A Cazicite's Guide to the Plane of Fear
Welcome. This (very work in progress) guide will provide information and strategy for taking on the Plane of Fear, one of EverQuest's first planar zones and home of Cazic Thule. As a raid zone, the creatures who reside within are more powerful than others of their level and feature not only unique and deadly abilities, but also unique and powerful drops. Occasionally, bold Necromancers, Enchanters and Druids make pilgrimage to the zone alone to prove their mettle, looking to forge themselves in fear and emerge stronger.
Whether you're looking to tackle this zone alone or with a group, the information below will hopefully help you survive.
Important points of note
[edit]- All mobs in the zone have a gargantuan aggro range.
- This range is just shorter than the range of most caster spells.
- Most mobs near the entrance see through invisibility. Be prepared to handle a gank when zoning in.
- All trash mobs are 49-51. The level 51 ones summon.
- All trash mobs hit for the same amount of damage as other mobs of their level; e.g. lv50 mobs have a max hit of 140.
- All mobs social with each other (except Irak Altil).
- Mobs in this zone have a very long respawn time; likely somewhere around 3+ hours.
- The zone is outdoors.
What lies through the portal (it's a gank!)
[edit]Having a party wipe here isn't really an option. Make absolutely sure your squad is prepared for a difficult fight immediately after stepping inside. Upon stepping through the portal from Feerott you'll be looking north. While it may be easy to gaze with awe at the blood red sky and raining blood, it's important to direct your focus to the see invis mobs (likely at least one scareling to your right and another mob from behind) immediately making a beeline for you. Due to the massive aggro range everything has in this zone, this initial gank could start as two mobs then quickly become 4, then 6... however, all non-boss mobs in the zone are susceptible to crowd control, so liberal use of Root and Mesmerize will help your party stay alive. Try and avoid melee with the scarelings if possible, they can proc Scareling Step which teleports you to a random spot nearby; likely in range of more mobs! Everything else that ganks you from here will be little more than simple warrior mobs; root and mez as needed and kill mobs one at a time to avoid summon.
Bard-Based Entry Strategy
[edit]A skilled Bard can enter ahead of the party and use their speed songs to run about the area, aggroing the mobs and training them off while the rest of the party comes inside. They will need to be weary of worry wraiths that can occasionally roam to the western side of the map, and they will need to have a way out like a Leatherfoot Raider Skullcap unless they're familiar with where the exit portal is deep within the northwestern temple. Once the party is in place, have them camp out before the Bard drops the kite, then wait a few minutes for all the mobs to reset before logging back in.
Common mob overview
[edit]- a scareling - TOP PRIORITY, CC and kill these quickly! do not charm. do not turn your back to them. scarelings are rogues that proc a teleport effect on melee that randomly ports you a short distance away. mitigate by slowing them and using damage shields like Rune IV or Bedlam, or snare + fear them. rooting them away from the party also works.
- a glare lord - TOP PRIORITY, CC and kill these quickly! do not charm. glare lords proc an AoE Recant Magic on melee and will quickly strip your party and their charmed pets of buffs. stun, snare/fear, kill quickly. if you can't kill quickly, root them away from the party. they are magicians so their spells are pretty weak.
- a turmoil toad - HIGH priority, Mesmerize these right away, kill them after the above two. they cast Panic which is a fear. if any toads are in camp, turn on Walk. rooting them doesn't stop them from casting it, use Mesmerize instead. you can also charm them, but always Root what they're fighting!
- a worry wraith - medium priority, these rarely cast fear and will gate when low if they don't flee. Mesmerize them.
- a shiverback, a spinechiller spider - low priority, these are simple animal-type mobs. good to charm. don't worry about the spider's debuff, it's very weak.
- a fetid fiend, a boogeyman, a samhain - low priority, simple undead. good to charm. samhain can proc a stun on melee but it's no big deal, boogeymen can root like all ghouls, fetid fiends proc a weak disease DoT.
- Amygdalan knight, Amygdalan warrior - low priority, simple humanoids. knights are good to charm, warriors less so. both proc Mana Sink each swing but it's easy to resist. Warriors have higher MR than average.
That covers the mobs you'll most commonly encounter near the zone in. Fear is a large zone, however, and there are other types of mobs you'll find further in. A full rundown on those can be found below in the Fear Mob Cheatsheet.
