Plane of Fear

Quick Facts

Type:
Outdoor

Expansion:
Planes

Instanced:
No

Keyed:
No

Level Range:
46 - 65

Send a correction
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.


Level 46 is required to enter the zone.
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Entering the Realm of FearThe West Wall, Site of Many Doomed Break-InsThe GraveyardFrightfinger HouseFrightDracoliche PatrolsA Boogeyman Looks Upon the Gorgon Statue and Tempest ReaverTerrorInside the Amygdalan TempleThe Broken BellThe God of Fear Himself, Cazic ThuleThe Ring of Fire
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Post Comment
Six-person team break...?
# Nov 17 2000 at 2:44 PM Rating: Default
Hiya folks... What advice do you guys have on a 6-person team Fear break? Or 5? 4? 3? 2? 1?

Thanks very much for any info you can provide.

Menekrr Verlorenemurmel -- Level 51 Gnome Enchanter.
RE: Six-person team break...?
# Nov 17 2000 at 7:54 PM Rating: Decent
You can't break Fear with one group of 6 ppl. You'd have to be both EXTRODINARILY lucky to not aggro anything more than one mob or you'd be dead and have about 2 weeks of free time to do the whole plane with 6 peeps heh. The mobs in Fear have lots of HP and hit pretty hard. 6 people just can't do it all. The lowest number of ppl I have ever seen break Fear was 18, 3 groups of lvl 55+ people minimum. Usually, the way you do Fear is have one "pull" team and one "base camp" team. The pull team aggroes as little as possible, and basically trains one mob at a time back to the base camp while they kite around the other mobs they aggroed. Using that method at least, you can see why one group just couldn't do it. Good luck!
#Anonymous, Posted: Nov 17 2000 at 9:18 PM, Rating: Sub-Default, (Expand Post) Heh...
RE: Six-person team break...?
# Jan 02 2001 at 2:48 AM Rating: Default
excuse me, but i have a question -- what does 'breaking' mean???
RE: Breaking in-Definition and zone guide
# Jan 23 2001 at 8:34 AM Rating: Excellent
Breaking in means one thing only. Killing the wanderers and clearing the portal. Everything else(ex.), pulling Draco, Cazic, static spawns, farming, etc, all these fall under the category of CLEARING the zone.

Breaking the zone is something entirely different and is the most difficult to do. What you are doing is entering a fully spawned/populated alter plane. We did it with three full groups. We had to do one evac. Monk goes in first. He feigns at the portal. Uses F10 and mouse look to look around at all the mobs and their patterns. Groups consist of two tanks, an enchanter, a cleric/druid, and 2 mages/wizzies. At least one evacer in each group.

When the monk sees the least amount of wandering mobs at or around the portal, he gives the signal to the break team and everyone zones in INVIS immediately. Once you zone in, do not pause, do not look around, do not scratch your ***, do not blink. Make a 90 degree turn to the left and head down the hill to the west camp. If anything tries to hit you or cast on you, you stop, and die. DO NOT TRAIN THE CAMP. Your body will be pulled and rezzed eventually. Do not jeapordize the break-in by trying to save yourself. That's newbie crap. Die like a good soldier. That's your job. CR in the planes is a *****, especially in Fear. Don't take everyone down with you.

If enough people make it, and you will have casualties, kill as many mobs as you can, paying strict attention to who is main assist and who is secondary, third assist, as the main might have died at the portal. It happens A LOT. Prepare for it. Trust your enchanters and your clerics. Evac as soon as you get the word from the raid leader. If you do not, keep killing. As a last resort, AoE is acceptable if you are evacing immediately afterwards. It can be a useful tool in breakin at the appropriate time. Every wandering mob you kill now is one less that you have to kill on the next attempt. As far as I know, as of right now there are 14 wanderers if you are breaking in at west camp. Once these are down, farming is a piece of cake.

