📖 EQ Legends — Ultimate Paladin / Monk / Shaman Guide

Difficulty 4 · Level 1–50 · Farming · Loot · Raids
PaladinMonkShaman
🔮 New — the two upgrade calculators, +1 to +10Read what a tier really gives on any of the 2 039 spells or the 6 590 items that carry stats.🔮 Spell calculator →⚒️ Item calculator →

Every item in the guide works like this — hover for the stats, click the mob for its place on the map.

Starting zones

Four races, four starts — all funnel into THE PATH by Befallen (level 10-15).
Human trio

Human — Freeport. Level in the Commonlands newbie yards to about 5, then push into the West Commonlands. Befallen is right there, so you join THE PATH immediately, and neutral faction lets you walk into any city to shop.

Froglok trio

Froglok — Lake Rathe. Clear the newbie critters around the froglok camp to about level 5, then drift into Innothule Swamp and the Feerrott. You start friendly with the living Guk frogloks, so you are born right next to your best mid-game zone. Pick up THE PATH at Befallen (7-28).

Ogre trio

Ogre — Oggok. Clear the newbie mobs around Oggok to about level 5, then move into the Feerrott and Innothule Swamp — the same doorstep advantage as a Froglok, two zones from Guk. Your size and hit points make you the natural tank of the trio. An Ogre cannot take Paladin as first class, so start Shaman; the second class lifts every restriction. Join THE PATH at Befallen (7-28).

Iksar trio

Iksar — New Sebilis Expedition. Clear the newbie mobs around the expedition camp to about level 5, then head through the Northern Desert of Ro into the East Commonlands — the Orc Highway drops you straight onto the Befallen lane. Iksar regenerate health passively, which cuts downtime on long farm loops. Iksar cannot take Paladin first — start Monk or Shaman. THE PATH picks up at Befallen (7-28).

⚡ THE PATH — level by level

The one table to scan: what level → where to go → what to grab. ★ = don't-miss BiS. Full routes/locs/maps for each zone are in the chapters below.
LvlGo toFarm / grab
1–5Commonlands (Freeport)rats, snakes, decaying skeletons outside Freeport → reach 5
5–12West Commonlands (Orc Highway)orcs and skeletons — steady XP; Befallen's entrance is right here
10–25Befallen (W. Commonlands) 🗺Pristine Leather Set + Enchanted Fine Steel Bastard Sword · Barbed plate · undead = your Paladin
25–30Najena (Lavastorm) 🗺Flaming Fist ×2 (Unbound Flame) · ★ Kitchen Toolbelt haste (The Tenderizer ~20) · Clawed Knuckle Ring
25–30Estate of Unrest (Faydwer) 🗺climb floors → Bloodstained Tunic (28) · Dwarven Work Boots (35) · Small Bronze set (merge). Alt: Runnyeye / Sol A
30–35Upper Guk (home turf) 🗺Ghoulbane — Froglok Shin Lord, Barracks (-5,288). As a Human you're KOS to the living frogloks — pull to the zone line or work the dead side · no placeholder since 4 Aug 2026 — the Shin Lord spawns on his own timer
35–43Lower Guk — dead side 🗺FBSS (Frenzied Ghoul) · ★ Sword of Ykesha (Ghoul Lord ~37 (1558,-749))
24–45Castle Mistmoore 🗺Chestplate of the Dark Flame (Garton Viswin 37) · Cape of Midnight Mist (Butler Syncall 35) · Mistmoore Battle Drums (Mynthi Davissi 32) — revamped 18 Aug: every named is a guaranteed spawn and counts as a rare creature, so motes fall far more often
10–22Blackburrow 🗺Baby Joseph Sayer (Lord Elgnub 22, always) · Blackburrow Cask (Master Brewer 18) · Burrowing Goggles (Splitpaw Explorer 18)
10–25The Warrens 🗺Bronze Katana (King Gragnar 24) · Etched Chitin Shield (The Muglwump 25) · Cloak of the Forlorn (Prince Bragnar 18)
35–55Nagafen's Lair (Sol B) 🗺Cloak of Flames (Lord Nagafen 55) · Golden Efreeti Boots (Efreeti Lord Djarn 50) · Code of Zan Fi (Targin the Rock, always)
46–53Kedge Keep 🗺Fusible Coral Ore (Phinigel Autropos 53, always) · Tears of Prexus (Undertow 49) · Lamentation Blade (Estrella 51)
43–46The Hole (Odus) 🗺Idol of the Underking
46–50Plane of Fear 🗺 · Hate 🗺 · Sky 🗺 (46+) / Sebilis / Karnorendgame gear + resists → 50 (race unlock token)
Human note: you start neutral, so you can shop in any city. From Freeport the Commonlands → Befallen lane carries you to your first real gear — the Lower Guk dead side (undead) is hostile to everyone, so that farm (FBSS, Ykesha) needs no faction.

★ Items you must NOT miss (10 → 40)

LvlItemZoneFor
10Pristine Leather SetBefallenbase armor → merge to +10
10Enchanted Fine Steel Bastard SwordBefallenweapon (Pal)
~25Flaming FistNajena · Unbound Flame (-26,360)Monk H2H (DMG6 / dly18 · +20 fire resist)
20Kitchen Toolbelt (Haste)Najena★ HASTE — #1 DPS
20Clawed Knuckle RingNajenaMonk
~30GhoulbaneUpper Guk · Shin Lord · Barracks (2nd layer) · (-5,288)Paladin anti-undead · rare spawn/drop, or W.Karana quest
~37Sword of YkeshaLower Guk · Ghoul Lord (1558,-749)proc interrupt + hate 425 (Paladin aggro)
40Idol of the UnderkingThe Holemid-game BiS
~47Mithril Two-Handed SwordLower Guk · the froglok king (-105,22)Paladin 2H · ★ Haste +31% (DMG21 / dly40)
Low-level start (you're at Blackburrow, lvl 10): Blackburrow has no keeper gear — it's XP + Gnoll Fangs (turn in to Captain Tillin, Qeynos Arena balcony). If the entrance gnolls con green / XP is crawling, you've out-levelled themraise difficulty to D1-D2, or just leave for Befallen now (better XP + your first real items: Pristine Leather + Enchanted Fine Steel Bastard Sword). Travel routes = the 🗺️ Travel section.

🎯 At what level can you start each dungeon?

"Start" = you can safely farm the entrance/first area. "BiS reachable" = the level of the named that drop your key gear (with Slow + tank you can pull a few levels above your own). Undead zones are easier for you (Paladin).
DungeonStart ~lvlBiS named reachableNote
Blackburrow4–5— (XP + fangs only)entrance ring 7-9; you're here now
Befallen6–8skeletons (Pristine) ~8-14 → Thaumaturgist 18 → Baron Telyx 28undead → Paladin. Your first real gear
Crushbone6–88–18 (belt/bracers merge set)Faydwer (boat from Freeport) — optional
Najena15 (front rooms)The Tenderizer 22 · Unbound Flame 25 · Drelzna 25 · Najena 29★ Kitchen Toolbelt/haste ~20-22, Flaming Fist ~25
Estate of Unrest12–14 (yard)Blade Fiend 19 → Ghoul Magus 23 → Barkeep 25 → Undead Knight 28 → Garanel 35climb the manor as you level
Runnyeye2020–30underrated, low competition
Sol A (Solusek's Eye)2020–30XP loop
Upper Guk5–25 (deep camps 25-33)Ghoulbane ~28-33 (Shin Lord · Barracks 2nd layer · (-5,288) · rare)stage for Lower Guk
Lower Guk28–3030–40 (Ghoul Lord, Frenzied Ghoul, Cavalier ~37)dead side = undead; bring an evac
The Hole4040+ (Idol of the Underking)deep, evac needed
Fear / Hate / Sky46+raid gearkey/flag + group
Your path right now (lvl 10): Blackburrow → Befallen at ~10 (first floor, con it) → Najena at 25 for haste → Unrest yard at 12-14 and climb it → Upper Guk for Ghoulbane ~30Lower Guk 30+ (Ykesha ~37).
🛠️ Latest patch — Sep 15, 2026: Quick Buff now resets on death · Symphonic Aura no longer blocks weapon procs while active, and its spell sounds are now silenced in groups too, not just solo · Master of All collapses to a single 10-AA rank, with prior extra ranks refunded · three Highly Decorated achievements and the Guild Halls/Housing/Special Events requirements for Norrathian Explorer are now optional · Greater Potion of Antibody's description is corrected to list both Charisma and Disease Resistance · pet inventory transfers now respect lore restrictions, and charmed or feared group members can receive loot again · spell upgrade suffixes display correctly in combat messages, and Magician's Turn Summoned no longer shows unobtainable ranks · new in-game maps for Plane of Hate, The Hole, Rathe Mountains and Runnyeye. official patch notes.

Chapter 1 — Introduction

Why Paladin / Monk / Shaman is S-Tier

A complete self-sufficient unit: Shaman Slow defangs every melee mob, Paladin tanks + controls + wrecks undead, Monk deletes the slowed target. You don't need a group — you need patience. The trio dominates long, controlled fights.

Strengths
  • ★★★★★ vs single bosses (Slow + sustain + steady DPS)
  • Anti-undead (Paladin) — huge in Befallen/Najena/Guk/Unrest
  • Best long farming sessions in the game
  • Self-heal (Shaman + Lay on Hands + Mend)
Weaknesses
  • No Complete Heal (no Cleric) — emergency = Shaman big heal + LoH
  • Multi-adds need Root/Stun (no mez/charm)
  • Gear-dependent early; slow AoE clear
  • Caster mobs (necros) hit above their con

Difficulty 4 strategy

D4 = more XP, better loot, more merge duplicates. Rule: control every pull, never wipe. Slow first, tank stable, then full DPS. Bad approach = pull everything. Your trio wins by attrition, not aggression.

Suggested race and start

Suggested race — Human. Neutral faction (no kill-on-sight, easy shopping) and a Freeport start right next to Befallen, your first farm zone. The Froglok is the equally-solid alternative: Lake Rathe start, born friendly with the living Guk frogloks.
Suggested start — Paladin first, then add Shaman at creation for slow and heals from level 1, then Monk at level 10.

Stat priorities

Paladin
AC → HP → Resists → WIS
Monk
Haste → Weapons → STR → DEX → HP
Shaman
WIS → Mana → HP → Resists

Chapter 2 — Leveling Guide (1–50)

★ ratings: Named priority · Loot quality · Money. Times are estimates (EQL beta). Leave a zone when mobs con green.
Lvl 1–10 · Newbie yard (racial start)
Alt: any newbie dungeon · Time: 2-3 h · Named ★☆☆☆☆ · Loot ★☆☆☆☆ · Money ★☆☆☆☆ · Easy
All 16 classes share XP to 10; add 3rd class at 10.
Lvl 10–15 · Befallen · Alt: Blackburrow
Time: 4-6 h · Named ★★★★★ · Loot ★★★★★ · Money ★★★★☆ · Easy
Pristine Leather/Chain + merge base. Undead = Paladin.
Lvl 15–18 · Blackburrow · Alt: Befallen D2
Time: 3 h · Named ★★☆☆☆ · Loot ★★☆☆☆ · Money ★★★☆☆ · Easy
Fast XP + Gnoll Fangs (→ Captain Tillin, Qeynos Arena).
Lvl 25–30 · Najena · Alt: Sol A
Time: 12-15 h · Named ★★★★★ · Loot ★★★★★ · Money ★★★☆☆ · Medium
★ Kitchen Toolbelt (haste), Flaming Fist, Clawed Knuckle Ring.
Lvl 25–30 · Runnyeye · Alt: Sol A / Mistmoore
Time: 8 h · Named ★★★★☆ · Loot ★★★★☆ · Money ★★★☆☆ · Medium
Underrated, low competition. Sporali Defender's Blade.
Lvl 30–40 · Lower Guk · Alt: Sol B
Time: 20 h · Named ★★★★★ · Loot ★★★★★ · Money ★★★★★ · Hard
FBSS, Sword of Ykesha. Dead side = undead. Bring evac.
Lvl 43–46 · The Hole · Alt: OoT / Sol B
Time: 10 h · Named ★★★★☆ · Loot ★★★★☆ · Money ★★★★☆ · Hard
Idol of the Underking, deep gear.
Lvl 46–50 · Planes / Sebilis / Karnor
Time: → 50 · Named ★★★★★ · Loot ★★★★★ · Money ★★★★☆ · Very Hard
Group/raid-lite. Race unlock token at 50.

🗺️ Travelling between farm zones (Norrath is huge)

🧭 Route planner
Zone links transcribed from the EQLWiki zone connection map; translocator list from EQLWiki; port spells read from the game client. Kunark and Velious zones are left out — they are not in the game yet.

Prefer it on its own page, or want to send it to someone? The planner also lives at EQ Legends travel — route planner, boats and translocators.

QEYNOS hub · bind here BlackburrowQeynos Hills 🥾 adjacent BefallenWest Commonlands🥾 Kithicor ⚠️night · 🧙 port = shortcut NajenaLavastorm (SE)🥾 via Commonlands→Nektulos FAYDWER 🚢Crushbone (GFay)Unrest (Dagnor's Cauldron) via Freeport 🚢 OoT→Butcher ODUS 🚢 The HoleErudin→Paineel
ZoneWhere you go in, and what to watch for
BlackburrowQeynos Hills, north-east corner, under the gnoll-head canopy. Next door to Qeynos — bind there.
BefallenWest Commonlands, tunnel in the south wall. If you walk it, Kithicor at night is death — go around or wait for daylight.
NajenaLavastorm Mountains, the double doors on the south-east side.
Crushbone and UnrestCrushbone opens off Greater Faydark, Unrest off Dagnor's Cauldron. Both are on Faydwer, so the crossing is the hard part, not the door.
Upper and Lower GukInnothule Swamp. Lower Guk is reached through Upper Guk, and the way out drops you back in the swamp.
The HolePaineel — you drop into it. It is a jump, not a door, and climbing back out is not the way you came in.
🚢 Boats: East Freeport ↔ Ocean of Tears ↔ Butcherblock (→ Faydwer) · South Qeynos ↔ Erud's Crossing ↔ Erudin (→ Odus). There is no Qeynos↔Freeport boat — but a translocator makes that jump, so you do not have to walk the Karanas. ⚡ Translocators: an NPC stands at every dock — Erudin, Erud's Crossing, South Qeynos, East Freeport, Ocean of Tears, Butcherblock. Hail one and it teleports you to the next stop instantly, with no boat to wait for. South Qeynos ↔ East Freeport is a single hop. Free below level 20, then the price rises with your level, up to 50pp — the confirmation box shows it before you accept. A flex Druid/Wizard slot (ports and gate) is the other real shortcut.

🔁 Named Farm Loops — how to farm intelligently

🔍 On the maps below: mouse wheel = zoom · drag = pan · double-click = reset.
💡 Click a named in a route → its map opens and the pin flashes. Items underlined in gold → hover (or tap on mobile) to read their stats.
👉 Tap a named to jump to its loot · = fullscreen · pinch to zoom.
The EverQuest way: don't sit and wait on one spawn. Clear the named in a fixed loop; by the time you circle back to the start, they've respawned. Revamped zones (Befallen/Najena/Blackburrow, Crushbone, Splitpaw and — since the launch patches — Upper Guk and Lower Guk) have guaranteed named, no placeholders → every loop pays. Refill mana while walking (Shaman Cannibalize) so there's zero downtime.
Befallen route (with /loc — type /loc and match Y,X):
Entrance → Central (named skeletons = Pristine) → East corridor Thaumaturgist (-486,86) → West corridor Cmdr Windstream (-626,-92) → bottom Baron Telyx V`Zher (-1002,-80)Priest Amiaz (-494,95) · Boondin (-814,-206) → loop. Keys (SK): (-334,183)(-552,-54)(-511,152). Troll SK (-372,-105).
Najena route (/loc — from your Brewall pack):
Unbound Flame (Flaming Fist · L25 · respawn 5min · Stun/Root) (-26,360)Bonecracker (250,173)Officer Grush (91,234)Rathyl (-154,-116)Drelzna (L25 · 18.5min · Tentacle Whip / Bronze Greaves for Pal) (-35,-222)The Tenderizer (L22 · Kitchen Toolbelt + fast 1H blunt) (131,342)Najena (Clawed Knuckle Ring ~10%) (351,105). Also: Trazdon (357,217), Ekeros (-162,-50).
Unrest route (with /loc):
Yard → 1st floor Lesser Blade Fiend (699,90) → 2nd floor Reclusive Ghoul Magus (700,27) → 4th floor Undead Knight (697,-76) → basement (fake-library door) Garanel (485,147).
Lower Guk route (/loc — from your Brewall pack, dead side):
Frenzied Ghoul (FBSS) (1063,-1056)Ghoul Cavalier (Dark Reaver) (580,-612)Executioner (625,-884)Sentinel (852,-1085)Assassin (638,-775) · Supplier (634,-766)Froglok King (-107,20). Ghoul Lord (Sword of Ykesha) (1558,-749) = cul-de-sac just NE of the Jail Room. Bring an evac.
EverQuest Legends — realm map

Crushbone loop (5-21)

Crushbone — revamped 14 Jul 2026 · Lv 4-22 (N up)NSEWENTRANCE ← Greater FaydarkTrainer Hill ~7-12Slaver PitsSlave Mines (iron ore)Throne Room ~18-22safe spotSmith + Priest → Screaming MaceTaskmaster spawns here tooOrc Trainer lvl 131Rondo Dunfire lvl 92Orc Taskmaster lvl 123Lord Darish lvl 14-174Orc Warden lvl 155orc warlord (in water) lvl 166The Prophet lvl 177Emperor Crush lvl 188Bloodgurgler lvl ~199Chokehold lvl ~2010Marrowbane lvl 19-2111KEYS → DOORS (named that drops the key)Crushbone Cell KeyChokehold opens the slaver cells
Loot by pin (n° = named on the map) : Shiny Brass Shield, Crushbone Belt · Rondo's Tongue (quest), Dwarven Blood · Brass Earring, Leather Whip · Torn Elvish Tapestry (AC6), Dwarven Axe, Bandolier of Teeth · Master Crushbone Cell Key, Bracers of Battle · Deteriorated Ancient Faydark Longbow, Bracers of Battle · Rotting Faydark Mask, Blue Orc Head, Sealed Note · Crown of Crush, Dwarven Ringmail Tunic · Spiky Splintmail (worn; Shield of Fire click moved to Bramblecoat), Rib-bone Stiletto · Armband of Serrated Teeth, Carved Walking Stick · Grimy Black Silk Robe, Wood Elf Scout Bauble
The named tour, low to high: zone in from Greater Faydark into the slaver caves (4-10) — the Taskmaster drops the Brass Earring. Trainer Hill (~7-12) has the Orc Trainer and his Shiny Brass Shield, spawning with no placeholder. The castle holds the warlord, Lord Darish, Marrowbane (Grimy Black Silk Robe, a caster chest piece) and Chokehold — a level 20 rogue who drops the Master Crushbone Cell Key. Lord Darish also drops the Torn Elvish Tapestry — back slot, AC 6, CHA 4, SvM 5, every class, which is the early back-slot piece Chapter 6 says does not exist. That key is No Trade and flagged quest, so Crushbone does have locked doors — no source documents them. Then the throne room (~18-22) with Emperor Crush.
Signature quest — the Screaming Mace: take the Orc Trainer's Shiny Brass Shield, the Taskmaster's Brass Earring and Emperor Crush's Dwarven Ringmail Tunic to the Dwarven Blacksmith for a Dwarven Mace, then have the Elven Priest enchant it with the Warlord's Bracers of Battle.
Level range 4-22 and the revamp itself come from the official patch notes; the inner brackets are indicative. Named positions come from the Brewall pack — confirm exact item names in game.

