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THE LAST CAMP

The canonical XP camps of The Last Camp, band by band. All zones are Classic-through-PoP; The Last Camp's ZEM (Zone Experience Modifier) values may shift these rankings live — see ZEM Table for current multipliers.

This guide is class-agnostic. For class-specific solo loops and group-seat preferences, see the per-class leveling guides linked from Classes. For pulling and crowd-control etiquette in dungeons, see Pulling and Grouping Etiquette.

1-10 — Newbie yard

Stay in your starting city's outer grounds. Every race has one; they all work. Notable highlights:

Bind at the racial city. Do the racial newbie quests for a no-drop starter weapon. Buy fine steel + banded as you can afford them.

10-15 — First dungeon crawl

  • Blackburrow — gnolls, easy single-pull dungeon, every race can travel.
  • Crushbone Keep — orc patrols, banded armor drops, the server's namesake zone.
  • Befallen tier-1 — undead, first real dungeon.
  • Najena — djinn, tougher pulls, accept higher mob risk for higher XP.
  • Estate of Unrest — undead manor, pulls for Paladins/SKs.

15-25 — Paludal territory

  • Paludal Caverns — the defining 15-25 zone. Swarm density, high ZEM. Bards swarm-kite, groups chain-pull.
  • Estate of Unrest — undead, Slay-Undead bonus, great for Paladins.
  • Befallen tier-2 — book quest area, FBSS chain begins here.
  • Lake of Ill Omen — sarnak camps, outdoor bow/kite zone.

25-35 — Mid-game

  • Sol B — kobolds, fire giants, mid-tier dungeon.
  • Mistmoore Castle — undead + gothic flavor, deep crawl options.
  • Upper Guk — frogloks in ruined city, priest of Marr camp.
  • Oasis — outdoor crocodiles + spectres, kite-class paradise.
  • Najena — efreeti camp, charm and Mez heavy.
  • Splitpaw — gnoll arena, varied pulls.

35-45 — Deeper dungeons

  • Lower Guk — the darker guk, FBSS, Fungi tunic, classic Velious-tier prep zone.
  • Kurn's Tower — Iksar tight camps, top-floor end-boss for completion.
  • Sol B deeper — efreeti camp, Cazic-Thule contested at deeper levels.
  • Mistmoore Castle — basement crawls, Drape of the Loremasters target.
  • Cazic-Thule — exotic option, lizardman tribes.

45-55 — Prime dungeon grind

  • Karnor's Castle — the 45-55 standard. Sarnak/cultist camps, FD-pull territory.
  • Chardok — Royals camp, charm-duo paradise, top XP-per-hour for Enchanters.
  • Velketor's Labyrinth — Velious equivalent, Bard swarm-kite haven.
  • City of Mist — undead golems, Cleric/Paladin gold.
  • Sebilis — early-50s pulls in front rooms.

55-65 — Endgame prep

60-65 — PoP cap content

ZEM-modified hotspots

The Last Camp publishes a ZEM Table listing all 482 zone XP modifiers. Some zones are tuned to be more rewarding than canonical EQ values — check the table before committing to a long camp. The ZEM has direct effect on solo and group XP per kill; even a 1.5x ZEM zone outperforms a 1.0x ZEM zone of equal mob density.

What about Velious zones not listed?

Velious is fully open. Skyshrine (50-60 group), Kael Drakkel (Outer ring 50-60), Cobalt Scar (50-60 outdoor), Eastern Wastes (45-55 outdoor wurm/mammoth) all work. They didn't make the universal hotspot list because most groups consolidate around the Kunark dungeon path (Karnor's, Sebilis) for mid-50s before pivoting to PoP. Velious gear is excellent — turn-in armor, raid drops, and the Western/Eastern Wastes outdoor named circuits are valuable for melee classes.

What about Luclin zones?

Most Luclin zones are out-of-canonical-XP-flow on The Last Camp — the era cap reaches PoP, but Luclin sits chronologically before PoP. Notable exceptions: Stonebrunt Mountains for Beastlord 40-55 solo, Hollowshade Moor for newbie Vah Shir / Beastlord 1-25, The Grey and Akheva Ruins for late-50s grinding. Luclin gear is still relevant for mid-tier characters; many mid-50s players slot Luclin items as bridge gear before Velious turn-ins.

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