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Akhevan Shadow Shears  

Skill: 1H Piercing Atk Delay: 40
DMG: 2 Dmg Bonus: 31 AC: 15
Backstab DMG: 2
This item can be used in tradeskills.
This item is placeable in yards, guild yards, houses and guild halls.
Skill Mod: Tailoring +15% (45 Max)
STR: +10 STA: +10 WIS: +10 INT: +10 HP: +50 MANA: +50 ENDUR: +50
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Slot 1, Type 4 (Weapon: General)
Slot 2, Type 20 (Ornamentation)

Item Type:1H Piercing
Lucy Entry By:Kerasota
Item Updated By:SwiftyMUSE
IC Last Updated:2022-01-10 07:56:12
Page Updated:Sun Dec 12th, 2021

Expansion: Shadows of Luclin Shadows of Luclin

Rarity: Rare
Level to Attain: 60

[Drops | Comments ]


This item is found on creatures.

Zone(s) Found In:

Zone Name
Akheva Ruins

Uploaded May 30th, 2020 by Drewinette
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New pics
# Jan 26 2019 at 1:03 PM Rating: Excellent
39 posts
added new pic of item and ss of it equiped
Killed 7/7/2018
# Jul 07 2018 at 10:14 AM Rating: Decent
Dropped Shears !! wooot! and caster lev cloak and sholders
It's all diiferent now
# Mar 07 2005 at 7:27 AM Rating: Decent
Since DoN has come out. Tradeskill caps are now 300. But modifiers as far as I can tell go higher. I have brewing at 300 with a 5% mod which brings me to 315. Can any tell me if they capped it over 300? like they did with 250(252) cap?

Philphans Zeratul - Grabbing butts on Terris Thule
RE: It's all diiferent now
# Dec 18 2005 at 6:07 PM Rating: Good
285 posts
They have not capped it at 300. I have smithing around 287 and with my VT gloves that gives 15%, it goes beyond 315.

To Whom Should This Go?
# Apr 12 2004 at 1:01 AM Rating: Decent
If this is dropped on a guild raid and the allocation of items such as this is to those to whom it will be of greatest benefit, it will go to a main or (locally camped) alt of a raid participant who has tailoring skill at, or about, 192, and below 237 skill.


With the 15% skill modifier on this item, a 192 skill tailor will be able to do ethereal swatches (less than 6pp per combine) to skill up to 212. At 220, with this item, a tailor is effectively maxed in skill at 252 and will have a higher success rate on the over 250 skill combine. At 237, a geerlok or trophy with a 5% skill modifier will max a tailor's skill effectively at 252 so this item is of no real benefit save as a flashy gewgaw.

Guild tradeskillers are of sizeable benefit to most guilds. They can turn that loot you have into a nice ring, a hard to get spell, a 100% wt. reduc. bag, a good Mr. Pointy, a nice piece of armor, or that quest food or drink you need. When an item like this drops, it should be considered first for the active tradeskiller in a guild whom it would benefit.

Edited, Mon Apr 12 02:04:44 2004
RE: To Whom Should This Go?
# Apr 29 2004 at 11:49 PM Rating: Excellent
If this went to a non-tailor in my guild, I would probably have to leave the guild for fear that the retardedness was contagious.

Why do they make tailoring so insanely difficult?
Note to the rejects here
# Apr 30 2004 at 9:09 AM Rating: Default
Who think this item will go to casters for int and mana. Get real please.
RE: Note to the rejects here
# Oct 07 2004 at 9:45 AM Rating: Excellent
LOL these stats arent impressive at all..even for luclin i've seen better, there's droppable in the bazaar you can buy that own this, def a tailoring item no casters are well enough off as is =P
RE: Note to the rejects here
# Jul 20 2004 at 1:32 AM Rating: Default
There are many other items that can supply that level of INT or WIS and MANA for primary slot, many even that are tradeable. The stats certainly don't suck, but the skill modifier is the thing that makes this an exceptional item. For a tailoring toon trying to make it from 192 past 212 skill, these shears will save that player the expenditure of tens of thousands of plat, perhaps even hundreds of thousands of plat, skilling up. And as it makes the tailoring toon effectively maxed at only 220 skill, there is no need for that player to engage in "skilling" combines from 221-250, but allows that player to progress to an unmodified 250 skill leisurely on money shot combines.

Who thinks that any guild with active tradeskillers and aspiring GM tailors should stop and think about the skill modifier in awarding this item? Heck, most folk I know working tailoring to 250 would happily buy a whiny ********** like Unkempt an item with similar INT/WIS and Mana to get their hands on these shears.

