Also keep in mind almost everything here summons. Pretty much all the critters assist each other though. Just be kind and patient. It's one of the two expansions that made me quit EQ for any length of time. We have updated our Privacy Policy. Kill everything. Once you are 75, start murdering Giants. Mobs are tightly packed in some places and lots of classes who can swarm like to swarm here because of it. Just be careful as sometimes this zone is level boosted for Hardcore Heritage. These will take you to 67-70ish, though only paladins should really try and go to 70 here via swarming. There are some high level mobs there for the Berserker epic 2.0. Also you don't have to worry about paying them until around level 12. ALTERNATIVES: Arcstone(67-75)(Guild Hall, talk to portal crystal vendor and buy Arcstone Spirit Sapphire) - I really recommend this place to people with Undead control or slaying abilities. Also stay away from the center bottom left of the zone. Sad really. Kill the wereorcs. Llux's guide to warrior swarming v3. Everything has changed with the Seeds of Destruction expansion. Just want to provide some info that isn't multiple years old. Fourth, never underestimate buffs. They don't hit excessively hard and are very good exp from 68-74. 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. This place isn't bad for everyone else in general and is much easier to get to than Ashengate, so it might be a good alternative. Also, the first AA you should grind on your player toons are to max Combat Stability and then max Combat Agility. Can I keep him when I shroud? That is how GMs check. http://www.almostgaming.com/everquest/afkmercenary-leveling-guide-for-eq1. You will need help doing it though. So max out at lvl 82 and grind all your final AAs here. Once you zone in there is a monster bridge. You will begin seeing worgs, go south down the coastline and look for some elves and humans. WARNING: 'Hatching a Plan' mission next to PoK standalone bank has been nerfed into uselessness. They do not have much in the way of HP, but can hit hard. NB Loot is rubbish but you don't have to buy any armor until 65. While you're on that sidebar, read the Returning/New Player FAQ. When you rez your mercenary you will immediately be charged the Upkeep cost on him. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. Mobs run on live side so ignore it. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. In order to hire a mercenary meet at least one of the following conditions: Own the Age of Discovery expansion (having purchased when it was a new release). BEST : Plane of Fire (62-68(72))(PoK>PoTranq>Plane of Fire) - Grab yourself a levitate and float your way into the first city area of Plane of Fire. Lots of mobs to kill here. At 55-62 move to very center area of the zone and kill bigger shades and vampires. 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. While it is fastest to level in Hotzones, it is always good to have options on where to level. 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. What i mean is if you do Field of Scale, you'll have the rank IV merc, not the III or II. You can box here, but the zone isn't very conducive to it. Posts: 1,338. But if you just absolutely HAVE to go somewhere else, here are some suggestions. 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. This guide has been updated in 2022 and is up to date with Visions of Vetrovia and the new 125 level cap! These are also really nice for Rangers to headshot since they are rootable and don't summon. Most of these zones are hotzones and no matter which set of zones is up at the time, one of them will be a hot zone. Edited in general directions to each zone and a blurb about the benefits of being on a live server. Thank you! The run isn't terrible, but all of the SoV outdoor zones are enormous so it's further than it looks. A: You must be carrying the plat on you in order to pay your merc. I played a cleric for 9 years until I finally left. For a better experience, please enable JavaScript in your browser before proceeding. It's accessible at level 75, so you can have J5 mercs 10 levels early. At 6-7 go into the middle cave and kill pumas. So there is a level 75 vendor, 80, 85, 90 and so on. You can follow it for some exp or ignore it like most people do and just fight out of the prison and then wander the zone killing everything. 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. From PoK>Gulf of Gunthak>Dulak's Harbor, Board the ship Stormwave or talk to the teleporter guy if it's all broken>Dead Hills. You'll make the amount it takes to pay them and more from those 5 mobs. With EverQuest free to play, returning players can easily add additional accounts. The cost adds up very very quickly otherwise. There a couple of hallway corners that are mostly safe as well, but you have to kill to them and that can be dangerous. Journeyman is an order of magnitude better than Apprentice and is only available to people who pay for Everquest. This makes it so any new player can jump in and catch his friends or others as quickly and painlessly possible. Mercenary Leveling and Equipment While mercenaries are quite adept at walloping the occasional moss snake, even the most adroit sell-sword can be taught a thing or two by an experienced adventurer. They are all undead. Some of the Shissar are undead, but most aren't and they have high HP and hit hard to boot. