Guides
Wizard Leveling Guide (1-65)
The Wizard path from newbie nuker to quad-kiting raid burst-DPS.
Leveling a Wizard on The Last Camp from 1 to 65.
The Wizard is pure burst damage — the highest single-nuke ceiling in the game, and the longest sit-and-meditate downtime to pay for it. From level 30 onward you also become the server's primary fast-travel utility (Gate, Evac, full port menu to Velious, Kunark, and PoP zones). Until 30 you're a slow-leveling solo nuker grinding mana-out cycles in low-XP zones. After 30 you're the fastest XP-per-mob class via quad-kiting.
The Wizard lull from 1-30 is the worst in the game. Mana pool is small, nukes interrupt easily, and groups prefer Necromancers/Magicians for sustained DPS. From 30+ you spike — quad-kiting in outdoor zones, port utility for guild raids, and a non-trivial raid DPS seat from 50+. The Manaburn AA at 60 makes you the highest-burst class in raids by a wide margin. Persevere through the lull.
At a glance
| Field | Value |
|---|---|
| Solo strength | Moderate-strong (quad-kite from 30+, slow before) |
| Group demand | Medium (burst DPS + ports, less than Necro/Mage in sustain) |
| Hardest tier | 1-30 (slow XP, OOM constantly, no real role) |
| Easiest tier | 50+ (raid DPS seat + Manaburn AA at 60) |
| The Last Camp race options | All 16 (per server doctrine — see race notes below) |
Tier-by-tier
1-10 (Newbie)
- Solo: Newbie yard. Cast every nuke on greens to skill up Evocation.
- Group: Light grouping at 8-10.
- Common race-class start: Canonical Wizard races (Human, Erudite, High Elf, Dark Elf, Gnome) start in racial city. The Last Camp-only combos like Halfling Wizard start in Rivervale and grind in Misty Thicket; travel to Felwithe or Erudin for spells. Iksar Wizard starts in Cabilis — Cazic-faction, faction adjustment for good-faction spell vendors.
- Bind at hometown.
- Buy a starter 1H Blunt for melee skill-ups (you won't melee much, but skill caps lag).
- Skill up Meditate from level 4 onward.
10-20
- Solo: Blackburrow, Crushbone Keep, Sol A outer.
- Group: Same zones; Wizards are accepted at this tier even if not optimal.
- Camps: Blackburrow gnoll pull, Crushbone outer, Sol A entry.
- Gear: Manaregen jewelry, magic robes, intelligence gear. Look for Manastone if accessible.
- Practice the nuke-then-sit cycle. You'll be sitting a lot.
- Spell vendor visits every 4 levels — keep your nuke tier current.
20-30
- Solo: Sol A, Upper Guk, Najena — single-target nuke + sit cycle.
- Group: Befallen, Najena, Sol A, Upper Guk.
- Camps: UGuk priest, Najena efreeti, Sol A kobolds.
- Gear: Cloak of Flames if accessible, INT/mana gear, mana 4-6 jewelry.
- This is the lull. Single-target nuke, sit, repeat. XP rate is genuinely bad.
- Port spells start arriving — Gate at 14, group ports from 30. Use them.
30-40
- Solo: Sol B outer (single-target), Lower Guk entry, Quad-kiting outdoor zones — Oasis, North Karana, South Karana.
- Group: Sol B, Lower Guk, Mistmoore.
- Camps: Quad-kite circuits in Karana, Oasis, Lake of Ill Omen.
- Gear: FBSS, fine quality robes, mana 6-8 jewelry. Cloak of Flames.
- Quad-kiting at 30 — root, snare, run, AE nuke 4 mobs at once. Game-changer.
- Port utility income — charge 50-100pp per port; it adds up.
40-50
- Solo: Quad-kite Oasis, Overthere, Burning Woods.
- Group: Lower Guk deep, Sol B interior, Karnor's Castle, Chardok.
- Camps: OT quad-kite circuit, BW dragon eggs, KC entry.
- Gear: Fungi tunic, Staff of Forbidden Rites, mana 8-10 jewelry. Begin Epic 1.0 prep.
- Begin Wizard Epic 1.0 (Staff of the Four) — Plane of Hate, Plane of Sky, Plane of Fear pieces.
50-60
- Solo: Quad-kite Chardok royals, Overthere, Burning Woods.
- Group: Karnor's Castle, Chardok, Old Sebilis, Velketor's Labyrinth.
- Raids: Plane of Hate, Plane of Sky, Velious raid mobs as nuke DPS.
- Gear: Staff of the Four Epic 1.0 by 55+. Velious silk. Best mana focus jewelry.
- Quad-kiting in Chardok royals is the iconic Wizard 50s camp.
60-65 (PoP cap)
- Solo: Quad-kite Plane of Storms clouds. Solo named in Plane of Fire outer.
- Group: Plane of Valor, Halls of Honor, Bastion of Thunder.
- Raids: Plane of Time progression (Phase 4 burst especially), Plane of Fire, all elemental planes.
- Gear: PoP elemental Wizard gear, Time silk, top-tier mana focus.
- Burn AA on Mental Clarity + Quick Damage + Manaburn first. Manaburn is the highest-burst single nuke in the game.
The Last Camp any-race-class race notes
Canonical Wizard races (Human, Erudite, High Elf, Dark Elf, Gnome) all have racial Wizard guilds and starter spells. The Last Camp unlocks Wizard for every race. Halfling Wizard is rare — small INT pool but great agility for AOE-dodge in raids. Plan ports from Misty Thicket to spell vendor cities in your 20s.
Iksar Wizard starts in Cabilis and faces faction friction with most good-faction spell vendors — plan a +Felwithe or +Erudin grind. Iksar regen offsets the constant mana-OOM downtime. Ogre and Troll Wizards start in Oggok/Grobb — low-INT races with weak base mana pools, but their racial HP/AC means raid AOE-dodge is easier than for cloth-tier casters. Wood Elf Wizard is unusual but viable — start in Kelethin, grind in Greater Faydark.
Equipment goals per tier
| Tier | Weapon target | Armor target | Notes |
|---|---|---|---|
| 1-10 | Wooden hammer for melee skill | Cloth, INT focus | Bind at home, skill up Meditate |
| 10-20 | Manastone if accessible, low-tier 1H | INT cloth, mana 2-4 jewelry | Manaregen first |
| 20-40 | Quested INT 1H, mana 4-6 gear | Fine cloth, FBSS, Cloak of Flames | Quad-kite gear from 30 |
| 40-60 | Staff of Forbidden Rites, Staff of the Four (Epic) | Fungi, Velious silk, mana 8-10 jewelry | Epic by 55 |
| 60-65 | PoP elemental staff, Time-tier focus | Elemental Wizard gear, Time silk | Manaburn AA priority |
Common mistakes
- Trying to keep up with Necromancer/Magician XP rate pre-30 — you can't, and that's fine.
- Forgetting to charge for ports — it's free income at 30+.
- Quad-kiting indoor — Selo's-tier speed beats mob speed only outdoor.
- Skipping Mental Clarity AA — your sustained damage doubles with it.
- Casting in melee range — backstep before nuking, mob aggro is brutal on Wizards.
- Skipping Manaburn AA at 60 — it's the defining Wizard raid spell.