Everquest Legends

Burren

Silver Baronet of the Realm
6,726
11,730
Hole or Planes (Fear / Hate) assuming they removed the level requirements to get into the planes. Otherwise, Hole for a couple levels, then the Planes.
Last I heard it was still 46+ for Planes, but I'll get the Hole a shot. Thx
 
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Creslin

Trakanon Raider
2,571
1,200
Hole or Planes (Fear / Hate) assuming they removed the level requirements to get into the planes. Otherwise, Hole for a couple levels, then the Planes.
Still 46. So hole. Probably go farm idol of the underking for a couple levels assuming you have a healer in your loadout and then do like d1 or 2 hate if you can handle it.
 
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Burren

Silver Baronet of the Realm
6,726
11,730
Still 46. So hole. Probably go farm idol of the underking for a couple levels assuming you have a healer in your loadout and then do like d1 or 2 hate if you can handle it.
Just dropped into Hole. Looking at the map, this appears to be the largest zone ever made for EQ.

I also think I did it wrong. I just jumped, as I've seen others do and its nothing but tunnels with really annoying elementals.
 

Kithani

Vyemm Raider
2,477
3,558
Just dropped into Hole. Looking at the map, this appears to be the largest zone ever made for EQ.

I also think I did it wrong. I just jumped, as I've seen others do and its nothing but tunnels with really annoying elementals.
You did it correct, man up and dickslappem
 

Kithani

Vyemm Raider
2,477
3,558
LOL, indeed.

I made it further in. Can't find ratmen or undead, still just elementals all over this ruined city. Awesome design though.
You prob walked right by the ratmen but that part is lame

Undead are all the way in the back/bottom

Just keep slayin’ dem muddy boys
 

Araxen

Golden Baronet of the Realm
11,304
8,778
When this game goes live later this month, it better have the fucking keyring.

Lugging around keys from Befallen, Najena, and Unrest fucking sucks!
 
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Pheerie

Potato del Grande
132
-908
Just dropped into Hole. Looking at the map, this appears to be the largest zone ever made for EQ.

I also think I did it wrong. I just jumped, as I've seen others do and its nothing but tunnels with really annoying elementals.
I thought this forum was for eq vets
 
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Burren

Silver Baronet of the Realm
6,726
11,730
Definitely can't xp in Hate at 46.

Edit: I know people can XP here, but I think my gear/stats are lacking for a fresh 46.
 
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Mrniceguy

Blackwing Lair Raider
1,162
-319
When this game goes live later this month, it better have the fucking keyring.

Lugging around keys from Befallen, Najena, and Unrest fucking sucks!

Keyring will cost 5$ or you can obtain it in game through an achievement which requires 300 skill Begging.
 
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Jysin

Bronze Baronet of the Realm
7,264
5,836
Just dropped into Hole. Looking at the map, this appears to be the largest zone ever made for EQ.

I also think I did it wrong. I just jumped, as I've seen others do and its nothing but tunnels with really annoying elementals.
Not sure what class build you are, but if you are a Pal or Clr, get deep down to the undead area and slay away.
 
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moonarchia

The Scientific Shitlord
<Bronze Donator>
31,729
62,724
Level 44+, what's the best spot? Is it the Hole? LGuk and SolB aren't yielding much. Never tried the Hole before, so can't compare.
Imps/djarn in solb, lguk if you have anti-undead in your kit, rats or undead in the hole if you can get there. The golems are a bitch to get around.
 

Xevy

Log Wizard
9,613
4,761
If you're leveling, find something with -1 level to +3 level mobs and set that shit to diff 0 and plow. Even at 44+ just blasting liveside guk or HAMLord isn't AWFUL if you have the clear speed to keep everything down in a decent time. Even mobs 1-2 levels under you give nearly a percent.

The Hole would be best if it weren't for the golems. They're no longer dangerous, but their hp pools suck. I've got a groupmate going to kedge to test out the exp as that's the only zone with a ZEM at the moment, but you'd need to do an instance camp of Qeynos Hills for an enduring breath earring off Hadden probably before you went there. Water places are also fucking awful for melee characters, especially against caster mobs.

Unless you're targeting very important rare drops, just go 0 or 1 for leveling. It negates a bunch of extra healers/fearers/mezzers that make stuff dicey.
 
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Burren

Silver Baronet of the Realm
6,726
11,730
If you're leveling, find something with -1 level to +3 level mobs and set that shit to diff 0 and plow. Even at 44+ just blasting liveside guk or HAMLord isn't AWFUL if you have the clear speed to keep everything down in a decent time. Even mobs 1-2 levels under you give nearly a percent.

