This is a resource for locating the easy to find dropped augments for any new character. See also Hot Zone Augments. Starting first with the easy augments from hot zones, then giving a basic list of other "easy" augments: RSS/etc. Not included: DoN augs, LDoN augs, Anguish augs, Cryst More ...
Posted by: Paul Lynch
| @ April 6, 2009 2:42:00 PM BST ( ) |
There are a few clickies effects from PoP ornate gear (elemental has nothing):
Ornate: Planestriders Leggings - Earthen Roots
Planestriders Hauberk - Protection of the Wild
Standard strategy is Elaborate Defiant for visible slots, Compartmented Palladium Trio for JC slots, SoF Dragonscale Hills Bazzar drops for neck, back, shoulders (with face and ring possible) - leaving waist empty (Time haste More ...
Posted by: Paul Lynch
| @ January 28, 2009 11:04:53 PM GMT ( ) |
A level 65 druid can use gear from Time; although you can enter at 62 without a flag (or at level 1 if you use the Herald of Druzzil Ro in PoK), 65 is required to equip items. At this stage in the game, standard Defiant gear (Elaborate for 65), Trio jewellery and level 65 required SoF drops will cover most slots. So we are looking for the missing slots (waist, range, face, primary, secondary, ne More ...
Posted by: Paul Lynch
| @ January 10, 2009 3:17:54 PM GMT ( ) |
I started this project with a level 51 mage back in February (2007). The mage had been around for a couple of years, probably three or four, and in fact had been sitting in Lower Guk while I took a break. Not long after coming back, and starting to look for things to do, I lucked out on getting Quillmane (luck being relative, I had just bought a Crown of Elemental Mastery in the Bazaar, and camp More ...
Posted by: Paul Lynch
| @ December 23, 2008 2:01:00 PM GMT ( ) |
I hit 85 a few weeks ago. Apart from some minor testing of the RSS hot zone, it was all done by grinding Katta elementals, which I know that I swore I wouldn't do, but the lure of new spells was too much for me. Also too much for a reality check, because the better new spells have all been locked behind faction in SoD.
I was 80.99 with 30 AAs banked when SoD launched. There were 27 AAs all in More ...
Posted by: Paul Lynch
| @ December 23, 2008 1:58:47 PM GMT ( ) |
What are "Hot Zones"?
These are zones that SOE want to encourage traffic to; in their announcement, they claimed that a Paludal Caverns level of experience could be maintained all the way up to 60. However, you certainly won't be getting 7% level experience per solo kill in these zones; the percentage will gradually fall as you level. All that has happened is that the ZEM has been boosted; ther More ...
Posted by: Paul Lynch
| @ December 9, 2008 12:20:00 PM GMT ( ) |
From: this post on Allakhazam.
Note: this list does not include the hot zone quests! More ...
Posted by: Paul Lynch
| @ December 9, 2008 12:15:00 PM GMT ( ) |
Mainly for mages; updated to include the Fenden Helter quests. These quests give 25 faction points, and you may also gain points from killing in the combat quests. Each faction has an errand, and a combat quest - only the combat quests for LoL and RB are relatively easy; some classes may be able to solo others (like CoV), and some may require groups. The 'acts' from Fenden are only to gain curr More ...
Posted by: Paul Lynch
| @ August 11, 2008 11:10:30 PM BST ( ) |
I have been leveling up a rogue, some solo, some duo, very little grouping. At the moment he is 63 with a few AAs (see below).
The main web site is The Safehouse, but information is slow to update here.
Hot keys
First thing to set up is some hot keys; rogues need them more than most classes. This comes down to hide/sneak, or evade. Evade, put More ...
Posted by: Paul Lynch
| @ August 2, 2008 9:55:30 PM BST ( ) |
A quick review of (solo) lesson burn exp rates:
Dragonscale Hills animals: 1.8 AA
Ruins of Illsalin (hot zone) witherans: 2.2 (and that's with Legacy event bonus)
Dragonscale Hills wind nymphs (duo with cleric): 2.2
With EM1 focus (Crystallos):
Redfeather Isle regrua: 2.4 (+ regrua shell quest hand in x 2, 0.2) This was pre 'weak' mob patch (July).
Post 'weak' con mob patch (9 July 2008) regru More ...
Posted by: Paul Lynch
| @ July 28, 2008 12:25:48 AM BST ( ) |
- Many keyed zones from the Ruins of Kunark, Scars of Velious, Shadows of Luclin, Planes of Power, Gates of Discord, Omens of War, Depths of Darkhollow, and Prophecy of Ro have had their key/flag requirements modified. All players that have obtained the key/flag will still be allowed entry into the zones, as will players that have met minimum level requirements for the zones. The zones and minimum More ...
