About Ruby
Ruby is a reference site for EverQuest Legends, inspired by Allakhazam's Lucy. It decodes the spell files that ship with the game client into readable effects, class spell lists, stacking lists, and upgrade tables, and it adds what players have seen in play: items with their stats, effects, and tiers, where they drop and who sells them, zones with maps, a bestiary with spawn spots and fight statistics, quests, factions, ground spawns, and tradeskill recipes.
Where the data comes from
- Spell records, cast messages, descriptions, and category names come from the client's
spells_us.txt,spells_us_str.txt, anddbstr_us.txt. Nothing is edited by hand; every value on a spell page can be traced to a column on its Raw Data tab. - Items, drops and their rates, merchants, mobs and their spawn spots, zones, quests, factions, ground spawns, and recipes come from a small program a few players run while they play: it reads the game's own traffic to their client and records what it saw, nothing typed in by hand. Counts, rates, and locations are what those sessions showed, so a mob seen once may be where it had been pulled to, and a drop rate rests on however many corpses were looted.
- The site shows spells at the level 50 cap. The spell file carries live EverQuest's spells through level 130; class levels above the cap are treated as unobtainable, so those spells leave the class lists and count as spells no player class can cast. Spells the game has removed appear the same way, with no class level at all.
- Spell histories are built by comparing dated copies of the spell files, so they start from the first copy kept, 2026-08-24.
How the upgrade tables are made
Upgraded spell values are not in the spell file; the game derives them from the base spell. The Upgrades table on a spell page, and the header slider, show only the attributes whose rule has been checked against the in-game upgrade window: experience per rank, cast time (-4% per rank), recovery and reuse (-2%), resist adjust (-15), healing and damage per tick (+3% of base), one pet level per rank, and duration (+10% per rank in whole ticks for buffs; about 5.3% per rank to the nearest tick for spells that tick, heals and damage alike, read on Envenomed Bolt through Tier 10).
Some attributes are left out rather than guessed. Mana falls by a share of base that depends on the category, 2% a rank for heals and damage over time, and 4% for buffs, debuffs, and pets; nukes and utility spells have not been read rank by rank, so their mana is left alone. A nuke's damage is left alone too: the one nuke measured in a log rose exactly the character's 2% Banestrike bonus. Upgrades raise healing and damage per tick by 3% of base a rank, the opening hit of a spell that ticks by 6%, stats, resists, and damage shields by 2% of base a rank (a debuff's cuts alike), and armor class and offense by 3%, but leave other effects, such as mana and endurance regeneration, unchanged. Check the upgrade window before spending motes.
How the stacking pages are worked out
Nothing in the spell file says which spells conflict, so the stacking pages apply the rule EverQuest has long used: two buffs contend when they carry the same effect type in the same effect slot, and the stronger one takes hold. In Legends an effect that lowers a value does not contend with one that raises it, so a damage-over-time spell does not knock off a regeneration buff that shares its slot, and each list holds only the spells that move the effect the same way. A handful of spells also carry explicit block and overwrite rules of their own, and those are shown in both directions. Instant spells are left out, since nothing can stack with a spell that is over at once.
Treat the result as a guide rather than a guarantee. The rule is derived from the file, not observed in Legends, and it is known to be imperfect in both directions. Players report pairs that conflict in play which the rule does not predict, and bard songs in particular often stack with spells that share their effect and slot. Haste is the plainest exception: two spells with haste in the same slot both take hold, and only the higher haste counts, as Anthem de Arms and Verses of Victory show in play; the game also carries several haste effect types, and song, spell, and item haste follow different rules about which of them add together. A haste's list leaves out slows, and a slow's leaves out hastes. Where this page and the game disagree, the game is right.
Credits
- eqspellparser (Apache License 2.0), whose spell effect decoding this site ports to Go.
- Upgrade rates for buff and debuff duration: EQL Tools: Spell upgrade scaling (read from the in-game upgrade window and combat logs); Spell Upgrade +1 to +10: what each mote tier gives (derived from client files dated 2026-08-17).
- Item merging rules and the mote table: EQL Tools: Upgrades and motes (tier experience, merge values, and the mote table); EverQuest Legends Wiki: Item Upgrade System (tier experience and merge values); EverQuest Legends Wiki: Mote Guide (condensing, Void-Touched Potential, and where motes drop); Massively Overpowered: a primer for the item merging system (reporting on the publisher's description of merging).
- Everything else about upgrades, including mote costs, which effects grow, the healing and tick damage rates, pet levels, and that a merged item counts for all the experience it holds, was measured in game for this site.
- Spell icons and game data are the property of Daybreak Game Company LLC.
- Lucy, for the idea.
Legal
Ruby is an unofficial fan site. It is not affiliated with Allakhazam, Daybreak Game Company, or Game Jawn. EverQuest is a registered trademark of Daybreak Game Company LLC.