r/EQLegends • • Jul 27 '26

Change to AI policy

49 Upvotes

The people have spoken and they want AI tools to be allowed to be linked here.

AI images, videos, and text posts are still not allowed. Please report if you see any of these.


r/EQLegends • • Mar 26 '26

EverQuest Legends FAQ

31 Upvotes

r/EQLegends • • 1h ago

Been a long time but having fun starting over

Post image
• Upvotes

r/EQLegends • • 4h ago

D0 cakewalk or D4 burn?

5 Upvotes

Got a shaman cleric bard trio I am levelling.

I don’t have bis gear +10 in every slot but decent planar gear.

D4 fights in befallen take forever if there is a paladin or cleric multiclass mob in the mix.

Sure I get better motes, but would it be better to blow through stuff at D0 to get to 50 faster, then worry about D4 / motes after that?

So far, the damage output has been not great at 19…
I’m used to my SK enc Wiz nuking the hell out of everything

Thanks

Purple troll of Neriak


r/EQLegends • • 5h ago

Torn on which tank

5 Upvotes

Still new to EQL. I’m most fond of standing toe to toe and out lasting the mobs, especially if it’s multiple ones. Thinking about possible end game as well, want to double check if Warrior is viable with cleric. I don’t really want to use a shaman or enchanter for slow and mezzez if that’s possible.

Also curious if there is any real difference in Warr, SK, PAL, in terms of being the tank if backed up with a cleric.

I don’t know! So many choices! I just really want to crack skills and hate casting too much :)

Thanks!


r/EQLegends • • 1d ago

Patch notes

52 Upvotes

**PATCH NOTES - 10/27/2026**

**Gameplay**

* Nektropos Crypt Guardian is now properly marked as undead.

* Killing enemies on the Host of Nektropos faction now increases faction with the Everling Dynasty.

* Quest-related NPCs in Nektropos Castle will no longer refuse to talk to you due to perceived faction issues.

* Killing certain NPCs in Nektropos Castle will no longer display confusing faction loss messages.

**Items**

* Added a missing ornamentation socket to Cryptguard.

**Instances**

* The High Priestess of Ullkorruuk step of the quest Hate, Betrayal, and Trust should now be completable in solo or multiplayer personal (non-raid) instances.

**Loadouts**

* Players should no longer lose certain skills like Hide, Sneak, and Foraging when swapping to a Level 1 loadout.


r/EQLegends • • 20h ago

Nektropos Mote drop rate is low

24 Upvotes

Just did a full D4 DC which took about 75 minutes and I received 5 total Motes including the chest, 3 majors and 2 greaters.

Anyone have better luck? Is this intended?


r/EQLegends • • 19h ago

Potential Solution to Discord Server Problem

9 Upvotes

Starting November 16th, Discord will make messages in public servers with over 1,000 members publicly accessible on the web and various search engines.

No idea if the EverQuest Legends Discord server is discoverable, but if so this would be a huge help for those who don't use Discord like moi.


r/EQLegends • • 20h ago

Few questions from the first-timer in EQ Universe

11 Upvotes

Hi! Never before played any EverQuest game and recently came across this edition of EQ, which was advertised to me as a "Classic EQ, but solo friendly".

  1. Is EQL good for the first game from this universe?
  2. Is it more like WoW Classic which slowly recreate every DLC that came before, or it has it's own life (so more like WoW Forever)? Or none of the above?
  3. Don't know anything about the developer, do you trust in their good intentions of taking proper care of the game and adding content for years?
  4. I just love tons of side content, quests, achievements and gathering resources (for me games like Guild Wars 2 or MapleStory tickles all of these) - is EQL offering something similiar?

Thanks!


r/EQLegends • • 47m ago

DDD Still Reigns Supreme in Castle Nektropos

• Upvotes

I’ve been testing DDD both solo and in groups in Castle Nektropos, and it’s still king when it comes to clearing content.

I finally got a chance to run it with a group last night, and to no one’s surprise, it wrecked the zone. Our best run was 35 minutes, even with a death and downtime to rebuff and med. A sub 30 minute run should be easily doable.

We were getting 25+ motes per run and saw two robes over the course of the night. Definitely worth doing as a group.

Here’s the video of our 35-minute run. The clip right before it also shows us skipping two of his golem phases. We started using DDD at 35% and burned him to zero before any golems could spawn.

https://www.youtube.com/watch?v=5SgQJxqDGyc


r/EQLegends • • 1d ago

Datamining: 2026-10-27 Patch

19 Upvotes

DISCLAIMER: Datamining is the process of digging through game files and finding content within. Anything found is real, but it does not necessarily mean it will be ever make it into the actual game and, if it does, is subject to change.

This is not intended to replace or even supplement patch notes (natch potes). In fact, anything mentioned here has little to do with fixes going live today. This is strictly looking at future content.

With that out of the way, here are some new things which have landed in client files since last Thursday's Nektropos Castle release.