The Hole would be best if it weren't for the golems. They're no longer dangerous, but their hp pools suck. I've got a groupmate going to kedge to test out the exp as that's the only zone with a ZEM at the moment, but you'd need to do an instance camp of Qeynos Hills for an enduring breath earring off Hadden probably before you went there. Water places are also fucking awful for melee characters, especially against caster mobs.

Unless you're targeting very important rare drops, just go 0 or 1 for leveling. It negates a bunch of extra healers/fearers/mezzers that make stuff dicey.
Solid advice, thanks. Not worth attempting to gear, at the moment. I did some LGUK on D2 for the FBSS and of course Befallen for the OP weapons, but at the moment its just about getting to 60 to get some planar and dragon drops.

I didn't end up enjoying the Hole (so many jokes). Golems sucked and not enough mobs otherwise. Couldn't even find the undead because of locked doors and no clue how to get further downstairs.

Kedge doesn't hold much appeal for exactly the reasons you stated. Its just a pain. Live Guk and the king haven't been done yet, so I can run through for a bit. Biggest issue the last 3 days has been no personal instances because their coding is limiting how many on a server can be active, regardless of where they are created.
 

rolien

Bronze Knight of the Realm
243
200
The tutorial area is a quirky rework that takes 5 minutes to do gives a decent item and xp and introduces you to a few core systems. Skip it if you hate it, you can buy the boots from any adventure vendor.
I seen videos that had it.

It's not quirky it's fucking stupid and could have been handled with a simple book without the slop.

It gives the "This is an Emulator" feel and not this is a proper game feel.
 
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Kaines

Potato Supreme
19,846
56,748
Patch Notes

Pre-Launch Beta Natch Potes, July 7, 2026 General Spell Tiering Phase 2 Pet Upgrades
  • Summon Pet/Warder spells will now add the rank of the spell to the summoned pet's level, capped at player level -1.
  • Each upgraded pet level will increase hp by 6%, add 1 base damage, and add 5 skill points.
  • Enabled pet inventory for charmed NPC pets.
  • Charmed pets now equip from the pet inventory slots and those items are removed when charm breaks.
  • Charmed pets now report their inventory of player given equipped items.
Spell Upgrades
  • Spell upgrades now have damage and healing bonuses.
  • Spellblade, Quickbuff and Symphonic Aura now trigger upgraded spells/songs.
  • Spell upgrade duration effects now work for lull effects.
  • Added rounding to spell upgrade duration calculations to help scaling of small values. (2 or 3 ticks)

  • Max level of crowd control effects (mez, charm) increased by spell tier.
  • 10% chance per spell tier to not consume reagents for spells that require reagents. Reagent costs are skipped at tier 10.

  • Summon item spells will now summon item's tier to the spell tier if the item is upgradable. e.g. - Summoned Dagger X will now summon a Summoned: Dagger +10
  • Combat Innate Buffs with procs are cast at one half of the buff's spell tier level. e.g. Vampiric Embrace X (Buff) will cast Vampiric Embrace V (Proc) Alternate Advancement (AAs)
  • Added the following Class AAs:
Note that the AAs themselves have no effect, just give visibility and explanation to pre-existing passive bonuses to the listed class.
Innate Divine Healing - Cleric
Innate Fighters Tenacity - Warrior
Innate Called Shot - Ranger
Innate Power Strike - Berserker
Innate Sneakiness - Rogue

Gameplay
  • Locked doors in Najena will now search bags for keys instead of requiring the key to be held on the cursor.
  • Drelzna will no longer rapidly proc Harm Touch.
  • Zombies in Misty Thicket should now appear slightly more zombie-like.
  • Tradeskill vendors in the New Sebilisian Expedition are now on the proper faction.
  • While in Plane of Sky you can now summon normal non-scaled pets.
  • Doing quests for Da Bashers of Grobb will now also increase your standing with the Grobb Merchants.
  • Buff effects on players and pets with upgraded levels now persist across camping and zoning.
Instances
  • Removed errant charge check for DZ invites to multiplayer raid instance.
  • When you leave a personal instance you will now be placed at zone safe coords.
  • Leaving an instance will now put you in the base zone. (Difficulty 0)
  • A personal instance charge is now only consumed upon successful entry to the zone.
  • Fixed replay timers occurring on adding a group member to a personal instance zone.
  • Players can now enter instances of the zone they are in, regardless of difficulty or pickzone.

