The following can best be described as a labor of  love, by my real life wife, a 57 Erud Cleric on Bristlebane.  She made it for me and I share it with you, my brothers and sisters of KSA.  This is for KSA only.  Please do not publish this link or share it with others.  Of Course feel free to share the information contained herein with your non-KSA hunting partners, just not the source website.

Alec Alec, the luckiest husband in either the real  world or Norrath!!

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A BEGINNER'S GUIDE TO VELIOUS

Note: This is spoiler information! You may prefer to do it on your own. This is the most up-to-date information available, pulled from a variety of sources. I have verified the majority of it, but there may be some error in the info it contains.

** Looking for your spells? Do a search on 'spell' on this document; I have listed several locations on where these are dropping. Bear in mind that several are no-drop spells, so the class who can use must loot the spell.**

Old factions do not mean much in Velious; they do mean some, but in the majority of zones, it doesn’t matter if you are a wood elf or a troll. All players start out on fairly equal footing in all zones but the planes.

A few things to know about the bold, new continent. First and foremost, do NOT kill everything that moves. Unlike the rest of Norrath Velious is very strongly faction oriented. It remains to be seen if the implementation is actually what they envision, faction may end up not playing such a huge role. But, in the beginning, I caution you to be careful until it is seen how this all plays out. Killing things can have long-term consequences, you may not initially envision. This expansion is a big attempt to put the quest back in Everquest and most groups here give some sort of quests.

SoW or jboots are a must for this continent and classes that cannot cast invisibility need to stock up on potions. Many places are nearly impossible to traverse without invisibility and most things do not see invisible, at least in the outdoor zones. Levitate is a definite plus in many zones, but no bat wings are slated to be sold, so mage rings, or potions if shaman can make them and a steady supply of wings will be a good idea. It snows here, a LOT, so visibility often is poor. Like Kunark, things here generally hit HARD.

One VERY important note, corpse dragging can have serious consequences. If you are normally not KoS in one of the very heavy faction zones (i.e. the cities or the planes), and you drag a corpse, you will immediately become aggro. You may drag a corpse while invisible, IF the mobs you pass do not see invisible, you will be fine, but if invisibility drops while dragging, you will be attacked.

Zones
Iceclad Ocean
Tower of Frozen Shadow
Eastern Wastes
Crystal Caves
Kael Drakkal
Great Divide
Thurgadin
Icewell Keep
Velketor’s Labyrinth
Wakening Lands
Cobalt Scar
Siren's Grotto
Western Wastes
Dragon Necropolis
Temple of Veeshan
Plane of Growth
Plane of Mischief
Sleeper's Tomb
======================================================

Iceclad Ocean
-------------
Zone to Tower of Frozen Shadow: – 1600, 2800
Zone to Eastern Wastes: -4500, 9200
Boat Dock: 5300, 400
Wizard/Druid Portal: -600, 4800

This zone is where the boat docks. It is made up of a group of islands, three main ones. A group of gnomes are the first to greet you. These gnomes do NOT care if you are a dark elf. Kill the gnomes, become KoS to them and you will have trouble getting to the boat. The gnomes have a variety of quests. Additionally, these gnomes have some spells for sale.

Gnolls are also found here. Most are not initially KoS to the gnolls, and they give quests.

Snow panthers, giants, snow dervishes, shadow guardians are a few of the creatures found in this zone. The zone is geared to level 27 or so to 30s. There is however a giant dragonturtle, Lodizal, that roams the coast eating gnolls and would love you for a snack. He spawns every 7 days (if someone has killed him; otherwise he is always up) and is approximately level 60 with 32000 hit points.

Iceclad leads to the zones the Tower of Frozen Shadow and Eastern Wastes.

On the second island is a huge black tower. When near it you can hear the sound of a beating heart. Shadow guardians guard it. This is the Tower of Frozen Shadow. On the third island there is a huge bridge guarded by two frost giants. This is the bridge to Eastern Wastes. The wizard/druid ring is here on the third island, a circular wall with a dragon statue above it. The spell to port into this ring was available shortly before the release of Velious, on the mainland.


Tower of Frozen Shadow
----------------------
Zone out to Iceclad: on various levels of the tower such as the 3rd, 4th and 7th levels.

This zone is a multilevel tower, seven to be exact. Using a key that is gotten by killing the ‘boss’ of the previous level accesses each new level. These keys are used on mirrors in the tower. If your party is close enough, you only need one key. The keys are no rent, so it’s a problem if you go link dead. I do not know if a rogue can pick the locks. A couple of the levels have mirrors that will transport you outside the tower.

The very top zone has a room with mirrors for each level.

The zone is geared to levels 27 or so to 30s. In the very top level are a few things that will give low 50s experience. A variety of creatures inhabit this zone, many undead (ghouls, spectres, vampires), animated suits of armor, various goos, golems, ghosts and skeletons. There are no traps in this zone that I know of, but there is at least one mazelike area.

This zone only leads back out to Iceclad Ocean.


