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There are 5 parts to this review, please use the pulldown below to browse sections or simply hit "Next" at the bottom of each section to continue

Author: Holly M.
Date: 4-18-02
Subject: Game
Manufacturer: Verant Interactive/Sony Entertainment


Frost Giant
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In Winter of 2001 EQ had yet another expansion released titled Scars of Velious. This icy continent, reachable via boats or a port from your local Druid or Wizard, presented adventurers with sixteen level 30+ zones to hunt in including two new Planes (Plane of Growth and Plane of Mischief). The graphics were striking, the sounds realistic and the amount of technical complications upon release seemed to be minimal in comparison to it's predecessor.

Bridge to Eastern Wastes in Iceclad Ocean
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Who are these guys?

Three new races accompanied the launch of this frozen land. The Coldain dwarves from Thurgadin, similar to their cousins in Greater Fay except, presumably due to the cold, with a much bluer face. The dragons, based out of the city of Dragon Necropolis and the Frost Giants from the city of Kael Drakkal. Players are encouraged to research each faction for these three if they plan to pursue quests in Velious and venture to some of the cities. Because of this, many guilds (groups of players ranging from ten to one hundred plus members which share a common view and goal) have suggested their current and new members align with a specific faction to make hunting and questing together easier. Therefore, if you plan to spend a good bit of time in Velious it is imperative you choose a faction and stick with it. Until players kill something that lowers the faction, evil and good races alike are welcome in Thurgadin. However, gaining faction with one will eventually result in problems with the other so be sure to carefully consider who you want to align with.

Additional features
Shardwurm found in Great Divide
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As with all EQ expansions, some new spells and quests were added. My first and highest level character being a Wizard, who is capable of porting folks from one zone to another, I found one line of the new spells called Translocate very helpful. Druids and Wizards are the only classes in the game capable of porting. This process involves casting a spell for say, Greater Fay, the forest near the high elf city, and immediately being sent to a specific location in that zone. As port classes move up in levels they can not only port themselves to several locations which makes for super fast travel times, but they can port others with them. The downside to this in the past has been that sometimes folks needs ports quickly. Whether it be for a guild meeting, a raid or a corpse retreival sometimes they need to go right then and there. If it's an emergency they may beg and plead and I personally have never really had the heart to turn them down. You do have to be grouped with them to port them which means if you're hunting with others you have to disband your current group, join a group with the person you're porting and then leave your group to take the "portee" to their requested destination. Yes, people usually pay for these. Well, Translocate eliminated the need for porters to have to leave their current location to send someone to another place. Therefore it's no longer necessary to leave their groups or current business to port someone. Cheers to Verant for setting these up! For more information on other Wizard and other class spells presented with Velious I recommend visiting CastersRealm or EQ Vault. Both sites are excellent sources of information for class information, spell lists, quests and general help.

Manticore found in Eastern Wastes
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Several other nice advances were made with the release of Velious including an easier to use interface for higher screen resolutions, customizeable client interface windows for spell lists and chat windows as well as the ability to resize fonts.

Trouble for newbies

Unlike the other expansions, Velious is more of a high level's playing ground in that if you're below about level 30 you can pretty much guarantee there will not be too much to hunt. This is partially because there is no new playable race which eliminates the need for a "newbie" area. When Velious was first released, EQ itself had already been around for some time so many players had already reached the proper levels to hunt these lands. This didn't make some folks happy but when there isn't much room for higher level characters to go, they'll typically hang around lower level places sometimes creating problems for younger players. Velious helped to even further expand the realms for higher levels to hunt which inevitably will benefit anyone who continues to play.

So what's next? Keep reading to find out about Shadows of Luclin, EQ's latest expansion





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