Items
  • Removed low level item haste cap. Standard haste cap rules still apply.
  • The various Wind Runes from the Plane of Sky can now be held in Currency Storage.
  • The Golden Crescent Key used in the Najena dungeon is no longer Temporary/NO RENT
Skills & Disciplines
  • Improved taunt success rates, most notably while fighting raid mobs.
  • Cleave and Bash are no longer on shared timers.
  • Blood Draw Venom should now correctly do more damage than Blood Siphon Venom.
  • Paralytic Poison now correctly triggers the Weakening Strike, instead of Hobbling Strike.
Spells
  • The following spells can now only be casted on group members, your pet, or your self.
Scale of Wolf Boon of the Garou Spirit of the Puma Impassivity Stoicism Nonchalance Snails Healing Tortoises healing Slugs healing
  • Stoicism and Slugs Healing have both had their heal per tick increased from 160 to 200.
  • The final heal of the Druid's "Bloom" spells is now affected by AAs.
  • Druid "Bloom" heals now have a more appropriate visual effect when they Bloom.
  • Blooming Heal description now accurately reports that its Bloom heals for 300, not 200.
  • Rain spells will no longer hit npc's not on the aggro list.
  • Beastlord Warders will now have mana, allowing them to actually cast their spells.
  • Significantly increased the melee capabilities of Beastlord Warders.
Stances & Invocations
  • Regeneration modifiers from stances and invocations always apply even if they are not active while out of combat as long as you have access to the stance/invocation.
  • Empowering and overchannel invocations now work on damage over time and heal over time spells.
  • Empowering effects and costs were reduced to balance out spell upgrade bonuses.
  • Reverted Arcane Mastery to prior values.
UI
  • Display summoned pet stats on inventory window pet tab.
Summoned pets will show their HP, Mana, AC, Regens, and other stats on pet inventory tab. Pets will now benefit from for the following equipped item bonuses: Attack,
HP Regen,
Mana Regen
Pets should now better show the impact of buffs to:
HP,
Mana
Improved HP management when adding/removing items from pets.
Improved HP adjustments when entering/exiting charm.
  • Improved Colors of Login Server Text
  • Fixed a missing flag preventing heal crits from showing up in logs.
  • Fixed an issue where client showed incorrect max level for some toggleable AAs.
  • Difficulty button menu will now function properly after right clicking on the difficulty button.
  • Opacity and spell filtering now work for spell particles.
  • Added a toggle to filter beneficial bard songs to make symphonic auras less bulky.
  • Fixed clients display of alternate ability caps.
  • Stance/Invocation bar visibility should now save properly.
  • Fixed which default INI file the UI should use based on resolution of the game window.
  • The message for shielding now goes to the skills filter.
  • Options window context menu's will now function properly such as alpha.
  • Stance/Invocation ability hot buttons and buttons in actions window now use matching icons from stance bar.
  • Actions Window stances/invocation highlight boxes will no longer be rendered when not on abilities tab. Gate ritual now shows your bind location rather than your origin.
  • Buff effects now indicate the upgrade level of the cast spell (spell names, tooltips, display info window).
  • Updated various displayed spell names in ui and chat to use the upgraded spell name (appends suffix).
  • Spell display window now shows resistance debuff benefits for detrimental spells.
  • Added the upgraded spell title to the 'begin casting' chat messages.
  • Fixed intermittent "must select target to cast spell" for item clicky effects & rituals.
 

Burren

Silver Baronet of the Realm
6,726
11,730
Patch Notes

Pre-Launch Beta Natch Potes, July 7, 2026 General Spell Tiering Phase 2 Pet Upgrades
  • Summon Pet/Warder spells will now add the rank of the spell to the summoned pet's level, capped at player level -1.
  • Each upgraded pet level will increase hp by 6%, add 1 base damage, and add 5 skill points.
  • Enabled pet inventory for charmed NPC pets.
  • Charmed pets now equip from the pet inventory slots and those items are removed when charm breaks.
  • Charmed pets now report their inventory of player given equipped items.
Spell Upgrades
  • Spell upgrades now have damage and healing bonuses.
  • Spellblade, Quickbuff and Symphonic Aura now trigger upgraded spells/songs.
  • Spell upgrade duration effects now work for lull effects.
  • Added rounding to spell upgrade duration calculations to help scaling of small values. (2 or 3 ticks)

  • Max level of crowd control effects (mez, charm) increased by spell tier.
  • 10% chance per spell tier to not consume reagents for spells that require reagents. Reagent costs are skipped at tier 10.

