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Plane of Fear

The god of fear himself, Cazic Thule, resides here in the Plane of Fear. Its rough terrain and bloodred sky are indicative of the horrors that await those who dare venture here. Deathtouching golems, shadowstepping scarelings, mass-dispelling tentacles terrors and evil eyes, blinding nightmares, and other vicious creatures are just a few of the denizens which serve Cazic Thule, and which look to destroy any mortals foolish enough trespass into their realm.
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Strategy
Getting In and Out
The entrance to the Plane of Fear is a one-way portal located in the spectre caves in The Feerrott. You must be at least level 46 to enter. Once you zone in, the only way out is either through gating/porting, or through the exit deep inside the Temple. The latter is not recommended as there are see-invis mobs nearby which will aggro through the temple's ceiling and walls. The entrance portal is also guarded by several see invis mobs, so going in alone is not recommended. No matter your class or the size of your party, a charged Leatherfoot Raider Skullcap, even for classes with Gate, is invaluable to have here. It is possible to bind within the zone, but this is generally not recommended. For the adventurous sort, however, there are a few places, but none without risk.
The Break
Group: Firstly, know that most if not all the mobs near the portal see through invisibility. Everything in the zone also has a massive aggro range, which for a level 60 is just a bit smaller than a caster's maximum spellcast range. Additionally, most mobs are level 48(49?)-51, with level 51's having the ability to summon. Upon stepping through the portal you'll be looking north, and there will be a mob, likely a scareling, directly to your right that will aggro. There may also be one shiverback or A Spinechiller Spider walking up over the hill behind the portal that can aggro as well, which can start a social aggro chain quickly leading to a mob of 4-5. That's mostly up to luck, but one way or another you'll need a way to manage it. Dragging the aggro'd mobs to the immediate western wall of the zone can help in preventing additional mobs from pulling. After managing the initial fight, your path into the zone depends on what you're wanting to kill. No matter which direction you take there will be mobs with the same massive aggro range, so ensure your Enchanter or Druid has the relevant pacification spells ready.
The kite strategy: Since the majority of the western area of the zone consists of only warriors & rogues, it is possible and somewhat simple to round them all up with Spirit of Wolf & kite them while the rest of the group comes through the portal. This gives the rest of the party a clear sprint to the camp of their choice. If doing this, the kiter needs to keep an eye out for worry wraiths as they sometimes roam into the otherwise melee only part of the zone. The kiter will also need a way out. In most cases Gate is fine, but a bard will need a Translocate or Leatherfoot Raider Skullcap to drop the kite unless they're willing to Divine Aura to the exit within the temple. Before dropping the kite, have the rest of the group move to a safe spot within the zone (info on this below), then have them log out. Wait a minute or two before logging back in so the kited mobs can return to their initial places.
A somewhat safe spot: If you're looking for a place for a small group to camp, path northwest to the temple surrounded by a wall of fire. There is a safe spot behind it on north side of the zone (seen in the image below). Following the initial port in there are a huge number of roaming creatures around the portal, but with good timing you can Pacify or Harmony your way through. The zone is full of trees and it can be difficult to see enemies around you, so load up your crowd control abilties and either fight or blur your way through. On the way, keep your distance from the "FF House" (seen on the map north of the portal in), and after you're past it hug the western wall. From there you can crawl north on the zone wall and encounter only a few other mobs which need calming on your way to the safe spot. You'll probably have to get through a scareling or two, and depending on your luck you may also run into the lone glare lord who is on a ~15 minute route around the zone's entire wall. This glare lord is the only threat at the pictured safe spot, though in an odd twist it can't see through invisibility.
Corpse Recovery: 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, if you or a friend are on a class with Gate or have a Leatherfoot Raider Skullcap, you can ask a Druid for Spirit of Wolf and use the above kite strategy to recover a corpse, even completely naked. It won't be easy, but it is possible. Carefully aggro all melee mobs around your corpse, clump them up by running circles around them for a while, then pull your corpse far enough away and start furiously looting it before everything chasing you catches up. Repeat until your corpse is looted then gate/cap out when you have the space. 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 as Cazic dies and kindly ask them for a rez.
