EverQuest Cleric Guide-1.6 Legacy of Ykesha

Posted by admin on Wednesday Mar 31, 2010 Under Uncategorized

The Legacy of Ykesha was a small expansion offered by Verant in early 2003. It
offered five zones ranging in levels 35-65. Two zones have undead MoBs in
them, Crypt of Nadox and Hate’s Fury. Like most new zones it is suggested that
groups familiarize themselves with the zone before adventuring.

Tags : | add comments

EverQuest Cleric Guide-2.Quests

Posted by admin on Wednesday Mar 31, 2010 Under Uncategorized

2.1 Introduction
Questing is one of the most valuable means of gaining experience in EverQuest
if done at the appropriate level. Quests usually involve gathering or delivering
items from place to place. The difficulties involved usually determine the amount
of experience for the quest or how great the reward is. These factors may
include how hard the mobs are to kill, the zones involved, etc. If a Cleric plans
ahead, they can gain their experience in a layered fashion, first by getting the
experience by killing the monsters involved, then even more when turning in their
quest items. Many quests yield useful or valuable items for the player’s time.
Due to the sheer number of quests and mini-quests, this guide will touch on only
a select few which yield the best type of rewards.

Tags : | add comments

EverQuest Cleric Guide-1.3.3-Basement

Posted by admin on Tuesday Mar 30, 2010 Under Uncategorized

Stairs and Torture Chamber Room — The last camp is the Basement. Getting
to this camp will tell you if you are ready for it. From the front door, go left. The
second door on the left is a room with a bookcase. Click on it and the path to the
Basement reveals itself. Move down slowly because at the base of the ramp
there are usually three spawns. Most of the basement MoBs will be of a casting
class, so it is advised that resistant buffs be used. Beyond the landing is a hall
which leads to the Torture Chamber Room. The hall is populated but once these
MoBs are dispatched, the party can move down the stairs, sticking close to the
wall on the left and to the landing. This is the camp spot for all the MoBs in the
Torture Chamber. There is not a lot of loot here but it is an excellent source for
experience.
Ghost Room – From the landing, if the party heads up the stairs there will be a
false wall. Moving through this wall another hall is waiting. More MoBs populate
this hall and will need to be killed. Many will stop at the Blood Pool and pull to
there. The trick to the blood pool is to wade through it, do NOT take the paths
around it. They are pit traps with Fungusmen in them. The halls and bridge all
eventually wind down to Garanel Ruksif’s Room, the Ghost of Unrest. He drops
the Jagged Bands and Dwarven Work Boots. Rejoice, for after killing him, you
have conquered Unrest.

Tags : | add comments

EverQuest Cleric Guide-1.4 Dungeons

Posted by admin on Tuesday Mar 30, 2010 Under Uncategorized

One important aspect that all players of every class and race need to take into
account is that all dungeons give an experience bonus. Currently, it is difficult to
track the exact experience bonuses for all of the dungeons. Most of the
dungeons have at least a small bonus (around 10%). Any dungeon gained
experience for people under level 30 has an additional bonus. Rumor has it this
may be a 20% markup. In addition to the above information, some dungeons
have had additional experience bonuses added on TOP of the above bonuses in
hopes of restoring an active population to those dungeon locations. The known
bonus list is below and was in affect prior to the revamps of Droga, Nurga and
The Hole.
Droga increased by 12%
Nurga increased by 12%
Solusek’s Eye (SolA) increased by 13%
Najena increased by 13%
Befallen increased by 13%
Paw increased by 13%
Permafrost increased by 13%
Kaesora increased by 18%
Qeynos Catacombs increased by 20%
Runnyeye increased by 20%
Kerra Ridge increased by 20%
The Hole increased by 25%
Of special note to clerics are the Kaesora and Befallen modifications. For
Kaesora, the listed increase of 18% over other 31-45 areas of the world makes it
one of the best places suitable for soloing. It also becomes a very viable power
leveling location
In the case of Befallen, the 13% added to the 20% experience for being under
level 30 and the standard experience, makes this zone just about the only place
a cleric should look to group at low levels. Additionally, it is fairly easy to get to
as West Commonlands have both a druid portal and a wizard’s platform for
teleports and Freeport has the book from the Plane of Knowledge.