Blackburrow loop (10-22)

→ Jaggedpine Forest (Click Gem)→ Everfrost PeaksENTRANCE ← Qeynos HillsFake FloorFake DoorThe Snake PitElite RoomWaterfall1① Splitpaw Commander lvl 142② Splitpaw Sentry lvl 103③ Refugee Splitpaw lvl 144④ Mannan of the Sabertooth lvl 155⑤ Sabertooth Clan Necromancer lvl 156⑥ Splitpaw Explorer lvl 187⑦ Splitpaw Sharpshooter lvl 208⑧ Master Brewer lvl 189⑨ Sabertooth Overseer lvl 2010⑩ Refugee Splitpaw lvl 1811⑪ Socho Darkpaw lvl 1312⑫ Lord Elgnub lvl 22Blackburrow — named loop · Lv 10-22 (N up)NSEW
Loot by pin (n° = named on the map) : Bark Splinted Shoulderpads Rare, Blackburrow Gnoll Pelt Rare, Copper Band Rare, Gnoll Hide Lariat, Onyx Earring, Rusty Spiked Shoulderpads, Leather Whip, Rain Water · Crude Arrow, Raw-Hide Arm Guard · Blackburrow Gnoll Pelt, Cracked Staff, Gnoll Fang, Raw-hide Cloak, Sharp Claws, Copper Amulet, Refugee Shroud, Runed Shawl · Blackburrow Gnoll Skin Common, Gnoll Fang Uncommon, Onyx Earring Uncommon, Silver Earring Common, Spiked Collar, Spiked Buckler · Ill-Fitting Robes, Ill-Fitting Slippers · Burrowing Goggles Ultra Rare, Well Worn Boots Rare · Sabertooth Short Bow Rare, Sharpshooter's Bandana Uncommon · Blackburrow Cask Always, Blackburrow Gnoll Pelt Rare, Keg Mallet Common, Pub Pants Uncommon · Hardened Bark Breastplate Uncommon, Runed Sabertooth Girdle Common · Refugee Shroud Uncommon, Ruined Blackburrow Gnoll Pelt Uncommon, Sharp Claws Rare, Copper Amulet, Runed Shawl, Runed Totem Staff, Snakeskin Gloves · Blackburrow Gnoll Skin Rare, Darkpaw Sash Uncommon, Gnoll Fang Rare, Vagrant's Tunic, Rusty Spiked Shoulderpads · Baby Joseph Sayer Always, Dark Runed Leggings Rare, Wicked Sallet Ultra Rare, Star Rose QuartzTranixx Darkpaw (no /loc yet)

The Warrens loop (10-25)

→ The Stonebrunt MountainsENTRANCE ← PaineelCaptured Eruditesfake wallBatlingsFake FloorLair of the Bat Cave LordPrison AreaRat RoomThrone Room of King GragnarLair of the Muglwup1① Smithy Rrarrgin lvl 142② Foodmaster Rargnar lvl 133③ Trainer Daxgrr lvl 154④ Jailer Mkrarrg lvl 155⑤ Packmaster Dledsh lvl 186⑥ Aderius Rhenar lvl 107⑦ Koajin lvl 158⑧ Prince Bragnar lvl 189⑨ Warlord Drrig lvl 2110⑩ Lorekeeper Roggik lvl 1811⑪ Krode the Diviner lvl 1812⑫ The Muglwump lvl 2513⑬ Grodl Ripclaw lvl 21-2214⑭ High Shaman Drogik lvl 22-2315⑮ King Gragnar lvl 2416⑯ Cave Bat Lord lvl 2217⑰ The Mighty Bear Paw lvl 2418⑱ Huntmaster Furgrl lvl 20The Warrens — named loop · Lv 10-25 (N up)NSEW
Loot by pin (n° = named on the map) : Large Empty Crate Rare, Ye Auld Ball Peen Hammer Ultra Rare · Barbequed Erudite Rare · Bamboo Tanto Bo Rare, Bamboo Wakizashi Bo Rare · Bamboo Bokken Ultra Rare, Bronze Kusarigama Ultra Rare · Filth Covered Boots Ultra Rare, Packmasters Lash Common · Cold Iron Shackle Uncommon · Bracer of the Forlorn Ultra Rare, Cloak of the Forlorn Ultra Rare · Blood Crusted Two-Handed Sword, Bronze Naginata · Bamboo Bokken Ultra Rare, Bamboo Splint Cape Ultra Rare · Diviner's Bowl Rare, Kobold Molar Uncommon · Cast Iron Stein Rare, Etched Chitin Shield Rare · Blood Cured Wraps, Brawler's Belt · Bamboo Splint Coat Rare, Bamboo Splint Neckguard Rare · Bronze Katana Rare, Bronze Kusarigama Rare · Azzar's Dreadful Hat Uncommon · Bear Paw's Pelt Uncommon, Ice of Velious Common · Arrow, Bamboo Splint Cape · ⑦ Koajin — no notable drop

Befallen loop (7-28)

Befallen — real Brewall map + named loop (N up) NSEWENTRANCE ← Commonlandswell ↓ floors 2-3Well of the DamnedThe Broken Stairfake wall!trapSplintered Wooden ← Dark Elf SKCharred Bone ← ShadowknightSmoked Glass ← deep SK (Ogre)Dark Elf SK lvl 6-141Thaumaturgist lvl 18-202Priest Amiaz lvl 173Ogre SK lvl 12-134Cmdr Windstream lvl 265Boondin lvl 256Baron Telyx V`Zher lvl 287ZeekKEYS → DOORS (named that drops the key)Splintered WoodenDark Elf SK NW doorCharred BoneShadowknight mid doorSmoked GlassOgre SK deep Baron door8Asaka L`Rei lvl 169Footman of V`Zher lvl 2010Kahaptra Z`Taj lvl 2211Gynok Moltor lvl 2412Knight V`Tal lvl 2413Korven Nisere lvl 2414Soldier of V`Zher lvl 26
Loot by pin (n° = named on the map) : Splintered Wooden Key, Antiqued Silver Band, Barbed Armplates · Pristine Studded Leather Bracer, Thaumaturgist's Sash · Blackened Wand, Golden Earring, Star Rose Quartz · Smoked Glass Key, Barbed Armplates, Bone Bladed Claymore · Mallet Stem · Icon of the Ardent, Dagger · Pristine Studded Leather Tunic (AC14), The Baron's Blade · Ebon Scythe, Enchanted Fine Steel Morning Star · Pristine Studded Leather Gloves, Silver Plated War Sword · Enchanted Fine Steel Great Staff, Golem Metal Wand · Copper Ring (Ring of Opolla), Silver Ring (Ring of Opolla), Gold Ring (Ring of Opolla), Platinum Ring · Enchanted Fine Steel Bastard Sword, Enchanted Fine Steel Long Sword · Enchanted Fine Steel Rapier, Shimmering Ruby Stiletto · Pristine Studded Leather Leggings, Pristine Studded Leather Sleeves

Estate of Unrest (10-40)

Aligned floorplan — one map per floor. Mouse wheel or buttons to zoom.
👉 Tap a named to jump to its loot · = fullscreen · pinch to zoom.

Unrest · Step 1 — ⭐ THE HAND (3rd floor, NO KEY) → Small Stone Key (magus room) · also Undead Barkeep → Scuffed Silver Key (the tower)

Unrest · 3rd floor — Barkeep (N up) Barkeep (lvl 25) Undead Barkeep L25ThickLeather Apron NSEWmanorhedge maze / gardenENTRANCE ← Dagnor’s Cauldronthe Hand (lvl 21)MTHE HAND L213rd floor · NO KEY→ Small Stone KeyPPriest of Najena L29-31Tarnished Bronze → Mystic Cloak questROUTE → THE HAND (3rd floor · NO KEY):From the ground floor, climb to the 3rd floor.No locked door on the way = NO KEY needed.The Hand is in the central room (marker M).UNREST KEYS — launch order (ch.3)1) Small Stone Keythe Hand → Magus room2) Polished Brass KeyReclusive Ghoul Magus → Bar room3) Scuffed Silver KeyUndead Barkeep → The tower4) Cracked Glass KeyUndead Knight → Garanel (basement)
Loot by pin (★ = named on the map) : THE HAND a reanimated hand (21) (572,-15)no key needed, first named of the chain → Small Stone Key (opens the Magus room), Ivory Bracelet, Diablerie II, Ipsor's Enlightenment IV, The End of an Age · an undead barkeep (25) — Scuffed Silver Key, Thick Leather Apron, Opalline Earring, Sphere of Unrest, Preserved Hops

Unrest · Step 2 — 2nd floor: Reclusive Ghoul Magus → Polished Brass Key

Unrest · 2nd floor — Ghoul Magus (N up) Reclusive Ghoul Magus L23Savant's Cap NSEWmanorhedge maze / gardenENTRANCE ← Dagnor’s CauldronUNREST KEYS — launch order (ch.3)1) Small Stone Keythe Hand → Magus room2) Polished Brass KeyReclusive Ghoul Magus → Bar room3) Scuffed Silver KeyUndead Barkeep → The tower4) Cracked Glass KeyUndead Knight → Garanel (basement)Khrix Fritchoff L35Khrix Abomination L38-40
Loot by pin (★ = named on the map) : reclusive ghoul magi (23) — Polished Brass Key, Savant's Cap, Dusty Bloodstained Gloves

Unrest · Step 3 — 4th floor: Undead Knight (→ Bloodstained Tunic + Cracked Glass Key)

Unrest · 4th floor — Undead Knight (N up) NSEWmanorhedge maze / gardenENTRANCE ← Dagnor’s CauldronUNREST KEYS — launch order (ch.3)1) Small Stone Keythe Hand → Magus room2) Polished Brass KeyReclusive Ghoul Magus → Bar room3) Scuffed Silver KeyUndead Barkeep → The tower4) Cracked Glass KeyUndead Knight → Garanel (basement)Undead Knight of Unrest L28
Loot by pin (★ = named on the map) : Bloodstained Tunic (AC13), Bloodstained Mantle, Cracked Glass Key

Unrest · Step 4 — Basement: Garanel Rucksif (final target → Dwarven Work Boots)

Unrest · Basement — Garanel (N up) Garanel Rucksif L35DwarvenWork Boots NSEWmanorhedge maze / gardenENTRANCE ← Dagnor’s CauldronUNREST KEYS — launch order (ch.3)1) Small Stone Keythe Hand → Magus room2) Polished Brass KeyReclusive Ghoul Magus → Bar room3) Scuffed Silver KeyUndead Barkeep → The tower4) Cracked Glass KeyUndead Knight → Garanel (basement)
Loot by pin (★ = named on the map) : Garanel Rucksif (35) — Dwarven Work Boots, Jagged Band, Sphere of Unrest

Unrest · Step 5 — 1st floor: Lesser Blade Fiend (rare spawn — Gladius) + the library

Unrest · 1st floor — Blade Fiend (N up) Lesser Blade Fiend L19Gladius (rare spawn) NSEWmanorhedge maze / gardenENTRANCE ← Dagnor’s CauldronLLibrarybasement key = Undead KnightUNREST KEYS — launch order (ch.3)1) Small Stone Keythe Hand → Magus room2) Polished Brass KeyReclusive Ghoul Magus → Bar room3) Scuffed Silver KeyUndead Barkeep → The tower4) Cracked Glass KeyUndead Knight → Garanel (basement)Serra L4Torklar Battlemaster L20Shadowpincer (lvl 15-17) — Cracked Giant Scarab Carapace, Pristine Giant Scarab Carapace, Giant Scarab Egg Sack, Giant Scarab Legs, Amanita PhalloideShadowpincer L15-17rare spawn, roams the courtyard — no /loc on record lvl 15-17
Loot by pin (★ = named on the map) : lesser blade fiend (19) — Gladius, Pugius · zone Torklar Battlemaster (20) (612,-62) — Torklar's Battle Hammer, Battleworn Canteen · Khrix Fritchoff (35) (595,61) — Cloth Shirt, Gnome Meat · Khrix Abomination (38-40) (620,56) — Powder of Reanimation · Shadowpincer (15-17) — Pristine Giant Scarab Carapace, Giant Scarab Legs, Giant Scarab Egg Sack

Chaining rules

Najena loop (8-35)

Najena — real Brewall map + named loop (N up) NSEWENTRANCE ← Lavastormentrance corridorEkerosTrazdonThe WidowmistressCrystal Room!trap!trapfake walldrop-off!spikesDull BoneShiny MetalGuard's KeyringGuard's KeyringShiny MetalBloodstainedGolden CrescentKEYS → DOORS (named that drops the key)Dull BoneBonecracker opens Rathyl areaShiny MetalOgre Captain cell before RathylBloodstainedRathyl Drelzna roomGolden CrescentDrelzna Najena room (via tunnel)Guard's Keyringguards minor doorsUnbound Flame lvl 251Bonecracker lvl 242Officer Grush lvl 243Rathyl lvl 274Drelzna lvl 255The Tenderizer lvl 256Najena lvl 357MooshTentacle TerrorTrazdonEkerosThe Blood ArtistAkksstaffThe Widowmistress
Loot by pin (n° = named on the map) : Flaming Fist, Drop of Crystallized Flame, Blackened Sapphire, Damask Leggings, Leather Wristbands, Throwing Knife, Torn Page of Mastery Earth, Torn Page of Mastery Fire · Dull Bone Key, Band of Flesh, Barbed Leather Whip, Binding Bracelets, Damask Robe, Dark Circlet · Bronze Boots, Bronze Bracers, Bronze Breastplate, Darkspun Shroud, Spider Silk Cap, Widowmistress Hair · Bloodstained Key, Crimson Cape, Damask Robe, Drop of Crystallized Flame, Flaming Fist · Golden Crescent Key, Ashenwood Short Spear, Earring of Disease Reflection, Band of Flesh, Barbed Leather Whip, Dull Bone Key, Leering Mask, Undead Froglok Tongue · Kitchen Toolbelt (haste), The Tenderizer (weapon), Dull Wooden Spear, Large Splinted Bronze Cloak, Officer's Gauntlets · Clawed Knuckle-Ring, Flowing Black Robe, Black Tome with Silver Runes, Bloodstained Key, Crimson Cape, Damask Robe, Sleeves of the Spurned Necromancer, Travelers Pack · Guard's Keyring, Large Splinted Bronze Cloak, Whore's Bane · Bead Necklace Ultra Rare, Cat's Eye Agate Ultra Rare, Copper Band Ultra Rare, Golden Earring Ultra Rare, Hematite Ultra Rare, Lapis Lazuli Ultra Rare, Malachite Ultra Rare, Onyx Ultra Rare · Binding Bracelets, Damask Robe, Dark Circlet · Blackened Sapphire, Damask Leggings, Leather Wristbands, Throwing Knife, Torn Page of Mastery Earth, Torn Page of Mastery Fire, Torn Page of Mastery Water, Torn Page of Mastery Wind · The Artist's Brush, The Muse's Flayed Legs · Damask Robe, Dark Gold Sr Apprentice Robe* · Darkspun Shroud, Spider Silk Cap, Widowmistress Hair

Splitpaw loop (20-42) — The Lair of the Splitpaw

ENTRANCE ← S. KaranaSplitpaw JailCouncil of Judgement1Brother Gruff lvl 162Brother Hayle lvl 243Tesch Val Kadvem lvl 394A Nisch Mas Mender lvl 305Nisch Val Torash Mashk lvl 396Rosch Val L'Vlor lvl 397Tesch Val Deval`Nmak lvl 398South Karana lvl 259Verishe Mal Executioner lvl 4210Verishe Mal Judge lvl 34-39The Lair of the SplitpawNSEW
Loot by pin (n° = named on the map) : no notable drop · no notable drop · Fine Steel Scimitar, Vacra Av Svim · Cap of Mending, Nisch Mas Ilkvel · A Split Paw, Devlas Ilkvel, Fine Steel Scimitar, Fine Steel Warhammer · Gnoll Hide Tome, Channeler's Gloves · Dagger of Dropping, Kicsh Der Pavz, Rune of the Helix, Tanned Split Paw Skin · Bronze Bastard Sword, Dagger of Dropping, Ruby Pendant, Split Paw Hide Mask · Split Paw Hide Gloves, Verishe Bracer of Dominance, Verishe Mal Greataxe · Split Paw Hide Belt
⚔️ Splitpaw field notes (community review) — dangers & hidden paths
  • Cleric mobs are the real danger — they stun and heal, packed into the early twisting sections and around the Executioner (the Judges). Pacify lets you skip the Judges entirely.
  • Door maze — easy to train yourself. The mid sections are cramped twisting halls full of doors and dead-ends; after each door head south or west.
  • 🔧 Lever door + trap room. Reaching the level-39 area needs a tricky door opened by a lever that is hard to target from your side — and beware a small lever room in the hall that can trap you.
  • 🌊 Hidden water tunnel. The level 42-45 area (Executioner / Ishva) is reached by swimming through a hidden water tunnel around the middle of the level-39 section.
  • Best early drop: the Nisch Mas Ilkvel shield from A Nisch Mas Mender (30) has a mana-preservation focus — a top pickup for any priest-class trio.
Map key: zone line/entrance · lever (opens a door or the jail cells, from the Brewall map data). Field intel from a community review (Chaz & Omaha).