Eastern Wastes
--------------
Iceclad Ocean: -4400,-5000
Kael Drakkal: -6600, 3300
The Great Divide: -1800,5700
Crystal Cave: -4000, 500 (entrance is in orc city)

This zone is huge. It’s an expanse of ice and snow with lots of hills and valleys to cause falling damage. Levitate in this zone is a good idea. Nothing here sees invisible, so traveling is much safer if you invis; however all but snow griffons can be outrun with jboots.

All players start out apprehensive to the Coldain and KoS with the Giants (Komrif).

There are a number of quests here with the Coldain that will increase your faction with the Coldain dwarves in the city of Thurgadin. These quests vary in difficulty starting with something most level 30 players can easily do ranging up to a quest which requires at least one solid group of level 50+ to complete.

There are also quests that will increase your faction with the Frost Giants (Komrif) if you choose that path, again ranging from lower end quests to higher end ones.

Dwarves (Coldain), Frost Giants (Komrif), tundra Kodiaks, snow panthers, snow griffons, walrus, walrus men, rygorr (snow orcs), wooly mammoths and snow dervishes are among the mobs in the area. The zone appears to range mostly in the 30s and 40s. There is a Giant fortress, an orc fortress and various dwarven and other encampments scattered throughout the zone.

The Rygorr fortress and the Giant Fortress each have a high level ‘boss’ mob. Both boss mobs and surrounding higher level ones drop the new mid-level Velious armor loot.

This zone holds entrances to Iceclad Ocean, Kael Drakkal, Crystal Cave and The Great Divide.

The Iceclad entrance is a huge bridge with a dragon skull. Iceclad contains the only unkeyed portal in Velious, as well as the boat back to Antonica.

The entrance to Kael (the giant city) is at the bottom of a deep ravine. There are two Frost Giants at this entrance hidden behind pillars. They do not see invisible. Be wary of this area, as you WILL need levitation.

The entrance to the Crystal Cave is inside the orc fortress, in the back area - accessible by clicking on an orb in the shed.

The entrance to The Great Divide is a smaller ravine not a great distance from the Kael entrance. Again, levitation is highly recommended.

Special note: These two canyons in this area are VERY deep and will get you killed if you run across them without levitate. Suggest that you hunt with levitation on at all times in this zone until you are familiar with it.


Crystal Cave
------------
Eastern Wastes: 500, 300

This zone is one of the most visually stunning zones in the game and it is huge. It has one entrance and two exits. You can zone out the way you came in, or go deeper in for the second zone out, which puts you at a structure only a small ways from the orc fortress that holds the zone in. This zone is level 30 to 40 and holds a very nice selection of midrange items. Levitate is a huge plus inside here, especially when crossing the catwalk-like paths in the mining area.

A good part of the zone is a deep hole that has crisscrossed paths going from one side to the other at various levels. This is the mining area and is currently inhabited by the Rygorr (Ice Orcs).

There is a series of water tunnels inhabited by velium crawlers (they look like mini Faydedars), which lead to the deeper recesses of the zone.

Spiders and spiderlings along with stalag terrors inhabit one area. This area eventually leads to the level 40 Queen spider.

Another area is the remnants of the original Coldain city inhabited by dwarves (not on Coldain faction). There are supposed to be quests to raise faction with these dwarves, as there are a variety of merchants and a bank here. I do not know if this area is bindable. Long ago the city was attacked by giants and most of the inhabitants fled. Those dwarves still living here believe they are the only survivors as do the Coldain who fled.

One other area holds geonids, interesting creatures made of gems. These con indifferent and appear to be part of a quest connected with genoids in Wakening Lands.


Kael Drakkal
-------------
Eastern Wastes: 0, -600
Wakening Lands: -100, 3200

Two different faction groups of giants, Frost Giants (Kromrif) and Storm Giants (Kromzek) inhabit this city and if you want to gain access unrestricted access to the city you must gain faction with both groups. The Frost Giants are on the fringes of the city, while the Storm Giants occupy the inner areas. It is rumored if you are a worshipper of Rallos Zek, you start out apprehensive in this city. This is a fully functional city with bank, merchants, etc. It is also a dungeon for those who have chosen to be allies with the dragons or dwarves. Flagged as an inside area, spells available only outside will not work. Additionally, since the zonelines are reasonably safe areas, melee classes hunting inside Kael Drakkal, or in either Wakening Lands or Eastern Wastes, might find it handy to be bound in here in case of death. Be warned it will only shorten your trip, as most tanks are kos inside and cannot use the merchants and bank.

When you first zone into Kael Drakkal from the Eastern Wastelands, you will see a Kromrif recruiter; he is a quest mob and though green to a 50, hits for 300+ and regens at an insane rate. If you want to begin raising faction through quests with the Giants, he’s your first point of contact.

