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Plane of Mischief

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This plane is the domain of the god of mischief, Bristlebane Fizzlethrope. Full of invisible walls, one-sided doors, twisting halls, and plenty of peculiar inhabitants, it is clear where the Plane of Mischief gets its name. The entrance is in the northern wing of the Temple of Veeshan, and so rather difficult to reach.

NOTE: While PoM went through a revamp on live, it was only after the classic period emulated by Project 1999, and so the server only has the "1.0" version of the zone, not the revamped version.

Run to PoM w/ 2 da's: https://www.youtube.com/watch?v=7PNnhdvF7Nw

Level of Monsters: 50+
Types of Monsters: Halflings, animals, and a wide variety of mythical creatures of all kinds.
Notable NPCs: Bristlebane, Bob the Painter, Peachy D`Vicci, Posie the Librarian
Unique Items: Class Armor Sets: Crazy Cleric Armor, Maleficent Armor, Mischievous Dazzler Armor, Monkey Hide Armor, Shamanistic Shenannigan Armor, Sly Summoners Armor, Twisted Nature Armor, Wily Warlock Armor
Other Armor: Armor of Distraction,
Bracelet of the Twisted Mind
Bracelet of the Twisted Mind

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 10
STA: +5 INT: +5 HP: +35 MANA: +35
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL

,
Buckler of Doom
Buckler of Doom

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 10
STR: +15 HP: +45 MANA: +40
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Cloak of Confusion
Cloak of Confusion

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 14
STR: +10 STA: +15 CHA: +15 HP: +45
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +10 SV POISON: +5
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Green Wristguard
Green Wristguard

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 20
STR: +5 WIS: +5 MANA: +35
WT: 5.0 Size: SMALL
Class: RNG DRU
Race: ALL

,
Mask of Melodies
Mask of Melodies

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 14
CHA: +15 HP: +50
WT: 0.0 Size: TINY
Class: BRD
Race: ALL

,
Mushroom Bracelet
Mushroom Bracelet

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 18
STR: +6 AGI: +6
SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
WT: 0.0 Size: SMALL
Class: MNK
Race: HUM IKS

,
Onyx Wristbands
Onyx Wristbands

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 23
STR: +7 INT: +7 HP: +25 MANA: +25
SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
WT: 5.0 Size: SMALL
Class: SHD
Race: ALL

,
Shimmering Wristguard
Shimmering Wristguard

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 22
WIS: +8 HP: +20 MANA: +20
WT: 5.0 Size: TINY
Class: CLR PAL
Race: ALL

,
Silver Wristguards
Silver Wristguards

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 23
STR: +7 WIS: +7
SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
WT: 5.0 Size: TINY
Class: PAL
Race: ALL


Non-Armor:
Black Flower of Functionality
Black Flower of Functionality

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of Black Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Blue Flower of Functionality
Blue Flower of Functionality

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of Blue Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Globe of Darkness
Globe of Darkness

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
STA: +7
SV DISEASE: +15
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Green Flower of Functionality
Green Flower of Functionality

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of Green Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Red Flower of Functionality
Red Flower of Functionality

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of Red Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
White Flower of Functionality
White Flower of Functionality

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of White Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

.
Related Quests: Deck of Spontaneous Generation Quest, The Gift Box
Adjacent Zones: Temple of Veeshan (zone-in), Cobalt Scar (zone-out)(Zone Out Tree LOC: -693, +526, 93)
Name in /who: mischiefplane
Zone Spawn Timer: 70:10
Succor/Evacuate: -1410.00, -395.00 (zone entrance)
ZEM Value: 100 105 (140%)

Guides

Because Plane of Mischief is a uniquely complex zone, it is highly recommended that you consult a player guide before visiting:

Also, you may also find this list valuable:

Finally, for a class-based breakdown of zone's loot, see:

Maps

Left Most of Plane of Mischief's castle interior.

The abbreviated map on this page does not show the whole zone. Please visit Plane of Mischief maps or scroll down for more maps for each section. Red numbers on the following maps denote pit traps which drop the player into the Rat Maze.

Traveling To and From

The zone-in point for the Plane of Mischief is a miniature castle located in the Temple of Veeshan, and it is surrounded by multiple powerful dragons which can see through Invisibility and are KOS to all players. Because of this, the zone can be very difficult to reach.

Classes Without Immunity Powers

The easiest way to get to the Plane of Mischief is to be summoned through the Temple of Veeshan using the spell Call of the Hero. However, this requires assistance from a Magician who is near the zone-in point ... and that in turn requires a guild to raid the Temple of Veeshan and clear all of the threatening dragons around the miniature castle so that the Magician can get into position.