This spot behind the temple is mostly safe as no mobs roam near enough to aggro on a level 60 character.
The only threat is a lone glare lord who patrols around the entire zone's wall. It does not see through invisibility.
Credits
- http://www.angelfire.com/games/EciRaids/PoFFaQ.html
- 2025 strategy writeup update & cheatsheet - Decoyboy
Enemies and Loot
A listing of the foes you are likely to encounter here, with a brief description and any special skills they possess, along with a list of their drops. As with other planar mobs, they can all randomly drop high level research components and gems.
Fear Mob Cheatsheet
| Mob Name | Sees invis? | Creature Type | Class | Abilities | Unique Drops |
|---|---|---|---|---|---|
| a spinechiller spider | YES | Spider (Animal?) | Warrior | 300dmg Cold DoT | Cryosilk Armor, Cryosilk Webshield
Cryosilk Webshield MAGIC ITEM LORE ITEM |
| a scareling | YES | Imp | Rogue | Backstab, Scareling Step | Eyerazzia
Eyerazzia MAGIC ITEM LORE ITEM NO DROP |
| a shiverback | YES | Gorilla (Animal) | Warrior | Hits hard & fast | Shiverback-hide Armor |
| a worry wraith | 50/50 chance | Will O' Wisp | Enchanter | 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 | Damage shield, Wizard spells | Carmine Armor |
| Amygdalan knight | NO | Denizen | Shadow Knight (doesn't cast spells) | Harm Touch, Mana Sink, low level skeleton pet | Umbral Platemail |
| Amygdalan warrior | NO | Denizen | Warrior | 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 | AoE Recant Magic, Magician spells | Wand of Lava
Wand of Lava LORE ITEM |
| a tentacle tormentor | NO | Tentacle | Warrior | 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 | Phobocancel | it's complicated |
| a nightmare | NO | Unicorn (NOT an animal) | Warrior | Blinds & Fears | Greenmist Armor, Nightmare Hide , Nightmare Hide MAGIC ITEM Wand of Darkness
Wand of Darkness LORE ITEM |
| a boogeyman | YES | Ghoul (Undead) | Warrior | Ghoul Root | Blighted Armor, Eye of Fright
Eye of Fright MAGIC ITEM LORE ITEM NO DROP |
| a turmoil toad | YES | Froglok Ghoul (Undead) | Warrior | 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 | Damage shield, Wizard spells, SpectreStun | Thulian Wand
Thulian Wand LORE ITEM |
| a samhain | YES | Scarecrow (Undead) | Warrior | 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 | Melee disease DoT proc | Girdle of the Diligent
Girdle of the Diligent MAGIC ITEM LORE ITEM |
| a fetid fiend (male) | YES | Zombie (Undead) | Warrior | Melee disease DoT proc | Valorium Armor |
Note: The levels stated in the below descriptions are incorrect; most mobs in fear are level 48(49?)-51, or 50-51, with the level 51 ones being able to summon.
The Amygdalan Knight is a Shadowknight as the name implies. They come complete with useless (although annoying) pets. Special Skills : Harm Touch, Mana Drain.
- Umbral Platemail (Shadow Knight)
The Amygdalan Warrior is just a Knight minus harm touch and pet. These also Mana drain. Special Skills: none.
- Amygdalan Tendril(Warrior)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(Warrior)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 fetid fiend (male)
Resembles a huge zombie. Just a basic level 50 mob. Special Skills: Disease.
- Valorium Armor (Paladin)
a fetid fiend (female)
Resembles one of those Tormented Dead from the yard in Unrest. Basic level 50 mob. Drops Cleric-only Girdle of the Diligent. Special Skills: none
- Girdle of the Diligent(Cleric)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
Resembles a huge Ghoul. Basic level 50 mob. Special Skills: Ghoulroot
- Blighted Armor (Necromancer)
Resembles an evil eye. Glare Lords are enchanters, although I have never seen one charm anyone. They come with Enchanter pets and drop wands for Mages and Enchanters. What makes them annoying is the AE debuff that strips 4 buffs (sorry Shamans). Special Skills: AE debuff.
