09 Mar

everquest afk mercenary leveling guide

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. You will be murdering said spiders and slimes and other animals. Or at least a bunch of boxes with healer mercs. It's accessible at level 75, so you can have J5 mercs 10 levels early. Get a PL, swarm lower level content, do some HAs. South of the citadel are the drachnid tunnels. Kill dragons and drakkin on the north path until 81-82, then shift to the east path. 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. Everquest Mercenary Guide Mercenary Guide Mercenaries are the answer to Everquests "grind" and Must-Group to level. The final two zones drop Glowing Reis, which gives you good armor from 85-90. The number of mobs for straight grinding is also really impressive. What i mean is if you do Field of Scale, you'll have the rank IV merc, not the III or II. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. 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. if your merc adds about 20% damage to your party then your exp will be about 60% of what it could have been solo. Select the first HA he gives you, Into the Hills. At 6-7 go into the middle cave and kill pumas. That area is considered Tier 1 for the expansion. Kill lots of rotdogs and snakes. At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. Best thing though are the nameds. I normally just wander here, murdering the Cthulian nightmares that abound. WHY PLAY LIVE? Fun times. 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. 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. Press question mark to learn the rest of the keyboard shortcuts. At 14 you can head out to Blightfire Moors or head to the northernmost part of the zone and kill Nokk skeletons and zombies until 17-18. Create an account to follow your favorite communities and start taking part in conversations. Wall of Slaughter has repop time of 10 minutes and 40 seconds. PL ALTERNATIVE: 'Hatching a Plan' mission next to PoK standalone bank. Hitting Ctrl+R to walk is very good idea here. Dismiss: Permanently get rid of this mercenary. This should be a priority. Your merc will balance his abilities in defending and attacking the enemies pulled to him. You can use the find command (CTRL + F) to locate such vendors. Also keep in mind that if you hire a mercenary from a female Mercenary Liaison then your mercenary will be a female. You essentially get all the levels while doing things you would do anyway. That said, I have seen plenty of people level characters solo and F2P. 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. Available types are Tanks, Healers, Melee DPS, Caster DPS, and Support mercenaries. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. A player could easily gain the same amount of XP they got from 2 or 3 hours of AFK'ing pet/merc XP exploting if they spent 10 good minutes at the keyboard. 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. See below for the final bit of the guide. If you're geared up or grouped, kill iksar golems as well. 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. This will easily take you to 56-57. Mobs run on live side so ignore it. This page contains every Leveling Guide that I have written for Everquest. Just places that are more or less easy. Buy the 950 Point Mount that provides levitation. 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. Do they take up a group slot? Special mercenaries are unlocked via other means, usually involving an expenditure of real money. Blightfire Moors is also a hotzone sometimes, so this could go even faster if you're lucky. Press J to jump to the feed. Check the sidebar of the subreddit for where to get them. It's still pretty decent at the 80-82 range, though there are better places. Killing mass numbers of light blue mobs is particularly easy with this merc setup and a player toon. If you haven't done the others, they are still accessible. He will assist the main assist of the group, or you if its just you and him. Kill everything here until 68ish. Also stay away from the center bottom left of the zone. Discussion in 'The Veterans' Lounge' started by Smellhound, Jun 21, 2014. This place is almost nothing but undead. I would suggest just not coming here. Maybe talk about Guard Hanarn or Harnan? Efficient: This stance causes your Mercenary to focus primarily on efficiency and preservation of resources. The north and east pathways are the ones to focus on. The undead lake is good for paladins and there are a couple of drolvargs mixed in. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. 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. They are very social though and you may need some crowd control. I will endeavor to keep this guide as up to date as possible and will revise as I play through zones with different class combinations or get better advice. 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. It is highly recommended that you do this. 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. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83. Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. You'll usually be fine pulling 1 or 2 Whites or above, any more and the merc has a small chance of running. Giving out the daily HA tasks? Entire house is pretty much open at 26. Your merc will also use buffs that are in his level range to buff you and your group. Also keep in mind almost everything here summons. 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, A: Where it shows your vitals aka Health, Mana, Energy. Made a handful of edits as of 1/13/2017. After that though it's single pulls non stop. With each level gained, your mercenary earns access to one or more equipment slots for armor or mercenary-only Accolades. The north wall of the citadel is a combination of giants, undead, drolvargs, and cockatrice. Make sure you break the room and kill the first wave of mobs slowly. This is the only stance a Rogue merc will attack on. 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. #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. When first starting out a healer merc may seem logical, well it's not. A lot of factors can go into a group or solo play. Q: What level do Mercs start charging me money? 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. Without further ado. 