SEPTEMBER 19, 2006


Please Read:

Due to issues with granting the extra two character slots to Station Access subscribers we will be temporarily granting these slots to all players. If you are not a Station Access subscriber then these slots WILL be taken away when the issue is fixed. Please do not make characters using these slots unless you are a Station Access subscriber.

We are sorry for the inconvenience this has caused you. Thank you for your patience.

Highlights:

Welcome to EverQuest: The Serpent's Spine, the 12th expansion for EverQuest!

Spell Ranks: The new spells that you can acquire in The Serpent's Spine have different ranks to them. The higher ranks of a spell are generally more powerful and more difficult to obtain than the lower ranks. When you scribe a higher rank of a spell that you already know, the lower rank will automatically be overwritten by the higher rank and your spell casting gems and hotkeys will be updated to reflect that you now have a higher rank of the spell.

AA System:

The AA system has undergone some significant back-end changes. The experience you get toward an AA point is now based on the difficulty of the NPC relative to you rather than being based directly on the NPCs level. This means that you will gain a similar amount of experience killing even con creatures at all levels. The amount of experience required to gain an AA is based off the current amount required for a level 70 character to do so, so players at level 70 shouldn't see much of a difference. Players below level 70 will gain AA experience at a rate faster than they were before since they are now gaining it at a similar rate as the level 70. Going forward, this rate will remain static so the amount of kills to gain an AA point at level 75 will be the same it is at level 70. Current abilities and points spent are not affected by this change.

Death:

We've made a change to the way death works. When you die now you will be "hovering" over your body and can choose to stay that way while waiting for a resurrection instead of immediately zoning to your bind point. This is being done to help players on slow connections who take a big hit from having to zone twice when they die.

Character Creation:

We've changed character creation to make it more graphical, allow characters to be created from a single page, and updated it to include features associated with the new Drakkin race. As part of this, we've set up some character defaults so starting point allocation, starting city, and starting deity all have defaults now, which can be changed if you wish.

Con Color Changes:

We have introduced a new con color, dark blue, which represents a range of blue con NPCs that give a bonus to their experience due to being very close to your level, generally within 5 levels. The concept of a dark blue con NPC has existed in EQ for a while now, but we've decided to change the con system to visually include this range so you can visually see when an NPC falls into this "sweet spot". To properly display a different shade of blue, we've had to reorder the cons a little bit. From trivial to highest con, the colors are now:

In addition, yellow con now extends up to 3 levels above the player for high end NPCs to help casters determine what can be affected by their spells.

Downtime:

As EverQuest has grown over the years, the amount of downtime imposed upon players has grown as well and we'd rather players find challenge in the fights themselves than in the time between them. Toward that end, we've created a new system that is simple to use, but powerful and flexible enough to control downtime as the game continues to grow.

The basics of the new system are simple. Once you have been out-of-combat for a sufficient amount of time, you can sit down (or be on a non-moving horse) and begin to rest. While resting, you enter an accelerated regeneration state that will quickly recover your mana, health, and endurance. For most single group content, once you are out of combat for 30 seconds you can rest. While dealing with multi-group content, that time is 5 minutes. The amount of time you have to be out-of-combat before you can rest varies for group content and raid content due to the different needs of the different encounter types.

There are a series of icons that will display by your character's name to let you know what your character's current state is.

Group Mentoring:

Players can now share their group leadership experience with another member of their group.

Reward Window:

Tasks within The Serpent's Spine have a new way of giving out rewards. When there are multiple rewards to choose from, you will get to choose which one you like from a selection window. If you don't choose a reward immediately, you can bring up the window later to make the selection but you can only have a maximum of 5 outstanding rewards at any time. If you go above that, the oldest reward will be replaced and you will be unable to claim that reward.

NPCs:

Tradeskill:

Spells:

AAs:

Skills:

Veteran Rewards:

Events:

Items:

Disciplines:

Miscellaneous: