BONZZ'S PAGE OF ACHIEVEMENTS

CATEGORY: THE SERPENT'S SPINE

Oh for Marr's sake! There is no snake! -- Bonzz

(It appears there was no promotional trailer / video for this expansion.)

The Serpent's Spine was the 12th expansion, released September 2006.

It added Level 75 to the game.

It also introduced the Drakkin player race to the game, as well as the /con (consider) system (grey con, blue con, red con, etc.); "Quest" tags on items; "Lore" tab on items; the Out of Combat Regeneration system; and the Corruption stat.

It also introduced "hover mode" for when you die (before this, when you died, you immediately returned to your bind point).

This expansion was sold for $29.99. There does not appear to have been any bonus items.

Those who participated in the Beta test, and earned enough 'Beta Tokens' -- were awarded a Suffice ('the Examiner' & 'the Insightful') and an Illusion (Fairy Wing).

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All of the the below achievements should apply to all classes (they are not class specific).

Many of the achievements related to The Serpent's Spine are actually listed under the Hero's Journey Achievements. Maybe some day they will put them in their proper place.

SUB-CATEGORY ACHIEVEMENT COUNT ACHIEVEMENT POINTS
General 2 70
Exploration 13 130
Hunter 16 300
TOTALS 31 500

RAID INFO               LORE               ZONES               CREDITS

RAID STRATS / INFO               ARMOR SETS

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Achievements listed in the below sections are not necessarily listed in alphabetical order. They are generally listed in the order seen in the game (at the time they were added to the lists below). Use Control-F to "Find" a specific achievement that you may be looking for.

Achievements for this expansion were added after the fact, when Achievements were first introduced with the Underfoot expansion. They have been added to and / or modified since then, as well.

NOTE: Any rewards highlighted in YELLOW might be worth pursuing, due the fun factor, benefit or usefulness of the reward (you decide).

NOTE: Some miscellaneous “hints” may also be included in PURPLE. These hints are intended to enhance / clarify the "how to" for accomplishing the achievement.

NOTE: Anything in RED text is either an informational comment, or data / details that is not fully verified. If you can verify or provide correct information, please do (see end of page)!

NOTE: Items noted as a "REWARD" are items granted from the achievement, itself. Items listed as "ACQUIRED" are unique item's that can be / are / should be acquired along the way, towards completing the related achievement, but are not actually a reward granted from the achievement itself. In fact, the achievement may even be for acquiring said item. Additionally, only the more "unique" Achievement awards are noted below... "common" or "generic" Achievement Rewards like Alternate Advancement points, Character Experience & Coin, are not noted in the Reward options below.

NOTE: Hunter Achievements were added for a number of expansions (Gates of Discord to Underfoot) with the May 2021 Patch, and were modified / updated for errors in at least three subsequent Patches.

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GENERAL

NAME

POINTS

NOTES

REWARD(S)
The Serpent's Spine Explorer 10 Complete the (13) listed achievements. If you don't have one all ready, you should get a Journeyman's Compass. Click the Journeyman's Compass to gain another Level of the Journeyman's Speed Alternative Advancement (if it isn't all ready maxed out).
Spinebreaker 60 Complete the (3) listed achievements. Spinebreaker's Chest (28-slot, 100% bag), Title: "Spinebreaker" & Suffix "the Spinebreaker."

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EXPLORATION

NAME

POINTS

NOTES

Crescent Reach Traveler 10 Go to the noted zone.
Blightfire Moors Traveler 10 Go to the noted zone.
Stone Hive Traveler 10 Go to the noted zone.
Goru'kar Mesa Traveler 10 Go to the noted zone.
Blackfeather Roost Traveler 10 Go to the noted zone.
The Steppes Traveler 10 Go to the noted zone.
Sunderock Springs Traveler 10 Go to the noted zone.
Vergalid Mines Traveler 10 Go to the noted zone.
Icefall Glacier Traveler 10 Go to the noted zone.
Direwind Cliffs Traveler 10 Go to the noted zone.
Valdeholm Traveler 10 Go to the noted zone.
Ashengate, Reliquary of the Scale Traveler 10 Go to the noted zone.
Frostcrypt, Throne of the Shade King Traveler 10 Go to the noted zone.