CLASS REINCARNATION ABILITIES

Class Ability What it does
Paladin Healing Touch Instantly heals a friendly target, or an enemy’s target, for 50% of their total health (up to 200,000 HP). Range 100. Also fires a recourse, Healing Touch Recourse, that restores a % of your max mana.
Shaman Judgement Totals the damage left on your DoTs on the target. If that would kill it, all of it lands at once and the DoTs end. Range 200, poison resist.
Wizard Rune of Twinning Twincast your next 2 direct damage spells. Lasts 2 minutes.
Enchanter Rune of Acceleration Your next 2 spells with a cast time are cast instantly. Lasts 2 minutes.

Passives (rank 1) got their descriptions:

  • Paladin: +#% effectiveness of incoming instant heals
  • Shaman: -#% mana cost on beneficial spells that don’t heal
  • Wizard: -#% mana cost on direct damage spells
  • Enchanter: -#% mana cost on non-damaging detrimental spells

Race Reincarnation descriptions

  • Wood Elf: increases the range of your spells and ranged attacks by # units
  • Froglok: increases jump power by #% and HP regeneration by #

Still to come (still placeholders in the files)

  • Class Reincarnation is now 10 of 16 classes done.
    • Done: Warrior, Cleric, Shadow Knight, Druid, Monk, Rogue (10/22) + Paladin, Shaman, Wizard, Enchanter (today).
    • Still placeholders: Ranger, Bard, Necromancer, Magician, Beastlord, Berserker.
  • Race Reincarnation descriptions still empty: Halfling, Kerran, Drakkin, Half Dark Elf, and an unnamed “Race 18” slot.

r/EQLegends • • 1d ago

Does Nektropos do anything to improve 40-50 leveling?

19 Upvotes

I was hopeful that Nektropos would represent an improvement over the 40-46 slog in Kedge/SolB/Hole then planes through 50. However, the basement looks like the only area with any real mob density, and those mobs seem like they have fairly bloated hp.

Anyone found differently or are we largely stuck with the same 40-50 leveling path?


r/EQLegends • • 22h ago

A New Everling Quest Issue

7 Upvotes

After today’s patch I was able to progress with Lady Everling since she would speak with me again. However when she went into combat she somehow teleported into a wall and I couldn’t target or even find her.

Ok, I FD thinking she will reset. She never reset and when she came back (respawned?) I say the quest key words but she doesn’t ever attack me.

Anyone else face the issue? Any solutions?


r/EQLegends • • 18h ago

Current BiS for Shd/Enc/Wiz

4 Upvotes

Hello!

With Nek out, what is BiS for shd enc wiz? Exalts weapon etc?


r/EQLegends • • 23h ago

did they fix main quest break?

5 Upvotes

Ive been stuck on the main quest at Bring Final Death to Plimptos since first day. There were two keywords you need to say before doing the betrayer quest and I missed one because everyone was hailing him all at the same time. So since I did betrayer before it was time I cant continue the main quest, and I also cant repeat betrayer. Theres several posts in discord with others in the same boat. Did the patch fix it?

edit: not mentioned in patch notes but you can now drop quest and reget it. This was not possible before. I mean, you could drop the main quest but it wouldnt let you redo the side quest. Now you can.


r/EQLegends • • 1d ago

New 60+ Uis colors for EQ Legends, Lunakin Legends!

Thumbnail
github.com
29 Upvotes

r/EQLegends • • 1d ago

Arrow Moting question

5 Upvotes

I have the following:
3 Sky bows all unmoted
1 fleeting quiver Unmoted
2 champion mithril arrows unmoted
2 mithril arrows unmoted

What is the most efficient way to mote up the arrows?

Is it to mote up the individual arrows to some level then combine them and use void motes for the last few ranks?

Does moting the quiver make a difference?

Should I mote the arrows or bow first?

What should be the priority if I have limited motes?

Mainly interested for my level 10 ranger

Thanks


r/EQLegends • • 1d ago

Thoughts about difficulty and satisfying different audiences and playstyles

25 Upvotes

Hey folks, I made this TLDR comment as a reply to a Youtube vid that was talking about how hard Rik is on D0, I kinda wanted to bring it here for further discussion. I know i'm long winded, but for anyone that has the stamina to read through it, I'm curious what others think.

------

I think the predicament that these devs have found themselves in is that they initially designed this game to be a casual/solo friendly game, but when the hype train hit back when the game was announced, it attracted a lot of people that don't exactly fit that, but didn't want to miss the hype. So they came and asked for things to change to suit their needs. And I don't even think everything they asked for necessarily wrong, but I do think that most things people asked for come with a trade off, and most of those trade offs go against the initially expressed design. Or in some cases, there is a conceivable fix that could satisfy most, but it's a fix that would involve way heavier lifting than most of these armchair critics.

