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THE LAST CAMP

Leveling 60-65 is the Planes-of-Power endgame. The level cap on The Last Camp is 65. Once you reach it, the game shifts from levels to AA (Alternate Advancement) and raid progression.

This band is also where you choose how to spend your XP — every kill, you can split between leveling and AA on a slider. Most players run 50/50 from 60 to 62, then push to 65 before going full-AA.

At a glance

Field Value
Level cap 65
Entry zone Plane of Justice (required first)
XP zones Plane of Valor, Storms, Halls of Honor, Fire, Water, Tactics, Innovation, Bastion of Thunder
Final raid Plane of Time (Quarm)
AA toggle /xptarget aa <0-100> (set % of XP that goes to AA vs level)

Leveling path 60-65

Most 60-65 XP comes from:

Flagging

Access to Plane of Time requires completing the PoP flagging chain. Major flags:

  • Plane of Justice entry — Tribunal's realm. Kicks off PoP. Required for most other PoP zones.
  • Plane of Valor flag — beat Coirnav's warm-ups in the prerequisite zones.
  • Halls of Honor flag — beat Aerin'Dar.
  • Bastion of Thunder flag — beat Agnarr's first tier.
  • Plane of Fire, Water, Air, Earth flags — beat each element's guardian. These are the four "elemental" tier-3 flags.
  • Plane of Time flag — requires all tier-3 flags complete.

The flag chain is guild-scale. Solo players can pull out individual XP camps but won't see Plane of Time without raid help.

AA-vs-XP split decisions

The /xptarget aa <0-100> command sets what percent of XP goes to AA vs level. Common splits:

  • 60-62: 0% AA. Push to 62 first; AA is more efficient at higher levels.
  • 62-65: 50% AA. Half-and-half lets you hit 65 in a reasonable time and still bank 30-50 AA.
  • 65: 100% AA. Permanent. Every kill earns AA only.

Some players go 100% AA from 60 — slow but builds a kit faster. Others rush 65 then start AA. Both work; the right answer depends on your raid guild's expectations.

AA priorities by class

Every class has different first-AA priorities. The short version of the deep guide in AA System:

  • Tank classes — Combat Stability, Combat Agility, then class-specific (Warrior: Defensive Disc, Paladin: Lay on Hands buffs).
  • Cleric — Divine Resurrection, Healing Adept, Spell Casting Reinforcement.
  • Druid, Shaman — Spell Casting Reinforcement, Healing Gift, Mass Group Buff.
  • Wizard, Magician — Spell Casting Fury, Spell Casting Mastery, mana-pool AAs.
  • Necromancer — Spell Casting Fury, Spell Casting Subtlety (aggro reduction is huge).
  • Enchanter — Mass Group Buff (for Clarity), then Mez extension AAs.
  • Bard — Sionachie's Renewal, then class-specific song extension AAs.
  • Monk, Rogue — Combat Fury, Spell Casting Fury (procs scale with it), Pet Power for Beastlord.
  • Ranger, Beastlord — Pet Power, Bow Mastery (Ranger), Spell Casting Reinforcement.

Raid prep at 65

Once you hit 65, raid expectations rise sharply:

  • Resists — 200+ across the board for elemental planes.
  • AA total — 30+ for entry guilds; 100+ for progression raid invites.
  • Buffs stacked — show up with food, drink, summoned items, and a pre-buff group on your side.
  • Voice — most raids run on Discord voice. Mute, listen, follow calls.
  • Loot etiquette — DKP or random rules vary by guild. Read the doc.

The Quarm raid

Plane of Time culminates in Quarm, the dragon-god of time. This is the PoP capstone and on The Last Camp the server's highest-tier raid. Quarm is a guild-scale encounter; expect to be recruited or to recruit your own force.

The Quarm fight runs through phases (PoT trash → Phase 1 trash mobs → Phase 2 sub-bosses → Phase 3 the Avatars → Phase 4 Quarm himself). The whole raid takes 2-3 hours when it goes well; double that with wipes.

Common mistakes

  • Skipping Plane of Justice. It's the gating zone for everything else. No skipping.
  • Going 100% AA at 60. You'll feel like you're not progressing. Push to 62-63 first.
  • Showing up to a flagging raid without the prerequisite flag. You won't zone in. Read the chain.
  • Ignoring AA Spell Casting Subtlety on a Necro/Enchanter/Wizard. Aggro will get you killed in raids more than damage will.
  • Buying PoP-tier gear from vendors. Almost everything you need drops in the planes. Save plat for tradeskill consumables.
  • Camping during a flag mission. Camp checks fail the mission for the whole raid.
  • Not stacking resists for elemental planes. Plane of Fire wipes underprepared groups.

After 65

Vertical progression continues through AA — every class has dozens of abilities to invest into. The post-65 game is AA + raid progression + Epic 1.0 completion (if not done) + tradeskill mastery + faction grinds.

The server has no level cap raise on the roadmap; PoP era is the cap, period. The Last Camp's endgame is the depth of AA and the breadth of the raid scene, not new levels.

See AA System for the full AA explanation.

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