The guide is aimed at players who play 1 or 2 characters.
Make sure you have read the Progression Guide.
EQ Might aims to preserve the identity of all 16 EverQuest classes. There are tools that make classes more versatile, but none of them fundamentally change how a class plays.
Whether you solo, 2‑box, or multi‑box, team composition matters, and the smaller the team, the more it matters. Solo and duo content is balanced around normal difficulty for classes or class pairs that naturally synergize. Not every class or combination performs equally well, and while EQ Might provides ways to compensate, choosing a difficult pairing will make the game harder. The server is not designed for every class combination to perform equally.
Several classes can solo effectively and progress deep into the game, often up to Tier 8 (level 66) or beyond, when played well and properly geared. Below is an overview of classes that have consistently shown strong solo performance.
Shadowknight - A top‑tier solo class. Shadowknights become tankier as they progress and their lifetaps scale extremely well with levels. Their damage is not high, so clears are slower, but they are often the class that can push the furthest solo.
Necromancer - Fast and powerful in lower tiers, with excellent sustained DPS in longer fights. Excels at ranged combat. Their standard pet cannot tank higher‑tier content, but EQ Might includes a custom Necromancer pet designed specifically to handle solo/duo tanking.
Magician - Similar to Necromancers but slightly less versatile. Their pets are more reliable, and they offer strong burst DPS. A solid and straightforward solo choice.
Monk - Flexible and durable thanks to multiple self‑healing tools. Not as tanky as a knight, but good DPS through all tiers and capable of handling a wide range of encounters.
Paladin - Performs similarly to a Shadowknight but relies on self‑heals instead of lifetaps. Their low damage makes soloing slower, but they are sturdy and consistent.
Beastlord - Strong pet and good overall performance in early and mid tiers. Their defensive tools fall off in higher tiers, making solo progression more challenging in higher tiers.
Druid - Receives a pet that can tank to some extent. Performs well with enough space, struggles in dungeons.
Other Classes - Classes like Warriors, Rogues, and Enchanters can reach Tier 8 solo, and several players have done so. However, they generally require more gear, more effort, or specialized tactics to succeed.
Many class pairs work well in EQ Might, but some combinations stand out for their synergy, survivability, and ability to push into higher tiers. The following examples highlight reliable setups and what makes them effective.
Knight + DPS - Paladins and Shadowknights have enough self‑sustain to function without a dedicated healer. They may feel weaker in early tiers before their defensive tools mature, but once they progress, they can pair with almost any DPS class and reach Tier 11. A Knight + Beastlord pairing is especially strong, adding slows, buffs, and emergency heals.
Melee + Priest (in particular Monk + Shaman) - A classic EverQuest duo that works just as well in EQ Might. Strong DPS, reliable healing, and good utility make this team shine in early and mid tiers. In higher tiers, the Monk’s tanking limitations become the main bottleneck. (You could replace the Monk with a Beserker or the Shaman with a Druid, or both, for a similar experience that's slightly more challenging.)
Magician + Priest - A pet‑tank setup where the Magician's pet handles the frontline and the priest keeps it alive. This combination becomes significantly stronger once the Magician completes the Warden quest, unlocking a pet roughly twice as durable as the standard one. Before that milestone, the duo may struggle in tougher encounters.
Other Combinations - Other pairings can work, but specialized classes, like Warrior, Bard, Rogue, Cleric, tend to be less effective in 2‑box setups due to limited versatility. They can succeed with effort, but they are not as straightforward as the combinations above.
EQ Might features two independent progression paths: solo/duo and group/raid. Each path advances separately, but there are a few shared milestones. For example, completing Tier 4 in either path unlocks Tier 5 for both solo/duo and group/raid progression.
If you play solo or 2‑box, you can attempt group/raid content, but usually at a lower tier. As a rule of thumb:
Completing Tier 2 or 3 in the solo/duo progression gives you a reasonable chance at Tier 1 group content.
In general, solo/duo teams can handle group content one to two tiers below their solo tier.
This structure lets solo and small‑team players experience group zones without requiring a full group, while still keeping the main progression paths distinct.
Starting in Tier 8, a new type of instance becomes available: trio. A strong 2‑box team can handle some of this content "at tier".
