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Item tags[edit | edit source]

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.
  • Free Storage - This item may be placed in a Key Ring without using up a slot.
  • 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[edit | edit source]

Focus item slots[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

You lose 5% of the focus amount per level and truncate (round even .99 down).[1] For example, a 35% level 80 focus would be:

Level Percent
80 35
81 33
82 31
83 30
84 28
85 27

Melee effect item slots[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

All About Dyes

There are three types of dyes available:

  • Prismatic Dyes (Alchemy, Brewing, Pottery)

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.

  • Fine Plate Dyes (Alchemy, Make Poison, Pottery, for use in Smithing)

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.

  • Ribbon Dyes (Brewing, for use in Tailoring)

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.

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[edit | edit source]

To change your armor color to default, Open the inventory by pressing I key from the Keyboard, then click on the Dye button, this will open the Armor Dye window. To the right of each slot name are two boxes, Item Tint and Armor Dye. Click on the Armor Dye box, it will open a small window for that particular slot. Move the sliders to 255, 255, 255 for their respective color's Red, Blue and Green value. Accept this.

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

You may have to remove and re-equip the item in order to see the correct color when you look at it.

Faction increasing items[edit | edit source]

Snare items[edit | edit source]

Lesser snare

Weapons that proc slow[edit | edit source]

Item name Classes Slow Percent slow Obtained by
Canyoneer Pike WAR ROG Drowsy 11% (L5) to 25% (L60) A Goblin Canyoneer
Darkened Truncheon of Doom WAR Darkened Tepid Deeds 60% Froglok Armsman in The Reinforced Ruins of Sebilis
Di`zok Oracle Shillelagh SHM
Earthcaller RNG Earthcall 50% (minimum level 50) Ranger Epic 1.0
Fabled Club of Slime WAR PAL RNG SHD MNK BRD ROG BST 10% (minimum level 75)
Fabled Willsapper ALL except CLR DRU MNK BER 35% (minimum level 68) Drops off Fabled Vaniki, named rat in Dragon Necropolis.
Hammer of the War Machine WAR PAL SHD 50% (minimum level 98) Drops from Grelleth`s War Machine and chest loot in The Machinations of Kotul and The Queen's Decree.
Swarmcaller RNG Tagar's Insects 33% (L27) to 50% (L60) (minimum level 46) Drops off Sentry of Sathir
Trident of the Deep Sea WAR SHD BRD ROG 10% (minimum level 50) Off Lord Koi'Doken in Northern Temple of Veeshan.
Truncheon of Doom WAR 50% (minimum level 50)
Vyledorinajirnak the Sea's Justice WAR PAL SHD BER 20% (minimum level 45) Drops off of "a siren temptress" in Siren's Grotto.
Wavecrasher WAR PAL RNG SHD BRD ROG 20% (minimum level 40) Drops off a named in Siren's Grotto.
Willsapper ALL except CLR DRU MNK BER 20% (L1) to 35% (L60) (minimum level 50) Drops off Vaniki and Fabled Vaniki, named rat in Dragon Necropolis.
Item name Classes Slow Percent slow Obtained by

Utility clickies[edit | edit source]

See also: Swarm pet items

Divine Barrier

Levitation items[edit | edit source]

Illusion[edit | edit source]

Some illusions include levitation. The following items grant illusions with levitation (spells that grant levitation illusions are not listed here):

Shrink items[edit | edit source]

Depths of Darkhollow item exchange[edit | edit source]

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[edit | edit source]

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.

Ultra-rare items[edit | edit source]

Ultra-rare (sometimes called Chase) 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.


โ€” Ngreth Thergn, EQ Developer, August 25, 2020

Items that stun[edit | edit source]