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HUNTER

NAME

POINTS

NOTES

REWARD(S)
Novice Hunter of The Serpent's Spine 50 Complete the (4) listed achievements. Spinebreaker's Rucksack (20-slot, 100% bag)
Hunter of Blightfire Moors 10 Defeat the (10) listed targets. N / A
Hunter of Stone Hive 10 Defeat the (15) listed targets. N / A
Hunter of Goru'Kar Mesa 10 Defeat the (22) listed targets. N / A
Hunter of Blackfeather Roost 10 Defeat the (12) listed targets. N / A
Adept Hunter of The Serpent's Spine 50 Complete the (4) listed achievements. Spinebreaker's Rucksack (22-slot, 100% bag)
Hunter of The Steppes 10 Defeat the (17) listed targets. N / A
Hunter of Sunderock Springs 10 Defeat the (14) listed targets. N / A
Hunter of Vergalid Mines 10 Defeat the (19) listed targets. N / A
Hunter of Direwind Cliff 10 Defeat the (15) listed targets. N / A
Veteran Hunter of The Serpent's Spine 50 Complete the (4) listed achievements. Spinebreaker's Backpack (24-slot, 100% bag)
Hunter of Icefall Glacier 10 Defeat the (15) listed targets. N / A
Hunter of Frostcrypt, Throne of the Shade 10 Defeat the (15) listed targets. N / A
Hunter of Ashengate, Reliquary of the Scale 10 Defeat the (15) listed targets. N / A
Hunter of Valdeholm 10 Defeat the (20) listed targets. N / A
Hunter of Frostcrypt: Icefloe 30 Defeat the (3) listed targets.

N / A

In order to get Icefloe, you have to spawn Ice. Using very low DPS (try Hand to Hand), fight Ice to around 70% to get Floe to spawn. Then fight them both to about 50% and they should merge into Icefloe. The only kill credit you will get is Icefloe. To get kill credit for Ice & Flow, you will have to spawn Ice a second time, then spawn Floe (as noted) and then use max DPS to kill them both before they merge.

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EXPANSION (VISIBLE) ARMOR SETS

Known full (visible) armor sets. Did I miss any? Let me know!

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THE SERPENT'S SPINE ZONES

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RAID INFO & STRATS

The generic strats / info below are from successful raids that I was part of, from research and / or from what I recall. The below info should be adapted, as seen fit, by your Raid Leader. Key emotes may also be noted below. Raid make-up (classes, levels, Player skill levels, etc.) can and do make a difference on raid strategy options and winning or losing. In any situation, Players fulfilling their roles, using assist, and following emotes is always essential. There is always more than one variant strategy that can successfully defeat a raid. As Levels increase, defeating old raids can prove much easier and more forgiving (even as a group or solo / molo, depending on how old the raid event is). However, sometimes, certain mechanics still have to be honored. It has been known that in some events, due raid mechanics, too much DPS; killing MoB X before MOB Y; and similar, can bug the raid and cause it to fail. The below info does not include details on how to complete raid-related achievements. Those are noted elsewhere on this page, if any. Some of these targets may require 'zerging' into the zone get to them (killing stuff along the way). They may also have 'adds' which are often more like trash MoB's that in the general area. The original / older targets / encounters were pre-raid window events. Raids were more of a collective effort, or better, an extremely challenging group event. Any effects noted below  often 'scale to level,' so the effects can be lesser or greater than stated, depending on raid force levels. On Progression servers, targets can use 'Mitigation of the Mighty' (mitigates Spell Damage, Melee Damage and absorbs DoT damage), at least until such time as certain later expansions (typically, expansions that are at least seven-plus expansions after the expansion of the related target). While older targets are static open world (non-instance) events, there are now an Agent of Change in various locations that will provide instanced version of the same event (which are noted below, if any).

If I missed anything or got something wrong, let me know!

RAID ZONE INFO & STRATS NOTES

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LORE

Lore is from / based on Daybreak, Expansion release information and / or Dev / Beta Forum Info.

On the Town of: Crescent Reach

It was once an ancient ogre city called Nokk. When the Circle of the Crystalwing - the six dragons who defied the elders of the dragon’s Nest to create a new race - sought a place to start a new race, they found the old city. It has now been adopted by the drakkin who have quickly made it their own…

Overview of Crescent Reach

Crescent Reach is a city of stone built within a cliff face with a large crescent-shaped crevasse in its front, called The Hollow.

It was once an ancient ogre city called Nokk. When the Circle of the Crystalwing - the six dragons who defied the elders of the dragon's Nest to create a new race - sought a place to start a new race, they found the old city. It has now been adopted by the drakkin who have quickly made it their own. The drakkin culture shows in their organic items made with cloth, leather, plants, and colorful natural dyes that reflect their own vibrant colorings.

Main City Area

The main city area is fully equipped for your tradeskill and specialty needs. You'll find quest givers, tradeskill quest masters, tradeskill crafting objects, supply merchants for baking, pottery, jewelrcrafting, fletching, tailoring, blacksmithing, alchemy, poison making, research, tinkering and item augmentation.
The city also provides the basic necessities of adventuring: Bankers, a Soulbinder, a Tribute Master, and merchants that sell potions, backpacks, ale, bandages, food, drink, and fishing gear.

Guildmaster Hall

The Guildmaster Hall is where you can find Guildmasters for each class and spell and tome merchants.

The First Drakkin

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. With the next generation of dragons lost forever, Veeshan's bloodline was in jeopardy. Six dragons who were children of the Nest proposed a plan to their elders -- the creation of a race to protect dragons and the Wyrmqueen's bloodline, something they had seen done once before.

The six dragons were scoffed at by the elders of the Nest, but they were so adamant with the idea that the elder dragons ordered their exile so their ideas would not gain a foothold. To the elders, it was unthinkable. The six left the Nest and ignored the decree of the elders. They settled in the nearby Serpent Spine Mountains to carry out their plan to create a new race to protect the existence of Veeshan's bloodline on Norrath. They would create a race of dragon-touched humans and call them Drakkin which means "Dragon Child" in the language of the elders.

They called themselves the Circle of the Crystalwing, defining themselves as the future of dragonkind. The six dragons in the Circle: 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.

In human form, the dragons traveled to Freeport and combed through the taverns and inns, looking for the right humans to suit this new race. The honorable dragons found many who sympathized with their plight and plans and agreed to help right the wrongs that mortals inflicted on dragons of the Nest by unleashing Venril's curse. Many humans considered it a great honor. The darker dragons were not so willing to negotiate and simply took the human subjects they desired. Each human taken was touched by the magic of a single drop of dragon's blood across their cheek.

In only a matter of months, the dragon-touched humans began to experience changes, a coming-of-age that became known as the Awakening. It is then that the latent strengths they inherit from their dragon bloodline surface and they have a burning desire to better understand them. Their hair takes on new texture and color – the same color as the dragon who touched them. Parts of their skin show small, toughened scales, and runic patterns representing their new race began to show on their face, torsos and legs – all in the color of their dragon progenitor. Delicate horns appear in patterns on their foreheads. They are the essence of beauty to most who see them.

As their new traits develop, the drakkins yearn to meet their parents. They find themselves on a pilgrimage into the Serpent Spine Mountains. Their final destination is the ancient abandoned ogre city of Nokk, now alive with drakkin who call it Crescent Reach.

As they enter the Dragon's Grove of the great stone city where their parents await them, their human past is lost forever. It is from their parents that the drakkin learn their purpose – to live and grow stronger to protect the future of Veeshan's bloodline on Norrath. With their new identity affirmed, their drakkin life truly begins.

