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A Cazicite's Guide to the Plane of Fear

From p99 Backup
File:FearPortalGank.jpg
A deadly welcoming party greets those who dare tread into the plane.

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.

File:FearGuidePic1.png
skip this information at your own risk!

Important points of note

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  • 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!)

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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

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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

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File:FearGuidePic2.png
there are many mobs in Fear, but these are the ones you're likely to see when zoning in.
  • 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.

File:FearGuidePic3.png

Camp spots

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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:FearGuidePic2.png
the fire wall's safe spot is the easiest to get to. the main downside is there are few undead nearby to charm.

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

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File:FearGuidePic2.png
this spot is harder to get to but once you're there it's safe. the beacon is probably the best bind spot in the zone and Irak Altil roams close enough to where you can pull him from it

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.

File:FearGuidePic2.png
the beacon is likely the safest place in the entire zone, and you can bind there!

File:FearGuideSafeSpot5.png

Mobs: Map & Cheatsheet

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File:FearGuidePic2.png
the majority of the western zone consists of the three "S"'s, but once you make it past those the zone becomes a bit safer to traverse with invisibility.

File:FearGuideScuffedMap2.png

These are cheatsheets I made for the main Plane of Fear page, copied over here with some additional info added.

Fear Mob Cheatsheet
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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
Slot: SECONDARY
AC: 10
DEX: +7 INT: +7 HP: +35
WT: 0.2 Size: TINY
Class: BRD NEC WIZ MAG ENC
Race: ALL

a scareling YES Imp Rogue NO; Scareling Step gates mobs Backstab, Scareling Step
Eyerazzia
Eyerazzia

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: Piercing Atk Delay: 24
DMG: 10
DEX: +5 STA: +4
WT: 2.5 Size: MEDIUM
Class: ROG
Race: ALL

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
Slot: PRIMARY SECONDARY
Charges: 3
Effect: Allure (Any Slot/Can Equip, Casting Time: Instant) at Level 45
WT: 1.0 Size: SMALL
Class: ENC
Race: ALL except BAR TRL OGR IKS

,
Wraithstone
Wraithstone

MAGIC ITEM
Slot: PRIMARY SECONDARY
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

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
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 25
DMG: 9
STR: +5 DEX: +4
WT: 2.0 Size: SMALL
Class: WAR
Race: ALL

,
Nautilus Shield
Nautilus Shield

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 20
STR: +5 DEX: +5 STA: +5
WT: 7.0 Size: MEDIUM
Class: WAR
Race: ALL

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
Slot: PRIMARY SECONDARY
Charges: 4
Effect: Shield of Lava (Any Slot/Can Equip, Casting Time: Instant) at Level 45
WT: 1.0 Size: SMALL
Class: MAG
Race: ALL except BAR TRL OGR IKS

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
Slot: WAIST
AC: 8
WIS: +5 AGI: +7
WT: 0.5 Size: SMALL
Class: DRU
Race: ALL

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
Slot: BACK
Charges: 5
AC: 5
Effect: Restore Sight (Any Slot, Casting Time: Instant)
WT: 2.0 Size: MEDIUM
Class: ALL
Race: ALL except DWF HFL GNM

,
Wand of Darkness
Wand of Darkness

LORE ITEM
Slot: PRIMARY SECONDARY
Charges: 4
Effect: Cascading Darkness (Any Slot/Can Equip, Casting Time: Instant) at Level 45
WT: 1.0 Size: SMALL
Class: NEC
Race: ALL except BAR TRL OGR

a boogeyman YES Ghoul (Undead) Warrior Yes Ghoul Root Blighted Armor,
Eye of Fright
Eye of Fright

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
WT: 0.2 Size: TINY
Class: ALL
Race: ALL

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
Slot: WAIST
AC: 9
DEX: +6 WIS: +5
WT: 0.5 Size: SMALL
Class: SHM
Race: ALL

