Zones
178 zones, Classic through Planes of Power.
Hand-curated coverage of every zone the server runs. Filter by era or search by name. About this section →
Acrylia Caverns
L35 – 50Luclin's acrylia mining tunnels. Goblin-run mines pressing in on grimling slave labor.
Ak'Anon
L1–65+ (newbie 1–10; trainers 40–60; named to 65)The Gnomish clockwork city inside Steamfont Mountain. Newbie zone for Gnomes; tinkering, merchants, and the Royal Court of King Akanon.
Akheva Ruins
L55 – 65Luclin's high-tier shadow-ruin dungeon. Akhevan caster halls bridging Umbral Plains to Vex Thal-tier content.
Antonica
L1 – 50 (varies by zone)The founding continent. Human cities, the great Karana plains, the Rathe, and the dungeons that defined Classic EverQuest.
Bastion of Thunder
L60 – 65 raidAgnarr the Storm Lord's fortress realm. Storm giants, thunder elementals, and the tier-2 PoP raid flag.
Befallen
L4–25 (newbie L4-10 upper floors; group L11-22 mid; named to L25)The classic undead dungeon south of West Commonlands. Five descending floors of skeletons, zombies, necromancer trainers, and a halfling shadowknight boss.
Blackburrow
L8–20The classic first dungeon. Gnoll-infested pit between Qeynos Hills and Everfrost Peaks.
Burning Woods
L40 – 55The blackened central Kunark forest, dragon-burned and Iksar-patrolled, sitting between the Dreadlands and the Frontier Mountains as the long-haul connector for the western half of the continent.
Butcherblock Mountains
L1 – 54The stony Faydwer pass between Kaladim, the Ocean of Tears docks, and the deeper Faydark, with goblin camps along the road and minotaur cliffs in the east.
Cabilis
L1–10 (city)The Iksar capital. Split into East and West Cabilis, carved into Kunark's southern cliffs.
Chardok
L45 – 65The Sarnak fortress of Kunark. Charm-soloer's paradise and the Royals' camp.
City of Mist
L35 – 50The fog-drowned ruin of a Sarnak city in northern Kunark, patrolled by the spectral remains of its old garrison and the creeping faction politics that come with them.
Cobalt Scar
L50–60 (with raid-level dragon NPCs)Velious shore zone behind Siren's Grotto, anchor for the Coldain Shawl chain and Claws of Veeshan dragon questline.
Crushbone Keep
L1 – 19The orc-held fortress in Greater Faydark that gave the server its name. Level 1-19 outdoor-to-keep crawl, the first real fortress for most good-aligned Faydwer characters.
Crypt of Decay
L60 – 65 raidBertoxxulous's inner sanctum. The Plaguebringer's throne sits at the center of his rotting court, gated through Plane of Disease.
Crystal Caverns
L50–60Velious crystal-lit dungeon under Eastern Wastes, home of the Coldain prison and one of the era's best 50-60 group camps.
CS Home (GM Hub)
LAny (PvP events typically level-locked per announcement)The Last Camp's GM staging zone — closed to general players, used for staff testing and the future PvP event series.
Dagnor's Cauldron
L1–61 (trash L1-24, named L20-42, single L61 boss)The rocky Faydwer bowl with a central lake — the only land path to Estate of Unrest and the only entry to Kedge Keep.
Dalnir, Crypt of
L20 – 35A small Iksar mausoleum dungeon off Lake of Ill Omen, holding the undead court of an exiled noble line and a tight low-to-mid-level loot loop.
Dawnshroud Peaks
L35 – 55Luclin's high mountain outdoor zone. Yeti, sonic wolves, and the Nexus connection.
Dragon Necropolis
L60–65 (raid-tier)Velious tomb-zone of undead dragons, home to Zlandicar and a key checkpoint between Western Wastes and the dragon-side raid track.
Dreadlands
L30 – 55The wide central plain of Kunark, holding the Overthere outpost, the Karnor's Castle approach, the Kaesora entrance, and a dragon flight path overhead.
Droga, Temple of
L35 – 50A goblin-held temple complex carved into the Frontier Mountains, the upper sister dungeon to the Mines of Nurga and a clean mid-Kunark camp run.
Drunder, the Fortress of Zek
L62 – 65 raidRallos Zek's war-fortress. Trial-themed deity raid, Solusek Ro branch entry, the warrior god's seat in PoP.
