Project 1999 offers a classic EverQuest experience, where leveling is a significant part of the game. This guide consolidates information to assist players in efficiently navigating the leveling process, drawing upon community knowledge and past experiences. It is designed for those playing on the Project 1999 server, not the modern free-to-play version. This includes focusing on classic era strategies.
What is Project 1999?
Project 1999 is an emulated server designed to recreate the classic EverQuest experience as it was in 1999. It aims to provide players with an authentic recreation of the original game, before expansions significantly changed the gameplay. This means it has a slower pace of leveling compared to modern MMOs. Unlike modern versions, Project 1999 emphasizes the journey as much as reaching the level cap. It also focuses on community and player interaction. The server operates independently, and is not affiliated with Daybreak Game Company. It provides a challenging, rewarding, and nostalgic experience for players, whether returning veterans or newcomers eager to experience classic EverQuest. The server also features a vibrant community.
Early Leveling (Levels 1-10)
The initial levels in Project 1999 involve navigating newbie zones and understanding core game mechanics. This section outlines strategies and areas for levels one through ten, focusing on efficient experience gain.
Newbie Zones and Starting Strategies
Starting in Project 1999, each race has its designated newbie area; For example, those in Halas will find Everfrost a beneficial starting zone, considered one of the best. Qeynos offers a more interactive experience with varied NPCs and quests. New players should focus on learning the game’s basic mechanics, such as turning in letters to guildmasters and understanding combat. Early quests often involve collecting items from low-level creatures, yielding experience and coin. Utilizing quests early in the game can provide faster leveling than simply grinding. These starting zones are crucial for establishing a character and preparing for more challenging adventures. Focus on completing quests to gain extra experience, and don’t be afraid to explore your starting city.
Qeynos Area Leveling (1-10)
For characters starting in Qeynos, the initial levels (1-3) are best spent within the city’s newbie area. Progress to Qeynos Hills (3-8), near the zone line to Qeynos, being cautious of named NPCs like Holly Windstalker. Supplement experience gains by collecting gnoll fangs near the Blackburrow entrance. Continue farming gnoll fangs for experience and killing rabid wolves and grizzlies for pelts to turn in for money (8-12). This initial phase focuses on quests and simple monster kills, preparing for Blackburrow. The diseased wolves near the left side of Qeynos Hills, can be killed to complete a faction quest. Remember to explore different areas to gain experience and money.
Mid-Leveling (Levels 10-30)
Mid-leveling in Project 1999 involves transitioning to more challenging zones like Blackburrow, the Karanas, and focusing on bandits. This phase requires strategic hunting and quest completion, optimizing experience and loot gains for progression.
Blackburrow and its Variants (10-25)
Blackburrow is a popular zone for mid-level characters in Project 1999, offering a range of gnolls suitable for levels 10 to 25. Starting outside the zone, players can hunt gnolls and collect fangs for experience. Inside, the gnoll guardsmen, elites, brewers, commanders, and shamans provide a good challenge. The zone is also viable for solo play, although grouping is beneficial. The varying difficulty allows players to progress steadily. Those who are level 12-19 can solo, while those who are level 15-17 will find guardsmen an appropriate challenge. At 17-20 levels, guardsmen, elites, brewers, commanders and shamans are viable options for hunting. Blackburrow is a great spot until level 25. This area can also be revisited at level 18, to continue leveling.
Karanas Leveling Spots (10-30)
The Karanas offer several leveling spots for characters in the 10-30 range on Project 1999. West Karana is known for its bandit camps, which are good for levels 10-20. Players can earn experience and collect bandit sashes for a quest, providing both experience and money. North Karana offers a variety of creatures, with good experience and money opportunities. Players can hunt various creatures and acquire Greater Lightstones and Lightstones for the GLS quest to gain more money. East Karana is another good option for players in the 18-30 level range. The Karanas are a good area to hunt because of the variety of creatures, which provide a steady stream of experience. These zones are ideal for both solo and group play, depending on the specific area and creatures targeted.
West Karana and Bandit Farming (10-20)
West Karana is a popular leveling zone for Project 1999 players between levels 10 and 20, primarily due to the bandit camps scattered throughout the zone. These bandits provide decent experience for characters in this level range. Also, they drop bandit sashes, which are used in a quest that yields both experience and money, making it a good option for characters that need to increase their wealth. The area is fairly open, allowing for easy pulling and efficient farming of these mobs. The bandit camps are generally safe, but players should be aware of wandering monsters. The combination of experience and loot makes West Karana a great choice for early mid-level characters looking to gain levels quickly and make some money along the way.
Late Mid-Leveling (Levels 30-40)
The late mid-level range of 30 to 40 in Project 1999 offers new hunting grounds. This phase requires players to consider higher-level zones and strategies, moving beyond earlier areas.
