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Crushbone
Zones

The world, by continent.

A curated directory of the zones Crushbone serves. Level ranges are the intended camping tier — the zone remains accessible at any level. Art is intentionally sparse for now; commissioned originals are being drawn in.


Antonica

8 zones

The founding continent. Qeynos and Freeport bookend a landmass of plains, passes, and the zones that taught the server how to read LFG.

ClassicLvl 1 – 10

North Qeynos

Starting city. Guards, banks, a boat ride to everywhere.

ClassicLvl 5 – 18

East Commonlands

The tunnel. Old-world trade, questionable PC behavior, history.

ClassicLvl 20 – 35

Kithicor Forest

Safe by day. Not by night. The undead shift is a rite of passage.

ClassicLvl 15 – 30

South Karana

Centaurs, griffons, aviak village. The sound of EQ.

ClassicLvl 18 – 40

Highkeep

Group dungeon with the sewer side and the keep side. Classic loot.

ClassicLvl 18 – 32

Najena

Dark-elf enchantress's keep. Charm pulls, efreeti camps, a tight maze.

ClassicLvl 30 – 50

Solusek B (Nagafen's Lair)

Red dragon at the bottom. Fire-giant farms at the top.

ClassicLvl 6 – 15

Blackburrow

Gnolls. A hundred of them. Still the best starter dungeon.

Faydwer

8 zones

Elves, dwarves, gnomes. A continent of treetop cities and granite halls, with the dungeon that put Crushbone on the map a short walk from the boat.

ClassicLvl 1 – 15

Greater Faydark

Kelethin overhead. Crushbone a jog away. The canonical early-game forest.

ClassicLvl 8 – 25

Crushbone

Orc keep with named-mob farm loops. The server takes its name from this dungeon.

ClassicLvl 20 – 35

Unrest

The haunted estate. Full dungeon with its own economy of camps.

ClassicLvl 1 – 15

Butcherblock Mountains

Boat dock to Ocean of Tears. Dwarves, aviaks, undead mines.

ClassicLvl 30 – 50

Mistmoore Castle

Vampire keep. Everyone needs to go back for a piece of something at some point.

ClassicLvl 1 – 15

Steamfont Mountains

Minotaur canyon, clockwork menagerie, and the gnome city below.

ClassicLvl 1 – 10

Kaladim

Dwarven capital. Banks, trainers, and one of the best backdrops in the game.

ClassicLvl 8 – 25

Lesser Faydark

Bixies and brownies. A quieter cousin to Greater Fay.

Odus

6 zones

The smallest continent with the strangest mix. Erudin glass and Paineel obsidian, then a whole second landmass of catmen and tigers most people miss.

ClassicLvl 1 – 15

Toxxulia Forest

Erudite starter forest. Kobolds, lizards, a path to Kerra Island.

ClassicLvl 35 – 55

The Hole

Paineel's ruin. Tight camps, a teleporter at the bottom, very Crushbone.

ClassicLvl 10 – 35

Stonebrunt Mountains

Half a dozen camps, a hermit, and the approach to the Warrens.

ClassicLvl 10 – 30

The Warrens

Kobold dungeon below Stonebrunt. Patient XP for the right group.

ClassicLvl 25 – 65

Paineel

Heretic city. Cleric and necromancer trainers, a hub to the Hole.

ClassicLvl 1 – 10

Erudin

Sparkling white-stone city-state. Wizard-school start zone.

Kunark

8 zones

The second continent. Iksar city-states, jungle, and the dungeons that drew the line between old-EQ grinding and mid-EQ planning.

KunarkLvl 1 – 15

Field of Bone

Iksar starting field. Burynais, starving iksars, and the first glimpse of the continent.

KunarkLvl 15 – 35

Lake of Ill Omen

Wide open, orc-camp driven. Start of the mid-game proper.

KunarkLvl 35 – 55

Karnor's Castle

Entryway sarnak, inner camps, an XP rate that's still legendary.

KunarkLvl 45 – 60

Old Sebilis

The temple. Disco, frogs, trak-teeth quest faction — peak Kunark group content.

KunarkLvl 45 – 60

Chardok

Sarnak royal palace. Five-group camps and a raid target at the end.

