Items


 * EQItems
 * Seeds of Destruction Clickies
 * Gear offered by Old Man McKenzie
 * Pet focus

Item tags
Items have several "tags" on them.
 * Attunable - This item may be traded until equipped. Once equipped it becomes No Trade.  However, the No Trade tag can be removed with Urthron's Ultimate Unattuner purchased from the Loyalty Vendors: Plane of Knowledge - Alerynril the Loyal [Loyalists of Everquest ] and Sunrise Hills (Player housing zones) - Pagus Nonad [New Tanaan Tax Authority ] for 423 Crowns.
 * Collectible - This item may be collected (right clicked) for an achievement.
 * Expendable - This item either has charges, or in the case of something like a fishing rod, can break.
 * Heirloom - An item that is tradeable to all characters on your account on that server, but No Trade to all others.
 * Infusible - This item has "purity", which means that Power Sources will change the statistics of the item. The purity of an item may be from 0 to 100.  The higher the purity, the greater the effect of the power source.
 * Lore - You may have only one of this item per character. If the character attempts to pick up another, they will be unable to do so and they will get a message stating that they can only have one of a lore item.
 * Lore Equipped Group - You may have only one of these items equipped (worn) per character.
 * Magic - The item is magical. Some mobs may only be damaged by magical weapons.
 * No Bank - This item may not be placed in your bank.
 * No Destroy - This item can only be destroyed by handing it to a Priest of Discord.
 * No Ground - This item may not be dropped on the ground.
 * No Pet - This item may not be given to a pet.
 * No Storage - This item may not be stored in a bank, guild hall, housing plot or house.
 * No Trade - A character may not give this item to anyone else.
 * No Zone - This item will disappear if you zone.
 * Placeable - This item may be displayed in your house.
 * Prestige - This item may only be used by those with an All Access (Gold) Daybreak account.
 * Quest - This item is used in at least one quest.
 * Temporary - This item will disappear 30 minutes after you log off. Temporary bags should convert to another type of bag instead of disappearing with the items inside it.

Items that summon throwing items

 * Algid Bag of Frozen Tears - Summons Frozen Tears.
 * Bloody Ancille's Pouch
 * Bracer of Hammerfal
 * Dusty Soriz Worker Pouch
 * Knifemaster's Vest - Summons Vest Throwing Knife
 * Many-Pocketed Pouch - Summons Clay-Bladed Dagger.
 * Mrylokar's Bracer - Summons Throwing Dagger.
 * Mysterious Belt of Daggers - Summons Well Balanced Throwing Knife.
 * Pouch of Curses
 * Stoneroot Starfish
 * The Guardian's Pouch
 * Ton Po's Mystical Pouch

Focus item slots
Beginning with the Secrets of Faydwer expansion, it was announced that spell focuses would be assigned specific slots. Here is a list of them:


 * Ear: Increase Spell Duration (Detrimental)
 * Head: Increase Spell Damage (Magic) [Bards: Brass Resonance]
 * Face: Increase Spell Range (Detrimental)
 * Chest: Class specific
 * Back: Increase Spell Duration (Beneficial)
 * Neck: Increase Healing
 * Shoulders: Decrease Spell Mana Cost (Detrimental)
 * Arms: Increase Spell Damage (Fire)  [Clerics and Shaman: Increase Healing] [Bards: String Resonance]
 * Wrist: Increase Spell Damage (Poison)  [Druids: Increase Healing]
 * Waist: None
 * Legs: Increase Spell Haste (Detrimental) [Bards: Wind Resonance]
 * Feet: Increase Spell Haste (Beneficial) [Bards: Singing Resonance]
 * Hands: Increase Spell Damage (Cold) [Bards: Percussion Resonance]
 * Fingers: Increase Spell Range (Beneficial). Decrease Spell Mana Cost (Beneficial)
 * Range: Increase Spell Damage (Corruption)
 * Secondary: None

In the December 9, 2008 game patch, some changes were made. Exactly how this effects the slots is still to be determined, but here is the part from the patch message: "- Class-specific armor for Clerics, Druids, and Shaman has had healing foci added to match the SoD armor. Clerics and Shaman will now have healing foci on their arms, while Druids will have healing foci on their wrists." "- Druadic Frostlinked Leggings and Necrotic Chillsteel Greaves have had a detrimental spell haste focus added to match the other elemental leggings."

Changing wrist focus
For Seeds of Destruction Tier 3 and higher tier gear, the focus effect on non-druid wrists can be rotated between Increase Damage for Poison, Disease, and (possibly) Corruption by using a Silenced Tinea Deviation Chamber purchased from Zebuxoruk for 15 chronobines.

