Worth about half a level in that range. The mob density is incredible and you can clear the first three levels of the tower at a breakneck speed. It isn't the fastest ever, but the money is pretty great and there is rarely anyone here on live. It's also a MONSTER of a run as Jungle and Trak's Teeth are enormous zones. House of Thule era drops. Now stop reading and go beat things up! He will very likely murder you if you do. The Simple and Rough sets will leave you well off. 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. Everquest Kunark Leveling Guide 1 - 15. ALTERNATIVES: 25-32 Crypt of Dalnir (PoK>Field of Bone>Warsliks Wood>Crypt) - Really love this zone. Once that's done, go through the doors and head to the second level. Kill them all. So much so that I don't even include information on gear until then. Second I want to point out that while boxing isn't a must, and subbing isn't a must, it makes this game exponentially easier. This zone is a lot better when you factor those in. If your low-level does not have an AE spell at all, such as a melee character, there are other methods: Don't stop as soon as you've cast one AE spell or procced your weapon once, as there will likely be resists. Those are raid mobs and will have mechanics you won't be able to deal with even if you could fight them. It's some kinda Gnomish backpack thing. 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. Level 42-59 - Crypt of Nadox, west side of the zone. There is a sparkly pad to his left, which if you step on and wait will let you teleport to PoHate) - I dislike this place solo. 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. While the monsters slowly get whittled down by the damage shield on the high-level, the low-level character steps near the pack of monsters and fires off an AE spell in order to do at least 1 point of damage to each monster, getting the full experience credit in the process. Search for Abstruse in The Bazaar. Underfoot era drops. The cost adds up very very quickly otherwise. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. Level 60-75 - Infected Paw. The center of the zone is all undead. While it is fastest to level in Hotzones, it is always good to have options on where to level. However, it can be removed with Urthron's Ultimate Unattuner purchased from the Loyalty Vendors: Plane of Knowledge - Alerynril the Loyal [Loyalists of Everquest] and Sunrise Hills (Player housing zones) - Pagus Nonad [New Tanaan Tax … Monks can also swarm to a limited degree, particular by using their Whirlwind discipline, which makes the Monk riposte all attacks for 12 seconds. Druids, Rangers and Shadow Knights have self-only damage shield buffs. Level 90 Mythical Conversion. Since weapons have different innate proc rate, the effect varies. Glass cannon mobs, simple pulls, a real honest to god tank can easily take 2-3 at a time. Also keep in mind almost everything here summons. Valdeholm (PoK>Blightfire>Goru'Kar>The Steppes>Icefall Glaciar>Valdeholm) - I absolutely love this place for these levels. 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. Get invisibility on a character who can rez or has a healer merc at least. There is a fortress full of soldier type Alerans. Sul Vius, Demiplane of Life - Inside Demiplane of Life, if you head down into the bottom right corner is an area filled with crypts. Edited in general directions to each zone and a blurb about the benefits of being on a live server. Grieg himself is often camped but if he is up be careful. This is taken from Crystilla’s excellent list of quests that are still worthwhile from all expansions of Everquest. I played a cleric for 9 years until I finally left. A NOTE ON GEAR: Up til now, the Defiant sets of gear have been pretty spectacular. Get up as quickly as possible and begin AEing again, as dying resets your experience credit for the monsters. Don't bother with one of the far flung camps. I will edit that stuff in. So there is a level 75 vendor, 80, 85, 90 and so on. When you feel confident that you've hit the majority of monsters with AE spells, retreat to the safe spot and let the high-level finish off the monsters with the damage shield. Other gear: You can give your pet other gear. 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). I prefer to stay out of the fields if at all possible. See the New Player FAQ for more detailed information. They are essential to following this guide. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. It consists of wielding two one-handed weapons at the same time. You can actually come here about 60-61 and kill in the area around the zone in/out. 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. But first about the zone. At 70 though, it starts to seriously lose it's luster. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. The most powerful method for levelling a new character quickly abuses the fact that damage done to monsters by damage shields does not 'count' as damage, in the sense that the damage just reduces monster Hitpoints without taking experience credit. Edit: thank you for the info everyone! Made a handful of edits as of 1/13/2017. 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. It isn't bad, but you start looking at 2-3 mobs per 1 percent. So, what I have done is split each section of the guide up into geographical regions. The mobs in four of these level boosted zones drop Glowing Athlai and Othni armor pieces, which can be turned in for armor that is great from 71-80. You won't be able to use it until 10 or 15 respectively, but you don't need it before then. Since then, almost all gear has required a certain level and/or been no drop, making them unusuable for twinking. You should be able to walk out of here with a very serviceable weapon for your class, the majority of spells and abilities, and armor in almost every single slot. 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. A second thing to do would be to spend 10 dollars on Daybreak Cash. A few examples of some of the top Velious-era twink items are: Almost all potions are level-restricted and thus won't provide your twink with ungodly powers. The trolls in the east side of the zone are annoying as some of them gate to their bind point when low on health, so go invisible and travel to the central room with a bridge going over the lava. Some feedback as someone who was reading this hoping to come back: What does paying for live do for me? Kill everything. The simplest method of power levelling is to get help from a character of higher level, from outside of the group with the twink(s). Everything is gnomes, constructs, slimes, minotaurs, and elementals. Wall of Slaughter (64-68)(Guild Hall>Buy Chipped Shard of Slaughter>TP to Wall of Slaughter) - Even with this not being a Hot Zone anymore, in this level range with a group this place is pretty great experience. The higher agro/assist range the better, or pulling will be too much of a hassle. Outside the city are critters which can be pretty easily just wander killed. Don't fight the ones in the fields as the majority of them are cleric mobs with big heals and a resistance to stuns. Twink itemization peaked, so to speak, during Velious, where several items from raid bosses were both tradable and usable by level 1 characters. The only exception is damage shield potions, which are very powerful at lower levels. If it's not up on the rotation, skip it. Hitting Ctrl+R to walk is very good idea here. 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. Riftseeker's Sanctum(69-78)(Guild Hall>Buy Chipped Shard of Slaughter>TP to Wall of Slaughter>Muramite Proving Grounds>Riftseeker's) - The mobs here hit hard, have lots of HP, heal, and resist spells, but the experience is awesome. Most items grow stronger from killing any monster that grants experience, but some items only grow as the player gains experience from killing certain monsters. Start killing everything around the front of the zone. I'm not going to go super in depth here as almost everyone already knows these levels. 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. A great place to solo for a lot of classes at 105 for AAs. It slows down a lot after 46 but is worth sticking out. Mobs are tightly packed in some places and lots of classes who can swarm like to swarm here because of it. per mob. The mob level goes up to 92-94. Mob HP is ridiculously low since this is a vanilla zone and these levels go by without much attention having to be paid. The first vendor is level 75, and each vendor after that is available every 5 levels. Empyral Weapon Essence; Enchanted Linen of the Weavemaster; Envenomned Krait; Essence of Chaos; ... (Level 100) Guise of the Deceiver (Level 101) Guise of the Deceiver (Level 90) H Hack 'n Slash Reward Crate (Plate) ... EverQuest 2 Wiki is a FANDOM Games Community. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. It's accessible at level 75, so you can have J5 mercs 10 levels early. There are some high level mobs there for the Berserker epic 2.0. It is highly recommended that you do this. 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. Playing live has a few benefits. unsure if they removed it or not). Like swarming, headshotting requires that the high-level is grouped with the low-level and thus cannot be done unless the two characters are close enough in level to be able to gain experience together. You will need help doing it though. 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. 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Class specific everquest weapons by level is over to the exclusion of anywhere else: several with...

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