Tpyo
06-09-2010, 10:10 AM
http://www.gordtulloch.com/twiki/tiki-index.php for a broader description with more zones included. {Thanks for the link Feanan}
I would like to compile a list of zones (and perhaps more specifically locations in these zones) of where players recommend other players level. Considering that I am new to the server and it has been over 10 years since I've had to level a character exclusively in old world content, this will be an excellent tool for myself as well as the other players who are seeking that extra bit of advice.
Please add to this thread as you will, and I will update as frequently as I can! (if this has been done, viscously slap me... I browsed the forums and was unable to find if this subject had already been done)
Misty Thicket, Level 1 - 10, Good and Neutral aligned - Fantastic newbie zone! Plenty of vendors that are readily accessible, as well as a small and easy to navigate town nearby (Rivervale). Obviously more convenient for classes that halflings can be (rogues, clerics, druids, etc.) in regards of spells and training, but I even ran my High Elf Enchanter to this place because I love it so much... Just make sure to have spells in the bank ahead of time or to suck up the trip to Freeport. The real beauty of this zone is the wall down the middle. Levels 1-4 can be comfortably enjoyed on the Rivervale side, while 4-10 can be done on the Runneye side. The guards at the wall are very helpful for saving lives, unless they are being camped by other players. This can, however, work in your favor as those mid-level players farming the halflings are often friendly enough to provide buffs. Just be polite! Beware Mooto, a named goblin who runs from the orc camp in the northwest to each of the goblin camps to the south east. He is no stranger to ambush tactics and will get you at least once when you are least prepared for it. If he is too much trouble, kindly ask one of the mid-level players slaughtering the guards to rid you of him.
East Commonlands, Level 2-13, Any alignment - Three orc camps that are good from 4 to 13. Plenty of roamers that are good from 2-10. 1 undead camp that is 5+ but spawns ghouls sometimes.
The best part is.... you get to watch auctions and see whats out there. People hand out items and buffs to noobs like crazy there. Best starting area period since they shut down global chats. {Thanks Oldhead}
Qeynos Hills, Level 4 - 6, Good and Neutral aligned - There are various giant bats and some wolves to kill but the main attraction are the Gnoll watchers and Gnolls. You get great faction for killing them but their most valuable resource are the gnoll fangs. Turning these in to Capt. Tillen in South Qeynos (overlooking the arena) or in Halas to a female Barbarian, Lysbith in the Halas pit (warrior guild) yields exceptional experience (best by far!) The advantage of making the run to Halas is that you get much better coin and stuff to sell.
You can also head down into the Qeynos Aqueducts to kill gelatinous cubes and the named Cubert. Cubert sometimes drops a tattered dress which you can turn in to the guy standing next to the bridge near the bank in South Qeynos for a reward of a +3 Int gold stud earring. I stayed until I got two for each of my Int casters. {Thanks Striiker}
Black Burrow, Level 5-13, (Any aligned easier for good Neutral) Important! Save all your Gnoll fangs, there are two turn-in locations; First, Captian Tillian in the warrior guild in Qeynos, or In Halas (for more money) - Less popular than Crushbone the only warning is that many 30+ players often use the "gnoll fang" and other newbie quests to raise there faction with Qeynos. Starting outside you can kill Gnolls (level 4-6) and a gnoll watcher (4-4) these are great exp until 6/7. The only real worry is Rabid Grizzlies. You're other option is to pull Scrawny (3-5) and regular gnolls (5-7) inside Blackburrow (watch for trains). Once you are 7 you can start moving down into BB. Once inside BB, there are 2 exits on the first level, one takes you back to Qeynos hills the other will take you into everfrost peaks. See below for maps and further information. {Thanks Soft}
Oasis of Marr, Level 10 - 20, Un-Aligned - The oasis can be a haven for characters stepping into their teen-leveled experiences. Despite the dangers of sand giants and runaway spectres, the fauna of this zone can be exploited for valuable xp they grant players. The docks play the role of a hub for players to gather until they can find a group. Beware Lockjaw, Sand Giants, and Spectres. Usually, these shouldn't be a problem unless players train them to the zone. Sometimes wandering undead can get in the way, but overall, the zone's bounty is worth all the risk. Eventually, players graduate from dune tarantulas and crocodiles to orc highway, where the experience almost literally comes to you. If things ever start look look sour, just do everyone a favor and /shout Train to xxx if you get a chance!