Our last time breaking fear, we killed one spider on the first zone in. ONE. That's it. We lost about a third of the breakin team but had replacements lined up. The second time we went in we killed the other 13. Our monk was superb and all those who zoned in caught the pathing at the perfect time and no one was aggroed and everyone made it to west camp alive. We pulled the wanderers and rezzed the dead. The rest of the forces came in and we ripped up the zone.

One thing of note, simply by their pathing, the wanderers will become aggro on you. The monkeys especially have enormous aggro range and will come to you if you let them. Lots of times you just have to sit there and wait for mobs to attack you. Just remember, this is the planes. Be ready at all times. Things can go south in a hurry. If you think you're bad ***, karma's going to get you and you'll get wiped out because you got caught with your pants down.

Assist, assist, assist. Hotkey hotkey hotkey. Can't stress that enough. Oh, and if a mob runs into the camp, don't wait for the main assist to realize it's there before you start whacking it. I've seen a lot of casters die because all the tanks that weren't main assist sit there and watch a boogeyman kill a caster simply because they were waiting for the main tank to attack it. Use your brain. The simple touch of your hotkey will put you on the right track immediately if you aren't attacking the right mob.

I'd like to make note of three mobs in particular that cause problems. The first are Scarelings. They look like little fire imps and they are rogues and will take out a caster with their backstab in nothing flat. Scarelings must die and they must die first. Main assist should always be attacking these first unless the enchanter is being whooped on bad by another mob. I myself as a main assist have always taken Scarelings out first as they are hard to target due to their size and their potential for some serious mischief. The second are the worry wraiths. They look like big willowisps and have pets. When mezzed their pets WILL attack the enchanter and cause him no end of trouble. Take the pet down first, while the worrywraith is mezzed, then kill the wraith. I am always using /shout to our necros on these mobs to use call of bones/ignite bones to turn it into a skelly because it is very hard to target these mobs, even harder than the Scarelings if you use the mouse to target. When all the raiding party is trying to attack a little imitation tinkerbell, and there's ten million spells going, you can lose track of it very quickly and get the all too familiar red spam message Your target is too far away, get closer, it's really annoying.
The last mob type I'd like to address are Glare Lords. They look like evil eyes, have pets and don't drop any loot, except for the occasional words/rune. Far too little to even think about bothering with them. They will mass dispell all your buffs, and anger your raiding party for pulling them. There is no purpose to pulling glare lords unless they are in the way of anything else you want to pull. LEAVE THEM ALONE if at all possible. The only reason you would have to kill them is to clear the zone because you are prepping to kill Cazic-Thule, in which case the Dracoliche should also be dead. Cazic will summon any monsters that are still alive in the zone to aid him in battle should you engage him.

I advise against pets in Fear. For every one good mage that keeps a handle on his pet, there are still real life problems he/she has to handle and cannot keep control of their pet 100% of the time. Bathroom breaks and pets do not mix. And for every good mage, there are 100 bad ones. You should have enough firepower without pets anyways, if you break in sucessfully into Fear.

Dracoliche and Cazic-Thule do pose problems, but if your rangers learn their pathing and aggro distance, you should be able to adjust your pulling patterns and steer clear of them. If they're not up, you should be farming like crazy.

I hope this helps.