The solo and duo progression content is the same. A solo player has only half the Might compared to a team of two and therefore generally receives a higher Aura of Might, which boosts offense and defense. However, in terms of progression, soloing is generally harder, and players hit a wall earlier than when playing more than one character.
EQ Might provides several tools that make characters stronger and more versatile, especially for solo and small‑team play.
You will encounter hundreds of custom items designed to give classes new options, particularly useful when soloing. These include click‑effects such as direct heals, heal‑over‑time, regeneration, snares, damage‑over‑time, and even feign death. Many of these items are described later on this page. Some relevant items are:
Charm of Might, which you receive at level 1 and can be upgraded every time you complete a tier. It has an instant-cast self-damage-shield.
Choker of Kinship, which you can buy from Wolfie, allows various melee classes to summon a pet which comes with some healing abilities. Note: this pet is much weaker than a real priest or mercenary. It is one of many "tools" that can help you to stay alive.
Belt of the Mighty Wolf, which you can buy from Wolfie, a belt with very high regeneration, but it lowers incoming heals. This belt is intended for solo-play.
The Path Quest, available at level 45 allows you to choose one of three paths and thereby increase your healing, offense or give you the ability to cast a weak slow and lifetap. This quest also gives you upgradable items.
The Warden Quest, available at level 65 and completed in three stages, offers a significant boost to offense, defense, and regeneration. It is specifically designed for solo players and small teams.
There are custom quests for Shadowknight and Paladin one-handed Epic 1.1 (level 60) and Epic 2.0 (level 66+). There is also a quest for a ranger Epic 2.0 bow.
EQ Might allows players to unlock AAs that normally become available at higher levels. There are also custom AAs, and several existing AAs have been made more impactful.
There are many custom spells, and starting at level 65, numerous standard spells gain additional rank, sometimes up to Rank V or beyond. There are also custom songs and disciplines. The most notable changes are the enhanced tank disciplines for knights, bringing them close to Warrior's defensive.
Ensure you set up your Charm of Might. Insert the appropriate Mythstone. If you lose your starting Mythstone, check Walter's wares. The Charm has an instant-click damage shield effect, which is very helpful at lower levels.
Buffs - level 1 to 53 players get a set of buffs everytime they zone. These buffs include regeneration and health buffs, which makes leveling at early stages easier. If you want additional buffs, you can get them from Fluffy and Gene in PoK - or other players.
Nacho in Plane of Knowledge sells HP and Mana potions. Some of them are free. He also sells vials of prismatic dyes to dye your armor and Augmentation Distillers to remove your augmentations. Note: the Perfected Augmentation Distiller works for all types of augmentations.
Tier 0 Instances can be requested from Pipwyn Brambletoe for level 25-44 players and feature custom loot, such as Kly's Distillate of Celestial Healing which is dropped in in the Tier 0 instance The Crypt of Dalnir. Distillates use the same recast timer (recast 90s), you will find stronger versions, but can only use one of them.
Check out Fluffy and Roughy for some starter gear. At level 30, you can buy some useful items with click-effects, such as the Ring of Shock.
Leveling up can either be done in the open world in the zones of your choice or in Tier 0 instances. There are fourTier 0 instances, such as Permafrost or Blackburrow, which can be accessed by players level 25 to 44. These instances can be completed by solo players or groups.
Tier 0 instances reward players with a Small Malachite Treasure Chest when completed.
Here are some other suggestions for places to level up. There are, of course, many other options. And it's always insightful to ask your fellow players where they liked to level up.
Kurn's Tower: Good for leveling from 1-22. For level 18 and above, it's best to go to the ground floor.
Highpass Keep: Good for level 18-30. Balin the Stubborn can port you straight to the entrance of the dungeon part of the town.
Nagafen's Lair: With a group of 25 or solo at 30 you can tackle the mobs at near the entrance. At 35+, you can do the imps near the Efreeti Lord.
Permafrost: Level 25+. Best to take the Tier 0 instance, since this contains additional named NPCs and yields a treasure chest reward: clear the king's room, then defeat the ice giant diplomat, then the queen.