Posted by: Paul Lynch
| @ June 15, 2008 2:27:57 PM BST ( ) |
At a later point I will probably split this entry into several - one for general quests and items to collect, one for spell factions, another for AAs, and one for accessible gear (group and CoA raid level).
At some point soon, I need to work out priority for AAs. In brief, I intend to get them according to the following rule: self dps (FoM/DF), pet dps, pet defense, self defense, utility. Anyth More ...
Posted by: Paul Lynch
| @ June 15, 2008 2:00:00 PM BST ( ) |
http://everquest.allakhazam.com/db/quest.html?quest=4364
Vesiss @ pos 1861 pos 2276 Far mid West of map
Tonas @ pos 2199 neg 50 Middle of map near where FM roams
Jashy @ Pos 165 pos 374 South area - before Brownies
Aring @ neg 23 Pos 1813 SW alcove
I Clear Crystal Base - Decay, Life (Ill/Lifewater - Tonas); More ...
Posted by: Paul Lynch
| @ June 2, 2008 6:48:36 PM BST ( ) |
26 May, 2008: level 80 (for a couple of days), 1179 AAs.
BoT (hot zone): SE tower, 1.5 AA/lesson (very roughly). Regrua camp on Redfeather Isle, The Barren Sea - 2.5 AA/lesson!!! Plus 8% AA for one quest hand-in. 13-16% level in a lesson (possibly a little better, this was exp gained in 1 hr without lesson, on only half the camp). Later: one lesson there at 76 is 16% level.
East of island al More ...
Posted by: Paul Lynch
| @ May 26, 2008 4:57:02 PM BST ( ) |
The Quest.
Need 70 doubloons total to buy the containers to combine the hand, from Halon Griere, in The Buried Sea. 27 bones, 39 tasks, 7 islands. On the three bone islands, need to do two tasks before you start to get bones, so have to do five tasks per island. The bones for each of the finger combines are spread across isl More ...
Posted by: Paul Lynch
| @ March 10, 2008 4:59:53 PM GMT ( ) |
Taken from Fabled Mobs for Newbies, by Rawlden. More ...
Posted by: Paul Lynch
| @ March 6, 2008 2:35:00 PM GMT ( ) |
There don't seem to be many pages out there that cover this in any reasonable detail; certainly the lore behind the monk epic is very hard to find.
http://forums.monkly-business.net/viewtopic.php?t=9720 (broken)
1- Sash quests
http://www.castl More ...
Posted by: Paul Lynch
| @ March 6, 2008 10:21:11 AM GMT ( ) |
Escape (59/9) and SoS (63/6) are usually the first two "automatics"
run speed (51/3, up to 5 at 61)
ferocity (61/3x6)
Triple Backstab (65/3x12)
enhanced aggression (66/5x15)
Precision (66/3x6)
Veteran's Wrath (67/3x9) req CF6
Precise strikes (70/9x5) req Precision/3
planar power (61/2x5, etc)
Ambidexterity(59/9)/Sinister Strikes (65/12) req Ambi
nimble evasion (61/1x5)
Various hasten escape More ...
Posted by: Paul Lynch
| @ March 6, 2008 10:18:59 AM GMT ( ) |
I had some problems finding this from Safehouse, so I thought I'd make a list and put it here. This is a combination of good macros to have, and what to put on your hot button bar.
First, I always have on my main hot button for any character:
1) Melee Attack (this is an EQ default).
2) Assist - which in turn is a macro for /assist; I always use this on More ...
Posted by: Paul Lynch
| @ March 6, 2008 10:17:04 AM GMT ( ) |
Focuses are rather less important than for primary casters, although still relevant enough for me to list them. As with most melee based classes, we find that pretty much any equipable item from Time will be worth using, with the inevitable result that I am listing below mainly Quarm drops. The beastlord needs to choose between spell focus, attack, damage shield, regen and ac/hit points. Severa More ...
Posted by: Paul Lynch
| @ February 9, 2008 5:44:16 PM GMT ( ) |
The enchanter class drop from Time is:
Serpent of Vindication; Tallon Zek.
Clicky slow: Forlorn Deeds. Looks horrible, but nice effect. Note that the enchanter 1.0 epic is Staff of the Serpent, which is clicky haste, and substantially worse stats.
To evaluat More ...
Posted by: Paul Lynch
| @ February 6, 2008 4:49:07 PM GMT ( ) |
I normally detest the effect of player chosen colours; we all know the flag coloured ogres, and technicolor erudites - why is it never a dark elf, I wonder? But I also like the traditional cleric purple on my dwarf cleric, and as I have been upgrading away from one of these (very old) sets, I am getting exactly that scrappy effect that I dislike so much.
You need one vial of prismatic dye per sl More ...
Posted by: Paul Lynch
| @ February 2, 2008 9:22:52 PM GMT ( ) |
Why "The Last"? Because I have no intention of taking 76-80 as a grind.
