Welcome to EQ. You've either just started the game or have created a new character. You've explored your home town and the area right around it and are looking for new vistas.
For one reason or another, you want to go to Paludal Caverns. You want to level fast in order to group with friends or start LDON adventures. You want to find easy groups and your 'newbie' zones are starting to feel a bit easy and lacking. Someone, a friend, an enemy, a random stranger, has told you "Get to PC, dude! The EXP there is awesome!"
Why you should go to Paludal Caverns:
Paludal Caverns is relatively easy to reach and offers easy access to Shadowhaven, The Bazaar, and The Nexus. It's also close enough to the city of Shar Val to make running from Shar Val to Shadowhaven a possibility even for lower-level characters. While invisibility of some kind is certainly preferable for this feat, it's not absolutely necessary.
Paludal offers a large array of monsters to fight from very low-levels to low-mid levels. Because of this and because of its location, it's relatively easy to group here or even solo from levels 10 to 25. Paludal Caverns has one of the highest Experience Modifiers assigned to zones in the game. In combination with the powerful grouping bonus, experience comes fast and easily if you know even the least little bit about your class.
Paludal also offers a wide range of droppable armor and weapons that are good for unequipped (untiwnked) players, players who want to save money, and pets. Monks, druids, and beastlords can easily equip themselves with the lightweight leather armor and primitive weapons that come from the Fungal Fiends who live in Paludal while melee classes can obtain good chain armor and weapons from Recondite Bandits. In addition, a wide array of tradeskill items and items for low-level Vahshir and Beastlord quests can be found here.
Why you should NOT go to Paludal Caverns:
Paludal Caverns is typically one of the most crowded zones in the game. Trains are frequent. Grief-play is rampant. /ooc and /shout channels are rendered unusable by spam. KSing or Kill-stealing is a fact of life in Paludal Caverns. There are much less crowded and much more interesting zones in which to hunt and gain experience.
The Hidden Dangers of Levelling in Paludal Caverns
EXP Levelling vs. Skill Levelling
As I stated, Paludal Caverns offers one of the strongest experience modifiers in the game. This means that you receive a bonus for each and every kill that you gain experience from. If you are grouping, which confers its own bonus, you can make the levels fly past.
Here arises a fairly unique problem. As you advance in EQ, you don't just advance in level, you also train skills. Every action you can do in game has associated skill. If you swing a sword or pierce with a dagger, you can gain skill with slashing weapons or piercing weapons. If you cast a healing spell or blast an enemy with magic, you can gain skill with your alteration magic and evocation magic.
Here's the rub. If you level too fast, your level outpaces your ability in these skills. Your attacks become less successful compared to those of your enemies and your spells are less likely to work properly. In some cases, certain spells may not work at all if you don't have adequate casting skill of the required type. Also, as you advance in level, it becomes more and more difficult to gain skill in certain skills, particularly combat skills.
What can you do to keep this from happening?
1. Switch weapons frequently.
If your class can use a wide array of weapons, try to keep at least one of that kind of weapon on your person at all times. Switch between them as you fight so that you gain skill using each kind of weapon. It may be tempting to 'specialize' in one weapon skill, but having your choice when better weapons comes along is a bonus you'll miss if you don't have skill in that weapon-type.
2. Cast a wide array of spells.
If your class can cast different spells, try to use all of them. Spells come in 5 varieties: Alteration, Evocation, Abjuration, Conjuration, and Divination. Most classes receive at least one type of each kind of spell at various levels.
3. Practice your skills in safe areas with people you can trust.
If you are a melee-type, you can duel a pet class and train your weapon skills against an elemental or skeleton pet. (Duels against other players won't allow you to gain skill.) If you are a caster-type, you can cast spells on yourself or your pet. Casters can practice direct damage or damage over time spells on themselves or others without risk of death or combat in either The Nexus or The Plane of Knowledge.
A favorite tactic for casters, especially those that have limited healing or no healing abilities is to cast magic on themselves until they are below half-health. They can then practice their Bind Wound skill until they reach half-health again.
Learning Your Class and the Game
Levelling so quickly can also offer you only a very limited view of what you are capable of as a member of your class. While gaining game experience rapidly, you're also losing out on a wealth of personal experience. There are many, many zones to explore in Everquest and all of them offer unique challenges. Most classes have several different techniques and strategies available to them.
