10.5.1 Mistmoore and Kunark dragon faction
This one is only known to few people and very easy to do. So far there hardly is any real usein being in good faction standing with Kunark Dragons. May you want to show off a little orare a passionate roleplayer worshipping Veeshan in this case you might enh??joy this:
Kaladim King
Respawn time: about 6 to 8 min with 4 -6 Guards.A lvl 60 Necro can solo him with some difficulties. If he is dual wielding you require a partner.Teaming up reduces the overall risk anyway and the faction hit is pretty much the same.
6 to 8 kills will get you from a maximum kos stanting to the maximum ally standing with all Kunark Dragons. You will also get to maximum indifferent (more isn’t possible) in Mistmoore have fun =)
10.5.2 Freeport Banker Faction
Freeport lost its importance long ago with the introduction of the bazaar. Still you might wantto do some tweaking in case you ever get back to this place or simply for the fun of it. As there are rivaling faction areas in Freeport it is unfortunately not avoidable to be non-kos inboth areas if you want to reach the bank and don’t have the faction for it (unless you want totry the very tedious of faction balancing by switching between long questing sessions andguard killing for the different side)
Quest: The Deathfist Belt quest, given in the warrior guild. It raises faction with the NPCs around thebank but lowers faction for the docks and West Freeport.
Mobs: Guards in West FP and in the dock quarters raise faction for the bank enormously. Apart from the gate guards they are easily killed if you’re lvl 50 to 55. You have to make sure thatyou don’t pull more than one guard or things might be become painful. If they still give expthey are hard, if they are green your pet will tank them alone.
10.6 Faction based levelling
Levels: 16 to 24 Location: Highpass Description: The Orcs at the Kithicor zone give faction with Highkeep this will help to do Freeport related Highkeep Quests. It’s a good place for banking and all sorts of supplies as well. The orc ears can be sold or swapped for even more faction.
Levels: 24 to 30 Location: East Commons Description: The two guards at Inn 1 and 2 are around lvl 25 and not too smart. Snare or fear kiting works fine. Watch out for the roaming Sergeant Slate! He’s a level 45 guard and hits for around 110. This will raise your faction with the Freeport Bank
Levels: 34 to 42 Location: West Commons Description: Your target here are the toll guards. Splitting them is a tad nerveracking, but can be done with Screaming Terror. Mez one guard and kill the other. Raises faction with Freeport Bank.
Level 50 to 60 Location: East Commons Description: Remember Sergeant Slate? If you camped the guards at Inn 1 and 2 you will surely want to take your revenge on him.Unfortunately he has plenty of hitpoints, but you will be rewarded with a nice Freeport bank faction hit.
11. A few words on this guide
There are many black sheep out there, selling e-books of doubtful quality. Keeping this in mind I really want to express my thanks to you for placing your trust in our service by buying this guide. I hope it met your full expectations and provided more to you than a simple camp spot reference. If you have any questions, feedback or comments, please don’t hesitate to contact us at sales@killerguides.com.
Copyright 2006. EverQuest is a Registered
Trademark of Sony Online Entertainment.
You can raise your evocation skill by casting on your own pet, you will be thankful at later levels for not constantly fizzling. If you enjoy this play style I recommend the dungeonsmentioned below. Usually it only makes sense to hunt this way the first few levels after you received a new version of the spell though:
Level 8 10: Paineel, heretic Pet, Skeletons Level 9 12: Chess Board, awesome experience Level 12 30: Unrest, Courtyard, Inside the house and basement at later Levels Level 17 22: Lake of Ill Omen, Lesser and normal Icebone Skeletons (roaming, only
a few of them, not recommended) Level 20 26: Rathe Mountain, Giant Skeletons
Level 25 30: Mistmoore, inside the Castle Level 30 33: Lake of Ill Omen, Greater Icebone Skeletons (roaming, only a few of
them, not recommended) Level 31 36: Spectres in Oasis grouped, later on solo
Level 34 36: Kithicor Forest, at night Level 34 49: Lower Guk, Death Side
Level 39 44: Ocean of Tears, Spectre Island (-7000, -1000) Level 49 55: Karnor Castle, Skeleton Captain and Verix Level 56 – 60: Howling Stones Level 57 60: Katta Castellum (unconfirmed)
This is no powerleveling method for sure, but a very fun way to play your class and a change from the usual killing routine.
Another possible way is to hunt plants Necros got plant only spells as well. At level 29 it starts with Defoliate (100mana, 198 210 damage !) and at 52 we get the super effective botanic nuke Defoliation (250 mana, 725 damage Wizards go home !). Lots of plants can be found in Trakanon Teeth, Emerald Jungle and Wakening Lands. This is probably the most unused Necro strategy at all, but the ratio is even BETTER than WIZARD nukes at the level where you get them, so give them a try
In the first four levels after receiving a new spell (plant or undead only) we can keep up with Wizards and sometimes even outdamage through the larger mana pool. This of course only works in the specific locations mentioned above.
