Mistmoore
If there is at least one group in the graveyeard or near the lake you will be able to kite really
well around here. Never pull any caster mobs in this zone (the naked elves) – unless you got
an insanely high magic resistance their force strike will ripp you into tiny pieces. Stay ready
for a gate or a fast escape to the zone, because of the many trains in this zone.
Lower Guk
Near the minotaurs there is a long corridor leading to the evil eye and the king area of the life
side. There is a roaming minotaur and a roaming froglok shaman in this corridor from time to
time, but if you check it before you start pulling a mob in there, it is a safe place to kite, even
without using root.
Solusek B
You can hunt Kobolds in here if other people are nearby and keep some spawns free. I
wouldn’t go for lava duct crawlers because of their nasty dot – however there is a way to kill
them, described in the exploit section.
Sebilis
From the entrance down to the Necro Jail / Necrosis Scarab / D1 you are able to kite if the
mentioned camps are taken by groups, you will only be taking one mob every 5mins, so as
long as you don’t train or let it aggro on anyone hardly anyone will bother. However you got
slight chance of getting one of the random dropped items (chance is very very low though)
like an Obulus Death Shroud. In most cases though the best loot will be all sort of gems
including even blue diamonds.
Velketors
The entrance area with the spiders is a very nice place to solo as well, however you will have
a lot of competition here. You are not able to use any ice spells, so your primary attack nuke
will usually be a draught of fire.
Chardok
VERY risky and only recommended if there are enough people in the zone. Make sure there
are no Roamers between you and the exit since the mobs here hit really hard, plus the dogs are
able to see through invis. The experience is neat if you are successful but it requires a huge
30
mana pool, because of mana snares and roots. The best area to kite in here is between the exit
and the tower (situaded at the end of the corridor which you enter when you zone in).
EQ Wizard Guide-1.4.4.Dungeons
EQ Wizard Guide-1.4.3.Strategy
Look up a dungeon or are in which the requirements mentioned above are met. Some nice
places are described below. Unlike outdoors you always want to have your target snared AND
rooted as well – you haven’t got that much place usually so this is necessary. In case of adds
root (and if you got the mana snare) them and focus on your main target again. Be sure to
check where you can walk while you keep nuking the mob until it dies. If you always got your
skin spell up and root adds right away (take the level 4 root and combine it with bonds), they
won’t cause any trouble. To avoid too many of them be sure only to hunt in areas where there
are enough other people around. In quite a few dungeons there are areas where you are able to
solo – in long corridors or large rooms.
EQ Wizard Guide-1.4.2.Spells
The spells used while you are soloing in a dungeon usually are the same than everywhere
else:
- Primary Nuke
- Secondary Nuke (to finish the mob)
- Bonds of Force
- Root
- Invisibility (in case you need to move a little distance to your camp spot or are not
able to med in a safe place)
- Abscond (in case your bind point isn’t very close to the zoning)
- Gate (for emergencies if it would take too long to cast Abscond)
- Skin Spells, better: Epic – you will have adds from time to time and you will get hit,
be sure to have a Skin spell up, otherwise you will be screwed on the tiniest mistake.
Depending on your skill you might be able to hold the mobs off and avoid getting the
shield decimated. If you only have to recast every three mobs you don’t really lose any
money
- Harvest
EQ Wizard Guide-1.4.1.Requirements
If the basic requirements, that a Wizard needs at every level to “work properly”, are met, it is
possible to solo in pretty every dungeon. Requirements though are:
- Free Line of Sight – mazes aren’t really a good place to solo since you will have
troubles holding the mobs off from you and still being able to nuke them
- Enough Place to kite – usually if you are not in a maze this is possible as well, even in
Lower Guk you will find areas in which you got enough space to kite with root and
snare
- Proper Pathing – if mobs warp on you, simply disappear etc. it is a very bad idea to
solo. If you don’t know what happens next, you won’t be able to react the right way.
