EQL Source/Dungeons/Plate 02 · Lair of the Splitpaw/Navigation map →Sourced & dated · updated daily

Dungeon Survey Plate 02 · Southern Plains of Karana

Splitpaw
Lair

One dungeon that carries a character from 25 to the low 40s

/who name
paw
Post-revamp
25–42five difficulty bands
ZEM
128170% — highest of the set
Respawn
22:00lowered 28 July
Succor
−122, 63
Adjacent
South Karanaonly exit

Floor plan

Where the walkable floor ends, computed from the zone’s own geometry in the game files, with the 15 named mobs whose positions are on record plotted on it. This zone has 2 levels and they overlap when flattened, so the control above isolates one at a time.

Height
Brother HayleBrother GruffVerishe Mal JudgeKurrpok SplitpawVerishe Mal ExecutionerA gaduladian widemouthTesch Val Deval`NmakA one eyed gnollRosch Val L'VlorA Lteth Val ScribeA Rosch Mal GnollTesch Val KadvemNisch Val Torash MashkA Nisch / Tesch Val Gu…The Ishva Mal250 unitsN

A line marks the edge of the floor — a wall or a drop. Doors, locks and one-way drops are not marked, and a gap is as likely to be a ledge as a doorway. 15 of these 15 positions land on the drawn floor, which is worth stating because the coordinates and the geometry come from different sources and both have to be right for that to happen. This drawing is derived from the game’s mesh and is not a copy of any published map.

01Revamp status

The only zone in this set to be worked on twice. Splitpaw got the largest of the pre-launch reworks on 14 July, then a second pass on launch day.

The 14 July notes describe enemies of levels 25–28 at the entrance, ramping through five difficulty bands, with standard enemies at levels 40–42 in the deepest areas. Named enemies in each band can somewhat exceed the level of the standard population around them. New rare spawns were added along with new and improved equipment drops, and rare-spawn and equipment drop rates were substantially increased — guaranteed rare spawns in the lowest areas, tapering gradually toward the deepest, with named still appearing very frequently even at the end.

Launch day, 28 July 2026. Splitpaw appeared again in the launch patch, in a list of dungeons that had placeholders removed and maximum respawn times lowered. The other zones in that pass were The Hole, Nagafen's Lair, Lower Guk, The Warrens and Castle Mistmoore. The note closes with "more dungeon treatments will take place over time," so this list will grow.

Practically: enter in the mid-20s and there is no need to leave until the low 40s.

One caveat. Opinion on the revamp splits by playstyle. Solo players report a dense zone with named up on most laps. Groups working it at level report trains and aggro problems that Upper and Lower Guk don't have. Read the danger section before the first pull.
Confidence note. The community wiki's Splitpaw page was last edited 2 June 2026 — six weeks before the revamp. Coordinates and geometry should hold, but levels and drop tables on that page are pre-revamp. Where the wiki says a mob is level 31 and the patch notes say the band is 40–42, believe the patch notes.

02The plate

Named-spawn stations plotted to scale from surveyed /loc data. Grid squares are 200 game units. The zone runs almost entirely along one axis — enter at the bottom and climb north, with the Ishva pocket branching east.

X 2000 −200−400 Y 14001200 1000800 600400 2000 BAND 1 · DOUBLE DOORS · 25–30 BAND 2 · MID HALLS & ISHVA · 30–39 BAND 3 · WATER CAVERN · 30–35 BAND 4 · JUDGES & EXECUTIONER · 34–39 BAND 5 · DEEP · 39–42 IN 234 567 8910 111213 151617 18 14 ISHVA GUARDS POND READING THE PLATE /loc returns Y, X, Z +Y = north (up) +X = west (left)
  1. INZone line−122, 63
  2. 2Double Doors gnollsL24
  3. 3Brother Hayle (prison)L24
  4. 4Brother GruffL16
  5. 5Nisch Mas GnollL29–31
  6. 6Lteth Val ScribeL30
  7. 7Tesch Val KadvemL39
  8. 8One eyed gnollL35
  9. 9Water cavernL19
  10. 10The Ishva Mal + guardsL40
  11. 11Gaduladian widemouthsL30–33
  12. 12Rosch Mal GnollL31
  13. 13Nisch Val Torash MashkL39
  14. 14Safe room1150, −180
  15. 15Verishe Mal JudgesL34–39
  16. 16Executioner · KurrpokL34
  17. 17Rosch Val L'VlorL39
  18. 18Tesch Val Deval`NmakL39

03Reading a gnoll

Splitpaw shares something with only one other zone in Norrath: the gnolls have a full class hierarchy, and their names announce what they will do to you before you pull them.

Prefix

Tesch

Warrior. Straightforward. Hits hard, no surprises.

Prefix

Lteth

Rogue. Will backstab anything that lets it get behind.

Prefix

Nisch

Cleric / shaman. Heals its friends. Kill first or interrupt — a Nisch in a pull turns a twenty-second fight into a two-minute one.

Prefix

Rosch

Caster. Mages, enchanters, necromancers. Pets and area damage.

Power rank runs Mas → Mal → Val, weakest to strongest. So a Tesch Mas Gnoll is an entry-band warrior and a Rosch Val Gnoll is a deep-band mage. The name is the con.

04The three camps

Camp 1 · low-to-mid 30s

Double Doors

Everything from the entrance up to the double doors, plus the rooms directly behind them. The lowest camp and the natural starting point.

Do not pull the roamer on the bridge. That one mob is the difference between a clean camp and a nasty train.

Camp 2 · mid 30s to low 40s

Judges & Executioner

Through the double doors, through the next room, across the bridge, around the U-shaped room, across a second bridge. Near-continuous pulls from the executioner room, the judges and the Vals on the side, plus three named in the area.

Nothing in this zone sees invisibility. Invis and walk straight here.

Camp 3 · 40 and up

The Ishva Area

Past the double doors to the first bridge, drop down, go right. A door on the left, in and up the ramp until a pond appears. Take the underwater passage.

Thirteen mobs inside plus another area within swimming distance. The highest camp in the dungeon.

There is a small safe room at 1150, −180, directly north of Nisch Val Torash Mashk. Stay out of the doorway and it is safe to medate there — the recovery point for the whole upper half of the zone.

Loot every scroll. Scroll drops here turn in for experience in South Qeynos, and the turn-ins stay worth doing into the high 40s. The wiki's author calls this the zone's main benefit, ahead of the gear. Volume 1 doesn't drop inside the zone, but volumes 2–4 do.

05Named roster

Levels are pre-revamp wiki values. Where a named sits in a band the patch notes put at 40–42, expect it higher than listed.

#NamedLoc (Y, X)LvlNotes
18Tesch Val Deval`Nmak1445, 9039Room holds 4 mobs; PH and named both on a 20-minute timer. The deepest named.
17Rosch Val L'Vlor1304, −2139Casts an AE rain. If he's holding the tome he'll be wielding it.AE damage
13Nisch Val Torash Mashk1062, −16839Complete-heals below 25% — bring interrupts.complete heal
7Tesch Val Kadvem405, −1543950% spawn chance.
10The Ishva Mal719, −450 (area)40Spawns roughly every 36 hours on a 28-minute respawn; PH is an Ishva Lteth gnoll. Two named bodyguards at 664, −419 and 664, −453 (L38–39). Nearby gnolls will complete-heal the PH if you fight too close to the hallway.rare spawn
16Verishe Mal Executioner1171, 1133450% spawn.
15Verishe Mal Judge1138, 18834–39They surround the Executioner and path through him on the pull — kill them at their spawn points instead.
16Kurrpok Splitpaw1184, 11325Spawns in the executioner area and is executed quickly — be there if you want him.
8A one eyed gnoll602, −1235Alone in a cave. Doesn't always drop the eye.
6A Lteth Val Scribe374, −2630Back of a passage after dropping off the first rock bridge and heading east. 50% spawn.
3Brother Hayle382, 32924Human cleric held in the prison. No loot. 50% spawn.
4Brother Gruff357, 24616No loot. 50% spawn.
12A Rosch Mal Gnoll800, −9831Mage-class gnoll.
11A gaduladian widemouth900, 10030–33Seven of them in the water around this loc. Non-aggro but social — pull one and you may get the pond.
9A hiding gnoll718–800, 212–23619In the water cavern. Gives a negative faction hit.
A Nisch / Tesch Val Guard664, −419 · 664, −45338–39Personal bodyguards to the Ishva Mal.