West Karana, Level 12 - 16 - Head to West Karana to the old Miller's farm where you will find many scarecrows wandering the field. These require magic weapons to hit them though. Beware of the occasional roaming werewolf and the Ghoul Messenger who like to wander past this area. There are also grizzly bears, giant spiders and wisps to kill around here. {Thanks Striiker}
Erud's Crossing, Level 12 - 16 - I also headed to Erud's Crossing (aka Wisp Island). There are numerous wisp spawn points. I made some serious plat due to the light stones and greater light stones which the wisps drop. (Turn in the GLS to one of the gypsies in North Karana and then sell the book which she gives you back for about 10 PP each). The downside is that if you get adds, you will die as there is no zone line here (boat / translocator only) {Thanks Striiker}
Highhold Pass, Level 15 - 20, Un-Aligned - Highpass orcs. Much better exp than oasis orcs and the zone is right behind you for an easy escape. {Thanks Km2783}
Upper Guk, Level 16 - 20 - I spent a lot of time in Upper Guk. I am thinking I can stay here until 25 and still have meaningful experience gains (although I am sure one could stay longer). As I try out additional camps, I will add my experiences. There are numerous camps in the zone which are great for these levels.. There's the Scryer camp (Drops Bracelet of Woven Grass (common), Shimmering Orb (rare) and a Glowing mask (Enchanter quest item). I also was in a camp at the warden area. He drops Elf Hide Gloves as a common and the Troll Hide Belt as a rare. The only other camp area which I have been to in the zone is at the zone line to the undead side of Lower Guk. There are plenty of higher level Frogloks to pull to this area and there's the benefit of the zone line right behind you if needed. I previously also hunted the Ancient Croc but I can't recall at what level (it was back in 99 / 2000)
Here are a couple of good maps for the area..
http://www.msu.edu/~oconne53/eqatlas/uppergukmap.html (best detail)
http://www.steveprutz.com/eq/gukupper.jpg (less detail in terms of camp locations but a little easier to follow for navigation.{Thanks Striiker}
Highhold Keep, Level 20 - 32, Good and Neutral aligned - One of the most player friendly leveling areas in the game. Even some evil characters may be found themselves away from the guards in the basement to enjoy the high experience and great loot provided by clearing out the pickclaw goblins. For those who have earned the faction (through racial/class inheritance or hard work), the bank and vendors just up the stairs provide their highly demanded services.
Please feel welcome to offer recommendations for zones to add, locations to add, or things to edit!
Trying to figure out a format to include the information provided by Stickyfingers and Phil
I would like to compile a list of zones (and perhaps more specifically locations in these zones) of where players recommend other players level. Considering that I am new to the server and it has been over 10 years since I've had to level a character exclusively in old world content, this will be an excellent tool for myself as well as the other players who are seeking that extra bit of advice.
Please add to this thread as you will, and I will update as frequently as I can! (if this has been done, viscously slap me... I browsed the forums and was unable to find if this subject had already been done)
Misty Thicket, Level 1 - 10, Good and Neutral aligned - Fantastic newbie zone! Plenty of vendors that are readily accessible, as well as a small and easy to navigate town nearby (Rivervale). Obviously more convenient for classes that halflings can be (rogues, clerics, druids, etc.) in regards of spells and training, but I even ran my High Elf Enchanter to this place because I love it so much... Just make sure to have spells in the bank ahead of time or to suck up the trip to Freeport. The real beauty of this zone is the wall down the middle. Levels 1-4 can be comfortably enjoyed on the Rivervale side, while 4-10 can be done on the Runneye side. The guards at the wall are very helpful for saving lives, unless they are being camped by other players. This can, however, work in your favor as those mid-level players farming the halflings are often friendly enough to provide buffs. Just be polite! Beware Mooto, a named goblin who runs from the orc camp in the northwest to each of the goblin camps to the south east. He is no stranger to ambush tactics and will get you at least once when you are least prepared for it. If he is too much trouble, kindly ask one of the mid-level players slaughtering the guards to rid you of him.
East Commonlands, Level 2-13, Any alignment - Three orc camps that are good from 4 to 13. Plenty of roamers that are good from 2-10. 1 undead camp that is 5+ but spawns ghouls sometimes.
The best part is.... you get to watch auctions and see whats out there. People hand out items and buffs to noobs like crazy there. Best starting area period since they shut down global chats. {Thanks Oldhead}
Qeynos Hills, Level 4 - 6, Good and Neutral aligned - There are various giant bats and some wolves to kill but the main attraction are the Gnoll watchers and Gnolls. You get great faction for killing them but their most valuable resource are the gnoll fangs. Turning these in to Capt. Tillen in South Qeynos (overlooking the arena) or in Halas to a female Barbarian, Lysbith in the Halas pit (warrior guild) yields exceptional experience (best by far!) The advantage of making the run to Halas is that you get much better coin and stuff to sell.