Camp spots
[edit]Now that we've gone over what you'll be encountering in the Plane of Fear, lets find a spot to camp. The amount of roaming mobs in this zone can be overwhelming when paired with their large aggro ranges and social tendencies. There are a few spots though where few to no enemies roam, and if you're looking to camp out these can help you avoid doing that nasty initial break-in again. If you know of any others, please feel free to edit this page and add them. Thanks!
Spot #1: Fire wall
[edit]File:FearGuideSafeSpot4.png
This one is located at 1182, 127 File:Map Icon.png and is the easiest to get to from the zone-in portal. Simply run north, fighting or pacifying the mobs along the way, most of which are melee, and then wrap around the back of the fire wall. When camping here, ensure you either have enough distance from (or just kill) the unicorn as seen in the picture, and also be aware of (or, again, just kill) the lone glare lord who patrols slowly along the entire zone's wall. From there you can pull pretty much everything in sight back to the camp. If you're ever unsure, just invis up by the tree on the wall north of this spot and you'll be safe from everything as long as the invisibility lasts. Also, don't move through fire wall or you'll aggro the entire temple and die.
Spot #2: Glare Lords
[edit]File:FearGuideSafeSpot6.jpg
This is another safe spot, but it's tricky to get to. Located at Located at 280, -1022 File:Map Icon.png is a patch of grass nothing paths close to. While there are numerous glare lords nearby they never see through invisibility. Once you arrive at the camp spot you'll want to take a few minutes to kill mobs that path close enough; these generally include samhain, gorgons, boogeymen and occasionally fetid fiends and worry wraiths. Then you can go in pretty much whichever direction you want. A massive benefit of this spot is the lit beacon atop the glare lord structure: it is easily the safest place in the entire zone to bind and if your group is running a Cleric having them bind there can be a massive lifesaver in case of a wipe. Simply make sure no see-invis mobs have roamed near the belltower, invis & levitate up the belltower then float over and bind in the fire. Don't try and bind anywhere else on these elevated platforms or on any of the belltowers, they are too thin and when you gate back you'll end up on the zone floor (and likely dead in seconds).
Necromancers & Enchanters can levitate off the beacon's northwestern tip and aggro Irak Altil when he roams close to the belltower. When charming Irak, ensure you pull him far enough away from the Glare Lords to where they won't aggro on him: since he is level 53, they will aggro on him from further away than they would you.
Mobs: Map & Cheatsheet
[edit]These are cheatsheets I made for the main Plane of Fear page, copied over here with some additional info added.
Fear Mob Cheatsheet
[edit]| Mob Name | Sees invis? | Creature Type | Class | Good to charm? | Abilities | Unique Drops |
|---|---|---|---|---|---|---|
| a spinechiller spider | YES | Spider (Animal?) | Warrior | Yes, but since they proc a DoT Mesmerize won't work on whatever you have them fight | 300dmg Cold DoT | Cryosilk Armor, Cryosilk Webshield
Cryosilk Webshield MAGIC ITEM LORE ITEM |
| a scareling | YES | Imp | Rogue | NO; Scareling Step gates mobs | Backstab, Scareling Step | Eyerazzia
Eyerazzia MAGIC ITEM LORE ITEM NO DROP |
| a shiverback | YES | Gorilla (Animal) | Warrior | Yes | Hits hard & fast | Shiverback-hide Armor |