Usually areas with bugged pathing can be found in every dungeon
- Few Roamers – Wizard killers, they make some areas very hard to kite (take
Chardok), simply because you don’t what’s around the corner. The less roamers there
are, the easier it is to solo
- Camped Areas – if you are on your own in a dungeon, only very few places are
available for experience hunting (there is no point in explaining that a lvl 60 Wizard is
able to easily hold some Lower Guk spawns). It is always better to have groups
around. Since the spawn gets constantly killed you will often get a chance of pulling a
mob single – be sure though not to have it aggro on anyone else nor let it run through
their camp – people can get pretty angry about that. The 2nd advantage is, with other
people around you are able to get SoW (if outdoor), Clarity and if things go bad even a
Rez
- No summoning mobs – you are dead if you get one.
EQ Wizard Guide-1.4.Soloing in Dungeons
Although it really isn’t a very effective method, because certain single pulled outdoor mobs or
quad kiting gives better experience, it is useful to know how to fight solo in dungeons – if you
want to camp a special spawn or are waiting for a group to finally invite you.
EQ Wizard Guide-1.3.5.Quad Kiting Locations(8)
Levels: 64+
Zone: Plane of Valor
Mobs: Golems
Notes: You can start with those before lvl 65 in case you decide to solo-kill them. Cast invis
on yourself and scout the area for wandering spiders. If nobody is camping wastelands pulling
4 isn’t a challenge. Once you do that, just pull them to the wall and run down to the far end,
turn, snare. Repeat 3 times to get them all snared. From there on keep Aeing until 75ish mana.
Get some distance between you and the golems and HoD. Resnare and continue to AE – you
will probably have to cast snare every two minutes and depending on your gear will be
required to use HoD again. It’s a very nice place to gain AA Xp – 27% per kill boost the
points up pretty fast.
Levels: 65+
Zone: Plane of fire
Mobs: Doomfire Guardians
Notes: You can quad Doomfire Guardians near an area called “the picnic table”. It takes an
extremely well geared wizard, but a quad is almost a whole AA. If you’re familiar with the
Plane of Fire, the picnic table is the area right before the Fennin Ro staging area, with an
actual picnic table there. Just snare 4 guards and quad as normal.
EQ Wizard Guide-1.3.5.Quad Kiting Locations(6)
Levels: 56 – 62
Zone: Great Divide
Mobs: Expedition Guards
Notes: The Expedition Guards are always level 50 and have approximately 10000 hps(11
PoFs). They drop up to 5-6pp, velium weapons, spell research, Coldain heads and beards.
Dark blue till 62 they give 4% AAXP.Port to GD and evac to the safe spot.Invis up and head
NE to around -6000 -3000.Enter the cave and head down. You will soon pass 2 of the guards
guarding the entrance. Just after them the cave forks. Take the right fork and keep going and
you will see two right forks together, take the second one. Take one more right fork to get to
two more guards protecting a small cave.Flux one and both will come.Run back out towards
the two guarding the main entrance. Don’t use SoW as Run3 is much better here since the
dwarfs will get stuck if you get to far ahead. As you reach the other two stop before you aggro
them to let the ones chasing you catch up a bit.This part is the only dangerous part of the
quad.As you pass the two entrance guards you will take a small beating.Very rarely you can
get stunned.
Exit the tunnel hit F9 four times and go straight out for a good way.Don’t turn or they can get
stuck.After 3 come out the loop back towards the tunnel entrance and the 4th will pop out.It’s
a simple quad, no adds and wide open space.One snare is all you need but I used two till I got
comfortable. (1% at 59, 2% at 60, 1% at 61)
Levels: 57-62
Zone: Lavaspinners’ Lair
Mobs: Spiders
Notes: Get SoW before zoning in, since this zone is indoor. If you’re zoning in from
Lavastorm Mountains, invis up and hug the right wall and you should find the spiders very
quickly. Don’t get too close without considering; some of them see invis.
The spiders have an average movement speed and never cast, making them ideal for
quadding. You should be able to round up four of them with ease in the first few rooms you
come to, but you might find your kiting space to be too cramped. If you want more room,
keep progressing through the area; you’ll eventually come to a large, open caven with many
spiders in it. You can clear out a place here and then use it for kiting your pulls.
Experience gain per kill is slightly inferior to that of the PoN Nightstalker camp (see below),
but the mobs tend are a bit easier here. Also, you can work on the “Gathering Silk” task (talk
to Wayfarer’s Mercenary Bitral in the camp east of the Nagafen’s Lair entrance in Lavastorm)
to get a jump-start on DoN faction—and some bonus experience and plat, too.
