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Vereor Mask  
 

Lore Item
Slot: FACE
AC: 9
Skill Mod: Intimidation +15% (68 Max)
WT: 0.0 Size: TINY
Class: MNK BRD ROG BER
Race: ALL except ERU HIE TRL OGR
Slot 1, Type 7 (General: Group)

Item Lore:Mask of Terror
Item Type:Armor
Stackable:No
Tribute:1976
Lucy Entry By:Kerasota
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2021-07-27 03:47:50
Page Updated:Thu Oct 9th, 2008

Expansion: Shadows of Luclin Shadows of Luclin


Average Price: 1,233pp Pricing Data...
Rarity: Common
Level to Attain: 55

[Drops | Comments ]

Drops

This item is found on creatures.

Grieg's End
NPC Name
Vereor Primorus



Zone(s) Found In:


Zone Name
Grieg's End

Dropped by Vereor Primorus
Screenshot

Uploaded November 27th, 2008
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Intimidation
# Sep 08 2004 at 10:17 AM Rating: Default
My lvl 40 rogue is currently using a Goblin Spear of Dread Tidings and a Platinum plated Re'Zek(spelling) also has a 41% haste with FBSS and Eyepatch of Plunder his intimidation skill is around 196 and it works almost every time i use it i solo with him in iceclad ocean on dire wolves and it works pretty much all the time same with the giants there. His charisma is crap too lol he's a natural dark elf. I don't know what the deal is i just he's just scary looking :)

Cashan Darkwood
56 druid
Saonji Terragawa
40 rogue

The Rathe
#REDACTED, Posted: Apr 27 2003 at 12:21 AM, Rating: Sub-Default, (Expand Post) Just bought one in bazaar for 75pp thinking this seems cheap for ac9 +15intimidate mask, i was right put it up for 5500 and in 10min of lsiting was sold for 5500, maybe good maybe not but having a monk and rogue and having that skill fail all time i think was good deal both ways for me and buyer =)
Instill Doubt
# Oct 07 2002 at 5:38 PM Rating: Decent
There are 4 failure points on monk Instill Doubt.

1) your special attack must be availabe when intimidate activates.

2) you must make a successful intimidate roll

3) you must land a "special strike"

4) your target must not resist the "fear spell"

As I have the timing down on my special attacks in relation to my intimidate, most of the failed ID's I see are failed intimidate rolls. this item would help there.

Xethux
RE: Instill Doubt
# May 26 2003 at 12:52 PM Rating: Default
This is to correct kkimo, 1) your special attack does not need to be poped up when you first click the ID skill. The special attack only needs to be available when your ID "attacks" Also if you are useing a hand special attack such as dragon punch or tiger claw it will not effect your ID AT ALL. I have also heard rumors of round kick effecting how much you land your ID attacks. I havent confermed it anywhere but i am 53 with a 200 skill of ID and 140ish skill of round kick and ID works seady enough for me to rely on it when i am soloing LB to dark blue cons.
Price?
# Jul 24 2002 at 11:05 AM Rating: Default
I'm currently using a leather mask :( and was wondering what one of these things would go for? I'm just a poor monk but I think this would be a cool upgrade for the raw AC and the additional chance that my ID might actually be useful. Thnx.

Crazybilly Daloon
Monk of the 32nd Flying Fist
Innoruuk
Depends?
# Feb 05 2002 at 7:16 AM Rating: Default
A good example of where I would use this would be in Maiden's Eye fighting at the safe tree using a "fear-kite" strategy (provided we had a snarer hehe). Other that that I would still use Crystal Spider eyes.
RE: Depends?
# Mar 13 2002 at 7:29 AM Rating: Default
Having worn this since I got it, I still don't see much additional success on my Intimidates. I still see "You are not scaring anyone" far too often, and of course there are the further two points of failure for the Intimidate skill anyway - missing with the kick and having the Fear effect resisted.

I'm kind of wishing I hadn't given away my Crystal Spider Eyes after I got it.

Tibis Heartseeker
Barbarian Assassin
Officer of the Reapers Incarnate
Tarew Marr
Cool
# Feb 05 2002 at 1:53 AM Rating: Default
Ac9 is nice on a mask, and the 15% intimidation, very nice. The 0.0 weight will also make this very popular among monks.
woot!
# Feb 05 2002 at 1:36 AM Rating: Default
25 posts
Woot! I want this!!! Maybe it'll get ID working more often! lol. =)
!!!!!!!!!!
# Feb 04 2002 at 8:28 PM Rating: Decent
OMG GIMME GIMME GIMME!!! heh.

Rogue has maxed ID skill, this would be perfect!

BTW on skill percentages, they add to your max skill unless it's hard capped at 252.

Example: 200 skill in intimidation with this would be 230 skill.