If you are KoS, you can run through the city invisible on your way to Wakening Lands, or to camp at any of the various locations within the city. The run is not risk free, but it is quite possible to make it from one side to the other without dying. Here is how: From Eastern Wastelands, enter the dungeon with sow, levi, invis and see invis, plus a couple of spare invis potions (instant cast) in inventory. Follow the path straight down, and you will cross a first then a second bridge. Almost at the end of the 2nd bridge, there is a small archway on the right. Make a jog through the archway, then continue going straight down the path as before (will be a different path, same direction). Then you will come to an open area at the bottom of the pathway ramp. Look to your left and you'll see a bank-type structure. Take the path going past the bank, continuing headed in the same direction as before. You are now homefree. Follow the path straight down until it zones you into Wakening !
Lands.

Giants are not mezzable, but you don’t have to be in melee distance to cast upon them. The Frost Giants are not very magic resistant, while the Storm Giants are more so. Fire works well, as does charm and root for crowd control.

Located in the center area of the city is a temple dedicated to Rallos Zek. This includes a huge statue of him, rumored to come alive if a non-believer steps into the area. There are temples, with avatars to his sons, Tallon and Vallon as well. It is rumored there are quests for the god himself in this area.

Besides the Giants there are domesticated dire wolves. Some of these, like some of the giants do see invisible. If you are attempting to find your way through the city for the first time, con everything. If something scowls, you are going the wrong direction.

This is a fully functional city. If you choose to follow the path of giant faction, you can eventually gain enough faction to have access to the high-end quests, one of which is given by the king. It’s geared towards level 45 to 60, with huge raid encounters possible against the King or Rallos Zek.

This city, being giant sized, is much easier to traverse when you are levitated. It has zone points both to Eastern Wastes and to The Wakening Lands.

One high-end encounter if you choose to kill giants is killing the Giant King. This is a VERY tough encounter. Two bodyguards that have insane regen and speed guard him. The king himself is extremely difficult.


The Great Divide
----------------
Eastern Wastes: -1800, -5100
Velketor’s Labyrinth: -6700, 3100
Druid Portal: -3800, 3600 *need key*
Wizard Portal: -1800, -3500
Thurgadin: -100, 0

The Great Divide is a large outdoor zone with a druid and wizard teleport area. It has a series of caves that house a variety of different creatures. Giants wander here, as well as wurms and dwarves. There is a giant fortress located not far from the wizard spires. Wandering giants, direwolves, dwarves and coldain tracking wolves make the zone in side interesting.

Killing the wolves of either side (the Drakel Dire Wolves or Coldain Tracking Wolves) will give you a faction hit for either Giants (Drakel) or the dwarves (Coldain).

Along the cliffs (the walls of the zone) are various caves. The caves are inhabited by Tizmak (peaceful yak men), bears, and a group of dwarven explorers. These drop some of the new popular Velious armor. One cave is the entrance to Velketor’s, a very high level dungeon. Another in the center of the zone at the end of the stream (opposite Thurgadin) has a huge cavern inhabited by lots of wurms; the higher-level varieties of these wurms drop some of the new Velious caster spells.

A stream runs through the center of the divide. If you follow it one direction (left from the way you came in) you will end up going through the cavern of wurms. If you follow it the other direction (right), you will come to a shimmering waterfall (only visible if particles are high). Through that waterfall is the zone to Thurgadin, the dwarf city.

This area is geared towards levels 40s and below. Occasional things like the wurms are blue to a 50+, but not much. The giants are the Kromrif (Frost Giants), which give Coldain faction when killed and a small increase in Claws of Veeshan (Dragon) faction.

Many quests are here, as in the rest of Velious, plus the entrances to Thurgadin and Velketor’s.

Near the entrance to Thurgadin are two guard towers that are disguised from the upstream side. They look like humps of snow or ice and rock from one side; from the other side you can see guards there.

The entrance to Velketor’s is directly above a bear cave. You can tell Velketor’s from the bear cave by the color of the walls. Velketor’s walls are a blue and white color.

The two portals in the zone are the first level of the keyed portals in Kunark. In order to port in to these, you must have a porter with the spell, and every member in the party must have a key. The good news is, the key is lying on the ground in the center of the druid portal (works as a combine portal, presumably), and spawns every 30 seconds. Pick one up as soon as possible when you reach this zone. As far as I know, the spells for these two portals have not yet been found, however.


Thurgadin
---------
Great Divide: around –1000, 10
Icewell Keep: 250, 50 and –700, -90
Bank: Thurgadin Exchange at –350,200 (left at first T)
Food: Mordin’s Meats at –220, -220 (right at first T)
Gems: Right at first T, first shop on left (name?)

If you go through the waterfall you will zone into Thurgadin. This is a city zone and unfortunately it is rather small. Large races will need shrink potions here or risk getting stuck in gates and a few other places. When you first enter the zone there is an ice covered bridge that has potentially disastrous consequences. The bridge crosses a long drop and if you are not careful crossing the ice, or you do not have levitate, you can end up in a heap at the bottom.