Levels: 60-63
Zone: Plane of Nightmare
Mobs: Ravenous Nightstalkers
Notes: They got a lot of hitpoints, so familiar, KEI and PotC might be a good idea – a pretty
good sized mana pool is recommended unless you like to med kite. Run3 is fast enough to
25
stay ahead of them unsnared, just give yourself lots of room to snare. There are about a dozen
spawns and they have a fairly large agro assist range. Take some time to figure out how to
break the camp or you will find yourself with six and more mobs per pull. They drop
diamonds, blue diamonds, and raw diamonds. They start to turn light blue at 63.
EQ Wizard Guide-1.3.5.Quad Kiting Locations(7)
Levels: 60+
Zone: Bloodfields
Mobs: Nocs in the west part of the zone
Notes: Their HP is high, but their ability to kill you is a much greater threat. Because they run
fast, be sure to get them snared early, even if you have to waste some mana doing so. They
give good hits of Dranik Loyalists faction in addition to good xp and some sellable loot. The
nightstalker camp above is safer, however.
Levels: 64+
Zone: The Ascent
Mobs: Pumas and leopards in the lower half of the zone.
Notes: They don’t run all that fast, so you can usually rely on your Run3 or SoW potion to
keep yourself ahead of the pack until you’ve rounded up four. A good staging ground is right
in front of the entrance, assuming there isn’t a group there already killing. Experience per kill
is comparable to Plane of Valor—without quite as many HP or resists on the mobs.
Levels: 64+
Zone: Thundercrest Isles
Mobs: Pumas and whirlwinds
Notes: The mobs you’re looking for are outside the main temple’s walls. To get there, invis
yourself and run north across the bridge, then go west and north until you reach a door.
Beyond that door is a porch with stairs leading down to a grassy area that forms a square
around the temple. Anywhere that’s flat makes a good quadding spot, since neither the pumas
nor the whirlwinds have any long-range attacks.
Levels: 64+
Zone: Halls of Honor
Mobs: Valorian Guards
Notes: The experience gained here is usually
less than that from Golems, even though this
camp is more difficult. However, on several serv
ers you will be able to find this place very
often uncamped while with the Golems it’s c
onstant fighting over the mobs. There are 3
basements, all at different ends of the zone
- NW camp SE and SW camps and some Heros
Halls can be done but you need to time it right. Th
ere are very few see invis mobs in the zone,
so you can usually get there without any problem
s. You’ll know you’re at a trial building when
you see a few Wrulons standing outside.
Without SoW potions you don’t even need to think
about this, as speed is a basic requirement
as well as a mana pool well above 4500. Should you
lack the mana or the level to fight here,
you can decide to fight duo and take the guards
down at level 62 in duos. Your targets will be
Valrioan Guards and Guardians – in case a se
ntry spawns you will have to take him down
single. In case you decide to save the mana
required for snaring you will need a 100k+ horse
as well as spell haste 3+, quick damage 2+ and blessing of reverence if you want to be on the
safe side.
In the pictures below you will the recommended pathing for quad kiting in here. The “X”
represent the mobs you will be killing, the blue
dot is your position. Quickly flux the yellow
marked ones in the first picture and continue as
indiciated in the follo
wing pictures to round
them up. The actual kiting path is shown in pi
cture four, while the blue dots provide an
orientation for casting your AEs.
EQ Wizard Guide-1.3.5.Quad Kiting Locations(4)
Levels: 52-59
Zone: Timorous Deep
Location: Raptor Islands (-9200,2000)
Mobs: Raptors (4200hp lvl41-44); Vicious Ra
ptors (4500hp, lvl44-48); Dinus (lvl43-46)
Spells: Pillar of Frost, Pilla
r of Lightning, Pillar of Flame
Notes: By far the most difficult kite area and one
of the most rewarding. The first few and the
last few levels are the hardes
t though. When you get here at th
e low 50s you need to make to
only pull normal raptors, until you get used to the area you can pull them to the nearby
chessboard island (-7000, 2000) to snare and k
ill them there. When you advance level wise
you can start pulling one, two and at last all 3 vici
ous raptors. In case Dinus spawns be sure to
have enough mana to finish them all. Below you will find the best mobs to pull and areas to
kite on the islands.