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. 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. At 82 or straight away if you have a group, head down through the mansion to the basement area. Fully AFK means you can walk away and not worry about your characters, partially means that you may have to be present in case something ALTERNATIVES: 30-35 Goru'Kar Mesa (PoK>Blightfire Moors>Goru'Kar) - Almar used to suggest this place as a prime place to level. That said, I have seen plenty of people level characters solo and F2P. 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. 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. Once you have some level 30 Mercenaries, you will want to level your future Mercenaries while grinding through tasks. They will be indifferent to you to start. For that space in between, look up how to acquire Tier 1 group armor from House of Thule. The boost they provide isn't significant but it is really nice and certainly speeds up the lower levels. He drops a key to access the first black reaver room and open up access to the second floor. The other big benefit is that you get Marks of Valor, which can be spent on gear in Ethernere Tainted West Karana. Everything is very social. 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 easiest armor sets to get will probably be the sets from Hardcore Heritage. It should open and let you swim through to The Hole zone. When you suspend your mercenary the button will change to Unsuspend. Sarith, City of the Tides (94-98) Sarith is probably the best place to farm nameds ever. Otherwise, the area around his spawn point has the highest level mobs in the zone and yields great exp even up to 60 if you're patient. 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. Turn in the quest as you complete it. EQ Test Server: Play for Free as a Gold Member, A Site Dedicated to EverQuest (EQ) and the upcoming EverQuest Next (EQN), Phinigel TLP Server Leveling for Human Paladin @, EverQuest AFK Leveling (and AA) Guide: Its all about 3Boxing, Camp Info AC: 25 Aug Flameshield Stone Pyrilen Riftseeker @, Camp Info AC: 20 Aug Ground Murkglider Eyes Blind Hunter Rekamu MPG Expansion: OOW . 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 high level KEI type spell coupled with a mercs naturally high regen rate can ensure your merc never runs out of mana to heal you. I prefer to stay out of the fields if at all possible. The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. There are three total HAs he will give you. Usually you can kill 5 or more mobs in the 15 minutes it takes between Upkeep's. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. When you suspend a merc you must wait 5 minutes to bring him back into the world. It is easy to get overwhelmed at lower levels, especially with the ratmen who frequent the middle of the zone. The north and east pathways are the ones to focus on. They are pretty well all headshotable by 63. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. Use mostly water pet in Classic era. I avoid the crystalline horrors as they sap mana like wild. EQNext (EverQuest Next or EQN) has been officially announced! For an AFK camp, 100 AA a day isnt too bad. 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. So finding a camp could be tough depending on your chosen servers population and the hour of day. 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. I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. Inside the hut talk to Mercenary Mdjal to hire a mercenary. A: Your merc will Dismiss himself. Also keep in mind that if you hire a mercenary from a female Mercenary Liaison then your mercenary will be a female. At that point start pushing through the shopkeepers to the south or go up the ramp to kill the masters and grandmasters. you will only be able to select an Apprentice Mercenary. The mob level goes up to 92-94. /autoskill allows you to toggle combat skills to automatically active while attacking (formerly unlocked at 61). Talk to Marla Gaslow. if you are wanting to go fully afk do it in instances it is much safer imo, hmmm.. there was hatching a plan or something like that, only decent one i can think of right now. (25% was in Overthere when it was a hot zone.) Inside the city, the Alarans come in groups of two or three or solo. Decent loot drops from the nameds in each zone as well, as well as Tier 2 armor tokens. At 40 move into the second courtyard area and keep clearing northward. The first vendor is level 75, and each vendor after that is available every 5 levels. This means that