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Everquest Guides

This page is here to link to almost every single one of my guides. Due to the compatibility issues with Internet Explorer I understand that the html drop down bars sometimes do not operate as they should. These ToC (Table of Contents) pages should take care of those issues. Also keep in mind you can always right click and move the mouse over the drop down menu, making it so it will not disappear once you get past the third option on the list.

Quick Navigation

Getting Started

Gameplay Guides

Leveling Guides

Farming Guides

Progression Guides

Free to Play Guide

How To Predict, Control & Manipulate Markets In Video Games

Complete List of All Everquest Guides (Table of Contents)

Getting Started Guides

Dying
Spells
Mercenaries
AAs
Zone Revamps/Graphics
The Game World
Grouping
The Bazaar
Picking A Class
Returning Player "What You've Missed" Guide
Almar's Guide to Leading A Guild

Useful Links

Gameplay Guides

Character Development

AA Placement
Defiant Gear
Hotzone Aug List

The Game World
The Guild Hall and Lobby
Maps
Chat and Macros
Grouping
Zone Revamps
Fabled Events
Plane of Knowledge
The Bazaar

Farming

           Farming is the most common method of getting cash. It's also one of the most effective ways for instant cash. Farming can get boring (As will everything) but sometimes it's actually fun to just sit back and kill stuff. Below is a list of all of the best things to farm, most of the methods that I list are for people like me, that aren't in full raid gear or 2k + AA's. Click on one of the links below for your level range to see the best farming locations;

Levels 1-49
Levels 50-55
Levels 55-60
Levels 60-65
Levels 65-70
Levels 70-75
Levels 75-80
Levels 80-85

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. (Advertisement: How you choose to play game is solely up to you and the decisions you make are based on what type of online play you are interested in. You can have the best online MBA and level up more slowly than the sophomore in high school, and a masters in public administration would probably help you level more quickly than a masters in computer science.)

I've also included the Mines of Glooming Deep (As seen below) and started to work on Newbie zones.

DISCLAIMER: As a helpful note and reminder I'm not claiming that these are the fastest leveling paths and I'm also not saying avoid the hotzones. These are simply my suggested leveling paths. Consider it this way Hotzones are suggested zones made by Sony to level up in and what you find on this page are suggested zones Almar recommends leveling in. =P

Index - All Guides Listed

Many Different Leveling Locations

Index Page

EverQuest Classic Leveling Guide

Path 1 - Secrets of Faydwer (Merc Needed, Tank Merc until level 50 recommended)

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)

Path 3 - My "Old School" path, (No Merc needed, Until level 70)

Path 4 - Money Making Path (Requires a merc and SoD)

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)

Almar's EverQuest Progression Server Leveling Guide

Index Page

EverQuest Classic Leveling Guide

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)

Almar's Everquest Leveling Guide: 85-86 + AAs (Loping Plains)

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 named 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

**Best Spot for this range** Acrylia Caverns (51 - 59) -- (Stay here at level 59 for a ton of AAs)
AA Prerequisite: 0
Damage Dealt: 20 - 125
AAs Per Hour: 12 - 16
PP Per Hour: 1,250 +
Mercenary Requirement: Yes - Highly recommended
Classes: All
Other: There are a few nameds throughout the area, I can't remember if they summon or not but they aren't much of a threat. Also you can sell their drops in The Bazaar for actually half way decent prices. In AC you will make a ton of plat off of the few weapons they drop (just vendor). Also the Defiant Gear sells for a lot in The Bazaar and the common drop Acrylia Ore of all kinds sell well to a vendor.

Plane of Justice (46 - 55)
AA Prerequisite: 0
Damage Dealt: 100 - 260
AAs Per Hour: 4 - 9
PP Per Hour: 500 - 1,000 (Mobs don't drop much here)
Mercenary Requirement: No but recommended
Classes: All
Other: Nothing summons that I can think of, maybe some nameds, mobs do run though and will agro everything as they do so keep an eye out for such things and be sure to snare, Journeyman Tank Merc can solo the mobs without heals

Plane of Innovation (50 - 57)
AA Prerequisite: 25 - 50
Damage Dealt: 100 - 350
AAs Per Hour: 4 - 9
PP Per Hour: 750 - 1,250
Mercenary Requirement: Yes (Unless you have good gear and 50 or more AAs)
Classes: All
Other: Nothing summons that I can think of, maybe some nameds, be careful not to pull more than one if you're not used to PoI because the mobs here do hit extremely hard

Crypt of Decay (55 - 65)
AA Prerequisite: 0
Damage Dealt: 100 - 350
AAs Per Hour: 4 - 9
PP Per Hour: 1,750 - 2,500
Mercenary Requirement: Yes
Classes: All
Other: Nothing summons that I can think of, maybe some nameds but you won't be around them, be careful not to pull more than one if you come here at level 55 because coming here as early as 55 is stretching it in the first place

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

Howling Stones (50 - 60)
AA Prerequisite: 0
Damage Dealt: 50 - 200
AAs Per Hour: 2 - 9
PP Per Hour: 1,250 - 2,000
Mercenary Requirement: No (But will make it a whole hell of a lot easier)
Classes: All
Other: Not sure if anything summons but it is close quarters anyway, Journeyman Tank Merc can solo the mobs without heals, good amount of nameds that drop high vendor/tribute items

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 are 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.

