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Almar's Everquest Leveling Guides
This section contains leveling guides for Everquest. I've seperated each guide into a different section, depending on what type of path you'd like to take while leveling up. There isn't any "Right" path, but I recommend Path 1 to anyone who wants to level quickly, and Path 4, of course if you want to make some extra cash. I've also included the Mines of Glooming Depp (As seen below) and started to work on Newbie zones.
"There are some unfinished guides on this page, If you would like to lend a helping hand please click the "Submit A Guide" at the bottom of the page if you have a guide to submit."
The Mines of Glooming Deep (No Merc needed, Free Trial Players can use too)
Almar's Everquest Leveling Guide: The Mines of Glooming Deep Part 1 (Intro)
Almar's Everquest Leveling Guide: The Mines of Glooming Deep Part 2 (Levels 2-5)
Almar's Everquest Leveling Guide: The Mines of Glooming Deep Part 3 (Levels 5-10)
Newbie Zones
Almar's Everquest Leveling Guide: 1-12 Halfling (Misty Thicket)
Almar's Everquest Leveling Guide: 1-15 Wood Elf (Gfay and Crushbone)
Almar's Everquest Leveling Guide: 1-15 Iksar (Field of Bone)
Almar's Everquest Leveling Guide: 1-15 High Elf (Gfay and Crushbone)
Almar's Everquest Leveling Guide: 1-15 Human
Almar's Everquest Leveling Guide: 1-15 Ogre
Almar's Everquest Leveling Guide: 1-15 Frogloks (Rathe Mountains)
Almar's Everquest Leveling Guide: 1-15 Troll
Almar's Everquest Leveling Guide: 1-15 Dark Elf (Nektulos Forest)
Almar's Everquest Leveling Guide: 1-15 Vah Shir (Shadeweaver's Thicket)
Path 1 - Secrets of Faydwer (Merc Needed, Tank Merc until level 50 recommended)
Almar's Everquest Leveling Guide: 1-4 (Cresent Reach)
Almar's Everquest Leveling Guide: 4-14 (Cresent Reach & Blightfire Moors)
Almar's Everquest Leveling Guide: 14-30 (Blightfire Moors)
Almar's Everquest Leveling Guide: 30-48 (Goru'kar Mesa)
Almar's Everquest Leveling Guide: 48-55 (Multiple Zones)
Almar's Everquest Leveling Guide: 55-60 (Crypt of Decay)
Almar's Everquest Leveling Guide: 60-65 (Bastion of Thunder)
Almar's Everquest Leveling Guide: 65-70 (Wall of Slaughter)
Almar's Everquest Leveling Guide: 70-75 (Dragonscale Hills)
Almar's Everquest Leveling Guide: 75-85 (Field of Scale)
Path 2 - Undead Zones, Great for Pallies and Clerics (No Merc needed 1-71, Merc needed after)
Almar's Everquest Leveling Guide: 1-10 (Tutorial)
Almar's Everquest Leveling Guide: 10-15 Kurn's Tower
Almar's Everquest Leveling Guide: 15-30 Unrest
Almar's Everquest Leveling Guide: 30-46 Lower Guk
Almar's Everquest Leveling Guide: 46-57 Veksar
Almar's Everquest Leveling Guide: 57-65 Crypt of Nadox
Almar's Everquest Leveling Guide: 65-70 Wall of Slaughter (Undead Murkgliders)
Almar's Everquest Leveling Guide: 70-71+AA's The Hole
Almar's Everquest Leveling Guide: 71-75 Arcstone
Almar's Everquest Leveling Guide: 75-77 Direwind Graveyard
Almar's Everquest Leveling Guide: 77-83 Loping Plains Graveyard
Almar's Everquest Leveling Guide: 83-85 Hills of Shade
Path 3 - My "Old School" path, (No Merc needed, Until level 70)
Almar's Everquest Leveling Guide: 1-15 Noob Zones
Almar's Everquest Leveling Guide: 15-23 Paludal Caverns
Almar's Everquest Leveling Guide: 23-27 Marus Seru
Almar's Everquest Leveling Guide: 27-35 The Overthere
Almar's Everquest Leveling Guide: 35-45 Nagafen's Lair
Almar's Everquest Leveling Guide: 45-53 Dulak's Harbor
Almar's Everquest Leveling Guide: 53-65 The Hole
Almar's Everquest Leveling Guide: 65-70 Plane of Fire
Path 4 - Money Making Path (Requires a merc and SoD)
Almar's Everquest Leveling Guide: 1-10 Tutorial
Almar's Everquest Leveling Guide: 10-15 Cresent Reach (Bears)
Almar's Everquest Leveling Guide: 15-35 Castle Mistmoore