East Commonlands
L1–17 (canonical wildlife and orcs)The tunnel. The trade zone. The place where Norrath's early economy lived and sometimes still does.
East Freeport
L1–15 newbie play (guilds, guards, and named to 61)The dock-and-guild quarter of Freeport — the Ocean of Tears ferry, the Seafarer's Roost, the tradeskill market, and the dark guilds of the necromancers, rogues, and bards.
East Karana
L5 – 60 (typical play 8 – 50)The plains east of Qeynos. Wide outdoor zone with named lions, Mucktail gnolls, and the road east toward High Keep and Highpass Hold.
Eastern Wastes
L45–60Velious's eastern glacier plain — wurm hills, Coldain patrols, dragon flybys, and the Crystal Caverns descent.
Echo Caverns
L40 – 55Luclin underground passage. Mid-level cave dwellers and a key transit corridor between Shadow Haven and the deeper Luclin interior.
Emerald Jungle
L40 – 55The dense southern jungle of Kunark, holding the City of Mist approach, the Trakanon's Teeth gate, and the long walk to the Veeshan's Peak entrance.
Erud's Crossing
L1 – 45The Odus boat-stop island halfway between Qeynos and Erudin — home to the Kerrans of Kerra Isle, sharks in the channel, and the only practical way to reach the Erudin and Paineel docks under sail.
Erudin
L1–14 (coastal wildlife); city staffed by L30–61 guardiansThe good-aligned Erudite city on Odus. White towers, libraries, magical research.
Estate of Unrest
L20 – 38The haunted Faydwer manor in Dagnor's Cauldron — ghosts, skeletons, and a basement full of magic-resistant trouble for the mid-twenties through high thirties.
Everfrost Peaks
L1 – 50The Barbarian outdoor homeland — frozen tundra and pine, the path to Halas, the gnoll road into Blackburrow, and the tower entrance to Permafrost Keep.
Faydwer
The elf-dwarf-gnome continent. Kelethin, Felwithe, Kaladim, Ak'Anon. And the Crushbone Keep that named the server.
Felwithe
L1–10 newbie play (city guards L38–42)The High Elf marble city. Split into North (civic) and South (arcane) Felwithe.
Field of Bone
L1–15The plains outside Cabilis — skeletons, kobolds, and the Iksar newbie yard.
Firiona Vie
LSafe zone (vendors and quest-givers)The good-aligned Koada'Dal outpost on the Kunark frontier, sitting on the Dreadlands border as the trade hub, banker stop, and questline anchor for the continent's good-side push.
Freeport
L1–15The chaotic neutral port city of eastern Antonica. Three zones — North, East, and West. Militia, thieves' guild, Academy.
Frontier Mountains
L35–55Northern Kunark mountain pass — Chardok gateway, mountain goblin patrols, and the road to Droga and Nurga.
Fungus Grove
L40 – 58Luclin's underground mushroom forest. Sporeling tribes, fungal elementals, and the Spore King boss.
Gorge of King Xorbb
L6 – 30 (named to 61 at the back)The beholder warlord's gorge above Beholder's Maze in the Karana hills — short, dense, and built around the named lord at the back wall.
Great Divide
L45–60The glacier corridor of Velious — Coldain patrols, frost giants, the Thurgadin gate, and the staging ground for the Ring War.
Greater Faydark
L1–15 (newbies), 10–20 (orc camps)The elven forest at the heart of Faydwer. Kelethin, Crushbone, Lesser Faydark, and the lifts.
Grieg's End
L60 – 65Luclin endgame dungeon. Elemental halls, demigod servants, and the Grieg Veneficus encounter.
Grimling Forest
L25 – 45Luclin outdoor zone south of Shar Vahl. Grimling village, forest patrols, and the surface route to Acrylia Caverns.
Grobb
L1–70, mostly city NPCs and guardsThe Troll capital in Innothule Swamp, home of Da Bashers, Dark Ones, and Grobb merchants.
Halas
L1–10 newbie city; guild trainers, guards, and named to 61The Barbarian capital in Everfrost. Longhouses, mead, and a bound tavern.
Halls of Honor
L60 – 65Mithaniel Marr's PoP temple. Paladin pilgrimage and the key to the progression chain at tier 3.