Upper Guk camp chain (4-34)

Upper Guk — named loop (N up)★ Ghoulbane = the Froglok Shin Lord · no placeholder since 4 Aug 2026· red dots = exits to Lower Guk · hover a pin for its level and lootFroglok Shin Lord (lvl 30) — ★ Ghoulbane, Silver-Plated Bracer1Froglok Shin Lord lvl 30Froglok Shin Lord (lvl 30) — ★ Ghoulbane, Silver-Plated Bracerfroglok warden (lvl 25) — Fordel Short Sword, Elf-hide Gloves, Mesh set2froglok warden lvl 25froglok warden (lvl 25) — Fordel Short Sword, Elf-hide Gloves, Mesh setfroglok realist (lvl 22) — Reed Ring, Pouch of Ghoul Ash3froglok realist lvl 22froglok realist (lvl 22) — Reed Ring, Pouch of Ghoul Ashfroglok scryer (lvl 21) — Glowing Mask, Bracelet of Woven Grass4froglok scryer lvl 21froglok scryer (lvl 21) — Glowing Mask, Bracelet of Woven Grassgiant heart spider (lvl 15-21) — Chitin Shell Armor, Chitin Shell Shield5giant heart spider lvl 15-21giant heart spider (lvl 15-21) — Chitin Shell Armor, Chitin Shell Shieldfroglok gaz squire (lvl 17) — Collar of Undead Protection, Runed Bone Fork6froglok gaz squire lvl 17froglok gaz squire (lvl 17) — Collar of Undead Protection, Runed Bone Forkfroglok summoner (lvl 28) — Brazier of Elemental Summoning, Lens of Glowing Amber7froglok summoner lvl 28froglok summoner (lvl 28) — Brazier of Elemental Summoning, Lens of Glowing Amberan ancient croc (lvl 30) — Gatorscale Sleeves, Gatorscale Leggings8an ancient croc lvl 30an ancient croc (lvl 30) — Gatorscale Sleeves, Gatorscale Leggings↓ Lower Guk↓ Lower Guk↓ Lower Guk↓ Lower GukLDoN InstanceLadder upTempus lvl 25-26Fake WallNokta Shaman lvl 27A Froglok Nokta Shaman (lvl 27) — Bamboo Tanto Bo, Globe of Shadow12Froglok Priest lvl 24A Froglok Priest (lvl 24) — Golden Rod13Mushroom FarmFroglok Necromancer lvl 10A Froglok Necromancer (lvl 10) — no notable drop11Fungus Mutant lvl 23A Fungus Mutant (lvl 23) — Guk Bracket Mildew, Faerix Spores, Degenerated Guk Weed14ENTRANCE ← InnothuleNSEWTempus (lvl 25-26) — secret room by the Heart Spider pit · no notable drop9froglok idealist (lvl 20) — Moss Mask, Mesh Helm, Mesh Gorget, Mesh Leggings10froglok idealist lvl 20froglok idealist (lvl 20) — Moss Mask, Mesh Helm, Mesh Gorget, Mesh Leggings
Loot by pin (n° = named on the map) : ★ Ghoulbane, Silver-Plated Bracer · ② Fordel Short Sword, Elf-hide Gloves, Mesh set · ③ Reed Ring, Pouch of Ghoul Ash · ④ Glowing Mask, Bracelet of Woven Grass · ⑤ Chitin Shell Armor, Chitin Shell Shield · ⑥ Collar of Undead Protection, Runed Bone Fork · ⑦ Brazier of Elemental Summoning, Lens of Glowing Amber · ⑧ Gatorscale Sleeves, Gatorscale Leggings · ⑨ Tempus — no notable drop (secret room by the Heart Spider pit) · ⑩ Moss Mask, Mesh Helm, Mesh Gorget, Mesh Leggings · ⑪ no notable drop · ⑫ Bamboo Tanto Bo, Globe of Shadow · ⑬ Golden Rod · ⑭ Guk Bracket Mildew, Faerix Spores, Degenerated Guk Weed. Landmarks: Mushroom Farm, ladder up, fake wall, LDoN barricaded door. Gems and froglok blood/meat left out.

Lower Guk camp chain (30-49)

Lower Guk (dead side) — real Brewall map + named loop (N up) NSEWENTRANCE ← Upper Guk↑ Upper Guk↑ Upper Guk↑ Upper Guk↓ Innothule (live side)DEAD SIDE (farm undead)LIVE SIDE (living frogloks)a froglok crusadera froglok herbalista froglok noblea froglok tacticiana froglok yun priesta ghoul sagea ghoul savanta minotaur eldera minotaur patriarch (Hunter,Roam)a reanimated handFroglok King — Mithril 2H lvl 47the ghoul arch magusa ghoul ritualistSafe HallSafe Hall↑ up↑ upladder↓ down↑ upbridge!trap!trap!trap!trappitBedroomSpider Roomfake wallGhoul Lord lvl 471Frenzied Ghoul lvl 422Ghoul Sentinel lvl 423Executioner lvl 354Assassin lvl 345Supplier lvl 366Cavalier lvl 367Slaythe the Slayer — Broken Bow Part BSlaythe the Slayer lvl 32Raster of Guk — The Idol, Torn Brown Shirt*Raster of Guk lvl 35A Froglok Noble — Gilded Cloth, White Gold NecklaceA Froglok Noble lvl 39-40A Jin Ghoul Wizard — Eye of JinA Jin Ghoul Wizard lvl 42-46
Loot by pin (n° = named on the map) : Short Sword of the Ykesha, Skull-shaped Barbute, Scalp of the Ghoul Lord · FBSS (Flowing Black Silk Sash), Moonstone Ring · Brigandine Tunic, Dark Mail Gauntlets · Executioner's Axe, Executioner's Hood · Mask of Deception, Serrated Bone Dirk · Light Burlap Sack, Thick Banded Belt · Dark Reaver, Adamantite Epaulets · the froglok king (live side) — Mithril Two-Handed Sword · Slaythe the Slayer — Broken Bow Part B · Raster of Guk — The Idol, Torn Brown Shirt* (AC2 chest, MNK) · A Froglok Noble — Gilded Cloth, White Gold Necklace · A Jin Ghoul Wizard — Eye of Jin

Castle Mistmoore loop (24-45)

ENTRANCE ← The Lesser Faydarkfake wallfake wallfake wallEirod Haerod`s LedgeCourtyardGrand Dining HallGrand BallroomCryptBlood WolvesLibraryGuest RoomGargoyle LairMistmoore`s CoffinEnynti`s LedgeGraveyardMausoleumTorture RoomTowerPool RoomJailBalconyThrone RoomDrawing RoomEntry HallKitchenServant`s QuartersServant`s QuartersRecital ChamberGardenFountainMayong`s Bedroomfake wallfake wallThe Hall1① Xicotl lvl 402② Lasna Cheroon lvl 363③ Princess Cherista lvl 354④ Mynthi Davissi lvl 325⑤ Butler Syncall lvl 356⑥ Maid Issis lvl 357⑦ Enynti lvl 278⑧ Black Dire lvl 459⑨ Ssynthi lvl 24-2510⑩ Garton Viswin lvl 37Castle Mistmoore — revamped 18 Aug 2026 · Lv 24-45 (N up)NSEW
Loot by pin (n° = named on the map) : Glowing Sword Hilt Always · Diamondine Earring Common, Platinum Skull Ring Uncommon · Diamondine Earring Uncommon, Gem-Encrusted Scepter Uncommon, Cherista's Fangs, Tarnished Ancient Tiara · Lute of the Gypsy Princess Rare, Mistmoore Battle Drums Rare · Butler Syncalls Fang Uncommon, Cape of Midnight Mist Uncommon · Maid Issis Fang Uncommon, Nightshade Wreath Uncommon, Maid's Stockings · Rune of Fortune Rare, Gargoyle Grips, Visage of the Gargoyle · Black Dire Pelt Always · Patch of Shadow Rare, Robe of the Keeper Common, Essence of Shadow · Chestplate of the Dark Flame Rare, Glowing Iron Pike Common · Dark Huntress, Mayong Mistmoore (no /loc yet)

The Hole (Odus) (39-56)

🔍 Mouse wheel = zoom · drag = pan · ⛶ = fullscreen.
👉 Tap a named to jump to its loot · = fullscreen · pinch to zoom.
The Hole (Odus) — named and landmarks (N up)★ Idol of the Underking = Slizik the Mighty, level 54 · zone runs 41–56, the entrance rooms are fine for a level-40 triored dots = zone exits and portals · yellow = falls, keyed grate, fake walls · hover a pin for its lootKejar the Mighty (lvl 41-42)1Kejar the Mighty (41-42)Kejar the Mighty (lvl 41-42)Ghost of Glohnor (lvl 49-50)2Ghost of Glohnor (49-50)Ghost of Glohnor (lvl 49-50)High Scale Kirn (lvl 53) — Engraved Ring3High Scale Kirn (53)High Scale Kirn (lvl 53) — Engraved RingCommander Yarik (lvl 53) — Withered Leather Skullcap4Commander Yarik (53)Commander Yarik (lvl 53) — Withered Leather SkullcapSlizik the Mighty (lvl 54) — ★ Idol of the Underking, Imbued Granite Spaulders, Smoldering Brand5Slizik the Mighty (54)Slizik the Mighty (lvl 54) — ★ Idol of the Underking, Imbued Granite Spaulders, Smoldering BrandCaradon (lvl 55)6Caradon (55)Caradon (lvl 55)Kyrenna (lvl 55) — Blood of Kyrenna, Heart of Kyrenna7Kyrenna (55)Kyrenna (lvl 55) — Blood of Kyrenna, Heart of KyrennaPolzin Mrid (lvl 55)8Polzin Mrid (55)Polzin Mrid (lvl 55)Keeper of the Tombs (lvl 55) — Tainted Darksteel Sword9Keeper of the Tombs (55)Keeper of the Tombs (lvl 55) — Tainted Darksteel SwordUrwenae the Cold (lvl 55) — Gleaming Crystal Scepter, Rune of Crippling, Words of Crippling Force10Urwenae the Cold (55)Urwenae the Cold (lvl 55) — Gleaming Crystal Scepter, Rune of Crippling, Words of Crippling ForceInitiate Sirlis (lvl 55) — Withered Leather Cloak, Withered Leather Leggings11Initiate Sirlis (55)Initiate Sirlis (lvl 55) — Withered Leather Cloak, Withered Leather LeggingsJaeil the Wretched (lvl 55) — Rune of Coruscation12Jaeil the Wretched (55)Jaeil the Wretched (lvl 55) — Rune of CoruscationJaeil the Insane (lvl 55) — Soulbound Hammer13Jaeil the Insane (55)Jaeil the Insane (lvl 55) — Soulbound HammerDartain the Lost (lvl 55-56) — Imbued Shield of Paineel, Tome of Miragul, Withered Leather Tunic14Dartain the Lost (55-56)Dartain the Lost (lvl 55-56) — Imbued Shield of Paineel, Tome of Miragul, Withered Leather TunicMaster Yael (lvl 56) — Brell's Girdle, Earthshaker, Fusible Earthen Ore, Loam Encrusted Robe15Master Yael (56)Master Yael (lvl 56) — Brell's Girdle, Earthshaker, Fusible Earthen Ore, Loam Encrusted RobeMummy of Glohnor (lvl 56) — Glohnor wrappings, Head of Glohnor16Mummy of Glohnor (56)Mummy of Glohnor (lvl 56) — Glohnor wrappings, Head of Glohnor→ Erudin Palace (portal)→ Paineel→ Neriak 3rd Gate (portal)→ Paineel (portal)→ Brell's RestLibrary — topImpact AreaImpact Area↓ fall (one-way)Bridgewaterfall downrock doorThrone RoomForge RoomStone Bridge↓ fall to Impact AreaLibrary — midLibrary — bottomThe Slabfake wallfake wallunderwater grate (keyed)NSEW
Loot by pin (n° = named on the map) : ① no notable drop · ② no notable drop · ③ Engraved Ring · ④ Withered Leather Skullcap · ★ Idol of the Underking, Imbued Granite Spaulders, Smoldering Brand · ⑥ no notable drop · ⑦ Blood of Kyrenna, Heart of Kyrenna · ⑧ no notable drop · ⑨ Tainted Darksteel Sword · ⑩ Gleaming Crystal Scepter, Rune of Crippling, Words of Crippling Force · ⑪ Withered Leather Cloak, Withered Leather Leggings · ⑫ Rune of Coruscation · ⑬ Soulbound Hammer · ⑭ Imbued Shield of Paineel, Tome of Miragul, Withered Leather Tunic · Brell's Girdle, Earthshaker, Fusible Earthen Ore, Loam Encrusted Robe · ⑯ Glohnor wrappings, Head of Glohnor. Landmarks: the three Library levels, Throne Room, Forge Room, The Slab, Impact Area. Old Paineel shopfronts and ground spawns left out to keep the plan readable.

Nagafen's Lair (Sol B) loop (35-55)

→ Solusek`s Eye (1)→ Solusek`s Eye (2)→ Solusek`s Eye (5)→ Solusek`s Eye (6)→ The Caverns of ExcileENTRANCE ← The Lavastorm MountainsEarth CornerWater CornerCircle RoomWindow RoomPool RoomKing Tranix`s Throne RoomCrushing BlockFake Floor1① Targin the Rock lvl 35-392② Solusek kobold king lvl 423③ Solusek kobold shaman lvl 36-384④ Efreeti Lord Djarn lvl 505⑤ Warlord Skarlon lvl 536⑥ King Tranix lvl 527⑦ Magus Rokyl lvl 518⑧ Lord Nagafen lvl 55Nagafen's Lair (Sol B) — named loop · Lv 35-55 (N up)NSEW
Loot by pin (n° = named on the map) : Code of Zan Fi Always · Fleshripper Common, Runed Mithril Bracer Common · Bronze Boots Ultra Rare, Bronze Bracers Ultra Rare, Bronze Breastplate Ultra Rare · Djarns Amethyst Ring Uncommon, Golden Efreeti Boots Common · Fire Giant Toes Uncommon, Mithril Greaves Common, Mithril Vambraces Uncommon · Crown of King Tranix Rare, Fire Giant Toes Uncommon, Polished Mithril Torque Common · Fire Giant Toes Uncommon, Lava Rock Common, Polished Mithril Mask Common · Bladestopper, Blight, Hammer of the Scourge, Cloak of Flames

Kedge Keep loop (46-53)

ENTRANCE ← Dagnor`s CauldronFirst FloorSecond FloorFallen Gate RoomSafe DenTemple of PrexusThe CrossroadsEstrella`s TempleThe Balcony (Pull spot for Estrella)Frenzied Room1① Cauldronboil lvl 492② Auraline lvl 503③ Cauldronbubble lvl 494④ Shellara Ebbhunter lvl 465⑤ Estrella of Gloomwater lvl 516⑥ Coralyn Kelpmaiden lvl 467⑦ Undertow lvl 498⑧ Phinigel Autropos lvl 539⑨ Swirlspine Guardian lvl 51Kedge Keep — named loop · Lv 46-53 (N up)NSEW
Loot by pin (n° = named on the map) : Kedgemail Gauntlets Common, Sharkjaw Cutlass Common · Hammerhead Helm Rare, Sharkbone Warhammer Common · Gloomwater Arrow Common, Pearlescent Mask Rare · Lamentation Blade Rare, Prayer Shawl Rare, Rod of Drones Rare · Sharkbone Warhammer Rare, Sharkskin Drum Rare · Blazing Wand Common, Squallsurge Shawl Common, Tears of Prexus Common · Blue Crystal Staff Rare, Fusible Coral Ore Always, Kedge Backbone Rare · Seahorse Scales Ultra Rare, Swirlspine Belt Ultra Rare · ② Auraline — no notable drop

Plane of Fear (48-70)

→ The FeerrottThe Temple of FearGraveyardTerror HourglassSmall HourglassGlare Lord HourglassBellBroken Golem TowerTerror TempleFright TempleDread TempleBoogeyman HouseWorry Wraith TowerFiend HouseGorgon RuinsFright Finger Housethe three S's - spiders, scarelings, shiverbacksphantasmsunicorns, phoboplasms, worry wraiths, scarelingsgorgonsmostly undead, some Amygdalansmixture of undeadoccasional Amygdalansmelting pot - mixed spawnsIrak Altil roaming pathsafe camp: Fire wallsafe camp: Glare Lords (best bind spot)1① a broken golem lvl 202② A worry wraith lvl 50-513③ A dracoliche lvl 584④ Fright lvl 555⑤ A Gorgon lvl 496⑥ A Boogeyman lvl 49-517⑦ A Frightfinger lvl 518⑧ A Samhain lvl 519⑨ Dread lvl 5510⑩ Irak Altil lvl 5111⑪ A Nightmare lvl 49-5112⑫ Terror lvl 5513⑬ A Glare Lord lvl 5114⑭ A phantasm lvl 49-5115⑮ Cazic Thule lvl 7016⑯ Wraith of a Shissir lvl 5517⑰ Phoboplasm lvl 48-51Plane of Fear (48-70)NSEW
Loot by pin (n° = named on the map) : Fire Emerald Ring Ultra Rare, Star Ruby Earring Ultra Rare, Wand of Allure Rare, Wraithstone Rare, Apothic Gloves, Blighted Gloves, Carmine Gloves, Imbrued Platemail Gauntlets · Berserkers Ring, Bone Razor, Bone-Clasped Girdle, Crimson Robe of Alendine, Fearsome Shield, Grotesque Girdle, Monsoon, Sword of the Swiftwind, Shawl of Protection · Amulet of Necropotence, Ball of Everliving Golem, Blood Fire, Bone Razor, Bone-Clasped Girdle, Crimson Robe of Alendine, DawnFire, Morning Star of Light · Mithril Amulet Ultra Rare, Vermiculated Armplates Ultra Rare, Vermiculated Boots Ultra Rare, Vermiculated Bracelet Ultra Rare, Vermiculated Crown Ultra Rare, Vermiculated Gloves Ultra Rare, Vermiculated Leggings Ultra Rare, Vermiculated Tunic Ultra Rare · Blighted Armband Ultra Rare, Blighted Boots Ultra Rare, Blighted Gloves Ultra Rare, Blighted Robe Ultra Rare, Blighted Skullcap Ultra Rare, Blighted Sleeves Ultra Rare, Blighted Trousers Ultra Rare, Eye of Fright Common · Carmine Boots Ultra Rare, Carmine Gloves Ultra Rare, Carmine Pants Ultra Rare, Carmine Robe Ultra Rare, Carmine Sleeves Ultra Rare, Carmine Trinket Ultra Rare, Carmine Turban Ultra Rare, Apothic Gloves · Fluxbladed Axe Ultra Rare, Anthemion Wristguard, Ethereal Mist Bracers, Jack-O-Lantern Fungus, Lustrous Russet Bracer, Rune Etched Bracer, Scare Straw, Shadow Rage Wristguard · Amulet of Necropotence, Ball of Everliving Golem, Blood Fire, Bone-Clasped Girdle, Crimson Robe of Alendine, DawnFire, Morning Star of Light, Lyssa`s Darkwood Piccolo · Greenmist Boots Ultra Rare, Greenmist Bracer Ultra Rare, Greenmist Breastplate Ultra Rare, Greenmist Greaves Ultra Rare, Greenmist Helm Ultra Rare, Greenmist Mask Ultra Rare, Greenmist Vambraces Ultra Rare, Nightmare Hide Uncommon, Wand of Darkness Rare · Amulet of Necropotence, Ball of Everliving Golem, Blood Fire, Bone-Clasped Girdle, Crimson Robe of Alendine, DawnFire, Morning Star of Light, Barbarian Spiritist`s Hammer · Fire Emerald Ring Rare, Wand of Lava Rare, Anthemion Jerkin, Ethereal Mist Chestplate, Lustrous Russet Breastplate, Rune Etched Chestplate, Rune of Frost, Shadow Rage Tunic · Thulian Wand Ultra Rare, Anthemion Boots, Ethereal Mist Boots, Lustrous Russet Boots, Rune Etched Boots, Shadow Rage Boots, Shiverback-hide Boots, Thorny Vine Boots · Amulet of Necropotence, Barbarian Spiritist`s Hammer, Bile Etched Obsidian Choker, Brain of Cazic Thule, Cloak of the Fearsome, Eye of Cazic Thule, Halo of the Enlightened, Robe of Inspiration · Head of the Serpent Always, Vermiculated Armplates Rare, Vermiculated Boots Rare, Vermiculated Crown Rare, Vermiculated Gloves Rare, Vermiculated Leggings Rare, Vermiculated Tunic Rare · Cryosilk Sleeves Ultra Rare, Ethereal Mist Boots Ultra Rare, Ethereal Mist Helm Ultra Rare, Imbrued Platemail Bracer Ultra Rare, Indicolite Gauntlets Ultra Rare, Rune Etched Boots Ultra Rare, Shiverback-hide Boots Ultra Rare · ① a broken golem, ⑩ Irak Altil — no notable drop · A Scareling, A Spinechiller Spider, A decrepit warder, A fetid fiend, A tentacle tormentor, A turmoil toad, Amygdalan Warrior, Amygdalan knight, An enraged golem, a thought bleeder, Iksar broodling, a shiverback (no /loc yet)

Plane of Fear — field notes

Every mob in this zone has an enormous aggro range, just short of maximum spell range, and they are all social with each other — except Irak Altil. Trash is level 48-51, and the level 51 ones summon. Respawn is long, around three hours. There are no placeholders here: nothing to camp for a rare spawn. Two safe camps are marked on the map; the beacon above the Glare Lord structure is the safest bind spot in the zone.

