Not in the game yet. This zone is out of era and hasn't opened in EverQuest Legends. This page is a preview so you can plan ahead. Details are drawn from classic EQ and will be confirmed when it goes live.
A high-level fortress dungeon in Kunark's Dreadlands, patrolled by undead warriors, drolvargs, and spectral guardians, holding some of the best non-raid group loot in its level range. Groups pull singles from the moat and courtyard before pushing into the 'hand' and basement. Infamous for deadly trains.
How to Get to Karnor's Castle
In the Dreadlands on Kunark, reached via the portal in the Oasis (level 35+). Adjacent higher zone: Sebilis.
EnemiesDrolvargs (dog-like beastmen), undead/skeletal warriors, and spectral 'Sathir' constructs and guardians.
Notable NPCs
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Venril Sathir
raid boss
The eternal Iksar lich-lord at the far western end, a brutal end-of-zone fight with a devastating lifetap.
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Lord Rak'Ashiir
boss
A powerful named encounter deeper in the castle.
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A Drolvarg Captain
named mob
An entrance-area drolvarg named.
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Sentry of Sathir
named mob
A courtyard construct named.
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Caller of Sathir
named mob
A courtyard caster construct.
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Skeletal Berserker
named mob
An undead named in the castle proper.
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Skeletal Captain
named mob
An undead officer named.
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A Drolvarg Warlord
rare named
A deep-castle drolvarg named.
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Construct of Sathir
rare named
A powerful construct deep in the castle.
Dangers
Trains are the signature hazard; the castle is notorious for chained pulls overwhelming groups; the hand room and basement require a full, coordinated group.
Tips
Pull singles from the moat/courtyard before committing inward, and keep a clear escape route. Don't push into the hand or basement without a complete group.
Zone data is early and community-sourced, so confirm details in-game.