Plane of Nightmare  

Quick Facts

Type: Outdoor
Continent: Power
Instanced: No
Keyed: No
Level Range: 46 - 65
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In the mists of the darker portions of the astral lurks the Plane of Nightmares, home to the horrors that crouch in the subconscious of all creatures' minds. A dense forest dominates much of the plane, pockmarked by many small clearings. The trees are gnarled, their bark twisted into patterns that resemble horrific faces. These sentient creatures are powerful and malevolent, springing to life when any mortal being enters the realm. A river bisects the forest, eventually pouring into a great, murky lake. In the caverns beneath the earth live still more nightmares.

All indigenous creatures of the Plane of Nightmares serve the Dream Scorcher, Terris-Thule. The demi-goddess daughter of Cazic-Thule, she is the master of the subconscious who terrorizes those drawn into her realm as they slumber.
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Upon Entering the Plane of NightmaresThe RiverThe HedgePatrolling the Plane
Gargoyle CityMatriarch of the Nightmare ArachnidsGuarding the Lair of Terris ThuleThe Waterfall
The Open Mephit CavernThese Waters Aren't Safe for SwimmingVhaksiz the ShadeIn the Hobgoblin Caves
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Guild to PoN
# Dec 11 2002 at 12:47 PM Rating: Excellent
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130 posts

Hello.

I wrote this guide for my guild and thought some of you may find it useful.

For the purpose of helping people out, I have assumed little or no knowledge about the planes so if you have been there before you may want to skip the introductory parts.

Also, this particular guide is not complete. There are spots in these zones I have yet to go to, so if you have been there, please post your experiences.


Plane of Nightmare

Getting There

To get to plane of nightmare you port in to PoT. Go outside the door, turn left (west I think) and run to the beach. Run along the beach and you will see a large building by the water. Along the front of the building by the water and underneath the steps is an entrance. Go inside and run along a bit and you will see a wooden tub. Jump inside and click on the green goo. This ports you to PoN.

When you get to PoN, you will find yourself by the graveyard next to a house. The zone out portal is inside the house. For those who haven’t been, if you are killed anywhere in a PoP zone, your body will pop back at the graveyard.

Most pick up groups start by the graveyard, on the zone wall. I would not advise you to go afk here though for long periods, as trains are common to the zone out.

Zone Trash Camps

If you have an incomplete group, then you can hunt zone trash as long as you have a good healer and a slower. The latter isnt exactly necessary though as long as the healer is good enough and you have at least 1 or 2 damage dealers.

From the graveyard, head south a little bit and you can basically camp anywhere along the zone wall an pull treants and spiders to you. There is also a regular raven which spawns at the waterfall, which is a little further south. However, given that a lot of people quad out in these areas, trains are frequent from the south side.

Alternatively, for a quieter experience, follow the zone wall north from the graveyard. This is a bit quieter to camp although the mobs are less frequent in the open and you may have to go further to find them.


Be warned though. I use the word zone trash in the loosest possible sense. Treants, spiders and the ravens are not exactly easy mobs. They are around level 54 or maybe a bit less and hit for up to 300 and have a reasonably large amount of HPs.

Loot is nothing to talk of, although the treants do drop nightmare wood staffs which are used to make the bows and I think these can be sold for around 100pp.

Stalkers

From the graveyard, head south along the zone wall, past the waterfall. Keep going south and eventually along the zone wall you will see big rocks and on these rocks are stalkers. Before you head there, I suggest you do a camp check as they are frequently camped.

Stalkers give good experience and also drop cash loot like diamonds. They also spawn very regularly. As far as spawns go, there are 3 – 4 single spawns around the large rocks. There are then about 4-5 of them which spawn in and around the rocks. If you are not feeling adventurous, or don’t have a good/high level ench, I would suggest you just pull the singles and zone trash. If you do want to go for the main pack, it would be useful to have a monk to split them. Be careful when pulling or tagging, as their aggro radius is quite large.