Crowd-control priority

MobPriorityWhy
a scarelingTopScareling Step teleports you a short distance, often into more mobs. Never charm one — the proc gates your pet's target.
a glare lordTopProcs an area dispel on melee that strips the whole party and any charmed pet. Never charm. Their magician spells are weak, so kill fast or root away.
a turmoil toadHighCasts Panic, a fear. Root does not stop the cast — mesmerize instead. Keep Walk on when one is in camp.
a worry wraithMediumRarely fears and gates at low health. Mesmerize.
a shiverback, a spinechiller spiderLowSimple animals. Good charm targets.
a fetid fiend, a boogeyman, a samhainLowSimple undead. Good charm targets; samhain stun and boogeyman root are minor.
Amygdalan knight, Amygdalan warriorLowMana Sink on every swing, easy to resist. Warriors have higher magic resistance than the rest of the zone.

Sees invisibility. Always: spinechiller spider, scareling, shiverback, boogeyman, phantasm, samhain, fetid fiend, Wraith of a Shissir. Turmoil toads see through invisibility to undead as well. Half the time: worry wraith, frightfinger. Never: Amygdalan knight and warrior, glare lord, gorgon, tentacle tormentor, phoboplasm, nightmare.

Sources. Zone rules, control priorities and camps from A Cazicite's Guide to the Plane of Fear (Project 1999). Named positions and drop rates from EQL Tools, sourced from eqlwiki (CC BY-SA 4.0). Zone geometry from Brewall's maps.

Plane of Hate — ground level (48-70)

Plane of Hate — ground level, public instance (48-70)White = stairs. The two marked in green tell you where they go: one climbs to the mezzanine (four more named up there), the central spiral climbs to the upper level.NLord of Loathing lvl 55Lord of Loathing (lvl 55) — Beckon, Diamond Rod, Eye of Innoruuk2Coercer T`vala lvl 56Coercer T`vala (lvl 56) — Essence of a Vampire, Eye of Innoruuk, Rod of Infinite Thought3Lord of Ire lvl 55Lord of Ire (lvl 55) — Bloodmoon, Darkmetal Holy Water Sprinkler, Eye of Innoruuk1ENTRANCEUP to the mezzanineUP to the mezzanineUP to the upper levelUP to the upper level
Loot by pin (n° = named on the map) : Bloodmoon, Darkmetal Holy Water Sprinkler, Eye of Innoruuk, Shattered Emerald of Corruption, Shield of the Immaculate, Shield of the Stalwart Seas, Theologian Claymore, Trueheart Shield · Beckon, Diamond Rod, Eye of Innoruuk, Shattered Emerald of Corruption, Wand of Conflagration · Essence of a Vampire, Eye of Innoruuk, Rod of Infinite Thought, Shattered Emerald of Corruption, Wand of Swiftness

Plane of Hate — mezzanine of the ground level (48-70)

Plane of Hate — mezzanine of the ground level, public instance (48-70)White = the staircases that lead up here from the ground floor. This mezzanine has the same footprint as the floor below, which is why the two look alike when drawn on one plan. Pins 5, 6 and 7 were surveyed in game.NAshenbone Broodmaster lvl 56Ashenbone Broodmaster (lvl 56) — Encyclopedia Necrotheurgia, Eye of Innoruuk, Shattered Emerald of Corruption5Avatar of Abhorrence lvl 58Avatar of Abhorrence (lvl 58) — Shrieking Ahlspiess, Vexthorne7High Priest M`kari lvl 58High Priest M`kari (lvl 58) — Prismatic Shield, Truesight Hammer4Magi P`Tasa lvl 56Magi P`Tasa (lvl 56) — Staff of Elemental Mastery: Earth, Wand of Swords6DOWN to the ground floorDOWN to the ground floorcentral spiralcentral spiral
Loot by pin (n° = named on the map) : Prismatic Shield, Truesight Hammer · Encyclopedia Necrotheurgia, Eye of Innoruuk, Shattered Emerald of Corruption, Wand of Souls · Eye of Innoruuk, Staff of Elemental Mastery: Earth, Wand of Swords · Shattered Emerald of Corruption, Shrieking Ahlspiess, Vexthorne

Plane of Hate — upper level (48-70)

Plane of Hate — upper level, public instance (48-70)Reached by the central spiral staircase from the ground level.NGrandmaster R`Tal lvl 56Grandmaster R`Tal (lvl 56) — Eye of Innoruuk, Rakusha Cloak, Shattered Emerald of Corruption9Mistress of Scorn lvl 56Mistress of Scorn (lvl 56) — Dawnchaser, Martune Rapier, Staff of Elemental Mastery: Fire10Master of Spite lvl 56Master of Spite (lvl 56) — Gardash, Spitestone Shield8DOWN by the central spiralDOWN by the central spiral
Loot by pin (n° = named on the map) : Gardash, Spitestone Shield, Tome of Dark Healing · Eye of Innoruuk, Indicolite Boots, Indicolite Bracer, Indicolite Breastplate, Indicolite Gauntlets, Indicolite Helm, Indicolite Vambraces, Legionnaire Scale Boots, Legionnaire Scale Bracers, Legionnaire Scale Breastplate, Legionnaire Scale Gauntlets, Legionnaire Scale Greaves, Legionnaire Scale Helm, Legionnaire Scale Vambraces, Rakusha Cloak, Shattered Emerald of Corruption, Shuriken of the Tranquil, Slowstone Amber, Sode of Empowerment, Sunderfury · Dawnchaser, Eye of Innoruuk, Martune Rapier, Staff of Elemental Mastery: Fire

Plane of Hate — raid instance, floor 1

Plane of Hate — RAID, floor 1 (where you zone in)You arrive here. Pins 1 and 2 are placed from the in-game map, not from a measured /loc. The whole western half of the zone is empty in raid.NAshenbone Broodmaster lvl 56Ashenbone Broodmaster (lvl 56) — Encyclopedia Necrotheurgia, Eye of Innoruuk, Shattered Emerald of Corruption1Coercer T`vala lvl 56Coercer T`vala (lvl 56) — Essence of a Vampire, Eye of Innoruuk, Rod of Infinite Thought2stairsstairsstairsstairsstairsstairsENTRANCE
Loot by pin (a pin can hold several bosses — they share one spawn spot) : Ashenbone Broodmaster — Encyclopedia Necrotheurgia, Eye of Innoruuk, Shattered Emerald of Corruption, Wand of Souls · Avatar of Abhorrence — Shrieking Ahlspiess, Vexthorne · Master of Spite — Gardash, Spitestone Shield
Coercer T`vala — Essence of a Vampire, Eye of Innoruuk, Rod of Infinite Thought, Shattered Emerald of Corruption, Wand of Swiftness · Magi P`Tasa — Staff of Elemental Mastery: Earth, Wand of Swords

Plane of Hate — raid instance, floor 2

Plane of Hate — RAID, floor 2Pins 4 and 6 measured on the mob; 1, 2, 3 and 5 read off the in-game map. Twelve bosses share six spawn spots — each miniboss is the upgraded form of an ordinary mob, so a pin is indicative, not exact.NHigh Priest M`kari lvl 58High Priest M`kari (lvl 58) — Prismatic Shield, Truesight Hammer3Maestro of Rancor lvl 53Maestro of Rancor (lvl 53) — Evensong, Hand of the Maestro, Kelin`s Seven Stringed Lute4Lord of Loathing lvl 55Lord of Loathing (lvl 55) — Beckon, Diamond Rod, Eye of Innoruuk5Innoruuk lvl 60Innoruuk (lvl 60) — no recorded drop6stairsstairs
Loot by pin (a pin can hold several bosses — they share one spawn spot) : High Priest M`kari — Prismatic Shield, Truesight Hammer · Grandmaster R`Tal — Eye of Innoruuk, Rakusha Cloak, Shattered Emerald of Corruption, Shuriken of the Tranquil, Slowstone Amber, Sode of Empowerment, Sunderfury · Mistress of Scorn — Dawnchaser, Martune Rapier, Staff of Elemental Mastery: Fire
Maestro of Rancor — Evensong, Hand of the Maestro, Kelin`s Seven Stringed Lute, Mempo of Likato, Shield of the Stalwart Seas, Six Note Blade
Lord of Loathing — Beckon, Diamond Rod, Eye of Innoruuk, Shattered Emerald of Corruption, Wand of Conflagration · Lord of Ire — Bloodmoon, Darkmetal Holy Water Sprinkler, Eye of Innoruuk, Shattered Emerald of Corruption, Shield of the Immaculate, Shield of the Stalwart Seas, Theologian Claymore
Innoruuk — Bloodstar Pendant, Brewer's Mesh Cloak, Cloak of Scales, Darkbrood Mask, Earring of Bashing, Engineer's Ring, Hotof's Bracer

Plane of Sky — the island chain (50-70)

Isle 1 - Fairy IslandIsle 1.5 - Noble IslandIsle 2 - Azarack IslandIsle 3 - Harpy IslandIsle 4 - Pegasus IslandIsle 5 - Spiroc IslandIsle 6 - Bee IslandIsle 7 - Drake IslandIsle 8 - Veeshan IslandQuest Room-> Quest Room · Efreeti`s Key-> Isle 1.5 · Key of Swords (Thunder Spirit Princess)-> Isle 2 · Key of the Misplaced (Thunder Spirit Princess)-> Isle 2 · Key of the Misplaced-> Isle 3 · Key of Misfortune (Protector of Sky)-> Isle 4 · Key of Beasts (Gorgalosk)-> Isle 5 · Avian Key (Keeper of Souls)-> Isle 6 · Key of the Swarm (The Spiroc Lord)-> Isle 7 · Key of Scale (Bazzt Zzzt)-> Isle 8 · Veeshan`s Key (Sister of the Spire)1① a thunder spirit princess lvl 532② Gorgalosk lvl 603③ Noble Dojorn lvl 63+4④ The Spiroc Lord lvl 635⑤ Bazzt Zzzt lvl 636⑥ Sister of the Spire lvl 637⑦ Protector of Sky lvl 558⑧ Overseer of Air lvl 639⑨ Keeper of Souls lvl 6010⑩ Eye of Veeshan lvl 7011⑪ Hand of Veeshan lvl 63Plane of Sky — the island chain (50-70)NSEW
Since the 1 Sep 2026 patch, every enemy that drops a Plane of Sky class-quest item can also roll bonus quest loot for each class in your loadout — bosses, Efreeti and ordinary mobs alike, everything except the lettered Wind Rune items. The rolls are separate per class, so a single kill can add three items to your personal loot.Loot by pin (n° = named on the map) : Belt of Concordance Rare, Belt of Contention Rare, Belt of Iniquity Rare, Belt of Tranquility Rare, Belt of Virtue Rare, Belt of Transience, Blade of Abrogation, Bracelet of Cessation · Animal Figurine Always, Azure Ring, Feathered Cape, Finely Crafted Amulet, Gorgon Head, Belt of Iniquity, Belt of Tranquility, Belt of Transience · Brass Knuckles Rare, Efreeti Battle Axe Rare, Efreeti Belt Rare, Efreeti Dirk Rare, Efreeti Great Staff Rare, Efreeti Long Sword Rare, Golden Efreeti Bracers, Golden Efreeti Chestplate · Ceremonial Belt, Crude Wooden Flute, Dove Slippers, Fine Cloth Raiment, Golden Coffer, Belt of Concordance, Belt of Contention, Belt of Iniquity · Acidic Venom Rare, Adamantium Earring Rare, Bixie Stinger Rare, Bixie Sword Blade Rare, Box of Winds Rare, Bixie Stinger (Bixie God's Stinger), Divine Honeycomb, Fine Wool Cloak · Amethyst Amulet, Circlet of Brambles, Djinni Aura, Djinni Stave, Djinni War Blade, Belt of Concordance, Belt of Contention, Belt of Iniquity · Augmentor's Gem, Black Face Paint, Broken Mirror Always, Darkstone Emerald, Drake Fang, Azarack Blood, Belt of Concordance, Belt of Iniquity · Brass Knuckles Rare, Efreeti Battle Axe Rare, Efreeti Dirk Rare, Efreeti Mace Rare, Efreeti Magi Staff Rare, Efreeti Scimitar Rare, Efreeti War Axe, Efreeti War Bow · Black Silk Cape, Ceramic Mask, Cracked Leather Eyepatch, Fine Velvet Cloak, Jester's Mask, Avian Key, Belt of Concordance, Belt of Contention · Blood Sky Ruby, Bloodsky Sapphire, Efreeti Great Staff, Ethereal Emerald, Fae Pauldrons, Belt of the Pine, Blade of Abrogation, Large Sky Diamond · ⑪ Hand of Veeshan — no notable drop

Class quests — your three classes

Completing every test of a class unlocks that class as a Primary Class in your loadouts. Legends simplified these from classic: each test now asks for one or two wind runes plus a specific item. The runes drop from every mob in the zone, so most players farm trash on an early island rather than hunting them.

First find the Key Master near the zone-in on Island 1 and take an Efreeti's Key — it is free, it looks like a Jade, and you only ever need one: it saves to your character. Then click the teleport pad at the north point of the island, around 1600, 520, to reach the Efreeti Chamber where every quest giver stands. Hail your Efreeti and say the trigger word to check your items before handing them in.

Monk — Holwin

TestTriggerRuneItem to bringIsle it drops onReward
Test of Strengthsay « strength »Wind Rune CazaSilken Strands3 — HarpyBack Straps of Mastery
Test of Sightsay « sight »Wind Rune GezaCracked Leather Eyepatch4 — PegasusTon Po's Eye Patch
Test of Speedsay « speed »Wind Rune JakaDove Slippers5 — SpirocSandals of Alacrity
Test of Tearssay « tears »Wind Rune BezaSilken Wrap6 — BeeTon Po's Shoulder Wraps
Test of Fistssay « fists »Wind Rune NezaNebulous Sapphire + Brass Knuckles7 — DrakeWu's Fist of Mastery
Test of Tranquilitysay « tranquility »Wind Rune LenaTear of Quellious8 — VeeshanGolden Sash of Tranquility

Paladin — Dason Goldblade

TestTriggerRuneItem to bringIsle it drops onReward
Test of Spiritsay « spirit »Wind Rune LenaIvory Sky Diamond5 — SpirocGirdle of Faith
Test of Sacrificesay « sacrifice »Wind Rune OzahBixie Sword Blade6 — BeeAldryn, Blade of the Ocean
Test of Lovesay « love »Wind Rune GezaGolden Hilt + Sphinx Claw7 — DrakeThelvorn, Blade of Light
Test of Compassionsay « compassion »Wind Rune IzahLarge Sky Diamond + Efreeti Zweihander8 — VeeshanTruvinan

Shaman — Medicine Man Veetra

TestTriggerRuneItem to bringIsle it drops onReward
Test of Mightsay « might »Wind Rune MedaLeather Cord3 — HarpyAmulet of the Fang
Test of Healthsay « health »Wind Rune KalaCeremonial Belt5 — SpirocBracelet of the Spirits
Test of Sightsay « sight »Wind Rune BezaLight Damask Mantle5 — SpirocFairy-Hide Mantle
Test of Shrinksay « shrink »Wind Rune EnaCorrosive Venom + Efreeti War Club6 — BeeWarhammer of the Wind
Test of Snakesay « snake »Wind Rune HedaBixie Essence + Spiritualist`s Ring6 — BeeVermilion Sky Ring
Test of the Witch Doctorsay « witch doctor »Wind Rune GezaSymbol of Veeshan + Efreeti War Maul8 — VeeshanGarduk

Sources. Island chain, keys and class tests from the EverQuest Legends wiki. Named positions from Brewall's map; loot and drop rates from EQL Tools.

