Guides
Guides
Gameplay deep-dives that cross classes and zones — leveling, AAs, pulling, raiding, faction grinding, and The Last Camp-specific edge cases.
Guides are the deep-dive content — topics that cross classes and zones. Reference material (single class, single zone, single quest) lives under Classes, Zones, and Quests. This category is for the strategies that connect those.
Navigate by player tier
- New player (level 1-30): Start with Leveling 1-20, then Grouping Etiquette, then your class's leveling page.
- Mid game (level 30-60): Leveling 35-50, Pulling, and Faction for Custom Combos if you rolled an off-canonical class.
- Endgame (level 60-65): Raid Basics, AA System, and your class's AA priorities page.
Leveling
Leveling on The Last Camp follows the canonical 1-65 path with PoP-era AAs after cap. The per-bracket guides recommend zones, class roles, and common camp setups.
- Leveling 1-20 — newbie zones, first dungeon.
- Leveling 20-35 — Karanas, Mistmoore, mid-Kunark.
- Leveling 35-50 — Velious + upper-Kunark dungeons.
- Leveling 50-60 — endgame XP zones.
- Leveling 60-65 — PoP entry, then AA.
AA progression (post-65)
After 65, vertical progression is the AA system. Each class has a dedicated page with the recommended first-30 AAs.
- AA System — how AAs work, where the XP comes from, the global priorities.
- AA per class: Bard · Beastlord · Berserker · Cleric · Druid · Enchanter · Magician · Monk · Necromancer · Paladin · Ranger · Rogue · Shadow Knight · Shaman · Warrior · Wizard
Strategy
- Beginning Game (1-30) — the first ten hours and how not to lose them.
- Mid Game (30-60) — when the dungeon clock starts mattering.
- Endgame (60-65 + AA) — PoP flagging, first raids, AA strategy.
Mechanics
- Pulling — bringing one mob to camp without bringing the room.
- Crowd Control — mez, root, snare, and the limits of each.
- Corpse Recovery — dragging, summoning, and the seven-day timer.
- Raid Basics — what a raid is and how to be useful at one.
- Faction Grinding — practical grinds for hostile cities.
- Tradeskill Strategy — which craft to start and when.
Etiquette
- Grouping Etiquette — pickup group norms and what gets you re-invited.
- Camp Disputes — the EQ tradition of "who has this camp" and how The Last Camp handles it.
Class pairings
- Class Pairings — duo and trio compositions that work on The Last Camp, including custom-combo synergies.
- PoK Hub Guide — using Plane of Knowledge as your operating base.
The Last Camp-specific guides
- Faction for Custom Combos — when any-race-class hits faction walls. Critical reading for Troll Paladins, Halfling Necromancers, and similar combinations.
- Mac Launcher Setup — The Last Camp's first-class Apple Silicon installer (referenced from getting-started but worth surfacing here too).
Why The Last Camp needs guides
Custom race-class combos break canonical leveling paths. A Dark Elf Cleric needs different zones at level 10 than a Halfling Cleric, even though both are Clerics. The guides try to address those edge cases — both as reference and as a forcing function for the community to write down what works.
Contributing a guide
Guides are the wiki's most active contribution surface. If you've worked out a leveling route, a faction grind, a duo composition, or an AA priority order that nobody has documented yet, write it up. The format is loose: lead with the goal, then the steps. Cross-link to relevant zones, classes, and items — the link rewriter handles the rest.
See Meta — Contributing for the full style guide.
Related sections
- Getting Started — new-player install and account path.
- Classes — per-class role and spell access.
- Zones — per-zone reference for camps and connections.
- Bestiary — every NPC by zone, drops + behavior.
- Items — gear reference for every level bracket.
- Meta — Contributing — adding to the wiki.