I am humbly on the Karana server.
RE: Breaking in-Definition and zone guide
# Jan 25 2001 at 6:37 AM Rating: Default
I have a question.....
what happens when the cleric (me) has a very very slow zone time? how does that effect the break-in?
RE: Breaking in-Definition and zone guide
# Jan 25 2001 at 9:08 AM Rating: Default
Break-in has at least 3 healers. One of them improvises. Besides, it will only matter if you are attacked. We've had many a cleric die on the first attempt. We just send you back in with a copper on you so your corpse doesn't poof. Besides, if you're a slow zoner, you'll make the mobs come to you and give everyone else the time they need to get secure at west camp. Even by dying you serve a purpose by keeping a mob occupied. Your purpose is not to stay alive, it's to keep the casters and tanks alive long enough to kill as many wandering mobs as possible. Worry about your corpse and exp after the plane is broken.
RE: Breaking in-Definition and zone guide
# Jan 26 2001 at 10:17 AM Rating: Default
I dont know about you but the times I've been to Fear we've always had everyone train mobs away from the cleric and also have tanks taunt mobs so the cleric can camp at the north wall.After everyone has died and the FD people has cleared agro by doing a /q they check out if its clear for the cleric to log back in and starting resurrecting people.The monks and maybe SKs would run around trying to gather as many corpses as they can.The way the cleric can find out if its safe to log back in is to play on a different character and listen to guild chat or have someone send you a tell that its safe to come back.That way once you rezz every corpse you can find then you can get to the business of clearing the zone and finding the corpses of those who you havent rezzed yet.If things get tough and you think you might not win then have at least one cleric camp and do it over once the camp is clear.
RE: Breaking in-Definition and zone guide
# Jan 31 2001 at 8:41 AM Rating: Default
North wall sucks. There's no guarantee that a cleric will make it that far with all the scarelings around. The firewall causes HUGE lag for anyone without cable modem or higher. Every mob around the north wall drops crap(nighmares, phantasms, glare lords). You have to wade through these mobs to get to the ones that drop armor. Zone in, kill, evac. Rinse and repeat. West camp. That's the best way. West camp has tons of mobs around it that drop armor right away. Why go through phantasms, glare lords, and nightmares first when you can go through fetids, shiverbacks, boogeymen, and amys right away? Just doesn't make sense.
RE: Breaking in-Definition and zone guide
# Mar 08 2001 at 12:43 PM Rating: Good
Because if you kill all this stuff right at the beginning there is no guarantee you will get to loot it because of emergency evacs. Loot will rot. IF you start at North wall you can take your time clearing junk and then start pulling 2 and 3s of the good armor drop mobs.
#Anonymous, Posted: Jan 14 2001 at 8:18 AM, Rating: Sub-Default, (Expand Post) Breaking means like..to get into a zone or dungeon successfully. I think a good high lvl group can break in to fear. 1 cleric,1 enchanter,1 wizard,1 shammy, and 2 warriors could be able to do the job but there are alot of other combinations that could work.
RE: Six-person team break...?
# Jan 23 2001 at 4:27 PM Rating: Default
I wouldn't have the shammy in this group. Slowing them is all shamans do real well and in a single group break you don't care about slowing them, you want to kill them faster. I'd bring either another wizard or if you must have a backup healer then bring a druid(second best nukers in the game). If you have to slow enchanters do it almost as well.

RE: Six-person team break...?
# Jan 24 2001 at 3:14 PM Rating: Default
umm no, mages are the second best nukers in the game :)
RE: Six-person team break...?
# Feb 02 2001 at 4:20 PM Rating: Default
.. and high level mages have Call of The Hero that make break ins a piece of cake.
RE: Six-person team break...?
# Jan 24 2001 at 3:14 PM Rating: Default
umm no, mages are the second best nukers in the game :)
RE: Six-person team break...?
# Nov 18 2000 at 10:51 AM Rating: Default
Hmm... Hiya Daebe.

Would you mind please sharing those awesome tactics that you've used to break? :) Or, at least give me a lead...?

Or is all that information "proprietary" to Triton? :P

Thanks.

Menekrr Verlorenemurmel
RE: Six-person team break...?
# Nov 21 2000 at 7:49 AM Rating: Default
Pre-Kunark, 11 Necromancers from the guild NDS (Necro Death Squad) broke the Plane of Fear and kept it open.

I'm sure that can be easily repeated, as long as Cazic or the Draco are not aggro'd.


