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Difference between revisions of "Per-Level Hunting Guide"

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| 29-32 || [[South Karana]] || Centaur huts || [[Centaur Archer]]s || Centaurs have no faction, so you can kill them then use their vendor
 
| 29-32 || [[South Karana]] || Centaur huts || [[Centaur Archer]]s || Centaurs have no faction, so you can kill them then use their vendor
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| 31-33 || [[Splitpaw]] || Entry Area || First five gnolls || You'll need to be able to split as these gnolls are paired up
 
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| 32-35 || [[South Karana]] || Centaur huts || [[Centaur Courser]]s and [[Centaur Charger]]s || Centaurs have no faction, so you can kill them then use their vendor
 
| 32-35 || [[South Karana]] || Centaur huts || [[Centaur Courser]]s and [[Centaur Charger]]s || Centaurs have no faction, so you can kill them then use their vendor
 
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| 32-36 || [[South Karana]] || "Spires" outside Splitpaw zoneline || Gnolls ||
 
| 32-36 || [[South Karana]] || "Spires" outside Splitpaw zoneline || Gnolls ||
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| 34-36 || [[Splitpaw]] || Entryway up to double doors || Gnolls ||
 
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More coming soon (feel free to add or modify rows yourself)
 
More coming soon (feel free to add or modify rows yourself)

Revision as of 16:39, 27 September 2013

While there are *many* hunting guides for Everquest in general, and quite a few for Project 1999 in particular, all of them take a broad approach. For instance, many don't distinguish between grouping or soloing spots, or whether certain classes are particularly suited to a spot. Many also just reference a zone, without explaining the particular hunting area. And every one I've seen breaks down hunting grounds in groups of five levels, even though not every hunting ground falls in to those groups.

In contrast, this guide will attempt to show the best hunting grounds for each individual level, with notes about soloability vs. groupability and specific class/faction concerncs. Initially it will mainly contain content from other guides, but hopefully over time it will grow to include more (and more specific) content. Remember, this is a wiki: if you have something to contribute, click edit and contribute it!

Level Range Zone Area Monsters Notes (Class/Faction/Soloability/ZEM/Special Drops etc.)
1-3 Greater Faydark Ruins near lifts Assorted critters
1-3 Everfrost Pass outside Halas Assorted critters Watch out for Vengeful skeletons
4-6 Greater Faydark "Orc hill" (north end of zone before Crushbone) Orcs Because orcs are clumped, soloing is more difficult (but still doable) here; orcs drop Crushbone Belts
6-8 Blackburrow Top level of zone Gnolls Gnolls drop Gnoll Fangs; beware of trains
8-10 Blackburrow Inside Blackburrow, not too deep Gnolls Gnolls drop Gnoll Fangs; beware of trains
15-18 Lake Rathe Aviak island/Arena zoneline Aviaks Aviaks are faction-less
29-32 South Karana Centaur huts Centaur Archers Centaurs have no faction, so you can kill them then use their vendor
31-33 Splitpaw Entry Area First five gnolls You'll need to be able to split as these gnolls are paired up
32-35 South Karana Centaur huts Centaur Coursers and Centaur Chargers Centaurs have no faction, so you can kill them then use their vendor
32-36 South Karana "Spires" outside Splitpaw zoneline Gnolls
34-36 Splitpaw Entryway up to double doors Gnolls

More coming soon (feel free to add or modify rows yourself)