View Full Version : Enchanter Levelling Path
zelld52
07-16-2025, 03:42 PM
It's been years since I've levelled an enchanter. I like to plant somewhere and not have to move around alot. Limited play time, so I'd rather not spend 20 minutes travelling between zones.
Seeking some options for 12-30ish. So far I've cobbled together:
a) Steamfont --> Lfay / Unrest --> Mistmoore / Unrest* = Sticking close to Felwithe / Steamfont for easy access to Enchanter trainers / spells. Also highest chance of finding groups.
b) Warrens --> Stonebrunt** = Least travel required, have Paineel faction already (Alliance OP) - can bank my spells and just return to Paineel, but not sure how constistent exp would be at level 18-30 or so in Stonebrunt
c) Befallen / WC --> Oasis --> Guk*** = Most travel, but very consistent exp from 12-30.
Has anyone done Stonebrunt reliably after Warrens? Any other suggestions that I'm overlooking? Theenks
shovelquest
07-16-2025, 03:56 PM
Personally my favorite thing to do with enchanter is to stricly camp items for EXP, even at low levels like 12-30!
At 12 you can start charming, I would definitely be doing befallen, with the goal of getting a gossamer robe before I need to leave for greener pastures.
There's nothing to gain in unrest for enchanter until your in your high 20s so I would go from befallen probably next to UGuk to get some bracers.
Then I would go from Uguk to sol A to get some boots, and some other items, especially impskin gloves.
Then I would go to MM at 30 to do the hooded cloak mob and then from there I would go to Sol A/B
d) Befallen --> UGuk --> SolA --> MM --> Lguk/SolB
WarpathEQ
07-16-2025, 04:18 PM
Could just do the entirety of 12-30 in unrest, I would actually even stay until 40
zelld52
07-16-2025, 04:46 PM
Could just do the entirety of 12-30 in unrest, I would actually even stay until 40
I am trying to minimize the time in Unrest, unless the zone is empty of players. There just aren't enough mob spawns to justify the lengthy travel to get there, imo. Last toon I sent through Unrest would clear a camp in like 8-10 minutes then meditate and semi AFK for 10 minutes waiting for respawns.
I'm looking to do shotgun 1-hour sessions, with little downtime, heh. But - it's always on the table - especially lower levels like the courtyard level range - or for the hag tower.
loramin
07-16-2025, 05:11 PM
https://wiki.project1999.com/Per-Level_Hunting_Guide (click "Enchanter" at the top).
Goregasmic
07-16-2025, 07:14 PM
Steamfont to 12 and then Unrest yard would work.
Befallen is annoying because at level 8 or so some stuff around ent will be green and some deep red. Gotta be twinked to survive solo. Mostly dead zone.
Unrest can be busy, same for mistmoore. Oasis crocs too.
Sol A/B, U/L guk, warrens, stoneburnt are mostly dead. Good for soloing.
24-35 I did SK aviaks then gnolls, mostly safe and fun. The gnoll scrolls quest is good exp.
35-40 I did crystal caverns orc/spiders. A bit off the beaten path hut it was enjoyable.
44-51 CS wyverns are hard to beat, if not impossible. Braindead easy too.
52-60 you can do HS.
54+ Velks is very fun.
kjs86z2
07-17-2025, 09:21 AM
Literally go wherever you want, the world is your oyster.
https://wiki.project1999.com/Recommended_Levels_and_ZEM_List#ZEM_List
Sort "current value" column for highest ZEMs.
Pick anything thats over 100.
I'm a big fan of warrens --> perma --> CT/Paw
zelld52
07-17-2025, 11:05 AM
Thanks all for the suggestions, and I guess I should have titled the thread a little more precisely - but I'm specifically looking for zones that are interconnected, or within 1-2 zones of each other to progress through the levels:
I like to plant somewhere and not have to move around alot. Limited play time, so I'd rather not spend 20 minutes travelling between zones.
That's why I said Warrens > Stonebrunt, or sticking on Faydwer with Steamfont > Lfay > Mistmoore.
The goal is to log in, kill for an hour, log out, while minimizing travel between hunting spots.
Zuranthium
07-17-2025, 04:17 PM
Runnyeye/Gorge for great fun.
zelld52
07-17-2025, 04:24 PM
Runnyeye/Gorge for great fun.
Ooooh I've actually never done Runnyeye .. or if I have only very briefly. I remember the pathing eyeball that wrecks lower levels on the 1st floor - but dang it seems like it is fun
been a while but I recall the 12-24 game being awful.. 24+ is where it starts getting awesome though, my fav spot forever will be the Iksar Exiles in swamp of no hope (link (https://www.project1999.com/forums/showthread.php?t=282457)), a bit rough at 24 but it's super fast up to 32.
then, if your feeling particularly saucy, you can hop a few zones over at 32 and start doing servants of sythrax and the jesters til 40.
^ one of my biggest gripes with Quarm, is that the exile camp doesn't exist there, unsure if the camp is unique to the titanium client or what.
shovelquest
07-18-2025, 02:28 PM
Ooooh I've actually never done Runnyeye .. or if I have only very briefly. I remember the pathing eyeball that wrecks lower levels on the 1st floor - but dang it seems like it is fun
I leveled a druid in runny, gorge and east karanas, it was very different than my usual adventure, and I remember it like a real life vacation.
kjs86z2
07-21-2025, 10:16 AM
Velks is honestly the spot since you never have to worry about a difficult CR. Great ZEM.
