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Donal's Boots of Mourning  

Slot: FEET
Charges: Unlimited
AC: 21
Effect: Tremor (Any Slot/Can Equip, Casting Time: 10.0) at Level 45
WT: 6.5 Size: MEDIUM
Class: CLR
Race: ALL except IKS VAH
Slot 1, Type 7 (General: Group)
Slot 2, Type 21 (Special Ornamentation)

Item Type:Armor
Color (RGB):60, 60, 75
Merchant Value:330 pp 0 gp 0 sp 0 cp
Submitted By:Pacemaker Pulsebreaker
Lucy Entry By:Kerasota
Item Updated By:SwiftyMUSE
IC Last Updated:2021-09-08 23:22:30
Page Updated:Thu Oct 9th, 2008

Expansion: Ruins of Kunark Ruins of Kunark

Average Price: 400pp Pricing Data...
Rarity: Rare
Level to Attain: 46

[Drops | Comments ]


This item is found on creatures.

Karnor's Castle
NPC Name
a Drolvarg warlord

Zone(s) Found In:

Zone Name
Karnor's Castle
Donal's Boots of Mourning item window 2016

Uploaded October 26th, 2016 by snailish
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AE too small for the level
# Jan 12 2007 at 1:15 PM Rating: Decent
463 posts
I happened to get a pair of these while two-boxing cleric/monk camping the pawbuster for the monk's epic. I figured I might use them sometime when doing AEs of low-level mobs for faction or other farming. After 8 months, I've decided to sell them (or tribute for 1306); they don't do enough damage to kill even fairly wimpy mobs (e.g., goblin caves in Frontier Mtns for Chardok faction), so I end up having to cast Upheaval (or more recently, Catastrophe) anyway, and that's a lot harder once the Tremor has aggro'ed them all.

Aside (since folks were griping about how PB AE damage spells require you to be right up next to the mobs): When I use PB AE for farming, first the monk goes and aggroes all the mobs he can find, then he draws them out next to the cleric who's sitting on a horse. Once all the mobs are there (takes a while if some are casters), the cleric casts the PB AE easily since everything's still beating on the monk. If one cast won't be enough to finish them off, the cleric first summons his animated hammer pet because that sticks around until all aggro'ed mobs are dead, and I also keep a second PB AE memmed, usually The Unspoken Word since it's harder to interrupt. It also feels like being on a horse makes it less likely I'll be interrupted. Note that both the puller and the cleric get the faction boosts from all the mobs.
Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
-- Mystic Coercion, EMarr
Donals Boots
# May 01 2002 at 4:10 PM Rating: Decent
24 posts
I bought a pair of these for 700pp. I am currently a 53 level cleric. The best thing I found about them so far is the AC. The tremor effect takes 10 secs to cast and can be interrupted. You practically have to be next to the mob for it to be effective. You can't tank while it's casting. I bought it to try out soloing mobs to save mana. If you are lucky and have no interruptions you might be able to do 732 HPs a minute mana free. Due to its close in nature this will be difficult to obtain.
# Feb 04 2002 at 7:01 PM Rating: Excellent
The effect on these is the same as the Cleric spell of the same name. A 122 point Area Effect direct damage spell. As with all Donal (and other class Karnor's click effect items), the click effect spell cannot be used until level 45. There is a ten second delay before casting and you must be absolutely right next to the mob for it to go off. It WILL NOT damage other party members. The click effect can be resisted all or partially and has a VERY small diameter of effect.

All in all, the boots are great for the AC, but I won't be using the effect much for two reasons. One is the 10 second delay between casts (most mobs are dead after the second click in even a small group at this lvl). The second is that you need to stand so close to the mob and remain standing while this is casting... I find it much more efficient to be sitting, then throw in a higher damage DD as needed from whatever place I'm sitting (long range on Cleric DD's).

Edited, Mon Feb 4 18:00:22 2002
Drop From
# Jan 04 2002 at 2:38 AM Rating: Decent
Dropped From Drolvarg Warlord in KC
Been in WL killing groups for a week now Took him out at least 30 times before these droped for me WOOT. I do about 122 dmg to mobs when I cast the boots tremor

Brigon Fairstorm
Follower Of Karana
Torv 52 Seasons
# Dec 29 2001 at 12:24 PM Rating: Default
I am looking to buy this and a donal helm on terris thule. Give Udir a tell in the game or please send me an email at
# Aug 08 2001 at 3:04 AM Rating: Default
Im interested in buying a pair of these on Lanys. Send email to or contact me in game.
ATTN: Norrathians
# Jun 13 2001 at 10:40 PM Rating: Default
Just wanted you all to know that if you play on Ayonae Ro, there's a halfling cleric you need to be aware of. His name is "Smallmee Evil," he ninja-looted a pair of these after he lost the lotto on them; he said because he was level 50 and the cleric who won them was level 47 that he should get them. Be aware!!
RE: ATTN: Norrathians
# Jul 22 2001 at 6:36 PM Rating: Default
Why did you have 2 clerics in a group?

