When do I have to upgrade him? Adon's Quick Pet Guide for returning players on progression servers Fourth, never underestimate buffs. So finding a camp could be tough depending on your chosen servers population and the hour of day. The merc trio can easily handle content to level 80 with you solidly playing your main toon (and dragging along the other two characters). Let the mercenary do all the work for you. If you've made it this far without a guild, then maybe it's time to look for a real guild with people in it. Also stay away from the center bottom left of the zone. Not much changes between 'minor' expansions in each leveling guide and you'll notice that the biggest change between leveling guides is Seeds of Destruction. 1 High-Level Character Outside Group 1.1 50% Killing 2 Damage Shield Power Levelling 2.1 AE Damage 2.2 Damage Shields 2.3 Executing the Strategy 2.4 Levelling Path 2.5 Other Tips 3 Swarming 3.1 Swarming Path 3.2 Ghetto-Swarming 4 Headshot 5 Twinking 5.1 Weapons 5.2 Haste 5.3 Hitpoint Regeneration 5.4 AC and Hitpoints 5.5 Potions Coming from The Mines, start killing gnolls until 12. However I think the mercenary's could be a little more mercenary, The other better thread on this!!!11!!!111111111111!! At around 91, head to the southern portion of the zone and start killing critters and ghosts. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. The run to it is also very short. Split or tank em, however your group is set up. Go through a little valley into the south side of the zone though and it becomes Tier 2. Make sure you break the room and kill the first wave of mobs slowly. At 49, get to the very top of the crystal ramps and go through the fake wall and then head up to the upper kobold camp and kill these guys to 52. OPTIONS(96-100): To me at this point, there is no best place to go. Once that's done, go through the doors and head to the second level. When you get a new mercenary, it starts at Level 1 with only a single ability. Everything has changed with the Seeds of Destruction expansion. The South Camp is the starting point. 28-35 Kaesora(PoK>Field of Bones>Kaesora) - I think this is a pretty great zone to get a few levels in. Lower HP, but hit hard. At that point start pushing through the shopkeepers to the south or go up the ramp to kill the masters and grandmasters. This access to at least 2 nameds that I am aware of. This zone is a lot better when you factor those in. They like to run, so bring a snare. SOME DISCLAIMERS: First I want to point out that Almar's Guides are pretty good and he lays out a pretty fantastic path to getting to max level and getting geared along with plenty of other advice. Create an account to follow your favorite communities and start taking part in conversations. If you don't like the scenery, zone over to City of Dranik. But if you just absolutely HAVE to go somewhere else, here are some suggestions. This area is great if you're a paladin as you can slay the undead and stun out the worst of the damage from the Erudite necromancers. That is a great point. Will be updating soon to include Ring of Scale. At around 66 if you're clearing those areas efficiently, head over to the Muramite Proving Grounds zone line. (25% was in Overthere when it was a hot zone.) That is how GMs check. They are designed for extra support or extra muscle in PvE encounters. And no, fire pet is not the best dps pet in classic, it's water (and no, it's nuke is not stronger than the water pet's one . ALTERNATIVES (48-62): 46-58 Old Sebilis (From City of Mist>Emerald Jungle>Trakkanon's Teeth>Old Sebilis) - How much range you get out of this zone is dependent on if it's a hot zone or not IMO. Otherwise, kill puslings and bubonians. Talk to Marla Gaslow. More of the same, except a larger portion of the zone is friendly. They are very easy to pull individually, especially on the left side. I would suggest just not coming here. Stay near the entrance until 49-50 then move toward the "disco" areas until about 52. Don't know how popular that still is, but it's still not hard to get anything done. For example say you shrouded to level 10 Your mercenary will be free again. If it's not up on the rotation, skip it. This ability, when activated, transports you back to your starting city. It's a very good zone with lots of low HP mobs, but it is definitely the best for Clerics and Paladins. There is a castle structure there. Otherwise you spawn here if you deselect tutorial on creation) - Go get a tank merc from the drakkin man in the tent with the training masters and spell vendors. Everquest 2 Leveling Guide 1-125 - MMORPG Tips By MMORPG.GG A NOTE ON MERCS: At 75, you can do the Korascian Warrens progression. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. Fortress itself is a very popular zone for Damage Shield leveling due to the density and fast respawn times, so there is a pretty good chance that a high level player will be here doing that for box toons or guildies. Sul Vius, Demiplane of Life - Inside Demiplane of Life, if you head down into the bottom right corner is an area filled with crypts. I like to use to portal room for quick evacuation. Just be kind and patient. Additionally, the mobs in Wall of Slaughter have a larger agro radius than the Plane of Fire mobs which helps. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. Everything is pretty spread out and it's dead simple to pull singles or just wander and kill. At 77 take the quest Reducing the Threat - Wereorcs and head a little northwest toward the Hills of Shade zoneline. Made a handful of edits as of 1/13/2017. Each time I go back I wander for 5 minutes lost until I log again. Lceanium (100-107) - There are a couple of decent camps here that I have used. That spot is, like, the ideal afk spot. To help you on your leveling journey, this EverQuest Leveling Guide has been updated for all updates and patches as of 2022. Wall of Slaughter has repop time of 10 minutes and 40 seconds. I will edit that stuff in. They are very social though and you may need some crowd control. You cannot shroud to level 10 and keep a level 50 mercenary however. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. Commands - EQWiki You're Not Done at . I avoid the crystalline horrors as they sap mana like wild. If you have a group, a great place to go is over to the bottom left of the top section of the zone. This page contains every Leveling Guide that I have written for Everquest. Thank you! Don't fight the ones in the fields as the majority of them are cleric mobs with big heals and a resistance to stuns. I recommend you donate to him for his grinding guides as well. Everquest Mercenary Guide - Almarsguides This will easily take you to 56-57. Based on the information provided my first thought was that the begging skillup RNG was better on higher level NPCs than lower level. Too many HP, pain in the ass abilities. Just places that are more or less easy. If you have an enchanter mez the adds and then hold them for one minute after each kill. There are three total HAs he will give you. Everything has changed with the Seeds of Destruction expansion. Moving on, on the right hand side it will show you his Race, Type, Confidence and Proficiency. Just keep in mind that kills here will feel pretty slow since the giants have enormous HP pools and half the mobs have some form of healing ability. A: Yes they do! I also feel that depending on which set of hot zones is available at the moment, there are faster places to level through certain levels. Once you're around 96, head toward the big building in the center or the Sepulcar of Order zoneline to kill higher level guys. Do they take up a group slot? Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. Their levels and abilities will scale appropriately and they will think and act for themselves with limited player guidance. You want the repops to be single pulls and not a three pull, so the timing of your agro and kill cycle on the first way is important. He drops a key to access the first black reaver room and open up access to the second floor. When you suspend your mercenary the button will change to Unsuspend. I don't know personally, just putting it here on their recommendation. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. Just start at the entrance and work your way down. Leveling/Setup This guide covers zones up to Omens of War. The good news is money is now weightless! Still do! With a group you can pull them pretty easily and have access to a HUGE number of mobs. You never have to upgrade your Mercenary, he will level with you. Nameds here hit like runaway freight trains though. I'M NOT QUITE READY FOR EOK/ROS (100-105) - This is very much dependent on gear and group. Youre looking to create a merc team of Tank/ DPS/ Healer. I played a cleric for 9 years until I finally left. ALTERNATIVE: Crypt of Decay (60-65)(PoK>PoTranquility>Ruins of Lxanvom aka Crypt of Decay) - If you are a paladin or have a cleric, go straight up to the Knights and Magus. A: Where it shows your vitals aka Health, Mana, Energy. So I will fix that. While it is fastest to level in Hotzones, it is always good to have options on where to level. Fully AFK means you can walk away and not worry about your characters, partially means