I spent the last few days grinding my way from 71 to 76. I finished off the AAs that I felt I would have some reasonable use (and were available at 71), and moved on. That means full pet and spell damage AAs, plus some utility. All of this, with minor exceptions, was done at one of two camps in Nobles' Causeway.
The fi More ...
Posted by: Paul Lynch
| @ January 31, 2008 8:04:55 AM GMT ( ) |
Need 5 of Cured Ethereal Energy for chest/hands/legs, 6 Ethereal Silk Swatch for chest/legs, 8 Ethereal Metal Rings for chest/hands/legs, 6 Ethereal Sheets of Metal for chest/legs, etc. Head item always has Plainsight, plus there are various mana regen and focus effects on these. However, the clicky buffs are what I am interested in here, as they will be useful, especially for melee characters, More ...
Posted by: Paul Lynch
| @ January 21, 2008 7:31:00 AM GMT ( ) |
I think that the basic general path for a cleric is well understood: get run speed 3, SCM 3, Divine Arbitration, Healing Gift 3 (required for CR), Celestial Regen/Renewal, then get Healing Adept 3, Radiant Cure 1, and MGB (if you raid). It's after that it starts to get tricky.
I favour Spell Casting Reinforcement 3 and SCR Mastery, Mnemonic Retention, then some mix of the various missing Archety More ...
Posted by: Paul Lynch
| @ January 5, 2008 7:58:44 PM GMT ( ) |
It is important to split Anguish drops into three: the minis, which have a short lock out (24 hours?), and only drop ALL/ALL augs; the general raid mobs (3 day lock out), and OMM. Many guilds can kill all apart from OMM for a long time.
The "orbs" for epic 2.0 quests (Globe of Discordant Energy) drop as a result of the evants for OMM, AMV, Jelvan/Keldovan, Hanvar/Ture. More ...
Posted by: Paul Lynch
| @ January 4, 2008 4:19:28 PM GMT ( ) |
A lot has changed since my last post in this series. The release of Secrets of Faydwer added some new recipes for cheaply skilling up spell research, which makes the Omens and earlier spells for 69/70 more accessible to me. Rashere changed the formula for experience gains according to "con" colour, which has had a massive impact. In fact, I have definitely decided to stay at level 71 to gain AA More ...
Posted by: Paul Lynch
| @ December 18, 2007 11:16:26 AM GMT ( ) |
As I write this, my mage is 70, with about 10% to go to 71. Since the last instalment, just over a month ago, almost all my experience has been in groups. Most of that outside of groups hasn't been strictly aimed at experience/hour, and none of has been earning AAs. I have all summoned items drop spells for 71 banked - focus items, armor, and mask (all bar weapons, in fact), as well as a good n More ...
Posted by: Paul Lynch
| @ November 19, 2007 12:19:37 PM GMT ( ) |
I am upgrading my cleric's AAs. He had 75, now has roughly 90, and I need to look to the next few. He has: run speed 3, regen 3, SCM 3, SCR 3, DvA, CR, RC1, HG 3, HA 3, MGB, SCF1, MC1, CA1, CS1, ND1 and probably a few more that I forget.
Options:
CR
AHA
AHG
Mnemonic Retention
SCRM
PP/IE
SCS, GoM, Healing Boon, SCF3, UD3, CA3/LR5, MC2, Div Res, Run Speed 5 all come in secondary to the above li More ...
Posted by: Paul Lynch
| @ October 14, 2007 11:22:16 AM BST ( ) |
I need to start to plan upgrades for my druid's AAs. He's 62, and has been for a while, and may well stay 62 for a while longer. Unless I decide to drag him along to Time (or CoA) raids, in which case he'll get the necessary levelling.
Currently, he has some safe essentials: run speed 3, regen 3, SCM 3, then dire charm, exodus, and innate camo. Dire charm is really optional, but has been very More ...
Posted by: Paul Lynch
| @ October 14, 2007 11:19:51 AM BST ( ) |
I am currently at around 550 AAs, at 66. My camp spot is BoT Courtyard, which, with mainly Time gear now, gives me 1.7 - 1.9 AAs/lesson, which is the best I have had since 51. There are two problems; the first is relatively simple, which is that at 67 ALL of the turkeybees turn light blue, which means that my exp rate will drop to 0.9, which isn't great. The second problem is the abandoned expa More ...
Posted by: Paul Lynch
| @ October 14, 2007 11:17:44 AM BST ( ) |
I've been level 66 for a few weeks now, and getting on for 100 AAs. Most of that has been at the same camp, stormriders in Bastion of Thunder. This is the second time that I have spent a long period of time at the same level (the last was 55, I don't really count 59), and this time, unlike the last, I have upgraded by gear. Prior to this point, I have been using Scout Madu quest gear, required More ...