Levels: 54-60
Zone: Plane of Disease
Location: Straight out from the graveyar
d, in the low and relatively flat area
Mobs: Tsetsian flies
Spells: Pillar of Ligthning
Notes: Depending on your server you will find
this place quite camped. Although the loot
isn’t really too good (random drops, selling at
30-80pp to vendors) and
the learning curve is
quite demanding (due to the hard hits, mistakes
are fatal), you will probably find it to worth
the effort if it comes to the experience gained. At level 54 you will have to rely on KEI or
need exceptional gear to fight the flies – othe
rwise you might need to wait until you get Pillar
of Flame. Patience is the most important thi
ng to remember: Observer the area, check for
wanderers (even in the water!) and be sure to
stay invis until right before you start pulling.
Try to stay away from the large rock, as th
e pathing of the Flies usually screws up around
there, requiring you to round them up again. The rest is pretty much the same strategy,
watching another Wizard kiting them will give you a better feeling for the pathing of the flies.
A level 56 Evocer should be able to make about 3% per quad.
EQ Wizard Guide-1.3.5.Quad Kiting Locations(5)
Levels: 56-60
Zone: Maiden’s Eye / Akheva Ruins
Location: Throughout the zone in Maidens and near the entrance to Akheva Ruins
Mobs: Umbral Toilers / various (lvl 54-51)
Spells: Pillar of Lighting, Pillar of Flame
Notes: If you are able to avoid adds in these zones, you will get some decent experience while
hunting here. A lot of different mobs can be kited, watch out for the harm touching Xi’s
though. Depending on who else is hunting there and the location of the groups camping there
you will have to chose your kite path, which can get pretty complicated if there are more
people around.
At level 59 you will get about 1% of regular experience on each toiler quad, being able to
chain kill and the added safety compared to other hunting areas make this an easy experience
area.
Levels: 57-60
Zone: The Grey
Location: Ssraeahza Pyramid (0,0)
Mobs: various (lvl 42-51)
Spells: Pillar of Lighting, Pillar of Flame
Notes: After the patch this zone is not as good as it used to be since the resistance of the mobs
got raised a lot. However if you are able to avoid adds and got decent equipment you can hunt
here from level 55 on until you got your last AA XP point
Levels: 60
Zone: Wakening Lands
Location: Phenocryst cave
Mobs: Genoids
Notes: This place is only an option if you have spend already a few AA XP points and got
excellent gear. Genoids have got around 10 to 12k HP, but provide very nice experience, cash
drops and Velious Quest gems.
Levels: 60-61
Zone: Dragon Necropolis
Location: Zone In
Mobs: Phase Spiders
Notes: I would go for 2 or 3, and if I get an add, snare it and quad then – starting out with four
right away is kind of dangerous. They run fast, hit hard, proc yonder on you, spring from
traps, warp on you, warp unexpectedly in front of you while pulling others, etc. Learn where
the traps are so you can pop and pull them.
Pull with Atol’s. You need the time on the snare and the resist bonus and you don’t want them
after you at full speed.
Pop traps invised, swarming beatles see invis though so avoid that trap (second ramp corner)
When a spider hits you that you weren’t expecting, cast Atol’s on it while it is hitting you.
Their melee range is such that they will start hitting you while you are still out of the range of
The spiders proc a phase shift (Yonder) on you. This can be disorienting. If you get confused,
bail and try again. If you get ported mid-cast duck immediately and recast. Getting phase
shifted is counted as a (long) movement so your cast is already blown. You can also get 24
ported onto the bones which hold Dragon Construct traps. Dragon Constructs stay up for days
and like any dragonish thing, require melee range to cast on making them essentially
unkillable by you solo.
The spiders are fairly resistant so you may have to snare several times. This can be
problematic with a full quad when you keep seeing one or two resist messages.
Even snared these things are fast. Run the lot of them back to the zone in and in a big loop
around it as you burn.
Pathing when you pull is kind of screwed (particularly past the first ramp) so watch and make
sure they are following, you may have to back track a bit.