EverQuest Necromancer Guide-chapter007

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.

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