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Everquest Guide The Serpent's Spine  

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The Serpent's Spine Guide

A guide to progression, keying, flagging, and access within The Serpent's Spine expansion.

The Beginning

  • The Serpent's Spine expansion was announced on July 11, 2006, and went live on September 19, 2006.
  • The initial expansion announcement may be found here. The initial patch message may be found here.

What's Going On

  • After Venril Sathir's curse was released into the Nest and destroyed the dragon eggs, it was clear that the future of dragonkind was in danger.
  • Six dragon children of the Nest — Venesh the Greenblood; Draton'ra, Master of the Void; Keikolin, Bringer of Enlightenment; Mysaphar, Seeker of All; Atathus the Red Lord; and Osh`vir the Windspirit — got together and called themselves the Circle of the Crystalwing. They went against the wishes of their Elders and created a new race to protect against the growing threats. Through recruitment, coercion, and even kidnapping, the Circle created the Drakkin, a race of dragon-touched humans, and used the abandoned Ogre city of Nokk within the Serpent's Spine mountains to develop them.

What's New

  • A new playable race, the Drakkin
  • Level increase to 75
  • New /con system:
    • Grey - This creature is trivial to you and will give you no experience for killing it.
    • Green - This creature is not much of a threat, but will still give you some experience.
    • Light Blue - This creature is below your level, but high enough level to give you experience.
    • Dark Blue - This creature is below your level, but a solid challenge, giving more experience than a light blue mob.
    • White - This creature is the same level as you.
    • Yellow - This creature is slightly above your level.
    • Red - This creature is well above your level.
  • "QUEST ITEM" tags on most quest items
  • "Lore Information" tab on certain items
  • New stat: "SV CORRUPTION" (some NPCs' AE attacks are corruption-based, requiring a corruption cure)
  • New out-of-combat regeneration system allows you to sit down and rest after being out of combat for 30 seconds (group) or 5 minutes (raid). An icon displays your status:
    • Crossed Swords - You are currently in combat.
    • Hour Glass - You are recovering from combat and cannot rest yet. In addition to the hourglass, there is a timer bar beneath the endurance bar that will count down as you get closer to being rested.
    • Poison Drop - You are no longer in combat, but cannot rest because of a debuff that is affecting you. You must get rid of the debuff before you can rest. Certain debuffs now have a yellow border instead of a red one. These debuffs do not affect your ability to rest.
    • Void - The void is the default icon and indicates that you are not in-combat and you can rest at any time.
    • Energy Swirl - The energy swirl indicates that you are currently resting.

Zones

  • A list of zones in The Serpent's Spine may be found here.
  • A screenshot of the animated in-game map of the mountains of Serpent's Spine may be found here.

Travel to The Serpent's Spine

  • A portal stone to Crescent Reach in the neutral section of the Plane of Knowledge (just west of the Plane of Tranquility stone) will land you in a safe area of Blightfire Moors.
  • The Blightfire Moors may also be reached through Highpass Hold.
  • Wizards are able to port and translocate to Blightfire Moors, Sunderock Springs, and Icefall Glacier.
  • Druids are able to port and translocate to Blightfire Moors, Direwind Cliffs, and The Steppes.
  • One character per account recives Scepter of Draconic Calling ("/claim 10"). Its effect is a self-port to Crescent Reach reuseable after 72 minutes.
  • Goru'kar Mesa is a destination in the Guild Hall portal.

Spells in The Serpent's Spine

Most spells in this expansion are tiered. When you scribe a Rank II spell in your book, the Rank I spell will be overwritten; likewise for Rank III.

  • Rank II spells are dropped randomly throughout upper level zones (Ashengate, Frostcrypt, Direwind Cliffs, Valdeholm, Icefall Glacier, The Steppes and Sunderock), and are droppable.
  • The Magician summon spells are dropped by random mobs. They are tradeable.
  • There are also various bane spells/skills for some classes. It is not known for sure what drops these (information about how to obtain them needed: email Railus or Fleven if you wish to share).


Progression Through The Serpent's Spine
(Misc.)


Most areas in this expansion are open to everyone. In addition to the normal task system (where one task brings a reward), many tasks within the expansion are part of a series, with rewards coming after completing multiple tasks (the low level "Love in the Air" series, for example).

Still, there are a few places and areas which require keys and flags:



Ashengate Progression Line (Access Quest Entry Here)

Frostcrypt Progression Line


Quests to do While Progressing Through The Serpent's Spine

  • Charm of Lore
    • This quest involves the entire Serpent's Spine expansion, and involves collecting various artifacts from solo, group, and raid encounters in order to upgrade a charm received from Librarian Hemfar of Crescent Reach.
  • Wanderlust Guild Charm
    • Another quest involving the entire expansion is the Wanderlust Guild Charm series which begins with this task.
  • Bypass the Ashengate Guards
    • Unless you can feign death, fade, or SOS by them, the two Guardians of the Gate in the Direwind Cliffs will probably cause you some annoyance. Complete three relatively quick tasks beginning with this one to bypass them.
  • Warriors, Kings, and Heroes
  • Familiars for Everyone
    • Priests and Pure Casters can summon a familiar using the Direwolf Totem of Spirit obtained from this quest.
    • Hybrids and Pure Melees can summon a familiar using the Direwolf Totem of Battle obtained from this quest.
  • Many more tasks were added with the Serpent's Spine expansion. The list here is made up of the highlights. A complete list of TSS quests and tasks listed in the Allakhazam database can be found here (this is a premium-only link).


Armor Sets in The Serpent's Spine

  • Kimem's Armor (Levels 20-30)
    • Kimem Saydel in Crescent Reach offers armor quests for chain, leather, plate, and silk classes These quests result in armor pieces which have in the neighborhood of 10-25hp/mana/end.
  • Tenish's Armor (Single Groupable; Levels 71-75)
    • Tenish in Crescent Reach offers armor quests for chain, leather, plate, and silk classes. These quests result in armor pieces which have in the neighborhood of 210-240hp/mana/end.
    • Each piece may be upgraded to include stat bonuses as well (chain, leather, plate, and silk respectively).
  • Terraxs's Armor (Raid Required; Level 75)
    • Terraxs in Crescent Reach also offers armor quests for chain, leather, plate, and silk classes. These quests result in armor pieces which have in the neighborhood of 450-475hp/mana/end.
    • Each piece may be upgraded to include stat bonuses as well (chain, leather, plate, and silk respectively).




Converted from Guides
Created: 2006-10-24 15:59:13
Last Changed: 2009-03-27 06:26:01
Author: Railus
Category: Expansion
Last Edited 133207
Score: 4.77
Note: None
Guide ID: 810
Last Changed: Unknown

Expansions
The Ruins of KunarkThe Scars of VeliousThe Shadows of LuclinThe Planes of PowerThe Legacy of YkeshaLost Dungeons of NorrathGates of DiscordOmens of WarDragons of NorrathDepths of DarkhollowProphecy of RoThe Serpent's SpineThe Buried SeaSecrets of FaydwerSeeds of DestructionUnderfootHouse of ThuleVeil of AlarisRain of FearCall of the ForsakenThe Darkened SeaThe Broken MirrorEmpires of KunarkRing of ScaleThe Burning LandsTorment of VeliousClaws of Veeshan

Category: Templatized
This page last modified 2022-07-27 02:04:41.