  • Summon item spells will now summon item's tier to the spell tier if the item is upgradable. e.g. - Summoned Dagger X will now summon a Summoned: Dagger +10
  • Combat Innate Buffs with procs are cast at one half of the buff's spell tier level. e.g. Vampiric Embrace X (Buff) will cast Vampiric Embrace V (Proc) Alternate Advancement (AAs)
  • Added the following Class AAs:
Note that the AAs themselves have no effect, just give visibility and explanation to pre-existing passive bonuses to the listed class.
Innate Divine Healing - Cleric
Innate Fighters Tenacity - Warrior
Innate Called Shot - Ranger
Innate Power Strike - Berserker
Innate Sneakiness - Rogue

Gameplay
  • Locked doors in Najena will now search bags for keys instead of requiring the key to be held on the cursor.
  • Drelzna will no longer rapidly proc Harm Touch.
  • Zombies in Misty Thicket should now appear slightly more zombie-like.
  • Tradeskill vendors in the New Sebilisian Expedition are now on the proper faction.
  • While in Plane of Sky you can now summon normal non-scaled pets.
  • Doing quests for Da Bashers of Grobb will now also increase your standing with the Grobb Merchants.
  • Buff effects on players and pets with upgraded levels now persist across camping and zoning.
Instances
  • Removed errant charge check for DZ invites to multiplayer raid instance.
  • When you leave a personal instance you will now be placed at zone safe coords.
  • Leaving an instance will now put you in the base zone. (Difficulty 0)
  • A personal instance charge is now only consumed upon successful entry to the zone.
  • Fixed replay timers occurring on adding a group member to a personal instance zone.
  • Players can now enter instances of the zone they are in, regardless of difficulty or pickzone.

Items
  • Removed low level item haste cap. Standard haste cap rules still apply.
  • The various Wind Runes from the Plane of Sky can now be held in Currency Storage.
  • The Golden Crescent Key used in the Najena dungeon is no longer Temporary/NO RENT
Skills & Disciplines
  • Improved taunt success rates, most notably while fighting raid mobs.
  • Cleave and Bash are no longer on shared timers.
  • Blood Draw Venom should now correctly do more damage than Blood Siphon Venom.
  • Paralytic Poison now correctly triggers the Weakening Strike, instead of Hobbling Strike.
Spells
  • The following spells can now only be casted on group members, your pet, or your self.
Scale of Wolf Boon of the Garou Spirit of the Puma Impassivity Stoicism Nonchalance Snails Healing Tortoises healing Slugs healing
  • Stoicism and Slugs Healing have both had their heal per tick increased from 160 to 200.
  • The final heal of the Druid's "Bloom" spells is now affected by AAs.
  • Druid "Bloom" heals now have a more appropriate visual effect when they Bloom.
  • Blooming Heal description now accurately reports that its Bloom heals for 300, not 200.
  • Rain spells will no longer hit npc's not on the aggro list.
  • Beastlord Warders will now have mana, allowing them to actually cast their spells.
  • Significantly increased the melee capabilities of Beastlord Warders.
Stances & Invocations
  • Regeneration modifiers from stances and invocations always apply even if they are not active while out of combat as long as you have access to the stance/invocation.
  • Empowering and overchannel invocations now work on damage over time and heal over time spells.
  • Empowering effects and costs were reduced to balance out spell upgrade bonuses.
  • Reverted Arcane Mastery to prior values.
UI
  • Display summoned pet stats on inventory window pet tab.
Summoned pets will show their HP, Mana, AC, Regens, and other stats on pet inventory tab. Pets will now benefit from for the following equipped item bonuses: Attack,
HP Regen,
Mana Regen
Pets should now better show the impact of buffs to:
HP,
Mana
Improved HP management when adding/removing items from pets.
Improved HP adjustments when entering/exiting charm.
  • Improved Colors of Login Server Text
  • Fixed a missing flag preventing heal crits from showing up in logs.
  • Fixed an issue where client showed incorrect max level for some toggleable AAs.
  • Difficulty button menu will now function properly after right clicking on the difficulty button.
  • Opacity and spell filtering now work for spell particles.
  • Added a toggle to filter beneficial bard songs to make symphonic auras less bulky.
  • Fixed clients display of alternate ability caps.
  • Stance/Invocation bar visibility should now save properly.
  • Fixed which default INI file the UI should use based on resolution of the game window.
  • The message for shielding now goes to the skills filter.
  • Options window context menu's will now function properly such as alpha.
  • Stance/Invocation ability hot buttons and buttons in actions window now use matching icons from stance bar.
  • Actions Window stances/invocation highlight boxes will no longer be rendered when not on abilities tab. Gate ritual now shows your bind location rather than your origin.
  • Buff effects now indicate the upgrade level of the cast spell (spell names, tooltips, display info window).
  • Updated various displayed spell names in ui and chat to use the upgraded spell name (appends suffix).
  • Spell display window now shows resistance debuff benefits for detrimental spells.
  • Added the upgraded spell title to the 'begin casting' chat messages.
  • Fixed intermittent "must select target to cast spell" for item clicky effects & rituals.
Now do the notes that tell me what the fuck drops shit in Hate and Fear since they changed it all.
 
  • 1Worf
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