Karnor's Castle: Level 40-50. Some of the fabled in the open world zone are rather rough for lower level groups, but they can have rewarding loot.
The Dawnshroud Peaks: Level 40-45 for rockhoppers hunting.
Velketor's Labyrinth: Spiders from level 40-50, afterwards you can go to the pit or the castle.
Veksar: This zone is good for level 40-55 and provides a good variety of decent loot.
Gorukar Mesa: Level 40-55.
Sebilis: Level 40-55. Note: Aurora offers direct teleportation to the Juggernauts to players who have defeated Trakanon in the Tier 3 instance.
The Crypt of Nadox: Level 45-55.
Once you are high enough level to request instances, it can be beneficial to level up inside instances if you can request them in a difficulty mode where you get an Aura of Might.
EQ Might offers a lot of custom spells and disciplines. As an example, here is a list of level 1 to 45 modified / custom disciplines:
Throw Stone Discipline (Level 1, all melee classes) - has a range of 140 on EQ Might and can be used for pulling
Focused Will Discipline (Level 10, all melee classes) - 15 HP/tick self-healing for 3 minutes
Mending Will Discipline (Level 30, all melee classes) - 50 HP/tick self-healing for 3 minutes
Warrior Stance Discipline (Level 40, WAR) - 70 HP/tick self-healing and 30% melee mitigation for 3 minutes
Restoring Will Discipline (Level 42, all melee classes) - 120 HP/tick self-healing
Revitalize Discipline (Level 44, BER BRD ROG WAR) - 800 HP self-restoration, 3 minutes reuse
Protective Surge Discipline (Level 45, BRD PAL SHD WAR) - 25% melee mitigation, 25% avoidance, 60% shield block, 0% cricitical hits
Mayhem Blade (Level 45, PAL SHD WAR) - AoE melee hit with aggro
Note: Choosing a path is beneficial for all characters, also for players who play an entire group.
Once you reached level 45, you can choose between the following paths:
The Path of the Pegasus: adds a healing, curing and absorption ability.
The Path of the Cobra: adds the ability of a siphon-life duration tap and slow opponents.
The Path of the Drake: adds the ability to debuff and apply fire-based damage.
Talk to Tsuagaido Tanaka or Trixi for teleportation to Freeport Temple.
You can talk to the followers of each path. They will give you a brief introduction and a preview of items that you receive when choosing that path.
It is possible to change the path at a later time, at around level 60 by talking to Respicio Reset. He requests three items from you, two of which you are given when choosing your path and a third requires completing the Tier 5 instance in The Grey.
It is suggested to take a path that is complementary to your class. This will prevent potential clashes. The pendant from the Path of the Pegasus, for example, has the same cooldown as the blue band line that is usable by priests and Paladins. Therefore those classes would waste either effect when choosing the path of the Pegasus.
Pegasus
This is the most defensive path. It offers self healing, damage absorption and the highest AC earring of all paths. It conflicts with priest and Paladin spells.
This is the suggested path for Warriors and Shadowknights. For solo players, this path may also be useful for other classes. It is not recommended for priests and Paladins.
Drake
This is the most offensive path. It adds fire based damage.
This is the suggested path for priests. This path is a good choice for classes who don't need to heal or tank.
Cobra
This path offers lifetaps (whose recuse effects don't stack with duration tap recourses, such as Vampiric Curse) and a poison-based slow.
This path is the suggested path for melee classes who occasionally tank.
It is not recommended for Necormancers and Shadowknights due to stacking issues. It is also not recommended for classes who have access to a slow spell.
The path you choose depends on what your team needs. For example, if you’re playing a Shadowknight and a Wizard, you’d likely pick Pegasus on the Shadowknight for extra defense, and Cobra on the Wizard to get a slow spell — since neither class can slow on their own.
Once you selected a path that matches your play-style, you will be given two items: a pendant, usable at level 45, which you can upgrade later on.
By reaching level 51, you will also be able use the click-effect from your other item.
Once you reached level 45, you gained 1 Might and may attempt the Tier 1 solo/duo instances. You can also keep leveling up to 51. (Note: At levels 52-53 your Might is 2. The lower the Might of your party, the better the treasure chests you receive.)
