Astral Plane
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Overview edit
All party members receive the
condition while in the Astral Plane.Access edit
The Astral Prism can be accessed during Act One, through the Planecaster in Crèche Y'llek's Inquisitor's Chamber, and during Act Three, from a portal in Wyrm's Lookout. The party must return one final time after facing off against the Netherbrain at the Morphic Pool.
Act One edit

During Crèche Y'llek, the party may choose to use the Planecaster to enter the Mysterious Artefact. Doing so brings the party to the Astral Plane, where they meet the Dream Guardian and learn that it is living there.
inJumping the first chasm earns 95XP at Level 6, for discovering this Small sized location.
Act Three edit
Help Your Protector edit

At the beginning of Act Three, camp is setup in Wyrm's Lookout. During the night, there is an attack by some githyanki. The party then has three turns to escape through the nearby portal to the Astral Plane.
In the Astral Plane, the party meet the Dream Guardian in its true form, a Mind Flayer called the Emperor. This starts . There is the option to join its fight against the monks. If the party side with it, it explains its history and the party can encounter Prince Orpheus. The Emperor gives the party an Astral-Touched Tadpole and an offers to help evolve into a mind flayer. Choosing to kill the Emperor instead results in a 'Game Over' screen.
A portal opens back to Wyrm's Lookout on the Material Plane. Through this the party can to the campsite in Wyrm's Lookout. Once leaving camp, the party can proceed to Rivington.
Confront the Elder Brain edit
At the end of Act Three, the party must set off to the Morphic Pool to start . In the end, regardless of what is done, the brain is too powerful to be defeated at this occasion, and the party members are knocked unconscious. The Emperor steps in to save them by bringing everyone inside the Astral Plane.
Here the party must make a final decision whether to side with the Emperor or free Orpheus. Afterwards a portal shows up, which has to be traveled through and leads to the High Hall.
Related locations edit
Related quests edit
Notable characters edit
Other characters edit
Ember Gish'ra edit
High Gish'ra edit
Zephyr Gish'ra edit
Loot edit
- Boots of Uninhibited Kushigo – worn by Prelate Lir'i'c at the beginning of Act Three
- Divine Bone Shard – 3x - one on the skull island at X: -160 Y: -1152 and two on the floating islands at X: -100 Y: -1183 and X: -69 Y: -1172
Gallery edit
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Concept art
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Concept art
Notes edit
- ”The Astral Plane was designed from the ground up, building upon descriptions that characterise it as an amorphous, otherworldly location, It would need to be a strange, void-like realm visually unlike anything else in the game - fantastical even next to other fantasy environments. Our final design settled on a backdrop of bright nebulae and the remains of a dead god as our visual centrepiece.” Quote from the Digital Artbook. Although the Shadowfell is designed similar.
- The Astral Plane plays a role as the "graveyard" of the Gods, with the "bodies" creating entire Astral Islands and landmasses. There is no confirmation as to which god this particular corpse is, or whether it is an already established god's corpse at all, but the Deities who have been confirmed to have once drifted within the Astral Plane as a "Dead God" are as follows: Amaunator, Bane, Bhaal, Enki, Gilgeam, Ibrandul, Kalzareinad, Karsus, Kiputytto, Leira, Moander, Myrkul, Leira, Ulutiu.
- It is unlikely that one of Bane, Bhaal, or Myrkul, is the corpse, as they all have returned as quasi-deities to Faerûn, and are no longer considered "dead." However, Myrkul appeared as a corpse in the Astral Plane in a similar vein in Neverwinter Nights 2: Mask of the Betrayer.
- Ulutiu is also unlikely, as they are in a state of stasis rather than considered a dead god.
- Karsus is a popular theory involving the corpse's identity due to his impact on the game as a whole.