Posted by: Paul Lynch
| @ September 21, 2007 12:05:31 PM BST ( ) |
I stayed mostly in the Plane of Justice Death Row for 63/64/65. 18% per lesson in 63, 15% in 64, and 12% in 65. In 65 mobs were 50% green, but prisoners were light blue; in 66, most row mobs (60%?) were green, prisoners still light blue. It gives around 0.8-1.0 AA/lesson in 66. Death Row is holding good at 1.0 AA/lesson, and only drops to about 0.9 duo with a 62 druid with a dire charmed pestil More ...
Posted by: Paul Lynch
| @ August 31, 2007 2:59:59 PM BST ( ) |
Shows HP, avoids item with non-mage effect/focus. Most items without focus have 3-5 FT.
Ear: Pulsing Emerald Hoop http://everquest.allakhazam.com/db/item.html?item=20736 140
Hoop of the Enlightened http://everquest.allakhazam.com/ More ...
Posted by: Paul Lynch
| @ August 4, 2007 4:58:34 PM BST ( ) |
I have spent my accumulated AAs in 64, and have 10 left over from the 30 stored AAs. I will next level to 66 for the new pet; I have most of the 65 spells, and have enough Minor Muramite runes to get all 66. Once there, I will work on AAs again, and look for a new spot. My current spot is Death Row (aka Mavuin Hall) in Plane of Justice, which will start to show green at 66, I believe (note: I w More ...
Posted by: Paul Lynch
| @ July 26, 2007 12:35:35 PM BST ( ) |
From an EQLive post by Crystilla (I have seen something very similar several times, this is just the one I chose to copy). Lousy formatting and eaten chunks of text courtesy of blojsom (it's all still here when I edit, just not visible). More ...
Posted by: Paul Lynch
| @ July 26, 2007 12:02:19 PM BST ( ) |
62 was a problem for me. The only suitable hot zone was Acrylia Caverns, and Outer was all green, and Inner was starting to get tough on my pet. I was down to 1.0 - 1.2 AAs per lesson in Inner Acrylia; then I discovered that my exp rate on greens in Outer Acrylia was also 1.0 - 1.2 AAs! People wandering into Inner Acrylia could seriously damage my rate there, and there was usually at least one More ...
Posted by: Paul Lynch
| @ July 15, 2007 11:09:49 AM BST ( ) |
Vellum Parchment Solution
Shopping list for making Vellum Parchment Solution, which is the recommended skill up path for 175-203 research. Other skill up solutions require very similar components - only the numbers in the final combine for gems/metals, Vial of Pure Water and Gnomish Heat Source vary. More ...
Posted by: Paul Lynch
| @ July 15, 2007 11:08:03 AM BST ( ) |
Ding 239! Still 61, and that flushes out all of my stored AAs. The last purchase was to get Persistent Casting 3, which I had held off until defensive AAs were at max.
I have come back to Outer Acrylia. If I pick the section near the entrance to Inner, I have the skeletal minions and shik'nar, which are 50% roughly light blue, and I have the pick of bloodpriest and bloodmage spawns, without so More ...
Posted by: Paul Lynch
| @ May 13, 2007 10:11:48 PM BST ( ) |
At 59, Dranik's Scar is annoying. The caves are a mix of grey/green, with a few light blue rats in one. The various mobs have the full gamut of grey/green/light blue, and up for nameds.
Outer Acrylia is all light blue, although I see that at 62, it is all green. Inner Acrylia has light and dark blue.
I now have 30 stored AAs, and am progressing through 59. My AA rate was 1.5 - 1.7 per lesson More ...
Posted by: Paul Lynch
| @ May 5, 2007 2:44:21 PM BST ( ) |
I now have 200 AAs. Everything from general/archetype/class that is desirable I have already purchased, and I have 3 AAs stored. My maximum rate of earning AAs at 59 was 1.5 AAs per lesson in the Hole, at the destroyed constructs/gargoyles camp and the spirits of the ruins camp below it. If I timed it poorly, or if there was anyone else even close to the camp, I'd end up with about 1.4 AAs; if More ...
Posted by: Paul Lynch
| @ April 25, 2007 11:35:36 AM BST ( ) |
In line with my recent post about beastlord gear, here's what I can see to gear up a level 60 mage. More ...
Posted by: Paul Lynch
| @ April 22, 2007 1:57:00 PM BST ( ) |
From a thread on the Veteran's Forum on EQLive, something dear to my heart. The premise is a naked level 65 beastlord, with no cash. More ...
Posted by: Paul Lynch
| @ April 22, 2007 12:19:06 AM BST ( ) |
Taken from EQLive Newbie forum, post by Crystilla: More ...