Almar's Everquest Leveling Guide: 35-50 City of Mist
Almar's Everquest Leveling Guide: 50-60 Old Sebilis
Almar's Everquest Leveling Guide: 60-65 Crypt of Nadox (Tied in with undead leveling)
Almar's Everquest Leveling Guide: 65-71 The Hole (Tied in with undead leveling)
Almar's Everquest Leveling Guide: 71-75 Dragonscale Hills (Tied in with path 1)
Almar's Everquest Leveling Guide: 75-85 Field of Scale (Tied in with path 1)
Everquest AA Leveling Guide
This section is dedicated to giving you a list of the best places possible for you to grind out AA XP at any level range. Instead of giving you a path to follow like I normally do this guide will provide you with specific individual locations. At any time during the level range listed and AA prerequisite requirements you will be able to go to this zone. An example of the format I will use to show you these zones can be seen below.
Plane of Fire: C1 (70 - 78) (This will be clickable and will take you to the page for that location, Also tells you level range.)
AA Prerequisite: 100 (This will tell you how many well placed AA's you should have before coming here.)
Damage Dealt: 200 - 550 (This will tell you about how much the mobs hit for.)
AAs Per Hour: 7 (This will tell you about how many AAs you should expect every hour from this location.)
PP Per Hour: 2,000+ (This will tell you about how much plat you will make every hour here.)
Mercenary Requirement: Yes/No (This will tell you if you need a Mercenary to hunt here or not.)
Classes: All (This will tell you what classes can hunt here.)
Other: Don't summon, low resists, are Headshotable, few nammed spawns (Other important information about the camp.)
To prevent any confusion about the AA Prerequisite section, the "Important" AAs that I am talking about refer to the defensive AAs. These include Combat Agility, Combat Stability, Natural Durability, Physical Enhancement and so on and so forth. All of these are very important for you to get and should be acquired very early on. Of course if you're a caster you'll want to make sure you are able to take a beating or have the best pet available to you at the time. No one will know your limits better than you, so keep that in mind.
Everquest AA Guide 50 - 60 Locations
Veksar: The Lower Level Part of the Zone (52 - 59)
AA Prerequisite: 0
Damage Dealt: 50 - 200
AAs Per Hour: 4 - 7
PP Per Hour: 750+
Mercenary Requirement: No (But will make it a whole hell of a lot easier)
Classes: All
Other: Only the nameds summon, Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, (Goblins) Can be headshot, Other mobs are undead
Entrance of - (The Hole) Ruins of Old Paineel (52 - 60)
AA Prerequisite: 0
Damage Dealt: 50 - 200
AAs Per Hour: 3 - 7
PP Per Hour: 1,500+
Mercenary Requirement: No (But will make it a whole hell of a lot easier)
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals
Old Sebilis: Froglok Part of the Zone (52 - 60)
AA Prerequisite: 0
Damage Dealt: 50 - 200
AAs Per Hour: 2 - 8
PP Per Hour: 1,500+
Mercenary Requirement: No (But will make it a whole hell of a lot easier)
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Can be Headshot Dulak's Harbor: Most of the Zone (50 - 60)
AA Prerequisite: 0
Damage Dealt: 50 - 200
AAs Per Hour: 2 - 6
PP Per Hour: 1,250+
Mercenary Requirement: No (But will make it a whole hell of a lot easier)
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Can be Headshot
Plane of Hate (54 - 60)
AA Prerequisite: 0
Damage Dealt: 50 - 200
AAs Per Hour: 3 - 7
PP Per Hour: 2,000+
Mercenary Requirement: Yes
Classes: All
Other: All mobs are old school raid mobs, Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Clerics of Hate of PAINS in the ass to kill, Some mobs are undead, Mobs drop BoP armor that can be turned in at PoK for gems + XP, Since it is a raid zone there will be a 5 minute "break" period from the time you exit combat till the time you can med. Only nameds summon