KunarkLvl 60+

Veeshan's Peak

End-game raid zone. Four dragons behind a 6-key flag quest.

KunarkLvl 20 – 45

The Overthere

Plains with giant forts and the drolvargs. Every group needs buffs here.

KunarkLvl 35 – 55

Dreadlands

Wyvern, dragons, and the approach to Karnor's and Skyfire.

Velious

8 zones

Ice and dragons. Three factions, a continent of carved granite and tundra, and the raid tier that most people will tell you is EQ at its best.

VeliousLvl 30 – 55

Great Divide

Coldain camps, Ulthork shore, the first taste of the continent.

VeliousLvl 40 – 60

Eastern Wastes

Icy plains with mammoth herds and the Dain's fortress.

VeliousLvl 45 – 65

Kael Drakkel

Giant city. A raid zone with group camps in the outer rooms.

VeliousLvl 50 – 65

Skyshrine

The Claws of Veeshan capital. Faction hell, loot heaven.

VeliousLvl 60+

Temple of Veeshan

The flagship raid zone of the era. Dozens of dragons, a thousand AEs.

VeliousLvl 40 – 60

Velketor's Labyrinth

Spiders, golems, and a wizard at the end. Dense group content.

VeliousLvl 60+

Sleeper's Tomb

Four warders guarding a dragon that was never meant to wake.

VeliousLvl 55 – 65

Plane of Mischief

Fae-ring event. Loot every caster wants, behind a puzzle.

Luclin

8 zones

The moon. The Nexus spokes to everywhere, the Bazaar becomes the economy, and AAs arrive. Old models stay on by default on Crushbone.

LuclinLvl Any

Shadow Haven

Hub city. Bank, trainers, a way into the bazaar and Nexus.

LuclinLvl Any

The Nexus

Translocator hub. Portals to Antonica, Faydwer, Odus, Velious.

LuclinLvl 10 – 30

Paludal Caverns

Shroomy mushroom caves. The level-teens XP machine of the moon.

LuclinLvl 30 – 45

Dawnshroud Peaks

Open peaks, recondite camps. Quiet zone, steady XP.

LuclinLvl 45 – 60

Maiden's Eye

Shissar-patrolled plateau. A zone with a mood.

LuclinLvl 55 – 65

Ssraeshza Temple

Shissar temple. Group and raid content on top of each other.

LuclinLvl 55 – 65

Akheva Ruins

Ancient ruins, shadow constructs, vampire-matriarch raid at the bottom.

LuclinLvl 60+

Vex Thal

Key-flagged raid zone. Aten Ha Ra, Diaku, Thall Xundraux. A long night.

The Planes

11 zones

Where the world stops. Plane of Knowledge is the server's living room. Flagging through Elements to Time is the last arc Crushbone will ever ship.

PoPLvl Any

Plane of Knowledge

The hub. Books to every city, trainers for every class, an economy that never sleeps.

PoPLvl Any

Plane of Tranquility

Zone-stone city. Portals to every other plane. The world's living courtyard.

PoPLvl 45 – 60

Plane of Justice

Crime-and-punishment dungeon. A flag on the way to Time.

PoPLvl 45 – 60

Plane of Innovation

Clockwork factory floor. Steady group content with raid bosses.

PoPLvl 55 – 65

Plane of Valor

Warrior's plane. Open arenas, giant camps, a quality mid-tier raid zone.

PoPLvl 60 – 65

Plane of Storms

Storm giants and rain. Flag gate to Air and Fire.

PoPLvl 60 – 65

Plane of Fire

Elemental plane. Fennin Ro at the end — a flag to Time.

PoPLvl 60 – 65

Plane of Water

Elemental plane. Coirnav behind the Reef — a flag to Time.

PoPLvl 60 – 65

Plane of Earth

Elemental plane. Rathe Council event. The council is the challenge.

PoPLvl 60 – 65

Plane of Air

Elemental plane. Xegony. Cliff and tower layout nobody forgets.

PoPLvl 65

Plane of Time

Five phases. The capstone. The last raid the era ever ships.


Missing a zone you expected? The list is curated by design — the canon-but-rarely-played corners are still in the world, just not featured here. Ask in Discord and we'll queue it for the next pass.

See the era progression