10.4 Dragons
10.4.1 Killing Dragons together with a Partner
Starting at level 60 necromancers are able to kill dragons in Western Wastes at first together with a partner and later on even solo. The best target choices when getting here are:
Yeldema Yal Vraptin Vitaela Uiliak Onava Makala Gangel
How does it work? Those mobs are real named dragons, with most of them having just as real area spells. Actually it is rather simple: fear kite. The problem: extremly high magic resists. This is where your partner comes in:
Possible Allies: lvl 60
Shaman lvl 60 Bard lvl 60 Enchanter
Shaman: probably the best choice because of Malo, Malosini and Slow Bard: Occlousion of Sound, able to debuff magic resistance with a Tash Orb. However it is a little difficult to keep the bard alive if fear wears off (remember the Essence Emeralds though
?). The awesome pull abilities of Bards (compared to the other classes) are their biggest bonus Enchanter: Tash and slow are the pros for an Enchanter. Your pet will enjoy having rune and speed casted on it IMPORTANT: Except for Yeldema all dragons have got a more or less effective area damage spell. Keep the vampire dots up at all times and watch out for the hitpoints of your partner a shaman can care for herself though.
10.5 Factions
In this section all the little helpers, tricks, hints, strategies that imrpove the daily life of a necromancer will be explained in detail.
10.1 Feign Death
1.5 seconds cast time might not seem a lot, but you will change your opinion when faced with multiple mobs beating you to bloody piece of robed trash.
The Technical Aspect Feign Death does a check if the act?? has been successful, if yes the message Necro02 dies?? appears, otherwise you see Necro02 has fallen to the ground??. In case feign death has been performed successful (chance of about 60-80%), a few rules need to be followed: Past level 35 feign death doesn’t suffice to clear the aggro and the higher the mob level the fewer times it will work. You need to wait for the mob to return to its spawn point or to his roaming path. This will increase the chance of a successful aggro clear to up to 95%. Recasting feign death helps as well. To be on the safe side you can type /q to go linkdead while you are still lieing on the floor.
Pulling with feign death It used to be a pull strategy for shadow knights, but necros are capable of doing it as well to a certain degree. The target is to pull single mobs out of a whole group. This comes in useful while soloing spawns close to each other or when pulling in a dungeon or on a raid.
How it works 1 Cast Darkness on the mob you wish to pull 2 Run away for a few seconds, until all mobs are far away from the camp 3 Cast feign death 4 Wait for the mobs to return to their camp 5 ***now comes the dirty trick*** 6 Mobs will move back to their camp in walk mode. If you ever casted Darkness on a mob that is down to walk speed you probably noticed something: It stops moving. The mob you casted Darkness on will stand where he lost aggro, while his friends move back. 7 best case: you stand up, only the darknessed mob aggroes: Single pull 8 Very often the mob is still too close to his friends (if there is not enough space to run far), in this case repeat steps 2 to 4 Pulling casters with feign death While some people considerd it impossible, they have been proven wrong: It’s just a question of good timing. The problem is that nukes take longer to cast than feign death they never stop to cast, even if they think you are dead, so the nuke hits you even if feign death was successful. The mob now notices?? that his nuke had an effect on the corpse?? and sees through the act. The solution is to time the mob nukes. Usually they only got one spell with the same animation / sound so you know how long it will take before it goes off. Time your feign death to go through right after the nuke.
10.2 Essence Emeralds
Required for some necromancer spells they are very useful and very expensive. Creating Essence Emeralds requires casting sacrifice on a group member. The target has to agree on sacrificing itself and will die without the possibility to get their experience back (you it only costs a standard emerald and some mana). The target needs to be between level 46 and 59 (set to avoid any exploitation of the spell).
Total costs: 1 Emerald (12 pp) 1 lvl 46+ Life (several hours of exp huinting)
Uptill now there are three ways to use those gem stones??
Infusion this spell costs 1 Mana and 1 Essence Emerald. Effekt: self gain 1000
Mana. Unless you bought the Essence Emeralds and haven’t had to sacrifice someone for it in most cases it doesn’t make sense to use the gem for this. If this maybe safes your group or raid the price is acceptable.
Trudication a maximum damage life tap requiring 1 Essence Emerald. Cast time
and mana usage are extremely high. Most necromancers agree on this spell being rather useless, as a single life tap is hardly ever worth several hours of lost experience.
Convergence a necromancer form of ressurection. You will get 93% of the lost
experience back, cost: 1 Essence Emerald. The best use for this spell is on raids, in case you are getting wiped and no cleric was able to log out in time. Necros have got a better chance on survival by casting feign death and typing /q. This is probably one of the few really good situations to use them.
10.3 Wizarmancer
No joke Necros make very good nukers. The trick is to specialize: Necro nukes against undead have got an exceptional high mana / damage ratio, even comparable to Wizardnukes.
