EQ Legends Farm Targets: What to Camp and Where
Last updated: August 25, 2026 — every named item cross-referenced against the item database.
This is the working list of what to farm in EQ Legends and where, built from beta and a month of live play — the items players form groups for and link in general chat all week. Every item below links to its full stat card in the item database, where the upgrade slider shows what the piece becomes at every tier from +0 to +10. Stats shown here are base value at D0.
The zones run low to high, roughly the order you’ll hit them leveling. Below the zones are the reference ladders — weapons by class, armor by level, clickies, and endgame mote farming — to come back to as you go.
Rules of the Road
Four things that apply to every camp on this page:
- Difficulty sets the plus-tier, not the loot table. The same items drop at every difficulty; higher D means drops arrive already plussed and worth more merge points. D0 counts 1 merge point, D1 = 2, D2 = 4, D3 = 8, D4 = 16 — a D4 drop is worth sixteen D0 drops when pushing an item to +10.
- D0–D1 to level, D4 to farm, a non-respawning instance for a clean clear. Farm your gear at the highest tier you can hold; level through zones at low tiers where pulls are safe.
- Procs work. They were broken through beta and fixed July 14. Ignite fires fine, it just lands small (a parsed L40 Nagafen kill logged 8 Ignite procs for 64 total). Farm proc weapons for the mod; the proc is a bonus.
- Farm the effect, not the item. Any proc, focus, or click can be pulled off one item (once leveled, ~+4) and slotted onto a better one — the full exaltation rules are at the bottom.
The Zones
Blackburrow (1–18)
The starter revamp, dropping gear well above its old level range. Camp the island named for armor, work the interior for the shrink and haste utility.
| Named / Mob | Drops |
|---|---|
| Sabertooth Overseer (island, past the null elites) | Hardened Bark Breastplate — AC 16, SV Poison/Disease 10; war/cle/pal/rng/sk/brd/rog/ber |
| Splitpaw Commander (two spots) | Leather Whip — 5/30 stun-proc, extracts at +4 · Gnoll Hide Lariat (3/20, Stun proc) · Onyx Earring (AGI 2, also off the gnoll commander) |
| giant plague rat (top floor) | Rat Paw Talisman — AC 2, WIS 2, MANA 2 neck · a throwable ranged item |
| saber-tooth clan necromancer (by the snake pit) | INT-caster slippers |
| Master Brewer (brewery) | Keg Mallet — 9/30, STA/WIS 3 |
| Refugee Splitpaw (near the brewer) | Sharp Claws (7/24, Laceration proc) · Refugee Shroud (shrink click) |
| Splitpaw Sharpshooter (near the brewer) | Sharpshooter’s Bandana (AC 3, STR/DEX 3) · Sabertooth Short Bow (Knee Shot proc) |
Run it: Trainix Darkpaw no longer paths to the zone line, so the entrance camp stopped eating his aggro. The Master Brewer aggros the top of the zone — awkward to hold at D4.
Canon note: the Keg Mallet, Sharp Claws, Refugee Shroud, and Sabertooth Short Bow all get miscredited to Najena in old guides. They live here.
Crushbone (4–22)
Revamped with new named and new loot, fully swept on camera. Entrance mobs are 3–4, the slave/miner areas top ~10, the castle ~13, cap 22. Spawn density and respawn rates both went up.