The last time I was there, we managed to clear all the spawns. However you will have to chain pull if you want any chance of keeping them broken. However, even with a good group, eventually we couldn’t keep up and eventually you will have to break the camp again.

Finally, you will get the occasional train from further south, so be careful.

Goblins

Some of you may think I am biased, but this is where I preferred to spend most of my time exping when I was getting to 60 as I found this camp the best for experience and its also safe, if you have a good puller. For instance, I was pulling for my group for 6 hours straight on Sunday and not once did I get an add.

To get there, you need levitate and a sow. Get your group buffed up too, as you may have aggro on your way there. Once you are sowed, head north along the zone wall. Also, do a zone check to see if anyone is camping the hobgoblins.

As you go north, you will see a cliff/ridge to your right i.e. you are in a kind of valley. Along the way are some static spawns of treants ond ravens. The best way to avoid them is to zig zag your way around them. However, there is one part where there are 2 treants which camp in a line across the valley so you will have to kill one to progress.

Shortly after the 2 treants, you will come to a cliff edge. Look down and you will see a small lake. On the other side of the lake you will see a plateau on the left along the zone. Also on the opposite side down by the water you will see some goblins on the left and most likely a large crocodile by the water.

Basically, you want to run across to the other side (you cant run to the plateau as its too high, so aim for the lower ground beside it). Keep slightly to the left of the crocodile but not too far left as you will aggro the goblins. Make sure you keep looking up to stay as high as possible and do not go down.

Once you get to the other side, run along further for about 100 yards along, keeping the cliff face to your immediate left and that is now your camp. A note of warning here. On top of the cliff there is a level 62 spawn called gloomshade. More about him in a bit. If you sit near whenere he spawns by the cliff, he will aggro you. So, try and and a short way away from the cliff to med.

Ok. You’ve reached the camp. As I did not get exact directions before doing this zone, I will give directions as if you have your back turned to the cliff wall. Out ahead of you is a flat piece of ground and to your right (back in the direction of the graveyard) is the lake. Ok first, make sure you know how to zone out. You cant go back the way you came as you are on lower ground to the other side. To zone out, run further along and keep the zone wall to your left. Eventually, you will come to what looks like a hedge/maze by the zone wall. In between the hedge and the zone wall is a tombstone. Click on the tombstone and this will port you back to PoT.

Ok. Back to the camp. With your back to the cliff, to your front, you can pull vexed banshees and wraiths. They are melee mobs, hit for up to 300 plus. I think the wraiths are level 55-56 and the banshees level 54 – 55. If your not feeling adventurous, you can actually just pull these mobs alone. If you are the puller, head out and look for one. When you do see it, just hang on a second before u tag it as they have a habit of spawning new mobs in the vicinity which aggro. The pathing is also a bit strange. When you are satisfied that it is alone and nothing is in the vicinity you should be safe to pull it. Sometimes you have to go a bit deeper. When you tag it make sure nothing has spawned in your way heading back. If it has you will have tomake a detour. Single pulling is not difficult, as long as you take your time. BTW, the wraiths run as fast as SoW, so make sure you have a headstart on them. They also Back stab.

However, this camp is about hobgoblins. To pull hobbies, head down to the water. There is are 2 crocodiles which spawn along the waters edge to your left (as you reach the water front). The second one is much further along, but I suggest you keep the closest crocodile killed as much as possible. This is because groups often come across the water going to other camps and this will prevent the croc from aggroing them (and you as well).

The goblins are along the waters edge to your right as you are facing the water. There are 2 which spawn by the waters edge. After those two, then you can pull 2/3 more which spawn further up the side of the hill. I would stongly suggest you do not pull more than these 4 static goblins. With this 4, you can guarantee single pulls all the time. If you head any further in, you face the danger of having them aggro and also there is a caster mob, a scourge hobgoblin who you may also aggro.
Also, if you head far in and are on your way back to camp, as the spawn rate is quite short, they may spawn on your way back.