Chapter 3 — Dungeon Atlas

EQ Legends — Dungeon atlas
Step-by-step directions — landmark by landmark, so you know exactly where each named/key/secret is without me redrawing the map. Keep a real map (Brewall in-game, or EQ Atlas) open beside it; the /loc numbers pin each spot.
🫥 Navigate with invisibility (key skill): your Invisibility to Undead (IVU) — lvl 17 — lets you walk past undead unseen — huge for reaching a named/camp in Befallen, Najena, Unrest, Guk dead side without grinding through every mob. Normal Invisibility (vs the living) — lvl 27 — does the same vs living mobs. ⚠️ Travel only — invis breaks the moment you attack, and some mobs see through it (Lower Guk vampire bats see invis; higher-level / see-invis undead ignore IVU; casters can ignore it). Move slowly, don't bump aggro.
Befallen (map ref: EQ Atlas ↗)
  1. Entrance: you arrive at the top of a staircase; the main hall below holds ~4 skeletons all in each other's aggro range. Pull singly back up the stairs — don't wade in. This hall is your Pristine Leather/Chain + magic-weapon farm.
  2. The well = your hub (centre of floor 1). The room just WEST of the well = Skeleton Lrodd + the Dark Elf SK who drops the Splintered Wooden Key (door 1) -334,183. The pit room (female SK) = Charred Bone Key (door 2) -552,-54. The Ogre SK (also drops Barbed Armplates) = Smoked Glass Key (door 3) -511,152.
  3. Drop down the well → floors 2/3. First right after you land = Priest Amiaz -494,95. Down here: Baron Telyx, Cmdr Windstream, Thaumaturgist. Troll SK (any key + Bone Bladed Claymore) -372,-105.
  4. Danger: floor-3 necromancers cast while running and hit above con — kill them first. Never sit/loot mid-room (it widens aggro radius → swarm). Gynok Moltor (rare, Ring of Opolla) spawns by the WC zone-line -80,-45.
  5. Escape: bind at the entrance. The entry tunnel is long — if a train is in it, wait it out, don't chase.
Najena (map ref: EQ Atlas ↗)
  1. Front rooms: each packs ~4 skeletons + earth elementals + ogre guards, all aggro. Below ~17, farm only these front rooms and pull to the door.
  2. The key chain IS the route (in order): find Bonecracker (in a room with 2 dark-elf necros) → dull bone key. Kill the Ogre Captainshiny metal key. Keep both — they're the only non-No-Rent keys. (Patch Jul 7: locked doors now auto-search your bags for keys — no need to hold a key on the cursor.)
  3. Shiny metal key opens the cell outside Rathyl; dull bone key opens Rathyl's area — you need both to reach him. Rathyl → bloodstained key + Traveller's Pouch (-25% wt).
  4. Bloodstained keyDrelzna's room. Drelzna → golden crescent key → opens Najena's room via the underwater tunnel. The Widow Mistress (Stiletto) is by the spiders beyond that underwater tunnel.
  5. The Tenderizer → Kitchen Toolbelt (haste) (also drops the fast 1H-blunt "The Tenderizer" weapon) — hit it every pass, your monk priority.
  6. Unbound Flame — fire elemental, L25, -26,360, respawn 5 min, Stun/RootFlaming Fist (monk H2H, +20 fire). Kill it fast, it's a caster.
  7. Najena herself (deep, via the underwater tunnel) → Clawed Knuckle Ring (~10%) + Flowing Black Robe.
  8. Secret/danger: 2 pit traps on the upper level drop you into the prison. Do NOT attack Moosh in the prison — it wrecks Rivervale faction.
Estate of Unrest (map ref: EQ Atlas ↗)
  1. Yard (10-16): death beetles + tormented dead roam — fight along the back & west walls. Lesser Blade Fiend (→ Gladius) 699,90 is in the 1st-floor back room.
  2. Key chain (launch order) — 1st: the first named, the Hand (1st floor), drops the Small Stone Key → opens the magus room.
  3. 2nd: through it → Reclusive Ghoul Magus on the balcony 700,27 (→ Savant's Cap) drops the Polished Brass Key.
  4. 3rd: that key opens the bar room → the Barman / undead barkeep drops the Scuffed Silver Key, which opens the tower.
  5. 4th floor: that key → Undead Knight of Unrest 697,-76 (→ Bloodstained Tunic; Harm Touch + Fear). He also drops the Cracked Glass Key — the one that opens the basement.
  6. Garanel (basement): the Cracked Glass Key from the Undead Knight opens the way down → Garanel Rucksif 485,147 → Dwarven Work Boots + Jagged Band. ⚠️ Mortuary Fungus (drowsy) + fake-lava trap on the way. The Priest of Najena drops the Tarnished Bronze Key, which opens nothing in Unrest — it is for the Mystic Cloak quest in Najena, so do not go hunting him for a door. Per the EQL wiki these keys only drop during the classic era and are only needed then; afterwards the doors stand unlocked.
  7. Escape: Hand Room → balcony → patio roof = straight shot to the zone line. Bind at the entrance.
Lower Guk (map ref: dead ↗ / live ↗)
  1. Getting in: from Upper Guk, three entrances drop near Dead side (two need a short swim, the dry one is closest to the front entrance). The single Live-side entrance is the deepest into Upper Guk.
  2. Dead side (your undead farm): chain Frenzied Ghoul (FBSS) → Ghoul Lord (1558,-749) (Sword of Ykesha — cul-de-sac NE of the Jail Room) → King → Executioner → Assassin → Magi, then loop.
  3. Danger: vampire bats see through invis (dead side); on Live side the Huge Water Elemental sees invis and nearby frogloks assist it; caster frogloks (shaman/wizard) — kill first, they run.
  4. Escape: Dead side is far from every exitalways carry an evac. The King's Room on Live side has a back zone-exit to Upper Guk (but it runs you past the toughest mob, emergency use only).
Blackburrow · farm entrance ring (7-9); avoid pit/lower tunnels (trains). · Runnyeye · goblin loop. · Sol A Bridge→Bartender→Forge. · Sol B 40+, avoid Lord Nagafen. · Mistmoore vampires 20-35. · The Hole 40+, evac. · Fear/Hate 46+ raid-tier.

Chapter 4 — Named Database

EQ Legends — Named database
How to find a named: each entry shows its /loc (Y,X) or its room. In game type /loc — it prints your Y, X, Z; walk until your Y,X match the named's numbers. (Najena/Guk named are room-based — follow the key chain / camp order.) EQL beta: exact respawn & drop rates for revamped named aren't documented — marked TBC. Classic timers shown where applicable.
Baron Telyx V`Zher S-TierBefallen (bottom) · (-1002,-80) · DE Paladin L28
Respawn 4:27 · Loot: Pristine Studded Leather Tunic (CHEST AC14 STR/AGI/DEX+2 SVPoison+5, mergeable) + The Baron's Blade (1H Slash 10/30 DEX+5 STA+5 HP+5) · Pull: single, Slow first.
The Thaumaturgist ABefallen L3 · (-486, 86)
Level 18-19 · Respawn TBC (PH removed in EQL) · Abilities: necro DoT/DD · Loot: Blackened Wand, top loot · Pull: careful, kill fast (caster).
Commander Windstream ABefallen L3 · (-626, -92)
Level 26 · Respawn TBC · Abilities: necro nukes · Loot: excellent gear · Pull: single.
The Tenderizer S-TierNajena · (131,342) · Ogre WAR L22
Loot: Kitchen Toolbelt (Haste +10%) + The Tenderizer weapon (1H Blunt 5 / delay 19 — fast, Class incl MNK) · Pull: single. Top target for your Monk. Respawn TBC.
Drelzna ANajena · (-35,-222) · DE SK L25
Respawn 18.5 min (PH = a necro at the chair in the middle of the room) · Abilities: Harm Touch (Jul 7 patch: no longer rapid-procs) · Loot: Stiletto of the Bloodclaw, Tentacle Whip (lifetap, Pal), Bronze Greaves (AC10 legs, Pal), golden crescent key · Pull: single, interrupt.
Unbound Flame ANajena · (-26,360) · Fire Elem L25
Respawn 5 min · HP 1080 · hits 40 · Abilities: Stun, Root · Loot: Flaming Fist (H2H 6/18 +20 fire, MNK) (Rare), Drop of Crystallized Flame (EAR) · Pull: kill fast, it's a caster.
Najena ANajena (deep) · (351,105)
Level ~29 · Abilities: several high-level protectors · Loot: Flowing Black Robe, Black Tome · Pull: clear protectors first.
Undead Knight of Unrest S-TierUnrest 4th floor (697,-76)
Level 28 · Respawn ~22 min · Abilities: Harm Touch + Fear · Loot: Bloodstained Tunic (AC13), Bloodstained Mantle · Pull: be ready for Fear (cure/position).
Garanel Rucksif AUnrest basement (485,147)
Level 35 · Abilities: guarded by the toughest room in the zone · Loot: Dwarven Work Boots, Jagged Band · Pull: clear the room first.
Frenzied Ghoul S-TierLower Guk · (1063,-1056)
Abilities: hits very hard (worse with FBSS) · Loot: FBSS (haste) · Pull: Slow instantly, tank solid.
Ghoul Lord S-TierLower Guk (dead side) · (1558,-749) · cul-de-sac just NE of the Jail Room
Level 47 — and never alone. Two ghoul knights stand with him (dar and bok, seen at level 40 and 43 — they vary by spawn), respawns come back fast, and roamers arrive mid-fight because the fight is long. This is not a single pull.
The geometry is the whole fight. He sits in an alcove at the end of a narrow corridor, and the ghoul knights stand against the side walls of that corridor. The moment you engage him they are behind you — there is no angle from which you face all three, and no room to back out.
They shield each other. Expect the log line "a bok ghoul knight begins to use a bok ghoul knight as a living shield" — these knights actively cover one another, so killing them is slower than their level suggests, which drags the fight out and brings the roamers.
What works: root pull → kill → Feign Death. Root the adds so they are out of the fight for a fixed time, kill your target, then drop to shed whatever is left. Do not try to split this camp with Feign Death alone (see Chapter 11) — the cul-de-sac is far too short for the aggro memory to clear.
Feign Death between every kill is not optional here. The replacement spawns while you are still standing in the room — kill one, and the next is on you before you have looted. Dropping after each kill is what turns this camp from a wipe into a farm: kill, FD, let it settle, stand up, take the next. Without it you are fighting an endless queue.
Doable from 35+ with patience and a little luck — field-tested at 37: three kills for about ten deaths. Dying costs no experience (see Chapter 11), so the only real price is the run back. In a private instance the fast respawns make it harder, not easier.
Loot: Short Sword of the Ykesha (1H Slash 8/24 · WAR PAL RNG SHD BRD ROG · proc Ykesha = interrupt cast + hate 425). The L37 is the proc requirement, not his level. A +2 version exists at 10/24. Also drops the Skull-shaped Barbute.
Ghoul Cavalier ALower Guk · (580,-612)
Level ~37 (SK) · Abilities: Harm Touch · Loot: Dark Reaver, Adamantite Epaulets.

Chapter 5 — Complete Loot Database (by slot)

EQ Legends — Loot database
SlotItemSourceStatsKeep untilBest class
ChestBloodstained TunicUnrest UKAC13 WIS+4 AGI+4⭐⭐⭐Pal/Sha
ChestSmall Bronze BPUnrestAC17 (merge)⭐⭐Pal
ArmsBarbed ArmplatesBefallen SKAC7 DEX+2Pal/Sha
LegsBarbed LegplatesBefallen SKAC8 AGI+2Pal/Sha
FeetDwarven Work BootsUnrest GaranelAC8 STR+3 DEX+5⭐⭐⭐Pal/Monk
HeadSavant's CapUnrest ghoul magusAC2 WIS+3 INT+3⭐⭐Sha
WaistKitchen ToolbeltNajena TenderizerHASTE⭐⭐⭐Monk
WaistFBSSLower Guk FrenziedHASTE⭐⭐⭐Monk
WeaponGhoulbaneUpper Guk · Shin Lord (-5,288)1HS 15/34 · PAL only · proc Dismiss Undead (DD 140-162 vs undead, L20)⭐⭐Pal
WeaponSword of YkeshaLower Guk Ghoul Lord (1558,-749)1HS 8/24 · proc interrupt + hate 425 (L37) = aggro/anti-caster🏆Pal
WeaponBone Bladed ClaymoreBefallen SK Troll2HS 17/45 MAGICPal
RingClawed Knuckle RingNajenastats TBC⭐⭐Monk
FingerJagged BandUnrest GaranelAC5 STR+3⭐⭐all
RobeFlowing Black RobeNajenacaster robe⭐⭐Sha
BackTorn Elvish TapestryCrushbone · Lord Darish (17) (167,91)AC6 CHA+4 SvMagic+5⭐⭐all
ChestSpiky SplintmailCrushbone · Bloodgurgler (19) (291,-69)AC12 HP+15 STA+5 · click Shield of Fire⭐⭐Sha
RangeDeteriorated Ancient Faydark LongbowCrushbone · orc warlord (110,53)14/55 · WAR PAL RNG SHD ROG⭐⭐Pal
ChestGrimy Black Silk RobeCrushbone · Marrowbane (72,-112)AC6 Mana+10 INT+5 AGI+2 — caster only💰 sell
Primary (2H)Mithril Two-Handed SwordLower Guk · froglok kingDMG21 / dly40 · ★ Haste +31%⭐⭐⭐Paladin
"Why it's good / upgrade path" is in the per-class BiS ladders (Ch 6-8). Pristine/Enchanted base pieces (Befallen) → merge to +10 fill every remaining slot early.

Chapter 6 — Trio Best in Slot (ONE character)

EQ Legends — Trio best in slot
It's one body, one set of slots — not three characters. EQL is a solo game (that's exactly why one character carries 3 classes) → BiS = survive + self-sustain + haste, not group roles; aggro/hate stats are wasted solo (nobody to hold aggro from). Priority per slot: AC + HP first (you tank in D4) → one Haste item (biggest DPS jump) → keep some WIS (Shaman mana). Plate everywhere for AC.
Guide-defining rule: a BiS you can grab at a low level = priority #1 — it lasts for ages. Earliest priority pickups: Befallen ~12 (Barbed arms/legs, Antiqued Silver Band), Najena ~20 (Kitchen Toolbelt = haste), Upper Guk ~30 (Ghoulbane). Grab those the moment you're the right level.
SlotGet @
~lvl
BiS (early→mid)Source · zone · named · /locWhy (hybrid)
Head~22Savant's Cap (AC2 WIS+3 INT+3)Unrest · reclusive ghoul magus · (700,27)WIS; swap Small Bronze Helm (AC10) for tank pulls
Face~18Small Bronze Mask (AC5)Unrest · undeadAC
Ear ×2~15-25Opalline Earring (AC2 CHA+5) + Drop of Crystallized Flame (AC1 MANA10 INT1)Unrest barkeep · Najena Unbound Flame1 AC + a bit of mana (Shaman)
Neck~18Small Bronze Collar (AC6)Unrest · undeadAC
Shoulders~25Bloodstained Mantle (AC6 STR+3 SVMagic+10)Unrest · undead knight · (697,-76)AC + magic resist
Chest ★~25-28Bloodstained Tunic (AC13 WIS+4 AGI+4) or Pristine Studded Leather Tunic (AC14, mergeable)Unrest undead knight (697,-76) · Befallen Baron (-1002,-80)Bloodstained = WIS (Shaman); Pristine = +AC & merge
Back~17 ★Torn Elvish Tapestry (AC6 CHA+4 SvM+5)Crushbone · Lord Darish (167,91)Attunable, every class — verified in game 21 Jul 2026, no source lists it
Arms~12 ★Barbed Armplates (AC7 DEX+2)Befallen · shadowknight (mob) · (-988,-195)AC + DEX · early priority
Wrist ×2~20Small Bronze Bracers (AC7) + Ivory Bracelet (AGI+3 MANA+20)Unrest · reanimated hand (572,-15)1 AC, 1 mana
Hands~18Small Bronze Gauntlets (AC9)Unrest · undeadAC
Waist ★~20 → ~30Kitchen Toolbelt (Haste +10%) → upgrade to FBSS (Haste +21%)Najena · The Tenderizer (131,342)Lower Guk · Frenzied GhoulFBSS = the BiS (21% > 10%, both pure haste). Wear Kitchen Toolbelt from ~20; swap to FBSS ~30 → it doubles your haste = your biggest DPS jump
Legs~12 ★Barbed Legplates (AC8 AGI+2) / Small Bronze Greaves (AC10)Befallen shadowknight (-988,-195) / UnrestAC · early priority
Feet ★~30Dwarven Work Boots (AC8 STR+3 DEX+5)Unrest · Garanel · (485,147)AC + STR/DEX
Finger ×2~12 / ~30Antiqued Silver Band (AC2) → Jagged Band (AC5 STR+3)Befallen SK / Unrest Garanel (485,147)AC · Antiqued is an early pickup
Primary ★30–37Survival (PAL, +shield): Ghoulbane (15/34, Dismiss Undead DD 140-162 vs undead) or Sword of Ykesha (8/24, fast · proc interrupt enemy casts) · DPS (Monk) — best = 2× Flaming Fist (both H2H, 6/18 ratio 0.333, one in each hand; monk H2H bonus applies to both hands). No Trade — farm both on Unbound Flame. Don't merge the pair together (merge = 2 copies → one +1 weapon, you'd lose your off-hand) — keep them separate; feed extra copies to +up each fist. Stopgap until the 2nd drops: Flaming Fist + The Tenderizer (5/19). Upgrade → Wu's Fist of Mastery (H2H, base 16/22 ratio 0.727 → mergeable, +3 = 20/22 = 0.909; MNK-only, No Trade) — reward from the Monk Test of Fists quest (steps/level — see eqlwiki). Wu's is ~3× the Flaming Fist ratio → your endgame monk fist.Ghoulbane = Upper Guk Shin Lord (-5,288) (L30, PAL only) · Ykesha = Lower Guk Ghoul Lord (1558,-749) (proc L37)Solo → Ykesha's +425 hate is wasted (no group); keep it for the interrupt vs caster mobs. Otherwise Ghoulbane's undead DD or dual Flaming Fist win.
Secondary~30Small Kite Shield (AC8)Unrest · Garanel · (485,147)shield = AC; drop for 2nd weapon on safe fights
Range/Charmlaterleave empty earlystat-stick slots — fill at endgame, not a farm priority now
Merge: Small Bronze + Pristine pieces drop in duplicates → merge each toward +10 (a merged Small Bronze set beats most of this by the mid-30s). TBC = EQL/higher-level slots I won't invent — confirm on Discord / /loc. Brewall isn't in EQL yet — use the in-game map + /loc. Note "shadowknight"/"SK" in the Source column = the MOB that drops the item, not a class requirement — Barbed Armplates, Small Bronze, Bloodstained, etc. all list PAL in their usable classes, so your Paladin wears them.
🔺 Haste cap & stacking: total haste caps at ~80% before lvl 50, 100% at 50+. Three separate categories that stack together: worn/item (your belt) + spell (Quickness) + Monk discipline (~20%). Within a category only the highest counts → wear one haste belt (FBSS 21% > Kitchen Toolbelt 10%); a 2nd haste item does nothing. So: keep FBSS AND cast Quickness (they add), don't drop one for the other, and don't waste a slot on a second haste item. FBSS 21% + Quickness + Monk disc nears the ~80% cap — anything past the cap is wasted. Since 1 Sep 2026: a detrimental spell no longer overwrites a beneficial one — an enemy Slow no longer eats your Haste, a Snare no longer eats your movement buff, a DoT no longer eats a Heal-over-Time, and nothing strips a buff carrying the same effect type.
⚔️ Weapon choice in the field (solo, ~28+): Default = Ghoulbane + shield in undead zones — its Dismiss Undead proc (140-162) nearly matches dual-fist DPS vs undead, and you keep the shield's AC/block (huge when you're your own healer). Switch to 2× Flaming Fist when: (a) the mob is living (Ghoulbane's proc does nothing → fists win DPS), or (b) the fight is safeSlow landed, small pull — for max kill speed. Trigger = your Slow: not-yet-slowed / risky = Ghoulbane+shield; slowed & under control = dual fists.

