Plane of Mischief

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Plane of Mischief


Info

coming soon

Maps

Plane of mischief.gif

Camps

There are a number of areas in PoM, some of them legitimate camps, others are just areas with a theme but not much else going on.

Forest

The first area you enter upon zoning into Plane of Mischief

more to come

Castle Entry

Rat Tunnels

Chest Room

Library Wing (East)

Dining Room Wing (West)

Theatre

This is a fun area, and usually the most hunted camp since it offers 9 tries for a throne card from the puppets in the show. The camp is separated in two parts and follows a script that can run two different ways depending on how you manage it.

Upside Down

Chessboard

Chess-board.jpg

This room is a room inside a room. you reach the south side of the outer room by clicking the chessboard in the bedroom in the theatre wing. egress from this wing is via two thrones. the white throne takes you to Alice in Wonderland wing (a very popular destination). the black throne takes you somewhere.


there are gorillas here with chess themed names. they hit moderately hard for their level, single pull without pacify, drop crowns, and all run at 20% health.


You will want to pull from off the chessboard, because there are several pit traps that will drop you into the rat tunnels below, though if this happens after aggroing one of the gorillas, they can (and might) summon you. the pit traps are marked on the map with red hatched squares.


Alice

Alice-Map-2.jpg

welcome to Alice in Wonderland wing. this wing is only reachable via teleport (from chessboard room, click the white throne) and has one egress point at the end in sniffles room (click the BIG picture of bristlebane). Each subwing is a repeating pattern of rooms that grow (or are you shrinking?), typically labelled Alice-1 (A1) through Alice-4 (A4). Each wing's inhabitants get progressively larger and more powerful, and dropping an expanding loot table (Alice-3 mobs can drop crown cards and Alice-4 mobs can drop crowns and thrones).

N.B. Contrary to maps from other guides, there is no egress from the entry room on TAKP. i am unsure if this is AKurate, misinformation, a bug, or intentional modification on TAKP (feel free to add commentary if you know).

This wing is popular for farming Throne cards (which drop in A4) and Crowns (which drop in A3 and A4). this is a fairly low key camp, easy to single pull (all of the mobs are social here, but easy to pull or keep isolated). Everything in this wing is slowable, pacifiable (A4 requires wake of tranquility on the halflings), and pretty much every line of damage spell lands fairly reliably. Everything runs at 20%, so snare is recommended. A1 and A2 mobs don't appear to summon, so root rotting is an option before A3 and A4 which all summon.

Grink

He's a rat. max hits for 161 in A4, slightly less in lower alice sub-wings. Be careful fighting him in A1, the rooms are small enough to aggro Glonk from the next room. if you are progressing from A1 to A4, i recommend pulling Grink into the hallway unless you can tank Grink and Glonk at the same time (which is not terribly difficult and doable by a 60 shaman in non-raid gear).

Glonk

He's an ape. Max hits for 165 in A4. Almost always drops a library card, if you need one, he's pretty much a sure bet.

Halflings (Brenn and Grenn)

Two halflings in sherriff (bandito?) gear. max hit around 161 in A4, slightly less in lower alice sub-wings.

Empty (old Twenty Two room?)

My understanding is there was an invisible man here named Twenty Two, but at some point was removed (or maybe wasn't in the spawn table in AK?)

typically, i pull one of the halflings in here, after pacifying (use wake of tranquility in A4). pathing seems interesting with the introduction of navmesh, but even without snare, the pathing in this room seems acceptable for handling a "running" halfling at 20% health.

Debbis the Fish

Sniffles / Stomples

Last room in Alice, features a rabbit, and three bandito halfling guards. To leave Alice, click the BIG picture of Bristlebane. That teleports you to the Hand Room with 12 doors in it.


Black and White

Room of Doors

This room has 11 false doors that telelport you to the center of the room and one (the South-Westerly) that teleports you to the throne room. there is a hand here, named "My Right Hand", who is non-aggro.

Throne Room

Treasure and Quests

The Plane of Mischief is a very unique zone, and that uniqueness extends to its loot.

Virtually every item on this page is not dropped (the famous Blam Stick being the exception. Instead, they are acquired by first looting cards, and then turning those cards into quest NPCs in the Plane, as part of the Deck of Spontaneous Generation Quest.

TO DO: Add notes about the most desirable class armor items for each class (like the Shaman boots).

All

Flowers

Every class can acquire a set of five flowers from the plane. Technically each one is a 10 AC head item wearable by any class/race ... but they are very rarely worn for very long.