| a worry wraith | 50/50 chance | Will O' Wisp | Enchanter | as a last resort, yes; "/pet sit" to interrupt their dispels | Feedback, Dazzle, various Enchanter spells (see page) | Wand of Allure , Wand of Allure LORE ITEM Wraithstone
Wraithstone MAGIC ITEM |
| a frightfinger | 50/50 chance | Crawling Hand | Wizard | as a last resort, yes; "/pet sit" to interrupt their dispels | Damage shield, Wizard spells | Carmine Armor |
| Amygdalan knight | NO | Denizen | Shadow Knight (doesn't cast spells) | Yes (Enchanters can Theft of Thought these) | Harm Touch, Mana Sink, low level skeleton pet | Umbral Platemail |
| Amygdalan warrior | NO | Denizen | Warrior | as a last resort, yes; they have higher MR than other mobs | Mana Sink, high MR | Amygdalan Tendril , Amygdalan Tendril MAGIC ITEM LORE ITEM NO DROP Nautilus Shield
Nautilus Shield MAGIC ITEM LORE ITEM NO DROP |
| a glare lord | NO | Evil Eye | Magician | NO, they proc a dispel on melee | AoE Recant Magic, Magician spells | Wand of Lava
Wand of Lava LORE ITEM |
| a gorgon | NO | Gorgon | Warrior | Yes, but pet breaks can be deadly | Gorgon Stun (up to 15s) | Vermiculated Armor |
| a tentacle tormentor | NO | Tentacle | Warrior | NO, they proc a dispel on melee | AoE Recant Magic, Knockback (spell), Lifetap procs | Thorny Vine Armor, Dweamorvine Garland
Dweamorvine Garland MAGIC ITEM LORE ITEM NO DROP |
| phoboplasm | NO | Gelatinous Cube | Warrior | NO, they proc a dispel on melee | Phobocancel | it's complicated |
| a nightmare | NO | Unicorn (NOT an animal) | Warrior | as a last resort, yes; always root what they're fighting as they regularly fear | Blinds & Fears | Greenmist Armor, Nightmare Hide , Nightmare Hide MAGIC ITEM Wand of Darkness
Wand of Darkness LORE ITEM |
| a boogeyman | YES | Ghoul (Undead) | Warrior | Yes | Ghoul Root | Blighted Armor, Eye of Fright
Eye of Fright MAGIC ITEM LORE ITEM NO DROP |
| a turmoil toad | YES (they also see through IVU) | Froglok Ghoul (Undead) | Warrior | as a last resort, yes; always root what they're fighting as they regularly fear | Ghoul Root, Panic (short cast) | Flayed Turmoilskin Belt , Flayed Turmoilskin Belt MAGIC ITEM LORE ITEM Turmoil Warts
Turmoil Warts MAGIC ITEM |
| a phantasm | YES | Spectre (Undead) | Wizard | as a last resort, yes; "/pet sit" to interrupt their dispels | Damage shield, Wizard spells, SpectreStun | Thulian Wand
Thulian Wand LORE ITEM |
| a samhain | YES | Scarecrow (Undead) | Warrior | Yes, but pet breaks can be deadly | Frequent melee stun proc | Fluxbladed Axe , Fluxbladed Axe MAGIC ITEM LORE ITEM NO DROP Scare Straw
Scare Straw WT: 0.1 Size: SMALL |
| a fetid fiend (female) | YES | Zombie (Undead) | Warrior | Yes, but since they proc a DoT Mesmerize won't work on whatever you have them fight | Melee disease DoT proc | Girdle of the Diligent
Girdle of the Diligent MAGIC ITEM LORE ITEM |
| a fetid fiend (male) | YES | Zombie (Undead) | Warrior | Yes, but since they proc a DoT Mesmerize won't work on whatever you have them fight | Melee disease DoT proc | Valorium Armor |
| Wraith of a Shissar | YES | Gorgon | Warrior | NO | Gorgon Stun (up to 15s), Summon | Head of the Serpent (Enchanter Epic), Vermiculated Armor
Head of the Serpent MAGIC ITEM LORE ITEM NO DROP |
| Irak Altil | ? | Skeleton (Undead) | Warrior | YES, give this guy a torch and he quads for 200's | Quads, Summon | None |
Non-raid mobs in fear are level 48(49?)-51. The level 51 ones will summon. Irak Altil is always 51 and Wraith of a Shissar is always 55. Unlike many other zones, there are no rare/named mobs with placeholders, but certain spawn points (notably on the western side of the zone) can have multiple potential spawns, such as a spinechiller spider in place of a scareling.