Dadok (Rodcet Nife)
RE: Six-person team break...?
# May 11 2001 at 4:30 PM Rating: Decent
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89 posts
Actually, we broke Fear last night. There were about 30 of us and we aggroed Drac. Wasn't easy bringing him down, but we did it. Spent a long time pulling Nightmares, terror, fear, and a few others (was centered mostly on Nightmares, trying to get greenmist armor). There were about 10 of us who brought down drac. Mostly SK's, and we only needed two rezzes. We were lucky though. Last break was not nearly as kind to us. We were in a 60 char group and got pretty much decimated b/c someone ran past CT and aggroed him on us. The point is, Pof can go any way. Always expect to die and die frequently. Expect little help from others, and be ready to camp when CT shouts. Basically, if you're really not 100% sure of yourself, don't go. It requires being able to look at all parts of the screen at one time.

Though I have only been there four times. I have come upwith a few strategys that see to work. Watch everyone's health while attacking (Would recommend having a mass raid, but organized in to smaller groups all fuctioning together)

Plane raids are a group effort. If your tank is getting low on health, the char with the highest had better start taunting. May be more people to heal, but at least you don't lose your main tank.

Watch all messages, reguardless of how insignificant they may seem. Died my first time b/c I asked why should I camp when the order was given (CT Shouts before he pretty much destroys everything). The most insignificant thing can be important and haunt you later.

As stated earlier, things can go south quickly here. Don't try to solo or think you can save someone pulling a mob away from the group. DON'T BE A HERO. If I were on a raid, and something was pulled that sub group couldn't handle, It better be taken away from the main. One small group can be rezzed with minimal difficulty. The whole raiding party is another story (Speaking from experience here). To sum this point up, try to be an honor bound knight in the "romantic midevil times" Sac yourself and group for the greater good of the whole.

MOST IMPORTANTLY have the names or everyone able to rez you somewhere you can reach them quickly. I have seen a well placed rez save the whole before. You will be rezzed, just not necessarily right away. One tell is all that's necessary. Don't distract the healers in your raiding party with repeting your tells. Patience is a must.

If you go to the PoF and are expecting everything to be tailored to you, don't go there. The individual is insignificant, the raiding party is important. I dueled a char after a PoF raid because he thought we should cater to him. Haven't seen him sign up for our raids since.

Never have more new people in the raid than experienced players, drop out. That raid is doomed. It's a quick way to die.

Lastly, the group composition (from my minimal experience, but told to me by someone who supposedly broke the plane numerous times) should be:

6 Clerks
3 Wizards
4 Enchanters
10 Shadowknights
10-15 Necros
5 Rogues
rest Warriors
Not saying this was the best way to go there, but from what I have seen, it works. Still, with a 60 person raid, we took heavy hits. Don't expect a cakewalk. Good raiding.
RE: Six-person team break...?
# Dec 01 2000 at 9:03 AM Rating: Default
It is easy, Inner Circle does it all the time... Last time they break the whole thing with 8 people (just because they were helping our pitiful raid=P) To my understanding they can do it with 5... And easy way is just to camp respawns, we did that with 5 people...
RE: Six-person team break...?
# Apr 04 2001 at 4:02 AM Rating: Default
You just said "respawn" which means you had the very abnormal break in, and an easy one. Since that was luck and not typical, dont use that advice for break ins. Anyone that says less than a 2 group break in was lucky that things werent totally spawned. Expect break ins to take a couple hours with a lot of deaths. If you are one of those people worried about losing exp or dying, or are only planning on spending an hour fighting till you have to log, why even come?
Loot in Fear (The real story)
# Nov 14 2000 at 3:38 AM Rating: Excellent
OK kiddies, pull up your chairs and get ready for a read. I've just spent the better part of a week in Fear and figured I'd enilighten those who needed it to the loot in Fear. Listen up and we'll try and get thru this. I'll do it by class and see if it doesn't get too complicated. Almost every mob in Fear is right at lvl 50, plus or minus a lvl or two.