Be sure that you spend at least a little time exploring and learning the game outside of Paludal Caverns. You'll have a better time in-game and those around you will also have a better time.
Alternatives to Paludal Caverns
Paludal Caverns is not the only place you can go to gain experience at low levels. While it's probably the best place to group, it's not the only place to group. There are other fun and exciting places to adventure at those levels
Befallen - This is a dungeon full of undead on Antonnica. It offers great grouping experience, especially for those who have spells that are effective against undead. It offers an experience bonus that's every bit as much as that available in Paludal.
Castle Crushbone - This is the Orc city north of Kelethin on Faydwer. It's very easy to find low-level groups here as well as slightly higher level groups. It also offers many great drops for quests. It has some factional issues, so should be avoided by Dark Elves. It has a great experience bonus and many good areas to hunt. Since it's so close to Kelthin, it's also fairly easy to find groups here.
Blackburrow - The den of the Blackburrow Gnolls in Northwest Antonnica. It doesn't offer as much of an experience bonus, but is still a fairly good place to hunt and has many quest drops. Groups are relatively easy to find.
Kurn's Tower - The home of an ancient Iksar sorcerer, which is now full of skeletons and mole creatures. Again, Kurn's caters to those who have special skill in slaying the undead. It's especially useful to necromancers since bone-chips are so plentiful. It offers a high experience bonus and is a good place to find groups.
Hunting in Paludal Caverns
So, knowing what you do, you still want to hunt in Paludal Caverns? You're getting what you ask for, both good and bad, in the bargain.
Purple - Digger Beetles
Green - Fungal Fiends
Yellow - Shik'nar
Red - Owlbears
B-1, B-2 - Recondite Bandits
This map is also available as a layered photoshop file for easy manipulation. You can download it here:
http://www.furinkan.net/mirror/paludalcaverns.psd
The Not-So-Hidden Dangers of Paludal Caverns
Travelling in Paludal Caverns offers a share of immediate and pressing dangers. There are many threats to worry about, created both by hostile creatures and the hostile environment.
We'll discuss the environmental dangers inside Paludal first. The caverns are named for Lake Paludal, a large, underground lake that occupies the floor of most of the galleries. It's inhabited with insects and carnivorous fish. Some of the accessible areas in the caverns are right up next to the water. Some of the areas are high, high above the water. If you fall off, you're going to fall a long way and land in water that's far away from any shore. That's assuming you land in the water and don't kill yourself falling on the rocky outcroppings. If you do manage to find a shore to swim up on, chances are that it is inhabited by hostile creatures of some kind.
If you don't have swimming skills before going into the caverns, I suggest you learn at least the rudiments. You'll live longer than you would learning to swim after a long fall.
Watery pits are marked on the map in blue. The smaller areas usually contain water than you can walk out of, but the larger areas near Shadowhaven are far beneath the ledges you can access by walking.
Another danger is the sheer level of mold and fungus growing in the zone. Many of the creatures, which we'll discuss later, are fungus-based. There is also sessile shelf fungus attached to many of the walls that will injure anyone who touches it. If you see fungus like this, give it a wide berth. It could be the end of you.
Finally, and most seriously, while many of the galleries in this cavern are broad, open areas, they are connected by narrow, poorly-lit, twisting passageways. These corridors are easy to get lost and confused in and even easier in which to meet a monster you weren't expecting. If you run from a monster, chances are that he'll call his friends to help with the chase.
Assuming you're not afraid to venture in even with all the environmental dangers, you will still be beset by a number of creatures that want to kill you.
Depending on which side you enter the caverns from, the first creatures you meet will be digger beetles with hard shells and sharp mandibles. These all have names like 'a muck digger', 'a grime tunneller', or something similar. For the most part, they range in level from around 5 to 15. They have high hitpoints for their level and hit relatively hard. While they won't agro you if you wander near one or sit down next to one, they are quite social. If you attack one, be ready for any others that are nearby to join in the fight. They're small and surprisingly fast so you can have two or more on you before you know it.
The diggers mostly drop body parts like legs or carapaces that sell for a few silver or gold, if you're lucky, to vendors. A few of them drop quest pieces for Vahshir or Beastlord quests. Unless your a cat-person or a beastlord, these strange drops usually aren't worth your time.
