Tempest's Spine

''The mountains of Tempest's Spine are home to a storm giant, Sor'jek the Summoner. He does not take kindly to unexpected guests.'' {{Quest | epicxp = Legendary Tempest's Spine
 * name       = Tempest's Spine
 * level      = 10
 * duration   = Very Long
 * raid       = yes
 * normal     = 6484
 * hard       = 6819
 * elite      = 7155
 * loc        = Tempest's Spine
 * npc        = Chamberlain Cyrese Embree
 * zone       = House Jorasco
 * patron     = House Jorasco
 * favor      = 6
 * mappic     = M tempest's spine.png
 * maplegend  = yes
 * othermap   = yes
 * mappic2    = M tempest's spine outdoor area.png
 * map 2 alt  = Tempest's Spine Outdoor Area
 * free       = yes
 * loadingpic = L Tempest's Spine.jpg
 * overview   = Chamberlain Cyrese of the Twelve told you of the mountain fortress of Tempest's Spine, where the giant mage Sor'jek Incanni has made his lair. Sor'jek possesses an artifact that gives him power over the drow tribes, and his powers as a summoner and sorcerer are fearsome. Could Sor'jek be the source of the rumors about the mysterious Stormreaver? Fight your way through Incanni's fortress and end the giant's life.

This Raid, unlike other raids in DDO, needs no flagging, has no raid timer (can be re-run at any time) and also is Free to Play. This is the lowest-level raid adding up these attributes.

Flagging
| flagging = No flagging is required for this raid and this raid has no timer mechanic.
 * No flagging is required for this raid.

| objective_1  = Defeat the storm giant summoner, Sor'jek Incanni | optional_1   = Obtain access to the rune in the Lair of Fire and Ice | opt_percent_1 = 10 | optional_2   = Obtain access to the rune hidden in a flooded tunnel | opt_percent_2 = 10 | optional_3   = Obtain access to the rune in the Bridge of the Inevitable | opt_percent_3 = 10 | optional_4   = Kill Ranger A'tchkar | opt_percent_4 = 10 | optional_5   = Kill Sorcerer Vyikkus | opt_percent_5 = 10 | optional_6   = Kill Zerisenz | opt_percent_6 = 10 | optional_7   = Kill Wizard Llyndarus | opt_percent_7 = 10 | optional_8   = Purge the Mountaintop of foes | opt_percent_8 = 20


 * expect     =
 * Puzzle (mandatory: tile puzzle)
 * Spawning/respawning monsters
 * Rune (mandatory: requires an INT check of )
 * Levers (mandatory: require a STR check of )
 * Locked doors (can be knocked/picked or can be skipped by going outside. There is an exterior entrance at roughly 2 o'clock on the mountain that leads inside behind the locked door.)
 * Monsters that have to be killed almost simultaneously (mandatory: 2, a Fire Reaver and an Ice Flenser)
 * traps      = Trap DCs
 * Spinning Blades
 * Fire
 * Spikes (Rune that opens the dark barrier after defeating A'tchkar)
 * Acid (Bridge to Inevitable)
 * Poison (Bridge to the Inevitable)


