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THE LAST CAMP
ContinentAntonica
Level6 – 30 (named to 61 at the back)
BindNo
DB shortbeholder
Classic
Connections
  • Runnyeye
  • West Karana

The Gorge of King Xorbb is a small Classic Antonica dungeon set into the cliffs above Runnyeye (Beholder's Maze) in the western Karana foothills. It is named for its lord rather than its layout — King Xorbb, a beholder warlord exiled from Lower Guk, holds court here with goblin retainers and a handful of named lieutenants. The zone is short, dense, and built more like a back-of-dungeon than a full dungeon in its own right. Most parties enter here, push to the back, kill the lord and his entourage, and leave.

Camps

The gorge runs as a single layered cavern from the Runnyeye entrance to King Xorbb's throne at the back. Pull cohorts are organized into named clusters rather than discrete dungeon rooms.

  • Lower gorge (entrance corridor) — goblin lookouts, sentries, and veterans (L6–L10) plus a few muddites. The warm-up content for a low-mid group.
  • Mid-tier patrols — gorge minotaurs, evil eyes, and muddite elders (L14–L18). Magic-resistant, stun-prone; pulling singles is the standard play.
  • Lord camps — Lord Sviir, Lord Syrkl, and Lord Soptyvr hold the middle and upper sections (L20–L30). Each is an Enchanter-class beholder with a small entourage. Lord Soptyvr in particular is on a much longer respawn than the other lords (see table below).
  • Throne room — King Xorbb (L25) at the back wall, attended by chasm minotaurs and high-level evil eyes. Pulling him without a plan means taking three or four mobs at once.
  • Side names — Brahhm (L14 minotaur), Spinflint (L12 treant), Yymp the Infernal (L16 imp), and Diggs Duggun (L61, a rare deep-zone bouncer) round out the named roster.

Named NPCs

NPC Level Respawn Notes
King Xorbb 25 6m Throne-room boss. Magic resists, enchanter spells, gaze stun. Drops the Ring of Xorbb (100%) and the Slime Crystal Staff (50%).
Lord Soptyvr 30 7h Long-cycle named. Drops Lens of Lord Soptyvr (100%) and a Bunch of Optic Nerves (100%).
Lord Sviir (L20) 20 6m Lord camp. Drops Evil Eye Eyestalk (35%) plus gem cycle.
Lord Syrkl (L20) 20 6m Lord camp. Same gem cycle as Sviir.
Lord Sviir (L22)* 22 6m The Last Camp-specific bumped variant.
Lord Syrkl (L21)* 21 6m The Last Camp-specific bumped variant.
Brahhm 14 5m Minotaur named. Drops Brahhms Horn (75%) and Labyrinth Talisman (25%).
Spinflint 12 6m Treant named. Drops the Whirling gem cycle (Onyx through Quartz).
Yymp the Infernal 16 30m Imp named near the lower gorge. Drops Minotaur Ribcage plus a gem cycle.
Diggs Duggun 61 20m Deep-zone rare; well above the surrounding level band.

*Lord variants at L21/L22 are The Last Camp-specific level bumps and are noted but not collapsed; the canonical L20 lords remain on rotation.

Primary factions

Faction NPCs in zone
King Xorbb 14
KOS 5
Clan Runnyeye 2
Pickclaw Goblins 2

King Xorbb is the dominant zone faction. Standing with him gates the gorge: hostile by default to non-beholder PCs, no diplomacy path. Clan Runnyeye spills in from the connecting dungeon and tracks player standing in Runnyeye.

Loot highlights

  • King Xorbb — Ring of Xorbb (100%), Slime Crystal Staff (50%), Evil Eye Eyestalk (35%).
  • Lord Soptyvr — Lens of Lord Soptyvr (100%), A Bunch of Optic Nerves (100%) — quest reagents.
  • Lord Sviir / Lord Syrkl — Evil Eye Eyestalk (35%) plus the era gem cycle (Amber/Jade/Topaz/Pearl/Ivory/Silver Amulet/Mithril Earring/Jade Earring/Gold Ring).
  • Brahhm — Brahhms Horn (75%) and Labyrinth Talisman (25%) — both turn-in items.
  • Spinflint — full Whirling gem cycle (Onyx, Bloodstone, Carnelian, Crystal, Hematite, Jasper, Lapis Lazuli, Malachite, Quartz, Amber, Agate) at 8–9% each.
  • Yymp the Infernal — Minotaur Ribcage (100%) plus standard low-named gem cycle.

All drops verified against TAKP-canonical loottables in the 2026-05-23 audit pass. Phase 1 corrected several wrong-zone loot bleeds (e.g. a_muddite_elder L14 previously dropping Brahhm's table, an_evil_eye L18 previously dropping Lord Soptyvr's table) — those are now wired to the correct named.

Why bother

Gorge is one of the better short-trip dungeons on The Last Camp for a six-pack at level 18–25. The named at the back drops era-relevant gear and the run-in is short enough that a wipe does not cost an hour of recovery. Beholders are magic-resistant and stun-prone; a group with a Cleric and a magic-resistant caster (Wizard or Magician) clears the zone faster than a pure-physical party would. On The Last Camp, the any-race / any-class rule expands the comp options significantly — a Halfling Wizard, an Ogre Cleric, or an Iksar Enchanter all bring useful tools that were not available on live.

The lore weight is small but specific. King Xorbb's exile from Lower Guk is one of the early bits of beholder lore in EverQuest, and the gorge is the only place his story plays out. For a player chasing classic flavor, the zone is a satisfying back-pocket destination — short, themed, and self-contained. On TAKP-era, the zone has not been revamped or rebalanced, so the original encounter shapes still hold.

Using it well

There is no bind — bind in West Karana or the nearest Qeynos outpost before pulling. The entrance from Beholder's Maze is the one approach, and the path back is short, but a wipe in the back rooms means a long re-clear. Beholder gaze stuns affect even high-MR melee classes; pulling singles is the standard play. The goblin shamans cast slows and DoTs that bite harder than their level suggests — interrupt them or burn them down first. King Xorbb's entourage links — pulling him without a plan means taking three or four mobs at once. A Druid or Wizard escape is worth bringing if the group is light on emergency tools.

Related


Verified TAKP-canonical via crushbone-zone-audit on 2026-05-23. Bestiary entries at /wiki/bestiary/beholder.

Pivot

Era reference