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Serpent Spawn
3000 Hit points
3050 Experience points per kill
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| Summon/Convince: |
--/-- |
| Abilities: |
Melee (0-250), Paralyze, Haste, Earth Wave (0-500), Musical Notes-beam (Life Drain damage, 0-500), Poison Hit (0-300), Self-Healing (250-400 each healing), changes your appearance into a worm. |
| Est. Max. Damage: |
1400 hp per turn |
| Immune To: |
Earth, Invisibility, Paralysis |
| Strong To: |
Ice (-20%) |
| Neutral To: |
Physical, Holy, Death, Drown?, Life Drain? |
| Weak To: |
Fire (+5%), Energy (+10%) |
| Sounds: |
"HISSSS"; "I bring your deathhh, mortalssss"; "Sssssouls for the one"; "Tsssse one will risssse again". |
| Behavior: |
Serpent Spawns run in low health, and often retarget. |
| Field Notes: |
In the past they were only available via the Creature Illusion spell, but after they were introduced to the game they were removed from that spell. It is the only creature that was added in the Christmas Update 2005. |
| Location: |
Deep below Tiquanda, Forbidden Islands: Talahu (Medusa Cave) and Kharos (at level -1), Deep below the Crystal Lakes in Foreigner Quarter, In the Cult's cave in the Magician Quarter. |
| Strategy: |
They hit hard with their waves, so try to keep diagonal to avoid Earth Wave and Musical Notes, a good idea is to bring Garlic Necklace, since Musical Notes do Life Drain damage. Blockers should use a firebomb or energybomb while shooters stay away of its beams, as the creature retargets very often and runs on low health, try to finish them quickly when they start running, as following them into a group of Serpent Spawns could be lethal.
Paladins: A level 150+ Paladin should have no problem soloing these. Just use Assassin Stars and Divine Missile combined with Light Healing and Divine Healing if your hp runs too low. It can be hard to avoid the waves by running, especially in the narrow passages of some of the places where they reside so it may be easier to just sit there and take the melee hits so you don't get waved. They run in low hp, but this isn't really a problem for Paladins. There will usually be profit in loot.
Knights: If you're a level 150+ Knight, you should be able to solo these quite comfortably. Always stay diagonal so you don't take their waves, then just combine your melee with Whirlwind Throw to take them down in reasonable time, heal with Light Healing and if you get really low, heal with Ultimate Health Potions. Be careful when it runs, try to get it to run in a direction from which you've already cleared all the monsters so you don't get swarmed with them. If there's 2 at once, use Berserk to try to get rid of one as fast as possible while still damaging the other one. If you're a really high level, 200+, a good strategy is to find a Druid to heal you, gather 3-4 at once and use Fierce Berserk. Great experience can be gained this way. If you just use Whirlwind Throw, you should profit in loot. If you are using Fierce Berserk, you will probably break even. |
| Loot: |
0-219 gp, 0-3 Onyx Arrow, Charmer's Tiara, Energy Ring, Gemmed Book, Great Mana Potion, Green Mushroom, Golden Mug, Life Ring, Small Sapphire, Snakebite Rod, Power Bolt, Crown Armor (rare), Life Crystal (rare), Mercenary Sword (rare), Noble Axe (rare), Old Parchment (rare), Strange Helmet (rare), Tower Shield (rare), Warrior Helmet (rare), Royal Helmet (very rare), Spellbook of Mind Control (very rare), Swamplair Armor (very rare). (Loot Statistics) |
See also: Creatures.
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