At times, some enterprising people will CoTH people to PoM for their guildies or a fee from a dedicated Magician who is sitting in a spot near the zone-in (without a raid). This route involves significant, but manageable, risk for both the Magician and whomever they are summoning.

The precise spot where the Mage stands is not within aggro range for higher level players (lvl 53+), but as soon as any player moves from that spot, they risk aggroing nearby drakes. The summoned player must wait after being CoTHed for the magician to log out before proceeding forward and clicking on the castle to enter PoM. If they step forward too soon, they will likely get the magician killed, and if they happen to die before clicking through, their recourse for corpse retrieval will be complicated. When they do move forward, after waiting for the magician to log out, they must click on the castle quickly to avoid being eaten by the drakes.

Classes With Immunity Powers

Any of the following classes, who have at least dubious faction standing with the Claws of Veeshan, can get to Plane of Mischief without the need of a raid or Call of the Hero:

  • Cleric
  • Necromancer
  • Paladin

For a description of how, see the How to get to the Plane of Mischief guide.

Leaving Plane of Mischief

The only way to leave the Plane of Mischief (without gating/porting/translocating) is to click on a specific tree in the forest where you first zoned in. This tree will usually, but not always, be surrounded by corpses, and it is located at -693, +526, 93 in the western area of the forest. Clicking on the tree will zone you into the ocean in Cobalt Scar.

It is strongly recommended that you find and learn the location of this tree as the first thing you do in PoM before exploring: the zone can be a very dangerous place, and this tree is the only way to escape without spells or items.

Traveling Within Plane of Mischief

Plane of Mischief is a large, very unique zone, and traveling around it can be challenging. The majority of NPCs in the zone are on the same faction, on which all characters start non-KOS, and the few enemies that are KOS do not see invisible. Though there are several dangerous areas, corpse retrievals are generally uncomplicated. The chief risk to new players in PoM is getting lost in the sprawling complex of twisting hallways, teleportations, and pit traps. Many (all?) NPCs in Plane of Mischief have social aggro.

Forest

When you first zone in you appear in the forest, and this area also contains the zone-out tree (-666, +525, 93) off to the west. If you have trouble finding the tree click on every tree you can see; only the exit tree will give you a message about not being close enough.

Although your immediate surroundings are safe, the forest contains traps that spawn hard-hitting KOS pansies. They do not see through Invisibility. Most of these traps seem to trigger when the player is close to trees.

Another danger is the Treasure Chest in the western part it's a KOS Enchanter class NPC surrounded by 4 halflings who will social aggro.

The forest is adjacent to the castle moat. If you want to be abundantly cautious, you can bind at the zone-in here, but you'll probably want a more useful place to bind soon like the castle entrance or zone-out tree.

Moat and Bridges

Although there is a bridge over the nearby castle moat, it is insubstantial and you will fall through into the moat (you can escape via large underwater gaps in the walls and jumping back out into the forest from the surface).

The actual/invisible bridge is to the right (when facing the false bridge). Follow the wall to where it begins to bend. If you walk towards the castle at that point you will travel up a narrow invisible bridge. If you have levitate you can walk slowly over the water in that area, and when you find yourself being raised up slightly you will know you have found the invisible bridge. There is no risk to life from falling off.

Castle Wall

Upon climbing the wall, you may proceed to the left back to the center, where the entrance opens above the insubstantial/fake bridge. The crawling hands on the castle wall will not attack, but there are hidden traps along the wall that will dispel most/all of your buffs. Peachy D`Vicci stands at the entrance, one of the first quest NPCs you may encounter of the zone. This is a pretty good place to bind yourself, if you do not prefer binding at the zone-out tree or zone-entrance.

It's a really good idea to bind somewhere soon at any rate, in case you get lost. You'll probably have trouble getting back here if you die or have to gate out. Also, since many mobs here summon, if you need to gate out mid-fight (from say the Alice area), but you bound further in, then you may find yourself being summoned when you try to gate and escape.

Castle Entrance

When you reach the castle entrance, do not run straight ahead to the end of the hallway or you will fall. There is a floor trap which will drop you into the rat maze. Though the rat maze is not particularly dangerous, it's easy to get lost in there. Instead, turn left when the hallway widens and pass through a secret wall into a hallway. Follow it to the chest room.

Chest Room a.k.a. Main Hallway

The Chest Room is a crossroads between the Castle Entrance, West Wing, and East Wing. Note: many hallways on these maps overlap.