you'll have to pay the re-hire charge to get your merc back. I just want it known that this is an imperfect guide, just like every guide. Also the mercenary will cost the same amount he would to the level that you shrouded to. Special mercenaries are unlocked via other means, usually involving an expenditure of real money. They like to run, so bring a snare. The north camp is the three rooms near Muramite Proving Grounds. You can get yourself a mercenary for free to help in your leveling. Note: This guide is based primarily on the Hot Zone Wall of Slaughter. Discussion in 'The Veterans' Lounge' started by Smellhound, Jun 21, 2014. A bunch of the missions and HAs are actually really fun too if done once or twice. I would recommend this place only if you have a group of actual people. When you zone in, the area you are in has mobs level 88-91ish. Once that's done, go through the doors and head to the second level. Never a good idea to go fully afk. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. See below for the final bit of the guide. 1 High-Level Character Outside Group 1.1 50% Killing 2 Damage Shield Power Levelling 2.1 AE Damage 2.2 Damage Shields 2.3 Executing the Strategy 2.4 Levelling Path 2.5 Other Tips 3 Swarming 3.1 Swarming Path 3.2 Ghetto-Swarming 4 Headshot 5 Twinking 5.1 Weapons 5.2 Haste 5.3 Hitpoint Regeneration 5.4 AC and Hitpoints 5.5 Potions It looks pretty though. The goal is to get the three Clean Up the Farm quests from Siggik at the gnome camp near the Steamfont zoneline. Direwind Cliffs is nothing but killing drops throughout most of it. Q: What happens if I don't have the money to pay for my merc? EverQuest Cheats & Guides. topic on the EQ forums. As someone who is just coming back on the test server, I am going to use the hell out of this! It's some kinda Gnomish backpack thing. Get invisibility on a character who can rez or has a healer merc at least. i.e. Loot isn't spectacular but with a decent group, you will shred mobs and the exp will flow like water. It's called No Heroism Without Fear and begins at Investigator Drolmer. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. The north camp is the three rooms near Muramite Proving Grounds. There is a big black stone in the bottom right corner of the zone. When do I have to upgrade him? Also his armor and weapons will get better as he levels up. You can stay here until you reach level 77. Make sure you clear both the left and right sides of the first courtyard. Buy the 950 Point Mount that provides levitation. When you get a new mercenary, it starts at Level 1 with only a single ability. 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. Pathings. EMPIRES OF KUNARK & RING OF SCALE - GETTING TO 110 Empires of Kunark is the 23rd expansion. ALTERNATIVE: I really think City of Mist is the single best spot for this level range. Stay away from the air giants though. It's cheap and easy to get and you probably can get large amounts of it just as you level. BEST: 38-48 City of Mist(PoK>Field of Bones>Emerald Jungle>City) - This is will very likely be some of the fastest leveling you will do. I may try again with this guide. Hardest part of this zone is not dying in the fields. (Using ISBoxer is useful to this; please reference my other guide for info) It doesnt matter what the composition is of your 3 box team. everquest afk mercenary leveling guide everquest afk mercenary leveling guide Home Realizacje i porady Bez kategorii everquest afk mercenary leveling guide. The mobs are glass cannons. However I think the mercenary's could be a little more mercenary, The other better thread on this!!!11!!!111111111111!! Balanced: This stance is exactly how it sounds. Lots of good loot and the spider camp and kobold village are pretty easy. Ah yes I always forget about this. If you dont want to deal with killing them, run down until you see the trees and start killing mosstrooper treants. The first camp is in the large room in the bottom right side of the map. I'd suggest even if you go this method, you still use MQ2 with afk tools to answer tells while you are away. Third, get yourself maps immediately. I normally always see people using SKs with mage DS in like fortress mech to do the same thing. Murder the "of Fire" mobs from 65 to 68. NOTE: IF THE FABLED CREATURES ARE UP, DO NOT ATTACK THE BLACK REAVER. It essentially serves to let you worry about leveling without stopping for AAs. The South Camp is the starting point. A: Where it shows your vitals aka Health, Mana, Energy. 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. Dulak's Harbor (35-43)(PoK>Gulf of Gunthak>Dulak's) - You can go higher than this by killing cultists and stuff in the tunnels of the zone, but I think the best thing about this place is the mob density for lower levels. A NOTE ON MERCS: At 75, you can do the Korascian Warrens progression. 