One example people keep suggesting as an 'easy' fix to the grouping problem, why not just have all content scale not only to the D0-D4, but also scale group size. As if perfectly scaling all encounters to be soloable, but just right when in duo, and not too faceroll when grouped with 4 or 8, is super easy change to implement, and not an ask that would require significant extra development for EVERY single encounter moving forward. It would be a great thing to have implemented, but implementing it is nowhere near as easy as the people suggesting it seem to think it would be.

People wanted harder content. Here with Rik we have harder content, but now this means that all the times they said 'any build should be able to solo any content, at least on D0', that's right out the window. Even on D0, Rik requires a pretty solid build, and pretty solid tactics. I'm sure someone somewhere will prove me wrong, but I think it's pert near mathematically impossible for an all DPS build (Mnk/Ber/Rog, or something similar) to take down Rik even at D0. There's just too much damage dealt, if you don't have solid heals, slows, and some kind of mitigation, I don't see how it's possible without some kind of exploit, in it's current state. And, *IF* an all DPS build DOES manage to kill D0 Rik, that is likely not a 'casual' player.

Then people argue, like you're arguing here (referring to the Youtubist i originally commented on), that the difficulty should mostly sit in D4/D3, and D0 should be toned down. This seems reasonable, but what will likely become the meta then is that everyone will just farm him on D0 and ignore D4 (even those who claimed they wanted more challenge), then farm motes somewhere else to level up base level items and merge them together. People will say there is no reason to farm him on D4, if it's more efficient to farm him on D0, hold multiple copies of the base item, and then go farm easy motes in PoHate/Fear/DDD stuff. Heck, people ARE saying that now about Nek castle as a whole, it's not really a prediction.

Another suggestion is that you could have additional loot table items that only drop on D4, so that way anyone can kill D0, but then there's still incentive to farm a much harder D4. To the person arguing for that, it seems like a perfect solution, "everyone is happy". But in reality, that will make the casual players that this game was intended for feel left out. They likely prefer the way things are now, where casuals have an opportunity to get any gear, it'll just take them longer to upgrade it.

The hardcores don't just want challenge for challenges sake, they want to be rewarded appropriately for overcoming any challenge. But if the harcores are rewarded in ways that casuals can never attain, without just becoming hardcore themselves, then this game is no longer casual. I kinda think the original solution of having tiers of gear and either dupe merging or motes to upgrade that gear was a pretty slick solution. Everyone is capable of attaining anything, but the hardcores will get there faster. But then hardcores locust'd the fudge out of this game in the first month (and generally had fun doing it), but then called it terrible for not having more to consume.

I'm not saying that merging and moting and d0-d4 is the only solution or a perfect solution, but pretty much every solution that i've seen suggested will alienate someone else with different needs, and everyone seems to think that their own needs are either universal, or at least the 'true scottsman' of needs, while everyone who disagrees is a fake fan or something.


r/EQLegends • • 2d ago

Nek Castle - A Thank You

91 Upvotes

Thank you EQL for giving us something that actually takes some brain power. I really enjoyed the challenge of this place on D4, I took down the Lord after about 15+ attempts. This is exactly what I have been wanting, finally a use for powering up our toons. Now I would like some sort of bonus for doing it on the hardest difficulty, but this community could not handle that, which leads me to my next point.

Community - please allow and accept content that does not match your play style. Not everything needs to be so easy that you can kill everything without looking at the screen. It should be acceptable that your rogue/warrior/berserker combo can’t clear Nek Castle on D4. Now if they start bottlenecking progression behind insane difficulty, complain away, but we all know that is not happening anytime soon.


r/EQLegends • • 2d ago

Nektropos new items - which are Bis, if any?

35 Upvotes

Lots of new cool nektropos drops… any new ones that have displaced others as Bis?

Thanks


r/EQLegends • • 1d ago

Bard songs - stack?

3 Upvotes

Any easy way to tell which songs stack and don’t stack?

Some of my songs including melodies don’t seem to be showing up

Thanks


r/EQLegends • • 2d ago

Blackburrow, what a train

14 Upvotes

Seems like past three times I get near the brewer, somehow i aggro about 10 red cons from way yonder out of site. Just walking up to the bridge and bam, the extended target window lights up. Ugh.


r/EQLegends • • 1d ago

Beginner's Leveling Guide From A Beginner

11 Upvotes

Background/Purpose : What is my background/purpose of the guide?

I am a casual player in EQ legends. My goal when playing/leveling was three fold.  Easy places to access, spread out over the traditional areas/continents with a variety of mobs/monsters/zones.  I wasn't focused on efficiency, just fun and exploration.  I wanted a guide for other casual players who might be using less efficient builds, with less efficient gear who want to explore or re-explore classic EQ.

My Loadout : 3 Classes

When talking about loadouts there are definitely some very powerful builds and combinations (DDD Bards, Pew Pew Rangers etc.).  My loadout was a basic Warrior (primary) / Cleric (secondary) / Bard (secondary). I chose that because I wanted the classic group combination of tank/healer/buffs/slows/dps, so it seemed to check all those boxes!

Leveling : Which levels of mobs should I fight?