Tags : | add comments

EverQuest Cleric Guide-1.5.1 Levels 46-65

Posted by admin on Tuesday Mar 30, 2010 Under Uncategorized

The Plane of Tranquility is open to any character that is level 46 or higher. It is
from this plane that a player may gain access to all the other planes from this
expansion. In a recent update, many of the planes are now accessible to those
who do not have the associated flag. However, these planes are now level
restricted.
For the Cleric, the best plane for soloing and the “undead haters group” is the
Crypt of Decay. This plane is full of undead and the experience is nice as well. It
is suggested that the group be at least level 61 before entering here as the MoBs
hit hard and will swarm. Enchanters will have a difficult time “mezzing” MoBs
without the latest spells from the PoP expansion.
For lower level groups the Planes of Nightmare, Disease, Innovation and Justice
offer significant challenges. A group starting at the entrance or “graveyard”
should encounter enough MoBs to kill. It is suggested when first visiting these
planes, that the group knows where the exit is. The exit for the Plane of
Nightmare and Innovation is very near the entrance and is clickable. The Plane
of Disease’s exit is to the right of zone-in and can be accessed by clicking on the
green platform, which will move and reveal the area where the player can jump
into. Finally the exit from the Plane of Justice is located the furthest from the
zone-in. There are several maps available and it is recommended that all
adventurers familiarize themselves with these maps before venturing too far into
these planes.
With the new expansion, there are more spells and Alternate Ability points
available. These will be discussed later in this guide. New armor drops that are
similar to the Velious Armor Quests are also available. Ornate molds and
patterns are extremely rare in the lower tiers but are available for purchase from
other players. The turn-in quest will be discussed later in this guide.
Hunting in the Planes of Power offers the cleric and his group significant new
challenges and amazing experience. The planes are also unique in that if a
player dies deep within the plane, all the player needs to do is wait for 10-25
minutes at the zone-in and the corpse will “pop” in the graveyard, thus eliminating
the need for corpse retrievals.

Tags : | add comments

EverQuest Cleric Guide-1.3.5(2) Zones for Area of

Posted by admin on Tuesday Mar 30, 2010 Under Uncategorized

Velkator’s Labyrinth
When this zone is not camped, AE groups can be very successful. Creating a
train of spiders or Kobolds (in the lower area) is ridiculously easy. There is not a
lot of loot however the Kobolds have some nice coinage. Some of the spiders do
backstab, so the puller should be aware of this.
Droga
This Zone has just undergone a new facelift and it is unclear at this time whether
AE groups are still as affective in this zone as they were.
Chardok
This is one of the best places for an AE group. MoBs are plentiful and there are
several tricks the party can use to pull MoBs, such as casting Fear on one so it
brings back 30 others. The loot, platinum and experience are all worth the trip.
The only downside is if something goes wrong, corpse retrieval can turn into a
nightmare. One nice strategy for a high level group is as follows:
1. AE the Library, then pull the Herbalist room to the Library and AE again.
2. Levitate the party or DMF and move into the Herbalist Room.
3. Pull the King and AE the King and his guards.
4. Move into the King’s Room (stand in kings pit otherwise the party May get
Gravity Fluxed back up into the Herbalist room).
5. Kill any repops in the King’s Room and Corridor.
6. Move into Queen’s Room hallway, put casters just inside the door with
Line of Sight to Queen and get the Enchanters to target a guard each.
7. Melee then rush the Queen, casters nuke at 80%, while Enchanters
Mesmerize the guards. Once the Queen is dead, kill the guards.
8. With all the main MoBs dead, the group can create many trains and have
a lot of AE fun for the next 90 minutes or so. Keep the King timed and pull
King’s Room Guards just before the King repops.
9. The King can now be soloed and five minutes before the Queen Pops, do
the same with the Queen’s room and Hallway.
The Deep
This zone has also been revamped recently. Normal strategy is to pull from the
entrance as many MoBs as the group can handle. MoBs are on a six minute
timer, which ensures plenty of experience. Most MoBs hit for up to 200 HP, so it
is recommended that the puller has a lot of HP.
Fungus Groove
Even with a recent patch that made the Mushroom MoBs more resistant and hit
for more damage, this place is still a nice place for AE groups. When pulling, it is
suggested that the puller avoid the Cavern Lotus as they are stationary and will
summon the puller. One of the best camping spots is 800, 800. There are no
roamers here and it is an easy place to pull to. At least two Wizards are
suggested for an AE Group in this zone.
Plane of Fear
This is a huge challenge even for the best AE groups. With the Planes of Power
expansion, new abilities and new levels past 60, this has become possible with
one group.
Wakening Lands
If the party can find a place that is not being used for Quad Kiting, this place has
a lot of experience, cash drops and Velious Gems. Most of the MoBs have
around 10-12k HP, so there will be more of a mana drain, however the
experience and loot should make up for that disadvantage.