Edited, Tue Jul 20 17:15:45 2004
other items?
# Jan 20 2004 at 12:34 PM Rating: Decent
Any other items that have a tailoring mod over the 5%?

Drop Rate
# Jan 10 2004 at 1:26 AM Rating: Decent
Guild kills Shei on a regular basis now - mainly to practice tactics and working together. Out of our 4 kills we've seen one of these drop.
# Nov 03 2003 at 3:58 PM Rating: Default
Paying up to 100k to loot these on The Tribunal Server.

Send me a tell or E-Mail

250 Smith, JC, Pottery, Brewing
210 Fletching Baking
190 Tailor

Using to skill up
# Sep 02 2003 at 10:10 AM Rating: Default

I have the Hammer from XTC(SSRA) that gives +15% to blacksmithing. I used this to skill up from 194(could have used at 192 but didnt get til 194) to 212 on Ethereal Metal Rings. It was alot easier since bricks of ethereal energy are asy to come by(sell for 10pp in bazaar). I am currently asking my guild if we can kill Shei Vinitras and I would glady pass on any other loot he drops to get this item.

Mogge Treestump
65 Druid on E. Marr
250 Baker
250 Brewer
250 Jeweler
250 Fletcher
225 Potter
220 Smith
189 Tailor(3 more and Scissors would be usable)

Edited, Mon Nov 17 00:03:53 2003
# Apr 20 2003 at 2:44 PM Rating: Decent
5,311 posts
This has way better stats than the spirit tome I'm lugging around. But we're not supposed to run with scissors!
"God created man from a handful of dust, and he created woman from that man's rib. And these two together were so stupid that they weren't on the planet five minutes when they managed to get a curse put on all future generations. Nice work." Pat Condell
RE: Hmmm
# Aug 13 2003 at 2:38 PM Rating: Default
I guess that means you will have to walk from now on!
Great a non-gm Tailor
# Mar 24 2003 at 10:41 AM Rating: Decent
When you have a 240+ in tailoring this is way over kill. A greelock would be all you need to put you into the best range for maximizing your successes.

What this is realy great for people who have GM'd another trade and want to do tailoring but are not willing to spend 3 AA to break 200 skill. Also a GM tailor could stop at about 220 skill and never worry about trying to max out those last 30 points.

I have a 250 Jewlery skill and would not want an item that gave +15% to Jewlcrafting. Now I do drool over the items that give +15% to smithing or Tailoring!

With this little guy I could push to 200 skill and have an effective 230 for making things. I will fail alot more than someone with a 250+ effective skill but I should have more than a 30% success rate on even the hardest items.

The stats on this item may look great to someone who is 50 and below but the players who loot this item will see it as a second class or lower. There will be much more juicy things drop for non-traders

Edited, Mon Mar 24 10:09:52 2003
RE: Great a non-gm Tailor
# Jun 02 2003 at 10:12 AM Rating: Default
18 posts
Actually, the 15% would help a lot with tailoring at 250(max atm). My brother is a 250 tailor and his success rate on velious armor such as black panther, tigeraptor, cobalt drake, etc. is not very good. It seems to be less than 50%, or around there. This is with the 5% mod on the grandmaster's tailoring needle. With the 5% mod his tailoring is effectively 262.5, but I bet they round down so it would be 262. With the 15% mod it would effectively be 287. The 25 points added from this item would help a LOT. My guess is most of the velious armor is trivial at 280+.

Dex buffs seem to help for successes though. With his dex maxed there's a noticeable difference with successes. I've attempted like 20 velious armor pieces with no dex buffs and succeeded like 4 times, compared to like 15 or so successes with dex buffs. This is with his tailoring at 250.
RE: Great a non-gm Tailor
# Jun 24 2003 at 3:19 PM Rating: Excellent
Tradeskills have hard cap at 252. So 240 + geerlok/trophy, or 220 + shears gets you there. Anything higher is just a waste.

So these would be best for someone attempting to raise their tailoring skill, as they would be able to work on things like ethereal swatches to raise skill when normally they wouldn't due to minimum skill restrictions on those combines.
RE: Great a non-gm Tailor
# Jul 28 2003 at 1:13 PM Rating: Default
I hate to bust your bubble Meerina, but you gave a bad example. Ethereal silk swatches are trivial at lvl 212 but you need lvl 220 to even attempt them. See this link.

So that means you can't use them to raise your lvl. Same rule applys with Ethereal sheets for smithing.
RE: Great a non-gm Tailor
# Aug 09 2003 at 11:03 PM Rating: Excellent
69 posts
He is correct that using the swatches to raise your skill. Effective level is 220. So with a 15% mod at 192 you get over 220. 220.8 to be precise to thats 20 levels you can get from the swatch. All the info is at the link you provided.