Chapter 7 — Trio Strategy (ONE character, 3 class kits)

EQ Legends — Trio strategy
Read this first: you are one character with three class toolkits. When this guide says "Monk pulls → Shaman slows → Paladin tanks", that's you using your Monk pull, then casting your Shaman Slow, then holding aggro with Paladin — all on the same body, in sequence. There is no group. Your limit is your own global cooldowns and mana, so act in the right order, not all at once.
⚔️ Crushbone field findings (21 Jul 2026) — three tools you did not have
  • A pull tool before the Monk. The Deteriorated Ancient Faydark Longbow (orc warlord) is Paladin-usable. Until now this guide had no ranged pull below the Monk kit — now you can body-pull single orcs out of the castle rooms instead of taking the whole room.
  • A damage shield without a Magician. The Spiky Splintmail (Bloodgurgler) — since the 28 Jul patch the Shield of Fire click has moved to Bramblecoat. Click it before a multi-pull: every orc hitting you takes damage, which is exactly the situation where a solo trio loses time.
  • Bloodgurgler is a level 19 Enchanter with a pet. He mezzes and charms. He is the one named in Crushbone that can turn a routine pull into a death — kill the pet first, or pull him away from the other orcs.
🎛️ Build @ ~28 (solo undead farm) — stances · skills · spell bar

Stances & Invocations (Actions [L]; drain endurance/stamina)

Key rule: 1 Stance + 1 Invocation active at the same time — pick one of each for the situation.

Your STANCES (Pal/Monk/Sha): Offensive (+100% melee dmg, +25% hit) · Striker (weapon-skill hits ×3, +25% hit — if you spam kicks) · Defensive (−50% phys / −20% magic) · Mage Hunter (−50% magic / −20% phys) · Evasive (95% evade, monk) · Balanced (−10% all dmg, +endurance regen).

Your INVOCATIONS: Unyielding (HP regen ×2 + 25% resist Fear/mez/charm — huge vs the Undead Knight's Fear) · OverChannel (−150 resist → your Slow/DoTs LAND) · SpellBlade (gem-1 spell becomes a melee proc — put Stun/nuke there; since 1 Sep 2026 a spell qualifies when its cast time and re-use are within 2 seconds of each other) · Recovery (mana regen ×2) · Divine (spending mana also heals you) · Empowering (+spell dmg & heal power).

Best combos @28 (undead):Offensive + Unyielding = default burst (dmg + HP regen + fear resist) · ② Mage Hunter/Defensive + OverChannel = caster rooms / when Slow won't stick · ③ Offensive + SpellBlade (gem-1 = Stun) = melee that procs spells · ④ Balanced + Recovery = mana-starved. Watch the yellow stamina bar.

Skills (level by using — keep maxed)

Defense · Dodge · Parry · Riposte · Block (shield) · Offense · Dual Wield · Hand-to-Hand + 1H Slashing (Ghoulbane) · Bind Wound. Abilities: Mend + Feign Death (Monk), Lay on Hands (Paladin).

Spell bar — 8 gems

  1. Slow (Sha) — the fight
  2. Heal (Sha)
  3. Regen / HoT (Sha) — sustain
  4. Cannibalize (Sha) — HP→mana
  5. Malaise (Sha) — lands Slow/DoT + debuff
  6. Dismiss Undead / undead nuke (Pal) — DPS vs undead
  7. Stun (Pal) — interrupt necros + burst
  8. DoT (Sha) — extra DPS (or Root for 2-3 pulls)

Cast before the fight, then swap out of the bar: SoW · STR/STA + AC buff · IVU (navigation) · Cure. Exact EQL spell names/levels — confirm in-game or eqlwiki "Stances & Invocations" / "Sample Build".

Pulling
  • Monk pulls 1 by line-of-sight; FD-split at 17+.
  • Pull to a safe corner, back to a wall.
Crowd control
  • Shaman Root extras; Paladin stun (undead); Monk FD to reset a bad pull.
Slow rotation
  • Slow the instant you engage, before DPS. Re-slow if it wears.
Healing
  • Shaman heals main; Mend on cooldown.
Emergency rotation
  • Shaman biggest heal → Lay on Hands → FD (Monk) if it's collapsing. (No Complete Heal — no Cleric.)
Mana management
  • Cannibalize between pulls; med only when needed; SoW to reposition.
Multi-pulls & boss
  • 2-3: Root extras, kill slowed one first.
  • Boss: Slow → tank stable → Monk full DPS behind → save LoH for the spike. Long fight = your win condition.
  • Named farming (D4): loop the named circuit (see Farm Atlas) — by the time you return they've repopped.

Chapter 8 — Money Making

EQ Legends — Money making
LvlBest plat farmWhat sells
8-18CrushboneCracked Staffs, Fine Steel, cloth
10-25Befallenundead cash, bronze, rawhide
30-50Lower Guk★ FBSS / Ykesha / Runed Falchion — high value
32-36Hill Giants (Rathe/Karana)raw plat per kill

Chapter 9 — Raid Preparation

EQ Legends — Raid preparation
TargetAccess / LvlResist focusNote
Plane of Hateportal 46+Magicclass planar armor
Plane of Fearportal 46+Magicentry-level raid gear
Plane of SkykeyMagicquest accessories, islands
Nagafen (Sol B)~50Firedragon — FR gear mandatory
Vox (Permafrost)~50Colddragon — CR gear mandatory
Cazic Thule~46+Magicfear god, Feerrott
Innoruuk (Hate)50Magichate god EQL: does less melee/round than Cazic per patch

Chapter 10 — Endgame

EQ Legends — Endgame

★ Bonus — Revamped dungeons & checklist

Revamped (guaranteed named, no placeholders): Befallen, Blackburrow, Najena, Crushbone (5-21) and Lair of the Splitpaw (20-42) since the 14 Jul 2026 patch, then Lower Guk, The Hole, Nagafen's Lair, The Warrens and Mistmoore (28 Jul), and Upper Guk since the 4 Aug 2026 patch, and the Estate of Unrest and Solusek's Eye (Sol B) since the 25 Aug 2026 patch. Watch patch notes / Discord for future revamps.

Completion checklist

Chapter 11 — Legends systems (what classic EQ players get wrong)

Reading the item underlines. Every item name in this guide is clickable and carries a coloured underline that tells you what to expect before you even hover it: gold dotted = a plain item, solid teal = it has a combat effect or proc, double violet = it is used in a quest or a recipe, and double teal = both. Click the name for its stats, its drop source, its effect and what it is used for.
EQ Legends is not classic EverQuest with new maps. Several core rules changed, and they silently invalidate habits you brought from P99 or TLP. Read this before you lock your classes, before you sell a duplicate, and before you decide a named is out of reach.
🗺️ Do this before you play: install Brewall's maps.
The map system shipped with the beta shows almost nothing in most zones. Brewall's map pack fixes it completely — detailed, labelled maps for every zone — and the download and installation instructions are all on his page:
eqmaps.info — EQ map files

Why it matters here in particular: the eight annotated dungeon maps in this guide are drawn on that same Brewall geometry. Install the pack and your in-game map matches these pages corridor for corridor — the entrance, the trap, the fake wall and the key room are exactly where this guide puts them. Without it you are navigating blind against a guide that assumes you can see.
Beta situation — the shipped map system may improve at launch.

1 · One character, three classes — and one irreversible choice

In Legends you do not roll three characters. One character carries three full class kits at once — every spell, ability, stance, invocation and gear access of all three, combined. It is not a hybrid watered down into one: it is a fusion. Your Paladin plate, your Monk strikes and your Shaman slow all live in the same body.
⚠️ How the trio opens up — and the one choice you cannot undo.
Level 1: you start by picking two classes.
Levels 1-9: you play with those two. You can still change your mind — nothing is fixed yet, so use these levels to find out what the kits actually feel like.
Level 10: the third class opens. Your trio is complete.
Level 11 and beyond: to keep levelling you must lock your three classes — and the lock is permanent, all the way to 50 and past it.
Those first ten levels are the only free trial you get. Spend them testing, not rushing.
Two limits worth knowing before you build:
Only one stance and one invocation can be active at a time, whatever your three classes offer — you pick a mode, you do not stack them.
Casters are interrupted when hit. A caster in a trio that tanks will not stand and nuke; plan around pre-cast DoTs and instant effects instead.
Why Paladin / Monk / Shaman works: the Paladin holds the aggro and wears the armour, the Monk supplies sustained melee damage, and the Shaman keeps you alive — its slow cuts enemy attack speed by half. One body, three roles, no group required. That slow is also why it is the first thing you should feed motes into (see below).

2 · Alternate Advancement — from level 1, not level 51

In classic EverQuest, AAs opened at level 51. In Legends you earn them from level 1. Open the window with V. There is no AA slider — the rate is fixed, you cannot trade levelling speed for AA points, so they simply accumulate while you play. Four tabs: General (every class), Archetype and Class (depend on your three choices — you get the combined lists of all three), and Special (unlocked by achievements).
⚠️ The real difficulty in this game is stun, not damage. Pull two or three mobs and you can be stun-locked — or chain-stunned and never get control back. It is the most common way a fight you should have won turns into a corpse run.

The answer is an AA: Steadfast Will. General tab, available at level 1, 8 ranks costing 2/2/3/3/3/3/6/12 = 34 points total, ending at a 100% chance to endure a stunning melee attack, from any angle. For a melee trio this is the best 34 points in the game. Rush it.

Field data, level 37, three Dark Ghoul Knights at once in Lower Guk: the combat log fills with "You avoid the stunning blow" — nine of them on a single screen. Without rank 8 every one of those lines is a stun, and three knights stunning in rotation is the chain-stun that ends the fight for you.

Update — launch day patch (28 Jul 2026): a stun now grants a short immunity to further stuns, so true chain-stunning is gone. Steadfast Will is no longer a survival requirement, but it still stops the individual stuns that interrupt your Slow — worth taking, no longer worth rushing.
Its caster-side counterpart is Persistent Casting (Archetype, 6 ranks): 11% per rank to keep your concentration and finish a cast when stunned. Steadfast Will protects your body, Persistent Casting protects your Shaman.

The one AA that fits this route perfectly

Slay Undead — Paladin class AA, 3 ranks at 3/6/9 (18 points): your melee attacks gain a chance to deal 445% / 850% / 1250% damage against undead and vampiric targets. Look at where this guide sends you: Befallen, Unrest, Lower Guk dead side — undead from level 10 to 40. There is no other 18-point purchase that multiplies your damage across your entire route like this one.
Free AAs — take them the moment they appear. Several cost 0 points: Lay on Hands (Paladin, 10 ranks, heals 6251 scaling with level), Unbound Cascade (Shaman, +10/20/30% critical DoT damage, from level 12), Origin and Gather Party (General — a free teleport home and a party summon). No reason to delay any of them.
Suggested order for Paladin / Monk / Shaman:
1 · every 0-cost AA available
2 · Steadfast Will to rank 8 — stop dying to stun-locks
3 · Slay Undead to rank 3 — your route is undead
4 · survival passives: Combat Agility, Combat Stability, Natural Durability
5 · Cannibalization (Shaman, level 40) — health into mana, the sustain this trio runs on
6 · Ambidexterity (+32% dual wield) if you fight with two weapons
Also worth a look once comfortable: Packrat (weight reduction — you will be carrying duplicates for merging), Mnemonic Retention (extra spell slots) and Improved Mend (Monk).
Full list of every AA and rank: EQL Wiki — Alternate Advancement. Several ranks are still marked unknown there.

3 · Item merging & Motes of Potential

Every piece of gear starts at Tier 0 and can be raised to Tier 10. You raise it by merging into it either another copy of the same item or a Mote of Potential. Each thing you merge adds item experience; when the bar fills, the item gains a tier.
The rule that changes your looting: stats rise continuously, not only at tier breaks. Partial progress already pays. So feed your gear whatever you have, whenever you have it — and never vendor a duplicate of something you wear. A duplicate that already dropped as +1 or better is worth several plain ones.
TierExp to nextTotal expCumulative stat bonus
010+0%
121+10%
243+20%
387+30%
41615+40%
53231+50%
66463+60%
7128127+70%
8256255+80%
9512511+90%
101023+100%
Read the last row again. A Tier 10 item costs 1023 exp. Merged gear gives exp equal to its own tier value (a Tier 0 copy = 1, Tier 1 = 2, Tier 2 = 4 … Tier 9 = 512), so Tier 10 is a long-term project for one chosen item, not something you do to your whole set. Pick your weapon first.
💡 The strategy the developers showed themselves: build a +10 out of a newbie-zone drop.
In the official EQ Legends Insights episode on item merging, the executive producer does not demonstrate the system on a raid item. He farms dervish cutthroats in the North Desert of Ro — a newbie zone — for a plain Cutthroat Insignia Ring: armour class 1, dexterity 2. He merges copies of it up to +10, and the finished ring gives armour class 11 and dexterity 12. His own words: easily farmed from a low-level zone.

Think about what that means for your route. The limit on a Tier 10 item is not rarity, it is how many copies you can farm. An item that drops constantly in an easy zone can end up stronger than a rare drop you will see three times in your whole climb — and you can farm it safely, at speed, at a difficulty you dominate. Pick one slot, pick an item that drops in volume, and grind it while you level.
Two details from the same demo worth keeping: at Difficulty 4 the ring dropped at +4 or better straight away, and merging a +1 copy added 2 points to the bar — because that +1 was itself made from two +0 rings. Merged gear carries its own history forward, which is exactly the table above.

Motes — and why they stop working

Motes add a fixed amount of exp, but each one has a maximum tier it can feed. Past that tier it is useless on that item. High-tier gear can only be pushed further with duplicate gear.
MoteMax tier it can feedExp given
Mote of Infinitesimal Potential01
Mote of Minor Potential11
Mote of Lesser Potential22
Mote of Potential34
Mote of Major Potential45
Mote of Greater Potential56
Mote of Superior Potential67
Mote of Grand Potential78
Mote of Ascendant Potential89
Mote of Infinite Potential910
Where motes come from: mostly named, and infrequently from trash. Higher zone difficulty raises the minimum mote tier that can drop, and killing yellow/red cons raises the drop chance. Your own level caps it too — roughly one mote tier per 5 levels (lvl 15 → Tier 3, lvl 35 → Tier 7, lvl 50 → Tier 10). Motes themselves can be upgraded.
Practical, for this trio's farm loops: the named you already kill for gear are also your mote supply. That is another reason to run the loop rather than grind trash — and a reason to run it at the highest difficulty you survive.

Levelling does not give you your spells — buy them

⚠️ Auto-scribing is a starter kit, not your spell book. New characters are auto-scribed their critical class spells up to level 20 — and that is all. Past 20 nothing is granted, and even below it the word critical is doing a lot of work: plenty of strong spells are simply never handed to you.

You have to go and buy them from vendors. Field data: at level 38, a Paladin/Monk/Shaman player bought 32 spells in one trip — thirty-two spells that levelling had never given him, several of them major. If you have never visited a spell vendor, assume you are missing a large part of your kit right now.

The game will show you what you are missing. You can browse every spell your classes can use, including the ones you have not scribed. Do that every few levels, compare it with your book, and buy the gaps — especially after 20, where nothing arrives on its own.

Spell upgrades — the trio's real power spike

Spells upgrade too, and only with motes. Open the spell's info window (Alt + Left Click, or hold Right Click on the icon in your spell bar, spellbook or the Actions window), drop a mote into the Place Mote slot, then press Upgrade. An upgraded spell gains a Roman numeral suffix — Spell II is Tier 2.
Measured in game, 25 Aug 2026: the cost curve is not an assumption any more. A Tier 6 spell shows x / 64 — exactly 26, the same doubling as gear. But a mote is not worth the same on a spell as on an item: a Mote of Major Potential, fifth rank, moved a Tier 6 spell from 11 / 64 to 27 / 6416 points, that is 2rank-1. The Exp given column above is the item value: the same mote is worth only 5 to a piece of gear. On a spell, read 2rank-1 — 1, 2, 4, 8, 16, 32, 64, 128, 256, 512.
Do not spread your motes. Because each tier costs double the last, feeding one mote each into twenty spells buys you almost nothing, while pouring the same motes into two spells changes fights. Concentrate.
Priority for Paladin / Monk / Shaman, in order:
1 · Your Shaman slow. Slow is what keeps this trio alive — it does more for your survival than any armour upgrade at the same cost. Tagar's Insects (SHM 27) is the one to feed while levelling.
2 · Your main DoT. Sustained damage you cast once and stop paying for — it scales across every pull of a farm loop.
3 · Buffs and debuffs, once the first two are comfortable.
Paladin heals and Monk abilities come after: the trio's bottleneck is mitigation and time-to-kill, and slow addresses both.
Which statistics a spell tier raises — long unconfirmed here — now has an answer. The spell upgrade calculator reads the game client's own spell files and shows any of the 2 039 obtainable spells at any tier, computed for your level: damage, healing, mana, cast, duration, and the motes it takes to get there.

4 · Difficulty gives you merged loot for free

Raising zone difficulty does not only raise the danger: instead of the base item, mobs can drop already-merged versions, +1 to +4, with better stats and sometimes extra bonuses. This is why this guide targets Difficulty 4 — you skip several merges on every drop. It also means a lower-difficulty player misses nothing permanently; it simply takes them longer.
Difficulty also changes behaviour, not just numbers: NPCs start to multiclass, aggro radius grows, and they get more aggressive. Plan pulls accordingly.

5 · Death is cheap — push harder than your instincts say

Dying costs no experience. You respawn at your bind point, or at the zone safe point if your party is out of combat. The out-of-combat timer is 12 seconds.
If you came from classic EverQuest, this is the single habit worth unlearning. A named that kills you three times out of four is still worth attempting — the only cost is the run back. Corpse-recovery caution belongs to another game.

6 · Private instances — the farm loop tool nobody mentions

Zone difficulty works like instancing. If a difficulty gets crowded the server spins up another copy, and you can also open a private instance of a zone — with the option to choose respawns or no respawns. For a named loop this removes competition entirely and lets you control the pace.
How to open one, step by step:
1 · click the Difficulty button in the icon panel at the bottom right of the screen.
2 · choose Create Instance in the small menu that appears (it also shows your remaining charges).
3 · in the Select Instance Options window, set two things: DifficultyD0, D1 Awakened, D2 Adaptive, D3 Fused, D4 Refined — and Type, Solo or Multiplayer. A Spawn Options menu is shown too: since Sep 9, 2026 it opens a Dungeon Crawl in an indoor dungeon — nothing respawns, and clearing every rare creature completes it for motes, experience and a bonus chest, with your instance charge refunded.
4 · press Create.
⚠️ Instances cost a charge, and you only get a couple. The options window shows Current Charges and a Next Charge countdown — roughly an hour to regenerate one. So this is not something you re-roll until the layout suits you: decide your difficulty, your type and your respawn setting before you spend one. Getting it wrong costs you an hour, not a click.
A private instance is not automatically easier. It removes competition for loot, and that is worth a lot — but it has a price. Respawns cannot be turned off, and with nobody else clearing the zone every single one of them is yours. On a long named fight the adds pile up with no one to thin them.
⚠️ Under-levelled in your own instance is a trap. Legends is still EverQuest underneath. You can kill things ten levels above you — but three things break at that gap, and they break together:

Resists climb steeply. Your slow, DoTs and debuffs still land — but far less often. For this trio that is the dangerous one: the Shaman slow is the survival plan, and a resisted slow means you are tanking at full attack speed.
Feign Death fails far more often. Field data — Feign Death at max skill for level 37, against a level 49 mob: four failures in a row, then death.
Split pulling rarely works. One mob staying behind while the others walk off does happen, but it is the exception, not the plan your loop can rely on.

Being able to kill a mob and being able to fight it on your terms are two different things. Level is what buys you the second one — no amount of gear replaces it.
The trap that kills you after the fight is already won: aggro memory outlives the walk home.
You Feign Death, the adds turn round and head back to their spawn point. You watch them arrive, you see only one left near you, and you stand up. They come straight back. Reaching their spawn point does not mean they forgot you — the aggro memory is still holding your name.
Legends does tell you when that memory actually clears: a message along the lines of "all monsters have forgiven your location" (exact wording to be confirmed). That message is the signal — not the sight of them walking away.
And this is precisely why a small spawn room is the worst case. In the Ghoul Lord's cul-de-sac they are back on their spot in seconds, long before the memory resets, so the visual cue lies to you every time. In a tight room you simply cannot afford to wait it out — either you take the whole camp, or you do not go in.
Root pull beats Feign Death pull. It is not close.
Root pull works because it does something FD never does: it takes one mob out of the fight for a fixed time. Root the second one, kill your target before the root breaks, and you have won a clean single fight — even at a level gap.
FD pull does not work at all, and the reason is worth knowing before you waste an evening on it. The classic trick is to tag a mob with a DoT so it stays yours while you lie down — and you can see it holding, the aggro sits bright red on that mob. Then, at some point under Feign Death, every mob turns for home, and here is the killer: the DoT falls off the moment the mob decides you are dead and heads back to its spawn point. The very thing that was supposed to keep it tagged disappears with the pull. You end up with nothing separated and everything reset.
So at a wide level gap — +12 is where it becomes obvious — there is no split pull. Whether that is deliberate design against over-levelled pulling or simply how the aggro system behaves is an open question, but the practical answer is the same: root, or take the whole camp.
Do not misread this: Feign Death is still your best survival button. Everything below is about using it to split a pull — that is the part that has become unreliable. As a way to get out of a fight alive it remains the single most effective tool this trio has: you drop, the fight ends, you stand up and walk away. Two different jobs, two different verdicts. Keep it, train it, use it to survive — just do not build your pulls on it.
If you are going to rely on Feign Death, be the Monk. The two versions are not equivalent. Monk FD is a skill: instant, no mana, no cast time, and its success rate improves as the skill levels. Shadow Knight FD is a spell — it has a cast time and a mana cost, and being a spell it can be interrupted or stunned out of you, which is exactly what happens in the pulls where you need it most. For this trio that is one more argument for the Monk slot.
Community reports on r/EQLegends split down the middle on whether Feign Death still works, and the disagreement is explained by where each player is pulling.
What "double FD" actually is: distance, not a trick.
Feign Death splitting only works if the mobs have a long way to walk home. Drag them far from their spawn point first, then drop — the return trip is now long enough for the aggro-reset message to arrive before they get back. That is the whole technique. Players who report clean splits are pulling in open zones like Splitpaw, where that distance exists.
Which is exactly why it fails on a tight camp. In a small room or a cul-de-sac like the Ghoul Lord's, there is no distance to buy: they are home in seconds, the message never comes in time, and you stand up into a full camp. Add respawns on top and the room refills while you are still lying down. No amount of skill fixes a geometry problem.
And a second reason, specific to your difficulty: at D3 and D4 nearly every mob is a caster. A caster does not need to walk over to you — which makes Feign Death unreliable for a reason that has nothing to do with distance. Players farming D4 report the same thing. So on the difficulty this guide targets, plan for root and for taking the camp; treat a successful FD split as a bonus, never as the plan.

7 · Smaller rules that still bite

Planes: minimum level 46 to enter — not 45.
Personal loot: every player has their own loot pool per mob. Nobody competes with you for a drop.
Attunable: once attuned to your character an item becomes No Trade. Attune late if you might want to trade or stockpile duplicates for merging.
Meditation: sitting does nothing — you are always meditating.
Race restrictions have been removed from many items so you can use more of your loot.
Auto Loot, Auto Merge, Auto Store and Auto Sell exist in the loot settings — set Auto Merge up early.
Destroying an item pays the baseline vendor value instantly, but a vendor pays more if your Charisma is decent.
Auto-scribing gives you your critical class spells up to level 20.

8 · Exaltations — moving an effect from one item to another

Every item has Exaltation slots, and how many depends on its level. Raise an item's level and you unlock more slots — there is no downside to upgrading. Each slot takes one kind of effect, and the effect can come from a completely different item.
SlotItem levelWhat it moves
Ornamentation+0Appearance only. Tokens are sold for cash — not farmable.
Focus+1A focus effect
Click+2A click effect
Worn+3A passive worn effect
Proc+4A weapon proc
The source item must be levelled, not the target. To move a proc you first raise the item that carries it to +4; the effect then becomes a removable Exaltation you can slot into anything. The original loses it — but you can always move it back.
Two traps. An Exaltation carries its own class and slot rules, and it imposes them on whatever you slot it into. A proc usable by fewer classes narrows the target item — put a WAR/PAL proc in a bard sword and the bard can no longer wield it. And a two-handed weapon's proc makes the target primary-hand only, so it can never go in your off-hand.
What this changes when you loot. A weak item with a good proc is worth keeping, and farming a second copy of it is a real goal — the copy is what pays for the level-ups. One Exaltation lives in one item at a time, so decide which weapon deserves it before you spend the motes.
Exaltation slots survive Loadout swaps — what was socketed when you last used a Loadout comes back with it.
Source: EQL Wiki — Exaltations. Slot levels and restrictions reproduced with attribution; the practical reading is this guide's own.
Sources: EQL Wiki — Item Upgrade System and EQL Wiki — New Player Guide and EQL Wiki — Spell Upgrading, the official EQ Legends Insights — Item Merging demo, cross-checked in game. Tables reproduced with attribution; the practical reading is this guide's own. Numbers were still marked as beta-era at time of writing — verify anything that looks off and tell me.

Chapter 12 — The three epics of your trio (1.0)

EQ Legends - The three epics of your trio
Why this chapter exists. Your character carries Paladin, Monk and Shaman, so it can claim all three epics — three legendary weapons on one character, which no single-class player can do. All three chains open at level 46+ and they run through zones this guide already maps.
Three epic steps are already pinned on your maps. Keeper of the Tombs and High Scale Kirn sit on The Hole; Raster of Guk sits on Lower Guk. Click a name to open its map and make the pin pulse.

The three rewards

ClassRewardWhat it is
PaladinFiery Defender2H Slashing 35/40, AC 15, STR +20 STA +10 WIS +15, HP +70 MANA +30, all resists +10 · Effect: Holy Shock
MonkCelestial FistsHands, AC 15, STR +20 DEX +10 STA +10 AGI +10, HP +100, all resists +10 · Effect: Celestial Tranquility (the 40% haste clicky)
ShamanSpear of FatePiercing 20/30, STR +10 DEX +10 STA +10 WIS +20, HP +30 MANA +70, all resists +10 · Effect: Curse of the Spirits

Paladin — Fiery Defender

Paladin epic 1.0
Fiery Defender

Start: Irak Altil, a wandering skeleton in the Plane of Fear · level 46+. Hail him, then say "what are you mumbling about?"

Prerequisite, do it first: the whole Fiery Avenger quest, which itself contains the SoulFire quest and Ghoulbane. Without Fiery Avenger in your bags the last step is impossible.

How long it stays useful (EQProgression): lets you bash while equipped, plus a stun DD. Decent through Kunark when you are not carrying a shield, outclassed by knight weapons in Velious.

1 · The sword

  1. Kill Keeper of the Tombs in The Hole (level 55, 7 to 10 day respawn) → loot Tainted Darksteel Sword.
  2. West Freeport, the peasant woman at (-190,-725): say "what water?" then "I will take it to him"Bucket of Water.
  3. Give the bucket to Joshua, at the back of the bakery (-245,-710)Bucket of Pure Water.
  4. Give Tainted Darksteel Sword and Bucket of Pure Water to Reklon Gnallen, Temple of Quellious in Erudin → Gleaming Crested Sword.

2 · The breastplate

  1. Kill Thought Destroyer in the Plane of Hate (level 55, spawns from a scorn banshee corpse) → Tainted Darksteel Breastplate.
  2. Kaladim mines: hail Jark, say "did you find something?" then "I will get your dinner".
  3. Find Nella Stonebraids by the temple pool (+675,+115), say "do you have Jark's dinner?"Cold Plate of Beef and Bread.
  4. Take it back to Jark → Pure Crystal.
  5. Give Tainted Darksteel Breastplate and Pure Crystal to Reklon Gnallen → Gleaming Crested Breastplate.

3 · The shield

  1. Kill Kirak Vil in Nektulos Forest (level 55, 7 to 10 day respawn, immune to every spell — bring tanks and clerics) → Tainted Darksteel Shield.
  2. Give it to Elia the Pure in Felwithe, by the water before the inner city → Gleaming Crested Shield.

4 · The end

  1. Give the three Gleaming pieces to Reklon Gnallen togetherMark of Atonement.
  2. Give Mark of Atonement and Fiery Avenger to Irak Altil, in the Plane of Fear → Fiery Defender.
PieceWhere it dropsHow to cleanse it
Tainted Darksteel Sword Keeper of the Tombs, The Hole — level 55, 7 to 10 day respawn Bucket of Pure Water (peasant woman then Joshua, West Freeport) → Reklon Gnallen
Tainted Darksteel Breastplate Thought Destroyer, Plane of Hate — level 55, spawns from a scorn banshee corpse Pure Crystal (Jark then Nella Stonebraids, Kaladim) → Reklon Gnallen
Tainted Darksteel Shield Kirak Vil, Nektulos Forest — level 55, 7 to 10 day respawn, fully spell-resistant Elia the Pure, Felwithe (no item — her spirit does the cleansing)

Monk — Celestial Fists

Monk epic 1.0
Celestial Fists
Read this before you start: the four blocks of the quest, and where each one sends you.
BlockWhat it takes
Robe of the Lost Circle Either the direct drop off Brother Zephyl or Brother Qwinn, or the sub-quest: Purple Headband, Red Sash of Order, Code of Zan Fi (Targin the Rock, Nagafen's Lair) and The IdolRaster of Guk, Lower Guk. Then sew it.
Robe of the Whistling Fists Two A Metal Pipe — one off an iksar betrayer (Chardok), one off a drolvarg pawbuster (Karnor's Castle) — handed to Brother Balatin in the Dreadlands.
The book Immortals off any named in Skyfire → Danl's Reference → Lheao, in the hidden cove of Timorous Deep → Celestial Fists (book).
The four fists Fire: Eejag (Lavastorm). Air: Gwan (Plane of Sky). Earth: Trunt (Mines of Nurga). Water: Xenevorash (Lake of Ill Omen) → Charred Scale, Breath of Gwan, Trunt's Head, Demon Fangs.

Start: Tomekeeper Danl, the Erudin library · level 46+.

How long it stays useful (EQProgression): a 40% haste clicky, best in slot through Kunark (23/26 ratio at level 60). This is the best of the three for you — haste helps everything you do in melee, whichever class you are playing at the time.

1 · Robe of the Lost Circle — either loot it directly off Brother Zephyl or Brother Qwinn, or build it:

  1. Get Purple Headband and Red Sash of Order from their own quests.
  2. Kill Targin the Rock in Nagafen's Lair, King room → Code of Zan Fi.
  3. Kill Raster of Guk in Lower GukThe Idol.
  4. Give Purple Headband + Code of Zan Fi to Brother Qwinn, Southern Karana → Needle of the Void.
  5. Give Red Sash of Order + The Idol to Brother Zephyl, Rathe Mountains → Rare Robe Pattern.
  6. Combine Shadow Wolf Pelt + Silk Swatch + Spell: Gather Shadows in a sewing kit → Shadow Silk (Tailoring 36).
  7. Combine Shadow Silk + Needle of the Void + Rare Robe Pattern + Song: Jonthan's Whistling Warsong in a sewing kit → Robe of the Lost Circle (no skill check).

2 · Robe of the Whistling Fists

  1. Kill an iksar betrayer in Chardok → A Metal Pipe (Fi).
  2. Kill a drolvarg pawbuster in Karnor's Castle → A Metal Pipe (Zan).
  3. Give the two pipes and Robe of the Lost Circle to Brother Balatin in the Dreadlands → Robe of the Whistling Fists.

3 · The book Celestial Fists — note that this is a book, a different item from the gloves you are working towards

  1. Loot Immortals off any named in Skyfire.
  2. Give it to Tomekeeper Danl, Erudin library → Danl's Reference.
  3. Give Danl's Reference and Robe of the Whistling Fists to Lheao, in the hidden cove of Timorous Deep → Celestial Fists (book).

4 · The four fists

  1. Fire — say "I challenge Eejag" to a fire sprite in Lavastorm, kill Eejag → Charred Scale.
  2. Air — give the scale to a presence on Dojorn's Island (Isle 1.5, Plane of Sky), kill Gwan → Breath of Gwan.
  3. Earth — give it to a sleeping ogre in the Mines of Nurga, kill Trunt → Trunt's Head.
  4. Water — give the head to the Astral Projection in the Overthere → Eye of Kaiaren. Give the eye to the Astral Projection on the shore of Lake of Ill Omen (-1900,-950), kill Vorash, then Xenevorash → Demon Fangs.

5 · The turn-in

  1. Give Celestial Fists (book) to the mad Kaiaren, in the ruins near Sebilis — he hands it back and attacks you.
  2. Go to the sane Kaiaren, in the hut by the lake (+305,+2470).
  3. Give him Celestial Fists (book) again → he returns a different book, Book of Celestial Fists.
  4. Give Book of Celestial Fists and Demon Fangs to the sane Kaiaren → Celestial Fists.

Shaman — Spear of Fate

Shaman epic 1.0
Spear of Fate

Start: after a kill in the Rathe Mountains, Ocean of Tears, Butcherblock or Field of Bone, talk to a lesser spirit — say "I wish to know more", and do not kill him · level 46+.

How long it stays useful (EQProgression): a damage-over-time with a long cast time. Fine at first, but it ages badly and is close to useless in an experience group. The weakest of the three — do it last.

Read this before you start: this epic is a faction grind, not a quest chain. Almost every step exists to raise Truespirit faction. Once that faction is maxed, the wiki is explicit: you can skip nearly the whole chain — all you still need is a Child's Tear to hand to Lord Rak`Ashiir, plus Black Dire for the boots. Reported counts to reach max: 13 to 76 Tiny Gem hand-ins to Bondl Felligan depending on race and deity, or 25 hand-ins of Envy/Woe/Marr's Promise.

The faction loop, the fast way

  1. Kill a trigger mob — Peg Leg in Butcherblock works well — to spawn a lesser spirit. Say "I wish to know more"Tiny Gem. The spirit stays 5 minutes, Peg Leg respawns about 50 seconds after it leaves.
  2. Hand the gem to Bondl Felligan in the Jade Tiger den, North Freeport (+30,+480). Bind next to him.
  3. Repeat until you get the message "Your faction with True Spirit can not get any better".

The warning that costs people their epic: ally is not enough. Without max ally, the final Iksar Scale hand-in eats your scale and gives nothing back.

The full chain, if you want the whole story

  1. Tiny Gem → Bondl Felligan → he walks you to the Jade Tiger and spawns the Greater Spirits.
  2. Talk to the Greater Spirit of your own godOpaque Gem.
  3. Test of Patience at Erud's Crossing → a Greater Spirit gives you a small gem. The wiki does not name this one, nor the next.
  4. Give that gem to a wandering spirit in West Karana, between the Qeynos hills and the bandit camp.
  5. Rathe Mountains: kill Glaron the WickedEnvy and Woe; kill Tabien the GoodlyMarr's Promise.
  6. Give the three to the wandering spirit → Shield of Falsehood and a second unnamed gem.
  7. Take that gem to the Spirit Sentinel in the Emerald Jungle.
  8. Kill Black Dire in Mistmoore → Black Dire Pelt. Give it to the Spirit Sentinel → Black Fur Boots and a six-slot booklet.
  9. Collect the six reports in the City of Mist, combine them in the booklet, hand it in.
  10. Kill Lord Ghiosk in the City of Mist → three books, handed to the Spirit in the lake.
  11. Pick up Icon of the High Scale, a ground spawn in the City of Mist temple.
  12. Give the Icon to High Scale Kirn in The Hole, kill him → Engraved Ring.
  13. Give the ring to Neh`Ashiir in the City of Mist, kill her, loot her diary, hand it to the Spirit Sentinel.
  14. Plane of Fear: kill golems (Dread, Fright or Terror) to spawn the Iksar Broodling → Child's Tear.
  15. Give the tear to Lord Rak`Ashiir in the City of Mist, kill him → Iksar Scale.
  16. Take the scale to the Spirit Sentinel wolf in the pond, Emerald Jungle → Spear of Fate.

Three faction walls, in order: the booklet needs kindly with the Spirit Sentinel · Lord Rak`Ashiir needs ally but not maxed ally · the final hand-in needs maxed ally.

Which order to do them in

Monk first. The 40% haste clicky serves your character permanently, whichever class you are running. It is the only one of the three whose benefit does not depend on the active class.

Paladin second, but only if you play without a shield — that is the one case where it adds something. Budget for the Fiery Avenger, a whole quest of its own, up front.

Shaman last. Its damage-over-time ages badly, the chain is the longest of the three, and it has three separate faction thresholds. Do it for the collection, not for the power.

The 2.0 epics — what exists elsewhere

They are not in Legends today. The 2.0 epics come from Omens of War, far beyond the game's current content. The figures below describe live EverQuest and are here as a reference for what these weapons eventually become — not for what you can get now.