Fear Raid Target Cheatsheet
[edit]| Mob Name | Location | Creature Type | Class | Abilities | Quick Encounter Notes | Unique Drops |
|---|---|---|---|---|---|---|
| Fright | Fright Temple File:Map Icon.png -636, -358 |
Golem | Warrior | Cazic Touch, Enrage, Belly Caster, flees at low health | Cazic Touch has a 30s cooldown. | lots, chance to spawn Iksar Broodling upon death (Shaman Epic) |
| Dread | Dread Temple File:Map Icon.png -635, -1201 |
Golem | Warrior | Cazic Touch, Scarab Storm, Enrage, Belly Caster, flees at low health | Cazic Touch has a 30s cooldown. | lots, chance to spawn Iksar Broodling upon death (Shaman Epic) |
| Terror | Terror Temple File:Map Icon.png 200, -365 |
Golem | Warrior | Frost Breath, 56 point lifetap proc, Enrage, Belly Caster, does not flee at low health | Does not Cazic Touch. Frost Breath is a dispel and will likely break charm on pets | lots, chance to spawn Iksar Broodling upon death (Shaman Epic) |
| a dracoliche | Wanders | Dragon Skeleton (NOT classified as undead) | Shadow Knight | Deadly Lifetap, Rotting Flesh, Belly Caster, small hitbox | Utilize Evasive Discipline and damage absorption (e.g. Rune IV) to mitigate Deadly Lifetap. Can be difficult for melee to hit due to the small hitbox | post revamp: Berserkers Ring Berserkers Ring MAGIC ITEM LORE ITEM NO DROP Crimson Robe of Alendine Crimson Robe of Alendine MAGIC ITEM Fearsome Shield Fearsome Shield MAGIC ITEM LORE ITEM NO DROP Grotesque Girdle Grotesque Girdle MAGIC ITEM LORE ITEM NO DROP Shawl of Protection Shawl of Protection MAGIC ITEM LORE ITEM NO DROP Zombie Flesh Bracer Zombie Flesh Bracer MAGIC ITEM LORE ITEM NO DROP (see page for pre-revamp loot table) |
| Cazic Thule (God) | Wanders the northeastern area of the zone | Cazic-Thule | Shadow Knight | Avatar Power, Avatar Snare, Panic (random target), Enrage, Belly Caster | All mobs will zone-wide social aggro with Cazic when he is engaged. Avatar Power is a top slot dispel. See page for full encounter details. | post revamp: Bile Etched Obsidian Choker Bile Etched Obsidian Choker MAGIC ITEM LORE ITEM NO DROP Brain of Cazic Thule Brain of Cazic Thule MAGIC ITEM LORE ITEM NO DROP Cloak of the Fearsome Cloak of the Fearsome MAGIC ITEM LORE ITEM NO DROP Eye of Cazic Thule Eye of Cazic Thule MAGIC ITEM LORE ITEM NO DROP Halo of the Enlightened Halo of the Enlightened MAGIC ITEM LORE ITEM NO DROP Pauldrons of Ferocity Pauldrons of Ferocity MAGIC ITEM LORE ITEM NO DROP Robe of Inspiration Robe of Inspiration MAGIC ITEM LORE ITEM NO DROP (see page for pre-revamp loot table) |
I died... what now?
[edit]Corpse Recovery is absolutely not something you want to have to do in this zone especially if you're running solo. Few folks have characters dedicated to corpse retrieval within the zone due to both the danger of it and lack of incentive. That said, there are a few ways. For one, if your group had a Cleric and they bound in the zone (some safe spots are listed above), granted your party didn't wipe too far from the camp, it should be easy enough to drag them back and rez up. If you died solo, it's going to be a bit more difficult. If you're on a class with Gate or have a Leatherfoot Raider Skullcap, you can ask a Druid for Spirit of Wolf and use a kite strategy to recover a corpse, even when completely naked. It won't be easy, but it is possible, and that's the name of the game of this zone! Pretty much what you want to do is run around, aggroing all the melee mobs on the way to & around your corpse, clump them up by running circles around them for a while, then run to a clear spot while pulling your corpse along until you've gained enough distance from the blob of mobs. From there, start furiously looting your corpse before the blob catches up. Repeat until your corpse is looted then gate/cap out. This kite strat only works if you avoid casters which can root, so if you died near some, chances are you'll need to enlist the help of a Necromancer or wait until Cazic Thule (God) spawns. Guilds have to kill the entire zone before engaging him so you'll be safe to drag your corpse. Message a Cleric and kindly ask for a rez sometime during all of that.
Credits
- Guide written by Decoyboy/Okayge, devout of Cazic-Thule