Necromancer- Boogeymen drop your armor necros. They look like really huge Ghouls. IMHO, this and wizzie armor are the rarest drops in Fear.

Wizard- Frightfingers drop your armor. They look like miniature versions of the reanimated hand in Guk. Tiny, but they nuke HARD. This and necro armor seems to me to be the rarest.

Paladin- My bread and butter class. =) Fetid Fiends drop our armor, but there is a catch. They look like giant zombies, and only the MALES drop our armor. A female fetid fiend can drop either a cleric belt or shammie belt, but no pally armor.

Druids- Gorgons drop your armor. Ever been to the PLane of Sky? Gorgons look like the winged medusa/gorgon monsters from sky. Pretty cool.

Rangers- Tenticle Tormentors drop your armor. They are bigger versions of the Tenticle Terrors you'd find in say, Najena. They debuff. HARD. Boo. Heh.

Shadowknights- Amys drop your armor. They look like giant, squid headed dudes. Very cool. Again, there is a catch. Only the Amyyglian Knights drop SK armor, there are also Amy Warriors which I will get into later.

Monks- Shiverbacks drop your armor. They are giant apes. Pretty cool looking in fact. Hey monk armor is pretty damn rare too, IMHO.


Those are the main class drops from Fear. Now we'll get into specific other mobs that drop different stuff.


Samhains- Big scarecrow looking things. VERY cool looking. They drop the flux-bladed axe, a GREAT weapon for rangers that procs a 150 damage spell.

Glare Lords- Big eyeballs with earth pets that cast as mages and AE debuff you. Annoying again, they drop nothing.

Scarelings- Imps from Lavastorm. They are rogues, and backstab HARD (I've been nailed for like 350 and I have a 915 AC heh). They can drop a rogue only piercer called the Eyerazia (or something close to that).

Nightmares- Big black horses. They drop nightmare hides which have some lame effect like blind or they cure blind, I forget.

Phantasms- Spectres. They drop nothing.

Worry Wraiths- Bigger version of will-o-wisps. They have chanter pets. They are VERY hard to mezz, so make sure you kill them first if you are counting on a chanter to hold down the crowds.

Amy Warriors- These guys can drop either a warrior whip or warrior shield. Unsure of stats on them but what warrior uses a shield? And the whip is just decent.

Turmoil Toads- By far the cutest mob in Fear (aww), they are miniature undead frogloks (Guk anyone?) They drop warts, a decent ranged weapon, and can fear you.

Spite, Terror, and one other name I forget- The named golems that guard Cazic Thule. Big and ugly. They can drop a Ball of Everliving Golem, a piece of the warrior epic quest I think.

Phoboplasms- Probably the coolest mob in Fear in both looks and loot. They are huge jell-o cubes with bones floating in the middle cool. Now here is how the loot works. Anything else you hear is wrong heh. Any given cube has a chance to drop ONE specific piece of ANY classes planar armor set. For instance, I have seen pally and bard bracer, cleric and shammie boots. You only get a chance at ONE specific piece, not any piece as I have heard some say.

The Dracoliche- A big *** bone dragon. VERY cool looking, he has an AE disease proc that I resist all the time cause my disease resist is an obscene 120 something heh. Drops a whole horde of stuff that I can't name right now.

Cazic Thule- You're in his house now. He's a BIGGER version of the Avatar of Fear in Cazic the zone. Very cool looking, he also drops a whole horde of stuff I can't name heh.


Well that's about it, as far as this ole dog can remember at the moment. I'm sure if I made any mistakes you'll all point it out so I will be checking here often. Keep an eye open for my Hate checklist which should be up in 3 weeks after I spend a week in Hate hehe. Good luck!