When you have taken this hallway around you'll come down to the Chest Room or Main Hallway. In the center of the room spawns a treasure chest NPC which drops valuable crowns and thrones. However, when the chest is aggroed, many halflings will spawn around the sides of the room, which will quickly overwhelm unprepared players. The halflings were KOS until the recent chardok revamp patch. It is now completely safe to pass through this room, even without invis, as long as you don't aggro anything.

A recent patch introduced the Blam Stick drops off the halflings, so it's not uncommon to see a group aggro the Chest, then FD or blur it, in order to generate unlimited halfling spawns. As long as the Chest isn't killed, this can be repeated indefinitely. Since the spawns are unlimited, multiple groups of players may generate and take halflings without competition.

There is a false door in this room which, when clicked, causes a Dragon Roar AOE on all players in the room and some adjacent stairwells.

This room is a crossroads of sorts, and the player may continue from here to several other areas including the Puppets Theater, Hedge Maze, Dining Room, or return from the Rat Maze back up here. Directions to other areas in this guide will generally follow from the Chest Room.

Exit to main entrance find the south hall way, go up the stairs to the right.

East Wing

The East Wing is relatively small and uninteresting. It contains the Library, a convenient portal to Puppets Theater, and a route to the Back Halls.

Library

This room contains many bookcases and Posie the Librarian. Don't forget your Library Card! In a nearby room, you'll find Gorilla Scholars.

Back Halls

This very long hallway snakes from Puppets Theater back to the Library. Along the way there is a room with three books which contains another portal to Puppets. Besides that, there's really nothing going on back here. It's empty.

West Wing

Dining Room and surrounding West Wing

This wing is larger, and contains the Dining Room as well as routes to the Puppets Theater and Hedge Maze. This is also the home of everyone's favorite ursine, Bozer the Bear. Three of the first four rooms on the map are behind locked doors, these host a chain of teleports to the Hedge Maze (see separate section).

Dining Room

The way to the Dining Room leads from the Chest Room. Walk towards the northwest corner and pass through a fake wall on the western side near the corner. Follow the hallway west, turning right at the intersection. Continue past two pairs of doors, then you'll see a third door on the right down a short cubby. This is a dangerous room. Two KOS wizards are hiding up in the chandelier who will nuke you if you get close. They seem to be perma-rooted, however, so the risk is limited as long as you don't hang around long enough for them kill you. Unconfirmed if they summon if damaged, but it seems unwise to test that out. Have a cleric or enchanter cast a Calm spell on them before you enter for Dinner. The wizards do not see invis.

See the Deck of Spontaneous Generation Quest for more details about Dinner and his King Cod Card.

On the rear half of the eastern side, there is a fake wall which leads to a side room with three rats and two books. The book which two rats are looking at is a portal to the Black and White room. (See separate section).

Black and White Room

The Black and White room can be reached through the side room behind the Dining Room. To exit, click the sconce behind where you entered. To enter, open the door. To exit, click the sconce behind you.

This area is almost always empty because it only contains two stallion NPCs with very long respawn timers (3 days?).

Hedge Maze

The Hedge Maze isn't very amazing

Close to the Dining Room is another false wall back down the hallway, backtrack a bit, between the two pairs of closed doors, and enter the fake wall on the southern side of the widened bit there. Behind the skunk here is yet another false wall. Pass through it to meet Chuckles. Click the picture behind him, then in the next room, click on a lamp up on the wall, then click a plant on the desk in the room after that. Welcome to Hedge Maze.

It's not much of a maze, but rather just a series of three, inset loops connected by false walls (see the map). The first false wall is in the southern inner side, then the second is on the west side, then the north side. When you reach the center, you'll find a sphinx named Ferjeneror who is another quest NPC. Clicking the living palm tree behind the sphinx takes you to the Upside-Down Wing.

Sometimes people can be found soloing the plants here as they drop at least knights and are generally spread out enough not to social. They do summon however so use caution.

Upside-Down Wing

There's not a whole lot going on in this part of POM but it is interesting to explore. When you click on the live tree in the center of the Hedge Maze, you'll end up in a small room next to another room with several no-model NPCs labeled YOU, SHALL, NOT, and PASS. Despite the intimidating warning, feel free to pass right through them and continue through the fake wall on the opposite side. There are several more NPCs in the hallways and rooms beyond but nothing dangerous.

To find your way out, turn left, past a pair of doors, then turn left into a fake wall near Walnut. A pit trap to the Rat Maze is located to the right past Chesnut. If you have no form of Levitate or Gate, it will be difficult (but not impossible)to leave here.