High Keep
L4 – 45 (lone L61 guildmaster)The McCabe family's fortress inside Highpass — Highpass guards and nobles above, a goblin incursion and a working jail below, and a guildmaster at the top.
Highpass Hold
L10 – 25The mountain pass between Kithicor and North Karana — bandit camps, gnoll patrols, and the entrance to the High Keep fortress.
Hollowshade Moor
L10 – 30Outdoor Luclin zone south of Shar Vahl. Three-faction war between sonic wolves, grimlings, and owlbears on a rotating cycle.
Howling Stones
L45 – 58The keyed Iksar dungeon under the Frontier Mountains, four sealed wings of Charasis variants and named bosses, sitting as the standard high-forties alternative to Karnor's Castle.
Iceclad Ocean
L40–55Velious's frozen sea — the dock arrival from Erud's Crossing, pirate camps, and the boat hop to the continent.
Innothule Swamp
L1 – 50The Troll homeland swamp — Grobb in the north, Feerrott in the south, Upper Guk to the east, and a foggy bog in the middle hostile to most surface-dwellers.
Jaggedpine Forest
L25-45 (outdoor mobs), 50+ (deep forest named)Druid-aligned Antonican forest west of Surefall Glade. Tunarean nature reserve, mid-tier outdoor zone.
Kael Drakkel
L50 – 65 (raid content)The frost giant fortress of Velious. Home to King Tormax, Vindicator Drugsar, and the giants of the Ring War.
Kaesora
L30 – 45The ruined Iksar library city in the Dreadlands, haunted by undead scholars and ruled at the bottom by the lich Xalgoz, with a small caster-loot focus and a tight footprint.
Kaladim
L1–10 (city)The Dwarven mountain city. Two tiers carved into Butcherblock.
Karnor's Castle
L45 – 58The Iksar fortress on Kunark. The classic 45-55 XP dungeon and the home of Venril Sathir's undead.
Katta Castellum
L45 – 60Luclin's free-city fortress, opposing faction to Sanctus Seru. Mid-tier content with a politically active citizenry.
Kedge Keep
L35 – 55The fully-flooded undersea dungeon beneath Dagnor's Cauldron, holding the kedge merfolk court and the Phinigel Autropos raid at the bottom.
Kelethin
L1 – 15The Wood Elf treetop city in Greater Faydark, home to Tunare-aligned guilds, lifts, bankers, and the most famous fall in Classic EverQuest.
Kerra Isle
L15 – 35The Norrathside Kerran outpost. Lore ancestor of the Vah Shir, set in the Ocean of Tears.
Kithicor Forest
L10–25 (day), 50+ (night)Antonica's haunted forest. Peaceful by day, undead legion by night.
Kunark
The Iksar continent. Once an empire, now a diminished people surviving in Cabilis.
Kurn's Tower
L7 – 21A multi-floor Iksar tower east of Field of Bone, the second newbie-plus push for Cabilis characters and a clean introductory dungeon for any new Kunark arrival.
Lake of Ill Omen
L15 – 35The wide outdoor lake zone north of Cabilis, holding the Sarnak war camps along the eastern shore, the orc presence on the west, and the entrance to Crypt of Dalnir on the cliffs.
Lake Rathe
L25 – 45The massive lake east of the Rathe Mountains — aviak-held central island, hippogriff fliers, lake creatures below, and giant patrols on the shore.
Lavastorm Mountains
L15 – 35 (outdoor); the dungeons run higherThe volcanic Antonica pass between Nektulos Forest and the Solusek Ro caves — fire giants and lava crawlers above, with Najena, Sol A, and Sol B opening off the slopes.
Lesser Faydark
L10 – 30The southern Faydwer wood between Greater Faydark and Mistmoore — fey, brownies, treants, and the long road to Mistmoore Castle.
Lost Temple of Cazic-Thule
L25 – 60 (newbie wing L1-10, mid wing L20-40, Tae'Ew tier L50-60)The lizardman temple in the Feerrott. Classic-era dungeon and Cazic-Thule's Norrath seat, home to the Tae'Ew clergy and a Rubicite armor camp.
Lower Guk
L35 – 50The premier Classic-era dungeon. Frogloks living and dead, 35-50 XP, Fungi Staff drops, legendary camp culture.
Luclin
The moon. Vah Shir, Shissar, Shar Vahl. The Luclin-era continent.