Fineskin Ferarug ~ Marauder ~ CT
#REDACTED, Posted: Apr 25 2004 at 12:10 AM, Rating: Sub-Default, (Expand Post) Wizar, it has to be unmodified to attempt the combine.
RE: Great a non-gm Tailor
# Jun 22 2004 at 2:33 AM Rating: Excellent
26 posts
No, it does not. For the PoP earring quest, you need unmodified 220, but for the skill restricted PoP combines like ethereal silk swatches, it is the modified skill that counts.
#REDACTED, Posted: Mar 07 2003 at 8:27 AM, Rating: Sub-Default, (Expand Post) Ok im sick of seein Dumb as-es that post( Any one know what this drops off of)...........well uhh duhhhhhhhhhhhhhhhhh why yiou think its posted here you fool!!!!!!!!!
#REDACTED, Posted: Jan 21 2003 at 1:09 PM, Rating: Sub-Default, (Expand Post) This seems a good ITEM i am NOT saying weapon, for the mid 40's and all since it has some sweet stats. Clerics could use the 10 wis and Enc and all could use the rest
RE: o.k
# Mar 21 2003 at 8:43 PM Rating: Decent
that was possibly the stupidest post ever. an item for someone in their 40's? lmfao... right, someone lvl 44 is getting this... ppfffftt.

so only clerics will benefit from the 10wis, and only casters will benefit from the other stats?

plz stop posting, plz, i beg you.

edit: i love pie

Edited, Fri Mar 21 20:10:09 2003
#REDACTED, Posted: Jun 26 2003 at 12:04 PM, Rating: Sub-Default, (Expand Post) Well I've had raid items from mobs (comparible to this mob) put on a level 1 twink to save them from rotting, rangers for future tracking mostly. Anyway maybe some one in their 40's has a 200 skill and say 20k or something like that and offers it to a guild bank for the item. I've seen guilds sell no drop stuff to people outside their guild so I wouldn't make a big deal out of it. This probably will not rot but I'm sure a guild would sell it if they had no tailorers and the oppertunity. The stats on this item are kinda nice but guilds that can take this can get better primary weapons for caster/priests.
Drops from?
# Jun 27 2002 at 11:20 AM Rating: Decent
Anyone know what this drops off of? thanks
RE: Drops from?
# Sep 09 2002 at 8:40 AM Rating: Default
This item is found on creatures.

Found in:
Akheva Ruins

dropped from Shei Vinitras <--- READ THERE

****** moron.

Edited, Mon Sep 9 09:27:16 2002
RE: Drops from?
# May 31 2003 at 12:06 PM Rating: Decent
Take a look at the time difference between your post and his.

Believe it or not, there was a time when the mob information was not linked here.

%&*(in moron yourself.
#REDACTED, Posted: Apr 13 2002 at 11:44 AM, Rating: Sub-Default, (Expand Post) This is a tailors dream come true, all it needs now is to be a fishing pole.
#REDACTED, Posted: Jul 31 2002 at 9:46 PM, Rating: Sub-Default, (Expand Post) fishing poles tend to break
#REDACTED, Posted: Feb 22 2002 at 8:45 AM, Rating: Sub-Default, (Expand Post) With JC at 250 and geerlock kit with 5 % succes velium jaspers rings becomes triviali too me soo I think I can say my skill is 262 / 263 with the 5 % succes
#REDACTED, Posted: Jul 18 2002 at 3:06 PM, Rating: Sub-Default, (Expand Post) skills cap at either 252 or 255
RE: SKILL increase
# Jun 30 2004 at 8:38 PM Rating: Default
Hard capped at 252
# Feb 08 2002 at 1:04 PM Rating: Decent
+10 int/wis at level 60 comes out to what? +60 mana? So a caster would get 50 mana + 60 mana off this thing? Plus the AC to decrease chance of being hit, plus 50 hp + approx 30 hp from STA increase? And all this in the primary slot.