Grieg's End: Around the Sides (50 - 60)
AA Prerequisite: 0
Damage Dealt: 180ish
AAs Per Hour: 5 - 10
PP Per Hour: 1,250+
Mercenary Requirement: Yes
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Nothing I have found sees through invis
Everquest AA Guide 60 - 70 Locations
Veksar: The Whole Zone (60 - 70)
AA Prerequisite: 25
Damage Dealt: 50 - 350
AAs Per Hour: 4 - 12
PP Per Hour: 1,500+
Mercenary Requirement: Yes (Unless you have a lot of AAs)
Classes: All
Other: Only the nameds summon, Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, (Trivial) Goblins at zone in are living and Headshotable other wise, everything is undead
The Hole: Ruins of Old Paineel (60 - 70)
AA Prerequisite: 0
Damage Dealt: 50 - 225
AAs Per Hour: 4 - 12
PP Per Hour: 2,000+
Mercenary Requirement: No (But will make it a whole hell of a lot easier)
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, some of the mobs are undead
Plane of Fire "Field" 1 - The mobs between Zone In and C1 Includes Jopals (60 - 65)
AA Prerequisite: 100 Well spent
Damage Dealt: 400 - 450, Nameds hit for 900
AAs Per Hour: 5 - 12
PP Per Hour: 500pp (After selling stuff in Bazaar)
Mercenary Requirement: Yes
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Horses and some Jopals see through invis. Don't attempt Jopal tents unless you have a lot of AA's and gear, single pulls are hard to get at them
Plane of Fire C1 (65 - 79/80)
AA Prerequisite: 100 Well spent
Damage Dealt: 500 - 600, Nameds hit for 1k
AAs Per Hour: 5 - 15 (15 being a ranger with Headshot)
PP Per Hour: 2,000+
Mercenary Requirement: Yes (Unless you have a lot of AAs)
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Nameds and Jopals see through invis
Grieg's End: The Center of the Zone (60 - 71)
AA Prerequisite: 50
Damage Dealt: 180 - 260
AAs Per Hour: 5 - 12
PP Per Hour: 2,000+
Mercenary Requirement: Yes
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Nothing I have found sees through invis, Beware of the Berserker epic 2.0 mob that is in one of the far rooms around you.
Everquest AA Guide 70 - 80 Locations
SWEET SPOT: The Hole Temple - Ruins of Old Paineel (70 - 72)
AA Prerequisite: 45
Damage Dealt: 100 - 270
AAs Per Hour: 4 - 12
PP Per Hour: 2,000+
Mercenary Requirement: No (But will make it a whole hell of a lot easier)
Classes: All
Other: Only the Nameds Summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, some of the mobs are undead
Plane of Fire C1 (65 - 79/80)
AA Prerequisite: 100 Well spent
Damage Dealt: 500 - 600, Nameds hit for 1k
AAs Per Hour: 5 - 15 (15 being a Ranger with Headshot)
PP Per Hour: 2,000+
Mercenary Requirement: Yes (Unless you have a lot of AAs)
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Nameds and Jopals see through invis
HEADSHOT: Plane of Fire C1 (80)
AA Prerequisite: 250 Well spent into Headshot and Defensive
Damage Dealt: 500 - 600, Nameds hit for 1k
AAs Per Hour: 5 - 15 (15 being a ranger with Headshot)
PP Per Hour: 2,000+
Mercenary Requirement: No
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Nameds and Jopals see through invis
Plane of Fire Field 2 - In between C1 and C2 (70 -75)
AA Prerequisite: 300 Well spent
Damage Dealt: 600 - 900, Nameds hit for 1k or more
AAs Per Hour: 4 - 9
PP Per Hour: 500
Mercenary Requirement: Yes
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Beware of raid bosses that can spawn here, they will destroy you. Horses see invis (Only do this area if you're waiting for C1 or C2 to become available)
NOTE: To check to see if a mob is a raid boss right click him and if it says "This creature looks like it would take an army to defeat!!" That means he is a raid boss.