06Loot table

Gnoll-language item names make this table harder to read than most. Slot and class list matter more than the name here.

ItemSlot / typeStatsClassesDropped by
Kicsh Der Pavznew1H Slash 10 / 38
Strong Poison proc
DEX 5WAR SHD BRD ROGTesch Val Deval`Nmak · L39
Thick Amber PotionnewExpendable · single chargeGreater Healing at level 45ALLTesch Val Deval`Nmak · also common trash
Gnoll Hide TomenewPrimary / SecondaryINT 10 · WIS 5 · HP 15
SV Poison 10
caster onlyRosch Val L'Vlor · L39
Devlas IlkvelnewSecondaryAC 12 · DEX 5
SV Poison 7
WAR CLR PAL RNG SHD DRU BRD SHMNisch Val Torash Mashk · L39
Tesch Val SinischnewPierce · ultra rareSHMNisch Val Torash Mashk · L39
A Split PawQuest itemALLNisch Val Torash Mashk · L39
Vacra Av SvimnewSecondary 8 / 31 · no dropAGI 6 · HP 5WAR BRD ROGTesch Val Kadvem · L39
Fine Steel Scimitar1H SlashmeleeTesch Val Kadvem · L39
Robe of the IshvanewChest · focusAC 8 · CHA 5 · MANA 50
SV Poison 14
Summoning Efficiency II
casterThe Ishva Mal · L40
Brain of the Ishva MalQuest itemALLThe Ishva Mal · L40
Scroll: Summon CorpseSpell scrollNECThe Ishva Mal · L40
Fine Steel Spear · Split Paw Tooth Necklace
Ringmail Boots · White Hellebore
VariousvariesNisch Val Guard · Tesch Val Guard · L38–39
Split Paw Hide GlovesHandsAC 4 · DEX 3 · WIS 2melee-leaningVerishe Mal Executioner · a one eyed gnoll
Split Paw Hide BeltWaistmelee-leaningVerishe Mal Judge · L34–39
Split Paw Hide MaskFacemelee-leaningKurrpok Splitpaw · L25
Ruby Pendant · Dagger of Dropping
Bronze Bastard Sword
Neck · Pierce · 2H SlashvariesKurrpok Splitpaw · L25
Fine steel weaponsVariousmeleeVerishe Mal Executioner · Verishe Mal Judge
Gnoll's EyeQuest · no dropALLA one eyed gnoll · L35
Journal of Greater EnchantmentQuest / lore itemALLA Lteth Val Scribe · L30
Giant Snake RattleQuest itemALLA gaduladian widemouth · L30–33
Scroll volumes 2–4Turn-in · South QeynosExperience, good into the high 40sALLTrash throughout the zone

07Dangers

Snare or root is not optional here. Gnolls flee, they have a lot of hit points, and they cover ground fast — a runner will pull in half a room, or come back with a healer. The wiki is explicit that snaring or rooting is required in this dungeon.
Almost nothing is solo. Starting at the entrance, nearly every gnoll is paired. You need to be able to take on two at once just to walk in the front door.
Walls don't block social aggro. Mobs know you're fighting their friends through solid rock. This bites hardest at the small room past the first bridge: the gnolls there are manageable, but around the corner and through a gate sit two tougher ones who come running. If you hear chains rattling, turn and run.
The prison cells are a trap. Step inside and the door shuts with the lever on the outside. The main prison hall does not do this — that door can be walked through freely.

Beyond that, Splitpaw is a fair zone. Trains here are mini-trains rather than Blackburrow-scale disasters, wandering mobs are rare and usually solitary enough to learn, and the rare spawns sit in their own pockets away from traffic.

08Getting there