Spells:Level 8 Ward Undead (30mana, 36-41 damage)Level 20 Expule Undead (60 mana, 88-94 damage)Level 29 Dismiss Undead (90mana, 140-162 damage)Level 39 Expel Undead (130mana, 261-273 damage)Level 49 Banish Undead (225mana, 585 damage)Level 57 Exile Undead (250 mana, 725 damage)Level 65 – Destroy Undead (300 mana, 1200 damage)
9. Leveling in the Gates of Discord
(Un)fortunantly, Gates of Discord follows the latest trend that soloing is bad, so for the most part a group is required for this expansion. One thing to note is that due to the extreme increase in mob damage, a dedicated healer is required for most groups. If you do not have a cleric, 2 secondary healers is extremely advised. Any of the first five ??open” zones (Natimbi, Qinimi, Ferubi, Barindu, Riwwi) all have extremely good experience, and thanks to the randomization of most named spawns, it doesn’t really matter where you camp. The only problem is that many mobs in GoD have an increased run speed (Sow or faster), so trains are VERY common. It’s advisable to stay as far away as possible from zonelines if possible.
To help combat the need for trains, instanced trials and zones are perfect for having a dungeon to yourself. These instanced encounters are a bit different from LDON instanced dungeons, as mobs respawn here. What does this mean to most players? You can basically stay in your instance up to 6 hours and get exp, without having to leave. Many instanced encounters (Tipt for instance) have mini named and a boss that gives flags. How much you
do is dependent on your group, and in some cases it’s even possible to solo in these instances. Unfortunantly, the mobs can randomly summon, so it’s not recommended to solo. Below we’ve listed the best level ranges for various zones.
9.1 Natimbi
If you stay away from the Cragbeast Queen and her 4000 damage hits you should do finearound this zone.
Levels: 51-55Man mobs roam, and don’t be afraid to explore the undewater part as many mobs make thistheir home as well. The best experience seems to be the ghost camp pops on the island inthe center of the zone. They have a short repop time, rarely cast, and drop essences for aquest given at the Wayfarer camp across the moat.
Levels: 57 65 There are a number of mobs you may hunt around this level for some decent experience:A Turepta Cragwalker (hits for up to 180 points of damage)A Hynid Fleshripper (hits for up to 240 points of damage)
9.2 Qinimi
Levels: 55-60 The undead ruins here along the west wall are inadvisable, as mobs are closely packed. A good lull class would be better than a FD class as many of them are casters with pets. There’s not many places to camp other than the zone ins/outs, as the center of the zone is a huge dome with many, many mobs and a graveyard area with many roamers.
9.3 Ferubi
Levels: 60-65 Ferubi is a maze of corridors lined with waters, with mobs interspersed. Pulling is easy, just be sure not to fall in the water as it’s sometimes difficult to get out. Casters abound here, and as usual they’re sowed indoors. Run5 is adviseable if you’re pulling to a static spot instead of moving around the zone, as mobs can easily kill you before reaching your group.
9.4 Riwwi
Levels: 60-65Riwwi is an open zone, with plenty of roamers and static pops in an open field with buildings.Just watch out for trains here, as it’s an outdoor zone. The best camp spots here are again, along the walls of the field AWAY from the zone in and outs.
9.5 Barindu
Levels: 60-65 Barindu is pretty much the same as Riwwi. Speak to Ganesh here for information how to start the first instanced zones for even better experience. A side fringe of doing the sewers for experience is the lack of trains inside the zone. If you die, CR can be a pain as see invis mobs are common here. Waiting outside the sewers entrance for corpses to pop out is an extremely bad idea, in general. It’s best to wait near the zoneline and have a rogue drag them when they pop out of the dungeon.
Beyond these zones, it’s recommended you be 65 with at least elemental level gear to go any further with success. For the most part, while there are single group instances, it’s not recommended you go here unless you intend to raid or have elemental + gear.
10. Hints, tricks and specials
dungeon, find the NPC you have to rescue, and escort him safely to the zone out. While many groups can invis/ pacify / sneak their way down to do this, it’s recommended you clear as you go since you’ll have to escort your NPC out too.
Assassinates. Assassinates are fairly straight forward too. You clear about 60% of the
mobs in a zone, and a named will spawn. Kill him, and you’re successful. The problem that may arise is the map design; if you clear the dungeon to one end and he pops at the other, you may find yourself with little time to get to him.
Collections: Collection missions are a popular choice. You’re given a mission
to collect 20-30 pieces of a certain item. Anyone in your group can loot them.
Slaughters: Widely regarded as the fastest and easiest, slaughter missions just require you to kill 50-60 monsters.
Besides the points you’re being awarded for successfully completing a mission, you also have a chance of random named mobs dropping loot as well. The general rule of thumb is the harder the adventure, the better the loot, so try a few hard missions as well.
What to Buy?
Where to spend your points is the big question. The point/theme system can be a little confusing. As you earn points in a theme, they build up in a giant communal pool. So if you earn 100 points in all 5 themes, you’ll have 500 points. However, you can only buy 100 point or cheaper items. Why? Because your spending limit is determined by how many points you’ve earned in that particular theme. It’s a gigantic pain, but there are some really NICE items you may buy: augments that give hitpoints and mana, Flowing Thought 2 augments, and even a complete set of armor for you. Your spells for this expansion may also be purchased this way. They are outlined on in the spell section.