Therefore, for best experience, I established a pulling cycle as follows.

1. Pull the 2 crocodiles.
2. Pull 2-4 goblins
3. Pull wraiths and banshess (about 2/3 before the crocs & gobs spawn again).
4. Rinse and repeat.

On the mobs themselves, the crocs are level 55-56. They can enrage so be careful. The goblins are the meanest ones. They hit for 300 plus and also enrage. They are level 56-57 I think.

If for any reason you pull the scourge or you have him trained to your camp, make sure you try and mez and kill him last if you have any other mobs. He slows as well, so have cure disease and disease resists and MR up if possible.

Finally when hes low on HP he gates. To-date, ive come across him 3 times. The first time he wiped us out. Second and third times we got him to almost dead and he gated.For some reason I think we had a problem stunning him. Some casters found him unstunnable. So, I still have no idea how he can be killed. Anyway, once he gates, don’t hang around. Run straight for the hedge and zone out. I never stuck around long enough to see what happens.

Ok last mobs are the gloomshades. There is one which will pop on top of the cliff near where u camp. His spawn rate is about 1.5 hours. He is level 62, straight up melee mob, hits for up to 450 or thereabouts and enrages. He is slowable. Not sure about mezzable.
There are a couple of ways to pull him. As you cant go up to the cliff top where he is (actually you can but its just not worth the risk), you can either sit at the bottom of the cliff and this will aggro him. Alternatively, get a caster to cast on him. We found that an ench sticking tash on him and then slow was a good thing. Get the cleric to cast a celestial though on the ench as soon as he aggroes.

Once hes in camp, MA tank him for a bit and then ench/sham can slow. To make sure they survive, best if they are level 59 plus, although Ive had a lvl 56 shaman do it. MA can then hit defensive disc if hes a warrior. Once hes slowed, hes a piece of cake and damn nice experience. In fact, one time we pulled him accidentally and ench was LD, but we still managed as the ranger and I managed to proc slow on him.

I also found a way to pull a second gloomshade. To do this, run along the cliff face will towards the hedge till you hit the zone wall. You will then be able to go up the zone wall and look back onto the plateau, but you cant run on to it. When you are up there, you will see another gloom. Get the caster to target him, then to run back down to the cliff face nearest to where the gloom is and cast on him. That will bring him down.



Ok. This took a bit longer than I expected to so I will deal with the others in a separate post.

Finally, loot. The wraiths and gobbys drop parchments. We also had a extended range neck item for rangers from the crocodile. Sometimes we had a blue diamond drop as well from the gobbys.

As far as exp, this was the best. Given that you are single pulling, its also reasonably safe. I found at level 59 (with ogre exp penalty) that I was getting 1 bub of blue in about 40 minutes of normally pulling.

Gulug
RE: Guild to PoN
# Apr 27 2005 at 2:33 PM Rating: Decent
7 posts
since you just wanted to post to be an *** to the person who took their time in making a really informative post, i'll post one right back at you.

1) people quad here all the time /bonk
2) loot is nothing to talk of (correct). its all garbage if it doesn't sell for at least 10k. sure a few other items drop, its all pretty much nothing to talk about as was stated.
3) ever heard the word tag? and btw i have fd'd these mobs off me numerous times, you and your monk friend do know to wait for the agro to break right?
4) are you on the short bus right now? you have to repeat what was already said in a different way to make you feel more intelligent or something? keep looking up means, dont look down jerky. OH, and maybe you had to point out that they are in the PoN for them because you were so excited to find out how lev worked after all these lvls..
the origional post of this thread is a great help to people who are not familiar with PoN im sure, your add'd bit of input was a waste of time, just like mine is.
RE: Guild to PoN
# Aug 19 2003 at 10:55 AM Rating: Decent
The Scourge can be prevented from gating , as well as a ton of other mobs, by using the Enchanter spell : Torment of Scio at 15-20% look it up and you will see what I mean .Hope that helps :)
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Visionary of 70
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and 302 trapped souls
RE: Guild to PoN
# May 23 2003 at 5:15 AM Rating: Default
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113 posts
a few things I'd like to point out that need to be corrected on this "Guide".