RE: ATTN: Norrathians
# Jan 08 2002 at 1:05 AM Rating: Excellent
I do not believe it is appropriate to call someone stupid for asking any question.

Although the original person may never read this I will answer it as I see it. These things hit hard in this castle. The warriors in your group may have several thousand hit points and a cleric would easily be tempted to use the mana saving Complete Heal. However this spell takes a tremendous amount of time and a healthy shot of mana. During the ten seconds or so this spell takes to cast, should any other class attain aggro you will not finish the complete heal and rescue the other member of your party. If you are going to use Complete Heal, it is strongly adviseable to have a back up healer to watch over all the others in your group until you are once more able to cover them. Since these critters hit so hard and fast, especially in the Hand room, Warlord room, and Basement, a Paladin or other multi class healer might find it difficult to protect the other members of the group for that ten seconds. Shamans and Druids and others that can heal could be using their mana pool for their class spells so might not also have the mana to become the healer.

Complete Heal is thus a dangerous spell to use if the group is not set up and familiar with its characteristics. To this point, I hardly ever use Complete Heal in KC. And I will not use it without a back up healer, preferrably a cleric. If this cleric is the lower cleric and thus is secondary healer, I would direct this cleric to have root and three of his stuns memorized, with his primary responsibility being to stop MOB spell casting and assist with crowd control under the direction of the enchanter. Yes you will be one melee short and thus the mob will take longer to bring down, but overall you will last longer in some of the camp sites deeper than the courtyards.

For those clerics that are the sole healer of the group and not thoroughly experienced with using complete heal, might I suggest using Remedy, Celestial Heal, and Superior Heal. Remedy will be you emergency quick heal for casters, rangers and others you may not have always completely healed at all times. Celestial Heal is excellent cast at one bubble lost HP if your group is discipled enough to allow the aggro to stay on one warrior. Celestial Heal will heal about even with the amount of damage being taken. Sometimes you are lucky and the fight will end before Cel Heal is finished and the warrior will be almost full health when the next fight starts. With constant medding you will recover your mana before the he needs the next Cel Heal. Superior healing is used as the panic heal for warriors and other higher HP members. Normally I end up using this when the group is either trained or the group has not managed to control aggro. I would recommend casting Superior Healing when at two bubbles or less of HP and immediately cast Cel Heal. I have found this method allows me the most mana and is the most efficient for my playing style/ability when not grouped with a secondary healer of sufficient healing ability to save an enchanter in the five to fifteen seconds he can die in.

I am now a Vicar and still running 193 unbuffed wisdom and can provide enough healing for either courtyard with a disciplined group of moderate pulling. If I am in a group less disciplined or one that is speed pulling clarity and wisdom buff is a necessity. Obviously the hand room and the deeper rooms, the enchanter is a requirement, at least as far as I am concerned, whether you have one or five clerics in the group. Spawn rate and the speed of damage simply is too great.

I know my method works. With an enchanter, one warrior, one monk, one rouge, myself, and a druid I was able to keep the group alive through a train into RCY. Obviously this is mostly due to the enchanter's excellent parking ability. At one point I know we had seven mobs parked, fighting a pair of dogs, and the room was spawning. The fight finished and I was still at 80m (80 percent). We decided then to go to the hand room where we encountered a Monk apparently searching for the pipes for his quest and his following. He was attempting to FD-flop to the zone and got up and left when we arrived. I do not know the number of mobs, put there were at least nine of them immediately attacking us. Three were in one hall, three were in the hall towards hand room and there were a couple in the hall to the stairs to the LCY. The main battle was in the open square area and I know there were at least two to three right there. With my healing and the resultant aggro (Superior heal) I was able to pull Mob to the halls where enchanter was parking them. Once most were parked I was still able to heal the group, though with frequent warnings of 30m. We survived without having to flee. Again this is with an extremely disciplined group and an excellent enchanter. I was tremendously impressed when the fight ended and I had yet 40m. But also as the cleric it was necessary that I held aggro on some critters long enough for the enchanter to park them. I do not have heavy AC so there were times it seemed I would not survive, but I knew if any enchanter could park and save me it was Kzan. I just had to control my own terror.

