Perks

EverQuest Perks are a way to add special features to your All-Access Membership. They are divided into three categories: Adventurer, Challenger, and Merchant. You can choose any combination of the three perks to add-on to your playing experience. They went live on October 19, 2021.


 * EverQuest News: New EverQuest Perks
 * EQ Perks FAQs

Perks are purchased by visiting the Daybreak EverQuest Membership page.

Activate 1 Perk for $2.99/month, 2 Perks for $3.99/month, or all 3 Perks for $4.99/month.

Adventurer's Perk

 * Gain a 5% experience bonus that multiplies with other experience bonuses you earn.
 * Rake in 10% more coin from your kills.
 * Earn 10% more alternate currency from modern raids.

Challenger's Perk

 * Loyalty vendors, such as Alerynril the Loyal, will provide a 10% discount on loyalty items.
 * Your mercenaries will gain experience 10% more quickly.
 * You won't lose a level when your character falls in battle.

Merchant's Perk

 * Grants access to twelve-slot trader’s satchels.
 * Enables two additional slots in your inventory.
 * Adds a 10% chance bonus to gain skill points in crafting skills. - Chance bonus is multiplied by your base skill-up chance and is additive with any other chance bonuses. Chance bonus capped at 100%. If there are other chance bonuses in effect, this will only increase to a maximum of 100%.

Expiration
Disabled containers can be opened, but the items inside cannot be removed until the bag is moved into an active slot.

Items inside disabled containers will show on Find Item.

Highlight will open a disabled bag and highlight the item.

Grab will not function for items in a disabled container.

Items should not go into disabled inventory slots via /autoinventory, /claim, loot, or any other method, even if regular inventory is filled.

In most cases items should not be able to be used, consumed, or modified from a disabled slot or container. This includes, but is not limited to:


 * Ammo
 * Bandages
 * Fishing Bait
 * Food/Drink/Alcohol (Including stat bonuses)
 * Armor Dye
 * Spell Reagents
 * Tradeskill components
 * Lockpicks
 * Campfires materials
 * Item Spells (Clickies)
 * Add/Remove item augmentations
 * Swap items (e.g. Bandolier)
 * Convert items (e.g. Wishing Lamp)
 * Claim items (e.g. Overseer Collectible Dispenser)
 * Fuse items (Luck)

Our coders worked very hard to try and cover every case and prevent potential problems.

If you encounter a situation whereby you are able to access, use, or otherwise modify items within disabled slots or containers, or any other seemingly unintended inventory behavior, please let us know by submitting a bug report. Thank you!