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THE LAST CAMP

Level 65 is the experience cap on The Last Camp, but not the end of progression. Cap is where the game shifts from XP-grind to horizontal investment — Alternate Advancement, Epic 1.0, planar flags, raid gear, faction. The list below is the canonical post-cap roadmap. You won't finish it all; nobody does. The order matters — some items unlock others.

At a glance

Field Value
XP cap Level 65 (no further levels — AAs replace levels)
Epic 1.0 Class-specific quest, takes 1-3 weeks of focused play
AA pool ~250+ AAs available across general + class trees
Raid flag chain Plane of Justice → Plane of Storms → … → Plane of Time
Raid guild option Several active on Discord — see #recruitment

1. Get your epic 1.0

The Epic 1.0 is the class-defining weapon from the Velious era. Every cap character is expected to have one. The quests are long — multiple zones, group encounters, often a raid mob at the end — but they're the pre-PoP gear standard and remain BiS in many slots well into PoP loot.

Start at the Epic Index. Per-class guides: Bard · Beastlord · Cleric · Druid · Enchanter · Magician · Monk · Necromancer · Paladin · Ranger · Rogue · Shadow Knight · Shaman · Warrior · Wizard.

The Last Camp era-locks epic 1.0 only — no 1.5 or 2.0; those are post-PoP.

2. Start the AA grind

Alternate Advancement (AAs) are post-65 progression — passive stat boosts, active abilities, defensive procs, regen, run speed, mana pool, class-defining specials. The AA system uses your normal XP bar; toggle XP-to-AA in the Persona window (split 50/50 or 100% AA).

Priority order is class-specific. Read the AA System overview and AA Specs, then the per-class guides under Guides. Universal first-pass picks: Run 3 (passive speed), Combat Stability / Combat Agility (mitigation), Innate Stat Bumps for your primary attribute.

3. Flag for PoP raids

The Planes of Power raid chain has progression flags — you can't enter the deeper planes without the earlier flags. The canonical chain:

  1. Plane of Justice (PoJ) — entry plane, no flag required.
  2. Plane of Storms — flag from a quest in PoJ.
  3. Plane of Disease / Innovation / Nightmare — Tier-2 planes, flag from PoS.
  4. Plane of Valor / Torment / Drinal — Tier-3, flag from Tier-2.
  5. Plane of Earth A / B, Plane of Fire, Plane of Air, Plane of Water — Tier-4 elementals.
  6. Plane of Time — final fight, requires the elementals' flags.

The exact flag requirements live in the planar zone pages — see Planes of Power for the chain.

Flagging takes weeks. Some flags are individual quests, some require raid kills. Join a raid guild before you start; the chain is much faster with a roster.

4. Build / upgrade gear

Pre-PoP BiS targets are Velious / Luclin drops; PoP planar gear replaces most of them. Slot progression:

  • Primary weapon — Epic 1.0.
  • Secondary — class-dependent: hybrid 1H for tank/Paladin/SK, off-hand piercer for Rogue, magic-bound off-hand for casters.
  • Head / chest / legs — Velious group armor or Luclin drops, then planar quest armor.
  • Wrist / arms / hands — PoP focus-effect bracers.
  • Charm slot — quest charms; the per-class charm quests are short and worth doing day one of cap.
  • Augments (slots 2-3) — PoP introduces augment slots; build into your progression.

Use the Items database for specific drops.

5. Register on the raid roster

The Last Camp runs raids through guilds and through a server-wide Discord raid coordination channel. The path:

  1. Read Raid Basics.
  2. Join The Last Camp Discord.
  3. Watch #recruitment for an active raid guild that fits your timezone and class.
  4. Apply per their process — most guilds want a brief intro and a class/level/AA snapshot.
  5. Show up to your first raid, mic'd up in voice, mid-row in the formation, listening.

If you're not sure which guild fits, post in #general what you play and what hours you keep. People respond.

6. Faction grinds

Some faction grinds remain relevant at cap:

  • Coldain Hero faction — Velious dwarves; opens Coldain Ring War quest chain (group / raid, ring 8-10 endgame).
  • Sleeper's Tomb faction — relevant if any pre-Sleeper raid content opens.
  • Plane-specific factions — some PoP zones gate vendors and quests behind earned faction.
  • Off-canon-combo home-city faction — if you rolled an Iksar Druid or Dark Elf Paladin, your home city likely still hates you. Faction grinds via canonical quests resolve this; some take weeks.

See Faction Grinding for the systematic approach and Faction & Custom Combos for the off-canon-combo specifics.

7. Spell library completion

Some spells aren't bought from vendors — they drop from named mobs or come from research. Cap-level priority targets:

  • Class-defining research-tier spells — research is INT-caster only; see the per-class research guides: Enchanter · Magician · Necromancer · Wizard.
  • PoP-zone spell drops — every planar tier has class-spell drops in its loot table. Track which planes drop what.
  • Group-utility spells — buff sets, group regen, invis-to-undead, summon-corpse. These get used every session.

A complete spellbook isn't optional at raid tier — missing a key buff or DoT downgrades the whole group.

8. Tradeskill milestones (optional)

Not mandatory — invest if you want consumable self-sufficiency or bazaar income. Class-defining ones: Alchemy (Shaman), Poison Making (Rogue), Tinkering (Gnome). Universal: Smithing, Tailoring, Brewing/Baking, Jewelcraft. See Tradeskills and Tradeskill Strategy.

9. Join (or form) a raid guild

The highest-impact decision at cap. A raid guild gives you reliable raid windows, DKP/loot-council access, PoP flag coordination, a buff/port favor roster, and a Discord channel pitched at your level. Watch #recruitment for openings or post your class and play hours in #general. The Last Camp permits free guild creation — a new guild with 8-10 committed players can build into raid-viable in months.

The Last Camp any-race-class endgame note

Off-canon combos (Halfling Wizard, Iksar Druid, Dark Elf Paladin) hit harder on home-city faction grinds (extra month likely), race-restricted quest NPCs (a handful of canonical quests check race directly — the wiki notes these case-by-case), and cast/combat anim oddities (cosmetic only — see Faction & Custom Combos). Core systems — XP, AAs, raid flags, gear drops — work identically regardless of combination.

Common mistakes

  • Trying to solo your epic. Most epics have a raid step. Get a guild first, or coordinate a pickup raid before the final encounter.
  • Skipping AAs to chase planar gear. A capped character with 0 AAs is much weaker than a capped character with 50 AAs and slightly worse gear.
  • Flagging out of order. Every plane has a flag prereq from the prior tier; trying to skip ahead just bounces you out.
  • Joining a raid guild whose timezone doesn't match yours. Two missed raids and you're off the active roster.
  • Hoarding plat instead of spending it on consumables. Food, drink, summoned-pet reagents, and resist potions matter at PoP raid tier.

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