,
Turmoil Warts
Turmoil Warts

MAGIC ITEM
Slot: RANGE AMMO
Skill: Throwing Atk Delay: 24
DMG: 9
WT: 0.3 Range: 125 Size: SMALL
Class: ALL except CLR PAL DRU SHM
Race: ALL

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
Slot: PRIMARY SECONDARY
Charges: 1
Effect: Cazic Portal (Any Slot/Can Equip, Casting Time: Instant) at Level 45
WT: 1.0 Size: SMALL
Class: WIZ
Race: ALL except BAR TRL OGR IKS

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
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 22
DMG: 7
STR: +5 STA: +4
Effect: Chaos Flux (Combat, Casting Time: Instant) at Level 46
WT: 3.0 Size: MEDIUM
Class: RNG
Race: ALL

,
Scare Straw
Scare Straw

WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

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
Slot: WAIST
AC: 10
STA: +5 WIS: +5
WT: 0.5 Size: SMALL
Class: CLR
Race: ALL

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
Head of the Serpent

MAGIC ITEM LORE ITEM NO DROP
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

(Enchanter Epic), Vermiculated Armor
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
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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
Slot: FINGER
STR: +25 DEX: -20 AGI: -20
Effect: Firefist (Must Equip, Casting Time: Instant)
WT: 0.0 Size: TINY
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL


Crimson Robe of Alendine
Crimson Robe of Alendine

MAGIC ITEM
Slot: CHEST
AC: 12
DEX: +15 INT: +15 HP: +50 MANA: +50
WT: 1.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS


Fearsome Shield
Fearsome Shield

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 40
STR: +15 STA: +15
SV DISEASE: +15 SV POISON: +15
Effect: Aura of Battle (Must Equip, Casting Time: Instant)
WT: 0.1 Size: LARGE
Class: WAR CLR PAL SHD
Race: ALL


Grotesque Girdle
Grotesque Girdle

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 8
WIS: +10 INT: +10 HP: +100 MANA: +100
WT: 0.0 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL


Shawl of Protection
Shawl of Protection

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 10
SV FIRE: +35 SV DISEASE: +35 SV COLD: +35 SV MAGIC: +35 SV POISON: +35
WT: 0.0 Size: SMALL
Class: ALL
Race: ALL


Zombie Flesh Bracer
Zombie Flesh Bracer

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 6
INT: +5 HP: +65 MANA: +65
Effect: Breath of the Dead (Worn, does not require fish scale)
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS



(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
Slot: NECK WAIST
AC: 10
STR: +10 DEX: +10 STA: +10 HP: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: See Invisible (Worn)
WT: 0.2 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL


Brain of Cazic Thule
Brain of Cazic Thule

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
AC: 10
STR: +10 STA: +10 CHA: -25 WIS: +10 INT: +10 HP: +100 MANA: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Flowing Thought I (Worn)
WT: 10.0 Size: LARGE
Class: ALL
Race: ALL


Cloak of the Fearsome
Cloak of the Fearsome

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 15
STR: +15 STA: +15 HP: +100
WT: 0.8 Size: MEDIUM
Class: ALL except DRU SHM NEC WIZ MAG ENC
Race: ALL


Eye of Cazic Thule
Eye of Cazic Thule

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 15
STA: +5 CHA: -25 WIS: +5 INT: +5 HP: +50 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL


Halo of the Enlightened
Halo of the Enlightened

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 25
STR: +10 STA: +10 WIS: +15 HP: +100 MANA: +100
SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
Effect: See Invisible (Worn)
WT: 0.1 Size: SMALL
Class: CLR
Race: ALL


Pauldrons of Ferocity
Pauldrons of Ferocity

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 20
STR: +10 STA: +10 HP: +20 MANA: +20
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Aura of Battle (Must Equip, Casting Time: Instant)
WT: 4.0 Size: MEDIUM
Class: WAR PAL SHD
Race: ALL


Robe of Inspiration
Robe of Inspiration

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 20
INT: +20 MANA: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL



(see page for pre-revamp loot table)

I died... what now?

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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