Aside from spells, the big draw for necromancers is the armor. Much better than even Ornate Armor, the Immortal’s Blooded Silk armor from Mistmoore is what you’ll be wanting to earn points for. At 1492 points PER PIECE, you’ll want to save for this above all else. And since
necros do the best in Mistmoore (undeads everywhere!) groups can be very fast here.
8.2 A guide to the themes
It’s hard to say what’s the best theme all around, all have their strength and weaknesses. We’ll outline and rate each theme and go over how to be the best in each.
Miragul’s Menagerie: (A) One of the easier themes in the Lost Dungeons, Miragul’s Menagerie is based on the escaped denizens of the labs of Miraguls. Even though based out of Everfrost, ice spells work surprisingly well here as do magic and fire. The money drops and loot here as well are excellent, and many smaller groups (4 or 5) work well here. It’s fairly easy to pull 2-3 at a time without lulling or a feign death puller
Rujarkian Hills: (B) Rujark is a bit harder, and many mobs are resistant to snare and lull. You’ll definitely want some sort of crowd control with you here. Overall, loots are a tad better, though many mobs are semi resistant to fire. For the most part, you’ll want a full group here.
Deepest Guk: (B) Guk is about the same difficulty as Miraguls, but tends to have more enchanter mobs. Many, many more enchanter mobs. Mobs tend to be closer together and harder to pull, but most collect missions and slaughters are fairly fast. All nukes seem to work equally well, so just go with your best one. You can probably get by with just 5 people in a group.
Takish: (C) One of the worst themes, in my opinion. There’s lots of druid mobs here, casting high damage nukes and sowing the mobs around them. Snare is a must here, as mobs will run and train your group very quickly. Fire is semi resistant, so stay with magic. If you have a magician friend, they can charm the summoned rocky golem creatures for a huge boost in damage. Otherwise, you’ll always want a full group here.
Mistmoore Catacombs: (A) One of the best overall themes, Mistmoore has easy mobs with good spacing which make for easy pulls. Best of all, most mobs are undead, so your cleric can nuke for added damage, necromancers can charm mobs, and paladins can get massive critical hits against undeads too. These three factors can make for very fast, efficient missions for the best exp.
Overall, necromancer perform well in all the themes, though this information may help you to find the best theme for you and your guild and friends.
7.3 Dulak’s Harbor
There are four boats here in this harbor. These seem to be the best place for experiencing. There are other places, but they seem hardly worth the effort, unless the Shaman is waiting for a boat to open up. Starting from the south boat (#1) and moving to the east the boats are as follows: 1) Stormwave: This boat is most often camped due to the AC 20 legs that drop off the Captain.
2) Duilira: There are approximately 10 spawn points here with MoBs raning from 41-44. Best camp spot is near the ramp. The Captain is now reportedly dropping a very nice ring.
3) Dandolak: This ship is similar to Duilira, just more pirates. Single pulling is very easy here and the Captain Rockbelly can drop some nice Rust Encrusted Leggings that Shaman can wear.
4) Oceancrasher- These MoBs are very aggressive and tend to run more mid 40’s. There is a little house that is near the docks has about 5 in there and they readily aggro as a player walks by, so it is recommended to cast Invisibility getting to this boat. Any MoB here can drop the Dewdrop Charm and the Captain has a Rust Encrusted Bracer that Shaman can wear. . 5) Windscorn: This is by far the hardest boat with MoBs in the mid 50’s, complete healing clerics and an Iksar SK with a 500 point Harm Touch.
In general MoBs here are under-conned due to their high amount of hit points. Shamans here are very valuable because of their Slow Spells. Lots of pp can be made here with some cool drops. Each MOB has 4-9 pp on it and 1 in 4 has a 4-6 pp weapon. Also, 1 in 10 drops a gemstone that sells from 80-198 pp. Save the blue diamonds and sell in the Bazaar for a lot more. A few patches ago they had all Iksars in zone be able to drop Iksar blood which is used in high level tradeskills. 1 in 4 will drop the blood but most Iksars are only found on the Windscorn and its dock. It is easy to see why this is an excellent place to make money.
7.4 Torigiran’s Mines
This area seems best designed for a single party in their mid 50’s for an old fashioned dungeon crawl. The miners at the entrance are easy and can be single pulled with little effort. The bridge area is a little tougher with Trolls that are level 50-55 and these too should be able to be single pulled. Further into the dungeon are several one way doors that lead to the underwater portion of the zone, so having Everlasting Breath and/or Deadman’s Float is suggested. Finally there is the campfire area which contains 8 campfires with three MoB’s each surrounding them. These MoBs have a lot of hit points and can Harm Touch for over 800 hit points. There are a few drops here, but it is mainly an experience grinding zone.
7.5 Hate’s Fury
This is the hardest zones of the five and even an experienced group will have difficulties here. One good thing is there is a graveyard, much like the Planes of Power, that will pop corpses killed anywhere in the zone after twenty minutes. This zone is designed much like the inside of a pirate ship with an upper deck and lower deck. There is not a simple strategy to get through this zone. Much like Torigiran’s Mines this is more of a dungeon crawl which requires a fairly balanced group of significant level. Shamans are absolutely necessary here as most of the MoBs are under-conned due to the amount of Hit Points they have and the fact they hit so hard. Most of the MoBs are easily dispatched once they are slowed, but it is rare that a group will be facing just one.