A council of six -- the first children of each dragon -- represent the dragons within the city and do the best they can to manage the new race's affairs. They are as follows:

Osh`vir's representative (blue dragon - female): Councilmember Reakash (female)

Atathus's representative (red dragon - male): Councilmember Ithakis (male)

Venesh's representative (green dragon - male): Councilmember Lizzrel (female)

Draton`ra representative (black dragon - male): Councilmember Vakk`dra (male)

Keikolin representative (gold dragon - female): Councilmember Myjinn (male)

Mysaphar representative (silver dragon - female): Councilmember Heshyrr (female)

Background Lore

The Circle of the Crystalwing, Dyn`leth, and the Creation of the Drakkin
When Veeshan laid her brood on Norrath, she also entrusted a very powerful gift to them -- one of her scales. This scale was imbued with a magic that ultimately tied all dragonkind on Norrath to Veeshan's species. It held magical properties that are unknown to all but the dragons. This artifact was placed in the lowlands of the Nest where it stayed, protected and guarded by a dragon, Lethar.

The dragons kept a protective shroud over the Nest while the lands around them began to be populated by the races of the gods. The Elddar elves nearby, created by Tunare, built their city, Takish-Hiz in the Elddar Forest and drew the jealous eye of Solusek Ro. He greatly resented Tunare's prosperous elves and chose to ruin them. He raised the spine of the world to create the Serpent Spine Mountains which, over time, changed the weather of the Elddar forest so much so that it dried and became sand -- the desert of Ro.

But Solusek Ro's act affected more than just the elves. Veeshan's scale that rested in a great shrine built by the dragons was raised beyond the protective veil the dragons of the Nest used to hide themselves from the world. Lethar, the strongest of the five dragon guardians of the scale, had great selfish ambitions, as dragons often do. Once the shrine, the scale, and Lethar left the protection of the veil when the Serpent's Spine was raised, he claimed ownership of Veeshan's scale. Resistance to his claim was lessened as two guardians, Sothgar and Glenicae, were crushed to death by the great rocks and stones that rushed over the landscape during the cataclysm. The other two were dealt with as Lethar used the scale's power.

The scale and Lethar became bound to one another and, now outside of the veil, Lethar learned to use the scale to draw the power from any dragon that came near it. No dragons could defeat Lethar or break his bond with their precious mother's scale. The dragons have continued over many centuries to return the scale home and now they are even more desperate to see its return. Now, the dragons believe the scale's power can lift the curse on the Nest.

After a decade of being the sole guardian of the scale in Ashengate Temple where Veeshan's Scale remained, Lethar realized he required a minion or child to do his bidding while he protected the scale. In those years, soon after the Serpent Spine Mountains were raised, some Elddar elves remained in the mountains when their kin fled to Faydwer. Lethar knew it was only a matter of time before he found a suitable mate from the lone Elddar elf village. A young, curious female Elddar elf named Veldyn attempted to determine the truth of a village myth about a black dragon who lived in the mountains and set off to explore. In her travels, she met and was seduced by Lethar who greeted her with an illusion -- appearing as an Elddar elf himself. It was not long before Lethar's son was born and named in part after his father and his mother -- Dyn`leth, the first elf-dragon child.

Lethar's parenting, pride in his uniqueness, and the power of the scale combined to create an evil disposition in Dyn`leth. His character was even darker than his father's. Over time his greed and desire for power superseded his father's and his interest in the scale become an obsession. He came to threaten his father and promised that he would destroy the scale if Lethar ever interfered with his ambitions. While Lethar was ambitious, he knew of the greatness and importance of the scale and would continue to defend it. And so this conflict between father and son has continued for many years.
Since the giants were driven out of the valley by the curse of Rallos Zek many decades before his birth, Dyn`leth held sway over most of the inhabitants of the western regions of Spine Peak. His charm and threats forced almost all creatures to obey him. And so the lands have remained for centuries. But now things have changed.