Marus Seru
L30 – 55Luclin lava-plain outdoor zone. Demigod servants, mid-tier patrols, and the road to Sanctus Seru.
Mines of Nurga
L35 – 50The lower goblin mining complex in the Frontier Mountains cliffs, paired with Temple of Droga above as the harder half of the goblin holding loop.
Mistmoore Castle
L25 – 45The vampire lord's gothic castle in Lesser Faydark. Multi-level dungeon, the canonical Classic mid-game undead zone.
Misty Thicket
L1 – 15The Halfling outdoor zone south of Rivervale. Newbie yard, bandit camps, and the gateway to Runnyeye.
Mons Letalis
L30 – 50The Vah Shir savannah outskirts. Savage wildlife, elite patrols, and the long overland connection to the Twilight Sea ferry.
Nagafen's Lair (Sol B)
L30 – 50Lord Nagafen's fire dragon lair. Classic-era dungeon and raid target. The fire counterpart to Permafrost's Lady Vox.
Najena
L14 – 32A small wizard's tower set into the side of Lavastorm. Djinn, clockworks, and undead apprentices defend the apprentice-and-mistress at the bottom.
Nektulos Forest
L1 – 18The dusk-lit woods east of the Commonlands, gateway to Neriak and the dark elf homeland. Wolves, undead, and Innoruuk-aligned patrols under a sky that never brightens.
Neriak
L1–15 (home for Dark Elves); hostile territory for outsidersThe three-tiered Dark Elf underground capital. Foreign Quarter, Commons, Third Gate.
Netherbian Lair
L35 – 50The early Luclin underground bug hive. Netherbian swarms, deep-tunnel patrols, and the nest queen at the back chamber.
Nexus
LSafe zone (no combat)The Luclin-Norrath portal hub. Translocator to the moon and every major Luclin zone.
North Freeport
L1–15 newbie play (guild trainers, guards, and named to 61)The militia, temple, and guild quarter of Freeport — the Hall of Truth paladins, the Temple of Marr clerics, the bard college, and the Coalition tradesfolk that keep the city fed.
North Karana
L10–25The great plains north of Qeynos. Centaurs, treants, and the windmills.
North Ro
L5 – 30The northern Ro desert south of Commonlands. Scarecrows, sand giants, and the corridor between the Freeport plains and South Ro.
Oasis of Marr
L15–25The crocodile-patrolled desert oasis between South Ro and Rathe Mountains. 15-25 outdoor grinding.
Oasis of Marr
L14–22 (mainstream), 28+ (spectres)Crocodiles, a spectre island, and the outdoor XP staple of level 14-22.
Ocean of Tears
L10 – 50The great sea between Antonica and Faydwer. Boat zone, Sister Island hub, and open-water hunting from Freeport to Butcherblock.
Odus
The scholar island. Erudin (good) and Paineel (evil). Toxxulia Forest, The Hole, Stonebrunt Mountains.
Oggok
L1–10 (city)The Ogre capital. Rallos Zek worship, pit architecture, hostile to outsiders.
Old Sebilis
L45 – 65The ruined ancient Iksar capital. The Kunark-era XP endgame and the pillar of EverQuest raid lore.
Paineel
L1–10 (city)The evil-aligned Erudite heretic city. Necromancer and Shadow Knight cradle.
Paludal Caverns
L12–28The Luclin underground. The best 15-25 XP zone on Norrath.
Permafrost Keep
L30 – 55 (raid-tier at the bottom)Lady Vox's ice fortress buried in the far north of Antonica. The cold half of the classic dragon-pair raid track and one of the original two dragons in the game.
Plane of Air
L62 – 65 raidXegony's elemental realm. Floating islands, wind currents, and the Queen of Air's throne — distinct from classic Plane of Sky.
Plane of Disease
L55 – 65Bertoxxulous's outer plague-realm. Disease-heavy patrols, the entry to the Crypt of Decay, and the start of the rot lord's flag chain.
Plane of Earth
L62 – 65 raidThe Rathe Council's elemental realm. Two-zone stone domain, one of the four keys to Plane of Time, home to the seven-headed final fight.
Plane of Fear
L48 – 70 (raid)Cazic-Thule's nightmare realm. One of the three Classic tri-plane raid zones, a defining endgame target for The Last Camp raid forces.
Plane of Fire
L62 – 65 raidFennin Ro's elemental plane. Fire giants, phoenixes, the PoP DPS showcase. High ZEM.