| Named | Common | Rare |
|---|---|---|
| Chokehold (north of castle) | Armband of Serrated Teeth (STR/DEX 1, STA 2) | Carved Walking Stick — all/all 6/25 2H, small stats + resists |
| Blood Gurgler (new) | Spiky Splint Mail (Shield of Fire click) ↔ Rib-bone Stiletto | |
| Marrowbane (new) | Grimy Black Silk Robe (AC 6, INT 5) | Wood Elf Scout neck — 6 AC, 10 mana, 5 AGI |
| Bonefire | Headsplitter — 11/43 2H slash, STR 4 | Corroded Handguards |
| Lord Darish (Lord, not King) | Torn Elvish Tapestry (back), Bandolier of Teeth | Dwarven Axe — 2H, weak |
| Emperor Crush | Dwarven Mace, Dwarven Ring Mail Tunic (quest) | Crown of Crush — AC 10, STR 5, SV Cold 5 |
| Ambassador DVinn | Dragoon Dirk (6/23, DEX 2), Black Heart | Wood Elf Scout Shoes |
| Orc Warlord / Warden / Scoutsman | Bracers of Battle (AC 3, STR 1, DEX 3), Ancient Orc Long Bow | |
| Orc Trainer (hill, no placeholder) | Shiny Brass Shield — AC 10, SV Magic 10, every trip | |
| Taskmaster (~10 of them) | Leather Whip (5/30), Brass Earring | |
| Prophet / Oracle (share spawns) | Disgusting Padded Shirt (12 AC, resists), Crushbone Fetish | Rotting Faydark Mask (Oracle) |
| Orc Slaver (trash, many) | Slave Trammel — boots, AC 15 all/all, −2 AGI/−2 DEX · Master Crushbone Cell Key |
Run it: hug the wall from the zone-in. The Ambassador and Lord Darish have placeholders; the Prophet/Oracle share three spawns (behind Blood Gurgler, on top of Emperor Crush, out on a hill). Some items are missing their models — they work, they’re invisible, hotfix pending. The in-game map isn’t wired for Crushbone, so grab Brewall’s pack.
The one to chase — Slave Trammel (boots). Base AC 15 all/all with a −2 AGI/−2 DEX penalty that reads like a trap. Level them and the penalty falls off (gone by +2), and at +10 they run AC 30. Off ordinary orc slavers in a starter dungeon, so farm three pairs — wear one, any-slot the other two. A pile of armor class at a level nobody else has any.
The Screaming Mace chain. Hands a monk a proccing weapon at level 10. Collect the Brass Earring (Taskmaster), Shiny Brass Shield (Orc Trainer), and Dwarven Ring Mail Tunic (Emperor Crush) → dwarven blacksmith returns a Dwarven Mace plus two molds. Then /say I killed the king to the elven priest, hand over Bracers of Battle for Prayer of Cloth shoulders, then give the shoulders + Dwarven Mace to the elf → out comes the Screaming Mace (~10 STR, 5–6 AC, procs at 10). The proc moves with you after you outgrow the mace.
Kerra Isle (10–25 — a twink detour at any level)
The Talisman off the turn-in quest gives HP/mana/endurance regen (+12/+12/+12 at max) — nothing else in the bracket touches it, and it stays useful in an any-slot after 25.
Run it: two Kerra Emir spawns at the fork drop the idol; the Tiger Spahai in the mid-pit drops the letter (one spawn, the bottleneck). Both 100% on ~4–5 min timers. Turn in at the north building’s basement — macro explore the island, each turn-in also pays 100 faction. Evil races: run an enchanter human illusion until faction carries itself.
You do not need the full quest line for the neck — that’s for the Kerran race unlock. The neck is just the turn-in loop.
Befallen (6–28)
Deeper than it looks. The fine steel area runs 22–26, farms to 28. Walk in at 6 but expect to struggle breaking the first room — farm the entrance to 8 first.
| Named | Drops |
|---|---|
| The woman (first main spawn, always L16) | a mace or scythe — she harm-touches, open in defensive stance |
| Asaka L`Rei (SK, first area) | Ebon Scythe (17/45, STR 5), lower-level key |
| Named theurgist (down the ledge) | Dagger of Marec, Gossamer robe, Damascene pieces |
| Kobrasatajj (enchanter woman) | Golem Metal Wand — Pillage Enchantment click (also on the Golem Metal Rod in Cazic-Thule) |
| Footman of Vizair | Silver Plated War Sword (15/38, STR 5, HP 15), Pristine Studded gloves |
| The Baron (paladin — stuns, Lay on Hands) | The Baron’s Blade (10/30, STA/DEX 5), Pristine Studded Leather Tunic (AC 14, SV Poison 5) |
| Korven (bottom) | Shimmering Ruby Stiletto (10/30, backstab 10, Ignite, NO TRADE), Enchanted Fine Steel Rapier |
| Nisere (one room over) | a 1h slash (the knight people confuse for Korven) |
Run it: Shadow Knights always drop the keys — track the nearest SK on your floor (make sure track doesn’t read above/below you) and kill him. The one in the hidden area past the elf skeleton drops three keys at once. There’s a drop-down shortcut that skips the key path if you can invis past the guards.
