Información de EQOA
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Where should you level based on your level range? Here's a list of XP camps in EQOA: Frontiers with their level ranges, locations, and notes regarding the camps. The level range listed are not always the level of the mobs in the camp, but rather the recommended level range for players to be in when camping there.
Level Range
Camp
Location
Note
1 - 6Hatebone OrcsHalas (Outskirts)
A solid beginner camp with tightly packed orcs. Good for melee-heavy groups learning to pull.
1 - 8Blackpaw GnollsBlackburrow Area
Classic early gnoll camp. Watch for adds inside the cave system.
1 - 10Druidic CadaversQeynos (NW)
Reliable undead camp for early levels. Safe pulls with minimal wandering mobs.
4 - 7Coldpaw GnollsKlik'Anon (W)
Low faction impact compared to other gnolls. Good camp layout for small groups.
10 - 14Freezeblood VillageEverfrost
Undead camp with steady respawns. Casters should watch for wandering adds.
10 - 14Slesher Gnoll CampSurefall Glade
Compact gnoll camp with manageable pulls. Works well for balanced groups.
10 - 15Aviak OutpostNear Halas
Outdoor camp with roaming aviaks. Good experience but requires awareness.
10 - 14Nasehir CampsNorthern Ro (NW/W)
Two separate camps near the coast. Consistent pulls and solid group XP.
14 - 18BanditsMulin's Reach (SE)
Straightforward humanoid camp. Good coin drops and steady experience.
14 - 18Orc TunnelThe Druk (C)
High-density orc camp. Be cautious of trains from deeper inside.
17 - 20UndeadNorthern Ro (NW/SW)
Two undead camps offering reliable experience. Clerics excel here.
18 - 20Caimen / CrocodilesBobble-By-Water (E)
Island-based camp with social aggro. Pull carefully to avoid chain fights.
17 - 21PlainsridersMulin's Reach (N/NE)
Popular leveling path. Open terrain makes pulling simple.
20 - 24CatamountMulin's Reach
Good outdoor animal camp. Minimal caster threats.
20 - 26Gnoll FishermenDarkmoor
Riverbank gnolls with moderate social aggro. Solid mid-20s camp.
19 - 24Cracktooth OrcsBobble-By-Water
Excellent faction gains and consistent pulls. Great training camp for tanks.
24 - 29Snake CaveBandit Hills (E)
Confined cave camp. Bring crowd control to manage close spawns.
25 - 30ScarecrowsAlseop's Wall (W)
Reliable undead-style mobs. Safe rotations for organized groups.
26 - 32Bloodfoot BanditsMt. Hatespike (W)
Good humanoid camp with manageable aggro ranges. Casters may drop useful shields.
29 - 34Deathfist Citadel (DFC)Deathfist Citadel Zone
One of the best XP camps in the low 30s. Watch for trains and deep pulls.
29 - 38MinosGerntar Mines (C)
High mob density inside caves. Strong XP but can overwhelm unprepared groups.
30 - 33Deathfist ReaversAl Farak Ruins (S/SE)
Spread-out pulls make this a safer alternative to DFC.
30 - 36Goblin CitadelRunneye Area
Dense goblin camp with solid experience. Crowd control recommended.
30 - 38Pirates of KlickKlick'Anon Coast
Good coin and experience. Outdoor pulls with roaming patrols.
35 - 38GharialsSouth of MTG (Ocean)
Island clearing camp. Watch for wanderers crossing into camp.
36 - 44Kappa Drudge CampsOdous / East Plateau
Slower spawn timers but strong experience. North and west of Arcadin.
39 - 44HexesZentar's Keep
Caster-heavy mobs. Snow griffons may interfere with pulls.
40 - 46Cyclops FortressDesert Region
High health mobs with strong melee damage. Good for experienced groups.
44 - 49PhantomsEast Plateau (NW of Arcadin)
Undead-style camp with valuable scroll drops.
44 - 49Hill GiantsKeliner (NE)
Classic giant camp with high HP targets and steady XP.
45 - 50SilothsSalt Mine
Dungeon-style camp. Valuable ring drops and strong experience.
46 - 50Ice Giant RefugeesNear Northgate
Multiple camps available. Expect heavy melee damage.
44 - 53Tendora-BukiWest Toxulia (SW)
High-risk, high-reward camp. Hut clearing becomes viable at higher levels.
50 - 53GargoylesSouth Barren Coast
Strong melee mobs with quest-related drops.
50 - 55Kappa GuardsSlythis Dwell
Often underused camp with strong XP potential.
53 - 58Kappa ElitesSlythis Dwell (Castle Balcony)
Top-floor elite camp. Requires strong tank and healer coordination.
55 - 60HarpiesErud's Crossing
Efficient XP with manageable damage output.
57 - 60MootsErud's Crossing (South of Harpies)
Fire-based spellcasters. Fire resistance recommended.
56 - 60Goblin SlayersGuardian Forest (W)
Easy pulls with steady spawn cycles.
55 - 60Froglok SlayersBurial Mounds (SW)
High melee damage but straightforward pulls.
58 - 62Desert MaraudersDesert of Ro
Strong late-game humanoid camp. Expect heavy incoming damage.
58 - 62GhostsVarious High-Level Zones
Undead endgame camp. Works well with cleric-heavy groups.
60 - 62Pariah of XraggElephant Graveyard
High-end named camp. Valuable spell drops and crafting materials.
Jadiction