Generally I found dark blues, light blues were the most efficient for me for time/xp ratio per mob.  Yellows 1-2 levels above were not too bad either.  Generally speaking I could earn around 30-40% experience per hour of leveling at a very steady pace, again not super elite geared or efficient.  So it took roughly 2 hours per level.

AA : Which ones should I get first?

I focused on AAs using this kind of ranking system (from most important to least important) : 

1.  Big improvements on CLASS quality of life (like improved bash requiring no shield as a warrior, which is great let's me dual wield AND bash)(or like Symphonic Aura for bards)
2.  Extra skills or abilities like Rampage on warrior (one off skills/abilities)
3.  BIG improvements to skills/abilities etc. like 20% increase
4.  Medium improvements to skills/abilities etc. like 10% increase, 
5.  Low improvements to skills/abilities etc. like 5% increase
6.  Finally random GAME quality of life improvements like packrat (weight reduction etc.))

Stances : What are stances?  Which should I use?

Stances are basically a way to choose your playstyle, play more defensive, offensive, casting etc.  Generally speaking I would recommend using the defensive ones because they'll help keep you up and running!  For WAR/PAL/SHD : Defensive Stance, for BRD/MNK/ROG/BST/RNG : Evasive Stance, for CLR/DRU/SHM/MAG/NECWIZ/ENC : Channeler Stance and for BER/PAL/SHD : Mage Hunter Stance.  You can switch stances at any time, even during combat! For example, one way I play my WAR/CLR/BRD, I start in Defensive Stance using my HP and mana for heals, if I get too low on HP and mana, I switch to evasive stance, let my HP/mana regen, while my endurance wears down.  Basically lets me have 2 HP bars!

Types of Zones :  3 Types of Zones

Public (overworld), Private (instance), Raid (instance)

Public (overworld) : Enter through normal entrance, public area so other players can enter the zone or might already be there (but it won't have the raid boss of the zone like Cazic Thule in POF, or mini raid bosses like Fright, Dread etc. in POF)

Private (instance) : Enter through normal entrance, then when inside create your own private instance (but it won't have the raid boss of the zone like Cazic Thule in POF, or mini raid bosses like Fright, Dread etc. in POF)

Within a private instance there are 3 options : 

Normal or Dungeon Crawl :  Normal has respawning mobs basically like a normal zone.  Dungeon crawls have no respawning mobs but they have a progress bar that fills up by fighting mobs and also has named mobs which need to be defeated (with ranger-like zone tracking so you can spot them easily on the map).  If you complete a dungeon crawl you are rewarded with extra experience and lots of extra loot.

Solo or Multiplayer :  Either for solo or multiple people.  Just a heads up multiplayer seems to be geared toward 4 people not 2 people (duos)

Difficulty D0 - D4 : D0 being the most basic difficulty, D4 being the highest difficulty.  D4 is generally higher hp mobs, higher damage mobs, more skills/class combos BUT also better loot at higher levels (item + 4) drops.

Raid (instance) : Near the normal entrance or INSIDE the normal Public (overworld) zone will have something called a Voidling which lets you create a private RAID instance which brings you close to the raid boss in the zone and mini bosses.  It is more focused on RAIDING the big names (will have the raid boss of the zone like Cazic Thule in POF and mini raid bosses like Fright, Dread etc. in POF, less focus on trash mobs too)

Solo or Multiplayer :  Either for solo or multiple people.  Just a heads up multiplayer seems to be geared toward 4 people not 2 people (duos)

Difficulty D0 - D4 : D0 being the most basic difficulty, D4 being the highest difficulty.  D4 is generally higher hp mobs, higher damage mobs, more skills/class combos BUT also better loot at higher levels (item + 4) drops.

Websites/Maps : Some useful maps/websites below!

Overworld map 

https://www.reddit.com/r/everquest/comments/1m05gx0/an_upscaled_velious_era_map/ 

EQLWiki

https://eqlwiki.com/Main_Page 

Level Pathway : Level 1 - 50 zone guide, changing every 2-3 levels

1 -> 10/11 : Newbie/Starting areas until lvl 10/11 

By the way, friendly reminder, you can make private instances of normal public overworld zones, even the newbie areas.  So if you notice someone camping in a spot you want, just make a D0/Solo/Normal instance and level up without having to compete for mobs!

11 -> 15 : Northern Plains of Karana near the Wizard Spire (Good from 10/11 - 15, lots of lions, beetles etc., but be sure to watch for roaming high level Griffons/Giants, however you can bring to the guards in the nearby guard tower if you get in trouble near the Wizard Spire or zone out to the South)

(While hunting lions, make sure to look out for High Quality Lion Skin Pelts, SAVE THOSE, they sell for lots of platinum. Why?  Because they can be used to make Fleeting Quiver.  Why is Fleeting Quiver important?  Because it increases bow attack speed for rangers.  Why is that important?  Because "pew pew" rangers can do LOTS of quick/fast damage with decent bows, arrows and some AAs.  Which you might consider making a ranger next time to try it out!)