Two fights to plan: The Baron + Soldier of Vizair — pull together, kill the Soldier first so the Baron burns his mana bar healing, then he’s a normal fight. Any pair in the zone, assume one’s a priest and tank through heals.
Farm at D3/D4 once you can hold it — the Pristine Studded set and Baron’s Blade arrive at +3/+4. People have killed Nagafen in leveled Befallen gear. When to leave: get your set (and the legs) to +4 first; that carries you to Lower Guk.
Also here: the Footman’s Blade off a L15 mob (easy to +10, rivals planar weapons leveled out), and a Bonebladed Claymore (2H, rank 4).
Castle Mistmoore (19–40) — Revamped August 18
Named are now guaranteed spawns with guaranteed common + rare loot, all flagged rare (far more motes per run). Less aggressive at range by day, brutal at night. The camps double as 19–40 leveling; the new loot is the reason to come.
| Named | Where | New Loot |
|---|---|---|
| Glyph Ghoul | roams entry | a visor · Crested Mistmoore Shield (AC 10, resists — instrument-mod donor) |
| Inai | before graveyard ramp | a mask (common), gloves (rare) |
| An’ti | castle | Gargoyle Grips — plate gloves, AC 10, STR/STA 5, SV Magic 5; leads the slot into the 30s leveled |
| Princess Charista (left fork) | castle | Cherista’s Fangs — Monk/BST fists, 10/28, Lifebite proc, BiS fists till endgame |
| Dark Librarian | castle | new caster pieces |
| Hemomancer | courtyard | Wine Thief — 9/31 dagger, Improved Vampirism (no model) |
| Fallen Noble | courtyard | Mistmoore Heirloom Ring — INT 3, HP 10, regen exaltation w/ resist penalty |
| the Maid | deeper | one more new piece |
Run it: from the zone-in, front of the castle past the graveyard, or the back way through invisible walls in the graveyard. Bring invis. Main fork: left → Princess + librarian, down → courtyard. Two non-new extras: Lasna (near Princess) drops a melee earring; Garton Visven at the tower top at night (levitate up the entry tree → bridge → tower elevator) drops a breastplate.
Najena (20–30)
Most-talked-about farm after Befallen. Headline is the Kitchen Toolbelt, a 10% haste belt off The Tenderizer (who also drops a weapon of the same name) at a level haste shouldn’t exist. Also: the pet focus item every pet build wants, the Flaming Fist (6/18, SV Fire 20) off the unbound flame near the entrance, a Journeyman’s Boots-type drop + a spear off Drelzna, and plain Fine Steel weapons (the Enchanted Fine Steel line is Befallen, not here). Quirk: locked doors make you hold the key on your cursor.
Splitpaw (25–42)
Entrance 25–28 through five difficulty bands to 40–42 deep, named pushing higher. Rare and equipment drop rates both raised zone-wide. Enter from South Karana.
| Band | Named | Drops |
|---|---|---|
| Entry (25–28) | A Nisch Mas Mender | Cap of Mending (AC 3, HP 10) · a shield w/ Mana Preservation II |
| Entry | a Lteth Val Deviant | Splitpaw Keepsake Ring (AC 2, DEX 4, HP 10) · Dagger of Dropping (Weaken proc) |
| Jail | Brother Gruff (paladin) / Brother Hail | Blood Sabers / Burning Soul of the Pious |
| Middle (30–36) | a Tesch Val Brute | Brutish Breastplate (AC 24) · TornEar Thumper — 15/30 2HB, STR 9, Stun proc, best 2HB pre-planar |
| Middle | a L38 boss | Channeler’s Gloves |
| Deep (36–42) | The Executioner | Verishi Mal Great Axe · Varish Bracer of Dominance |
| Deep | NE-room named | Thick Amber Potion — 1-charge instant Greater Healing |
| Deep | Kurrpok Splitpaw (near Executioner) | Ruby Pendant (quest), Rune Totem Staff, an axe |
| Deep | (gold pocket, hidden water tunnel) | Apprentice Heretic’s Ring (75 mana, 10 SP magic), Ancient Earn Vambraces, Sandals of the Ishva |
Run it: colour-coded bands ~5 levels each, a maze with real Z-depth — drop the map fade slider from 10 to ~1. Track marks named on the map. Named have offset placeholders (empty spot = kill the stand-in, wait). Jail cells open by hidden wall levers, not keys. The Executioner is permanently fighting a low gnoll and resets to full if it dies or runs — kill him in one window, watch the runner.