The digger beetles are found throughout the caverns, but they're most densely concentrated around the entrances to Shadeweaver's Thicket and Hollowshade Moor. The areas where they concentrate are marked on the map in purple. The lowest level diggers are found immediately next to those zone entrances.
Immediately after the diggers, you will notice the Sensate Reishi. These are scattered fairly evenly throughout the entire zone and are usually a few levels higher than the creatures immediately around them. You can tell approximately what level they are by their names. 'Sensate Reishi Juveniles' are around level 10, while 'Sensate Reishi Elders' can be close to level 20 or above. Despite the fact that they don't have fists, they pack a mean punch and hit fast, making it exceptionally difficult for young casters to get off spells while they're in combat with one.
These drop Sensate Reishi Eyes, which are low-end light sources and carry a charge of 'See Invisible'. They also occasionally drop edible fungus or fungus-flesh armor, which is roughly equivalent to cloth or leather armor in AC. Very occasionally they'll drop 'Ancient Sensate Eyes, Cloaks, or Shields, which are excellent items for young casters.
Unlike most other monsters in this area, the Sensate Reishi are not social creatures and will treat you indifferently until you attack them.
Also note that the red area at the top area of the map has the Paludal Caverns boss "The Reishicyben", a level 25 mushroom that hits for around 55 and fairly fast also. He can drop the Fist of Horn, a good weapon for Beastlords and Monks.
Depending on which way you go from there, you will either encounter Shik'nar or Fungal Fiends.
Fungal Fiends make up the vast majority of the cavern's population. They are fungus-based monsters that hop around to attack any invaders. They will attack you if you are anywhere near them in level range and will attack everyone who sits near-by one. They are indiscriminate killers and will frequently hop from one victim to the next. They are highly social and will aid each other if attacked.
'Plerg Phlarg Fiends' occupy the more central tunnels and can range from around level 14 to level 18. 'Patog Phlarg Fiends' are occasional mixed in with the Plergs and can range from level 16 to level 20 or more. Higher level Patog Fiends are found closer to Shadowhaven.
Because they are fungus-based, the Fiends have an innate tendency to infect you with their substance while you are fighting them. If you do fight them, you will come to know and loathe the 'Creeping Crud' icon, which is a low-level damage over time spell. For this reason, individuals who can cast 'Cure Disease' are highly sought after in this area. If you don't cure it, not only will Creeping Crud slowly drain your hitpoints, it will keep you from regaining your hitpoints while you rest.
Despite their attacks, the Fiends are well worth fighting. They frequently drop Fungal Fiend Membrane armor, super-light leather armor that's excellent for beginning monks, beastlords, and druids. They also drop stone clubs and claws which will allow you to work with blunt weapons and throwing weapons. Fiends frequently drop edible flesh. If you don't need the items they drop, they sell very well, usually for several gold or a few platinum each, making it profitable to hunt them.
The Fungal Fiends usually inhabit the enclosed gallery areas, although they do roam occasionally through the narrow connecting tunnels. Areas where they congregate are marked in dark green on the map.
Shik'nar are blue, six-legged insects that inhabit some of the farthest reaches of the caverns. 'Outcast Shik'nar' usually range from level 16-23. While they are social and will aid each other when you attack, they don't attack on sight unless you are very close to them. They hit very hard and very fast.
Outcast Shik'nar mostly drop body parts which sell for silver or gold. They also drop Shik'nar Spines, which can be used as throwing weapons.
Areas where Shik'nar can be found are marked on the map in Yellow.
There are not many Owlbears in Paludal Caverns, but they are worth mention because they drop items for Vahshir and Beastlord quests. Most of them will attack you on sight and they have a nasty stunning attack that can keep you out of battle. They are usually over level 18.
You shouldn't attack them without a group or a healer for this reason.
Owlbears can be found in the areas marked in red on the map.
Some young players who explore Paludal enter from the side nearest Shadowhaven. This is unfortunate because these players' first and last glimpse of the caverns is often of a smiling Recondite Bandit who is more than willing to show you around his or her home, cut your kidneys out, and then drop your corpse in the lake.
