level guys there. Then go and start slaughtering crows, scarecrows, and doombugs. Air sucks for dps and tanking in classic, can be useful in groups against casters, in Lower Guk for example. For a quick fix, try switching to a different email address and verifying that (you can switch your email back afterwords.) The South Camp is the starting point. This is a guide dedicated to leveling your character automatically while either fully AFK or partially AFK. I normally just wander here, murdering the Cthulian nightmares that abound. It's very very easy to do, easily completed solo by all classes. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. K. kyle123 New member. Ah yes I always forget about this. Make sure you clear both the left and right sides of the first courtyard. everquest afk mercenary leveling guide everquest afk mercenary leveling guide Home Realizacje i porady Bez kategorii everquest afk mercenary leveling guide. Mobs run on live side so ignore it. 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. 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. These levels will go by in a flash, but watch out for the spiders. Joined Feb 1, 2009 Messages 62 Reaction score 0 . Just be careful as everything has a huge aggro range and the pathing can mess your world up. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. Then drop down via the waterways near the entrance to get to the tunnels and kill there until about 56. At 6-7 go into the middle cave and kill pumas. This is Tier 4 for Veil so things hit hard, but not that hard. Murder the "of Fire" mobs from 65 to 68. When first starting out a healer merc may seem logical, well it's not. A: Mercs are actually rather cheap to maintain. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. BEST IF SOLO AND 58-62: 48-62 - Grieg's End(PoK>Nexus>Netherbian Lair>Dawnshroud Peaks>Grieg's) - This zone is a pretty long haul out, and has a couple of pretty rough pulls to get into the zone if you're here at the lower end of the range. 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. Find Tyrinam and take the Reducing the Threat - Worgs quest. This repop time is significantly faster than Doomfire, the Burning Lands (Plane of Fire) which is 36 minutes. Q: Can I bring my merc on a LDoN or my guilds CoA raid? 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. Friends of mine swear by them though, the Gyrospires especially. Welcome to EverQuest! They are undead and you will reap them with Slay Undead/Ward Undead line spells. Q: How does shrouding effect my mercenary? There are two main camps that you'll use. The first camp is in the large room in the bottom right side of the map. It's also a MONSTER of a run as Jungle and Trak's Teeth are enormous zones. This will net you boatloads of exp from achievements and the HAs and some amazing augments along the way. Leveling/Setup This guide covers zones up to Omens of War. Here is a quick run down of everything. You won't be able to use it until 10 or 15 respectively, but you don't need it before then. Mobs are spaced out and very glass cannony. Stay at the entrance until you get to 80, then you can push into the north pathway. A bunch of the missions and HAs are actually really fun too if done once or twice. I just want it known that this is an imperfect guide, just like every guide. 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. Abstruse armor is very serviceable. This ability, when activated, transports you back to your starting city. Fifth, Daybreak gives you an option to accept some 25% experience potions instead of your monthly 500 Cash. These will take you to 67-70ish, though only paladins should really try and go to 70 here via swarming. Suspend/Revive/Unsuspend: Suspend will temporarily get rid of this mercenary.