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. This is Tier 4 for Veil so things hit hard, but not that hard. Everything is gnomes, constructs, slimes, minotaurs, and elementals. See the New Player FAQ for more detailed information. As an alternative around 73, you can kill the pixies around the guild hall port in. You are using an out of date browser. Chelsith Reborn (98-102)(Guild Hall>Buy Shadowed Sand of the Twilight Sea>TP to Twilight Sea>The Scarlet Desert>The Grey>Chelsith Reborn or Once you do attunement quest from Shard's Landing, Guild Hall>TP to Shard's Landing>Portal to Chelsith Reborn) - I had never tried this place until recently, and I think it's awesome. A discussion community about the greatest MMO of all time! Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. 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. 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. D damination Level 2 Joined Apr 12, 2015 RedCents 313 Aug 17, 2018 #2 1. You will be doing these three HAs on a loop for a while. Coming from The Mines, start killing gnolls until 12. They are very social though and you may need some crowd control. Only thing that sucks is most of the mobs do AoE damage. Depending on how fast you're going this place is wonderful to 38, but tapers off to just decent after that IMO. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. BEST (84-92): The Grounds/Erudin Burning (PoK>Feerott, the Dream>House of Thule, Lower>The Grounds/Erudin Burning) - I love both of these zones. You can pull 3-4 at a time easily and pretty quickly kill them all, moving out toward the docked ships to get higher level guys. If you've made it this far without a guild, then maybe it's time to look for a real guild with people in it. It just depends on gear if solo and number of boxes/size of group if not. If you have an enchanter mez the adds and then hold them for one minute after each kill. You can get a little more life out of the zone by acquiring one of the temporary keys that let you teleport up to Grieg's spawn point. 28-35 Kaesora(PoK>Field of Bones>Kaesora) - I think this is a pretty great zone to get a few levels in. Below the bridge is a giant ice lake covered in spiders and slimes. The money here is ridiculous. 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. Everything is pretty spread out and it's dead simple to pull singles or just wander and kill. A great place to solo for a lot of classes at 105 for AAs. Read More! It'll give an Undead oriented hunting guide. Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. Joined Feb 1, 2009 Messages 62 Reaction score 0 . I don't like them and only do them if guildmates beg me to. I have added it in now. Based on the information provided my first thought was that the begging skillup RNG was better on higher level NPCs than lower level. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. By this point you should have gear that can hold up and healers who know what's what. A: Your merc will start costing you 2g every 15 minutes at level 14. 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. A: When you shroud the mercenary is suspended, when you have enough money to pay for the mercenary you may unsuspend him. © Copyright 2008-2022 Almar's Guides. At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. If you hit "M" you can see your map. 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. Available types are Tanks, Healers, Melee DPS, Caster DPS, and Support mercenaries. Confidence is how many mobs you can pull above your level and the mercs without him running away. Stay close to the friendly dragorn and watch out for nameds until 85. 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. The zone is very well spaced. Efficient: This stance causes your Mercenary to focus primarily on efficiency and preservation of resources. All About Mercenaries | EverQuest All About Mercenaries Mercenaries are NPCs for hire that will aid adventurers in their heroic endeavors. The exp is also really nice 75-80. The westside is still gangster though, so you can kill most of the stuff there. Your tank merc can solo any reds from levels 1-60. Do the research on your own on Allakhazam. IN ADDITION: Recently, much better versions of mercenary gear have been released that make your mercs WAY more effective. 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. Also please note the races that can be clerics are the only races allowed to be healers, same goes for tanks. There is a new set every 5 levels but it isn't really worth getting more than maybe a set for a healer merc at 75, 85, and 105. At 20, open your map and begin trekking out toward the Stone Hive zone line. How do I fix this? Neriak Fourth Gate (accessed off Neriak Third Gate or from ETWK if you've done attunement) - One of my favorite zones for grinding these levels out. Go left from the giant hole in the ground after zone in until you get to a pond. You should easily average about 25% of an AA for each of the light blue mobs while at the South or North Camp. Be careful about how much you aggro as the prophet's do Complete Heal. This area is great if you're a paladin as you can slay the undead and stun out the worst of the damage from the Erudite necromancers. WHY PLAY LIVE? This guide is a solution to that problem. Tank Mercs can kill a red con in about 2-3 minutes (If its REALLY red to you). The gear starts becoming available at 75 and is bought with Marks of Valor from Ethernere Tainted West Karana. This is a short guide addressing the need of returning players. Start killing everything around the front of the zone. 