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 →
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.
Antonica
L1 – 50 (varies by zone)The founding continent. Human cities, the great Karana plains, the Rathe, and the dungeons that defined Classic EverQuest.
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.
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.
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.
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.
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.
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.
Felwithe
L1–10 newbie play (city guards L38–42)The High Elf marble city. Split into North (civic) and South (arcane) Felwithe.
Freeport
L1–15The chaotic neutral port city of eastern Antonica. Three zones — North, East, and West. Militia, thieves' guild, Academy.
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.
Greater Faydark
L1–15 (newbies), 10–20 (orc camps)The elven forest at the heart of Faydwer. Kelethin, Crushbone, Lesser Faydark, and the lifts.
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.
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.
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.
Kaladim
L1–10 (city)The Dwarven mountain city. Two tiers carved into Butcherblock.
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.
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.
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.
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.
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.
Oggok
L1–10 (city)The Ogre capital. Rallos Zek worship, pit architecture, hostile to outsiders.
Paineel
L1–10 (city)The evil-aligned Erudite heretic city. Necromancer and Shadow Knight cradle.
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 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 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 Sky
L50 – 70 raidVeeshan's air realm. The Classic seven-island raid zone with tiered island progression and the Sky Access flag chain.
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.
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.
Steamfont Mountains
L5 – 25The Gnome homeland outside Ak'Anon, with clockworks, minotaur camps, windmills, and the pass toward Greater Faydark.
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.
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.
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 Hole
L45 – 58The legendary deep dungeon beneath Paineel. Multi-tier descent through undead nobility, heretic generals, and dragon-tier endgame.
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.
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.
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.