Completing Tier 1 and 2 through the solo/duo path is done by completing the solo/duo instances given by Uriel in the Plane of Knowledge, near the Plane of Tranquility stone.
For Tier 1, you need to defeat GrimClaw in North Karana, Icebane in Everfrost and Allizewsaur in the Ocean of Tears.
Completing instances yields treasure chests, depending on the difficulty mode. The higher the mode, the better the potential rewards from the chests. Treasure chests may contain Token of Epic Might, which you need to purchase your Epic 1.0 from Cloe.
Completing both Tier 1 instances unlocks level cap 55 and access to the two Tier 2 solo instances.
You can also upgrade your charm by handing it to Charlotte in Plane of Knowledge. Remove all augmentations before doing so. You can repeat this process after every completed tier.
Whilst completing the solo/duo Tier 1 instances, you should find some Tokens of the Wolf from named NPCs. This is an alternate currency used by Wolfie. Wolfie offers various items that are useful to solo and duo players:
Choker of Kinship - summons a healing pet (BER ROG BRD MNK RNG WAR)
Gloves of Recovery - heal over time
White Belt of the Mighty Wolf - 150 regen/tick, reduces incoming heals - sold by Wolfie
Items with Form of Rejuvenation, which regenerate for 12 per rank.
Innate Regeneration AA and Natural Healing AA heal 3/rank. A total of five ranks are free.
For Tier 2, you need to defeat Cazel in the Oasis and Phinigel Autropos in Kedge Keep. It is recommended you do Cazel first. He drops various useful items, such as a Cazel's Distillate and a helmet with enduring breath effect.
Completing Tier 2 unlocks level cap 59 access to Tier 3 solo instances.
If you complete instances in difficulty mode Hard- or above, you get an additional treasure chest with a quest item called Invaluable Coin. Hand this coin to Cloe or Walter to increase faction with Merchants of Might and unlock new wares.
After handing in two Invaluable Coins, you can buy the White Belt of the Mighty Wolf from Wolfie. This item has a click-effect with solo-only buff that increases health, regeneration and reduces incoming damage, but also reduces incoming direct heals. This effect does not stack with the Cleric's Aegoism buff line.
Hint: If you hail Cloe, and she calls you "dear friend", you have handed in at least 2 coins, but less than 5.
At this stage, depending on your class and setup, you may also be able to give the Tier 1 group progression targets a shot, these are Lord Nagafen, Lady Vox and Ghoul Lord.
Tier 3 and above solo instances can be requested by one or two players, who have completed Tier 2. They are requested from Father Kinley, who is near Uriel.
If you solo duo-instance at the suggested level, you usually receive an Aura of Might Rk. 1 buff to boost your offense and defense.
Defeat the two Kunark bosses Ixiblat Fer in Burning Woods and Gorenaire in Dreadlands to complete Tier 3 and unlock Tier 4 and level cap of 60.
Tier 4 consists of the two Velious instances where you have to defeat Narandi the Wretched in Great Divide and Mistress Latazura in Siren's Grotto.
Completing Tier 4 unlocks level cap 61 as well as access to both, Tier 5 solo and group instances.
Once you returned 5 Coins to Cloe, you can acquire White Belt of the Mighty Wolf from Wolfie.
Hint: If you hail Cloe, and she calls you "love", you have handed in at least 5 coins, and unlocked all items she and Walter offer. It requires level 61 wear, which you just unlocked.
Defeat the two Luclin bosses Grieg Veneficius in Grieg's End and Doomshade in Umbral Plains.
Doing so unlocks level cap 62 and access to Tier 6 instances.
Completing the optional solo instance The Grey gives you a quest item that you can give to the incarnation of your Path. After doing so, the incarnation will provide you with a buff upon hailing them.
Defeat Tirranum in Tirranum's Delve and Grel Strongboom in Broodlands.
Doing so unlocks level cap 65 and access to Tier 7 instances.
Progression in Tier 7 is slightly different. The progression NPCs only appear if the instance is requested in difficulty mode Easy+ or higher. The two targets are The Fabled Lady Vox and Bertoxxulous in Crypt of Decay. Before requesting this isntance, the Crypt of Decay must once be entered through the Plane of Tranquility.