If you do have levitate or want to try jumping, turn left (away from Chesnut) and pass through a one-way fake wall into the first sideways room. Jump onto the "side" of the nearby knight pedestal to give yourself some altitude (side-a-tude?) and cast levitate or attempt to jump towards the post on the corner of the pool on the "floor" of the room (if you jump it will likely take several attempts). You shouldn't need Enduring breath for this short swim, but you may drown if you dawdle.

When you emerge in the second sideways room, you'll see EightySix in a room with two doors. Only one is "low" enough to be accessible, so open it and fly through or jump from the side of the pedestal.

You'll find a few more upside down rooms back here, but only one NPC: Donk. He's cool. Behind him is a false wall to another empty room with a painting. Clicking this painting takes you to the 12 Door Room. Click the leftmost door on the wall to your left to be taken to the 9 Painting Room. Click the painting behind you to teleport back to the Chest Room. (These last two rooms are also used to get back from Alice in Wonderland).

Puppets Theater

The Puppets Theater, backstage and overlaid balconies and hallways

The most commonly camped single group area is the Puppets Theater, noted for being a source of throne cards. There's more than one way there, but the fastest is to go through the east opening of the Chest Room, then up the southern of the two stairs there. You'll pass through an invisible one-way wall, then down to a T-intersection. Turn right here, then continue down the hallway to the second door on the right. Inside you'll find an office with two tables and Pinky Ekkolofezznaboten III. Click the book on the table to enter the Puppets Theater. An alternate route with no portals exists through the West Wing, you may follow the map in the Dining Room section if you prefer that.

You'll know you're in the right place if you see blue walls. You'll enter a large room with a tall stage and audience seats. If you wish to ascend the stage, you should only do so from the left (west) side, there is a pit trap to the rat maze on the right (east) side stairway.

Backstage

The areas in front of the gold curtain are safe, but the puppets behind the curtain, when they are up, can be deadly. They are KOS, high level, summoning, hard-hitting warrior NPCs which resemble several gods of Everquest. They are perma-rooted, however, so if you don't damage them the hazard is minimal. Enter from hugging the extreme right side of the curtain to avoid being hit by them completely. Behind the puppets are some hallways which lead to the balconies above and eventually to a portal to the chessboard. See the chessboard section for more details.

To spawn the puppets, bring a group of friends (preferably including a cleric, shaman, and enchanter) and kill Geb, a halfling in the audience, when he spawns at 7AM game time. This leads to an alternate event script which causes the puppets to spawn backstage. The puppets will remain up until the audience starts respawning again at about 7AM game time.

All puppets are perma-rooted, KOS, warrior class NPCs. Tribunal puppets are the weakest, while Bristlebane is the strongest. It is wise to slow and debuff each puppet before engaging it, and to only damage one puppet at a time to minimize summoning. Mem-blurring the puppet after debuffing will also significantly reduce the chance of getting summoned. If the pets generate a large proportion of aggro, they will prevent you from being summoned altogether. As all puppets may drop thrones, they are the generally the most valuable single group camp in Plane of Mischief.

Chessboard

Avoid the pit traps on the board marked in red.

To reach the Chessboard, go behind the puppets' curtain and take the right side door backstage. Through that door, take open the right door, then click on the right side bookcase inside. This moves it aside, so that you can pass through the fake wall behind it into the hallways which lead to the balconies.

At the end of these series of hallways (which include a false wall) will be the first balcony room. Pass through a fake bookshelf and more hallways to reach the second balcony room, then keep going until you reach a room with a table and a chessboard on it.

Click on the chessboard to go to the Chessboard room. You'll arrive in a corridor that surrounds the chessboard proper. You can go either way around to the opposite side to enter. Crowns are rumored to drop here, but not throne cards. It's a decent solo camp with 5 spawns. They will social aggro so pull carefully.

Clicking on the black throne object on the left will teleport you to Alice in Wonderland. Clicking on the white throne object on the right will teleport you to the Upside-Down Wing.

Alice in Wonderland

Each progressive instance of four rooms is larger than the last

To continue on to Alice from Chessboard, walk around the left side and click on the throne on the left (east) side. This will teleport you to a small room with two doors. Take the door on the left, then the door on the right in the hall where you'll find the first Grink the rat. Welcome to Alice in Wonderland, first room (a.k.a. "a1"). The pattern of following areas (a1, a2, a3, a4) are linked by hallways with only one possible path, so don't worry about going through the wrong door here. Turning left after the last room of a4 will bring you to what some call the Big Picture Room, with a large portrait of Bristlebane. This is another popular bind spot, as it allows you quick access to a4, and the large picture will start you on the path back to Chest Room.