8. Exploring the Lost Dungeons of Norrath
8.1 The mechanics
Ldon is unique for a few reasons: first off, you can’t solo in this expansion. Basically, the lost dungeons are instanced dungeons organized in themes around the world. There are five themes:
Deepest Guk: To access dungeons in this theme, go to the
Wayfarer’s camp in South Ro (grass side, a tad west of the druid ring) Miragul’s Menagerie: To access dungeons in this theme, go to the Wayfarer’s camp on the island in the river fork in Everfrost. Mistmoore Catacombs. These dungeons are accessed from the Wayfarer’s camp in Butcherblock. Rujarkian Hills: This theme is accessed from the Wayfarer camp in the EC tunnel, next to the Shady Swashbuckler. Takish: This theme is accessed from the Wayfarer camp in North Ro, in the grassy area.
Starting an adventure is fairly easy. Grab at least two friends, pick a theme, and look for someone labeled Adventure Recruiter inside the camp You’ll probably need more than 3 people in your group, a full group of 6 is recommended for the best experience pay-off. One thing to note is that everyone in the group must be within 7 levels of one another to be to adventure together. You’ll also want to get players as close in level as possible; the greater range in levels the lower the monsters you’ll face, resulting in lower experience and loot. Once you accept the mission, a window will pop up and give you directions where to go to zone into your personalized dungeon. The adventures are timed, so you only have 90 minutes to complete them. There’s also two settings; normal and hard. Most adventurers will want to take normal missions, unless your group is ready to handle monsters that hit for 900!
There are several types of adventures. Below you will find a brief outline of each of them together with a ranking.
Rescues: Rescues are just what they sound like. You fight your way through a
level 53, however you will need to feign death pull then.
Levels: 60+ Hunting Area: The Deep Location: at the zone Description: ULTRA experience in case you are able to deal with the fast respawn (six minutes at the entrance!). They hit very hard and sometimes you end up with more than one mob at level 60 this should be no problem. The only way to kill here is by root kiting and even though root breaks very often it’s still excellent experience.
6.2.3 Levels 61 – 65
Levels: 60 62 Location: Plane of Innovation Description: Typical root and dot zone. The mobs hit hard but are nothing special. Since most of them are standing in Groups of two you either have to deal with both of them or split them with feign death.The experience drops considerably at 62. Keep in mind that some rare mobs are immun to root and snare
Levels: 60 63 Location: Plane of Nightmare Description: Not really the easiest area due to trains caused by quad kiters. The experience gained at the first few levels is excellent. The best mobs are the trees at the zone in. Just pull them single and try to not train the graveyard. As almost everywhere in the planes, root and dot are you primary choices. Pull the mobs to a nice save spot at the wall in order to avoid any adds. Plenty of space allows you to kite if necessary.
Levels: 60 65 Location: Plane of Storms Description: Here you camp frogs most period. The four at the zone in will provide nice exp, but have to be pulled with feign death – you might have a painful encounter with the caster mobs around here. The frogs in the woods close to the forest giants (from zone in head along the wall, hug right??until you get to the first river. Jump into it and swim over to the other side). Just pull them to a hill and kite them along. Recast root and dots – again fear kiting impossible like in most other parts of the planes. Experience is still good at 65 and pulling is quite easy.
Levels: 60 65 Location: Plane of Valor Description: Turn on invis and head to the far right until you encounter H2O. Follow till you reach the temple. Head up the stairs (mobs are non-kos). On top you head left – don’t aggro any Gargoyles
. As soon as you hit the wall, pull Gargoyles and root dot them to death. Most pulls result in multiple incoming mobs, so keep feign death ready. It’s one of the best unflagged experience places even though splitting the camps may be tough.
Levels: 63 65 Location: Halls of Honor Description: Here you can camp almost everything you see. The whole zone looks like the entrance. Most mobs come in packs of two – no big deal when root kiting. Beware of some undead sentries, as 50% of them are not snare-/ rootable. There is plenty of space to kite with the prefered camp spots being:
The entrance The temple on the left leaving out the dogs infront of it Every human basement of the four main temples
Levels: 65+ Location: Crypt of Decay Description: Very difficult but oustanding experience for necromancers capable of fighting here. Turn on invis and head straight for the undead mobs. Charm one and have it beat up the others. Buff your pet slow its targets. As long as charm holds you are fine, once it breaks you got trouble incoming. If you got the nerves it’s a dream of experience come true.
7. Legacy of Ykesha
The Legacy of Ykesha was a small, in-game expansion that included a new area accessible from the Stoneburnt Mountains. Five new zones, a larger player bank, a new playable race (Frogloks), new spells, new quests, a new type of horse/mount, new dyes to color armor and of course new MoBs were all included.