Completing Tier 7 unlocks level cap 66 as well as access to both, Tier 8 solo and group instances.
Rank 1
Once you have completed Tier 4, 5 and 6 solo progression, you can start the Warden of Might quest. This quest can be done by all classes. It is recommended to do it with dps or pet classes, as they will benefit the most.
Talk to Tsuagaido Tanaka who is wandering in Plane of Knowledge. Ask him for a tour to the rooftops.
Talk to Silent Eyes on the Plane of Knowledge roof tops to receive a silent note. If she is not offering you the quest, talk to Sir Daniel and verify you have completed the following solo/duo instances: Narandi, Lazazura, Doomshade, Grieg, Tirranun, Grel.
3. Fulfill Uriel's request by gathering the required ingredients.
4. Meet with Lucia and get her approval.
6. Return to Uriel and request the solo instance (Tier 7) for the Root of Ro.
7. Defeat the false warden and bring her ceremonial sceptre along with Uriel's diary to Hannah to complete the quest. Do not play with her pet.
Your reward is the Ring of the Warden, which, besides being a more than decent ring, has a powerful click-effect: Ward of Might. This spell replaces your Aegoism spell-line buff, with your own buff that provides better defense, a substantial regeneration rate as well as a strong boost to your offense.
Hint: The damage modifiers additively stack with other modifiers, such as from Aura of Might.
Hint: You find more details about this quest on discord, channel: quest-knowledgebase.
You can purchase type 30 augmentations for your Ring of the Warden from Silent Eyes. There are various options that allow you to customize your ring.
The Tier 8 progression instances are a step up from Tier 7. It is recommended, that you gain some AA and gather gear at this stage. A duo team should be able to do at least 1200 dps in order to defeat NPCs within a reasonable time.
Defeat Rikkukin the Defender in the Ascent, Matriarch Shyra in the duo instance of the Lodge of the Fang (note: there is also a group version, which does not yield this progression flag) as well as the Circle of Drakes instance.
Doing so unlocks level cap 67 and access to Tier 9 solo and group instances.
Tier 9 solo/duo instances can be requested by players who have completed Tier 7.
Mastery of Versatility, Muramite Proving Grounds, must be done in Normal or above. This is a DPS check and you should be able to dish out sustained 2000 dps with your team.
Antraygus, the Sporali King, Sporali Caverns, must be done in Easy+ or above.
The three revolting Shissars in Zhisza.
Complete your Epic 1.5 quest.
Completing all instances unlocks level 68.
Rank 2
Once you have completed Tier 8 and unlocked level 67, you can continue the Warden of Might quest.
1. Defeat Antraygus, the Sporali King in Sporali Caverns in mode Easy+ or above to spawn his royal treasure chest and loot his crown.
2. Attain a Seal: Mastery of All from the solo/duo-instance Mastery of Versatility (30% drop rate) or from any Muramite Proving Ground raid trial (100% drop rate).
3. Find a vial of Freezing Royal Blood.
4. With the seal in your inventory, hand the crown and the royal blood to Silent Eyes to gain access to an upgraded version of your Ring of the Warden.
5. You can now hand in your Ring of the Warden to Silent Eyes and she will return you the alternate versions.
Ring of the Warden II has a Servant of the Warden, a unique pet power focus. It summons much more powerful beasts than the regular pet power focus 45. Consult the list of pets, to see which pet summon spells support pet power 50.
Tier 10 solo/duo instances can be requested by players who have completed Tier 8. These instances do not open a new level cap directly, but some of them are needed to unlock level 69 through the group progression path. All of them offer decent loot.
Ar'yer the Warlord, Sverag
The Corruption of Ro, Tunare's Shrine
Aisha's Quest, Stillmoon
At this stage, if you are 2-boxing and/or have done the warden quests, you should be able to tackle the group Tier 7 instances, such as Fabled Lair of Nagafen, and possibly even parts of Tier 8 group-instances.
Rank 3
Your journey as a Warden of Might continues with two quests: Find Silent Steps in Icefall Glacier and Marros Tideborn in the Buried Sea. This part of the quest is meant to be done with a team of three.