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THE LAST CAMP
KelethinFaydwer
Canonical classesWar, Rng, Dru, Brd, Rog, Bst
Common deitiesTunare, Karana
Starting stat biasDEX / AGI / WIS bias; STR / STA are light.

Wood Elf starts in Kelethin and comes out of Greater Faydark with a clear identity. Their primary deity tradition is Tunare, Karana. Canon ties them hardest to Ranger, Druid, Bard, Rogue, Warrior, and Beastlord. 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 Wood Elf 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 Cleric, Paladin, Shadow Knight, Monk, Shaman, Necromancer, Wizard, Magician, Enchanter, and Berserker.

Faction still bites. Wood Elf characters start in good standing with Kelethin, Felwithe, Kaladim, and Tunare-aligned wilderness factions. They start hostile or functionally unwelcome around Neriak, Grobb, Oggok, Cabilis, and most evil guilds. 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 Wood Elf reaches PoK across Greater Faydark and into the Faydwer route toward PoK. Druids port; everyone else asks or uses PoK like a raider

Leveling path

  1. 1-8: Greater Faydark — bats, wasps, wolves, and orc pawns under the lifts.
  2. 8-15: Crushbone Keep — orc belts and early grouping.
  3. 15-22: Estate Of Unrest — Dagnor undead rooms.
  4. 22-25: Mistmoore Castle — castle camps when the group can hold pulls.

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 Ranger AA, Druid AA, Bard AA, Rogue AA.

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