Initially all players will be apprehensive to the dwarves. You can bind here, but some places may not sell to you. The city of Thurgadin consists of the city proper and the mines. The city is a fully functional city, with shops, bank, vendors and many NPCs who give quests; these quest npcs (one of whom also sells some Velious spells) are located down a separate hall to the left of the bank. The lower portion of the city is a series of mine tunnels geared toward level 30s players.

In the main city there are dwarves, in the mines there are goos, spiders, bats and probably other crawling things I didn’t find.

From inside Thurgadin you can zone into Icewell Keep in two places. The main entrance is at the very back of the city's circular loop, looks like a columned hallway.


Icewell Keep
-----------
Thurgadin: 100, -50 and –750, -70
Great Divide: (mino cave area)

This is the castle where the Dain (king) resides. This is either a dungeon, for those who want to gain Giant faction and be against the dwarves, or a high level quest zone for those who have good dwarven faction, with a dungeon below full of high level normal (non-factioned) mobs.

There are two zone in points to Icewell. One just off the bridge after you zone in from The Great Divide. If you end up at the bottom of the ravine the bridge covers, there is a zone in point. The second point is in the city proper as noted in the previous section.

The Dain, located on the top floor of the castle, has an interesting ability, if you fight him. Much like Trakanon’s shroom port, he will ‘throw you into the well’ which basically transports you to the under area of Icewell Keep where you will promptly be attacked and possibly killed in the high level dungeon mentioned above. Crushed gems for the Velious quest armor, as well as some of the better high-level dropped spells, are loot in this dungeon. Be warned that some portal spells that drop are no-drop and must be looted by someone who can scribe them.

If you wish to get to the dungeon without being thrown in by the king, your party can just levitate down the platformed ice tube in the center of the top room where he is. Be warned, you will have an immediate 3-mob fight on your hands below, and it's a one- to two-group encounter of higher-level players. If you are attempting CR in this fashion, only tentacle mobs and miniature skeletons see invis. To get past the tentacle mob at the base of the shaft, run NE as you are dropping down; this should put you out of his immediate agro when you enter the room, and then you can skirt around to get beyond him completely.


Velketor’s Labyrinth
--------------------
Great Divide: 600, -70
Secret wall: 530, -150 and 425, -170

The mind that created this dungeon is just pure evil. This is also one of the two zones where I know rogues and bards are very needed for traps. When you zone in from Great Divide you will lose all buffs that levitate you and you will not be able to recast them. There are three main parts to this zone; the first area is a series of ramps and catwalks, with a few platforms that crisscross the way up very high. The ramps are populated with spiders, some of which cast invisibility on themselves, and gargoyle-like crystalline statues. Most of these creatures are green to levels 50 +. The spiders backstab, and have a very nasty poison that is not curable by the cure poison series.

As if that weren’t enough to contend with, there are slippery places (ala the floor in upper guk before the bridge on the way to lower). Not one place, but MANY, interspersed throughout. These places are deathtraps if you are not careful. Falling damage can be anywhere from 18 to 600+ points, depending on how high you have gotten. The spiders and gargoyles bash, thus pushing you off the ramps. They are narrow and with a full party or two of people it becomes a nightmare to try to stay on if people are not cautious. If you fall and live, chances are very good you will land in an area with more spiders.

There is at least one named spider here in this catwalk area. There may be more named mobs as well. He is the only creature I came across that sees invisibility in this part of the dungeon. Respawn here is fast.

From high up on the catwalks you will be able to see a castle entrance guarded by two dragon statues and various golems. You cannot enter from this way, due to a high ice wall blocking access, and I do not know how our parties did get up there

In the catwalk area, there are a couple of secret walls. They lead to a second encounter area. This initially looks like a huge funnel. If you are not careful, you will slip into the open hole. The sides of this ‘funnel’ are slick and will dump you further down. At the bottom of the hole are four very tough icepaw kobolds. This leads to a labyrinth of tunnels and encounters with the kobolds, spiders, tentacle terror types and spectres of various kinds. These were all blue to 50+.

There are several named Kobolds with some nice loot and named djinn with a name like Dojomoimojomojosomthingorother, who drops bard loot. He is level 65 and guarded by spectres.

From this area, you can go through a water trap into the castle part of the dungeon. Crossing a thin catwalk across the hole that initially drops you into the Kobolds can also access this castle area. The castle area has traps on at least one door. There very well may be many others I did not get the chance to see. It’s an annoying trap called a ‘null field’ that strips you of buffs. The gargoyles and golems in this area are blue to +50s. There is another series of ramps with slippery floors that go up very high, located in the center of the main room. There is a dungeon where several dwarves are being held prisoner. Off to one side is the room of Velketor the sorcerer. He is level 60 and has at least 2 guards. He casts some very nasty spells but drops wonderful caster loot and Velious spells.

There is a secret door located behind his throne room that leads to a secret wall and back to the spider area. This is a one-way wall and will not allow you to come in through this direction, but it does allow you to kill Velketor then leave without fighting through lots of kobolds.