RE: Loot in Fear (The real story)
# May 16 2001 at 4:38 PM Rating: Decent
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89 posts
Corrcet me if I'm wrong, but don't Nightmares drop Greenmist armor avail to SK's?
RE: Loot in Fear-mistake
# Jan 23 2001 at 8:47 AM Rating: Good
A phoboplasm the other day in Fear dropped a bard bracer and some pally arms. They can be different pieces, and obviously more than one.
RE: Loot in Fear (The real story)
# Jan 07 2001 at 4:13 AM Rating: Default
One correction to your list. Turmoil toads drop the shaman belt, Flayed Turmoilskin Belt. I looted mine during my first week long Fear raid back in August.

Ivain
Level 55 Luminary
Vallon Zek
#Anonymous, Posted: Sep 27 2000 at 12:47 AM, Rating: Sub-Default, (Expand Post)
#Anonymous, Posted: Aug 27 2000 at 7:33 PM, Rating: Sub-Default, (Expand Post) who dropes the rune etched armor for shamans?? i need to know so me and my friends can get some thanks plz reply
Rune etched armor drops...
# Aug 29 2000 at 10:38 AM Rating: Decent
**
295 posts
Primarly from spite golems in hate plane. However, phoboplasms in the Plane of Fear can very rarely drop armor from Hate plane, including rune etched armor for shamans. Keep in mind, like most other equipment from the planes, rune etched armor is NO DROP.
Breaking strategies...
# Aug 24 2000 at 10:38 AM Rating: Decent
My experience in Fear breaks are very limited, and only with post-Kunark characters. That said, here's the little that I can add:

I've seen two methods used so far to break fear - fighting, and camping. Camping involves sending in teams with dead man floating, invisible, in the hopes of getting as many people as possible to camp in the southeast corner. If people are aggro'd, they should die in place. The hope is for a cleric to camp out successfully, then ress those who died. Unfortunately, the times I've seen this used, it has not worked - I believe that with more than two groups, or by sending in multiple groups at a time, there is a high probability that someone will train the southeast corner, and it will be a gamble whether any clerics can survive.

I prefer fighting. In this method, I've seen the force either zone in all at once or by groups spaced out, and hope to kill a roamer or two then evacuate when mana is low. It's simply a quick battle of attrition. The risk run here is that by taking deaths, the melees will lack the equipment necessary to continue fighting and you become stuck. I haven't seen that happen yet, however.
RE: Breaking strategies...
# Oct 03 2000 at 11:54 AM Rating: Decent
Call of hero works nice here. Get the cleric in and camped.. then small group in corner, group leader stays out and invites folks into group, they zone in and mage in corner summons them to spot rather than running there. Once disbanded, another joins. CoH is awesome for many breakins, just need to get mage in position and guarded.
RE: Breaking strategies...
# Sep 12 2000 at 8:05 PM Rating: Default
How does one handle the fact that people have different zoning times? What do you do if people get stuck, recruit more?

Thanks for the time.
RE: Breaking strategies...
# Nov 13 2000 at 10:41 PM Rating: Decent
I've usually done it with 2 groups. You send in either 2 monks, or a monk and an SK 1st. the monk makes his way to the corner where you plan on camping and feigns. The shadowknight feigns at the zone. They then keep a lookout. When both spots are relatively clear, you send in a group and they run like hell to the corner. If bad things happen... the fiegner at the zone or at the camp train away enemies and either feign again or just die. As long as one cleric/paladin makes it to the camp spot and logs out... the break was a success because the monk can CR. Then just make sure everyone is in a chat room and only log on when the leader tells them to. This avoids DT's and trains. Using this method usually takes time. CR can take a couple of hours. But seldom will the **** completely hit the fan.
Accidental Zoning Feerrot-Fear
# Aug 22 2000 at 9:34 PM Rating: Decent
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141 posts
I am cross posting this in Feerrot and Fear forums.