For later expansions, the same thing may be done by similar methods. Torment of Velious and Claws of Veeshan wrists are different, see below.

Torment of Velious and later expansions
The Torment of Velious expansion made changes to several items. Here is the list for items:


 * Ear: None
 * Head: Increase Spell Damage (Magic) [Bards: Brass Resonance]
 * Face: Increase Spell Range for all spells (Beneficial and Detrimental)
 * Chest: Class specific
 * Back: Increase Spell Duration all spells (Beneficial and Detrimental)
 * Neck: Increase Healing
 * Shoulders: None
 * Arms: Increase Spell Damage (Fire) [Bards: String Resonance]
 * Wrist: None [Beastlord, Cleric, Enchanter, Necromancer, Shadow Knight, and Shaman wrists have poison and chromatic damage increase]
 * Waist: Special focus effects
 * Legs: Increase Spell Haste (Detrimental) [Bards: Wind Resonance]
 * Feet: Increase Spell Haste (Beneficial) [Bards: Singing Resonance]
 * Hands: Increase Spell Damage (Cold) [Bards: Percussion Resonance]
 * Fingers: Decrease Spell Mana Cost for all spells
 * Range: Increase Spell Damage (Corruption and Disease)
 * Secondary: None

What has changed in ToV

 * Removed Increase Spell Duration (Detrimental) from earrings
 * Changed the back item focus from Increase Spell Duration (Beneficial) to Duration Focus (increases all spell durations, both Beneficial and Detrimental).
 * Ring Decrease Spell Mana Cost (Beneficial) is now decrease spell mana cost for all spells.
 * Face items now increase range for all spells.
 * Ring Increase Range (Beneficial) is removed.
 * Removed Decrease Spell Mana Cost (Detrimental) from Shoulders
 * Removed healing focus from druid wrists
 * Beastlord, Cleric, Enchanter, Necromancer, Shadow Knight, and Shaman wrists have poison and chromatic damage increase
 * Some waist items have special focus effects
 * Range items have disease and corruption bonuses
 * Removed Cleric and Shaman healing from arms

Focus effect degradation
You lose 5% of the focus amount per level and truncate (round even .99 down). For example, a 35% level 80 focus would be:

Melee effect item slots
Beginning with the Secrets of Faydwer expansion, it was announced that spell focuses would be assigned specific slots. Melee effects also seem to be assigned specific slots. Here is a list of them:


 * Ear: Sharpshooting
 * Back: Damage Shield clicky buff
 * Neck: Improved Parry / Block (parry and block have been combined into one effect)
 * Shoulders: Haste
 * Arms: Cleave
 * Waist: Haste
 * Legs: Ferocity
 * Range: Improved Dodge

Item clicky slots
I'm unsure when it started, and there are certainly exceptions, but most of the time clickies are assigned to a specific slot.

Standard Clickies

 * Might of Stone: Ear
 * Form of Endurance: Face
 * Prismatic Ward: Range
 * Myrmidon's Skill: Shoulders
 * Form of Defense: Fingers
 * Soothing Breath: Ear
 * Knowledge of the Past: Fingers
 * Expanding Mind: Waist
 * Illusionary Spikes: Back
 * Geomantra: Ear

Oddball Clickies

 * Tiny Companion: Beast, Mag, Nec Ear
 * Ancestral Memories: Neck - has also been found on Finger items (VoA) and Back items (Ancient and Mighty Cloak of Flames). Most often only a single item per expansion has this click.

Armor to dye for
All About Dyes

There are three types of dyes available:

By far the most popular, Vial of Prismatic Dye enables players to dye any visible armor slot, so that armor equipped in that slot will be tinted with that color. These dyes are made with tradeskills, but can be used without any skill. When you hear people buying or selling armor dyes, these are almost certainly what they mean.
 * Prismatic Dyes (Alchemy, Brewing, Pottery)

The very first set of dyes to be made available, fine plate dyes can only be used to tint fine plate armor. Fine plate is a line of basic, smithed plate armor. These dyes actually permanently change the color of each piece of armor. However, with the subsequent introduction of prismatic dyes, fine plate dyes have fallen into disuse. They are now useful mainly just by tradeskillers to improve skill in alchemy or make poison.
 * Fine Plate Dyes (Alchemy, Make Poison, Pottery, for use in Smithing)

These dyes are used to make ribbons (hence the name), which are, in turn, used to tailor robes. The robes can only be worn by casters (enchanters, magicians, necromancers, and wizards). Furthermore, the robes can only be made by the six races which can be one of those caster classes. While there is a market for some of the final robes, these are also useful primarily as a means of skilling up, particularly for tailoring.
 * Ribbon Dyes (Brewing, for use in Tailoring)

Applying the dye: You may now dye a dye slot any color that you wish. How? Go to your Inventory and look for the new 'Dye' button at the bottom. Your view should change to focus on your character, and then a new window will pop-up called Armor Dye.