The bandits are Humans, Gnomes, Halflings, Half-elves, Vahshir, and very occasionally Woodelves who've been exiled from Shadowhaven for criminal behavior. They live in two small camps around the main body of the lake (marked as B-1 and B-2 on the map). The bandits, including 'Deceivers', 'Demagogues', 'Charlatans' and others are all rogues, meaning they wear chain armor and have powerful back-stab attacks. They range in level from 18-25, and if you let them get behind you, they will finish you off quickly.
Recondite Bandits will attack on sight from quite a distance away and prefer to fight in groups rather than singly. You should not attempt them without a group to help you.
The two bandit camps are highly contested camps and are where the majority of grief-play, kill-stealing, and trains occur. It's not unusual for players to zone into Paludal from Shadowhaven, only to walk into a group of back stabbing bandits chasing adventurers out of their caverns.
Each camp can support one or two full groups.
Bandits are highly sought after because of their high level, and because they drop sullied weapons and durable chain armor that is good for shamans, rogues, rangers, and other beginning melee. Rings, platinum, and the occasional research item are also seen. If you can't use these items, they sell fairly well, often bringing prices of a few platinum pieces.
Occasionally, Ancient Combine Daggers will drop in these locations, which are good for Rogues or most hybrids and melee classes. These are also part of a quest. Rarely, they'll drop 'Journeyman's Pitchaka', which is a 'claw' type martial weapon excellent for beastlords.
Tips and Tricks
Equipping Yourself
A great number of the people who come to Paludal are there for the massive experience and not loot. If you are poor individual, just starting out, chances are that you can find an area where someone is killing indiscriminately without looting armor.
If you make sure it's okay with the people adventuring there, you can often loot a full set of armor that would otherwise rot on the ground.
The best locations for this are the two bandit camps and the 'ramp' area leading down from the 'bridge' area to B-1 near Shadowhaven.
Again, make sure that the people killing have no problem with you looting. It's highly inconsiderate to 'ninja-loot'. If you let them know what you're after and are obviously not trying to kill the creatures that spawn there, most of them won't have problems.
Train Derailment
When Fighting the Patog Phlarg Fiends, you may get more than you can handle due to their sheer ferocity. Rather than training one of the entrances, you can try to make your way to the 'Bridge' area near the bandit camps and jump off into the water. The fiends won't follow you in, but will attempt to find a way to walk down after you. If you can get to the shore, frequently, you can sit down and camp or gate away before they quit wandering back and forth on the ledge above.
This is hazardous, because you could land on rocks below if you're not careful, but if you learn where the rocks are, then it can save you some serious heartache.
Succor to Safety
If you enter the caverns from the Shadowhaven side and have someone available to group with you and cast 'Lessor Succor', you will be transported across the zone to the Shadeweaver's Thicket entrance. This can save you time and effort. It's not as important as it used to be, but it's still a useful tactic.
Right Turns, Left Turns
Again, Paludal includes several confusing, twisting passageways that, as the old game tells you, look all alike.
If you get lost, or just aren't familiar with the caverns, remember that if you enter from Shadowhaven, you will eventually reach Shadeweaver's Thicket if you take every right turn. You will reach Hollowshade Moor if you take every left turn. (This path will lead you underwater briefly.)
Sominex's Reccomendations
Paludal can be a very fun and exciting place to adventure if you don't abuse it. My advice is to stick to the diggers, Fiends, and Nifliks rather than try to get into the bandit camps. A small group can do great things near the Bridge area. Lower-level groups will gain experience rapidly near the Hollowshade Moor and Shadeweavers entrances merely by killing beetles and mushrooms. Groups or even soloers can reach 24 easily by killing Nifliks in the 'back' of the caves.
Paludal can accomodate about eight groups of various levels and still not feel overcrowded, so long as those groups are not all trying to compete over B-1.
Remember that when the zone is crowded, and it often is, courtesy is key.
You can see a more detailed map of Paludal at Muse's excellent EQ Atlas site here:
http://www.eqatlas.com/luclin/paludalcaverns.html
-- Edit 11-20: Made revisions based on FireBorn's post. Changed all references to Nifliks to 'Shik'nar'. Changed drop information about Journeyman's pitchaka and fist of horn. Added information about Reishicyben. --