If you are hunting Cyndreela, or running from Specters, and you zone into Fear accidentally, gate immediately. Do not look around, do not hit track, do not type /who, JUST GATE. If you do not, YOU WILL DIE.
RE: Accidental Zoning Feerrot-Fear
# Dec 14 2000 at 12:55 AM Rating: Default
Of course, if you're 46+ and don't know this, you probably deserve to lose your corpse. :b
#Anonymous, Posted: Nov 22 2000 at 11:43 PM, Rating: Sub-Default, (Expand Post) im on crack i need rehab, please help. is this the rehab channel?
RE: Accidental Zoning Feerrot-Fear
# Sep 12 2000 at 6:33 AM Rating: Default
you dont have to jump. also it is very easy if you are killing cyndyrella, as she has feared me and i ran in before. i knew this would happen eventually, so i had gate memed. i zoned in, a shiverback spotted me, i snared ran to SE corner and gated =)
RE: Accidental Zoning Feerrot-Fear
# Nov 15 2000 at 9:21 AM Rating: Default
I gate into Fear on purpose at 46th lvl. DON'T DO IT!!! Got hit by scarelings and died fast. I finally got most of my stuff back by getting lucky and jumpimg through portal, looting , and then gating. I did this about 10 times Died about 7 times.One time had a train behind me of about 9 in 5 sec stopped and died. ROFL now!! Just try not go through the portal you may just loose everything.
#Anonymous, Posted: Nov 15 2000 at 9:16 AM, Rating: Sub-Default, (Expand Post)
#Anonymous, Posted: Nov 25 2000 at 11:39 PM, Rating: Sub-Default, (Expand Post) what kind of ****** crack are you ******** on? if she fears you intot he portal you do not zone, you just jump thru. jeez, why do people have to lie?
RE: Accidental Zoning Feerrot-Fear
# Dec 11 2000 at 8:05 PM Rating: Default
maybe it has to do with the level of the person being feared, considering you can only get in if you are 46?

I dunno man but Ive been feared by evil eyes and charmed by Linara Parlone in Naj and the gnoll embalmer in Lake Rather, and have been forced to *zone* before, while "under the influence". I havent gone to any Planes but I dont see why a teleporter would act any differently than a Zone.

Maybe you're right tho.. Like I said I have never been, I am just relaying my own experiences.

I mean in a funny way it kinda makes sense.. you "got feared into Fear" :)You've been recruited. :) lol

Nahualli Uoxtitla
29th Magician
Obsidian Legion
Tarew Marr
RE: Accidental Zoning Feerrot-Fear
# Dec 15 2000 at 8:24 AM Rating: Default
LOL
good call
RE: Accidental Zoning Feerrot-Fear
# Sep 10 2000 at 8:00 PM Rating: Default
Accidentaly zoning into Fear?!? I'm kinda wondering how you accomplished this task. I've been to fear 2 times. How do you miss seeing you are running strait into the big zone gate, and how do you accidentaly jump into that gate? (yes you have to JUMP to get into the gate) *shakes his head*
RE: Accidental Zoning Feerrot-Fear
# Nov 01 2000 at 1:50 PM Rating: Default
" You have to JUMP to get into the gate "

That is news to me, never had to before, and no I did not have levitate or dmf.
RE: Accidental Zoning Feerrot-Fear
# Aug 26 2000 at 10:02 PM Rating: Default
what if you dont have gate?
RE: Accidental Zoning Feerrot-Fear
# Nov 22 2000 at 8:22 AM Rating: Default
DIE ! or Try log out if you have Many luck !
RE: Accidental Zoning Feerrot-Fear
# Aug 25 2000 at 1:27 AM Rating: Decent
19 posts
One time, I did this. I had to memorize gate. It was scary. I didn't die tho.
RE: Accidental Zoning Feerrot-Fear
# Mar 28 2001 at 5:21 AM Rating: Default
As a51 lvl mage i allways have gate memmed and in good ole slot num 8
if u get charmed the 8 slot is the only one that will get cast, hope this helps
RE: Accidental Zoning Feerrot-Fear
# Sep 11 2000 at 7:19 AM Rating: Default
err you do not have to jump to go through the portal :) I certainly never have.
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