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. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). 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). The big marquee nameds are almost always camped and killed on a timer, so you probably wont see Maestro or Innoruk up. I will provide some quick ideas if that's not the direction you wanna go. Mostly you'll be killing oashim rats and wraiths in the bottom right portion of the Tier 2 section. The west is a mess and quickly drops away forcing you to gate out one way or another. I've separated all of them by expansion pack that way people playing on any TLP can easily access a leveling guide relevant to their expansion at any time! There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. I recommend you donate to him for his grinding guides as well. !1111, (You must log in or sign up to reply here. It's very very easy to do, easily completed solo by all classes. Field of Scale theme - Journeyman Rank IV. The key to AFK grinding is to not die rather than maximize exp per hour. There is a castle structure there. and barrel your way to the second city. Another semi decent camp would be the Gorgons in the top left of the zone. To help you on your leveling journey, this EverQuest Leveling Guide has been updated for all updates and patches as of 2022. That said, some of the zones have been made hot zones. It's still pretty decent at the 80-82 range, though there are better places. Theres an important point to be made about this guide and why its successful. Lower HP, but hit hard. Kill all of it. One thing you can't beat is the money though. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. Feel free to tell me how terrible my suggestions are, as long as you leave a different/better idea. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. With each level gained, your mercenary earns access to one or more equipment slots for armor or mercenary-only Accolades. In comparison to their equivalent in Underfoot, the mobs are vastly easier. They have low HP and don't hit very hard. They are in the places where the guards used to be. It's essentially a big hole in the ground, but the mobs have low HP and die fast. This is a picture of the window you'll see when first purchasing a Mercenary. Kill these guys, turning in the quests as you finish them and then getting them again, until 75. 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). Let the mercenary do all the work for you. Mob HP is ridiculously low since this is a vanilla zone and these levels go by without much attention having to be paid. I just dislike this place in total. Don't fight the ones in the fields as the majority of them are cleric mobs with big heals and a resistance to stuns. I forget about that guy. At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. I recently did another playthrough and used this zone and realized I had forgotten entirely about the bottom half of the zone with the fungus men and golems. The mobs hit very hard and you can get overwhelmed very quickly. Lceanium (100-107) - There are a couple of decent camps here that I have used. If you'd like to see every single zone in the game that I have a guide for, head over to my Everquest Index Page. Balanced: This stance is exactly how it sounds. 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. Erudin has some mobs that aren't kill on sight, so try not to kill them. At 12, all start killing gnolls or skeletal ogres. This is the only stance a Rogue merc will attack on. Finally, heres the math on why I believe this guide has value. Coming from The Mines, start killing gnolls until 12. Kill bears, wolves, and snakes near the zone line to Blightfire. I fully admit that there are abilities some classes have that completely lower the bar for entry to a zone or extend the life of a zone a couple of levels. The other major reason is Alternate Advancement Auto-Grant. Although inadvertently getting trained is a risk youre going to take if youre afk; regardless of what xp zone youre in. Made a handful of edits as of 1/13/2017. Find Tyrinam and take the Reducing the Threat - Worgs quest. ALTERNATIVE: 8-20 Kurn's Tower (Crescent Reach>Blightfire Moors>Plane of Knowledge>Field of Bone>Kurns) - I really like leveling here with paladins, clerics, necros, and SKs. 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. If you have a group, a great place to go is over to the bottom left of the top section of the zone.
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