Call of Heros works in this zone, but not many of the evac/succor/intraevac spell lines, nor levitate.


Wakening Lands
--------------
Kael Drakkal: -700, -4800
Skyshrine: 1500, 4500
Plane of Growth: around 1000, -1000
Wizard/Druid Portal: -3000, -3000

An outdoor forest zone off Kael Drakel, it is the home of the Tunarean Court. This zone is full of trees and will kill most players’ frame rate. The forest is home to many different creatures and if you wish to be in the good graces of the minions of the Goddess, watch what you kill (con everything). Things in this area are HIGHLY magic resistant, which makes even greens potentially deadly; the zone is good for high-40s/low-50s, for the most part, and some mobs will still be green.

The coloring in this area as well as the number of trees and hills and valleys make it easy to miss something.

As you zone out, there are two areas that have ongoing construction. Giant laborers are building in an effort to expand Kael. The first quest given by the Tunarean Court involves these Giants.

If you follow the zone wall to the right, you will eventually come to a cave. This is the zone to Skyshrine. Following the wall to the right leads you to three more cave entrances. This is really only one cave with three entrances. Inside you will find faerie dragons, goos and geonids, of which only goos should be kos; a named genoid here gives a quest. Also, this direction is the stomping grounds of Woushi, a high level dragon that charms, AE fears and is generally nasty to encounter.

There is a wizard/druid ring in this zone (both use the same one), and it is the second tier of the keyed portals in Velious. To get to this portal and pick up your key piece, follow the left wall after you leave Kael Drakal. Pick up your key piece as before, but the good news is, once you have the key for Wakening Lands, you no longer need the Great Divide key piece, as the Wakening one is a higher 'rank' that allows you access to both zones' portals. Again, you cannot port in to this portal unless you have a party member with the spell, and every party member has the key piece. This spell (at least the wizard one) drops off of the wurms in Great Divide.

There are various ‘Court’ camps in the area. One with Fauns, one with Sylphs, one with Unicorns and possibly others I have not discovered. There are other named court nobility that roam or are static spawns.

Other creatures in the area include animated suits of armor, raptor-like creatures, regular panthers, haze panthers, mist panthers (at least one of the mist panthers is level 60), and flying monkey type casters with pets called holgrashms. The holgrashm cave located at -3400, 2100 drops at least one Velious spell for each type of pure caster class, if you camp there long enough.

The faun court is housed in a building in the middle of a lake. Initially, none of the Tunarian Court are KoS to the dark races, however all of the other creatures will kill anyone.

The zoneline to the next in the series of consecutive Velious zones is at 1500, 4500 - Skyshrine. You cannot continue on to the rest of Velious without going this way.

On top of the building in the center of the lake housing the faun court is a tree. That tree is the entrance to the plane of Growth, Tunare’s plane. To visit it (good races are not kos), go along the ramp to the top of the tree, and click on the odd-shaped figure a the top. WARNING: The exit from Plane of Growth has not yet been found, so if you are a non-gating class, do not enter without an evaccer or a gate potion of some sort.


Plane of Growth
---------------
Tunare: 1500, -1500
Exit: Unknown

This is the Plane of Tunare. The Velious planes are keyed to only admit those of level 47 or higher, though some sites say 55 or higher. It is a beautiful open area covered with growing things. If you have good faction with the Goddess, you are welcome here. However if you are one of the dark races, you are KoS from the start. This zone offers two choices, to kill or quest.

You zone in at a white marble looking druid ring. There is a red mob at the zone in ready to take apart anyone without the proper faction. At last test, it did not see invisible, nor did most things in the zone with the exception of the named mobs.

Not far from the zone in area is a large lake. In the lake is one mob that sees invisible, but is nearly impossible to see her. She is usually around the waterfall. The building you see here with the suit of enchanted armor in front is not a real building. The armor sees invisible and gives a quest for appropriate classes (clerics and paladins).

There are rolling hills and forests. One of every kind of tree in Norrath is represented here. The mobs on the plains are not as hard as the ones in the forests. Everything here is at spirit of scale speed. There are horses, unicorns, wolves, bears, treants, wisps, fauns, and a named version of each.

There is a huge tree in the forest, reach high up into the sky, at neg. This tree is the home of Tunare. Around the base of the tree are various creatures, many who see invisible. Inside the bottom of the tree is a Prince faun. If you climb to the top of the tree, inside are two guardian spirits, Tunare and her pet. Near the tree is also a Tunarian Earthmelder, a large Erollisi-type plant, which gives druid/ranger quests, and a moss-covered named treant also wanders in that area, giving out non-class-specific quests.

Tunare is an extremely tough encounter. Just as a small sampling, she casts two spells immediately. One is Cloud of Silence (which makes it impossible to cast spells) and Vengeance of the Glades (which totally immobilizes you). However, evil races have already begun farming this plane and returning with various nice pieces of armor, so it's possible to hunt there without agroing Tunare.

