A map for this zone isn't available in the client yet. The camp progression and named list below cover the layout in the meantime.
A vast sunken city beneath Paineel on Odus, shattered into the earth and haunted by golems, ghosts, and elementals. In EverQuest Legends it is a premier level 40 to 50 endgame dungeon: the experience beats classic alternatives like Lower Guk or Solusek's Eye and can carry a group straight to the level 50 cap, while its named drop best-in-slot clickies and epic-quest components. It also doubles as an entry-tier raid, with Master Yael farmed across difficulty tiers by spinning up instances through the voidling outside the zone.
Zone in directly from Paineel; the old locked boulder and Rallia Hapera key are no longer required. Teleporters also link it to Neriak Third Gate and Erudin.
Where you drop in, a giant sword statue juts from the central pool. The standard safe spot: park casters and healers here while pullers bring Rock Golems and elemental constructs from the surrounding shores and tunnels.
Past the pool, the ruined streets of Old Paineel lead to the fortress gate. A premier grinding camp clearing the elemental defenders (wizards, warriors, and channelers) on the outer walls and courtyard. Watch for wanderers breaking your camp lines.
Linear construct-guard hallways branching off the city path. Steady single and double pulls with little crowd control needed.
A cramped subterranean cell block holding Slizik the Mighty. Pull carefully by line of sight so you do not wake several rooms at once.
A vertical tower deep in the city, packed with fallen Erudites, necromancers, and shadow knights instead of elementals. Lucrative but hazardous: the tight verticality chains social aggro, so bring an Enchanter or Bard for crowd control.
The final room at the bottom, behind a massive boulder door before the Plane of Underfoot portal. Staging ground for Nortlav the Scalekeeper and for spinning up the Master Yael raid across tiers via the voidling.
The Rock Golems hit exceptionally hard and can wipe an under-leveled group fast, so most parties skip them early. Levitate does not work here, and casting it causes lethal fall damage; past the first ledge you need a teleport or key to leave. The undead tower is the deadliest camp, cramped enough that one bad pull chains the whole room, and Master Yael's short-cooldown death touch punishes the under-geared.
Park casters and healers at the Sword Camp in the entrance pool and pull to them. Never cast levitate in the zone, and bring a way out (port or key) before dropping past the first ledge. Use line-of-sight pulling in the cramped Jail, and bring an Enchanter or Bard for crowd control before the Undead Tower. Treat the deep named as the toughest fights in the zone, for a strong trio.
Zone data is early and community-sourced, so confirm details in-game.
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