Zones
Plane of Air
Xegony's elemental realm. Floating islands, wind currents, and the Queen of Air's throne — distinct from classic Plane of Sky.
- Plane of Tranquility (flag-gated)
Plane of Air is the realm of Xegony, the Queen of Air — one of the four elemental planes of PoP and the source of the era's wind-themed raid encounters. The zone is built as a series of floating islands suspended in an endless sky, connected by drifting wind currents and the occasional bridge of compressed cloud. Levitate is essential just to navigate. The art and lore are deliberately distinct from the classic Plane of Sky, the older Veeshan-era zone that shares a thematic ancestor — The Last Camp's wiki keeps them separate to avoid the recurring confusion. Plane of Air is PoP elemental tier, gated behind the deity-plane flag chain, and one of the four planes required for the path to Plane of Time.
Content
- Wind elementals — elemental patrols across the island chain, magic and physical mix.
- Air djinn — humanoid casters guarding the inner islands.
- Cyclone aspects — rare-spawn AE casters tied to wind-storm mechanics.
- Xegony's lieutenants — named mini-bosses, each gating an inner island.
- Stormriders — flying patrols that engage from off-island; range pulls required.
- Xegony, Queen of Air — plane boss, throne-hall fight, drops elemental access for the Time approach.
- Wind-aspected drops — caster utility itemization concentrated here.
Why bother
Plane of Air is one of the four elemental keys to Plane of Time. Without a Xegony kill, the Time approach stays sealed. The Queen's lieutenants drop the air-themed elemental components used in the Time flag turn-in, and Xegony herself drops elemental access tokens and air-aspected raid weapons. Several Wizard, Magician, and Enchanter spell research components funnel through Plane of Air; the wind theme fits the INT casters especially well, and the spell drops here itemize as a coherent set rather than scattered singletons.
The zone is also a movement-discipline test. The floating-island layout forces every raid force to learn how to manage Levitate uptime, fall hazards, and inter-island pulls — skills that pay off in later high-end content. A clean Xegony kill is one of the elemental-tier prestige markers in the era, and her throne-hall fight uses positioning mechanics that anticipate Plane of Time's mechanics. Guilds that master Plane of Air find Time more approachable.
Using it well
Enter from Plane of Tranquility via the PoA stone, after the elemental-access flag chain. Pre-buff Levitate on every raid member before zoning in; falling between islands is a recoverable but raid-time-killing setback, and a feared tank without Levitate is a dead tank. Bring magic and cold resist as priority stats; physical mitigation matters less because most encounter damage is spell-based.
Pull from the outer islands inward. The stormriders engage from off-island, so range pullers (Bards, Rangers, Necromancers) save raid time over melee runners. The Last Camp's open class system means a guild can run a class comp tuned to the wind theme — a Halfling or Iksar Druid leading pulls works as well as the canonical races, and the open system fills out the raid roster faster than canon servers can. Save Xegony for last; her throne-hall fight is the run's payoff and the access token is one-per-clear, so don't waste it on a tired raid force.