To protect themselves from the Greenmist, the Shissars magically sealed the Grey, a place where no atmosphere exists, and built their temple. The weapon was basically a Fine Steel War Hammer, but it had a procing (meaning it randomly "goes off") effect called Velium Shards (most Velium weapons have this effect, which does 12 damage). Scars of Velious also reintroduced Ethereal Planes such as the Plane of Growth, home of Tunare (goddess of nature) and the Plane of Mischief. For example, to get to the Wakening Land (the only non-snowy zone in the expansion and the location of the portal to the Plane of Growth) you have to pass through Kael Drakkel, which can be a very big pain if the giants do not like you.

The Shissars (serpent-like creatures) were extremely powerful beings who once roamed the continent of Kunark where they had enslaved the Iksars. All of this gets down to one question: How does it compare to Kunark? As for the Plane of Mischief, no one has found the portal yet, but word is that it will be a dollhouse-sized castle that randomly appears in two different zones. Adventurers can reach the frozen land by either boarding a boat in Northern Ro, or getting a teleport from a friendly taxi...err...Druid or Wizard.

The expansion focuses on high-level content (levels 35 and up), providing many extremely powerful monsters to fight and a number of zones meant to be used by large groups of players. When the previous expansion was released, I criticized it for being not too accessible to lower level characters, even though there were zones for them there. Once you get past those zones, you do get into the typical "kill mob, find key, enter zone" type situations that many areas of Kunark have. The expansion features 20 new NPC models, and 18 new zones. Those planes, just like the original Planes (Hate, Fear and Sky) required players to have reached the level of 46 in order to enter. While on the subject of zones, there are also two brand new Planes for the high level players to have fun in. If you die in an area where you are viewed as an enemy, and have a friend who is liked by that race try to drag your corpse out, they will be viewed as assisting the enemy and therefore attacked. On Velious there is a mineral known as Velium that is clear as ice, but tough as steel. From there, one had to complete tasks to gain access to the more advanced zones. Nearly every zone is a large as West Karana, and the creatures are extremely varied. The expansion was added with the aims of making soloing (playing Players may design and display a guild emblem and upgrade the banner to gain special abilities for guild members, including the ability to plant it on a battlefield where guild members can teleport directly to it.

There are 10 single-group instanced trials, 8 uninstanced exp zones, and 9 raid zones/instances. Fleeing Norrath because the atmosphere became toxic, the surviving Shissars were helped by the Combine Empire and were sent to Luclin and the underwater sanctuary introduced years later with "The Buried Sea". The first few zones of Velious aren't entirely linear, but they can be tricky to get to. In order to enter the expansion's basic zones, a player had to reach the former set planar level of 46. Cougarskin Boots Quest (Iceclad Ocean and Cobalt Scar (ground spawn)) Cougarskin Mask Quest (Iceclad Ocean and Eastern Wastes (mammoth meat)) Little touches like that help to draw you into the game more. There are plenty of new ambient sounds such as swift wind and falling waterfalls, all of which sound great in comparison of what was in the previous game. Players may gain access to a new inventory slot that can be fitted with a customizable Energeian power source and armor that can tap into the power source. Velious can be considered the home of Dragons on Norrath with the largest concentration of Dragons as well as the Ruling Council of Dragons in residence. can also be accessed in that view. The improved graphics, faction ideas, better integrated story (the three warring races), the new tricks with special items, two new Planes, and incredible user interface upgrades all make Velious an excellent addition to EverQuest. If you want to see the effects of Rain of Fear's level 95-ish timeline, go there. The maximum level was increased from 60 to 65 with this expansion and new Particle Weapons were added, when before only epic weapons had such visual effects. The Western Wastes are the breeding grounds for these beasts, and it is there where you can find Dragons as yard trash (meaning there are more than enough to kill). Rile, an Iksar hero, started a revolution and called upon a mystical force referred to as the Greenmist, who then killed the Shissars.

Within the fictional storyline of the game, the evil Announced encounters include steamwork machines and the prismatic Between 2001 and 2007, Sony Online Entertainment released retail bundles that included the original Such weapons were introduced with The expansion added content to the game aimed specifically toward the high-end player. Even though people who don't buy Velious benefit from it, this is one of the best additions to the game in a very long time. You can access the Plane of Growth by touching a flower inside a tower in the Wakening Land. Velious Leveling Guide 45 - 60. The game includes many zones in which players of all levels can experience, several raid encounters such as the Lord Inquisitor Seru, and a high-end raiding zone, Vex Thal. EverQuest: The Scars of Velious.