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Difference between revisions of "The Missing Velious Guide"
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==Getting to Velious by port== | ==Getting to Velious by port== | ||
| − | + | There are four zones to which you can port on Velious: [[Iceclad Ocean]], [[Great Divide]], [[Wakening Land]], and [[Cobalt Scar]]. All but Iceclad Ocean require a special tooth for porting, both for the porter and the portees. To retrieve these teeth, you must travel to the zones the old-fashioned way and pick up the ground spawns at the center of the dragon portals. | |
| + | These are increasingly difficult to get the further into the continent you go, with the most difficult being the [[Tooth of the Cobalt Scar]]. This tooth, because it is the most difficult, will allow you to port to GD, WL and CS. [[Tooth of the Wakening Lands]] will allow you to port to GD and WL. [[Tooth of the Great Divide]] will only allow you to port to GD. | ||
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| + | To get the [[Tooth of the Cobalt Scar]], you must first get a [[Shrine Key]] to pass through [[Skyshrine]] into [[Cobalt Scar]]. | ||
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| + | Take care both in porting in and retrieving the teeth. Wuoshi likes to hang out in the dragon portal in [[The Wakening Land]]. | ||
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| + | '''For porters -''' | ||
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| + | ''(dated August 5, 2015, just after Velious release - will change later)'' | ||
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| + | Druids may get Ring of Iceclad, Circle of Iceclad, Circle of Great Divide, Circle of Wakening Land, and Circle of Cobalt Scar from [[Phillip Aghllsews]] in [[Wakening Land]]. The other self-only spells do not exist at the moment. | ||
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| + | Wizards must get their port spells from shardwurms in Great Divide, as the merchant who usually sells them is not currently in game. | ||
=Velious Zones= | =Velious Zones= | ||
Revision as of 20:47, 5 August 2015
Contents |
This page is a stub. See the forum post Who wants to write a Velious guide? for discussion of its creation.
Some ideas:
- How the Velious porting system works
- Getting around the quasi-linear zone progression
- Factions
- Quests
- ToV
- Skyshrine maze
- Little-known tips
- Sight-seeing, points of interest, exploration guide
- Common dangers
- How classes are affected by new spells, abilities, re-balancing
- The timeline for when things will be released
Once content starts getting created, remove this stub text.

Welcome, traveller!
Explorers have discovered a new icy continent in Norrath, Velious! Accessible by boat and spells, more experienced travelers will find a world of exotic beasts, snow dwarves, giants, dragons, and more!
Getting to Velious by boat
A barge arrives regularly at the dock in North Ro, near Freeport. It will ferry you to a desert island in Iceclad Ocean where you must transfer to The Icebreaker, a boat sturdy enough to navigate the icy waters surrounding the frozen continent. You will arrive at a dock on a snowy island where you can bind and begin your adventure onward into the continent.
Getting to Velious by port
There are four zones to which you can port on Velious: Iceclad Ocean, Great Divide, Wakening Land, and Cobalt Scar. All but Iceclad Ocean require a special tooth for porting, both for the porter and the portees. To retrieve these teeth, you must travel to the zones the old-fashioned way and pick up the ground spawns at the center of the dragon portals.
These are increasingly difficult to get the further into the continent you go, with the most difficult being the Tooth of the Cobalt Scar. This tooth, because it is the most difficult, will allow you to port to GD, WL and CS. Tooth of the Wakening Lands will allow you to port to GD and WL. Tooth of the Great Divide will only allow you to port to GD.
To get the Tooth of the Cobalt Scar, you must first get a Shrine Key to pass through Skyshrine into Cobalt Scar.
Take care both in porting in and retrieving the teeth. Wuoshi likes to hang out in the dragon portal in The Wakening Land.
For porters -
(dated August 5, 2015, just after Velious release - will change later)
Druids may get Ring of Iceclad, Circle of Iceclad, Circle of Great Divide, Circle of Wakening Land, and Circle of Cobalt Scar from Phillip Aghllsews in Wakening Land. The other self-only spells do not exist at the moment.
Wizards must get their port spells from shardwurms in Great Divide, as the merchant who usually sells them is not currently in game.
Velious Zones
See the zone connection maps to understand how zones are connected. Zones are arranged in a mostly linear fashion and become increasingly dangerous as you venture deeper.
Outdoors
- Cobalt Scar
- Eastern Wastes
- The Great Divide
- Iceclad Ocean
- Siren's Grotto
- Wakening Land
- Western Wastes