- Wand of LavaWand 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
Resembles a very small Reanimated Hand from Lower Guk or Unrest. Fingers use wizard spells. Special Skills: Wizard spells (Ice Comet!).
- Carmine Armor (Wizard)
Resemble small Froglock ghouls that can be found in Najena or Lower Guk. Special Skills: Ghoulroot, Panic (Fear).
- Turmoil WartsTurmoil 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
- Flayed Turmoilskin Belt(Shaman)Flayed Turmoilskin Belt

MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 9
DEX: +6 WIS: +5
WT: 0.5 Size: SMALL
Class: SHM
Race: ALL
Spiders are basic level 50 mobs with a cold based DOT which only hits for 300 in 30 ticks. Special Skills: Spinechill (DOT).
These little critters look like little imps from Solsek B Efreeti area or Kindle in Solsek A. They are rogues and backstab for 400+. These are VERY deadly and always the first target when one is in the camp. Another deadly tactic of the Scareling is to teleport anyone to a random location (not too far away) potentially starting a massive train leading to a total wipe out of the raiding party. Repeat, Scarelings must die, and die fast. Special Skills: Backstab, Teleport.
- EyerazziaEyerazzia

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
Gorgons resemble Harpies from Steamfont mountains, but with snakes coming out of their heads. They can stun a target for over 15 seconds. Special Skills: Stun.
- Vermiculated Armor (Druid)
Tormentors (TTs) resemble their weaker cousins from Unrest and Najena. The use the normal throwback spell as well as the normal lifetap spell. They also have that annoying AE strip enchantment that removes 4 buffs. If there are enough Paladins in the group, it is possible to keep these chain-stunned through the entire battle, preventing them from using the AE debuff. Special Skills: Throwback, Lifetap, AE debuff.
- Thorny Vine Armor (Ranger)
- Dweamorvine Garland(Druid)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
Looks like a big ape from Cazic Thule. Hit hard and fast. Special Skills: none.
- Shiverback-hide Armor (Monk)
Phantasms resemble spectres. Normal level 50 mob.
- Thulian Wand(Wizard)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
Often called ‘jello’, these resemble gelatinous cubes from Splitpaw of old, or Runnyeye. They are located in the temple of Cazic Thule. They also have an AE debuff, but it only removes 1 buff. Jello are loved by all because they can randomly drop any piece of planar armor in the game, including armor for classes such as rogues, bards, clerics, and warriors which is normally found in the Plane of Hate. There are conflicting reports as to whether jello can truly drop ANY piece, or just 1 piece from each class (i.e. Cleric Boots, Bard Bracer, Paladin Bracer, Warrior Gauntlets, etc.) Special Skills: AE Debuff.
- Random Planar Armor Piece (All Classes)
Looks like a giant will-o-wisp with pet. Enchanter mob with a small level range, likely 50-51 with the latter being able to summon you. If these are not dispelled, they have a damage shield that can cause many people to go linkdead from the amount of ‘Billy was burned’ messaages. Special Skills: Dazzle, Root, Gravity Flux, Curse of the Simple Mind, Beguile (no level cap, only if pet is dead), Gate (at ~15% & not running, e.g. rooted) & the usual dispel.
- Wand of Allure(Enchanter)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
Resembles a jack-o-lantern from the yard of Unrest, or a scarecrow from the farms in West Karana. Occasionally procs a ~3-5s stun on melee. Level 50 or so mob. Can drop (rarely) Ranger-only Axe (Fluxbladed Axe), you can see if they have it. Special Skills: Melee stun proc
- Fluxbladed Axe(Ranger)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
Looks like a big black horse and squeaks like a rusty swingset. They can blind as well as fear (proc on melee?). Special Skills: Blindness and Fear.
- Nightmare HideNightmare 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(Necromancer)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
Raid Encounters:
These three are Cazic Thule’s little buddies that have temples located around the zone. They are large golems. Fighting any one of these will also aggro Cazic.
This is Cazic Thule’s number one guardian - he is a Shadow Knight bone dragon with a pet. See raid encounter page for drops and more information (NB: mob is actually named "a dracoliche").
Cazic Thule, along with Innoruuk, is one of the the two main Gods present in the planes during classic. See raid encounter page for drops and more information.