You can also head down into the Qeynos Aqueducts to kill gelatinous cubes and the named Cubert. Cubert sometimes drops a tattered dress which you can turn in to the guy standing next to the bridge near the bank in South Qeynos for a reward of a +3 Int gold stud earring. I stayed until I got two for each of my Int casters. {Thanks Striiker}
Black Burrow, Level 5-13, (Any aligned easier for good Neutral) Important! Save all your Gnoll fangs, there are two turn-in locations; First, Captian Tillian in the warrior guild in Qeynos, or In Halas (for more money) - Less popular than Crushbone the only warning is that many 30+ players often use the "gnoll fang" and other newbie quests to raise there faction with Qeynos. Starting outside you can kill Gnolls (level 4-6) and a gnoll watcher (4-4) these are great exp until 6/7. The only real worry is Rabid Grizzlies. You're other option is to pull Scrawny (3-5) and regular gnolls (5-7) inside Blackburrow (watch for trains). Once you are 7 you can start moving down into BB. Once inside BB, there are 2 exits on the first level, one takes you back to Qeynos hills the other will take you into everfrost peaks. See below for maps and further information. {Thanks Soft}
Oasis of Marr, Level 10 - 20, Un-Aligned - The oasis can be a haven for characters stepping into their teen-leveled experiences. Despite the dangers of sand giants and runaway spectres, the fauna of this zone can be exploited for valuable xp they grant players. The docks play the role of a hub for players to gather until they can find a group. Beware Lockjaw, Sand Giants, and Spectres. Usually, these shouldn't be a problem unless players train them to the zone. Sometimes wandering undead can get in the way, but overall, the zone's bounty is worth all the risk. Eventually, players graduate from dune tarantulas and crocodiles to orc highway, where the experience almost literally comes to you. If things ever start look look sour, just do everyone a favor and /shout Train to xxx if you get a chance!
West Karana, Level 12 - 16 - Head to West Karana to the old Miller's farm where you will find many scarecrows wandering the field. These require magic weapons to hit them though. Beware of the occasional roaming werewolf and the Ghoul Messenger who like to wander past this area. There are also grizzly bears, giant spiders and wisps to kill around here. {Thanks Striiker}
Erud's Crossing, Level 12 - 16 - I also headed to Erud's Crossing (aka Wisp Island). There are numerous wisp spawn points. I made some serious plat due to the light stones and greater light stones which the wisps drop. (Turn in the GLS to one of the gypsies in North Karana and then sell the book which she gives you back for about 10 PP each). The downside is that if you get adds, you will die as there is no zone line here (boat / translocator only) {Thanks Striiker}
Highhold Pass, Level 15 - 20, Un-Aligned - Highpass orcs. Much better exp than oasis orcs and the zone is right behind you for an easy escape. {Thanks Km2783}
Upper Guk, Level 16 - 20 - I spent a lot of time in Upper Guk. I am thinking I can stay here until 25 and still have meaningful experience gains (although I am sure one could stay longer). As I try out additional camps, I will add my experiences. There are numerous camps in the zone which are great for these levels.. There's the Scryer camp (Drops Bracelet of Woven Grass (common), Shimmering Orb (rare) and a Glowing mask (Enchanter quest item). I also was in a camp at the warden area. He drops Elf Hide Gloves as a common and the Troll Hide Belt as a rare. The only other camp area which I have been to in the zone is at the zone line to the undead side of Lower Guk. There are plenty of higher level Frogloks to pull to this area and there's the benefit of the zone line right behind you if needed. I previously also hunted the Ancient Croc but I can't recall at what level (it was back in 99 / 2000)
Here are a couple of good maps for the area..
http://www.msu.edu/~oconne53/eqatlas/uppergukmap.html (best detail)
http://www.steveprutz.com/eq/gukupper.jpg (less detail in terms of camp locations but a little easier to follow for navigation.{Thanks Striiker}
Highhold Keep, Level 20 - 32, Good and Neutral aligned - One of the most player friendly leveling areas in the game. Even some evil characters may be found themselves away from the guards in the basement to enjoy the high experience and great loot provided by clearing out the pickclaw goblins. For those who have earned the faction (through racial/class inheritance or hard work), the bank and vendors just up the stairs provide their highly demanded services.
Please feel welcome to offer recommendations for zones to add, locations to add, or things to edit!
Trying to figure out a format to include the information provided by Stickyfingers and Phil