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

Old Sebilis (52 - 63)
AA Prerequisite: 0
Damage Dealt: 50 - 120
AAs Per Hour: 7 -11
PP Per Hour: 10
Mercenary Requirement: Yes?No depending on level and AAs
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals. Some frogs see through invis.

Dragon Necropolis (50 - 60)
AA Prerequisite: 0
Damage Dealt: 35 - 120
AAs Per Hour: 6 - 12
PP Per Hour: 1,500+
Mercenary Requirement: Yes
Classes: All
Other: Only the nameds summon , Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Some random mobs see through invis and there are tons of traps here.

Velketor's Labrynth (50 - 60)
AA Prerequisite: 0
Damage Dealt: 180 - 260
AAs Per Hour: 5 - 12
PP Per Hour: 750 - 1,250
Mercenary Requirement: Yes
Classes: All
Other: Journeyman Tank Merc can solo the mobs without heals,

Chardok

Crypt of Nadox

Siren's Grotto 50 - 60

Skyshrine 50 - 60

Plane of Disease 55 - 63

Ahkeva Ruins - (Maybe) - 50 - 60

Maiden's Eye (50 - 60)

SSRA - 50 - 60

Plane of Nightmare 55 - 65

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: No (But recommended)
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 (Unless over 250 AAs)
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 Hate (60 - 65)
AA Prerequisite: 0
Damage Dealt: 100 - 260
AAs Per Hour: 5 - 12
PP Per Hour: 1,500+ (Depending on AAs)
Mercenary Requirement: No but recommended
Classes: All
Other: Only the raid bosses summon, mobs are extremely easy to kill and bountiful throughout the entire zone, if you have a low amount of AAs stay in the easy section of the zone (aka around the area you zone in) All mobs are old school raid mobs, Few nameds throughout the area, Journeyman Tank Merc can solo the mobs without heals, Clerics of Hate are 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.

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.

Velketor's Labrynth (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.

Acrylia Caverns (60 - 62) -- (Stay here at level 59 for a ton of AAs)
AA Prerequisite: 0
Damage Dealt: 20 - 125
AAs Per Hour: 12 - 16
PP Per Hour: 1,250 +
Mercenary Requirement: Yes - Highly recommended
Classes: All
Other: There are a few nameds throughout the area, I can't remember if they summon or not but they aren't much of a threat. Also you can sell their drops in The Bazaar for actually half way decent prices. In AC you will make a ton of plat off of the few weapons they drop (just vendor). Also the Defiant Gear sells for a lot in The Bazaar and the common drop Acrylia Ore of all kinds sell well to a vendor.

Chardok B 50 - 65

Plane of Disease 55 - 63

Plane of Nightmare 55 - 65

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

The Buried Sea - Redfeather Isle (75 - 82)
AA Prerequisite: 150 - 250
Damage Dealt: 40 - 380
AAs Per Hour: 10 - 15 depending on kill speed and tasks
PP Per Hour: 750 - 1,250
Mercenary Requirement: Yes (No if you have more AAs)
Classes: All
Other: Only the nameds summon, there are tons of tasks for you to do on Redfeather Isle, most importantly killing the Regrua's for their shells.

Lair of the Splitpaw - Revamped version only (75 - 80)
AA Prerequisite: 150 - 250
Damage Dealt: 175 - 450
AAs Per Hour: 7 - 15
PP Per Hour: 750 - 1,250
Mercenary Requirement: Yes (No if you have more AAs)
Classes: All
Other: If you're not on the progression server or a special ruleset server then the Lair of the Splitpaw will be revamped and have elementals here instead of Gnolls, the zone is good for right around level 75 and will pose a bit of a challenge depending on your class and you.

Crypt of Decay (70 - 80)
AA Prerequisite: 150 - 250
Damage Dealt: 55 - 350
AAs Per Hour: 7 - 15
PP Per Hour: 2,500 - 4,500 (As long as you sell the stuff you get in The Bazaar)
Mercenary Requirement: Yes
Classes: All
Other: Depending on where you kill there are quite a few nameds, which do summon and can be quite difficult to kill since they have much more health than regular mobs. In CoD my favorite thing to kill for XP and loot are the Bubonian War Rats. They are to the right upon zoning in and there are plenty of them to go around

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)

Loping Plains - Worgs (75 - 85)
AA Prerequisite: 250 - 500 Well spent
Damage Dealt: 300 - 1,200
AAs Per Hour: 15 - 20 depending on kill speed
PP Per Hour: 1,500 - 4,500
Mercenary Requirement: Yes
Classes: All
Other: Don't forget to grab the task for killing the Worgs. The task will greatly improve the amount of XP you earn here per hour since the task itself gives close to 80% of an AA at level 85.