Plane of Growth
L55 – 65 raidTunare's living forest. A Velious-era raid zone, sacred Druid ground, and a destination for end-game nature-aligned content.
Plane of Hate
L49 – 70 raidInnoruuk's plane of black rage. One of the three Classic tri-plane raid zones, a defining Classic EverQuest raid experience.
Plane of Innovation
L55 – 65Brell Serilis's clockwork laboratory. Gnome cosmology weaponized — gears, steam, and the Plane of Disease portal.
Plane of Justice
L50 – 62The Tribunal's prison-realm. The unflagged PoP entry point, where every progression chain begins.
Plane of Knowledge
LAll (hub)The hub zone. Every starting city books here. Neutral ground for every race and faction.
Plane of Mischief
L50 – 65Bristlebane's trickster realm. Karana-tied chaos plane with randomized loot, prank mechanics, and a hidden-flag entry.
Plane of Nightmares
L55 – 65Terris-Thule's dream-realm. Fear-casting patrols, rare-spawn dream eaters, and the third leg of the introductory raid tier.
Plane of Sky
L50 – 70 raidVeeshan's air realm. The Classic seven-island raid zone with tiered island progression and the Sky Access flag chain.
Plane of Storms
L62 – 65 raidKarana's open weather-plane. Lightning hazards, stormcaller patrols, and a tier-3 raid flag.
Plane of Tactics (Drunder)
L60-65 (raid)Rallos Zek's high-end raid plane — three-tier Drunder progression culminating in the Tactician fight. The Last Camp's primary Zek-aligned PoP raid content.
Plane of Time
L65 raidThe endgame of Planes of Power and of The Last Camp's era. Seven-phase raid culminating in Quarm, the dragon-god of time.
Plane of Torment
L62 – 65 raidSaryrn's punishment-realm. High-tier PoP raid zone, gated behind earlier planes, defined by stacking pain mechanics.
Plane of Tranquility
LSafe zone; access to level 55+ planes from hereThe peaceful outer plane. The launchpad for PoP progression.
Plane of Valor
L60 – 65The warrior plane of PoP. Open outdoor zone with abundant named and plate drops. The first real PoP progression stop.
Plane of Water
L62 – 65 raidCoirnav's elemental realm. Underwater raid zone with tritons, leviathans, and one of the four keys to Plane of Time.
Planes of Power
The outer realms — 22 planes, the endgame progression, the Plane of Time capstone.
Qeynos
L1–15 (guard aggro for hostile races)The good-aligned capital of Antonica. Split into North and South Qeynos. Bank, trainers, and the Temple of Life.
Qeynos Aqueducts
L8 – 25The sewer dungeon beneath Qeynos. Rats, snakes, and the Bloodsaber cult operating in the city's shadow.
Qeynos Catacombs
L1 – 25The catacombs beneath North and South Qeynos. A two-sided newbie-to-mid dungeon with rats, beetles, faction patrols, and the city's quieter quest threads.
Qeynos Hills
L1 – 12Rolling hills east of Qeynos. The canonical newbie yard for Qeynos starters and the road to Blackburrow.
Rathe Mountains
L25 – 45The rugged outdoor zone east of the Feerrott. Hill giants, mountain giants, and the route to Lake Rathe.
Rivervale
L1–10 (city)The Halfling hobbit-hole capital. Bristlebane worship and quiet trade.
Runnyeye
L10 – 25The goblin fortress dungeon south of Misty Thicket. Multi-floor goblin content for groups in the 10-25 range.
Sanctus Seru
L45 – 60Lord Seru's imperial-law city. Paladin-tier guard culture and the named raid encounter at the deep court.
Scarlet Desert
L50 – 60Luclin's red-sand expanse. Akheva-precursor remnants, sand creatures, and the dracolich at the deep edge.
Shadeweaver's Thicket
L15 – 30The Akhevan-precursor forest connecting Hollowshade Moor to Paludal Caverns. Spider hives, plant elites, and the early Akheva story beats.
Shadow Haven
LSafe zoneThe neutral Luclin underground hub. Banks, trainers, merchants, and the gateway to Paludal Caverns and the Bazaar.
Shar Vahl
L1–10 (city)The Vah Shir moon-city. Classic Luclin starting city with a circular plaza layout.