Tags : | add comments

EverQuest Cleric Guide-1.3.5(1) Zones for Area of

Posted by admin on Tuesday Mar 30, 2010 Under Uncategorized

In most zones it is possible to set up a point blank AE group, provided there is a
calm spot with no spawns nearby, it is in a corner or in a small corridor where
MoBs can be packed closely together.
Cazic Thule
This used to be the perfect AE dungeon for groups level 24+. Once it was
changed to become a higher level dungeon, it is still a great place however it is
more suitable for groups of level 60+
Solusek A
This dungeon is great for lower level Area Groups. Camps can be setup in any
room that allows the puller to place the MoBs in a corner.
Lower Guk and Solusek B
The good old Antonica high level dungeons still provide an excellent opportunity
for the AE group.
City of Mist
The bad pathing of this zone actually helps AE groups. It is suggested that the
puller starts by pulling MoBs from the stables and courtyard. Another suggestion
is to move to the Goo House, bind a party member on top of the house, levitate
them, and have them pull the second floor down to the waiting party below. It is
recommended that the Enchanter be at least level 49 or that two Enchanters be
used in this type of AE group. The MoBs here have high resistances and that
can mean quick deaths to the Enchanters and the party.
The Hole
Not the best place for AE groups as some Golems cannot be mezzed or stunned.
This small factor can wreak havoc on the AE group. If a place can be found
without pulling these types of Golems, the experience bonus for this dungeon
makes it worthwhile.
Karnors Castle
This zone can give experience even for those level 60. It is recommended to
either pull to VS stage room or Basement. If KC is crowded, the basement is
usually empty and has a ton of undead mobs. Setting up camp near the entrance
is suggested if the group is in the low 50’s.
Sebilis
This is one of the best places for an AE group provided the party is damage
heavy. There are many different possible setups — D1 and Chef are the most
common. The maximum number of mobs that can be pulled is around 35 with
the average being 12-18.
Howling Stones
This is another favourite of PBAE groups for a number of reasons. First, this
zone is usually empty. Groups can clean all 4 wings in a night and get great loot
and experience. MoBs here have less HP than other dungeons. The downside
is that many MoBs here cast “harm touch”. This can be death for a puller without
some sort of invulnerability protection. It is suggested that small AE pulls is the
best way to ensure success
 