Warning: opinion’s split. Solo players report dense pulls and named up most laps; groups report bad trains Upper/Lower Guk don’t have. Go solo or bring a puller who can chain.
Nagafen’s Lair — the Kobold Plat Loop (37–43)
The money answer for the late 30s, ~1,000 plat/hour on camera. Bind at Lavastorm, work the kobold camps from the Sol B zone-in.
| Kobold | Drop | Value |
|---|---|---|
| Noble (38) | Staff of Withering | ~95p vendor — sell, don’t merge |
| King (42) | Runed Mithril Bracer (AC 4, STR 3, WIS 5) | 166p town |
| Priest | Mithril Breastplate (AC 17, AGI 15, HP 30) + shoulders | ~71p |
| Champion | Shield of the Slain Unicorn (common) · Painbringer (Word of Pain proc, rare) | — |
Placeholders ~10 min, real XP 37–43, monk splits rooms with feign death. Sell runs are the only downtime — that’s what the Lavastorm bind is for.
Reference Ladders
Weapons for Plate Classes (Paladin, SK, Warrior)
| Weapon | Where | Note |
|---|---|---|
| Ghoulbane | froglok shin lord, Upper Guk | 15/34, Dismiss Undead. Aug 4 removed the camp’s placeholders — best it’s ever been |
| Ebon Scythe | Asaka L`Rei, Befallen entrance | 17/45, early BiS for war/ber/sk, fast repeat kills |
| Sporali Defender’s Blade | Runny Eye | 17/37, the L30 answer — best you’ll hold pre-raid. Blackened Alloy Longsword offhand same camp |
| Enchanted Fine Steel Bastard Sword | Befallen (Knight V`Tal) | 20/42, one player hit +9 in ~3 days |
| Mithril Two-Handed Sword | froglok king, Lower Guk | 21/40 2H, 31% worn haste — any-slot it |
| Earthshaker | Master Yael | 37/70, Earthquake proc, once you’re 45 |
Also: Blackened Alloy Bastard Sword, Sword of the Lost, Silver Plated War Sword.
Weapons for Rogues, Bards, and Monks
The paired Lower Guk camp is the Flowing Black Silk Sash (still the haste item of record at 31% worn — any-slot it) and the Short Sword of the Ykesha (9/24, Ykesha proc, off the ghoul lord). Bards were begging for invites to that group all week.
Backstab: the Shimmering Ruby Stiletto off Korven (Befallen bottom) — backstab 10, double every other weapon, and that mod is the item. NO TRADE, drops early (pulled at 13 solo), Ignite extracts later. The Dragoon Dirk off Ambassador DVinn is the other early piercer.
Monk fists: the Flaming Fist (Najena) and the new Cherista’s Fangs (Mistmoore, Lifebite proc, BiS till endgame).
Rogue endgame: the Efreeti War Spear, best backstab in the game, off three Efreeti in the Plane of Sky — the stiletto carries you until you can get there. Full Sky details in the planar armor guide.
Armor by Level
- 1–15: raw hide in Blackburrow, the Pristine Studded set off Befallen’s named, and the Hardened Bark Breastplate beat the bracket. Kerra Isle Talisman is the neck for the whole stretch.
- 15–31: Najena/Befallen leather and plate lead. Revamped Mistmoore’s Gargoyle Grips lead the plate glove slot to endgame. Highkeep basement adds bronze/ring mail at 25–27. Rubicite is back in Cazic-Thule (stone golems → helm, tae ew diviner → bracer) but temper expectations — Befallen’s Pristine Studded beats rubicite on most slots; the breastplate’s the one to chase for its any-slot regen. Splitpaw covers the whole bracket.
- 40+: the Indicolite set is the Warrior planar chase, Jarn’s Ring the ring progression, the Runed Bone Fork (SV Magic/Fire/Cold 10) a resist piece for any caster. Resists win D4 boss fights more than AC. Full per-class planar sets in the planar armor guide.