The little boxes under Item Tint are the colors of the original items and cannot be changed. The little boxes under Armor Dye are the adjustable ones. Click on any of the boxes to bring up the window called 'Choose a color', which is also shown in the picture.

You'll see boxes of colors, these are default colors that you can use as starting points for customization. Below are sliders for adjusting the colors. To the left of the sliders are colors that are being adjusted - red, green, and blue. Notice these values are in numerical format. If you change the number in the box, you will accordingly change the intensity/brightness of the color. 0 is the lowest value, and 255 is the highest.

Examples: 0, 0 ,0 = black; 255, 255, 255 = white; 255, 0, 0 = intense red; 255, 175, 175 = a very light value of red (probably a whitish pink); 25, 25, 25 = a very dark value of gray; 100, 25, 25 = a dark value of red

If you like the color of a piece of armor you already possess (I.E., Rel's golden cleric armor), place your cursor over the Item Tint box of the appropriate color and you'll be given it's RGB values.

CURRENT BRUSH Tool: In the armor dye window, you'll notice the lone color labeled Current Brush. If you change the value of this color, it will replace the light red color of the 'Choose a Color' window with whatever value you set the brush to. This way you don't have to retype the values every time if you make a set completely of one color.

When you finish, check the number of Reagents Needed with the number of Reagents Available. If you've got enough (don't know what happens if not), hit Save Dye and all the changes will be made and reagents deducted. You may dye multiple slots at once.

Note, you may also reset the process before saving the dye, however sometimes the colors will set to values you fiddled with before. If you're worried about this, zone and it will reset all the dyeing data in the windows and on your character.

IMPORTANT NOTE : If you own any white armor, dye it another color, and use the default white, it will request a reagent. Why? The value of the default white is 240, 240, 240, but your white armor is set to a value of 255, 255, 255. Either reset the dye window, set the color manually to 255's (though this may not be safe), or zone to fix this before proceeding. Don't waste money on extra dyes! This also applies to trying to reset a color back to it's original value. It will count a reagent and in this case you MUST use the reset function or zone.

TIPS: --Now, remember to copy down the numbers you use for dyeing armor. Why? By writing down the RGB value for that color, you can easily repaint all the other parts of the armor that value without making guesses, approximations, or having to redye everything over again. Also, by having numbers that end in 5 and 0, you don't have to worry about remembering strange numbers like 173, 182, 168. Trust me, the color is almost exactly the same if you change them all to 175, 180, 170, and it's that much easier to copy.

--You do NOT have to have components to dye armor. You can play around with colors any time you want to, but they will disappear upon zoning and no one else can see them until you complete the dye. You may, however, take a screenshot and show it off if you're low on cash and want opinions first.

Removing dye
To change your armor color to default, Open the inventory by pressing I key from the Keyboard, then click on the button, this will popup a window. Now here in front of all Armor type there is a box. Now click on this box, it will open a small window for that particular armor and move the sliders to 255, 255, 255 for their respective color's Red, Blue and Green value.

Note: You will need to have all the necessary dyes with you to do this!

Faction increasing items

 * Ornate Velium Pendant

Snare items

 * Anklesmasher
 * Ball of Burlap Yarn - Obtained through this quest: Miranda's Dice.
 * Energized Clay Goo Pot - Created using tradeskills. EQ Traders Corner recipe.
 * Entwined Hammer
 * Rusty Oil Spitter - Casts snare with a 15 minute recast delay.
 * Sap Encrusted Branch - Drops off Tunare in Plane of Growth (Class: CLR RNG DRU MNK SHM BST) [Warning: Killing in Plane of Growth will irreversibly ruin your faction with several good races.]
 * Silken Whip of Ensnaring - Warrior / Ranger only snare weapon.
 * Suspension of Slime - Shaman made potions.
 * Swollen Fungusbeast Gland - Drops in Fungus Grove.

