Where to go, what lives there, and who to talk to — 16 zones of Norrath, sorted by region and level range.
A rolling-hills newbie zone just outside the city of Qeynos and the main early leveling ground for Qeynos-aligned characters. Players grind low-level wildlife and undead, run guard and armor-hide quests, and use it as the staging area for the Blackburrow dungeon.
Zone guide →The dockside district of the port city of Freeport — a bustling starting hub of taverns, merchants, docks, and quest turn-ins, and the main embarkation point for boat travel. It also hides the tunnel access to Freeport's evil-aligned guilds.
Zone guide →A multi-floor gnoll-infested cave dungeon (home of the Sabertooth/Darkpaw clan) burrowed between Qeynos Hills and Everfrost. Groups push deeper for named gnolls and solid mid-level gear, and it doubles as the underground pass between the two overland zones.
Zone guide →A desert zone of dunes, ruins, and a central water oasis sitting between North and South Ro, mixing low- and mid-level content for soloers and small groups. Players hunt reptiles along the water, camp named giants and orcs, and contend with the notorious 'Orc Highway'.
Zone guide →A narrow mountain pass through the highlands with a small fortified settlement of buildings, bars, and tradeskill stations mid-zone. Gnolls hold the north end and tougher orcs hold the south, so players camp the concentrated spawns while it doubles as a key cross-continent travel corridor.
Zone guide →The underground warren of the Splitpaw gnoll clan — a maze of chambers, bridges, underwater passages, and prison cells. Players descend through tiered gnoll camps for steady XP and clan loot, working from the front Double Doors down toward the deep Ishva chamber. One of the quieter, less-contested grinding dungeons.
Zone guide →Runnyeye Citadel is a twisting four-level goblin stronghold packed with well-separated goblin camps and dangerous Evil Eyes. A solid mid-level group dungeon with a maze-like layout and good loot (including Blackened Iron gear); pulls get harder as you descend toward the Goblin King's throne room.
Zone guide →A dark magical dungeon built by and named for the wizard Najena — gloomy corridors, prison pits, and elemental chambers in the Lavastorm region. Players run it for XP and its famous caster loot (notably the Flowing Black Silk Sash), progressing through a four-key lockout to reach the final boss.
Zone guide →A maze-like lizardman temple dedicated to Cazic-Thule, the god of fear. Groups fight through tight corridors, golem chambers, and pyramids toward the Avatar of Fear, earning mid-level gear that bridges dungeon loot and early raid equipment.
Zone guide →A fire-themed mining dungeon of lava-filled caverns (classic 'Sol A'), where fire goblins and the gnomish Solusek Mining Company share an uneasy alliance. A comparatively linear layout makes it a reliable source of mid-level gear and tradeskill materials. It adjoins Nagafen's Lair (Sol B), where the red dragon resides.
Zone guide →The froglok-infested lower half of the Guk dungeon — the 'crown jewel of Antonica dungeons.' It splits into a Live Side (living frogloks under the Froglok King, more wandering danger) and a Dead Side (undead frogloks under the Ghoul Lord, the heavily-camped loot side), staying relevant into level 50 for AA farming and best-in-slot gear.
Zone guide →A low-level orc dungeon in Greater Faydark and the first real dungeon most Faydwer-based players enter (revamped July 2026). Players clear orc camps for XP and the classic belt turn-ins, working toward the Throne Room. Best for small-to-medium groups of 3-6.
Zone guide →A gothic vampire castle off Lesser Faydark — Faydwer's flagship mid-level dungeon, filled with dark elves, vampires, and gargoyles. Groups clear gargoyle rooms and vampire chambers for strong mid-level gear, but careless pulls wipe groups frequently.
Zone guide →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.
Zone guide →An overgrown, ancient Iksar city (Old Sebilis) deep in Kunark's jungle — an endgame group dungeon whose crypts and chambers are guarded by Froglok Kunzar armies. It offers some of the best non-raid gear in the game; groups camp the Crypt and King room for loot.
Zone guide →EQLForge's first raid zone — a dark plane dedicated to Innoruuk, god of hate. Two interconnected floors packed with apocalyptic minions test coordinated raid forces, dropping planar armor and Epic Weapon quest components.
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