Clickies & Focus — the Effects That Follow You to 50
Each has to be leveled (~+4) before you can extract the effect.
| Item | Zone | Named | Effect |
|---|---|---|---|
| Golem Metal Rod / Wand | Cazic-Thule / Befallen | steel golem / Kobrasatajj | Pillage Enchantment — strips damage shields, mana-free |
| Refugee Shroud | Blackburrow | Refugee Splitpaw | Shrink click — the ogre doorway tax, solved |
| Journeyman’s Boots | Najena | Drelzna | Run speed — the fix for a trio with none |
| Black Alloy Medallion | Runny Eye | Pickclaw caster | Mana Preservation II |
| Guise of the Deceiver | Lower Guk | ghoul assassin | Illusion + shrinks an ogre; pre-nerf, any class |
| Moonstone Ring | Lower Guk | Frenzy ghoul | Spell Range II — needed to pacify Sky’s B-island bees |
| Idol of the Underking | The Hole | Slizik the Mighty | Improved Healing III — relevant to 60 and Kunark |
| Evander’s Hoop / Midnight Mallet | Innothule | Lenuga (quest) | Cleric-usable slow click |
| Jarn’s Amethyst Ring | Sol B | Efreeti Lord Jarn | Spell Haste II |
Don’t skip the Black Alloy Medallion and the Idol of the Underking. Runny Eye is a train machine — invis to the bottom, work only named and destroyers. The Hole’s underwater rock needs no key here but does need shrink, and once you drop off the ledge inside there’s no coming back up.
Endgame
Motes
At 50 the answer is settled: D4 Plane of Hate or Plane of Fear. Drop rate follows con and difficulty — yellows/reds at high D are the payoff, greys drop nothing. Motes stopped being tradable July 14, so everyone farms their own.
The Fear method is AE farming: round up a pack (aggro caps ~30, ~15 practical), mez the pile, burn with area nukes (big AEs hit five a cast) — mez, nuke five, repeat. The temple drops planar robes and breastplates alongside motes. Dying to reset a bad pull is part of the loop — no corpse runs, no XP loss.
Level-restart trick: swap a fresh class to reset effective level to 10, then farm a tight named cluster at D4 — revamped Befallen’s dark-elf area (five-named cluster) pays ~60 tier-5 motes on a 10–22 run; the Lower Guk cavalier/executioner cluster works the same. A D4 Mistmoore clear is now a strong mote run on top of the new loot. Grouping beats solo for throughput.
Motes also raise pet level — a rank or two on the summon moves a mag/nec/enc pet to your level minus one, a real damage and survivability jump. Full spend breakdown in the motes guide.
Farm the Effect, Not the Item
Pull a proc, focus, or click off one item and slot it onto a better one. Level the item, right-click-hold, remove the exaltation, place it on the new piece. Three rules:
- You must be able to equip the donor — a paladin can’t strip a rogue dagger’s proc, the game blocks it.
- Both ends need your build — the effect carries a class lock and so does the destination; if your three classes don’t appear on both, it locks and the mote is gone. Any of your three counts, not just primary.
- Level it first (~+2 to +4, disputed).
The bard trick is the best on the page: plussing an instrument doesn’t raise its mod, but it lets you extract the mod and slot it elsewhere — a Crested Mistmoore Shield becomes an any-slot instrument mod. The source goes no-trade after extraction; all-class exaltations are the valuable ones. (July 14 renamed the tab Augmentation → Exaltation.)
Quest Chains Worth the Grind
The full Lambit armor chain survived the revamp — hill giant Lambit stones (~15–20%), the dark bone bracelet from Unrest, shin pieces from Lower Guk, vambraces/boots off the Solusek named, icy greaves from Permafrost’s elite guards, Mistmoore pieces. Gnoll fang turn-ins to Captain Tillin (South Qeynos) remain the classic starter loop. The July 14 patch locked several Estate of Unrest interior doors by design — camp the keys before you need them.
Two material farms to do early, because they feed the Soulfire and Torid Corruptor chains everyone at 46+ chases: bone chips in the Paineel newbie yard (~400 in 30 min; the chains want 1,000+ between them), and the Dark Reaver off the Cavalier camp in Lower Guk. Full walkthroughs coming as their own guides.
Build a character to farm with at https://www.everquestguides.com/legends, follow the 1–50 route at https://www.everquestguides.com, and browse every item with the upgrade slider at https://www.everquestguides.com/database.