Posted by: Paul Lynch
| @ April 13, 2007 9:54:45 AM BST ( ) |
I had a 10 day break in the middle of this, but I have cleared my 30 stored AA, and, as of this morning, am now 59 (updated on 30 March, 2007). Destroyed constructs and gargoyles in the Hole are still light blue, even at 59, so should do for my next batch of AAs.
Level 56 took about 2 - 2.5 hours; I didn't time it accurately, but the last 20% took 35 minutes (18% for 30 minutes) - no lesson. Le More ...
Posted by: Paul Lynch
| @ March 27, 2007 10:07:58 PM BST ( ) |
My mage is now 55, with all spells including the PoR pet buff (Earthen Strength), courtesy of 65/66 beastlord and cleric. The Hole massive constructs have turned green, so he needs a new spot, as he has to acquire another 58 (plus 30 banked) AAs before levelling again. I'll update the following review as I experiment with AAs, there's time enough to do everything, I'd imagine. Last update - 3 M More ...
Posted by: Paul Lynch
| @ February 16, 2007 9:57:09 AM GMT ( ) |
In the last week, I have gathered 39 AAs at level 51. All were gained in the Hole, as was level 52 (plus a little level exp in Echo Caverns and the Deep zone in area). The 9 AAs are spent on run speed, regen and metabolism; I have avoided resistances, stats and plan on avoiding tradeskill AAs entirely.
My camp area in the Hole has been the zone in elementals (13, I think), the drop down massive More ...
Posted by: Paul Lynch
| @ February 12, 2007 11:16:11 AM GMT ( ) |
Since AA exp was revised, I've been considering a plan, which makes the most sense with a mage. And just yesterday, I made a start.
I have several higher level characters on two accounts (and my wife has a mage on her account), which made most of this possible. My mage has been 51 for a couple of years while I took a break; when I came back, after taking a look around TSS and getting updated on More ...
Posted by: Paul Lynch
| @ February 5, 2007 7:16:57 PM GMT ( ) |
Zone graphics have been changed for many zones. Along with these changes, new mobs and quests may have been added. This seems to be a part of ongoing revision of old zones, building in changes that seem partly to be derived from EQ2.
Revised Zones
This is from the perspective of someone leaving post-Luclin; there were earlier zone revisions and additions, like Split Paw, the Warrens, St More ...
Posted by: Paul Lynch
| @ January 3, 2007 2:49:25 PM GMT ( ) |
All are purchased from the Brewer in Crescent Reach unless otherwise stated. See EQTraders for recipes, etc.
Air-infused Spring Water 1 (foraged DoN)
Barley 1
Berries 2 (foraged)
Bottle 6
Brandy 1 (Barkeep)
Cask 6
Champagne Magnum 1 (JC - enc gold, opal, bottle)
Cork 1 (Alchemist)
Cup of Sugar 4 (C More ...
Posted by: Paul Lynch
| @ December 30, 2006 4:34:31 PM GMT ( ) |
Look for the melee augments seller (Gemcrafter), there is one in Crescent Reach. Type 4 (weapon) augs in four styles: direct damage (Wulfenite), damage over time (Anatase), immediate healing ( Dioptase), heal over time (Erythrite). Prices range up to 510pp for the higher level (50+) versions.
Next, there are drops from the current ( December 2006) hot zones, all from an unmasked changeling:
<ul More ...
Posted by: Paul Lynch
| @ December 27, 2006 11:09:45 AM GMT ( ) |
Borrowed from a post in the Newbie Zone on EQLive, heavily spell-corrected by me.
SK:
1) Blade of Disruption (even at lvl 75 there is no upgrade to this 1-hander outside of No Drop items).
2) More ...
Posted by: Paul Lynch
| @ December 25, 2006 11:43:44 PM GMT ( ) |
This is also a reminder for returning players, too.
Get started by downloading the 'new' patcher, and using that to download the rest of the game; this is faster than installing from CD, as you would have to patch over the CD install anyhow.
If you are completely uncerta More ...
Posted by: Paul Lynch
| @ December 22, 2006 9:12:10 AM GMT ( ) |
Recommendations for gear while levelling. These assume that the character is self-funded and not being powerlevelled.
The basic principle is to work your way through quested/crafted armor, and pick up some items from the Bazaar. Worthwhile Bazaar items are old school armor, and weapons. Look for armor with focus effects and without recommended levels, as these were retrofitted onto old zone dr More ...
Posted by: Paul Lynch
| @ December 22, 2006 9:10:58 AM GMT ( ) |
Way back when Everquest started, your first armor was either dropped, or made with tradeskills - banded armor, silk, or made from ruined cat (or bear) hides. As you levelled, there were certain items that were known to be good for your class, until eventually you ended up gearing from raids.
When Luclin was released, the new class, beastlord, had a set of quested (non-tradeskill) armor, but they More ...