To return to Chest Room, click on the big picture. You'll appear in a small room with 12 doors. Turn left (west) and click the door on the left-most of the three doors on the west wall. You'll now appear in a room with 9 paintings, turn around 180 degrees and click the portrait behind you. You should appear back in Chest Room. (This same pair of rooms is also used to get back from the Upside-Down Wing).

A4 is probably the most popular solo camp in POM. All five of these may drop thrones. Other NPCs in A2+ may drop crowns. Enchanters will often charm a twin (Grenn or Brenn), and Druids a Grink, from a previous Alice instance to do battle with the fourth instance NPCs: if you do this please be careful when releasing your pet, to ensure you don't train anyone else at Alice when the pet returns to its spawn.

12 Door Rooms

At the end of the Alice in Wonderland area there is a large painting of Bristlebane. Clicking it takes you to the fist "12 Door Room", and you can also reach this room from the Chest room of the Upside-Down Wing.

Clicking most of the 12 doors in this room will return you to the room, likely facing a new direction. However, if you click the left-most door on the wall to your right when you first appear (ie. the East wall) it will take you to the second 12 Door Room.

This room also has 12 doors, and again most will simply return you to the room. It also has My Right Hand, who points North. To exit the room, click the left-most door on the West wall (ie. the wall left of where the hand points).

When you leave the 2nd 12 Door Room you are taken to Bristlebane's Throne Room.

Bristlebane's Throne Room

The Throne room has an opening room with 9 paintings, with a door that opens up into the Throne Room proper. This room is filled with (visual-only) gold piles.

This room may have been where developers planned to have Bristlebane as a raid encounter, but it was never implemented in classic, so it remains empty.

To leave this room click the painting of Bristlebane immediately behind you when you first teleport in; it will take you back to the Chest room.

Rat Maze

The fastest way to the rat maze (intentionally) is to simply run forward from Castle Entrance past the skunks. The Rat Maze is a moderately popular solo exp area for the few people who can navigate it efficiently. The rats are lower level, don't summon, but only drop knights and squires. For most people it's an annoyance and they never meant to fall in here. For another map with patrol routes of the rats, see Plane of Mischief maps. The locations of every pit trap may not be exhaustive, but most are shown below. Some pit traps are blocked off and unreachable.

To get out of the Rat Maze, gate out. If you can't gate, or forgot to bind somewhere else in POM, use the map to locate the red pool in the center of the maze. Although many people informally refer to this as the lava pool, it's not really lava and won't burn you, but you can drown in it like water. There are two "lava" ducts you may take from the bottom of the pool which lead to similar rooms. The west duct is a false exit and that room just has a pit trap back into the maze. The east duct leads to the true exit, which puts you back in the Chest Room.


The following numbers represent the landing locations for most of POM's pit traps.

  • 1 = Castle Entrance trap
  • 2 = Lava tunnel false exit trap (A)

East Wing traps

  • 3 = (170, -550) Near a signpost
  • 4 = (180, -1075) East of Library
  • 5 = (60, -940) East of Pinky
  • 6 = (230, -870) West of Library
  • 7 = (280, -540) Near a signpost

Chessboard Traps

  • 8 = (905, -922)
  • 9 = (839, -974)
  • 10 = (785, -906)
  • 11 = (751, -1037)

Back Hall traps

  • 12 = (500, -75) Western Trap to 4-way
  • 13 = (880, -220) Short-cut pit
  • 14 = (500, -775) East dead end

West Wing Traps

  • 15 = (25, -215) 2nd deck dead end
  • 16 = (50, 115) Dead end near Jumbo
  • 17 = (350, 260) Unreachable trap
  • 18 = (580, 100) Theater stage stairway
  • 19 = Trap from Upside-down area (Also Vendor)

For the ZlizEQMap users, this is a scaled map with spawns and pit falls marked in the rat maze.

For setup:
1. Save the image below into your Zliz folder as: ZlizEQMap-v8\ZoneMaps\06Velious\ (mischiefplane2.jpg)
2. Create a text file in ZlizEQMap-v8\ZoneData\06Velious (mischiefplane2.txt)
3. Text file contents: 258|858|1597|1150
4. Enjoy not being lost!

What's in this zone?

NOTE: If anything here seems incorrect (and as one of the most inaccessible and mysterious zones in the game, this page probably has more mistakes than most zones do) please remember that the information below is based on the individual mob/item pages.

If a mob/item page has the following code:

[[Category: Plane of Mischief]]

Then it's content will be included below, and if not it won't. Please use that fact to make corrections to the list below.

Special:DynamicZoneList/Plane of Mischief