ClassClickyFocus
Monk +25% max HP (capped at 10,000) and a 300 point damage proc with stun · 3 min cooldown cuts 8 minutes off the Innerflame discipline cooldown
Paladin healing received up +40% and a direct damage proc · 5 min cooldown up to +40% healing on spells
Shaman +65% melee critical chance and +110% critical damage for the whole group, plus a 500 point heal over time · 3 min cooldown lowers your threat by 6%

The reversal is striking: the Shaman is the weakest of the three at 1.0 and by far the strongest at 2.0 — its clicky is a group buff few classes can match.

Sources: chains and steps taken from eqlwiki.com (Paladin Epic Quest, Monk Epic Quest, Shaman Epic Quest) · usefulness verdicts and the 2.0 clicky comparison from EQProgression. Every /loc and named referenced above links back to this guide's own maps.
Sources. The three chains are cross-checked against EQProgression (see also all 1.0 epics and how long each epic stays useful), then against our own item and named databases. Stats and drops come from eqlwiki, named positions from EQTOOL.

Chapter 13 — Raiding in EverQuest Legends

This is the chapter where classic knowledge stops helping you. In original EverQuest you walked into a plane and the god was standing in it. In Legends he is not: raid bosses spawn in neither the open world nor a personal instance. They exist only inside a raid instance, and a raid instance is opened by talking to a voidling. If you have been running a plane and wondering why the boss never appears, that is why.

Where the voidlings are

Every raid target below is reached the same way: travel to the zone, find the object that opens the door, and talk to the voidling beside it. Clicking the other object usually opens the public instance instead — trash only, no boss.

A druid to 25 and a wizard to 23 unlock rituals, which are port spells you keep even when you are not playing that class. Most raid travel in this game assumes you have them.

The order most players kill them in

TargetZoneWhy
Phinigel AutroposKedge Keep 🗺Skip it unless you are a Mage — the pet buffs are the draw
Master YaelThe HoleLittle loot, but worth one visit as a fresh 50
Lord NagafenNagafen's Lair 🗺Selo's Drum, Cloak of Flames, Orb of Tishan — kill him early
Lady VoxPermafrostTobrin's Mystical Eyepatch, and the only Improved Damage III in the game
InnoruukPlane of HateThe widest gear range of any plane boss, earrings through necklaces
Cazic-ThulePlane of FearThe minibosses around him are the tedious part; he drops well
Plane of Sky 🗺East FreeportNo voidling — the main endgame zone, and where primary classes unlock

Difficulty tiers, and what they change

Bosses run from D0 to D4. Loot scales with the tier since the 29 July hotfix: higher tiers roll better, and the tier also governs what a merge is worth. The weekly bonus-loot lockout resets Tuesday at 8AM PST, and a kill made while locked still returns one guaranteed drop from the boss's unique table. Lockouts are reported to be per difficulty, so a first clear at D0 need not cost you anything higher up.

Loot works differently here

Loot is personal. You are not rolling against anyone, and what drops for you is still tradeable afterwards — if a friend needs your drop, hand it over. The trade-off is that grouping scales boss hit points, so a group fight lasts longer than a solo one until your gear catches up. Death touch has been removed entirely in group raids; charm, mez, fear and buff stripping remain.

Up to three raid tokens drop each week. A token raises one item or spell by a single level — a Cloak of Flames from +9 to +10 — which spares you the motes or the duplicate copies that upgrade would otherwise cost.

What this means for the two planes in this guide

Plane of Fear. Reached by the voidling; the encounter is four minibosses — the three golems and the dracoliche — and then Cazic-Thule. Clearing the minibosses is widely described as more tedious than dangerous, but the god drops well.

Plane of Hate. No wizard port needed: travel to South Ro or North Ro and run to Oasis of Marr. On Spectre Isle, in the tower, the second floor holds the sword that opens the public instance — the wiki calls it black, a player filming it calls it flaming; the voidling above it opens the raid. Innoruuk drops the widest range of gear of any plane boss, from earrings to necklaces.

One habit worth taking in Hate: put levitate on and travel across the rooftops. The zone's own geometry has a thin band of surface ten units deep above the streets, in hundreds of separate pieces — the tops of the buildings — and mobs on the ground below will not aggro you up there.

What the 18 August patch changed for raiding

Pacifying your way in now works. Harmony and the other targeted lull spells land on NPCs you have not engaged yet. Before the patch a lull was refused on anything that had never been touched, which made the classic approach — quiet the room, then take the target alone — impossible. A Shaman can now open the way in both planes instead of relying on a body pull and a prayer.

Plane of Fear stops fearing and charming you into oblivion. The zone no longer chain-fears the group, which was the single reason most trios turned back at the entrance. In Plane of Sky, wasps and shimmering meteors hit far less hard while charmed, and a non-raid boss can no longer charm you if it already holds a pet.

Grouping now gives its experience bonus, as it always should have, and entering a raid instance hands you its Potential of the Void task automatically — one less step to forget before a lockout.

Inside the instance

Every raid comes in two versions, solo and group, and they share one lockout — you cannot run both in the same week and be paid for both. The group version is not simply the same fight with more people: it adds bodies, and in two zones it moves the boss.

ZoneThe voidlingWhat is inside
The Hole 🗺Outside Paineel — on the cliff before the drop into The Hole, on your rightMaster Yael, with two elementals and a flighty fiend circling his room — they path, and they will drag him into your pull. Trash 40–56.
Nagafen’s Lair 🗺Inside Sol B, on the first platform of the fire giant areaFour bosses, not one: King Tranix, Warlord Skarlon, Magus Rokyl, then Lord Nagafen. The minibosses carry their own table.
PermafrostJust before the large double doors into the giant areaSolo, Lady Vox stands with a single priest of Nagafen. In group she has four more giants and an icy terror. Trash 35–55.
Kedge Keep 🗺At the zone-inOne room. Four seahorses north, south, east and west, Phinigel Autropos roaming below them. 49–53.
Plane of Fear 🗺, Plane of Hate 🗺Fear: in The Feerrott, to your left as you approach the portal. Hate: at the top of the spectre tower on Spectre Isle, in the Oasis of MarrNo separate raid map: the plane you walk into is the instance, and the god is at the end of it.

Magus Rokyl moves between the two versions. Solo, he stands in the stairwell outside Nagafen’s room and can be taken on his own. In group he stands inside it — bring someone who can feign death, or you pull the dragon along with him.

What the bosses actually drop

The difficulty tier decides how well a drop rolls, not what can drop: each boss has one fixed table. Below is what is worth the trip. Underlined names open their card.

BossWorth the trip
Master YaelEarthshaker (37/70, Earthquake) is the reason to come; Imbued Granite Spaulders at AC 20, plus Brell's Girdle and Loam Encrusted Robe.
Phinigel AutroposCaster loot from end to end — Staff of Elemental Mastery: Water, Trident of the Seven Seas, Rod of Malisement and Wand of Mana Tapping.
Lord NagafenCloak of Flames and Orb of Tishan are the famous two; Bladestopper carries AC 25 and Rune IV, Blight, Hammer of the Scourge hits 23/47, and Selo`s Drums of the March is the bard’s.
Lady VoxTobrin's Mystical Eyepatch, still the only See Invisible eyepatch worth wearing; Staff of Forbidden Rites (25/50, Resurrection), Scimitar of the Mistwalker and White Dragon Tooth.
InnoruukArmour rather than weapons, and across every slot: Engineer's Ring at AC 20, Cloak of Scales at 15, Brewer's Mesh Cloak at 13, Skinner's Belt at 12.
Cazic ThuleThe widest table of the six: Halo of the Enlightened (AC 25, See Invisible), Robe of Inspiration (AC 20, Flowing Thought I), and two 30/45 blades — BladeStorm, Katana of Steel Sleet and Soul Leech, Dark Sword of Blood.
Plane of Sky

Plane of Sky — the eight islands

Sky is the one raid zone with no voidling, and the only one built as a climb. It is reached by an orb on a rock in the East Freeport bay, at roughly −425, −1200 — click it and you are up. A wizard with Alter Plane: Sky can bring a group instead, one Cloudy Stone of Veeshan per cast. Entering strips every buff and debuff you are carrying, so save the expensive ones for the top.

The zone’s own rules. No teleport works inside except Alter Plane: Sky. There are three ways out: fall, die, or a druid’s Wind of the South or Wind of the North. Falling costs more than the walk back — it destroys every Sky key you are carrying and drops you in the ocean east of the Freeport docks. Succor and Evacuate put you on island 1 beside the Key Master, which is the safe reset. Nothing in the zone sees invisible. Islands 2, 5 and 6 aggro on sight; island 4 wakes up after its first death. The portals between islands are one-way and each needs its key — and in Legends a key is added to your keyring for good once used, and is dropped by the island boss rather than the trash.

IslandBossKey it dropsWhat to know
1 Fairya thunder spirit princessKey of the Misplaced, Key of SwordsThe fairies are not KOS — this is where you organise and buff. The Key Master sells the rest of the early keys. Farm Wind Runes here.
1.5 NobleNoble DojornWestern teleporter from island 1. No key drops here: buy the island-2 key first or you are stuck until you die, fall or port. The blade storms assist him.
2 AzarackProtector of SkyKey of MisfortuneEastern teleporter from island 1. Killing a few azaracks spawns him. The mobs are social — expect adds on the first pull.
3 HarpyGorgaloskKey of BeastsStay off the edge: Mana Detonation flings people into the sky or into adds. Gorgalosk stuns 12–15 seconds with Stone Breath.
4 PegasusKeeper of SoulsAvian KeyMuch harder than island 3, and the largest. Every trash mob splits on death, and the split splits again — each pull is several fights.
5 SpirocThe Spiroc LordKey of the SwarmA banisher, walker or revolter spawns the Spiroc Guardian, which spawns the Lord. Respawn is fast enough to farm forever. Knockbacks: face outward.
6 BeeBazzt ZzztKey of ScaleOnly a single split leads anywhere: one Bazzzazzt → Bzzzt → the queen. A two or three-way split is a dead end for that pull.
7 DrakeSister of the SpireVeeshan’s KeyWindrider drakes cast grav flux and will throw you clean off. Clear the sphinxes before engaging her or they come through the wall.
8 VeeshanEye of VeeshanThe Hand is only here if you killed the Overseer back on island 4. Neither sees invisible, so you pick the spot. The Eye has 32,000 HP solo at D0.

The Efreeti Cycle runs across three islands. Noble Dojorn on 1.5 spawns the Overseer of Air on island 4; the Overseer spawns the Hand of Veeshan on island 8. Kill them in that order or the later two are not there at all — and the Efreeti weapons come off those three.

Why a trio comes here at all. Completing a class’s Sky tests is what unlocks that class as a Primary Class in your loadouts. Legends cut the classic quests down to a handful of Wind Runes plus one or two named pieces, and Wind Runes drop from every mob in the zone — most people farm them on the early islands. Take the free Efreeti’s Key from the Key Master on island 1, use the pad at the north point, and hail the efreeti for your class in the Efreeti Chamber.

The rest of the reason is the belts: 21% haste for every melee class, 16% for the hybrids, with a bracer instead for the intelligence casters. Monks, Magicians, Rangers and Paladins also have to come here for their epic. Nothing on the island tables below matches those — in Sky the quests are the loot.

Sources. Raid mechanics, voidling locations and travel routes from BrutallStatic, Every Voidling Location and his EverQuest Legends Compendium. Zone measurements, patch-note dates and source grading from EQL Source. Raid-instance layouts, island progression and Plane of Sky rules from eqlwiki. Innoruuk at Difficulty 3 demonstrated by Gymnastic Goldfish.

Chapter 14 — Level 50 BiS: what to farm once the pre-raid is done

Chapter 6 takes one character from level 12 to 30. This one picks up where the pre-raid ends: you are 50, the three classes are all live on the same body, and the question is no longer what can I wear but in what order do I farm it. Below is the route, step by step, then the full slot list.

One thing decides the order: a slot you can fill in a zone you already have to cross costs nothing. Everything here is reachable in classic-era content — nothing sends you to Kunark or Velious, which the game does not open.

The farm route, in order

StepZoneWhat you take
1Plane of Hate 🗺The whole Lustrous Russet set plus the Righteous legs and boots. Farm the haunted chests and nothing else — they drop Russet and only Russet. The circuit is static, eight or nine chests, about fifteen minutes, and the instance resets hourly. Order inside the zone: chest, arms, hands, legs, feet.
2Plane of Fear 🗺The Valorium head and wrists off Phoboplasm and the Clerics of Innoruuk. Take the neck and the cloak in the same run: Cazic Thule drops both, and you are in his instance anyway.
3Nagafen's Lair (Sol B) 🗺Efreeti Lord Djarn for the finger, and the belt is a Lower Guk detour rather than a Sol B one — see the table. Short stop, two slots.
4Innoruuk 🗺, then Plane of Sky 🗺Last, because it is the longest. Innoruuk takes the ear and the shoulders; the Spiroc Lord holds the eye patch, and the Treant fists drop off half the island bosses on the way up.

What changed from the classic roadmap. The old step three sent you to Old Sebilis for the cloak and an earring. Sebilis is Kunark, and the wiki files it under out of era — it is not on the server. Both slots are covered instead by pieces from zones you already walk through, and they are better: AC 15 on the back instead of 10, AC 18 on the ear instead of 5.

The numbers below are the +0 item. Legends lets you upgrade a piece with motes, and every stat climbs with it — a Mithril Two-Handed Sword reads 31% haste on its card and 33% once it is +2. If your inventory shows more than this table, your copy is simply upgraded.

Armour, slot by slot

SlotItemStatsSource
ChestLustrous Russet BreastplateAC 26a haunted chest · Hate 🗺
ArmsLustrous Russet VambracesAC 15a haunted chest · Hate 🗺
HandsLustrous Russet GauntletsAC 12, +50 HPa haunted chest · Hate 🗺
LegsGreaves of the RighteousAC 24, +20 HP, WIS +2a Knight of Innoruuk · Hate 🗺
FeetBoots of the RighteousAC 21, WIS +2a hatebone drake · Hate 🗺
HeadValorium HelmetAC 17, WIS +7, +15 manaPhoboplasm · Fear 🗺
Wrist 1Valorium BracersAC 10, +10 manaa fetid fiend · Fear 🗺
Wrist 2Hero Bracers, then a second ValoriumAC 9Minotaur Hero · Steamfont Mountains (-1215,1064)

Jewellery and the rest

SlotItemStatsSource
BackCloak of the FearsomeAC 15, +100 HPCazic Thule · Fear 🗺
NeckBile Etched Obsidian ChokerAC 10, +100 HP, See InvisibleCazic Thule · Fear 🗺
Ear 1Earring of BashingAC 5, WIS +8Innoruuk · Hate 🗺
Ear 2Stonemelder's BandAC 18Retseth Tretse · The Hole 🗺
ShouldersPauldrons of PowerAC 10, +30 HP, WIS +9, +30 manaInnoruuk · Hate 🗺
WaistThick Banded BeltAC 8a ghoul supplier · Lower Guk 🗺
FingerDjarns Amethyst Ring+80 HP, AGI +9, Focus: Spell Haste IIEfreeti Lord Djarn · Sol B 🗺
FaceTon Po's Eye PatchSTR/DEX/AGI +8, See InvisibleThe Spiroc Lord · Plane of Sky 🗺

Two notes on the ear and the belt. The Twisted Bone Earring often quoted for this list does exist, but on a bone golem in Lake Rathetear, and at AC 5 it is half of what the Stonemelder's Band gives you in a zone you already clear. The Thick Banded Belt is filed under Sol B almost everywhere; our database puts it on a ghoul supplier in Lower Guk.

The route inside each zone

ZoneRouteWhat it gives
Plane of Hate 🗺Maestro of Rancor (-82,295) → Innoruuk (227,3) → an eerie chest (600,-242) → a Knight of Innoruuk (561,-454, 100%) → Lord of Ire (502,-598)Russet set, Righteous legs and boots, ear, shoulders, shield
Plane of Fear 🗺Phoboplasm (860,480) → Cazic Thule (1116,-43). A Gorgon sits at (-282,-664), the far side.Valorium head and wrists, neck, back
Nagafen's Lair 🗺Efreeti Lord Djarn (-482,321), just past the entrance — Nagafen himself is at (-1395,-871), far beyondDjarn ring
Lower Guk 🗺a ghoul supplier (638,-774, 25%) → the froglok king (-105,22)Belt, and the Mithril for the ANY slot
The Hole 🗺Retseth Tretse around (173,-285) — the Brewall pack marks this one uncertainEar 2
Plane of Sky 🗺The island climb of chapter 13. Treant fists drop off six of the nine island bosses; the eye patch is on The Spiroc Lord (-836,1090)Face, off-hand

Weapons, and the ANY slot

Legends gives you a third weapon slot, ANY, which holds an item you never swing — it is there for its worn effect alone. That is where the haste goes, and it is the single biggest DPS jump available at 50.

SetupPrimarySecondaryANY
Tanky / burstPrimary Fiery Avenger (33/44, Flame Shock)Nothing — the Avenger is two-handed, the slot is closedANY: Mithril Two-Handed SwordHaste +31%, worn. Off the froglok king in Lower Guk 🗺, so it is yours before the pre-raid is finished.
SurvivalPrimary Aldryn, Blade of the Ocean (20/26)Secondary Shield of the Immaculate — AC 25, Cure Disease, off Lord of Ire in Plane of Hate 🗺
Full speed monkPrimary Wu's Fist of Mastery (16/22)Secondary Whitened Treant Fists (14/28)

The fast hand goes in the primary: 0.73 damage per tick against 0.50, so Wu's in front and the Treant fists behind, never the reverse. The Treant fists drop off a thunder spirit princess, Noble Dojorn, Bazzt Zzzt, Gorgalosk and the Protector of Sky — six island bosses out of nine, so Plane of Sky hands them to you on the way to the eye patch.

Where the epics fit. All three chains are live on Legends. Fiery Avenger above is not the paladin's endpoint, it is the prerequisite — the reward is Fiery Defender, 35/40 with AC 15 and +70 HP. And Celestial Fists is a hands item, not a weapon: AC 15, +100 HP and a 40%% haste clicky, worn alongside the pair above rather than instead of it. Chapter 12 has the three chains in full.

Shaman pet. Frenzied Spirit is the highest pet you can hold at 50. Pour your Motes of Potential into it before anything else — on a body that tanks, heals and melees at once, the pet is the only part that fights for free.

Sourcing: map geometry = your Brewall pack (LOCEVERQUEST) · named/loc/stats = EQL Wiki + Project 1999 · zone maps = EQ Atlas · meta/patch = EQ Legends Discord. EQL beta — verify /loc & loot in game. Maps: mouse wheel / +− buttons / drag to pan / double-click reset.
☕ Support