Tags : | add comments

EverQuest Cleric Guide-1.3.4 Area of Effect Groups

Posted by admin on Monday Mar 29, 2010 Under Uncategorized

Areas of Effect groups are best defined as a group of players using a variety of
AE spells to kill multiple MoBs at the same time. This differs from the traditional
way of killing MoBs which are often tanked and fought one at a time. Many highlevel
AE parties can handle 10-20 MoBs at a time, so there is no doubt that this
is one of the most efficient ways to gain experience. It is also one of the easiest
ways to have things go horribly wrong.
The keys for a successful AE group are knowledge, Enchanters and Wizards.
None of the above? Do something else. Knowledge of the area is necessary so
that groups get pulls that do not have high magical resistances.
The Enchanter’s role is to constantly stun everything around her – to keep the
group alive. If Enchanter is high-level and knows the job, usually only one is
needed, however the lower she is the more likely she gets resisted and
interrupted. The advantage of two Enchanters is that more than 18 MoBs can be
pulled and kept stunned. The down-side of this is that there can only be two
Wizards or three with no tank. This makes it harder to take out named MoBs, or
slows down pulling. With one Enchanter a party should be able to handle 16-18
mobs effectively.
The Wizards will be nuking everything to hell and beyond. The more Wizards the
better and in many cases a good Wizard can act as an efficient puller. A
Magician can take the place of a Wizard, however their recast time on their PB
spells is not as good as the Wizard.
A tank/puller is nice to have but not an absolute necessity. The best type of
puller to have is a Bard, as they can be a puller, slower, magic reducer, mana
replenisher and a tank. Their job is fairly simple, pull as many MoBs as the party
can handle. In other words, they get to cause a train. Bards are ideal for this
type of pulling as their own AE songs can cause everything around them to
aggro. When it comes to pulling MoBs that “harm-touch”, Bards can use their
Invulnerable song to counter this. Good replacements for them are high armor
classes like Warriors, Paladins and Shadow Knights since they are able to pull
the big trains and take some damage without dying.
The Cleric in the AE Group has the second most important job — keeping people
alive. The Cleric’s first priority is always healing the Enchanter. If the Enchanter
dies, the party dies. Clerics can also be used as pullers if one is needed. By
using the Divine Aura spells, a Cleric can gather quite the train.
Strategy for AE Groups
Depending on the dungeon and the group, pulls usually range from 10-18 mobs,
in some cases up to 35 and more. It is important that all group members stand as
close together as possible. The key to a successful AE group hinges on stacking
the mobs. If the mobs are spread out, they won’t get affected by the area spells.
Be aware that all point blank spells have got a “knockback” effect in the direction
that the caster is looking, thus it is suggested that the Wizards and Enchanters
are facing a corner, or as an alternative, each other in a narrow corridor.
Switching off spell effects will significantly reduce the amount of lag. Most
important is that each group member knows the role to play:
Tank / Puller
1. Depending on the effectiveness of the group, a puller should be able to
pull between 10 and 18 MoBs.
2. Planning the route back to the group is essential, after all the puller needs
to get back to the group alive.
3. Clerics should cast a “Heal over Time” on the puller prior to the start of
their run. Enchanters should cast a “Rune” spell on them as well.
4. If pulling “harm touch” MoBs, having an invulnerability spell or something
similar is a good idea.
5. When pulling undead MoBs, the tank should stand in front of the group to
keep the MoBs close together, as undead will attack whatever is closest.
6. If the tank does not manage to get enough mobs in their first pull, they
should turn around and get more.
7. If the puller’s SoW / Jboots effect wears off in an indoor zone, ask the
Wizard for an inner zone single target “evac”. Zone out, recast Jboots,
zone back in and bring everything from the zone to the group.
8. Bards should use an area spell with a huge taunt effect and a large range
to pull the mobs to the group. A suggestion is to keep playing the level 59
magic resistance lowering song as this will aggro the MoBs and draws
them away from the Enchanter.
9. Wizards should have their epic effect up at all time, especially if they are
pulling.
Enchanters
1. As soon as the puller brings the MoBs within range, the Enchanter should
start casting their point blank (“color” spell line) stuns. The Enchanter
should memorize three or four of these and continuously cycle through
them until all MoBs are dead.
Clerics
2. The top priority is to keep the Enchanter alive. If he dies, the whole group
will die. It is common to save the Enchanter in this type of group while
letting the Tank die.
3. Area heals should be cast as the situation requires it, but not at the cost of
letting the Enchanter die. In AE groups, every member will be attacked for
a short period of time.
4. In case several mobs resist some stuns, group members will drop pretty
fast. So stay alert and have a fast casting heal spell ready.
5. If there is no need for heals the Cleric can also use Upheaval to add some
damage.
6. In some groups and zones it might be necessary that the Cleric pull with
Divine Aura or Divine Barrier.
Wizard:
1. Do not start casting the damage spells until there are enough MoBs in the
camp to be affected by the spell.
2. Memorise the two highest area spells (jyll’s are highly recommended) and
simply cast them non-stop until everything is dead. If the Wizard only has
one jyll’s spell, they should keep casting it even if it has a high recast time.
The mana ratio is worth it. If the Cleric or Enchanter goes low on mana,
the Wizard should use lower level AEs to chain cast
3. The Wizard should keep their epic effect up at all times. If the Wizard
does not have their epic, they should cast Diamond Skin on themselves.
The loot obtained should make up for the high cost of this spell.
4. In case of disaster, like the death of an Enchanter or too many MoBs, all
Wizards should attempt to cast evacuate. The reason being is that in a
disaster, it is unlikely that any of them will be able to cast it without being
interrupted.