There is no zone out that I could find, so melee must have a group gater in order to leave.


Skyshrine
---------
Wakening Lands: 100, -650
Cobalt Scar: 360, -300

This zone is huge, and good for groups in their 50s. It houses the Dragon’s city and has several sections. When you first zone into Skyshrine you will see two golems (Sentries Enots and Kcor), these are quest mobs that give beginning quests to raise dragon faction and allow entry to the city. If you prefer to kill them, they drop some of the sought-after Sentinel armor. They do not see invisible and at this time it is possible to go from the Skyshrine zone to the Cobalt Scar zone invisible if you are KoS to the mobs there.

From the zone in you need to navigate passages (left at T, right around corner, left in first doorway you come to, and follow stairs to the top) till you get to a second gate with a huge dragon statue and a pot in the middle of a large open area. Around the walls of this area are various mobs. Using the key on the pot will zone you into Cobalt Scar. Note: As of this time, as long as at least one member of the party has a key, the other 5 can co-port into Cobalt if they are all standing in the same area, bunched up and touching the central pot.)

To obtain the key for Cobalt Scar, you must get a quest from or just outright kill a named drake that roams near the zone entrance (depending on whether you want to preserve dragon faction). The quest requires you to charm him, and he asks you to deliver a note and 200 plat to a giant and bring the note he gives you back to the drake.

Past this area, through another gate and up a ramp you get into a new section of Skyshrine, the section that can lead you to a maze. There are many different gelatinous cubelike creatures here. They are highly magic resistant.

The maze is interesting and challenging and very difficult to explain. If you want to get to the rest of Skyshrine proper, you must pass through the maze. Accessing the rest of the city requires using several teleporters as well. This area is definitely dragon-sized with the halls and stairways proportions that dwarf even the giant city. The method to get through involves comprehending certain patterns on the floor, but I am not aware of the specifics. Also, you must utilize teleporters to advance through the maze zone, so prepare to explore.

Golems, gargoyles, drakes, wyverns and dragons populate this zone. The boss of the zone is Yelinak; regardless of your dragon faction, you will no doubt be threatening at best with Yelinak, as he's on different faction than Claw of Veeshan. He is large, very cool looking dragon. Several areas on the way to Yelinak have ice-covered floors that mean you slip and slide your way through. Behind Yelinak is another portal (I believe it leads back to Wakening zoneline), indicated by a device on the wall. There are also supposedly various quest dragons in this zone. 


Cobalt Scar
-----------
Skyshrine: -200, -750
Siren’s Grotto: 1200, 1600

This zone is relatively small compared to many other zones, and is good for groupings of high-40s, low-50s players. It consists of a huge mesa surrounded by water. There is a wizard/druid combo port into Cobalt Scar, which is the third tier of the keyed portals in Velious. Having your entire party travel here to get a key each, the first time, will mean they are able to destroy keys from the previous two keyed portals, since this one will work for all three (spell location for portal is not yet known). The zone in point is safe and you will not be attacked unless someone has trained creatures here. However I highly recommend both invisibility and levitation. The zone out back to Skyshrine, which will put you in the same room you used to zone in, is up the stairs at the top of the tower directly in front of the zone in point.

There are numerous Wyverns and some Cobalt Drakes (avoid the drakes, they are very nasty) on the mesa top, with the tower zone out being guarded by several wyverns. Several named varieties of these creatures are in this zone. There is a ramp to your right as you zone in that will lead you down the mesa to a beach, wyvern cliffs, and the combine portal. Otter people called the Othir inhabit the beach. Initially, you are not KoS to these interesting looking creatures. They give a variety of quests and have several merchants.

They tell an interesting story of how they became the chosen people of Prexus. They also ask that you help them by gathering food and materials and helping to protect their shores. Their enemies are the wyverns and the Buthar, walrus people that have invaded their shores from Siren’s Grotto. A group of Buthar is on the shore not far from the otter village. The good thing about this zone is, if you get in trouble while hunting other mobs, you may run to the otters and they will assist you. The bad thing is that there is, somewhere in the water's depths, occasionally a sea dragon which is level 60 to 63 and requires an entire raid to kill. Generally he is not a problem though.

Underwater are a variety of creatures, fish, sharks, haunted sea chests, and Sirens. They vary in level and difficulty (none I found were blue to a 55). The entrance to Siren’s Grotto is underwater and guarded by several Sirens. They do not see invisible, so you can get past them if need by that way.

Underwater breathing is not a must here, since the tunnel to Siren’s opens up into an airway. However, you better be invisible when go to zone into Siren’s. The zone is extremely difficult and extremely hostile, with the zone in point NOT safe; three mobs guard it and they WILL kill you if they see you.


Siren’s Grotto
--------------
Cobalt Scar: -600, 70
Western Wastes: 200, -40
Plane of Mischief: presumed

This zone is arguably one of the most beautiful in Velious. It is partially underwater. Not a zone for those under 55+, as the mobs hit hard, fast and often. You cannot easily return the way you came, so zoning in and going to Western Wastes means a more difficult return or a ready gate.