Instead most players don them only briefly, so that they can click the flower's effect. That effect varies by flower, with each one giving +50 to a particular resistance stat.

It's worth noting that only the buffs from the White (Cold) and Green (Poison) flowers stack with player-cast Cold/Poison Resist buffs.

Flower Resist Stacks? Black Card White Card Red Card Blue Card
Black Flower of Functionality Disease No Black Squire White Squire Red Squire Blue Squire
Blue Flower of Functionality Magic No Black Throne White Throne Red Throne Blue Throne
Green Flower of Functionality Poison Yes Black Knight White Knight Red Knight Blue Knight
White Flower of Functionality Cold Yes Black Crown Blue Crown Red Crown White Crown
Red Flower of Functionality Fire No White Throne White Crown White Knight White Squire

Weightless Armor

The plane also has several ALL/ALL items which are completely weightless (handy for any class, but especially for Monks):

Item Slot Stats
Belt of Inconsistency Waist AC: 15 STR: +1 DEX: +1 WIS: +1 INT: +1 AGI: +1 HP: +70 MANA: +70 SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
Buckler of Doom Secondary AC: 10 STR: +15 HP: +45 MANA: +40
Cloak of Confusion 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
Globe of Darkness Ranged STA: +7 SV DISEASE: +15
Idiot Savant's Cap Head AC: 21 STR: +8 DEX: +8 WIS: -5 INT: -5

Everyone Except Int Casters

The Blam Stick

The plane's only notable dropped item, the Blam Stick, can be wielded by any class except Intelligence casters. This Primary 1HB has a respectable 30/40 ratio, and a proc of a harmless fireball animation.

Int Casters Only

Bracelet of the Twisted Mind

Perhaps to make up for the Blam Stick, the game's designers also added one Intelligence-caster only item to the plane, a powerful bracelet: Bracelet of the Twisted Mind (AC: 10 STA: +5 INT: +5 HP: +35 MANA: +35)

Bard

In addition to the flowers and weightless armor Bards get a unique item, the (weight-less) Mask of Melodies (AC: 14 CHA: +15 HP: +50). They do not get an armor set.

Cleric

In addition to the flowers and weightless armor Clerics get an entire unique armor set: Crazy Cleric Armor.

They also get the Shimmering Wristguard (along with Paladins).

Druid

In addition to the flowers and weightless armor Druids get an entire unique armor set: Twisted Nature Armor.

Druid's also get the Green Wristguard (along with Rangers).

Enchanter

In addition to the flowers and weightless armor Enchanters get an entire unique armor set: Mischievous Dazzler Armor.

Magician

In addition to the flowers and weightless armor Magicians get an entire unique armor set: Sly Summoners Armor.

Monk

In addition to the flowers and weightless armor Monks get an entire unique armor set: Monkey Hide Armor. They also get the Mushroom Bracelet.

Necromancer

In addition to the flowers and weightless armor Necromancer get an entire unique armor set: Maleficent Armor.

Paladin

In addition to the flowers, weightless armor, and Blam Stick Paladins also get the Shimmering Wristguard (along with Clerics).

In addition (somewhat inexplicably?), they also have the choice of a second bracer: the (Paladin-only) Silver Wristguards.

Ranger

In addition to the flowers, weightless armor, and Blam Stick Rangers get the Green Wristguard (along with Druids).

Rogue

In addition to the flowers and weightless armor, Rogues can use the Very Rusty Dagger. However they do not get their own armor set.

Shadow Knight

In addition to the flowers and weightless armor, Shadow Knights can use the Very Rusty Dagger, and they also get the Onyx Wristbands. However they do not get their own armor set.

Shaman

In addition to the flowers and weightless armor Shaman get an entire unique armor set: Shamanistic Shenannigan Armor.

Shamanistic Shenannigan Armor (Full Set)

Template:ItemStats

In general this armor is roughly on par with other Velious armor sets, but one item in particular stands out: the Shamanistic Shenannigan Boots.

Shamanistic Shenannigan Boots

Template:ItemStats These boots (in addition to their other stats) have a whopping 45 AC! That's the most of any Shaman feet item, and 5 more AC than the next highest, the Maclaer`s Boots of Silence (a drop from Vulak`Aerr!) As a result they are highly desired by many Shaman.

Wizard

In addition to the flowers and weightless armor Wizards get an entire armor set: Wily Warlock Armor.