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The Missing Velious Guide

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Revision as of 21:01, 5 August 2015 by Sorn (Talk | contribs)

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This page is a stub. See the forum post Who wants to write a Velious guide? for discussion of its creation.

Some ideas:

  • 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.

Map rav velious.jpg

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 Thurgadin from Iceclad Ocean

Once you arrive, you may want to head to the snow dwarves' city of Thurgadin. From Iceclad Ocean island-hop southwest until you get to a bridge with a large dragon skull at its base. This will take you to Eastern Wastes. From Eastern Wastes, run to The Great Divide. Watch out for wolves, giants, orcs, tunda kodiaks, ulthorks, and other dangerous monsters.

When you use /loc, the first number is your "norternness" and the second number is your "westernness" so when the first number is increasing you are heading north and when the second number is increasing you are heading west. You can get to The Great Divide zone line by running west while ensuring the first number of your /loc is close to -2000.

From The Great Divide, follow the right wall until you see a stream and a waterfall. The entrance to Thurgadin is hidden behind the waterfall. Here all races that have not ruined their faction can bank, buy, sell, and do other city-related things!

Things to do in Thurgadin

When coming from The Great Divide, once you get to the first main T-junction in Thurgadin, the bank will be just to your left. Spell-casting classes may want to follow the left hallway to the end to get to the Temple of Brell where they can buy a new Velious spell from Loremaster Dorinan.

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. The teeth are soulbound, so if you die, they will travel with you if they were on your person when you died.

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

Cities

Dungeons