7.1 Gulf of Gunthak
This is where the ship from Stoneburnt drops players off at. This is the only harbor in Broken Skull and it is safe to walk around the Lighthouse area. In the Lighthouse, there is a banker, a pirate who sells the new lizard mounts and several merchants, including the one who sells the new dyes.
There are a variety of MoBs that are past the beach, each is difficult to root and snare and range in level between 35 and 50. Those at the lower levels should stick to the beach as most of the MoBs here will con dark blue. Once the Shaman is familiar with this area, they will find several undead zombies which will con yellow and red. Soloing and Duoing is relatively easy in this area as there is enough room to maneuver.
Going deeper into the fortress or into the other zones, bringing a party along is highly suggested, however there are a few places one can solo/duo.
7.2 Crypt of Nadox
The zone is well developed as far as dungeons go with 5 separate areas of interest: Luggalds (Upper/Lower), Undead Trolls, Elementals, Shrine, and Blackguard, and the Troll Mines. There are 3 ways to get into the zone (False Wall from Torigran Mines), Lava Entrance (left passage between the lower and upper town in the rock tunnel in Gunthak), and also the very top of the Gunthak Zone from the right hall in the top of the castle.
This zone will strip any lev buffs you have on but for mid-level gear this zone is a casters paradise. There are some good melee drops as well with several charms that drop. The thing you must remember in this zone is that the NAMED mobs usually (but not always spawn) of the death of one of the mobs that your killing. There is a special ring event that occurs in the shrine. Spiritseeker Nadoz is considered the boss of the zone and drops the best loot in my opinion. The Broodmother from the Luggald area is another tough challenge that requires two level 60ish groups that know how to work together well. Other named with either spawn and/or spawn off of the death of mobs in that specific area.
Levels: 20 25 Hunting Area: West Karanas Location: -3900, 2500 Description: A barbarian village where Lars and Junth McMannus, two level 20 NPCs, can be found. The respawn is fast and provides nice experience. Your level 20 pet will turn those two into an experience farm. Watch out for Ulrich McMannus though, he is level 30 and roams around the camp. You might want to take sow potions with you to be able to make a run if things go bad. If you are lucky, Ulrich is camped by a level 30+ player.
Levels: 22 25 Hunting Area: Rathe Mountains Locations: various Description: Giant skeletons are a very nice source for experience, with some luck you can even take out yellow and red ones.
Levels: 24-28 Hunting Area: Dalnir Description: Umberling hulks – there is a small cave that leads to Dalnir from War Slick Woods. The cave can be divided into two different sections: One with two
spawns, one with three. They are non-sociable creatures and will almost never help each other out, although on a few occasions I have met my demise here. You can usually single them. There is also a bug allowing you to darkness them, hit them with all of your dots and then fear them – they will then “fall into the world” and die slowly. They can still hit you, but falling into the earth seems to slow them down making it possible to run in circles to out run them. The bad part: If they don’t die from your dots they won’t die at all. You can’t hit them with anymore after they fell down. It is also a very good spot due as the Dalnir zone line right next to you. A solid bar of yellow experience should be possible at each at level. They drop minor gems, furs and some platinum.
Levels: 25 34 Hunting Area: Ocean of Tears Location: Sister Isle Description: Many little sisters, all of them awesome, easy dieing targets for fear kiting. Experience is ENORMOUS around here, but so is the risk as you can’t escape from the island if something goes wrong. I recommend having feign death memeorized at all times.
Levels: 32 42 Hunting Area: Firiona Vie Locations: Roamer pull (2000, -350), Drolvargs (550, -2000) Description: Up to level 35 the roamers are a good choice found all over the zone. Many necromancers will be killed on sight in the outpost, so keep your distance: The butterfly guards nuke extremely hard for their level. Around level 35 you should move to the Drolvarg Outpost. Sometimes it will be necessary to pull using feign death, but once the spawn has been splitted, the experience is absolutely amazing and you even receive nice platinum loot.
Levels: 34 – 38 Hunting Area: West Karanas Location: Well Description: In the West Karanas there is a level 34 bard spawning at the wall, named Vahalen. A yellow bar of experience per kill is what makes this encounter intersting. However, he hits slow but hard. The hitpoint monster should be killed with a kiting technique (darkness, one dot, poison bolts followed by life taps). It is important that you keep feign death up, as failing to land darkness may result in a dead necromancer quite fast. For the same reason you might want to have a pet around buys you the time for a second or third try. He is easy to kite around since you do not need to worry about any adds. He drops a few plat, a wind instrument and has the ??song of karana” as rare drop.
Levels: 35 44 Hunting Area: Overthere Location: -1400, 3800 Description: Many different mobs, with most of them attacking you upon sight. You may pull them single and fear kiting works great around here. Tigers and Sarnak Knights are only level 36 and a good choice because of the lower resist rate. As you advance level-wise the hunting becomes childs play. Sarnak Berzerkers drop whips which can be turned in at the evil outpost. I highly recommend doing this quest, since it gives nice experience up to level 35 and allows you to quest for the Overthere Hammer once you reached level 50. You might want to consider moving here even sooner and hunt the berzerkers with a group.