Posted by: Paul Lynch
| @ December 22, 2006 9:07:35 AM GMT ( ) |
This is mainly aimed at newer players, but should work for experienced players who want to run through the early quests and tasks efficiently. Tasks usually give only trivial experience, but the rewards can be useful. If you are intending to powerlevel and twink extensively, then this isn't for you.
Tutorial - Mines of Gloomingdeep
You start in the tutorial zone, Mines of Gloomingdeep More ...
Posted by: Paul Lynch
| @ December 22, 2006 8:27:00 AM GMT ( ) |
So far my Drakkan necro is level 10, with around 5 or 6 hours played; for comparison, that is exactly the same as for the same levels in WoW.
I could have reached level 5 easily in either Gloomingdeep, or Cresent Reach. But you really need the tutorial zone (Gloomingdeep) to get the Kobold Skull Charm; and, as a Drakkan, at level 5 you can get your breath weapon from your dragon. To do this, yo More ...
Posted by: Paul Lynch
| @ December 3, 2006 1:58:22 PM GMT ( ) |
I haven't played EQ in a couple of years (yes, since World of Warcraft was released), and I wanted to try it once again, being still quite attached to some of my characters. A lot of things have changed,and a lot of old resources have either vanished, or remained static, and thus become less relevant. I am making these notes on the low end game in case they may help others in a similar situation More ...
Posted by: Paul Lynch
| @ December 2, 2006 10:48:30 AM GMT ( ) |
Isn't easy. SOE offer it as a retail box only, although you can buy it from the Station online store - but the shipping is $40 (ouch!, for a $20 product). None of the UK games stores seem to every carry it, although at least one seller seems to stock it on Ebay. One UK store More ...
Posted by: Paul Lynch
| @ December 1, 2006 6:07:00 PM GMT ( ) |
Intended mainly for those interested in doing the iksar quests for shamans and shadowknights. See here.
In general, faction can be raised by killing sarnaks, goblins, frogloks and iksar outcasts in Kunark - not all will give hits, so only frogloks in Sebilis do, and the Kly in Dalnir do not, for example. There are also several factions in Cabilis, not all of wh More ...
| @ July 4, 2005 12:00:00 AM BST ( ) |
First, fix your faction. Your objective is to become warmly to all factions (apart from necros) for both classes, and non-KoS or better to necros for SKs.
Greenmist series drops:
- 4 sarnak whelp heads (sarnak hatchlings, LOIO)
- 9 A Page of a Tome and a Tome Binder (froglok raiders, SoNH, around the bandit camp just south of the FoB zone)
- A Glowin More ...
@ July 4, 2005 12:00:00 AM BST ( )
There's a relatively recent thread on Necrotalk that gives gear recommendations for level 45. If the necro is genuinely level 45 (or a little higher), then the TSS quest gear from Scout Madru in Goru'kar Mesa will probably replace the visible slots.
This bit is old - 2003, at a guess; but still relevant for lower levels. Tak More ...
| @ July 4, 2005 12:00:00 AM BST ( ) |
Yes, the title is a deliberate parody of the money making guides sold from web sites for EQ, and the continual posts on EQ forums from ignorant newbies wanting to find that hidden way to wealth, riches and rapid level advancement. The real truth is that no such store of secrets exists, and if a system did exist that was easy, SoE would remove it faster than they nerf bards.
Having said that, More ...
| @ July 4, 2005 12:00:00 AM BST ( ) |
The origin of the post was the necro forum; it has been modified somewhat by me.
What are race and class penalties?
At some point in 2006, race penalties were abolished. The halfling racial bonus remains, as does a bonus for both rogues and warriors. The good old/bad old class (or hybrid) penalty was removed a long time ago, although, while penalties were in place, the More ...
| @ April 12, 2005 3:09:32 PM BST ( ) |
From this thread on eqlive(comments are mine).
"Natimbi: Farm Restless Souls for named who drops HP Augments (non Lore, you can have as many as you can carry), within range of Named Reef Crstacean who drops the Mana version of same augment. While farming this camp, you get enough shards to o More ...
| @ February 18, 2005 1:54:29 PM GMT ( ) |
These are the quick and easy skill ups for different trade skills. Note that skill ups are fastest when within 20 points of the trivial, bourne out by several tradeskillers, but this can be overridden by price or convenience of a higher trivial item.
First: you can take all tradeskills to 54 for free by the Abysmal Sea vendor quests. Do this.
Brewing:
Fetid Essence (122): flas More ...
| @ November 8, 2004 7:28:27 AM GMT ( ) |
- Phase 3, Avatar of the Elements, Supernatural Guardian: Faceguard of Frenzy (spell haste)
- Bertoxxulous: Pulsing Onyx Ring (beneficial extended), Celestial Cloak (hp/mana regen clic More ...