Tags : | add comments

EverQuest Cleric Guide-1.3.3-Levels 35–50

Posted by admin on Friday Mar 26, 2010 Under Uncategorized

Oasis of Marr — On the island in the Lake is found a band of spectres. It is an
excellent source for experience, but is difficult to break, so beware the threat of
infamy if you let your spectres loose in the zone.
Feerott – There are more spectres to fight along the entrance to the Plane of
Fear. In the southwest corner of the zone there is a tree growing on a slope
along the southern wall. This marks the hidden entrance to the tunnel which
leads to the Plane of Fear. Within this maze are several spectres to kill.
Tower of Frozen Shadow – Located in the middle of the Iceclad Ocean, this
zone hosts a number of undead MoBs on the second level of the tower. In order
to gain access to the second level, groups must kill MoBs on the first level until a
second MoB spawns from the corpse, called an “Enraged” (name of MoB just
killed). This MoB drops the key to the second level and only one is needed for
the entire group to gain access to the second level of the tower.
Kaesora (See Appendix) – Is the home of Xalgoz and his minions. Most of
the undead in this zone appear after the spiders that plague the area near the
entrance. Once the party arrives at the “Frenzied Room” they can choose to go
after MoBs like the Spectral or Tortured Librarian or head towards the Five
Towers area where Xalgoz spawns. It should be noted that there are a few oneway
pits or ramps that (once past) will require the party to either gate out or fight
their way back to the entrance. This is a complex zone and it is strongly
suggested that the party familiarize themselves with the maps provided.
Lower Guk (See Appendix) — To get to Lower Guk, you need to pass
through Upper Guk. This task is fairly easy if no one in the party has ever hunted
Frogloks, as they should be indifferent. This is a complex zone and it is strongly
suggested that the party familiarize themselves with the maps provided. That
said, take the water route from zone in – after you pass through the Pillar room
you just follow the right zone wall path. Not so difficult, but a wrong turn can
leave you quite lost.
This will zone you into Lower Guk near the "Dead Side" where an undead group
will thrive. Most folks pull the undead to the zone area first to get used to the
MoBs here. Once the party is more comfortable, have Invisibility vs Undead cast
on the party and proceed down and right to the river. Jump into the water and
swim to the first camp, which is through the tunnel a short ways. Once there,
jump out and get ready to fight.
The Bedroom – There are several MoBs around here including several bats that
see through invisibility spells. In order to move to the next camp, these must be
dispatched.
The Assassin / Supplier Room – This is the first camp that will provide different
types of loot. It is reached by moving past the bats and the Iceboned skeletons,
then moving across the bridge and to the ladder. This is a nice place to pull to.
The supply room is up the ladder. The Assassin drops rogue items, but the
Supplier drops a weight reduction bag and a Thick Banded Belt. If MoBs
become scarce, to the right of the bridge is an area where the Ritualist spawns,
which drops Black Embroidered Capes and Sleeves.
Second and Third Floor — The second floor has a few mobs on it, of note is the
Savant, who drops Enameled Black Mace and Chestplate. Down from here is
the floor 3 area on the map. A party will have a few choices here. There is the