Levels: 34 40 Hunting Area: West / East Commons Locations: WC (400,1400), EC (400, 3800) Description: Rangers and druids at the druid gates will accompany through these levels. There are always two of them around, who have few hitpoints and a fast respawn rate. The trick is to use Screaming Terror to mesmerize one of them while killing the other one. Fear kiting is essential to prevent them from casting their 300hp heals. Once the spawn is broken, it’s a piece of cake. They drop fine steel weapon(s) each time, which you may sell right at the vendor (she isn’t kos) located at the druid gate in West Commons and in East Commons in the nearby house.
Levels: 45 51
Hunting Area: Burning Woods Location: safe spot (-2000,-600) Description: Bees, skeletons and gorillas are the targets you should seek out. Take care not to aggro any wurms, as they have a tremendous melee range and tons of hitpoints. Scorie Hornets should be avoided as well (they are of a much higher level), just as the named gorilla ?? Gullerback” who can be lvl 51+ (watch out for summon!). There are enough safe spots along the zone walls, so have fun fear kiting
6.2.2 Levels 49 – 60
Levels: 49 54 Hunting Area: Feerrott Location: Entrance to Fear (-1500, 2700) Description: Not really a spot for role players (come on, there are still a few
, since you will camp a charming necromancer woman. She will fear, snare, nuke, scratch, spit and curse you so it’s match made in heavens. Of course she has got a pet which should hardly pose a threat though. The problem: She hits for up to 110 so you have to fear kite her. If possible increase your magic resistance to avoid getting yourself feared. It is important to finish her off very fast since her fear pathing will take her towards the spectres. With some luck she drops rare gems.
Levels: 52 55 Hunting Area: Skyfire Location: 600, -4000 Description: In The zone walls are safe through most parts of the zone. Often the fear pathing even follows the wall so you don’t need to fear any adds. Important is to constantly pull and safe mana. The more mobs the better! You may pull everything except for named mobs, elder wyverns, skyfire drakes (which can be above level 51 and capable summon in that case) and please, please no guardian wurms (doublehit for 480, lvl 60). The best spots are probably located on zone wall on the right hand when entering from overthere Overthere and directly behind the entrance to Veeshan’s Peak.
Levels: 51 60+ Hunting Area: Maidens Eye Location: 1800, -900 Description: Toiler easy melee mobs with few hitpoints. The spot up the wall near the little lake is perfect. Fear kiting is out of question, so you will have to root kite. The experience is dream-like. In case you got your epic you may root and dot up to four mobs at once. Lich form will spare you any mana problems. Take care not to let the mobs get too close to the building.
Levels: 54 60 Hunting Area: Velketor’s Labyrinth Location: Zone in Description: Killing spiders and gargoyles at the zone-in is safe experience. Root kiting is recommended. Low resists make it an easy hunting area.
Levels: 57 60+ Hunting Area: Katta Castelum Location: zone to Twilight Description: Fight the guards found at the zone border to Twilight. There are more than enough available and at level 58 all of them can be single pulled. In case you get multiple at once, use FD to split them up. Again it is necessary to root kite As the guards only got very few hitpoints three dots are sufficent to finish one. Be careful with roaming guards, better kill those first. You can even start here at
Disadvantages: Only applicable in the higher
level range, after you received super mana efficent dots (at 400 mana for 2000 points of damage dealt it becomes interesting)
6.1.3 Snare Kite
This method is rarely used by necros though it’s quite popular with wizards and druids. However, around level 35 you may succeed with this strategy as well. Later on fear and root kiting will provide much more effective alternatives. The strategy is simple: You snare the mob with Darkness and start running, nuke the mob, run, nuke, run … I guess you get the idea.
6.1.4 Charm
This way of leveling really invites trouble, but the reward can make it worthwile. You charm an undead mob and use him as pet. While some might have strong melee ??skills, others may be able to cast Complete Heal or are capable of Harm Touch. The advantage: A much stronger pet, able to take down opponents on its own. The risk: if charm breaks, you are screwed. Not only your charmed pet will attack you, but the mob he has been fighting will turn on you as well. I hope the unpredictability of how long the spell is going to last makes you feel more excited than nervous. In order to avoid unnecessary loss of life (yours in particular) all life saving spells should be memed while hunting with charm:
Feign Death
Harmshield
Gate –
This strategy get’s really interesting, as soon as you receive Dire Charm an unbreakable charm, lasting until you zone out, camp or die. This pet will never turn on you. The only disadvantage: the pet will outdamage you most of the time, resulting in an experience. Since you can kill up to three times faster this usually makes up for it. The more important restriction though is level-wise: Anything above level 48 may not be dire charmed.
6.2 Experience Areas
In this section you will find several strategies for each level from 1 to 65, no matter if you are fighting solo or grouped. Necros are an excellent solo class due to their high mana efficiency in form of pets and dots. The negative side of slowly dealing out that damage isn’t as important as in groups either. Usually you should try to stay consequent, remaining in one spot instead of constantly changing locations. Camping five hours straight for a single spawn will get you three times more experience than moving from spot to spot, joining a group for a while and then changing the location again. The grouping and dungeon bonus made soloing less interesting though it remains one of the primary advantages of a necromancer.