@ November 8, 2004 7:28:16 AM GMT ( )
Making heady kiola is a necessary grind for skilling tailoring up to 158, which is required for the Coldasin Prayer Shawl, among others. It is the last tailoring skillup stage that can easily be made using store bought components, apart just from the (expensive) ribbons. The biggest problem with heady kiola is deciding where to make it; the sap isn't sold in Abysmal Sea, the Plane of Knowledge, More ...
| @ October 31, 2004 11:50:39 AM GMT ( ) |
Starts with Ixpacan at location 50, n1070 in the skorpikis pit in the Overthere. Use the Find window to reach him, this is at the end of one of the east legs of the pit. You will need your 8th skullcap to hand in to him.
After following the conversation, you will be given a 4 slot container, Ixpacan's Tome. He asks you to collect four items - a brittle bone (once used for reincar More ...
| @ September 29, 2004 2:30:27 PM BST ( ) |
Intended mainly as a guide to raise alchemy skill quickly so as to make Essence of Iksar - triv 172; this needs a level 59 (I think) shaman. Uses iksar meat (collect in Dulak) and wormwood. Hopefully you will only need one each. Skill up path is (mostly copied from http://www.geocities.com/shadowknight57/alc More ...
| @ August 20, 2004 2:31:47 PM BST ( ) |
A couple of notes included on why these spells are considered rare. Probably missing a lot. Most of these combines need a piece of parchment and a quill. Priest spells can be combined by any int caster; int caster spells only by members of the same class as can use the spell. More ...
| @ August 11, 2004 12:47:23 AM BST ( ) |
Tips from an experienced player on what anyone, even a person just picking up the game, should do on their first day. I still do this on all my new characters. More ...
| @ August 5, 2004 11:59:04 AM BST ( ) |
+5 stamina +5 agility +5 dexterity +30 hit points weight 7.2 stackable
For anyone aspiring to be a baker, the Halas 10lb Meat Pie is the first real sign you get that mastery proper is in sight, and is also the first really profitable item you get a chance to make. But, like the Misty Thicket Picnic, the recipe is complex with many combines, and requires several tools that would need a More ...
| @ May 23, 2004 10:28:02 AM BST ( ) |
Classic PL rules
- kill mobs that are high dark blue, white or yellow to your PLee, exp is faster than killing higher mobs that your PLee can't damage;
- use a DS on either you or the PLee;
- someone in the party needs to be able to heal the PLee (for most methods);
- you want mobs that don't run; undead are perfect, but you can get by with killing snared mobs that turn if you have More ...
@ January 3, 2004 1:31:18 PM GMT ( )
Take a look at http://mythiran.allakhazam.com/enchanter.html>Mythiran Tower or EQTraders for detailed information on spell research.
16 Mesmerisation p26 L&R Tasarin's Grimoire
20 Berserker Strength p More ...
| @ January 1, 2004 11:11:19 AM GMT ( ) |
See the guides at Caster's Realm, Clerics of Everquest, EQ Cleric.
The 3 raid force parts can be handled in a straight sequence, provided all the other parts have been ha More ...
| @ December 3, 2003 10:02:18 AM GMT ( ) |
A very nice spot to practice charming for enchanters, druids and shamans is at the kodiak caves in Great Divide. Bloodmaw, a named kodiak, is your pet, and a remarkably safe one. More ...
| @ November 13, 2003 12:51:01 PM GMT ( ) |
39
Turning of the Unnatural
Remove Curse
44
Celestial Healing
Temperance (LoY)
50
Improved Invis to Undead
51
Death Pact (used for turn in)
Sunskin (turn in)
Pure Blood (LoY)
52
Word of Vigor (turn in)
Heroic Bond (turn in)
Upheaval (drop, and druid FV turn in, and used for cleric turn in)
Epitaph of Life
53
Yaulp IV (used for turn in)
54
Reckoning (used for turn in)
Unswerving Hammer of Fai More ...
| @ September 30, 2003 10:26:07 AM BST ( ) |
Magicians actually get some decent quests from here, unlike most other classes. Druids and beastlords get none, enchanters and necromancers yield items that are superceded by newbie quest items; but magician focus items are (almost) essential.
Quest giver for the focus items is Vira.
Broom of Trilon
- Star ruby
- Griffon feather (West Commonlands or North Karana; may also be a st More ...
@ September 22, 2003 1:50:32 PM BST ( )
24 (triv 62): .Everfount (words of transcendence)
Summoning Water (words of dimension, ice of velious)
Summoning Fire (words of dimension, jade shard)
.Summoning Air (words of dimension, pearl shard)
29: Greater Summoning Earth (words of coercion, gloves of rallos zek)
Greater Summoning Water (words of coercion, flame of vox)
34 (triv >92): Minor Conjuration Fire (words of duress, breath of solu More ...
| @ September 20, 2003 9:35:52 PM BST ( ) |
[edited from my posts on EQ Cleric forums]
I normally agree with all the posts about how to learn a class you have to play one up through the levels as a main. But I'm not sure that I do for a cleric. The reason being that cleric style changes a lot at key levels.