#REDACTED, Posted: Sep 09 2002 at 8:45 AM, Rating: Sub-Default, (Expand Post) It really depends on which class you're talking about. Each class gets a different ammount of HP per point of stamina at level 60.
RE: hmmmm
# Feb 08 2002 at 3:25 PM Rating: Decent
ummm, each point of wis/int at lvl 60 gives more than 10 mana... therefore 10 wis would prolly give somewhere around 150 mana, at lvl 50 1 wis = 10 mana
RE: hmmmm
# Feb 08 2002 at 4:43 PM Rating: Excellent
Unless they've changed the equation, wis/int gives 1/5 your level in mana, thus the 10 mana per point @ level 50, & making it 12 mana per point @ level 60.
Current Debate
# Feb 08 2002 at 12:18 PM Rating: Excellent
There is a fairly long standing debate over at EQTraders as to the value of using a skill boosting item such as the sewing contraption for skill raises. It is unclear whether the item actually boosts your skill (and consequently makes it harder to raise your actual skill because each combine is calculated at a higher number) or whether it simply increases your success rate as indicated below. What Yak said at the fan faire was that they would boost your "effective skill rate" but that does not clarify if that would actually harm you when you are trying to combine a series of items for skill ups. Perhaps these Shadow Shears would be the best way to test which is correct.

For example, if you have a skill of 158 (as in just finished Wu's Armor) and are trying to skill up on Studded Acrylia (again, if you were lucky or patient enough to find some ore). The trivial for Acrylia Studded Armor is 188. If you use the Shadow Shears, you could assume that you would have an effective skill rate of 158 + 24 (rounded up) or 172. Being so much closer to the trivial, you would have a much better success rate.

So far, no one has determined whether the skill raises would be adjusted assuming your skill was 158 or 172 in this example.

/dreams of being able to test out this theory :)
RE: Current Debate
# Feb 11 2002 at 5:37 AM Rating: Excellent
300 posts
If you read the article on Casters Realm about the Dallas fan faire, you'll see a question there about this exact topic. As stated by the VI staffer, the mod increases your skill by that percentage. So a 100 skill in this case would become 115. Also, the mod can increase your skill beyond it's normal limit (for example, a Disarm mod for Rangers would bring their max skill to 55 instead of 50). However, it can't and won't take that skill above the hard cap of 252.
#REDACTED, Posted: Mar 18 2003 at 10:09 AM, Rating: Sub-Default, (Expand Post) The use of such items is simply to be more successful in combines. If you're trying to skill up, don't use them.
#REDACTED, Posted: Mar 21 2003 at 3:36 PM, Rating: Sub-Default, (Expand Post) First of all, why wouldn't you want more successes when skilling up? (unless you are doing solstice robes) More successes = more pp in return. If you don't like pp, send it my way.
#REDACTED, Posted: Apr 03 2003 at 9:11 AM, Rating: Sub-Default, (Expand Post) lol Brun 8)
RE: Current Debate
# Jun 30 2004 at 8:37 PM Rating: Default
I used a geerlock from 0-250 JC everything from 50 on was below my effective trivial and i still skilled up, do tradeskills before you advise people on how to do tradeskills.
RE: Current Debate
# Apr 24 2003 at 6:43 PM Rating: Excellent
45 posts
Do a test.  Look for a recipe you are close to trivial, but not quite trivial yet. Put the mod on. Now combine. Notice the message? Your skills cannot be improved by making this item?
Now remove the mod. Do it again. Notice no message?
This is my point. Combines that are not trivial may become trivial when using this. That will slow your progress in skilling up.

You are incorrect. I did jewelcraft to 240 with a geerlock to save money. The trivials did not change from those posted on EQTC.
may it be...
# Feb 08 2002 at 8:41 AM Rating: Default
Hi folks,
I am using a geerlock sewing contraption for a while now, +5 tailoring. It helped me a lot with acrylia studded masks, at 161 tailoring I didn't fizzle at all, tho they are trivial at 188. But, I didn't get skillpoints. Could it be that these +tailoring items prevent skill increases? Funny theory, I know, but... it crawls up my neck.
RE: may it be...
# Feb 11 2002 at 3:17 PM Rating: Decent
The different Geerlock Tools, or any item with a modifier does not stop you from increasing your skill points in whatever trade skill they modify. I use a Geerlock tool when fletching and have noticed that I raise my trade skill much faster than I would without the tool.
#REDACTED, Posted: Feb 08 2002 at 12:56 PM, Rating: Sub-Default, (Expand Post) That's why they make bug repellant!
# Feb 07 2002 at 8:57 PM Rating: Default
This would probably be a good Beastlord item (though why they would use it in there primary is beyond me). Most BLs have decent tailoring from all the begenning tailoring quests and such (for Vah Shir at least) They could use almost every stat listed.
# Feb 08 2002 at 7:26 AM Rating: Decent
106 posts
Beastlord? Its good to any tailors and more so to those than dont melee. Int or wis casters can use this during a fight, as far as I know beastlords need to be able to hit things having this in primary during a fight is going to do you no good at all.
#REDACTED, Posted: Feb 07 2002 at 7:15 PM, Rating: Sub-Default, (Expand Post) This is a lovely main hand item for any of the true casters(highbreds not included). Unless a tanker type wants it for the skill advantage i dont see much use for mele....but as i said my druid would love this item in place of her DE.
# Feb 07 2002 at 6:05 PM Rating: Decent
Not only does this add 15% to tailoring, not bad stats either.
What a Shame
# Feb 07 2002 at 6:03 PM Rating: Good
It is a real shame that the stats on the Akhevan Shadow Shears (sp.) are so nice. In a need before greed analysis, it is more likely that these will go to a moderately well equipped caster with no tailoring skill than a grandmaster tailor. I am very hopeful that in any need by greed analysis, a guild would take into account the dramatic 15% boost to skills this would provide over any stat bonus and would base their attribution of such a great item only on the tailoring piece. It is also unfortunate that the hard cap on tailoring renders this item fairly useless above a skill level of 225 because there is a hard cap for tailoring between 252 and 255 (conflicting information from Verant at the Fan Faire).
RE: What a Shame
# Jul 31 2002 at 9:52 PM Rating: Default
This is primary only, work on your epic.
RE: What a Shame
# Feb 07 2002 at 10:24 PM Rating: Default
well if you give this item up to someone with no tailoring skill chances are you lack the leadership qualities to be running the raid to get this item.
the stats are nice but the 15% tailoring mod far out weighs the stats .

