Guides
Monk Leveling Guide (1-65)
The Monk path from newbie martial artist to FD-pulling raid puller.
Leveling a Monk on The Last Camp from 1 to 65.
The Monk is the dungeon-puller class. Feign Death at 35 turns you into the most-recruited body for any indoor xp camp at any level — Karnor's Castle, Old Sebilis, Plane of Hate, Lower Guk. You pull mobs back to camp, drop FD if a train forms, watch the room reset, and pull again. Add Mend (heal-yourself) and high natural avoidance, and you're also a respectable solo option from 1 onward.
Monks are gear-light by class design — H2H weapons (Iksar bone-fists, Wu's quested fists, Epic 1.0 Celestial Fists) replace 1H weapons, no shield, leather/silk armor only. That makes them cheap to level. The flip side is you're squishy in melee against caster mobs and any encounter that ignores AC. Avoid raid bosses with PBAOE damage. Embrace the puller role. Bring patience for the FD-fail levels (every Monk has that one corpse run from a missed FD).
At a glance
| Field | Value |
|---|---|
| Solo strength | Strong (Mend + Feign Death + high avoidance) |
| Group demand | Very high (FD pulling defines indoor camps) |
| Hardest tier | 1-15 (no Mend potency, weak fists, no FD) |
| Easiest tier | 35+ (FD lands, every group wants you) |
| The Last Camp race options | All 16 (per server doctrine — see race notes below) |
Tier-by-tier
1-10 (Newbie)
- Solo: Newbie yard. Punch greens. Cast Mend after every fight to skill up.
- Group: Light grouping at 8-10.
- Common race-class start: Canonical Monk races (Human, Iksar) start in Freeport or Cabilis. The Last Camp-only combos like Dark Elf Monk start in Neriak and grind in Nektulos Forest; Halfling Monk starts in Rivervale — plan a faction grind for high-tier Monk training in Freeport. Ogre/Troll Monks start in racial cities and have very limited Monk-specific vendor support; expect long travel for spells and gear.
- Bind at hometown.
- Buy starter H2H gloves or low-tier 1H weapons until you find decent fists.
- Skill up Mend, Dodge, Block from level 1.
10-20
- Solo: Crushbone Keep (orcs), Field of Bone (Iksar), Befallen.
- Group: Same zones; Monks already pull at this tier.
- Camps: Crushbone throne, Befallen tier-1, Field of Bone burynai.
- Gear: Wu's Trance Stick equivalent, Iksar bone-fists if you can find them. Silk/cloth armor.
- Practice pulling at low risk — single-pull, body-pull, then bring back to group.
- Mend skill caps lag your level — cast it constantly.
20-30
- Solo: Estate of Unrest outdoor, Najena, Sol A entry.
- Group: Befallen, Najena, Sol A, Upper Guk.
- Camps: Najena efreeti, Sol A entry, UGuk priest.
- Gear: Wu's Fighting Pole, Wu's Quivering Palm-tier fists. Hardened leather → silk.
- Disciplines unlock at 20 — learn the rotation (Voiddance, Whirlwind, etc.).
- Practice Safe Fall — it's a Monk-only utility.
30-40
- Solo: Lake of Ill Omen (sarnak camps), South Karana (treants).
- Group: Sol B, Lower Guk entry, Mistmoore, Upper Guk.
- Camps: LGuk frenzied area (FBSS), Sol B kobolds, Mistmoore basement.
- Gear: FBSS, Iksar Berserker Club, Cloak of Flames if you can afford it.
- Feign Death at 35. This is the entire class transformation. Practice in safe zones first.
- Once you have FD, every dungeon group wants you.
40-50
- Solo: Lake of Ill Omen, Burning Woods (FD-safe pulls), Overthere.
- Group: Lower Guk deep, Sol B interior, Karnor's Castle, Kedge Keep.
- Camps: LGuk Ghoul Lord pull, Sol B efreeti pull, KC torchbearer pull.
- Gear: Fungi tunic, Whirlwind discipline weapon, first Epic 1.0 prep.
- Begin Monk Epic 1.0 (Celestial Fists) — Plane of Sky and Plane of Fear pieces.
50-60
- Solo: Pull-and-camp Plane of Hate corners (very risky), Burning Woods.
- Group: Karnor's Castle (your pulls define the zone), Old Sebilis, City of Mist, Velketor's Labyrinth.
- Raids: Plane of Sky, Plane of Fear, Velious raid mobs as melee DPS / puller.
- Gear: Celestial Fists Epic 1.0 by 55+. Velious silk. Best-in-slot rings, neck.
- KC and Seb pulls are your role — FD pull alongside the SK if there is one.
60-65 (PoP cap)
- Solo: Plane of Storms outdoor pulls (with caution).
- Group: Plane of Valor, Halls of Honor, Bastion of Thunder.
- Raids: Plane of Time progression, elemental planes (especially Plane of Fire — top puller seat).
- Gear: PoP elemental Monk gear, Time silk.
- Burn AA on Combat Stability + Dextrous Dodging + Ashenhand first.
The Last Camp any-race-class race notes
Canonical Monk races are Human (Freeport) and Iksar (Cabilis). Both have full racial Monk training and starter gear. The Last Camp-only Monks face significant friction. Halfling Monk starts in Rivervale — no Monk trainer historically; you'll travel to Freeport. Dark Elf Monk starts in Neriak — same problem, travel for spell upgrades. Wood Elf Monk starts in Kelethin; travel to Freeport or Cabilis as needed.
Ogre and Troll Monks start in Oggok and Grobb but have no historical Monk trainer infrastructure — long travel for spells. Big-race Monks lose AC bonuses from racial size; small-race (Halfling, Wood Elf) get tighter hitboxes that help avoid PBAOE. Iksar Monks remain the canonical optimal pick — natural AC, regen, racial Monk culture in Cabilis. Human Monks are the second-best canonical pick.
Equipment goals per tier
| Tier | Weapon target | Armor target | Notes |
|---|---|---|---|
| 1-10 | Wu's Trance Stick, basic H2H | Cloth | Bind at home, skill up Mend |
| 10-20 | Iksar bone-fists, Wu's Fighting Pole | Silk + low leather | Crushbone belt |
| 20-40 | Iksar Berserker Club, Wu's Quivering Palm | Hardened leather → silk | FBSS, Cloak of Flames |
| 40-60 | Celestial Fists (Epic), Whirlwind weapon | Fungi, Velious silk | Epic by 55 |
| 60-65 | PoP elemental fists, Time-tier H2H | Elemental Monk gear, Time silk | AAs > gear past 62 |
Common mistakes
- Skipping Mend skill-ups — it lags brutally if you ignore it.
- Practicing FD on a real dungeon pull — practice in safe zones first.
- Pulling without checking your camp's resist gear — FD-resist mobs exist (mostly raid).
- Wearing plate or chain — you can't, but newbies sometimes try. Silk/leather only.
- Skipping Safe Fall practice — it's a Monk-only utility for travel.
- Tanking in groups past 30 — Monk avoidance is great, AC is not. Let the Warrior tank.