Before 39, a cleric is comparable to a druid that can't nuke/snare, or a shaman that can't slow - but with bigger heals. More ...
| @ September 20, 2003 10:37:08 AM BST ( ) |
44 Malaria (LoY quest)
52 Bond of the Wild (LoY quest)
54 Spirit of Snow (Luclin drop)
56 Spirit of Flame (Luclin drop)
61 Infusion of Spirit - ethereal parchment turn-in
61 Talisman of Shadoo (Shaman Kunark spell trade-in reward)
.63 Talisman of Jasinth (Kunark drop)
65 Acumen (Kunark drop)
12 parchment/rune turn-ins, 61-65 (to Primalist Saosith)
.61 Healing of Sorsha
More ...
| @ August 5, 2003 12:29:57 AM BST ( ) |
All races for a class get the same equipment, delivered in 3 backpacks on your cursor.
Necromancer
Earring: int5 reagent cons I (x2) Batskull Earrings
Mask: ac3 int3 Sheer Bone Mask
Necklace: wis3 int3 Black Iron Medallion
Cloak: ac5 hp10 mana10 dr-10 pr-10 Festering Cloak
Ring: int2 (x2) Silver Rose Engagement Ring
Mantle: ac2 Raw Silk
Belt: Ac2 int4 hp8 Braided Cinch Cord
Helm: Ac2 wi3 i More ...
| @ August 3, 2003 10:44:33 PM BST ( ) |
If you keep accumulating large quantities of foraged items, this is what you can do with them. These are recipes that use mainly common foraged items and only cheap purchased ones.
Baking
Muffin (8) dough, fruit, muffin tin
Rabbit Stew (68) rabbit, water, pot
Vegetable soup (68) vegetables, sauces, water, pot
Apricot Marmalade (99) 3 frosting, fruit
Chocolate Marr Cherries (128) 3 Marr c More ...
| @ July 10, 2003 4:58:51 PM BST ( ) |
Necromancers - Heretic Drahur
Shadowknight - Reaver Nidlil
Wizard - Channeler Olaemos
Enchanter - Illusionist Jerup
Bard - Minstrel Eoweril
Cleric - Vicar Ceraen
Shaman - Mystic Abomin
Druid - Wanderer Astobin
Magician - Elementalist Somat
Ranger - Pathfinder Viliken
Paladin - Cavalier Waut
Beastlord - Primalist Saosith
| @ June 18, 2003 12:45:18 AM BST ( ) |
Per class, each of the spells that can be handed in to suppliers in Firiona Vie, the Overthere outpost, or Cabilis.
| Hand In | Reward | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cleric | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Death Pact Reckoning Upheaval Yaulp IV | Heroic Bond Sunskin Unswerving Hammer of Faith Word of Vigor | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Druid | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Circle of Summer Circle of Winter Form More ...
Hollowshade Moor is one of the most entertaining zones in the game - provided you aren't attempting to gain experience there. It's a zone that I have cursed many a time in the past, but that's changed now that the war script is fixed. As it now is, it serves several purposes: as an experience and quest zone for young Vah Shir (14-30); a source for high level smithing components; probably the mos More ...
Beastlords/Tailoring
For slightly lower level Vah Shir, the zone provides drops for their trade skill quests, and for the sonic wolf bane weapons. These depend on mobs that generally speaking only exist when the zone is in the default state, and disappear during war times. The following drops will be looked for:
This is a programmable button pad with a D cursor control button, like a cross between a numeric keypad and a console gaming pad. It attaches using USB, and has support for MacOS X (and 9) as well as Windows. It is intended for use by the left hand. There are ten buttons as well as the cursor button and a wheel shaped throttle control. The ten buttons can be modified with three shift states - More ...
A few notes on this subject, regarding buffing.
Anyone collecting acrylia ore knows that it sells well in the Bazaar, and has probably got some sort of system for pricing it to sell, based on keeping a close check on others prices. What you may also have noticed is that when someone is buying acrylia, they often buy almost all that is available on the market at one time. Unless you do tailoring or smithing yourself, you may not be aware of th More ...
There are two cycles in Skyfire, each with its own spawn point. One spawns around loc -2245, +580 (about NE of Wiz portal); this is not an exact loc as they pop relatively close to there and a Druid tracker at least can pick up the PH's. The Second spawn point is around -1073, +3249 approximately.
These are intended for Vah Shir, but Ghulam is all large races (including iksar), and all Vah Shir classes. Others are all races, all classes bar silk wearers. Each quest involves collecting 4 of something.
Nukes
|