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Getting to Freeport 

You can run through Highpass Hold.  There are only two gnolls in the beginning of HPH, then in Kithicor Forest you can run along the Kithicor Wall at night, then continue through the Commonlands into Freeport. You could bind in Freeport for the gate, then keep your origin AA as Qeynos, or vice-versa, so you will have two good ports to major cities/hubs.

You can also use the Freeport boat/translocator in Qeynos at the docks as well!

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15 -> 18 : Oasis of Marr and Najena (Oasis - Orc Highway/Orc Camp in the Middle and at the End of the zone near South Ro)(Oasis - Alligator area)

Najena was a really good camping spot in the beginning with the skeletons and orc guards, just don't go too far, there are lvl 25 wizards not much further in. You can get there through the Lavastorm mountains.

18 -> 21 : Blackburrow 

Down the hallway to the camp with the Refugee Splitpaw, level 3 "the bridge" area, good place to pull and camp, also the Refugee Splitpaw drops shoulders with a shrink clicky on them.

21 -> 24 : Befallen

Down into the bottom of the well past the female dark elf shadow knight, through the cave into the chair/secret wall area, lots of lvl 20 skeletons, necros, Gynok Moltor (this guy has a HUGE agro range, don't worry he doesn't drag extras).

(In hallway past chair/secret wall area with Gynok, there is a door to a Dark Elf room with lvl 22-25 dark elves, but don't worry they have a low agro range, can easily camp in the room near the named dark elf female wizard with the chains/hooks hanging down from the ceiling.  The dark elf female wizard also drops a nice clicky that removes enchantments, Golem Metal Wand.

24 -> 27 : Splitpaw Lair

Very easy place to level, mainly rogues/warriors, easy pulling, first few rooms right at entrance.  Also drops gear with stats which is nice early on!

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Getting to Mistmoore Castle

In Freeport you can pay the translocator at the docks platinum to get to Ocean of Tears, then upon arriving you can pay the second translocator at the docks platinum to get to ButcherBlock, then from Butcherblock you can easily run to Mistmoore. (don't worry you'll earn the platinum back quickly in Mistmoore!)

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27 -> 30 : Mistmoore Castle (little further in past the green/light blues toward the Graveyard area inside the gated area, you can also go past the Graveyard down the hallway toward Main Entrance/Entry Hall of the Castle, plenty of 27 - 31 mobs.  I mainly stuck to the Graveyard/gated area, which was much easier/consistently safer.  I found the area near the main entrance/entry hall had WAY too many adds/mobs/wanderers.

(mobs in Mistmoore LOVE to run, I recommend pulling them back a bit further, to give them space/time to run or just straight up rooting/snaring them if you can, otherwise you'll be dealing with LOTS of adds, things love to ADD/RUN in Mistmoore)

 

30 -> 33 : Mistmoore Castle (In the Mausoleum/Big Tomb in the Graveyard area, there is a false floor behind the casket on the left side which will drop you down to the Jail Cells, (there is a lvl 40 skeleton undead knight at the bottom who is INDIFFERENT, he is safe/fine!) (also roaming avenging caitiff, dark elf is indifferent!).  There are 3 mobs in the Jail cells there in the low 30s range, then if you go exploring down hallways toward the Torture Chamber and beyond, plenty of Dark elves/Gargoyles all within the 30 - 35 range. (be careful of Xicotl near the Gargoyle room!).  You can do them on rotation, but be careful, typically 2-3 mobs per room, ALSO be careful of running, otherwise you'll get a train.  I would highly recommend pulling mobs into the hallway to fight much more room and easier to deal with mobs running away!

(I stuck around Mistmoore because I spent money/time on the translocators and getting all the way to Faydark, also there weren't many other options in the 27 - 33 level range on that continent)

>>>>>>>>>>>>>>> SLIGHT DETOUR <<<<<<<<<<<<<<<<<

After Mistmoore, I recommend a slight detour/some preparation.  There is an item called a Fishbone Earring with Enduring Breath that is VERY simple/easy to get, drops quite often too.  This will be useful later during Kedge Keep.

In Qeynos Hills, you can load a private instance of the zone as D4 for the +4 version of the earring, which is useful because the +4 lets you strip it later as an exaltation to move around later. Hadden the barbarian in a tent near the lake drops the Fishbone Earring, careful there is another guy as an add.  There is a faction hit from the other guy, but not from the barbarian.

I also recommend going ahead and checking you got all your spells too.  You can buy them from class specific vendors in the city.  You should have PLENTY of platinum after Mistmoore, I earned around 1,000 pp after leveling there.

I would also recommend organizing/using spells not by the spellbook (which can get unwieldy with 2-3 spellcaster classes on one character) but by the skills tab, sorting by class etc.