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. A: No. When you first zone in, the closest mobs are farmers and tired farmers. There are 2 nameds plus a named treant you can easily access if no one else is killing them. Owning any current expansion will also unlock these features. It's a matter of gear and group/box team composition. unsure if they removed it or not). Decent loot drops from the nameds in each zone as well, as well as Tier 2 armor tokens. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. 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. Q: If the Mercenary dies do I have to buy another one? So much so that I don't even include information on gear until then. At 65 I like to head up to the second levels and kill the higher level guys there. The druid is a . These levels will go by in a flash, but watch out for the spiders. Let the mercenary do all the work for you. You are using an out of date browser. The left center side of the zone has a lot of undead frogloks (who hit very very hard), zombies, and specters to kill. At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. 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. These will take you to 67-70ish, though only paladins should really try and go to 70 here via swarming. When the mob starts to run, you want enough space for your merc team to finalize the kill before aggroing the mobs across the hall in the other room. I do solo leveling all the time for the challenge of it. Click here for more information. There are some guides if you wanted to bot it but in general this community does not promote AFK anything. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. 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. I would recommend this place only if you have a group of actual people. 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. Don't ask me for how you do each HA. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. They are essential to following this guide. Worth about half a level in that range. I know there are a LOT of mobs you can access off this area, but have no idea what nameds if any are common here. Also the mercenary will cost the same amount he would to the level that you shrouded to. The other big benefit is that you get Marks of Valor, which can be spent on gear in Ethernere Tainted West Karana. 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. Any necro will out dps a merc by a factor of 2 at least and up to a factor of 6 or 7. It covers a lot of the basics you need to know. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. Once you are 75, start murdering Giants. NOTE: IF THE FABLED CREATURES ARE UP, DO NOT ATTACK THE BLACK REAVER. We have updated our Privacy Policy. BEST (78-83): Ashengate, Reliquary of the Scale (PoK>Blightfire>Goru'Kar>Sunderock Springs>Direwind Cliffs>Ashengate) - I want to make it clear that the run out here is nuts. A: Mercs are actually rather cheap to maintain. It will pick up quite a bit around level 25, and you will get to 30 very very quickly. There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. The mobs hit very hard and you can get overwhelmed very quickly. Start off killing drakes, snakes, and spiders. 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. As an alternative around 73, you can kill the pixies around the guild hall port in. 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. Third, get yourself maps immediately. 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). 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. It should open and let you swim through to The Hole zone. 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. Since I'm max level/AA, I guess I have only one reason I would afk XP to earn Merc AAs. Go through a little valley into the south side of the zone though and it becomes Tier 2. Find something else. Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. 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. House of Thule armor is pretty damn good for it's level. 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. 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 will be doing these three HAs on a loop for a while. Up to about level 35 a red con gave me 10%-25% XP. This is no longer a viable leveling method. They are in the places where the guards used to be. Watch out for the nameds. You get access to mercenaries, which are hireable AI controlled party members. Just want to provide some info that isn't multiple years old. 2.1 General Commands 2.2 Chat Commands 2.3 Spell-related Commands 2.4 Emotes 2.5 Guild and Fellowship Commands 2.6 Pet Commands 2.7 Group, Raid and Task Commands 2.8 Leadership AA Commands 2.9 Window Toggle Commands 2.10 Bard Song Commands 2.11 Tracking Commands 2.12 Warrior Commands 2.13 Mercenary Commands Not very fast, but not very hard either. Pathings. Confidence is how many mobs you can pull above your level and the mercs without him running away. 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 max out at lvl 82 and grind all your final AAs here. Loot isn't spectacular but with a decent group, you will shred mobs and the exp will flow like water. In this Project 1999 EQ video I show a 6 minute spawn camp that can take you all the way to level 60! 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. A: Nope, if he dies the "Suspend" Button on his window will turn to "Revive" and you'll be able to rez your Mercenary. Still do! Posted on February 24, 2013 by Almost Gaming. 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. If you aren't saving for something in particular, consider taking these. A: Your merc will Dismiss himself. You will need help doing it though. To help you on your leveling journey, this EverQuest Leveling Guide has been updated for all updates and patches as of 2022. Although inadvertently getting trained is a risk youre going to take if youre afk; regardless of what xp zone youre in. 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. All rights reserved. Any commentary is welcome. Grieg himself is often camped but if he is up be careful. Everything is gnomes, constructs, slimes, minotaurs, and elementals. As of the Terror of Luclin expansion, the best mercenary equipment is "Vigilant", which is obtained in The Burning Lands zones. Set Hotkey: Set the current stance you have selected as a Hot Key. 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 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. You cannot shroud to level 10 and keep a level 50 mercenary however. It looks pretty though. 