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THE LAST CAMP
Canonical classesWar, Cle, Pal, Rng, SK, Dru, Mnk, Brd, Rog, Nec, Wiz, Mag, Enc
Common deitiesAgnostic, Karana, Marr twins, Rodcet Nife, Innoruuk, Bertoxxulous, Rallos Zek
Starting stat biasFlat baseline; no STR / STA / WIS shortcut, no fatal hole.

Human starts in Qeynos or Freeport and comes out of Qeynos Hills or Commonlands with a clear identity. Their primary deity tradition is Agnostic, Karana, Marr twins, Rodcet Nife, Innoruuk, Bertoxxulous, Rallos Zek. Canon ties them hardest to nearly every old-world class except the later beast tribes by default. On The Last Camp, the race keeps that flavor while the class wall comes down.

On The Last Camp

The Last Camp runs the any-race-class doctrine. A Human can roll the full table: War, Cle, Pal, Rng, SK, Dru, Mnk, Brd, Rog, Shm, Nec, Wiz, Mag, Enc, Bst, Ber. The old lockouts mattered on Live; here they are character flavor, not a character creation prison. For this race, the newly rollable set is Shaman, Beastlord, and Berserker under old canon.

Faction still bites. Human characters start in good standing with their chosen guild and city; Qeynos is clean, Freeport is political. They start hostile or functionally unwelcome around opposing deity guilds, evil cities for good humans, and good cities for dark humans. Any-race-class does not launder your face; an enemy race at the wrong gate is still an enemy race.

Plane of Knowledge access changes the long game. At level 1, a Human reaches PoK from Qeynos or Freeport to the nearest PoK stone route. PoK makes humans pure citizens of the hub with Origin for flavor

Leveling path

  1. 1-8: Qeynos Hills — western gnolls, bats, and rabid animals.
  2. 1-8: West Commonlands — Freeport wolves, bears, and orc camps.
  3. 8-15: Blackburrow — gnoll teeth for Qeynos starts.
  4. 15-25: Oasis Of Marr — the Freeport desert XP spine.

AAs after 65

The level cap is 65. After that, advancement moves into Alternate Advancement: class-defining passives, defensive buttons, pet power, crit lines, and travel tools. Pick AAs by job, not vanity; a race choice gives flavor, but AA spend makes the finished character. Start with Warrior AA, Monk AA, Bard AA, Wizard AA.

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