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Getting to Stonebrunt Mountains

Qeynos docks (translocator) -> Erud's Crossing (translocator) -> Erudin (run to Toxullia Forest zone in) -> Toxullia Forest (run to Paineel) -> Paineel Newbie Area -> The Warrens (lvl 20s dungeon) -> Stonebrunt Mountains

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One thing to note you can raise your faction with Paineel through the Warrens dungeon, then you can get a key to the city of Paineel then in the city you can buy a key to the Hole (which is unlocked already in EQlegends!)

The Warrens raises Kerra, Erudin and Paineel factions, 3 for 1!

Great place for a dungeon crawl!

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33 -> 36 : Stonebrunt Mountains - Nice change of pace from dungeons since it is an outdoors zone. In the Northwest and Northeast corners of the zone (in the snowy mountains near the kobold camps), there are plenty of tigers, gorillas and pandas in the 29 - 35 range, very easy to run around and tag mobs.  One thing to note there is a BIG gorilla named Old Ghostback, a lvl 40 gorilla, don't worry, he is indifferent, BUT if you do attack him he is a big hit to the Kerra faction, just a heads up otherwise you can just leave him be.  Same with a BIG Sabretooth tiger and BIG panda, both indifferent, high levels.

36 -> 39 : Lower Guk (Old Ruins of Guk)

Once in Upper Guk (City of Guk) you can use the right wall method, follow right/hug right wall, across gaps follow right edge,  to get from Upper Guk (City of Guk) to Lower Guk (Old Ruins of Guk), Sinnycool's YouTube Channel has a good video on it, How to Get to Lower Guk (FAST & EASY) , very simple, quick and easy to use.

That will bring you to Lower Guk (the dead side), head down the river to room 12 with the basalt gargoyles and room 13 with the ghoul ritualist.  That area can be camped right in the middle of the room, I did that room/area on rotation.

The area with the ghoul ritualist has a drop off to the lower level below with higher level mobs in the 38 - 40 range, good place to go actually if you want to keep farming in Lower Guk from 39 to 42, if you drop down there be careful of roamers.  I recommend pulling to the side cubby area in the drop down area to avoid too many roamer adds.

(Also Rathe Mountains has a hill full of hill giants in the 36 - 38 range, if you want to level there a bit outside of the dungeon area.  The Rathe Mountains are nearby zone wise to Upper Guk, so not too far of a run!)

39 -> 42 : Solusek B (Sol B, Nagafen's Lair)

I recommend clearing the Kobold area, named Kobolds and then moving to the Bug/Bat side and clearing those named. I would HIGHLY recommend doing a dungeon crawl, the names are not too bad or too many adds, it was an appropriate level range, not too low or too high, nice loot, good experience.  If you do the dungeon crawl, right around 41 was when I was able to complete the FULL dungeon crawl.  Right around 39/40 is a little tough because the spiders, imp and final Djinn wizard can be a bit too high level.  But once I hit 41 I was able to do all named mobs even the final lvl 50 Djinn named wizard.  (Just be careful you'll need see invisible to see the invisible bat guano goblin, one of the names).  Overall I would HIGHLY recommend Solusek B (Sol B, Nagafen's Lair)

42 -> 44 : 3 Ice Giants in Everfrost outside Permafrost Keep

Right outside of the entrance to Permafrost Keep there are three ice giant guards.  The ice giants respawn EXTREMELY quickly, by the time you finish with the other one, the one behind you will respawn, so it's easy to just go on rotation.  They range in level from 39-42. (Friendly reminder you can make your own instance of Everfrost and camp them!)  

44 -> 46 : The Hole (The Ruins of Old Paineel)

If you head back to the Paineel newbie area, a little past the Warrens is the entrance to a place called The Hole (The Ruins of Old Paineel).  The Hole is a massive zone with some tough mobs and higher level ranges.  The first few hallways and even down to the open pit area there are plenty of elementals from 38 to 45.  Generally speaking they'll be dark blue/white to you.  

I recommend leveling in the first hallway area, with the 6 elementals.  They generally are between 38 - 42.  They respawn quickly so I just did them on rotation.  If you go to the open pit area, generally speaking it's fine too, just be careful of the rock golems, 49 - 53.

46 -> 48 : Kedge Keep

This is where the Fishbone Earring we got earlier will come in handy!

I recommend doing a Dungeon Crawl like Solb.  The zone works well as a dungeon crawl since you end up doing a lot of backtracking too. Mobs are marked on the map, combined with the 3D map of Kedge Keep found on Google, will help you navigate, also thinking of Kedge Keep as VERTICAL zone rather than Horizontal, will help immensely, overall not too bad of a zone once you get used to it.

In about 1 hour I can get 90% of the mobs and 75% of the named mobs in 1 dungeon crawl, but in total to complete a full DC it takes around 2 hours.

When dropping down from the first room into the pit with two piranhas and mermaid, don't drop too low, stay above the pit and swim toward the ceiling to agro the surrounding swordfish otherwise you'll drop down into the pit with 6-7 mobs total.  Once the swordfish are taken care of you can swim down into the pit to fight the piranhas and mermaid.

Generally a good strategy is to move slowly in Kedge, each room seems to be like 2-3 mobs at a time and they have large agro ranges/line of sight ranges.