Zuranthium
07-21-2025, 09:56 PM
Velks as a level 12-30 player, LOL? And since when does it have any kind of special ZEM?
zelld52
07-22-2025, 08:46 AM
I don't think it's the ZEM - it's just a higher average level mob than the other options at 55+ (KC, Sol B, etc)
Goregasmic
07-22-2025, 10:07 AM
yeah KC and HS ent/basement/north will green out significantly at 59 but it starts around 57-58 IIRC.
Velks mobs are annoying because they have like 20% more hp but it is offset by the fact they're all blue cons. If you can get frenzy it is very good money but that is a load bearing if. You can clear all 4 named within 10 mins and it leaves you like 17 mins to practice reverse charming on trash. Translucent spiders can also be TOT'ed so that is good. Zone layout means you cannot die there and there's very often a cleric anyway.
HS greens out but being able to TOT almost everything is nice and the mobs are cardboard. Good reverse charming in north too, easier than velks. Money isn't great but mucilaginous girdles sell fast and adamantite clubs are still worth something but they're rare. Biggest downside is CRs are annoying and clerics can be rare. 1 bad lull and you basically get insta gibbed by HTs.
KC basement can be decent and CRs are easier than HS but there's no loot and stuff greens out too. No real TOT options IIRC but no HT means safer.
zelld52
07-22-2025, 10:23 AM
KC basement can be decent and CRs are easier than HS but there's no loot and stuff greens out too. No real TOT options IIRC but no HT means safer.
KC basement is #1 for Necros to get to 60. Very little effort, consistent, and a chance at Verix spawn. Velks is also good too - but you need the Necro clickies to be effective there (epic, VP staff)
HS South was dicey, and alot of time is spent doing recoveries, or feigning off failed pacifies.
-----------------------
For enchanter, I can't remember for the life of me where I levelled from like 12-30. Currently 16 sitting in Oasis charming crocs and occasionally grouping. Pretty sure I did UGuk last enc.
But again, looking for spots near each other so I don't have to travel so much
Tewaz
07-22-2025, 01:23 PM
On Necro and multiple Enchanters I just stick in HS North all the way to 60. You get very few resists and mana regen is through the roof with ToT. Definitely felt better in West, but it is tough to camp out there if you need to and the CR is tougher. At 59 you can do the pull 3-5 onto your pet, root them all and reverse charm them down which just feels awesome.
A big thing I look at on solo charm classes is kills per cycle. At 59 I was doing 16-17 in HS North which included all the 3 named spawns in the main area. When duoing with cleric/necro/enchanter that number would jump to 24ish and occasionally dipping into the area around the key holder which was really cool.
shovelquest
07-22-2025, 02:27 PM
yeah KC and HS ent/basement/north will green out significantly at 59 but it starts around 57-58 IIRC.
Velks mobs are annoying because they have like 20% more hp but it is offset by the fact they're all blue cons. If you can get frenzy it is very good money but that is a load bearing if. You can clear all 4 named within 10 mins and it leaves you like 17 mins to practice reverse charming on trash. Translucent spiders can also be TOT'ed so that is good. Zone layout means you cannot die there and there's very often a cleric anyway.
HS greens out but being able to TOT almost everything is nice and the mobs are cardboard. Good reverse charming in north too, easier than velks. Money isn't great but mucilaginous girdles sell fast and adamantite clubs are still worth something but they're rare. Biggest downside is CRs are annoying and clerics can be rare. 1 bad lull and you basically get insta gibbed by HTs.
KC basement can be decent and CRs are easier than HS but there's no loot and stuff greens out too. No real TOT options IIRC but no HT means safer.
The kobolds up at the kobolds huts are great for enchanter, one type of kobold has a much higher DPS output than the rest, so that guy + slow is a great EXP mill - but yeah its like 50+ not 12-30 :o
Goregasmic
07-22-2025, 03:47 PM
On Necro and multiple Enchanters I just stick in HS North all the way to 60. You get very few resists and mana regen is through the roof with ToT. Definitely felt better in West, but it is tough to camp out there if you need to and the CR is tougher. At 59 you can do the pull 3-5 onto your pet, root them all and reverse charm them down which just feels awesome.
Yeah reverse charming is super satisfying and if they ever nerf lull I think it will be a lot more fashionable for stuff that doesn't summon.
Mobs are a little higher in west so less greens but I broke in and the lack of safe spot was nerve wracking and it means if you log with invis or IVU and you're unlucky with spawns/pathing you get like 2 mobs on you right off the bat on next login. It is nice for extended sessions but not worth the hassle compared to north, which can be approached casually, or not. And if you die in south/west, hope you were close to the pit trap or you're in for a painful CR... north is not too hard to CR and break in on top being able to kill all 3 named on a corridor right over basement.
But hey, if you're good in south more power to you but at 58-59 I didn't feel like risking it much being so close to my first 60. That and spending my limited playtime on CRs and luring clerics i HS.
Goregasmic
07-22-2025, 03:55 PM
The kobolds up at the kobolds huts are great for enchanter, one type of kobold has a much higher DPS output than the rest, so that guy + slow is a great EXP mill - but yeah its like 50+ not 12-30 :o
Yeah 50+ apparently in SS there's a supercube that just destroys the wyverns. I kind of want a xialn mask so I might check it out soon. Apparently good money too selling winters fury, skyfury scimitars and oiled greaves among other things.
Tewaz
07-22-2025, 05:53 PM
In north if you die on the ramp near the south wall you can drag through the wall in the room behind the north locked door which is super nice. I've done a number of easy solo corpse runs that way. Can also look through the south wall on the safe ramp and see what the entrance mobs are.
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