everquest afk mercenary leveling guide

So finding a camp could be tough depending on your chosen servers population and the hour of day. you will only be able to select an Apprentice Mercenary. You can get yourself a mercenary for free to help in your leveling. This works out to 4 AA (6 AA on Test) an hour while AFK. I don't like them and only do them if guildmates beg me to. Blightfire Moors is also a hotzone sometimes, so this could go even faster if you're lucky. 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. 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. Outside the city are critters which can be pretty easily just wander killed. These are also really nice for Rangers to headshot since they are rootable and don't summon. everquest afk mercenary leveling guide I'd suggest even if you go this method, you still use MQ2 with afk tools to answer tells while you are away. 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. Can I keep him when I shroud? With each level gained, your mercenary earns access to one or more equipment slots for armor or mercenary-only Accolades. 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. This ability, when activated, transports you back to your starting city. With a group you can pull them pretty easily and have access to a HUGE number of mobs. Burn: Your merc will focus primarily on damage, always assisting the main assist. I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. Watch out for the clerics if you don't have a solid interrupt. 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. 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. 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. Everquest Mercenary Guide - Almarsguides 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. EMPIRES OF KUNARK & RING OF SCALE - GETTING TO 110 Empires of Kunark is the 23rd expansion. 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. Brother Island (Guild Hall>Deluge>Tempest Temple>Brother Island) - This zone is great because there are almost no Kill on Sight mobs, allowing you to wander freely. Two paid accounts gives you a tank and healer you don't every really have to pay attention to. Mercenaries - Fanra's EverQuest Wiki Although inadvertently getting trained is a risk youre going to take if youre afk; regardless of what xp zone youre in. Lceanium (100-107) - There are a couple of decent camps here that I have used. DO NOT USE FOLLOW HERE. Multiple mercs with heals, buffs, and DPS and you can soar through here. IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. 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. Decent loot drops from the nameds in each zone as well, as well as Tier 2 armor tokens. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. When first starting out a healer merc may seem logical, well it's not. Find Tyrinam and take the Reducing the Threat - Worgs quest. Also see the alphabetical command list or emotes . The run isn't terrible, but all of the SoV outdoor zones are enormous so it's further than it looks. So now if you and a friend want to do an LDoN you'll have a group of 4 and will have no need to find a 3rd for the LDoN. The respawn rate is also ludicrously high. Whatever you do, don't try and fight in the cave to the Commonlands exit. 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. The mob density is incredible and you can clear the first three levels of the tower at a breakneck speed. Kill everything. Friends of mine swear by them though, the Gyrospires especially. I realize that I didn't add directions, just general sense of direction. Talk to Ruppoc Rockjumper and get the quest Thinning Out Their Numbers: Rotdogs and Snakes. At about 52, head further into the zone, through the aquaduct area and start killing rotting peasants, nihilists, and commoners. They hit like trucks and run though, so bring a snare. The mobs hit very hard and you can get overwhelmed very quickly. They are designed for extra support or extra muscle in PvE encounters. All EverQuest servers, and all website pages and services, will be taken offline for scheduled extended maintenance and game updates on Wednesday, February 15, 2023 at 6:00 a.m. PST*. The key is the respawn time for the zone. There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. Sad really. BEST (90-96): Valley of Lunanyn (Guild Hall>Buy Chunk of Argathian Steel>TP to Argath, Bastion of Illdaera>Valley of Lunanyn) - I sincerely hate that this is still true, but the Valley is still hard to beat in this range mostly because of the unique way the zone is setup. Kill everything here until 68ish. Fire, it depends, the stronger DS doesn't outbalance it's weak tankage. One thing you can't beat is the money though. This guide has been updated in 2022 and is up to date with Visions of Vetrovia and the new 125 level cap! You dont really explain where things are/how to get there. Good spots for gaining exp & aa's while AFK? | EverQuest Forums The west is a mess and quickly drops away forcing you to gate out one way or another. Discussion in 'The Veterans' Lounge' started by Smellhound, Jun 21, 2014. Fifth, Daybreak gives you an option to accept some 25% experience potions instead of your monthly 500 Cash. This format works best for me and it's much easier to update than what I used to do. 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. Also stay away from the center bottom left of the zone. You will need help doing it though. BACK TO ACTUAL ZONES THAT CHANGE!! These Mercenaries can be good options to level up first unless you have access to some of the most powerful Legendary Mercenaries. Your toon classes are irrelevant. Contents 1 Slot changes 2 Buying 3 Items 3.1 Call of the Forsaken 3.1.1 Chest 3.1.2 Head 3.1.3 Primary 3.1.4 Secondary The zone is very well spaced. Murder the "of Fire" mobs from 65 to 68. At 77 take the quest Reducing the Threat - Wereorcs and head a little northwest toward the Hills of Shade zoneline. You can do 2 pathings in this patch (13.1B): Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. At 65 I like to head up to the second levels and kill the higher level guys there. All About Mercenaries | EverQuest Question - - AFK Merc XP guides? | RedGuides: EverQuest Multi-boxing This zone is also a hot zone some times so it can go even faster than it already is. Stay at the entrance until you get to 80, then you can push into the north pathway. There is a stupid questline that autostarts the first time you go into the zone. !1111, (You must log in or sign up to reply here. Also assuming you don't have access to a Druid or Wizard. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. Just want to provide some info that isn't multiple years old. 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. There is a big black stone in the bottom right corner of the zone. 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. Commands - EQWiki Your destination is the top right corner buildings, which contains a ton of animated hands. 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. The money is amazeballs though, so if you have a group or are comfortable with your box setup, murder giants. 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. These levels will come steadily and you will very likely never be overwhelmed. If you haven't done the others, they are still accessible. Once you have some level 30 Mercenaries, you will want to level your future Mercenaries while grinding through tasks. At 53 start heading down into the middle of the zone. Favorite area is the Queen's castle area. You can pull the first floor starting about level 20 and move into the second floor about 24. Do the research on your own on Allakhazam. The higher the mercenaries confidence level the less chance he has of running away. See below for the final bit of the guide. You can start around lvl 65 or before when the mobs are dark blue if your toons are well geared and have max CS and CA. All rights reserved. 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. 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. All of the nameds are completely unlinked from the other mobs. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. 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. It's a matter of gear and group/box team composition. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. Lower HP, but hit hard. 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. See the New Player FAQ for more detailed information. A second thing to do would be to spend 10 dollars on Daybreak Cash. Black Reaver included. By the time you reach 110 you should be able to clear all of those with a good group by the time the first one is available. Some players are reporting trouble verifying their email address. The mobs are around level 28-29, so it's a lot of exp for your level. This zone is sometimes a hotzone. Just pick that one and level there. I can't think of many places where the time taken to get there and get setup to afk xp wouldn't have been better spent just killing or questing for regular xp then logging out. There are numerous groups in Empires of Kunark, but lets say you're not feeling up to that yet. Abstruse armor is very serviceable. 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. Air sucks for dps and tanking in classic, can be useful in groups against casters, in Lower Guk for example. By this point you should have gear that can hold up and healers who know what's what. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). It should open and let you swim through to The Hole zone.