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Crushbone

Getting Started

Leveling 20–35

The middle band. Upper Guk, Paludal, Unrest, Sol A, Mistmoore. Group tempo lifts.

The 20-35 band is where EverQuest stops being forgiving. Mobs hit harder, pulling mistakes train groups, and you will earn or lose camps on the strength of your pulling class. Every character should pass through at least one of these dungeons before 35.

Levels 20–25

  • Paludal Caverns — best if you're Luclin-reachable. Best XP in the band.
  • Unrest — Faydwer classic. Paladins and Clerics thrive.
  • Runnyeye — goblin fortress south of Misty Thicket. Pug-friendly.
  • Najena — fire elementals, djinn, clockworks. Central Antonica.

Levels 25–30

  • Upper Guk — the iconic Classic dungeon. Frogloks, tight tunnels.
  • Sol A — kobolds, drakes. Fire-themed low-difficulty camp.
  • Mistmoore outer — gargoyles and vampire scouts.

Levels 30–35

Class tips for this band

  • Warrior: you are still cheap-to-buy gear. Mistmoore plate drops are your first "real" armor.
  • Cleric: keep Symbol line stacked. Group HP buffs define your reputation here.
  • Shaman: start carrying slow. Groups will thank you.
  • Enchanter: mez becomes mandatory. Learn to mez a 3-mob pull in three casts.
  • Rogue: backstab positioning matters. Practice on a tank who rotates the mob.
  • Bard: begin swarm-kiting for solo supplemental XP.

What to avoid

  • Running to Lower Guk at 25. The zone eats underleveled groups.
  • Binding in your dungeon. Bind in the nearest safe city; corpse runs are shorter.
  • Skipping tradeskill starts. 100 skill in any craft now saves coin and XP later.

Next

At 35, graduate to Leveling 35-50 (in progress).

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