When you zone into here from Cobalt Scar you will be faced with at least three mobs. They do not see invisible so it is highly advisable to zone in only with it up. If you plan to hunt, see below information. If you are just moving through on your way to the other half of the continent, several sites suggest that you intra-zone evac your party; it puts you at the two mobs guarding the exit zone, and you can just go through.

Because this zone has both in-water and out-of-water areas, you will have difficulty spell casting if you plan to hunt this zone, since both you and your target are required to be in the same medium.

The zone has Bulthar (sea elephant men), Ulthork (walrus men), Molkor (Manatee men), seahorses, walrus, seals, various fish, enslaved humans and Sirens. There are a number of invisible mobs here, so see invisible is advisable.


Plane of Mischief
-----------------
No zone info as yet, though several emulator screenshots have been posted as this zone being a type of 'Alice in Wonderland' plane, with many things upside down and backwards from how they ought to be. It has been listed as presumed located off of Siren's Grotto.


Western Wastes
--------------
Siren’s Grotto: -5200, -3800
Dragon Necropolis: -4200, -3800
Temple of Veeshan: 500, 700

Western Wastes, a large outdoor zone, is not a zone for the weak. It is full of dragons of every imaginable color and ability. This is the land where the claw of Veeshan first struck the earth and hence it is very sacred to her children.

At least 15 named Dragons inhabit this area, though spawn times vary. Many do not see invisible, many do. They have an array of the nastiest breath weapons you can imagine. They gate when low on hp so not fighting them on their spawn point makes for a deadly time. In addition they gravity flux, it strips levitate and kills you instantly with 10,000 points of falling damage. A difficult zone indeed.

In addition to Dragons; Wyverns, Velium Hounds, Drakes, ice crawlers, and huge named versions of various creatures such as a rhino called Thunderhoof, inhabit the land.

Levitate and SoW again are a must in this hilly, extremely dangerous area.

At the back end of a very deep ravine, not far from the Siren’s Grotto zone, is a Dragon named Klandicar who guards a cluster of strange looking towers that have electric pulses shooting between them. Clicking on that cluster will take you to Dragon Necropolis. He does not see invisible. Klandicar is a very tough dragon, tripling for 725, 650, 650.

Another named dragon that does see invisible guards Temple of Veeshan.


Dragon Necropolis
-----------------
Western Wastes: -100, 2100

The Graveyard of the Dragons, Necropolis is home to a wide variety of tough mobs. It’s full of traps and ambushes, so rogues or bards (both can sense and disarm traps) are extremely valuable group members when coming here.

This zone is the new ‘Sebilis’; it’s tough, but well laid out with nice loot and a challenging atmosphere. However, it is EXTREMELY difficult to get to, especially if you are KoS to dragons.

The zone in area is safe and you can easily launch your attack from here. There are phase spiders in this area, they port you like scarlings and are sometimes invisible. There are also a number of traps in the form of dragon bones lying around. These have a chance of spawning a skeleton dragon.

There are two directions to go from here, but remember traps, traps, traps and ambushes are the main things you will find.

You will encounter ratmen; be very careful about the ones you kill there are two groups of ratmen here. One set (escaped slaves) are ‘good’ ratmen, while the other are evil (Chetari) and the servants of the horrible dragon who resides here. Find the good ratmen and they will tell you a story of this evil dragon.

This dungeon has fast spawns, hard-hitting mobs, highly magic resistant ones and lots of roamers. Lots of named stuff, but unlike previous dungeons, the named things do not spawn in the same area, but rather have a chance to spawn in a number of areas.

Phase spiders, ratmen, swarming beetles, bats and snakes are among the things you will find here. The bats are not normally aggressive when on their own, however if a Chetari attacks you with a bat nearby, the bats will join in.

Zone out is near zone in. You leave the zone by clicking on one of the large pillars with electricity jumping between them.


Temple of Veeshan
-----------------
Exit: Unknown

There is a one-way zone in to this Temple guarded by a very difficult (level 75) dragon who sees invisible. The zone in area is a safe room with no mobs that spawn. I did not get to explore much of this. Past the zone in area is a door. Through the door is at least 6 drakes of various kinds. If you are not KoS to dragons, you can walk around this zone. It is a quest zone for those who do not wish to kill dragons.

I got to see one hallway that had huge murals of various dragons. There were pictures of Vox and Nagafen among them.

I do not know where the zone out, if there is one, is for this zone.


Sleeper’s Tomb
--------------
A very high level keyed dungeon that has supposedly has a long involved quest required for the key. Another area I never got to go to, so I have little I can comment upon. It is supposedly located adjacent to one of the two dragon temples in this region, though another possibility is a connection to the Skyshrine dungeon.



=======================================================

FACTIONS IN VELIOUS

Unlike most of the rest of Norrath the designers of Velious have tried to make faction matter. Random killing of anything and everything can have serious long-term consequences.