Plane of Fire C2 (70 - 85)
AA Prerequisite: 200 Well spent
Damage Dealt: 600 - 900, Nameds hit for 1k
AAs Per Hour: 6 - 15
PP Per Hour: 2,000+
Mercenary Requirement: Yes (No if you have a lot of AAs)
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Everything sees through invis, beware of the raid bosses that can spawn here and beware of the Fennin Ro trigger mob at tables (Big red guy, can't miss him)
Everquest AA Guide 80 - 85 Locations
Riftseeker's Sanctum (80 - 85)
AA Prerequisite: 750
Damage Dealt: 500 - 900
AAs Per Hour: 7 - 14
PP Per Hour: 1k or less
Mercenary Requirement: Yes
Classes: DPS/Tanks
Other: All mobs summon, Few nameds throughout the area
Thanks to Leafslasher for information on this location!
Loping Plains Trents *Near Druid Ring* (75 - 85)
AA Prerequisite: 800+
Damage Dealt: 1354
AAs Per Hour: 3 - 11
PP Per Hour: 2,000+
Mercenary Requirement: Yes
Classes: All
Other: Only the nameds summon, No nameds that you'll have to worry about, The trees and frogs cast, if you take too long killing them then they will heal themselves. They also cast DoTs and DD (Direct Damage spells) while you're fighting them.
Plane of Fire C2 (70 - 85)
AA Prerequisite: 200 Well spent
Damage Dealt: 600 - 900, Nameds hit for 1k
AAs Per Hour: 6 - 15
PP Per Hour: 2,000+
Mercenary Requirement: Yes (No if you have a lot of AAs)
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Everything sees through invis, beware of the raid bosses that can spawn here and beware of the Fennin Ro trigger mob at tables (Big red guy, can't miss him)
Ranger Headshot Locations for Levels 80 - 85
HEADSHOT: Plane of Fire C2 (82/83)
AA Prerequisite: 350 Well spent in defensive and headshot
Damage Dealt: 600 - 900, Nameds hit for 1k
AAs Per Hour: 7 - 25
PP Per Hour: 2,000+
Mercenary Requirement: NO
Classes: Ranger
Other: Only the nameds summon, Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Everything sees through invis, beware of the raid bosses that can spawn here and beware of the Fennin Ro trigger mob at tables (Big red guy, can't miss him)
HEADSHOT: The Hive (85)
AA Prerequisite: 500 Well Placed in defensive and Headshot
Damage Dealt: 800 max hit
AAs Per Hour: 4 - 7
PP Per Hour: 2,000+
Mercenary Requirement: No
Classes: Ranger
Other: Only the nameds summon, A few nameds you'll have to worry about that blend in too, Some mobs cast, pathing can be kinda gay. ***Lots of Research Materials drop here and "other" valueable goodies***
HEADSHOT: Dragonscale Hills Minotaurs (85)
AA Prerequisite: 570 Well Placed in defensive and Headshot
Damage Dealt: 1100 max hit
AAs Per Hour: 4 - 7
PP Per Hour: 2,000+
Mercenary Requirement: No
Classes: Ranger
Other: Only the nameds summon, A few nameds you'll have to worry about, Minotaurs run hellishly fast, Minotaurs in the mine have horrible pathing, some Minotaurs in Fort can not be Headshot.
HEADSHOT: Nymphs In Dragonscale Hills (85)
AA Prerequisite: 520 Well Placed in defensive and Headshot
Damage Dealt: 850 max hit
AAs Per Hour: 4 - 7
PP Per Hour: 2,000+
Mercenary Requirement: No
Classes: Ranger
Other: Only the nameds summon, A few nameds you'll have to worry about, Minotaurs run hellishly fast, Minotaurs in the mine have horrible pathing, some Minotaurs in Fort can not be Headshot.
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