Lesser snare
 * Sargasso Spear
 * Tserrina's Whip

Utility clickies

 * See also: Swarm pet items


 * Clairvoyant Orb - Unlimited charges of Bind Sight. Lets you see through the eyes of your target.  Dropped by Keldor Dek`Torek in Kael Drakkel: The King's Madness.
 * Cleansing Rod - Unlimited charges of Effect: Purified Blood.
 * Goblin Gazughi Ring - Unlimited charges of Effect: Invisibility versus Animals, instant cast.
 * Huntsman's Ethereal Quiver - Effect: Summon 100 Ethereal Arrow.
 * Luclinite Horde Cube - Effect: Grow
 * Mask of Espionage - Five charges of Invisibility. Can be recharged.
 * Mask of Vanishing - Effect: Invisibility Cloak.
 * Ocular Scout Control Unit - Unlimited charges of Eye of Zomm.
 * Protection of the Dain - One charge of Divine Aura (invulnerability). Can get it replaced at any time if you hand your Ring of Dain Frostreaver IV to Dain Frostreaver IV (make sure you have ally faction or he will keep the ring and not give you anything).
 * Ring of the Dead
 * Rocketeer Boots - Allows you to make a giant leap. Player made.
 * Shield of Immaculate Light - Unlimited charges of Abolish Disease.
 * Shield of the Immaculate - Unlimited charges of Cure Disease.
 * Steamjet Pack - Jets you forward. Player made.
 * Stormeye Band - Effect: Storm Guard. A 27 point damage shield with stacks with many other ones.
 * Wand of the Vortex - Effect: Annul Magic.

Divine Barrier
 * Cursed Rage Channeler
 * Feral Guardian Channeler
 * Totem of the Wurines

Levitation items

 * Ball of Fluffy Cotton - Purchased in the Marketplace for 100 Daybreak Cash.
 * Geerlok Floatation Pack - 20 charges
 * Kelp-String Lute of Tide Rituals - Bard only. Gives Illusion Air Elemental which has levitation.
 * Orb of Suspension
 * Pegasus Feather Cloak - Drops off of Quillmane.
 * Portable Gyrocopter
 * Shield of Striding - Only useable by clerics, druids, and shaman.
 * Shoulderpads of Levitation
 * Swiftmantle

Illusion
Some illusions include levitation. The following items grant illusions with levitation (spells that grant levitation illusions are not listed here):
 * Kelp-String Lute of Tide Rituals - Air Elemental. Bard only.
 * Grimp Scales - Imp
 * Polymorph Wand: Bixie Soldier
 * Polymorph Wand: Burning Nekhon
 * Polymorph Wand: Flame Telmira
 * Polymorph Wand: Flood Telmira
 * Polymorph Wand: Forest Fairy
 * Polymorph Wand: Phantom Froglok

Shrink items

 * Anizok's Minimizing Device
 * Bestial Sandals
 * Boots of Beast Mastery
 * Boots of the Beastlord
 * Bracelet of the Shadow Hive
 * Cobalt Bracer
 * Earring of Diminutiveness
 * Humanoid Reductionizer
 * Mist of the Ant
 * Philter of the Ant
 * Ring of the Ancients
 * Savage Boots
 * Shimmering Bauble of Trickery
 * Vial of Shrieker Essence
 * Wand of Imperceptibility
 * Wild Lord's Sandals

Depths of Darkhollow item exchange
Archaeologist Flottwit in The Bazaar will exchange some NO TRADE items from the Depths of Darkhallow zones for tradeable versions. See the quest here.

Powersources for TSS quest armor
The Serpent's Spine (TSS) expansion has powersources drop for some armor quests. Here is a list of which powersource is for which type of armor.
 * A Large Faintly Glowing Powersource is for chain.
 * A Large Flickering Powersource is for leather.
 * A Large Softly Glowing Powersource is for plate.
 * A Large Translucent Powersource is for silk.

Chase items
Chase (ultra-rare) items are evolving items that drop in non-raid zones and are significantly better than standard group items. First introduced in The Burning Lands, they are also in Torment of Velious, and are expected to be continued in future expansions.

Pick zones have the same chances to drop ultra-rare items as their base zone. Missions and heroic adventures have a lower chance to drop ultra-rare loot.

The only alteration is some picks do not have all of the NPCs that a base zone has, so the overall chance is lower since there are less NPCs but each NPC killed has the same chance. I.E. the base zone has 100 NPCs possible, the pic zone has 95. The chance per NPC is the same. The chance per "zone clear" is less, simply because there are less NPCs.

In practice, this makes no difference as it's rare that a single player/group can kill every NPC in zone before NPCs re-pop. So... if there is always an available NPC to kill, then the chance is actually the same because that 100 is really "you can kill 30 an hour" and in a pick you can still kill "30 an hour" which results in no practical change in the chance since it's really kill rate, not actual "up in zone" NPCs

This principle is simlare to the "lowered rate" a few months after expansion launch.

The reality is, at expansion launch, it's more like 1000 NPCs killed an hour (cumulative), while after players migrate to other zones and spread out or do more mission and less base-pop killing, the rate goes down to 500 NPCs killed per hour. The chance per NPC never changed, but players are killing less NPCs per hour. This lowers the overall rate of them appearing in game, but not the actual chance to get them per kill.