Edited, Tue Jan 8 01:24:44 2002
RE: ATTN: Norrathians
# Jun 18 2004 at 10:21 AM Rating: Default
You need a hobby.
RE: ATTN: Norrathians
# Aug 15 2002 at 5:54 PM Rating: Decent
As cleric, you will not go in KC before 47 i think, so it gives you 8 lvls to learn how to use CH spell. 10 seconds casting is long indeed but in a good group, most of the time you have only the MT to heal. And he drop hp regularly if no adds , its not difficult at all to know when to cast it.

If of course , you re in one of these crappy group where the melee dont have a clue about aggro management, yes it can be dangerous.
But you should not stay in this kind of group as it end up generally in a total wipe out.

I never go in any KC group without looking for crowd control enc/bard and even less in Hand/WL.
Indoors/dunjeons zones requires crowd control and skilled peoples. KC is an easy zone as long as you know what you re doing.

RE: ATTN: Norrathians
# Jul 23 2002 at 2:27 PM Rating: Decent
You seem to be advising against useing complete heal in a group that is taking high damage, fast. While, yes, you should always have celestial heal and remedy/divine light mem'd any cleric trying to use them to keep your MT healthy is going to go OOM fast. CH is the way to go and any cleric that is high enough to be in the courtyard or deeper should have the timeing down to use it.
I've been in groups that have taken and held the Hand/construct and Warlord spawns without a chanter and no back-up healer. You need to use celestial heal to clean up small amounts of damage that any assist take and CH on your MT, perferably late in the fight so as not to draw agro.
What seperates a good cleric from a great cleric is timing. (write that down everyone) Waiting to the last possible moment to cast CH, without letting you MT die. Remember, if your off in your timing, it's better to cast early than late. It's tricky to get right consistently, but when you get the rythem down it's a beautiful thing to behold. Also, the longer you group with the same MT the easier it is. You will begin to get a feel for how quickly they take damage from various mobs in the area and can adjust your cast time to compensate.

One last thing, this isn't a burn, just an opinion. And any group takeing the hand room en-mass, even with a chanter, is impressive.

Laerad 53 Cleric, Zeb Server
Ixis 44 Monk, Zeb Server
RE: ATTN: Norrathians
# Oct 30 2001 at 8:41 PM Rating: Default
stupid person..2 clerics are good to have..yeah it might take up on more spot but another tank for a cleric..think about it
# Jun 12 2001 at 10:09 AM Rating: Default
I acquired these boots for 6k, and wound up trading them for a FBSS, Deepwater Helm, Deepwater Bracer, Medicine Totem, and al Green Jade Broadsword. Guess the cleric was desperate.
These go for 10kpp
# Jun 09 2001 at 2:09 AM Rating: Default
I got a pc of 10kpp and 15kpp on cazic last nite.
Only worth this because how uncommon they are and usually almost never sell because the cleric in group gets
Races listed
# Jun 06 2001 at 5:08 PM Rating: Default
The races are listed as they are to specifically exclude iksar. If you look at any plate item, you'll see it's always done this way. Iksar can't wear plate, no matter what class they are.
RE: Races listed
# Nov 21 2001 at 4:30 PM Rating: Default
did't you see!?!?! it's cleric only! iksar's can't be cleric!

Horadaf Ogrebane
31 cleric
Rodcet Nife
#Anonymous, Posted: May 19 2001 at 8:35 PM, Rating: Sub-Default, (Expand Post) hey, ive been trying to find someone who is selling a pair of these... anyon know about how much they go for?
#Anonymous, Posted: May 15 2001 at 6:52 PM, Rating: Sub-Default, (Expand Post) this is for all of you people with no common sense, the reason it says all but maybe all of those races cant be a certain class they mean all of the races that can be a cleric you noobs
Serokk Starmane
# May 08 2001 at 9:17 PM Rating: Default
Warlord dropped these for me. Tremor is a wide area AE spell. Not alot of damage, but it can affect larger numbers of mobs then word of pain.
Drops from
# Apr 27 2001 at 6:51 AM Rating: Default
Drops from Drolvarg Warlord lv 52+

You need a very good group to do this as you have to camp the hand room then clear jail and the warlord room while waiting for the hands to respawn. You can harmony pull from the room but be carefull as all mobs in here are 51+

Narenek daughter of Cazic-Thule
Reaver on Tallon Zek
# Apr 26 2001 at 2:07 PM Rating: Default
What is this Boots effect? what is effect spell for?
Drop from
# Apr 25 2001 at 3:53 PM Rating: Decent
Multiple creatures doesnt help, anyone gotten these and if so what dropped them?
Race.. ROFL
# Feb 24 2001 at 6:14 AM Rating: Default
read... Bar, Trl, Ogr, wtf would they make a cleric item that fits on Trolls ect ect??
# Jan 28 2001 at 10:29 PM Rating: Default
lol tremor for the effect =) that rules! it would be cool for a visual of the cleric stomping the ground or something for this effect =)
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