Siren's Grotto
L55–65Velious underwater cave between Western Wastes and Cobalt Scar, gated by sirens, water elementals, and a queen-tier raid named.
Skyfire Mountains
L45 – 60The southern Kunark mountain zone, fire giant and drake territory, sitting as the practical staging ground for Veeshan's Peak access and the ferry route on toward Velious.
Skyshrine
L60+ if hostile (raid-tier); peaceful if AllyThe good-dragon city of Velious — Ring of Scale capital, Yelinak's court, and the gateway to Claws of Veeshan raid progression.
Sleeper's Tomb
L60–65 raidVelious dragon tomb. Kerafyrm raid and the server-wide "wake the sleeper" event.
Solusek Ro's Tower
L60 – 65 (raid-tier)The Burning Prince's planar tower, one of the seven mini-planes ringing the Plane of Tactics. Short raid ladder, sharp encounters, gates a PoP flag step.
Solusek's Eye (Sol A)
L20 – 35The upper Lavastorm dungeon. Fire drakes, kobold miners, and the goblin king's court — the canonical 20-35 dungeon grind.
South Karana
L15–35Centaurs, griffons, and the Aviak village. The sound of EverQuest.
South Ro
L15 – 30The southern Ro desert below Freeport, linking Oasis of Marr, North Ro, Innothule, and the Kerra Isle docks through camps, ruins, and open sand.
Splitpaw Lair
L15 – 35The gnoll underground stronghold beneath South Karana. Cousins of the Blackburrow gnolls run a multi-level cave system with named champions and a deeper boss tier.
Ssraeshza Temple
L55 – 65Luclin endgame raid dungeon. Shissar priests, snake-kin warriors, and the Emperor at the deep throne.
Steamfont Mountains
L5 – 25The Gnome homeland outside Ak'Anon, with clockworks, minotaur camps, windmills, and the pass toward Greater Faydark.
Stonebrunt Mountains
L25 – 45The outdoor mountain zone of Odus. Kerran outpost, yeti, mountain trails, and the gateway down to The Warrens.
Surefall Glade
LSafe zoneA small hidden glade tucked into the Qeynos Hills. Druid and Ranger guildhall, banker, merchant, and a circle of standing stones at the back of the grove.
Swamp of No Hope
L30 – 45Kunark's eastern swamp between Cabilis and the coast, ruled by hostile water, Sarnak pressure, undead patrols, and mid-level danger.
Temple of Marr
L62 – 65 (raid-tier)Mithaniel Marr's inner sanctum, the deeper half of the Halls of Honor plane track. Paladin endgame pilgrimage and a raid-tier PoP encounter at the top.
Temple of Solusek Ro
L30 – 45The Burning Prince's earthly temple in Lavastorm. A mid-Classic dungeon with a small named ladder, fire-aligned NPCs, and a quest path that pays off later in the planar tower.
Temple of Veeshan
L60 – 65 (raid-only)The dragon-mother's temple carved into the cliffs of Western Wastes. The defining endgame raid zone of Velious.
Tenebrous Mountains
L50 – 60The night-dark Luclin mountain corridor running between the Scarlet Desert and the Akheva Ruins, populated by shadow predators and caster elites in the high Luclin level band.
The Arena
LAnyA consensual PvP duel circle and parse range. No-loot, all levels welcome, soulbinder on hand, training dummies for build testing. The only PvP zone on The Last Camp.
The Bazaar
LAll levelsLuclin's player-economy hub, built around trader stalls, banking, vendor circles, and the server market instead of combat.
The Deep
L35 – 50A mid-Luclin underworld beneath Echo Caverns, known for stonemites, shadows, long tunnels, and the route toward Ssraeshza Temple.
The Erudin Palace
L30–61 (city staff & guardians)The inner palace of Erudin — seat of the High Council, the Deepwater Knights, and the Erudite magistrates and arcane guilds.
The Feerrott
L5 – 35 (named to 61)The Ogre jungle homeland with Oggok in the north, Innothule in the east, and the Lost Temple of Cazic-Thule looming over the southern road.
The Grey
L50 – 60Luclin's barren mid-tier moonscape. Sand giants, Tegi remnants, and remnants of the Brell-touched stone left to the dust.
The Hole
L45 – 58The legendary deep dungeon beneath Paineel. Multi-tier descent through undead nobility, heretic generals, and dragon-tier endgame.