1) You stated, Quote: <"There is also a regular raven which spawns at the waterfall, which is a little further south. However, given that a lot of people quad out in these areas, trains are frequent from the south side.">

I personally have NEVER seen anyone quad in this area. There's To many Spawn points and Wandering Mobs to be able to Quad. You would get to many Add's, or would even Run OOM before you could ever get the mobs killed by Quadding. You need to say "However, Given that a lot of people KITE/GROUP in these Areas...."

2) You stated, Quote: <"Loot is nothing to talk of, although the treants do drop nightmare wood staffs which are used to make the bows and I think these can be sold for around 100pp.">

Treants Also Drop a "Glowing Leaf" that sells to merches for 70+ pp, Dark Pages that Players will Pay to Loot (been payed anywhere from 50-200pp to loot em, Depending on the Rarity of the page), and the Nightmarewood Bow Staff's Sell for about 3pp to merches, and 20-50pp to PC's in the Bazaar, Since they are a Common Drop.

3) You stated, Quote:<"There are then about 4-5 of them which spawn in and around the rocks. If you are not feeling adventurous, or dont have a good/high level ench, I would suggest you just pull the singles and zone trash. If you do want to go for the main pack, it would be useful to have a monk to split them.">

I dont know why, but We've found out that Nightstalkers cannot, At this time, Be FD pulled. Im not Sure if its a Bug or its intentionally that way. A Monk friend of mine tried this. He pulled, 3 came.. he FDed, the last 2 went back toward the camp, and one was still near him. He Stood back up and All 3 again, Came after him. He even let all of them return to their Spawn points, and as soon as he stood up, they came after him again. You cant lose Aggro on Stalkers with FD, Its just cancled out till you stand up, and will give you a little more room to get between you and them. The best way to pull these is to have a Chanter mezz them all Before you start pulling, or have a Druid use "Harmony of Nature" to Reduce their Aggro Range drastically. You pretty much have to be nose to nose with them to get them to aggro you if a druid uses harmony of nature.

4) You stated, Quote:<"Make sure you keep looking up to stay as high as possible and do not go down.">

Looking up has no effect on Your higth with levitation. You will still slowly but surly fall lower at the same rate as if you were looking straight ahead and plus, you can see what your doing if your looking straight ahead. Only thing here is DO NOT LOOK DOWN. You WILL Fall at a Much Faster Rate if you do, Which, if your in PoN, im sure you know that.




Edited, Fri May 23 05:34:47 2003
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Tluadan DrakeSlayer
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Freight Turazz
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RE: Guild to PoN
# Aug 19 2003 at 10:52 AM Rating: Excellent
This reply comes off as arrogant, he did a good job. I think you need to work on your people skills (22)
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Shattered Minds
and 302 trapped souls
RE: Guild to PoN
# May 30 2003 at 6:54 PM Rating: Decent
Scholar
23 posts
I FD pull the stalkers all the time with my 61 necro. I do have to wait until the add gets back to its spawn point before I stand up to avoid additional aggro. Rarely, I will get the ones that have returned to come back but if I then wait for the original pull to go back and then stand up, I have lost all aggro. There is definitely a pattern in which they need to be pulled to not get an add or only one and that is basically working from the outside in.
RE: Guild to PoN
# Feb 12 2003 at 6:04 PM Rating: Decent
Almost wrote it assuming the person reading has no prior knowledge...someone with no prior knowledge of the planes though wouldn't know the lvl req and perhaps if they are new enough not even know there was a lvl req.
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RE: Guild to PoN
# Dec 13 2002 at 7:05 PM Rating: Default
39 posts
Excellent Guide. Thank you very much
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