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THE LAST CAMP

Leveling a Magician on The Last Camp from 1 to 65.

The Magician is pet-DPS — your elemental pet tanks while you nuke and resummon as needed. From level 1 onward you have the strongest pet of any class. Add water/fire/earth/air pet variety for content flexibility (water pet for Sebilis cold-resist, fire pet for ice planes, earth pet for melee-resist mobs), Modulating Rod summons (free mana for the group), and summoned weapons/armor for newbies, and you become the most-recruited utility caster in the early game.

The class scales gently — your pet is your damage and your tank. Solo grinding is consistent but slow; group play is reliable but never explosive. From 50+ you spike — Plane of Fire pets, Modulation 2/3 group mana economy, and a respected raid DPS seat for elemental fights. Magicians are the steady-grinder class. Bring patience.

At a glance

Field Value
Solo strength Strong (pet-tank, ranged nuke, no real downtime)
Group demand High (pet DPS + Mod Rod mana economy + summoned gear)
Hardest tier 30-40 (pet falls behind named mobs, slow lull)
Easiest tier 50+ (Plane of Fire pets, Mod Rod 2 lands)
The Last Camp race options All 16 (per server doctrine — see race notes below)

Tier-by-tier

1-10 (Newbie)

  • Solo: Newbie yard. Summon first pet, send on greens, nuke.
  • Group: Light grouping at 8-10.
  • Common race-class start: Canonical Magician races (Human, Erudite, High Elf, Dark Elf, Gnome) start in racial city. The Last Camp-only combos like Halfling Magician start in Rivervale and grind in Misty Thicket; travel to Erudin/Felwithe for spells. Iksar Magician starts in Cabilis and works the Field of Bone circuit.
  • Bind at hometown.
  • Pet at 1 — summon and resummon constantly to skill up Conjuration.
  • Skill up Meditate from level 4 onward.

10-20

  • Solo: Oasis (outdoor pet work), Crushbone Keep, Sol A, Najena.
  • Group: Same zones; Magicians very welcome at this tier for Mod Rods alone.
  • Camps: Oasis crocs, Crushbone outer, Sol A entry.
  • Gear: Manaregen jewelry, INT focus cloth. Look for Manastone if accessible.
  • Pet upgrades every 4 levels — keep current.
  • Air pet at 8 has a stun proc — useful for caster mobs.

20-30

  • Solo: Najena (fire pet vs ice djinn), Sol A, Upper Guk, Kurn's Tower.
  • Group: Befallen, Sol A, Upper Guk, Kurn's Tower.
  • Camps: UGuk priest, Najena efreeti, Kurn's Tower top floor.
  • Gear: FBSS (for the pet's swing rate? No — for you, AC), Cloak of Flames if accessible.
  • Mod Rod summons start — every group wants you. Charge nothing; it's social currency.
  • Practice pet positioning and reclaim — you'll need it for tough pulls.

30-40

  • Solo: Sol B (water pet vs fire mobs), Lower Guk entry, Mistmoore.
  • Group: Sol B, Lower Guk, Mistmoore, Kaesora.
  • Camps: LGuk frenzied area, Sol B kobolds, Kaesora top floor.
  • Gear: Fungi tunic if accessible, mana 6-8 jewelry, INT focus.
  • This is the lull — pet HP falls behind named mobs and groups want a tank-puller more.
  • Lean on solo where pet variety matters: water pet in Sol B, fire pet in Najena.

40-50

  • Solo: Lower Guk deep, Karnor's Castle entry (water pet for ice nameds), Overthere.
  • Group: Lower Guk deep, Sol B interior, Karnor's Castle, Chardok.
  • Camps: LGuk Ghoul Lord, KC torchbearers, Chardok royals.
  • Gear: Fungi, Cloak of Flames, mana 8-10 jewelry. Begin Epic 1.0 prep.
  • Begin Magician Epic 1.0 (Orb of Mastery) — Plane of Sky and Plane of Hate pieces.

50-60

60-65 (PoP cap)

  • Solo: Plane of Fire outer named (Magician paradise — fire pet vs fire mobs is non-resist).
  • Group: Plane of Valor, Halls of Honor, Bastion of Thunder, Plane of Fire.
  • Raids: Plane of Time progression, all elemental planes, especially Plane of Fire (top DPS race).
  • Gear: PoP elemental Magician gear, Time silk, top-tier focus jewelry.
  • Burn AA on Improved Pet + Pet Discipline + Mental Clarity first.

The Last Camp any-race-class race notes

Canonical Magician races (Human, Erudite, High Elf, Dark Elf, Gnome) all have racial Magician guilds and starter spells. The Last Camp unlocks Magician for every race. Halfling Magician has the lowest starting INT but works fine — focus mana focus jewelry early. Iksar Magician starts in Cabilis, Cazic-faction, and faces faction friction with Erudin/Felwithe spell vendors — plan a faction grind in your 20s.

Ogre and Troll Magicians start in Oggok/Grobb — low INT means smaller mana pools, but the racial HP/AC pool keeps you alive when your pet dies and you get summoned in raid. Wood Elf Magician is rare but viable — start in Kelethin, grind in Greater Faydark. The pet doesn't care about your race — focus your race choice on race-specific quest faction or aesthetic preference.

Equipment goals per tier

Tier Weapon target Armor target Notes
1-10 Wooden hammer for skill Cloth, INT focus Bind at home, summon constantly
10-20 Manastone if accessible, low 1H INT cloth, mana 2-4 jewelry Mod Rod summons unlock
20-40 Quested INT 1H, mana 4-6 gear Fine cloth, FBSS, Cloak of Flames Pet variety matters per zone
40-60 Orb of Mastery (Epic), top INT focus 1H Fungi, Velious silk, mana 8-10 jewelry Epic by 55
60-65 PoP elemental focus, Time-tier 1H Elemental Magician gear, Time silk Improved Pet AA priority

Common mistakes

  • Forgetting to swap pet type per zone — water pet in Sol B, fire pet in PoFire, etc.
  • Letting your pet die to AOE — reclaim at low HP for partial mana refund.
  • Skipping Mod Rod summons in group — that's free social currency and friendship currency.
  • Casting in melee range — backstep, your pet tanks not you.
  • Forgetting summoned newbie gear — you can summon weapons/armor for under-25 alts.
  • Skipping Plane of Fire trips at 60+ — it's the Magician dream zone.

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