The Maiden's Eye
L55 – 65Luclin endgame-adjacent outdoor zone. Sarnak-kin patrols and raid-tier named on the road to Vex Thal.
The Overthere
L25 – 45The wide central Kunark plain with the wizard's tower outpost, the practical eastern hub for vendors, banker, and travel between Firiona Vie, Lake of Ill Omen, and the Trakanon hunt grounds.
The Twilight Sea
L35 – 55Luclin's open ocean. Boat routes between Mons Letalis and Katta Castellum, sea-creature patrols, and pirate-style raider ships.
The Umbral Plains
L55 – 65The dark Luclin outdoor approach to Vex Thal. Sarnak elites, shadow patrols, and the run-up to Akheva Ruins.
The Wakening Land
L45–60The peaceful Velious plain leading to Skyshrine — wisps, fey beasts, the Sleeper's Tomb perimeter, and the unicorn camp.
The Warrens
L25 – 45The kobold warren under Stonebrunt Mountains. A Luclin-era newbie dungeon outside the Erudite city of Paineel, with multi-level kobold camps and named chiefs.
Thurgadin
L50–65 (city — non-combat at Ally)The Coldain dwarven city of Velious — Shawl turn-ins, Velious armor crafters, and the only non-dragon bind on the continent.
Timorous Deep
L15 – 40The Iksar starter outdoor zone on the Cabilis-side coast, with the aviak village, the southern Sarnak presence, and the boat hub on toward Faydwer's Butcherblock.
Tower of Frozen Shadow
L35 – 55A six-floor vertical dungeon in the cliffs of Iceclad Ocean. Velious-era undead, lich lords, and a vampire on the top.
Toxxulia Forest
L1 – 15The outdoor newbie zone on Odus, sitting between Erudin and Paineel as the practical low-level yard for any character starting on the continent and a connector to the Hole.
Trakanon's Teeth
L40 – 55The Old Sebilis-adjacent Kunark outdoor zone, with the submerged tunnel approach to the dungeon, the lake serpents, and the patrolling iksar ghosts under Trakanon's distant flyby.
Upper Guk
L10 – 25 (group sweet spot; full roster 3 – 35)The upper froglok dungeon under Innothule Swamp. Crocodiles at the entry pond, frogloks throughout, and the only path down to Lower Guk.
Veeshan's Peak
L60 – 65 raidThe keyed Kunark dragon raid zone behind the Ring of Veeshan flag, holding the seven major Kunark dragons and the era's endgame loot tables in a single sustained raid lockout.
Veksar
L55 – 65The submerged Iksar dungeon under Lake of Ill Omen, undead patrols and raid-tier named in the deeper chambers, gated to era-correct content for the Kunark high band.
Velious
The frozen continent. Coldain Dwarves vs. Kromrif giants. Dragons, Ring War, the Temple of Veeshan.
Velketor's Labyrinth
L50–60The wizard Velketor's maze fortress on Velious — spider tiers, ice elementals, illusionist puzzles, and one of the era's premier 50-60 dungeons.
Vex Thal
L60 – 65 raidThe Luclin-era endgame raid zone. Shissar city deep in the moon, culminating in Aten Ha Ra.
Warslik's Wood
L10 – 25The Cabilis-adjacent Kunark forest connecting Field of Bone to Lake of Ill Omen and Burning Woods, the practical second outdoor band for Iksar characters and the bridge to the wider continent.
West Commonlands
L1 – 37 (trash) / 45+ (camp residents)The western half of the Commonlands plain. Orc camps, the Befallen trap door, and the corridor between the Tunnel and North Ro.
West Freeport
L1–10 street hunting (Deathfist orcs & vermin); guild trainers, guards, and named to 61The commerce and arcane quarter of Freeport — the Academy of the Arcane Scientists, the Steel Warriors and Ashen Order guild halls, the Freeport Militia headquarters under Sir Lucan D'Lere, and the gate west to the Commonlands.
West Karana
L15 – 30The western Karana plain. Plains outskirts and the ancient windmill.
Western Wastes
L60–65 (raid-tier outdoor)The dragon-side glacier of Velious — Claws of Veeshan patrols, raid-tier named dragons, and the Temple of Veeshan gateway.
Zones of Norrath
162 playable zones from Classic through Planes of Power. Five continents plus the planes, browsable by era or by role.