At this time there are only three bindable cities, each belonging to one of the faction sets. In the beginning race doesn’t matter, all races start out as apprehensive to the dwarves and KoS to everyone else. Loot is gotten both through killing and through quests that range from fairly simple to very complex. Cities will be both utility cities to people who have chosen that faction group and dungeons to those who have chosen to fight against them. Most things here require grouping and the ‘big’ things definitely require most of the guild. Because of faction hits it will be important to be unified about where we choose to ally.

There are three main factions. Coldain (ice dwarves), Giants (both Kromrif and Kromzek) and Dragons (Claws of Veeshan).

Coldain
-------
The Coldain inhabit the city of Thurgadin. It is the only city players can initially traverse safely. This city is actually two zones, Thurgadin and Icewell Keep. The Coldain hate the giants and you can gain Coldain faction by doing quests and by killing Kromrif (Frost Giants). Several of the quests must be done in order like the Cabilis quests and they range from fairly easy for a 30s player to complete to very difficult that requires a full group of 50+.

Giants
------
The Kromrif (Frost Giants) and the Kromzek (Storm Giants) inhabit Kael Drakel. Initially followers of Rallos Zek are supposedly not as hated here as others. That’s understandable since the god himself and his son’s avatars (Tallon and Vallon) reside here in this city. If you want to gain Giant faction you must kill both Coldain (ice dwarves), which gives you faction with Kromrif (Frost Giants) and Dragons (Claws of Veeshan) for Kromzek (Storm Giant)faction, which makes you KoS with two groups.

Dragons
-------
The dragons hold everyone in great disdain but the hold special hatred for the Giants and those who violate their sacred grounds (Western Wastes). Their city is Skyshrine. If you want to gain favor with the dragons, you must kill Storm Giants (Kromzek), you can also gain faction by killing Frost Giants (Kromrif) but that faction modifier is very small.

The sub-plot mix and more faction woes: If this wasn’t already difficult and confusing enough there are a couple of more faction groups, which can play a very big part in all this.

Court of Tunare
---------------
The Wakening Lands holds the court of Tunare. If you want access to the lands and the plane of Growth, you need to do tasks for them. These tasks include killing giants. So far, I have had none that require killing dragons, but that yet remains to be seen.

In addition, the plane of Growth is strongly faction oriented. If you are a worshipper of Tunare and hunt here, it won’t be pretty. This zone is a quest zone as well and supposedly will give rewards of equal value to killing Tunare’s minions.

Rangers, druids, worshippers of Tunare and ‘goods’ are going to have to make a hard choice about fighting and killing here.

Othmir
------
The ottermen who inhabit Cobalt Scar will treat everyone equally. Their village has vendors and they will give quests. Some of the quests seem to involve possibly killing wyverns, which are currently on Claws of Veeshan faction.

Other odd factions
------------------
A group of gnolls in Icelands has separate faction, usually conning indifferent to first-time visitors.

There are a second group of dwarves living in Crystal Caverns on faction totally separate from the Coldain.

Rygorr, the ice orcs are another faction group.

Siren’s Grotto has it’s own faction.

Some final thoughts
-------------------
Usually what people kill boils down to what loot they want. There are going to be several dungeons in which to hunt that are not faction oriented, though they usually have their own faction subplot. (Necropolis has ‘good rats’ and ‘bad rats’.)

My guess is that dragons will probably have the ‘phatest l3wt’, but I don’t know. Temple of Veeshan and Skyshrine are quest zones as well, so maybe doing the quests would be as good or better. The main problem is going to be travel. Traversing dangerous zones as a melee without invisibility, SoW or levitate.

======================================================

Best Sites of Reference:
------------------------

Main Boards to Find Maps and Drop Info:
Allakhazam:
  http://everquest.allakhazam.com
EQ Maps:
  http://www.eqmaps.com
EQLizer:
  http://www.gameznet.com/eq/index.shtml
EQ Atlas:
  http://eqatlas.com

Message boards give you great, up-to-the-minute player-assisted information, and things that sometimes aren't covered on the main boards. I pulled most of my information from the following message board sites (mainly 'quest' sections) for this compilation:
The Safehouse:
  http://pub13.ezboard.com/bthesafehouse
Allakhazam:  
  http://everquest.allakhazam.com/ubbcgi/Ultimate.cgi
EQ Cleric:
  http://eqcleric.gameglow.com/cgi-bin/Ultimate.cgi
EQ Casters:
  http://forums.castersrealm.com/cgi-bin/eq/Ultimate.cgi
EQ Monks:
  http://pub18.ezboard.com/fmmrpgdiscussionmonks
EQ Druids:
  http://pub13.ezboard.com/bthedruidsgrove
EQ Bards:
  http://pub5.ezboard.com/btheconcerthall.html
Afterlife:
http://pub4.ezboard.com/fafterlife68829afterlifemessageboard
Luclin:
  http://pub6.ezboard.com/bluclin71335