Undertow, Estrella, Shellara will be the toughest named mobs because of adds in room, but overall not so bad.  For Undertow just clear the bottom floor area including Coralyn, walk around it a bit too some random piranhas well spawn.  The cleric and ranger seahorses are way below Undertow, he is HIGH up in the ceiling, so you can pull them without agroing him.  For Estrella/Shellara, I recommend starting on the NORTH side of the room, clear the two mermaids in the cubby, in fact pull them into the side cubby.  From where the two mermaids spawn on the NORTH side, you should be able to agro line of sight Shrellara which will also agro Estralla but just those two. It is a tough fight/slog at 46, but easier at 47/48.  Try it out, worst case you can respawn to try again or do the other names.

By the way if your dungeon crawl progress bar is filling up slowly, you can also take out the small lvl 5 fish floating around, they count!

48 -> 50 : Permafrost Keep

Ice Giant Halls : Right when you reach the end of the Goblin area, at the entrance to the Ice Giant halls is the Ice Giant Diplomat and a few lower lvl 30s Ice Giants, but further in lvl 46 - 51 Ice Giants.  There is a good camp spot of 3 lvl  45-48 Ice Giants near the gate in the Ice Giant hall.  Be careful if you venture further into the Ice Giant Halls, there are some densely packed lvl 50 Ice Giants.

Bear Pits : Northwest corner of the map beside the Ice Giant halls.  The three yellow squares on the map represent drop downs into the bear pit.  The yellow square box that was furthest West/Northwest, loc. 1014, 35, -80. was the safest drop down spot for me.  Bears tend to be lvl 43 - 46, so not too bad even with a few adds.  Just be careful mobs can be densely packed down there in certain spots too but overall spread out fairly well.

I also did a dungeon crawl through the zone starting in the ice giant halls a bit then clearing out the bear pits.  The actual dungeon crawl in this zone is based on the lower level goblin side, so it won't be much use for you, but I liked the dungeon crawl version because I didn't have to worry about respawns behind me.

50 :  DING! Congrats!  What should I focus on now? Raiding, Alts (New Primary Class), Achievements etc.

Raiding : What is raiding? When and why should I do it?

Raiding in EQlegends is a zone which is focused more on a boss fight rather than dealing with lower level trash mobs.  In a way it's focused more on specific gear and loot farming, especially if you are trying to level up an item because you get something called a Void Touch Potential each raid which is a guaranteed complete 1 level upgrade on any item (not just + 1, but next rank, 7 -> 8, 8 -> 9 , 9 -> 10).

There are daily/weekly limits.  You can do 1 boss raid per level per day, for a total of 35 raids per boss per week.  I.e. in 1 day you can do D0,D1,D2,D3,D4 Master Yael, 5 Master Yaels per day, 35 Master Yaels per week.  Same with every other raid boss.  Then your weekly limit will reset on Tuesday/patch day. 

There are limits to void touched potentials!  Only 3 are allowed in your inventory at any time and only 3 total earned per week!

As noted under the Types of Zones section you need to hail a voidling to create a raid instance.  Below are two videos I would recommend watching which explain the raid bosses and how to get to the voidling to create a raid instance.

BrutalStatic - How to Start Raiding in EverQuest Legends | Every Voidling Location

Presmere - How to Get to Phinigel Autropos Raid Instance | EverQuest Legends Guide

I would recommend to start raiding at lvl 50, though you can most definitely start sooner even at 46 for the Planes or earlier with some of the raid bosses.  At lvl 50 I was able to complete 80% of the raid content, but not all of it.  (See below in the Feedback section for Fine tuning/Balance for further details.)  I would also recommend doing D0/Solo raids in the beginning.

Classic Raid Bosses :

Lady Vox - Permafrost Keep

Lord Nagafen - Solusek B/Nagafen's Lair

Master Yael - The Hole/Ruins of Old Paineel

Phinigel Autropos - Kedge Keep

Planes :

Cazic Thule - Plane of Fear

Innoruuk - Plane of Hate

Island Bosses - Plane of Sky (no voidling - only private or public instances)

Dungeon Crawling/Farming Planes is an option too, good for high level mote/loot farming especially as a D4 zone! Lots of people in General chat are always advertising groups for that!  Below are some good videos I found on YouTube about the Planes and specific characteristics/tips/tricks etc.

KnightTimeAdventure : A Knight's Guide To: The Plane of Fear [EverQuest Legends]

KnightTimeAdventure : A Knight's Guide To: The Plane of Hate [EverQuest Legends]

KnightTimeAdventure : A Knight's Guide To: The Plane of Sky [EverQuest Legends]

New Primary Class :  Primary Class Token 

Once you hit lvl 50 you get another chance to make a new primary with other secondaries in a new loadout.  Maybe also consider leveling up in some other notable places (in classic EQ) - Crushbone, Runnyeye Citadel, Estate of Unrest etc.

Achievements : Collections, Mobs, Items etc.