Loping Plains - Wereorcs (75 - 85)
AA Prerequisite: 250 - 500 Well spent
Damage Dealt: 300 - 1,200
AAs Per Hour: 15 - 20 depending on kill speed
PP Per Hour: 1,500 - 4,500
Mercenary Requirement: Yes
Classes: All
Other: Don't forget to grab the task for killing the Worgs. The task will greatly improve the amount of XP you earn here per hour since the task itself gives close to 80% of an AA at level 85.

Loping Plains - Treants (75 - 85)
AA Prerequisite: 250 - 500 Well spent
Damage Dealt: 300 - 1,200
AAs Per Hour: 15 - 20 depending on kill speed
PP Per Hour: 1,500 - 2,500
Mercenary Requirement: Yes
Classes: All
Other: They don't summon but they do root so if you plan on kiting them keep that in mind.

Loping Plains - Undead (75 - 85)
AA Prerequisite: 250 - 500 Well spent
Damage Dealt: 300 - 1,200
AAs Per Hour: 15 - 20 depending on kill speed
PP Per Hour: 1,500 - 2,500
Mercenary Requirement: Yes
Classes: All
Other: They don't summon but they do add quite a bit so keep that in mind, excellent place for Paladins looking to solo

Oceangreen Hills (75 - 80)
AA Prerequisite: 250 - 500
Damage Dealt: (250 - 450 for "weak" mobs) 450 - 1,200 for normal mobs
AAs Per Hour: 7 - 20 Depending on kill speed/tasks
PP Per Hour: 1,000 - 2,000
Mercenary Requirement: Yes
Classes: All
Other: Focus on the "weak" mobs unless you are extremely well geared and or in a group. In the far northeastern end of the zone there is a castle like city thing which will give you tasks for killing the mobs outside of the walls. These tasks will add a lot of bonus xp to your hourly calculations and also give reputation which will allow you to buy spells once you get higher level

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. The treants also root, that is something to keep an eye out for if you plan on kiting them.

Loping Plains - Worgs (75 - 85)
AA Prerequisite: 250 - 500 Well spent
Damage Dealt: 300 - 1,200
AAs Per Hour: 15 - 20 depending on kill speed
PP Per Hour: 1,500 - 4,500
Mercenary Requirement: Yes
Classes: All
Other: Don't forget to grab the task for killing the Worgs. The task will greatly improve the amount of XP you earn here per hour since the task itself gives close to 80% of an AA at level 85.

Loping Plains - Wereorcs (75 - 85)
AA Prerequisite: 250 - 500 Well spent
Damage Dealt: 300 - 1,200
AAs Per Hour: 15 - 20 depending on kill speed
PP Per Hour: 1,500 - 4,500
Mercenary Requirement: Yes
Classes: All
Other: Don't forget to grab the task for killing the Worgs. The task will greatly improve the amount of XP you earn here per hour since the task itself gives close to 80% of an AA at level 85.

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.

 

 

Everquest Progression Server Guides

           Well, since so many people use my Everquest guides for things such as Farming, Leveling or whatever else I decided why not expand my guides to cover SoE's new Progression Servers! So I brainstormed a bit and thought of exactly the type of guides that would help people, Leveling and Farming. Both of which are still in the "alpha" stages of development but I just couldn't wait any longer to make this page and post about what I've gotten done so far.

           As many of you know, the progression server is a server that will slowly take us from expansion to expansion so we can experience the whole game over again how it was meant to be seen. My goal with this new section of my website is to create guides to help people get high enough level or enough money to better help them experience the EQ experience. Now keep in mind I'm not claiming these guides will help you ding max level over night or make a bajillion plat, use them more or less as guide lines of which zone to go to, what to farm, what is worth looting and what isn't.

           If you find any issues with my guides or if you need more assistance than what is provided feel more than welcome to send me a tell in-game at any time. My character is Almar on the Fippy Darkpaw server. If I don't respond the first time, try again later, I may have been AFK. I do not ignore anyone, so don't think you're being ignored, I may just be busy (I get a lot of tells every day).

Almar's Everquest Progression Server Leveling Guide

Almar's Everquest Progression Server Farming Guides

Almar's Everquest Progression Server Tradeskill Guides

Almar's Everquest Progression Server Epic 1.0 Guides

Plane of Sky Raid Guide

Vex Thal Key Guide

Coldain Shawl Quest Checklist

Raid Guides

(Velious) Dain Frostreaver IV

(Velious) Lord Yelinak

 


                               
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