One year ago, six dragons, born in the Nest but living beyond it, returned to their home to see the devastation of their birthplace and their birthright. Together they proposed a solution which caused great conflict among their parents. They had learned many years ago that Lethar had a created a being of his own blood -- a dragon child of sorts, but with elf lineage. This small group of dragons proposed they do the same and create of new race of mortals that could represent them and grow powerful enough to restore Veeshan's scale with the help of all mortals. This race would be born much more quickly than the 100 years it would take to lay and hatch any egg. It also ensured, in some way, that dragon blood would live on even if the Nest were completely destroyed. This small number of dragons proposed to imbue humans with the magic of their blood to create a dragon-touched race of humans.

The greater dragons of the Nest, Rikkukin, Yar`Lir, Tirranun especially, vehemently opposed the proposal of these extremists as defying dragon law and cast them out. The six dragons settled in the lowlands of the Serpent Spine Mountains in an old abandoned ogre city called Nokk and carried out their plans, creating the drakkin -- a half-human, half-dragon race.

They called themselves the Circle of the Crystalwing, defining themselves as the future of dragon kind. The dragons are: Venesh the Greenblood, Draton`ra, Master of the Void, Keikolin, Bringer of Enlightenment Mysaphar, Seeker of All, Atathus the Red Lord &Osh`vir the Windspirit.

Venesh, Draton`ra, and Atathus shared similar philosophy and differed from the other dragons. Their plans for a new race did not involve cooperation. They would selectively kidnap and steal away the human children they felt had the properties they desired in their new offspring. Keikolin, Mysaphar, and Osh`vir chose to cooperate with humans and have their blessing when it came to selecting humans to be touched by dragon magic. The city they adopted became known as Crescent Reach.

The Circle of the Crystalwing that left the Nest to create its own race as Norrathians entered Darkhollow was troublesome indeed. This was the first time in Dyn`leth's life he'd ever felt a threat. But, as he often did, in every change he looked for opportunity. The new race the dragons created quickly moved from threat to prey. Using the controlling power of Veeshan's scale, the knowledge he'd gained from his father, and the understanding gained from being born from the scale, Dyn`leth found a way to tap into the dragon blood coursing through the drakkin. It wasn't as strong a connection as with a true dragon, but he found that he could influence them in subtle ways with the Scale of Veeshan, leading them down the path he chose.

But Dyn`leth's tyranny was about to be challenged.

When Norrathians combated the protector of Solusek Ro's blood in the Takish-Hiz ruins, the earth shook and cracked. A mountain path from Highpass Hold to the Serpent Spine Mountains was revealed. Norrathians would soon pour into the mountains and complete the Circle of the Crystalwing's plans even sooner than the dragons expected.

Together, drakkin and all Norrathians would join together and bring balance back to the world.

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GAME / EXPANSION CREDITS

Recognitions and credits for all involved with developing and creating EverQuest, for the current and past expansions, can be seen by clicking the 'Credits' button at the bottom of the Server Select Screen and then viewing the 'Current Expansion' or the 'Previous Expansions' tab.

They can also be found in your EverQuest Directory (credits_current.txt & credits_previous.txt).

A huge thank you to all involved!

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If you note any errors, misspellings, item name errors, misinformation or anything that needs addressing on this page -- PLEASE let me know via an in-game EQ Message (Bonzz on the Bertoxxulous server), or post on Bonzz's Discord Server!

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This Page Last Updated October 27, 2024

This fan site is created and provided free (uncompensated, no ads, no sponsors, no registration / log-in), by Bonzz of Bertoxxulous. Images / graphics / sounds on this web site are in-game (EverQuest) captures, originate from Sony / Darkpaw / Daybreak Games (EverQuest) and / or with permission from others (if any). Some graphics may be modified (re-sized, cropped, etc.) from their original form. Any pages that play sounds / music, are intentionally set at low volume. Most of them are under two (2) minutes or less, and should play once and then stop. If any sound / music continues to loop (play over and over), let me know! EverQuest is copyright / trademark / owned / operated by Darkpaw Games, which is owned / operated by Daybreak Games, which is owned / operated by Enad Global 7.