Cavalier’s Room where the Adamantine Epaulets drop, or for more experience,
the Executioner Room is a good choice. The Sage room rounds out the fun with
Braided Cinch Cord and Runed Cowl dropping from his corpse.
The final remaining camps are quite difficult and include the Frenzied Ghoul
Room, the Ghoul Archmagi and the Ghoul Lord. Of these, the Frenzy is the best,
and most constantly camped. Near the Frenzied camp is also the Froglok
Sentinel who drops Darkmail Gauntlets and Brigandine Tunics. Both are cleric
useable, as are the Moonstone rings off of Frenzied. Most of these camps drop
items that are very useful to a party and have a decent market value.
City of Mist – This zone is located deep in the Emerald Jungle and is filled
with the spirits of those that formally called this city home. For lower level
groups, the entrance provides abundant hunting of live and undead MoBs. A
party new to this zone will take advantage of this camp while learning the various
areas and the MoBs pathing. Higher level groups may opt to try the castle area
which is host to many higher level MoBs including the Black Reavers which upon
their death can respawn another Black Reaver in its place. The number of
Reavers that can respawn over and over is random but it is rumored that it can
be more than four. There are two things about the castle that should be noted.
First there are Quest MoBs that spawn both outside and inside the castle. These
are multi-group encounters and should be avoided at all costs. They should con
indifferently to most players and most probably leave the party alone if
unprovoked. The second item is that the castle door is locked and will require a
rogue with a very high “picklock” skill to enter. Beyond the castle are several
ramps which will take the group high above the city. It is suggested that some
form of levitation be used here as fights often take place on these narrow ramps,
and falling is devastating.

Tags : | add comments

EverQuest Cleric Guide-1.3.3-Basement

Posted by admin on Friday Mar 26, 2010 Under Uncategorized

Stairs and Torture Chamber Room — The last camp is the Basement. Getting
to this camp will tell you if you are ready for it. From the front door, go left. The
second door on the left is a room with a bookcase. Click on it and the path to the
Basement reveals itself. Move down slowly because at the base of the ramp
there are usually three spawns. Most of the basement MoBs will be of a casting
class, so it is advised that resistant buffs be used. Beyond the landing is a hall
which leads to the Torture Chamber Room. The hall is populated but once these
MoBs are dispatched, the party can move down the stairs, sticking close to the
wall on the left and to the landing. This is the camp spot for all the MoBs in the
Torture Chamber. There is not a lot of loot here but it is an excellent source for
experience.
Ghost Room – From the landing, if the party heads up the stairs there will be a
false wall. Moving through this wall another hall is waiting. More MoBs populate
this hall and will need to be killed. Many will stop at the Blood Pool and pull to
there. The trick to the blood pool is to wade through it, do NOT take the paths
around it. They are pit traps with Fungusmen in them. The halls and bridge all
eventually wind down to Garanel Ruksif’s Room, the Ghost of Unrest. He drops
the Jagged Bands and Dwarven Work Boots. Rejoice, for after killing him, you
have conquered Unrest.

Tags : | add comments