There are many achievements available which can take a lot of time and grinding!

Final Thoughts : What is EQlegends?, Feedback etc., Overall

What is EQlegends? : Lore/Gameplay/Content

For me, EQlegends, gameplay wise, is like classic Everquest.  But very solo friendly.  In many ways that is good but also in many ways that can be bad with fine tuning, balance, and jankyness (described further below in the feedback section below).  In terms of lore/content, based on what the devs have been posting and content releases, if I were to use a Star Wars analogy.  EQ1 = Original Trilogy, EQ2 = Modern Sequels and EQLegends = Prequels.  Their goal is not to re-release the original content/expansions, but to make custom content to expand upon the legends and lore of Everquest.  In fact, it seems like post Velious is not going toward Luclin or PoP at all, but more custom content and stories.

Feedback : 5 points of feedback

  1. Dungeon zone scaling/leveling : Dungeon crawls lvl ranges

One of the challenges I first ran into when trying my first dungeon crawl in Blackburrow was the level range.  You might be able to begin a dungeon crawl fine at lower levels but if you reach the final mob of the dungeon crawl it might be 8 levels above you surrounded by other yellow/red mobs.  The devs could maybe consider some kind of autoscale lvl ranges for dungeon crawls to make them completable by all levels.

  1. Power Fantasy : ALL classes should have a WOW factor

Right now some classes feel powerful and other classes don't feel all that powerful in comparison.  For example my warrior feels like a crappy DPS right now but it would be great if he felt like an unstoppable tank instead.  I feel like EQ legends is supposed to be a power fantasy version of EQ.  You should feel legendary.  I think all classes should lean into their strengths.  If I have a warrior in my build I am the ultimate tank, if I am a cleric I am the ultimate healer etc.  I don't mind pew pew rangers or ddd bards because I think every class should feel like that!

  1. Mind the Gap : Gear treadmill gap 

One thing that I think will become a challenge as the game progresses is the gear treadmill gap.  Many items in the game are no-trade and I think as people try to enter the game for the first time, the people who are doing high level content will have access to high lvl no trade gear, but the newcomers will be further behind.  I think introducing more tradable gear or even ways to relatively catch-up gear wise might be something to consider.

  1. Content : New content should SUPPLEMENT old content

Though I do appreciate the new content, I think it should be used to supplement old content, not replace it.

  1. Fine tuning/Balance : Zone, Raids, Mob tuning/balance

The fine tuning/balance especially of raids and zones seems to be all over the place.  Plane of Hate was nice, spread out, fewer adds, mobs had decent hp/damage even Innoruuk felt well balanced.   Plane of Sky and Cazic Thule (raid) had too many adds, too much stun, high damage.  They were much tougher, essentially undoable by me.  Also in Plane of Sky on island 2, the imps have this knockup spell, but then float above you doing melee damage but then only my warrior could do range damage while they were floating above me.  I like classic EQ but some of that jankyness should be smoothed out too.

Overall : Final Impression

I really enjoyed being able to experience the original Everquest zones and content since I joined EQ later in Luclin/PoP.  However the gameplay, tuning, balance, lore/direction is not for me personally speaking.  I think EQlegends has a bit of an identity problem.  Is it for casuals or min/maxers?  Is it old content/expansions or completely new?  I think it needs to sort out its own identity before I jump back into it. But definitely something I’ll keep an eye on in the background!

 


r/EQLegends • • 1d ago

Trios for every class to 50

0 Upvotes

I've got several unleveled classes, so I thought I'd theorycraft viable builds to cover all classes in the minimum-ish number of trios. Since there are 16 classes we would need at least 6 trios w/ 2 classes overlapping, but I'll accept 7 trios if that's the only way to make all viable.

Viable: able to complete D0 sky w/ +5 gear and V spells. It's easy enough to farm L5 motes with existing chars, so this is my baseline. I request you include a sentence or two after each trio for why it's viable.


r/EQLegends • • 2d ago

So. Rik. I don’t get it.

14 Upvotes

I’ve killed him about 10 times already now. But nothing makes sense.
According to informations I could find online he summons golems at 90% 70, 50 30 and 10. When golem is up he takes only 10% of damage.
He is also supposed to spawn 3 zombies at 80 60 40 and 20. Those are impossible to interact with, and despawn when Rik has lost 5% hp.

However none of this seems to be reliable.

1- The % of hp he spawns adds is VERY unreliable. Idk if self or other sources healing screws it up but it feels it’s basically « whenever »

2- In theory you shouldn’t have zombies and golem at the same time if you pay attention. However it happens in almost every fights.

3- Zombies randomly come in 6, 9 or more, I have 18 of them once.

4- There seems to be some kind of « enrage » mechanism where he is summons tons and tons of zombies when he is low but it is absolutely not related to how long the fight was, or how low hp he is.

So maybe I didn’t understand but so far my strategy has been : go and fight and hope nothing goes stupidly wrong and die and retry if it does.

Anyone has some actual informations?