 * misc       = M walkthrough tempest's spine.png
 * Tempest's Spine is often the first raid for new players. An experienced guide using voice chat is almost essential to a successful PUG raid party. If you are new to this raid, do be sure to speak up, and follow the leader's instruction.
 * The raid is filled with fire-damaging enemies. Resist fire damage spells/items are a must.
 * Several enemies will use poison.
 * Several enemies (anticipate to meet two beholders throughout the caves) can cast Destruction or other death spells. Deathblock items may help. Death Ward may be insufficient due to numerous dispel magic enemies (Beholder, Drow Death Prophet)
 * Giant Soothsayers can cast Destruction. Even if resisted, it will do over 250+ damage on hard mode and higher.
 * Drow Death Prophets can cast Slay and Dispel.
 * There is a very long dive in the quest. An underwater action item will be helpful. Most common strategy to solve this swim 'maze' is to keep the wall to your right.
 * Lair of Fire and Ice:
 * Some regard this part even harder than the final encounter. The Ice Flenser and the Fire Reaver at the ends of the two tunnels need to be slain almost simultaneously (within 30 seconds of each other).
 * A common strategy is everyone staying inside the main chamber, while someone pulls or lures the Ice Flenser down first. Once the Flenser approaches, mages will drop Wall of Fire spells to kill the Flenser, then the party hurries down the other tunnel to kill the Fire Reaver.
 * In a group with sufficient ranged or casting DPS, splitting into two teams makes for a very fast encounter. Wait at the first intersection until groups are formed, and discuss who is in which group. Both teams simultaneously begin running to their respective, waiting at the entrances to each lair. Have one member of each party continue running into the Lair to spawn either the Ice Flenser or Fire Reaver, at which DPS begins. If run cleanly, this can be done in 40 seconds, including running to the Lairs, killing the Ice Flenser and Fire Reaver, and meeting back at the intersection for the portal.
 * Here, you can obtain the ; this goes in the leftmost vase to stop Sorjek's regeneration
 * On the path towards the underwater passage in the room with Ranger A'tchkar also Sorcerer Vyikkus OR Zerisenz may spwan. These two are mutually exclusive.
 * Just down the stairs Wizard Llyndarus may spawn (less chance)
 * Underwater passage:
 * Here, you can obtain the ; this goes in the central vase to stop Sorjek's Control Weather
 * Pass to Inevitable:
 * Here, you can obtain the ; this goes in the rightmost vase to stop Sorjek's fire immunity
 * On the final boss:
 * Clerics that cast Freedom of Movement, Resist Electricity, Resist Sonic, and Death Ward are very helpful.
 * Remove Feather Falling gear before the final encounter. This will have you fall down faster if you get blown away by Sor'jek, and improve your chance of landing back onto the summit or the high mountainside instead of drifting away from the mountain to strange corners of the map where retrieval is difficult.
 * When you enter the boss room, you must talk to Talf Halfspear to start the puzzle.
 * Much like the final boss in Stormcleave Outpost, Sor'jek is a purple-named monster who is virtually impossible to fight or kill without solving the puzzle (which powers off his weather control ability) and using the runes you should have collected along the way. Runes control his various abilities such as fast regeneration (full heal at half health, leftmost vase),, and fire immunity. He can always be damaged by sonic damage and some weapon procs such as Pure Good.
 * (At least in Elite) Sor'jek Incanni will eventually perform a full health refill. Cut him down as quickly as possible if you see he has regained his weather control ability.
 * A party with high DPS may be able to take down Sorjek at-level with only the Olipar Rune, skipping most of the quest by jumping off the side of the mountain to Outdoor Exit #4 (see maps.) If you're running this with a highly over-levelled character or party, you may even be able to skip straight to the end fight without bothering with the Olipar Rune.
 * At the end of the raid, a dimension door appears next to the entrance of the raid taking players to the top of the mountain for the end chests.
 * Refer to Videos for useful guides on navigating throughout this quest.

| discreet        = 66 | aggression      = circa 119 | conquest        = 268 on elite | mischief        = 49 | vandal          = 60 | ransack         = 77

| chest           = 10 minimum, 12 possible | Collectable = None
 * Two in "Fire and Ice."
 * One for slaying A'tchkar in the room after the Fire Elemental trap.
 * One just before underwater swim for killing Clay Golem.
 * One for killing a Clay Golem in a pocket to the right of the underwater swim.
 * One to the left side of the first Beholder encounter for killing the Clay Golem.
 * One near the shrine for killing the first Beholder.
 * One near resurrection shrine for killing the Inevitable.
 * Two after slaying Sor'jek Incanni for completion of the quest.
 * Two possible for slaying rare orange-named bosses:
 * One for killing rares Vyikkus or Zerisenz (only one can spawn)
 * One for killing Llyndarus

| npcreward       = standard | unique          = yes | external        = * }}