Example2: 252 piercing skill with a +10 percent piercing bonus item would still be 252.
RE: !!!!!!!!!!
# Feb 04 2002 at 10:05 PM Rating: Default
Verant themselves have stated that if your maxed in a certain area for you class, the % modifiers on items will not break the cap... so useless for maxed ID... sux that its that way...
RE: !!!!!!!!!!
# Feb 05 2002 at 7:10 AM Rating: Default
Are you sure Verant said that? If its capped at 252, they are most likely using UNSIGNED CHAR values in their programming. UNSIGNED CHAR values tend to only have 256 values, well 255 if the first value is zero. Now if the bonus took it over 255 varant would have to change the code so its an UNSIGNED INTEGER, 0 to 65535. Alright so what if it was changed to an INTEGER, why didn't Varant lift the cap and maybe the levels. Instead of alternative leving we would prolly have a level 70 instead. Then again 10 extra levels of npc creation would be a bit of work. However I still don't belive they would keep it capped with the option of going over if it had modifiers. A URL would be nice, I want to see this

#REDACTED, Posted: Feb 05 2002 at 3:47 PM, Rating: Sub-Default, (Expand Post) It's not the extra 10 lvls of NPC creation that kept them from increasing the levels... If you know half as much about Computer Science as you claim to, you would know that they are using the smallest possible type of variables TO KEEP DOWN MEMORY USAGE.
RE: !!!!!!!!!!
# Apr 17 2003 at 8:29 AM Rating: Default
It is amazing how easy it is to assume things. Here we are 1 year after this comment, and we have two additional expansions, 5 more levels of experience, hundreds of new items, and ever-increasing beautification processes.

Please keep speculation to how to obtain, value, and things that have some merit here rather than what people you've never met (or will meet) are going to do in the future.
RE: !!!!!!!!!!
# Feb 05 2002 at 2:46 PM Rating: Decent
Nice try with the math, but it's 252, as per Yak's own words at the Fan Fair in Dallas.
RE: !!!!!!!!!!
# Feb 04 2002 at 11:08 PM Rating: Decent
bzzz. wrong. first guy gets the gold. It WILL go above cap, but not above Hard cap. 252 is hard cap, can't go over, but if your skill is 200, and you get something that improves that skill 10%, it'll be 220, even if its capped for class, it doesn't exceed hard cap. But if you have 252, say meditation, and get a med mod item, it won't help you cause its capped at the hard cap. :p
RE: !!!!!!!!!!
# Feb 05 2002 at 3:39 PM Rating: Default
Casm is correct with the hard cap, here is the statement released and the web site address.

Can you explain how the % bonus items work?

Those items work like this. They will raise you above the class caps, so if your skill cap for your class is 100 then they can let you exceed that. They will not however let you exceed the hard cap at 252. So if you are level 60 and have say 252 in meditate then a bonus item for meditation isn't going to help you regen mana faster. Not to say the item still won't be useful to you for its other stats.

http://eq.castersrealm.com/viewarticle.asp?Article=4073
cool
# Feb 04 2002 at 7:19 PM Rating: Default
maybe now it will work? :P i don't personally have a char with instill doubt but one of my friends is a monk and says it rarely works for him
RE: cool
# Feb 05 2002 at 11:28 AM Rating: Default
Strange thing about instill doubt is it seems to work only about one of every 30 tries or more when fighting mobs (my monks ID is 169 at lvl 35), but when you are just practicing it while running across a zone targeted on any random mob, you will get the target is too far away message as opposed to the you're not scaring anyone message about one in 3 attempts. Must be insanely resistable or something. Though i know it would never happen, i don't think this mask would be worth it unless it was at least 50% increase to ID. Just get a class with a fear spell in your group if you wanna fear kite something.
RE: cool
# Apr 29 2002 at 1:49 AM Rating: Default
Actually with my 52 monk in DL soloing dark blues(have to be in the range of 39-41 or so)I have had some pretty good success rates with a skill of 200 in instill doubt. It varies greatly though. For example in one fight I got 8 out of 9 instill doubt attempts to stick. Another fight I get 2 in 9. I haven't really done any long studies on it, but I would say I had a good 30-35% success rate over all. Also better chance of it working if you aren't using any of your special attacks. Also a much better chance of re-intimidating them once they have been feared. Just my thoughts on it. Very useful overall in soloing. Assuming you have some method of control and don't get a lot of adds. Knowing how the mob paths and where is very helpful. Not something to rely on while soloing though.

Powtro
52 Monk
RE: cool
# Nov 15 2002 at 4:35 PM Rating: Default
/agree -- Especially with the recent changes to monk's damage mitigation abilities, being able to do damage without taking damage is an awesome ability for a monk. ID is one of the major soloing tricks in my bag and i make efforts to study fear paths wherever i find is a good solo spot. Now the only thing i need is an anklesmasher to snare them and i'll be set for life 8P.
huh?
# Feb 04 2002 at 6:55 PM Rating: Excellent
Is intimidation a bonus to instill doubt?
RE: huh?
# Feb 04 2002 at 7:03 PM Rating: Default
Yep :-)
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