this is just MHO . im sure plenty of you will disagree with me but it isnt the first time nor the last .

*edit* even with a 245 tailoring skill this item is sweet all because some items arnt trivial at 255 and the components needed to make the items are just to rare to leave up to chance .

Edited, Thu Feb 7 21:23:56 2002
RE: What a Shame
# Feb 08 2002 at 1:42 AM Rating: Default
I think you misunderstand what the skill modifier items do. According to what I've read from Verant, the mod doesn't add to your skill (i.e. your skill wouldn't go from 200 to 215 using this). What it does is modify the final skill failure percentage check by the appropriate percentage, which they said was always at least 5% reguardless of how trivial the item is. So, with skill mod items, we're looking at no more failures with lower trivial items and better success with items of a higher trivial rating.
RE: What a Shame
# Feb 08 2002 at 8:11 AM Rating: Default
youre math discredits you... 15%+200= 230, Your info seems valid but if you hadnt miffed on the math i would go along totally with youre idea (tho ive yet to read the doc from verant stating it) but i dont, and thats the end of my post....
RE: What a Shame
# Feb 08 2002 at 9:03 AM Rating: Default
22 posts
Some people seem to think that the % is ADDED instead of APPLIED to the skill the person has. What he was trying to say was that it wasnt either of those... that its applied to the % chance of failure at the end.

I have no way of knowing if he's right, if he is then wow... 15% would go a LONG way.

His "math" was only as miffed as other people miff it... he was giving that as an example, not saying that it was so.
RE: What a Shame
# Mar 31 2002 at 4:01 PM Rating: Good
The Dallas Fan Faire Q&A session on tradeskills determined that the effective skill of the user is increased not the percentage chance of failure. Maximum effective skill is either 252 or 255 as some confusion was generated here by Yak. All in all, with a skill of 200 and the geerlock device the effective skill is 210 and failures on backpacks (Trivial 86) are still possible.
RE: What a Shame
# Feb 07 2002 at 11:23 PM Rating: Excellent
According to Yak, the maximum effective skill you can have is 255. Thus, after a skill of 222, this item becomes less valuable. (Skill 222 +15% (33)= 255)

I would give this to someone who has Grandmastered Smithing (or Jewelcraft) and has a high (160+) skill in Tailoring. They will max out at a Tailoring skill of 200, with an effective skill of 230.
RE: What a Shame
# Feb 14 2002 at 4:29 PM Rating: Decent
However, based on what I've seen, this item would become less valuable above 240, not 222 as you say, the reason being is that the skill modifier benefit you would still get from this outways the tinkered contraption. Also, the amount of time it would take someone to go from 200 to 230 is quite a long time, whereas you could possibly get plenty more for those who maxxed out on other skills in the same time frame. I do agree with that point, the ones that eventually will benefit the most are those that GM'd other skills. For someone I know, it took them 7 months just to go from 158 to 206 and they worked at least more than half of their time in game gathering supplies for tailoring (if not more). It will probably take them another 4 or 5 months to even get close to 250.

Edited, Thu Feb 14 16:36:27 2002
# Feb 07 2002 at 5:27 PM Rating: Default
# Feb 07 2002 at 5:26 PM Rating: Good
There are so freaking good for tailoring
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