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 Foundation is one of them and might be worth heading to. My next endeavor is to actually give Underfoot and Seeds of Destruction another run through and see if there are any additionally effective areas there I missed. Welcome to EverQuest! Some feedback as someone who was reading this hoping to come back: What does paying for live do for me? The key issue is that there are gobs of wandering mobs. 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. While it is fastest to level in Hotzones, it is always good to have options on where to level. They are pretty well all headshotable by 63. I came back and my toons went from level 3 to level 10!!! The other room is basically in the exact same spot except on the left side of the map. The respawn rate is also ludicrously high. Velkator's Laboratory (45-55)(PoK>Great Divide>Velk's) - This place has grown on me a lot. 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). This guide is a solution to that problem. 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. It's also a hot zone and that makes it really worth it. As someone who is just coming back on the test server, I am going to use the hell out of this! Most of those pulls will be a pair of light blue conscript mobs. They hit a lot harder and have a lot of HP, so if you have trouble go back to spiders and other critters until 76-77. Their levels and abilities will scale appropriately and they will think and act for themselves with limited player guidance. Some players are reporting trouble verifying their email address. Nameds here hit like runaway freight trains though. It's called No Heroism Without Fear and begins at Investigator Drolmer. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. Lots of nameds spawn here, so be careful if you don't have a good group or a good box team. Q: So wait a mercenary is allowed into an LDoN? Pretty good for running if you botch pulls. Spend 48-52 in the area around where you zone in and the northern areas of the zone. It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. Fire, it depends, the stronger DS doesn't outbalance it's weak tankage. #everquest #project1999 #sinnycool 2 MINUTE SPAWN AFK CAMP to 60 / Everquest Project 1999 green / Update since V5.5 patch what changed? How do I fix this? Also, the first AA you should grind on your player toons are to max Combat Stability and then max Combat Agility. The key to AFK grinding is to not die rather than maximize exp per hour. It will have HP, Mana, and Endurance on par with characters that do not have the gear to acquire rank 2 spells and abilities. Q: How does shrouding effect my mercenary? Each time I go back I wander for 5 minutes lost until I log again. A second thing to do would be to spend 10 dollars on Daybreak Cash. Friends of mine swear by them though, the Gyrospires especially. The south camp is the three rooms near the Nobles Causeway zone line. In addition, they are packed together. Usually you can kill 5 or more mobs in the 15 minutes it takes between Upkeep's. I've done it in as fast as 30 minutes before. How does it help with boxing? Use mostly water pet in Classic era. EMPIRES OF KUNARK & RING OF SCALE - GETTING TO 110 Empires of Kunark is the 23rd expansion. 48-55 kill the mutant floaty guys, shades and crazy humans. 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. Mobs are spaced out and very glass cannony. Split or tank em, however your group is set up. All rights reserved. If you have an enchanter mez the adds and then hold them for one minute after each kill. Erudin has some mobs that aren't kill on sight, so try not to kill them. 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. When you rez your mercenary you will immediately be charged the Upkeep cost on him. You may finish them and have 30-45 minutes to wait. Then drop down via the waterways near the entrance to get to the tunnels and kill there until about 56. It is packed full of Erudites, undead, and gelatinous cubes. Keep clearing until you reach the bridges over water in the northern most area. Once you get there, it's party time. The south camp is the three rooms near the Nobles Causeway zone line. At first, just wait. There is a stupid questline that autostarts the first time you go into the zone. You get to experience every bit of content across 110 levels, hundreds of zones, and 24 expansions. 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 goal is to get the three Clean Up the Farm quests from Siggik at the gnome camp near the Steamfont zoneline. 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 east wall outside the citadel area offers constant spawns of cockatrice and a few yeti, as well as access to the two named cockatrice. You will need invisibility, levitation, or balls of steel. The amount of experience you get varies upon level, but I know in the level 100 range, you get around 8-10% of a level per completion, as well at 1-2% for kills. You dont really explain where things are/how to get there. Mercs make leveling a million times easier so you can catch your friends and start playing with them! 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. I just wanted to see why you felt AFK Merc killing was assish and if you felt the same about AFK killing. Aggressive: If you or any group member is attacked, your merc will attack. 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. There are two main camps that youll use. The north camp is the three rooms near Muramite Proving Grounds. Loping Plains(75-80)(PoK>Steamfont Mountains>Loping Plains) - At 75 come here and head around past Bloodmoon Keep. 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. It doesnt matter if you have no interest in playing the new characters when they reach the high end game. A: No mercs are not allowed in raid zones or most raid encounters. You can pull the first floor starting about level 20 and move into the second floor about 24. The very best stuff is random world drops from Empires of Kunark mobs, with nameds dropping them more frequently. It is SUPER useful for your entire leveling experience. Rangers and rogues used to like to come Headshot/Assassinate grind here. Suspend/Revive/Unsuspend: Suspend will temporarily get rid of this mercenary. I will add something in about him. One or two nameds are easily accessed from here. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. Your tank merc can solo any reds from levels 1-60. Also during spell cooldowns they will use agro reducing abilities. EQNext (EverQuest Next or EQN) has been officially announced!

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everquest afk mercenary leveling guide