6.2.1 Levels 1 – 48
Levels: 1 4 Hunting Area: Newbie zone Location: Near the guards Description: The first steps are the same for any class and race. Kill, loot, kill, loot, sell your loot. done up to level 4. In case you are in a newbie area with only few mobs or a very dangerous one, e.g. like Nektulus or
Toxxulia Forrest, you might want to get a bind in a more rewarding area like Freeport or Qeynos.
Levels: 5 11 Hunting Area: East Commonlands Locations: 100,100 at Inn 1 Description: Stick with large spiders and bears until you get to level 8, then start hunting pumas with twinked equipment lions are poissible as well. Stay away from asps (their poison is quite strong). A good choice is to buy a backpack as soon as possible, if you manage to kill many orc pawns you should be able to get one in the Freeport Monk guild.
Levels: 5 15 Hunting Area: Field of Bone Location: -1150, 2250 Description: It’s very difficult for non-Iksars to get here and quite complicated to get your spells (make a new Iksar char, ask someone to help you transfer items to him. Then use your lizard sell and buy whatever you need from the town). The location is a large pit, providing all sorts of opponents. The aggro range is very small and only a number of mobs help each other. Since you don’t have to change your location for 10 levels you will level amazingly fast. Disadvantage: At later levels you notice that usually your best and well known friends are those you got to know in the early levels hard to get a ressurection from an Iksar =)
Levels: 12 19 Hunting Area: Paludal Caverns (Luclin) Locations: near a zoning, doesn’t matter which side Description: One of the nicest places to solo for experience. Few mobs help each other and the respawn rate is pretty fast. Focus on beetles, which are very easy compared to their level, aliens are not bad either.
Levels: 16 24 Hunting Area: East Karanas Location: near the bridge to North Karanas (0, 800) Description: Spiders of all kinds are the mobs you are looking for. You can sell the silks to higher level players who are into tailoring (quite rewarding compared to the level). The spiders and snakes range from level 12 to 20 and few aggro mobs disturb the leveling routine. Nice experience and a good place to fear kite.
Level 63 65+ Location: Crypt of Decay Best Setup: Tank / Cleric / Ench or Shaman + Necro Huge area, but not recommended for more then 2 or 3 groups. The reason for this spot being that rewarding are a lot of mobs with low hp and experience, but chain fighting = chain experience
. Good spots are the rats on the right. Suggest camp location is the first room rat spawn. The undead side is a good choice as well: It’s straight ahead right behind the stairs up and quite easy for pullers.
Level 65+ Location: Solusek’s TowerBest Setup: Tank / Cleric / ench / Shaman / Ddler + Necro (all needed but necro /cough) Now THIS is some serious experience. The system is easy: Mobs are located far away from
each other, and you have to pull quite a while untill you reach the good areas of the 5 mini- named ones (doable with 3 to 5 groups). Best bet is to move towards Xuzl. You will have about 2 or 3 mobs incoming per pull and 2 to 5% groupexp per KILL. Did I mention ??High risk” ?
Another drawback: The flags required to enter
PoJ trials Aerin Dar Grummus Lower Crypt of Decay HoH Trials Mithaniel Marr Saryn Bertoxxolus PoN Trial – Terris Thule
6. Solo fighting
The true power of a necromancer are her solo abilities. You can do many things on your own, without having to look for a group, no need to rely on others and no need to die because of other people’s mistakes. You may farm items this way or hunt for experience even if you are only online for an hour.
6.1 Strategies
There are several strategies, their usefullnes depending on your level and the zone you are hunting in.
6.1.1 Fear Kite
The most well known and for the levels 12 to 55 the most efficient way to gain experience is fear kiting. It is one of the safest methods to gather experience, in most cases escape routes are available and with a snared and feared opponent there aren’t too many things that can go wrong a simple run to the zone or gate will get you out of most of the trouble you encounter.
There are two ways to start fear kiting: The safe way: Pull with Darkness and fear at the fight spot. Let your pet attack and recast DoTs when required. The fast way: Pull with a dot or nuke, run back to your fight spot and then cast darkness to proceed as described above. The advantage is that this way you can even pull over a long distance (to fight in safe spot for example) without having to wait ages for each incomming mob or risk losing it while pullling. Of course this only works if the mobs you fight are slower than you. It is very important to get to know the pathing of feared mobs, otherwise you are sure to run into unpleasant surprices. In every location in Norrath, there is a certain pathing for feared creatures. As long as you fear the mob at the exact same spot, it will always take the same route. You should always use the pet dealing the highest amount of damage since hitpoints may be neglected (it will hardly get hit).
6.1.2 Root Kite
The second-best way in line for experience hunting at lower levels, and past level 55 the most effective at all: root kiting. Basically you apply the same strategy as with fear kiting, this time without a pet and by not only snaring but rooting the mob as well.
Advantages:
No trains or adds caused by the pet
The mobs don’t move around, making the hunt much safer
More experience as pets reduce the gained experience if they inflict more than 50%
of the damage