that you may have to be present in case something Should be an easy time though. At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. Zone Leveling Guide | EQProgression - Everquest TLP Guides BEST: (14-18)-30 Blightfire Moors (Crescent Reach>Blightfire Moors) - If you came in at 14, kills snakes and rats that are between the CR zone line and the PoKnowledge book. Purchasing a Mercenary Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. Go in all the buildings. It is highly recommended that you do this. To top it all off, it's also a hot zone!! When first starting out a healer merc may seem logical, well it's not. Fear Itself (88-93)(PoK>Feerott, the Dream>House of Thule, Lower>House of Thule, Upper>Fear Itself) - Even before this place was a hot zone, I loved this place. The merc will cast a rez (When out of combat) to anyone in your group who is dead. If you dont want to deal with killing them, run down until you see the trees and start killing mosstrooper treants. Each Stance has different focuses and allow the mercs to be more or less reactive. 1. Read More! The mob level goes up to 92-94. In comparison to their equivalent in Underfoot, the mobs are vastly easier. If you hit "M" you can see your map. Stance: You're allowed to set the stance that you want your mercenary to be. A: You must be carrying the plat on you in order to pay your merc. If you took my advice and are at least two boxing, go inside the cave. This is the furthest zone you can get to without progression unless they've removed requirements. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. your mercenary comes equipped with the armor and weapons he needs. If you don't mind having to fight your way in every time you zone in, murder farmers. In both places, just clear the zone. With EverQuest free to play, returning players can easily add additional accounts. This is no longer a viable leveling method. Kill everything. The exp is also really nice 75-80. Leveling up in Everquest 2 is very quick these days compared to before, but . It's also a hot zone and that makes it really worth it. The run isn't terrible, but all of the SoV outdoor zones are enormous so it's further than it looks. Passive: Your merc will not attack or heal anything. The shades there are the highest level normal mobs in the zone. Inside the city, the Alarans come in groups of two or three or solo. There are a lot fewer mobs as you go up in levels and it's much easier to head to City of Mist at 42-43 and crush out the last few levels really fast. If you went to another zone first and are coming here after 55, then just zone in by dropping into the big hole and coming up at the very back of the zone. Then it starts to slow down. Considering how easy it is to level on live these days, just paying for one month while you level to 110 is plenty. There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. Help Home Find Tyrinam and take the Reducing the Threat - Worgs quest. per mob. At 53 start heading down into the middle of the zone. The easiest armor sets to get will probably be the sets from Hardcore Heritage. 967 views Jan 8, 2022 26 Dislike Sinnycool 5.75K. The old school Journeyman Rank 5 mercenary questline takes place here if you want to do it. Hitting Ctrl+R to walk is very good idea here. All the gear that levels up with you from 75 to 105 makes life hugely easier. At 70 though, it starts to seriously lose it's luster. The final reward is Journeyman Rank 5 mercenaries. Mercenary Leveling and Equipment While mercenaries are quite adept at walloping the occasional moss snake, even the most adroit sell-sword can be taught a thing or two by an experienced adventurer. The best place in this zone is the hobgoblins, which are directly left of where you zone in, at the north end of the canyon. Head through the city in the mountain area toward Blightfire Moors. Unless you're 4 boxing or uber twinked, killing these will take some time, but about 3 kills will take you from 20 to 21. There are only a small handful of places where you have to fight more than one mob if you don't want to. Swarming, pets, class specific abilities all change everything drastically. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. Camp Info AC: 20 Aug Ground Murkglider Eyes Blind Hunter Rekamu MPG, Camp Info AC: 25 Aug Flameshield Stone Pyrilen Riftseeker RSS, EverQuest AFK Leveling (and AA) Guide: Its all about 3 Boxing, Phinigel TLP Server Leveling for Human Paladin Freeport, EverQuest Next Landmark: Alpha First Impressions. A properly set up box group can do everything but the final mission easily. Maybe talk about Guard Hanarn or Harnan? PL ALTERNATIVE: 'Hatching a Plan' mission next to PoK standalone bank. I have masochistic friends who swear by it though. They will be indifferent to you to start. DO NOT USE FOLLOW HERE. Do the research on your own on Allakhazam. With fire. I updated that page so that it has a link to almost every single EQ guide I have written; laid out for you by expansion & easily navigateable with Ctrl + F. It'll provide a better alternative to people who just want information about a specific zone rather than a leveling guide. In other words that means all those levels that you can't find groups, you can use him for. So max out at lvl 82 and grind all your final AAs here. Rengar Build Guide : Rengar JNG/TOP/ADC 13.4 :: League of Legends Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. Direwind Cliffs is nothing but killing drops throughout most of it. The south camp is the three rooms near the Nobles Causeway zone line. Murder the Rallosians, crystal golems, and frogs. There is a sparkly pad to his left, which if you step on and wait will let you teleport to PoHate) - I dislike this place solo. Otherwise its like an ooze and a tidemage or a trio of warpriests. The east wall outside the citadel area offers constant spawns of cockatrice and a few yeti, as well as access to the two named cockatrice. Chelsith Reborn (98-102)(Guild Hall>Buy Shadowed Sand of the Twilight Sea>TP to Twilight Sea>The Scarlet Desert>The Grey>Chelsith Reborn or Once you do attunement quest from Shard's Landing, Guild Hall>TP to Shard's Landing>Portal to Chelsith Reborn) - I had never tried this place until recently, and I think it's awesome. A FABLED VERSION OF THE NAMED WILL EVENTUALLY APPEAR AND ROFLSTOMP YOU SINCE HE WILL BE AROUND LEVEL 75. A: No. AFK XP gains are so increadibly low/slow that it isn't even worth the time or effort, even if that time is being stolen. EverQuest Cheats & Guides. The idea to help in grinding to where the other players are (level-wise) is to add two additional accounts and create a 3 box team. ). The key issue is that there are gobs of wandering mobs. Everquest 2 Leveling Guide 1-125. All of the tier 3 House of Thule zones work here, but I like Fear Itself since it's mostly just a revamped Plane of Fear, which I have fond memories of dying in. Yet, player groups are hard to come by in the 60 to 80 level range. Also assuming you don't have access to a Druid or Wizard. Also something to keep in mind is if you complete the themes out of order you will not unlock the mercenaries from the theme's below it. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. Also during cooldowns they will use agro reducing abilities. Not really a particular place to camp in the zone, though the area outside with the warbeasts or over on the side of Rubek Oseka would be ok (provided you can deal with underwater combat). Will continue editing as I play through on different characters. (Intelligence level, Upkeep and all that). Burn: Your merc will focus primarily on damage, always assisting the main assist. What i mean is if you do Field of Scale, you'll have the rank IV merc, not the III or II. Below the bridge is a giant ice lake covered in spiders and slimes. These levels will come steadily and you will very likely never be overwhelmed. Pathings. Don't bother with one of the far flung camps. If you're looking for the old information that used to be on this page you'll find those guides along with all my other EQ content here. Sarith, City of the Tides (94-98) Sarith is probably the best place to farm nameds ever. Everything is gnomes, constructs, slimes, minotaurs, and elementals. Since I see a lot of people asking where do I level or is this a good spot for leveling at X, I thought I would jot down this leveling guide. When your Mercenary dies the button will change to Revive. 48-55 kill the mutant floaty guys, shades and crazy humans. A lot of factors can go into a group or solo play. You can very very quickly get yourself a full set of 87-92 gear, including the Formal armor set. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. This makes this one of the best places to grind for paladins trying to wrap up leveling or grind AAs. Healers have a chance of actually rezzing you! Balanced: This stance is exactly how it sounds. Create a free website or blog at WordPress.com. It'll give an Undead oriented hunting guide. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. A single heroic 85 is all that is really needed to roll over the content though, which shouldn't be hard to find on any server you're on. See the New Player FAQ for more detailed information. As of the Terror of Luclin expansion, the best mercenary equipment is "Vigilant", which is obtained in The Burning Lands zones. Aggressive: If you or any group member is attacked, your merc will attack. BEST: 28-(35-45) Lower Guk (PoK>Innothule Swamp>Upper Guk>Lower Guk) - Head down to the dead side. Best thing about this zone is the simplicity of getting to it. Just get access to the second of his HAs, Artifacts of Great Importance. Click here for more information. Make sure that the Tank Merc has been assigned the role of Main Tank. Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. A high level KEI type spell coupled with a mercs naturally high regen rate can ensure your merc never runs out of mana to heal you. Welcome to EverQuest! This is the only stance a Rogue merc will attack on. He will very likely murder you if you do. If water and earth are camped because this zone is a hotzone sometimes, then run to the back of each wing and take the teleporter down to the bees. You'll make the amount it takes to pay them and more from those 5 mobs. Sad really. It's some kinda Gnomish backpack thing. That's all I have for now folks. Finally the yeti caves are a decent camp as well, offering two named yeti and if no one is doing the cockatrice then those two nameds as well. Use mostly water pet in Classic era. Power Levelling - Zliz's EverQuest Compendium All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. They come in 2 flavors: Apprentice and Journeyman, each with 5 ranks. The mob density is incredible and you can clear the first three levels of the tower at a breakneck speed. Also keep in mind almost everything here summons. Worth about half a level in that range. So make this the exception to my disdain of HA leveling. There are two main camps that youll use. At 40 move into the second courtyard area and keep clearing northward. They tank for you, heal for you, or dps for you. But first about the zone. You can pull the first floor starting about level 20 and move into the second floor about 24. Stay near the zone lines until 85, then push out. Up to about level 35 a red con gave me 10%-25% XP. From level 1-100 and from Luclin to Call of the Forsaken, all AA's but crafting are given to you for free. There are three nameds you can kill here for a good variety of loot. I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. For that space in between, look up how to acquire Tier 1 group armor from House of Thule. They will drain half your exp and do very little damage. It's the only level range I feel that you should be here to the exclusion of anywhere else. Some feedback as someone who was reading this hoping to come back: What does paying for live do for me? At 46 you can fight the goblins at the zone in or move up the ramp to the left side of their courtyard and kill the crusaders and sentry's. In the event that the bee's are camped, the bixies that ARE NOT IN THE FIELDS are a good secondary camp. Really good guide. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. We have updated our Privacy Policy. House of Thule armor is pretty damn good for it's level. The cost adds up very very quickly otherwise. Passive: Your merc will not attack anything. The nameds drop pretty sick gear and hit WAY easier than the ones in the Nightmare zones. He made a name for himself with his amazing storytelling and music all featured in his videos of his train-hopping travels across North America. But since I listed Dalnir, I felt I would be remiss to list this place. EQ Resource - The Resource for your EverQuest needs Healer mercs also have a few extra perks, what I mean by this is rezzing and buffing! Everquest Leveling Guides - Almarsguides Mobs are spaced out and very glass cannony. Hey no time like today. Fifth, Daybreak gives you an option to accept some 25% experience potions instead of your monthly 500 Cash. A: Your merc will Dismiss himself. The respawn rate is also ludicrously high. It's a hotzone some of the time which is awesome and the rest of the time it has a crazy high dungeon experience bonus (maybe. You should be able to clear through here without too much hastle. Just be careful about aggro. Once inside, just follow your map and keep heading back until mobs start getting close to your level. The other big benefit is that you get Marks of Valor, which can be spent on gear in Ethernere Tainted West Karana. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. I forget about that guy. How this guide works: Player Level refers to the "sweet spot" level range for the player to both gain good experience while still being able to be effective (landing spells/melee) This doesn't mean you must be between this level range. It is packed full of Erudites, undead, and gelatinous cubes. South of the citadel are the drachnid tunnels. BEST (84-92): The Grounds/Erudin Burning (PoK>Feerott, the Dream>House of Thule, Lower>The Grounds/Erudin Burning) - I love both of these zones. Make sure you clear both the left and right sides of the first courtyard. This makes it so any new player can jump in and catch his friends or others as quickly and painlessly possible. EverQuest Leveling Guide - Fastest Leveling Zones in EQ 2022 For an AFK camp, 100 AA a day isnt too bad. The final two zones drop Glowing Reis, which gives you good armor from 85-90. Third, get yourself maps immediately. The mobs hit very hard and you can get overwhelmed very quickly. Ah yes. They respawn pretty quick and are higher level than most of the zone, so better exp longer. You'll need a high level to help you with the missions and quests. Rengar is an aggressive early jungler, with really good skirmish potential during early game, so you want to get as many opportunities to take over the game in the first 10 minutes of the game. Posted on February 24, 2013 by Almost Gaming. How do I fix this? Guide to Leveling on Live : r/everquest - Reddit unsure if they removed it or not). House of Thule, Lower Floors(80-85 W/GEAR IF SOLO OR BOX)(PoK>Feerott, the Dream>House of Thule) - The courtyard used to be one of the best grinding spots in the game. They are in the places where the guards used to be. 13-28 Estate of Unrest (PoK>Butcherblock Mountains>Dagnor's Cauldron>Unrest) - This is a good place for undead killers, but in my opinion the run out to it is too far and the exp is better in Blightfire. PDF Eq2 leveling guide 1-100 BACK TO ACTUAL ZONES THAT CHANGE!! Frontier Mountain (BEST AREA FOR 100-108) - The giant fort has one named who drops a ring that is pretty in demand. The higher the mercenaries confidence level the less chance he has of running away. Entire house is pretty much open at 26. High enough that 2 rangers headshotting with an SK tanking and wizard also spamming nukes with shaman support couldn't exhaust all the mobs before they repopped. All of the nameds are completely unlinked from the other mobs. The money is amazeballs though, so if you have a group or are comfortable with your box setup, murder giants. You can box here, but the zone isn't very conducive to it. 1; 2; Next. Also, the first AA you should grind on your player toons are to max Combat Stability and then max Combat Agility. Here is a quick run down of everything. They have low HP and don't hit very hard. From PoK>Gulf of Gunthak>Dulak's Harbor, Board the ship Stormwave or talk to the teleporter guy if it's all broken>Dead Hills. everquest afk mercenary leveling guide BEST (90-96): Valley of Lunanyn (Guild Hall>Buy Chunk of Argathian Steel>TP to Argath, Bastion of Illdaera>Valley of Lunanyn) - I sincerely hate that this is still true, but the Valley is still hard to beat in this range mostly because of the unique way the zone is setup. Everything is all sparkly and golden. These can quickly take you to 64-65. The Foundation is one of them and might be worth heading to. everquest afk mercenary leveling guide End of Underfoot (Volska's/Convorteum)(88-92) - You can level here if you feel like pulling your toenails out, but I don't recommend it. Making it doubly worth it. Usually you can kill 5 or more mobs in the 15 minutes it takes between Upkeep's. When you rez your mercenary you will immediately be charged the Upkeep cost on him. Find something else. You can pull 3-4 at a time easily and pretty quickly kill them all, moving out toward the docked ships to get higher level guys. You can conceivably go to 80, but it slows down and there is better exp to be had elsewhere. There is a new set every 5 levels but it isn't really worth getting more than maybe a set for a healer merc at 75, 85, and 105. Gaesigs and Heligs on the water side come to mind on this. Also keep in mind that if you hire a mercenary from a female Mercenary Liaison then your mercenary will be a female. Ignore the giant black golem and Nortlav and head up the stone tunnel killing gargoyles and golems until you get to the castle full of gargoyles and ghosts. There is a big open courtyard almost as soon as you zone in. This place is almost nothing but undead. Although inadvertently getting trained is a risk youre going to take if youre afk; regardless of what xp zone youre in. Mobs run on live side so ignore it. In the second city, kill Doomfire mobs until 70. Slaughter everything you get your hands on that isn't a friendly dragorn.

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