Jaggedpine Forest (33-40)
Jaggedpine Forest emerges as a prime location for characters in the 33-40 level range. At level 33, players can start hunting Griffawns, which range from levels 33 to 36, providing good experience. A unique advantage here is that with wolf form, most creatures, except for poachers and gnolls, will not aggro, making it a safer zone for solo play. However, Griffawns are social, so be sure to pull them off the beaten path to avoid multiple engagements. This zone is also known for some good loot, making it worthwhile beyond just experience. Additionally, the stationary nature of the poachers and gnolls allows for controlled engagements and farming opportunities. While some may find it tedious, Jaggedpine offers a viable and relatively safe path for leveling during these levels.
Late Game Leveling (Levels 40-60)
Reaching levels 40-60 in Project 1999 requires venturing into more challenging zones. These late-game areas demand careful planning, good gear, and often, group play to maximize experience gains and minimize risks.
Permafrost (22-50)
Permafrost is a classic zone in Project 1999, offering a wide range of experience for levels 22 to 50. The entrance area, near Lady Vox’s lair, is a good starting point with goblins. Progressing deeper into the zone will lead you to the King room, which is the last area before facing the stronger Ice Giants. This zone allows players to progress steadily through levels. It is a popular zone due to its consistent experience and the variety of mobs. It’s also a gateway to end-game content for classic EverQuest and is a well-known location for many veteran players. If you’re tired of other zones, Permafrost is a viable option. Be aware that you may need a group for deeper areas, due to the difficulty of the mobs. Be aware of the cold, and bring warm clothing!
The Hole and Other Late Game Zones (40+)
For players reaching level 40 and beyond on Project 1999, zones like The Hole become viable options for leveling. The Hole, known for its challenging elementals, offers solid experience for those seeking to push into the late game. Other zones also become accessible at this stage, providing a variety of environments and mob types. These later zones include places such as the Plane of Fear, which becomes available later on. Players should consider their class and group composition when choosing a zone. Some zones may be more suited for groups, while others may offer opportunities for solo play. These late game zones generally demand better gear and more refined gameplay mechanics. The transition from mid to late game should come with a focus on optimizing experience per hour. These zones are often the last stop before reaching max level.
Additional Leveling Tips
Beyond specific zones, consider solo or group play, quests for experience and money, and stat priorities. These tips will aid in maximizing leveling efficiency.
Remember that gear is also an important factor.
Solo vs. Group Leveling
Solo leveling in Project 1999 offers flexibility, allowing players to hunt at their own pace and in zones suitable for their level and class. It requires self-sufficiency and careful planning, as you are responsible for your own survival. However, it can be slower in terms of experience gain compared to grouping. Grouping provides a significant boost to experience, especially when tackling higher-level mobs. A well-balanced group with different roles can overcome challenges more easily. Additionally, grouping can be more social and enjoyable, creating a sense of camaraderie. However, it does require coordination and some level of dependence on others. It’s essential to weigh the benefits of both approaches based on your character class, playstyle, and availability of group members. Some classes excel at soloing, while others benefit greatly from the synergy of a group. Consider your goals and adjust accordingly.
Questing for Experience and Money
Questing in Project 1999 is a vital aspect of character progression, offering not only experience but also valuable money and faction. Early quests, especially in newbie zones, provide a good starting point for experience and gear. Many quests reward items that help characters advance in the game. Some quests, like the diseased wolf quest in Qeynos Hills, provide easy experience and plat. Turning in gnoll fangs and rabid wolf pelts can be a great source of experience and faction gains in early levels. Bandit sashes in West Karana are a great example of a money making quest. Lightstones and Greater Lightstones offer both money and experience in the Karana zones. Finding the right quests can help you level up while building your wealth, avoiding the need to solely rely on grinding mobs. Questing is an often overlooked aspect of the leveling process but can be quite effective.
Gear and Stat Priorities
In Project 1999, gear and stats play a crucial role in character effectiveness. For melee classes, Strength (STR) and Dexterity (DEX) are vital for damage output and hit chance, while casters should prioritize Intelligence (INT) and Wisdom (WIS) for mana and spell effectiveness. Early on, focus on acquiring any gear that boosts these primary stats, including simple armor and weapons from newbie zones or quest rewards. As you progress, seek out items that offer additional benefits, such as resistances or hit points. Don’t neglect secondary stats such as Agility (AGI) which influences armor class. Don’t get too caught up in finding the absolute best gear right away, as it can be time-consuming. Prioritizing your primary stat is generally enough for most leveling spots. Consider easy to acquire quest items, such as the int earrings in Blackburrow. Focus on consistent upgrades instead of the absolute best.