EQ:Veil of Alaris Overview  

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Overview


An Overview | Group Progression & Task List | Raid Progression | Visible Armor


Veil of Alaris is EverQuest's 18th expansion. It was announced on July 13, 2011, and had an official launch date of November 15, 2011.

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Features

  • Improved Hotbars
    • Have better control of your characters experience with a revamp of the Hotbar system including the ability to display more hotbars with more buttons; assign icons to individual buttons; link and click on items from your hotbar instead of hot-swappping; and cool-down timers!

  • Parcel & Coin Delivery system
    • Mail items and coin to your friends while they are offline; share profits from your adventures with your friends and receive items from them easier than ever before!

  • New Guild Halls
    • Take Guild Halls to new heights with an integration of Tools and Functionality derived from EverQuest's robust Housing System. Customize and place your guild hall in one of our housing zones including multiple exterior and interiors.

  • New Guild Rank-Based permission system – Personalize your Guilds with namable ranks and customizable permissions

  • New Guild Trophies with varying bonuses!

  • More than 800 AAs – Elevate your power and abilities beyond the norm

  • 13 Raids – Collect valuable rewards from all new adventures

  • 12 Zones – Be the first to discover untouched lands of Norrath

  • 500+ Spells – Exponentially add to your spell arsenal

  • 20 Missions – Experience intriguing lore and immersive Missions

  • 110+ Quests – Challenge your skills and gather useful loot

  • Legends of Norrathâ„¢ - 5 Digital Booster Packs


Zones

  • Check out this link for a list of zones in the Veil of Alaris expansion.

  • There are four difficulty Tiers in this expansion:

  • A screenshot of the in-game map of zone connections can be found here.


Getting There

  • There are three ways to get to Alaris:
    • Via the air ship in the southeastern part of the Steamfont Mountains
    • Via the Guild Hall portal (to Argath)
    • Via Druid or Wizard port (to various zones in the expansion, although these may be locked behind certain tasks/progression)


Progression

  • There are no locked zones in this expansion. All zones are open.

  • Progression centers around your Alaran Language skill level which is increased by doing tasks. You won't be able to request higher tier tasks until your language skill is up to a certain level.
    • Note: With the release of the Rain of Fear expansion in November 2012, you can raise your Alaran language skill level to 100 via a simple task in Shard's Landing: Words of the Unspoken.

  • Other than the missions, none of the tasks in Argath or the Valley of Lunanyn require any language skill to request them.


Raids

  • This expansion offers a different method of raid progression and backflagging, as well as an alternative way for players to obtain a raid drop they'd like (as opposed to waiting for the RNG (random number generator) to give them something out of a chest).


Armor

  • Armor is produced in the same manner as in House of Thule.
    • There are no progression requirements for producing Tier 1 and Tier 2 armor.
    • Tier 3 and Tier 4 armor is locked behind a certain Alaran language skill level.


AAs

  • Certain (or all) Class AAs may be locked behind an Alaran language skill requirement. This requirement should be low enough that a few tasks in Argath can overcome it.


Spells

  • Spells are obtained in the same manner as in House of Thule (Rk. I vendorbought; Rk. II result from droppable turn-ins; Rk. III result from no-trade raid drops).

  • Most spells are locked behind a certain Alaran Language skill level.

  • Rank I Spells
    • These spells are bought from vendors (found in the first area in Argath; findable with CTRL+F), but some of them are locked behind a certain Alaran language skill (nothing that a few Argath tasks won't unlock):
    • Basic Level 91-93 spells have no language requirement.
    • Other Level 91-93 spells and basic Level 94-95 spells have a language skill requirement of 25.
    • Other Level 94-95 spells have a language skill requirement of 50.
      • Bards and Enchanters: Nori (-130, -50)
      • Clerics and Paladins: Ephinia (100, -35)
      • Rangers and Druids: Wonav (170, 60)
      • Shadow Knights and Necromancers: Shelif (135, 60)
      • Shamans and Beastlords: Stup (-17, -80)
      • Wizards and Magicians: Matima (285, 220)
      • Melee Tomes: Danibi (170, 60)
      • Auras, Summons, Illusions: Prilt the Summoner (340, 290)

  • Note: Language skill requirements for spells are expected to lessen over time.


What's Going On

Plenty of lore was to be found in the VOA Pre-Launch events. See this quest entry for an overview and a list of events that went on prior to the expansion launch.

EverQuest
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Expansions
The Ruins of KunarkThe Scars of VeliousThe Shadows of LuclinThe Planes of PowerThe Legacy of YkeshaLost Dungeons of NorrathGates of DiscordOmens of WarDragons of NorrathDepths of DarkhollowProphecy of RoThe Serpent's SpineThe Buried SeaSecrets of FaydwerSeeds of DestructionUnderfootHouse of ThuleVeil of AlarisRain of FearCall of the ForsakenThe Darkened SeaThe Broken MirrorEmpires of KunarkRing of ScaleThe Burning LandsTorment of VeliousClaws of Veeshan

Category: EverQuest
This page last modified 2020-05-26 05:41:03.