Pharone
Trakanon Raider
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I asked AI the following...
For someone playing Everquest for the first time starting today and playing solo along side a mercenary, what would be the highlights for each expansion starting with level 70. Keep in mind that they can use defiant armor for levels 5 through 70 that pretty much negate any need for gear upgrades until after level 70. Also, keep in mind that all Alternate Advancement points will be auto granted as the character levels up until at least level 120, and most spells will be auto granted up to level 120 as well.
Great question — especially with Defiant gear, auto-granted AAs, and auto-granted spells, the early game (1–70) becomes a smooth on-ramp. Starting at 70+, expansions begin to matter again in terms of content, mechanics, progression systems, and long-term goals — even if gear upgrades aren’t immediately required.
Below is a solo + mercenary–focused walkthrough of expansion highlights beginning at level 70.
Probably the smoothest 70–75 experience if you want structure instead of wandering.
Highlights:
This is where the “modern” EQ feel really begins.
Highlights:
Mercenaries completely changed solo play. This expansion is foundational for modern EQ.
Highlights:
Harder than average — expect to struggle more than previous expansions.
Highlights:
Decent but requires more structured progression than HoT.
Highlights:
Heroic Adventures are perfect for molo play.
Highlights:
If you'd like, tell me:
Below is a solo + mercenary–focused walkthrough of expansion highlights beginning at level 70.
Level 70 Era
The Serpent's Spine (Level 1–75)
Why it matters at 70+:- Introduced the level 75 cap
- Linear, well-designed progression path
- Excellent solo/molo flow
- Direwind Cliffs and Ashengate are great stepping stones
- Heroic-styled quest arcs that still feel modern
- Very clean zone progression compared to older expansions
Probably the smoothest 70–75 experience if you want structure instead of wandering.
Prophecy of Ro (65–70)
Mostly group/raid oriented. Not especially important for a modern solo player beyond exploration.Level 75 Era
The Buried Sea (70–75)
Highlights:- Introduced Fellowships (campfires for faster travel)
- Fun pirate theme
- Solid mid-70s content
Secrets of Faydwer (70–80)
Major expansion for solo players.Highlights:
- Level cap 80
- Huge number of zones
- Progressive quest arcs
- Heroic stats system introduced (modern stat design)
- Fantastic 75–80 experience path
- Dragonscale Hills
- Loping Plains
- Hills of Shade
This is where the “modern” EQ feel really begins.
Level 80 Era
Seeds of Destruction (75–85)
Very important expansion.Highlights:
- Level cap 85
- Introduced Mercenary system
- Introduced structured Progression achievements
- Time-travel themed zones
- Tiered progression system
Mercenaries completely changed solo play. This expansion is foundational for modern EQ.
Underfoot (75–85)
Notorious difficulty spike.Highlights:
- Extremely challenging content
- Tight indoor zones
- Strong story continuation from SoD
Harder than average — expect to struggle more than previous expansions.
Level 85–90 Era
House of Thule (85–90)
One of the best expansions ever made.Highlights:
- Level cap 90
- Introduced Player Housing
- Dream/nightmare theme
- Excellent zone design
- Very good solo progression path
- Feerrott, the Dream
- House of Thule Lower Floors
Veil of Alaris (90–95)
Highlights:- Level cap 95
- Language progression system
- Alaran continent
Decent but requires more structured progression than HoT.
Level 95–100 Era
Rain of Fear (95–100)
Very strong expansion.Highlights:
- Level cap 100
- Massive zone count
- Well-designed tier progression
- Good molo content in early tiers
- Shard’s Landing
- Valley of King Xorbb
Call of the Forsaken (100)
Highlights:- Introduced Heroic Adventures
- Scalable content
- Great repeatable missions
Heroic Adventures are perfect for molo play.
Level 100–105 Era
The Darkened Sea (100–105)
Highlights:- Level cap 105
- Island exploration theme
- Strong storyline
The Broken Mirror (105)
Very important mechanically.Highlights:
- Introduced Type 5 augments
- Armor scaling through progression
- Solid group missions
Level 105–110 Era
Empires of Kunark (105–110)
Highlights:- Return to Kunark
- Excellent outdoor zones
- Good difficulty curve
Ring of Scale (105–110)
Highlights:- Dragon-heavy theme
- Vertical zone design
- Good endgame structure
Level 110–115 Era
The Burning Lands (110–115)
Highlights:- Level cap 115
- Challenging content
- Large stat inflation jump
Torment of Velious (110–115)
More streamlined and accessible than Burning Lands.Level 115–120 Era
Claws of Veeshan (115)
Continuation of Velious story.Terror of Luclin (115–120)
Highlights:- Level cap 120
- Introduced new Alternate Currency systems
- Excellent zone aesthetics
120+ Era
Night of Shadows
- Laurion’s Song storyline begins
Laurion's Song
- Current high-level direction
- Modern mission structure
What Actually Matters for a Modern Solo Player
Because you have:- Defiant gear through 70
- Auto AAs
- Auto spells
1. Mercenaries (Seeds of Destruction)
2. Heroic Adventures (Call of the Forsaken)
3. Type 5 Augments (The Broken Mirror)
4. Housing (House of Thule)
5. Structured progression achievements (SoD onward)
If I Were Starting Fresh in 2026
Best “Don’t Skip” Expansions:- Secrets of Faydwer
- Seeds of Destruction
- House of Thule
- Rain of Fear
- Call of the Forsaken
- The Broken Mirror
- Empires of Kunark
- Terror of Luclin
If you'd like, tell me:
- What class you're playing
- Whether you're on Live or TLP
- Whether you're aiming for max level or nostalgia