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THE LAST CAMP

Leveling a Paladin on The Last Camp from 1 to 65.

The Paladin is the safety class. You tank slightly worse than a Warrior, heal slightly worse than a Cleric, and DPS slightly worse than a Knight peer — but you do all three at once, and the combination is almost impossible to kill. In the right zone (anywhere with undead), Paladins solo on par with hybrid casters via root-rot-Slay-Undead. In groups you tank, off-heal, stun-lock casters, and toss Lay on Hands when the Cleric drops mid-pull.

Paladins are slow to gear and slow to take off — your real spike comes at 49 with full undead-kit damage spells and Slay Undead AA later. Until then you're a moderately-effective tank with a stun. Pick zones with undead density: Befallen, Mistmoore, Lower Guk, City of Mist, Plane of Hate. The damage difference is night and day.

At a glance

Field Value
Solo strength Moderate (strong vs undead, weak vs everything else)
Group demand High (everyone wants a backup tank with stuns)
Hardest tier 30-40 (lull between low spells and high undead damage)
Easiest tier 49+ (Slay Undead lands, undead zones become trivial)
The Last Camp race options All 16 (per server doctrine — see race notes below)

Tier-by-tier

1-10 (Newbie)

  • Solo: Newbie yard greens, do the racial newbie quest for a starter weapon.
  • Group: Light grouping at 8-10 in your hometown dungeon.
  • Common race-class start: Canonical Paladin races (Human, Half Elf, High Elf, Dwarf, Erudite — all Marr/Tunare/Mithaniel-aligned) start in their racial city. The Last Camp-only combos like Iksar Paladin start in Cabilis but are faction-hostile to Marr-faith spell vendors — you'll grind +faction in Qeynos or Freeport in your 20s. Dark Elf Paladin starts in Neriak, Innoruuk-aligned, and stays evil-faction-only.
  • Bind at hometown.
  • Buy a 1H Slashing weapon and a shield.
  • Learn Lay on Hands at level 1 — it's a once-per-72-min full heal, save it for emergencies.
  • Skill up 1H Blunt in parallel — undead in your 20s respond best to blunt damage.

10-20

  • Solo: Crushbone Keep, Befallen tier-1 (undead!), Estate of Unrest outdoor.
  • Group: Same zones; Paladins are very welcome at this tier.
  • Camps: Befallen tier-1 cells, Crushbone throne, Unrest yard.
  • Gear: Holy weapon (Ivory Hilted Mace from Crushbone or starter quest reward). Banded armor full set.
  • Stun lands at 9 — interrupt every caster you can.
  • Yaulp at 9 for solo melee buff.

20-30

  • Solo: Befallen tier-2, Estate of Unrest basement skeletons (root + Holy weapon proc).
  • Group: Najena, Sol A, Upper Guk.
  • Camps: Befallen tier-2 book, Najena efreeti, Upper Guk priest.
  • Gear: Banded → fine plate. Quested 1H + shield. Look for stun and proc weapons.
  • Symbol of Transal at 14 makes you a buffer-tank hybrid; keep current.
  • Practice the tank-stun-tank rotation; you become very welcome in groups when you keep mobs from casting.

30-40

  • Solo: Mistmoore Castle skeletons (Slay Undead bonus is small but starts adding up). Outdoor undead in Kithicor Forest (dangerous).
  • Group: Lower Guk entry, Mistmoore, Sol B outer, Splitpaw.
  • Camps: LGuk frenzied area (FBSS), Mistmoore basement, Sol B kobolds.
  • Gear: Fine plate full, FBSS, first Velium pieces. Holy 1H upgrade (Sceptre of Destruction-tier).
  • Low-damage tier; lean on group play more than solo.

40-50

  • Solo: Mistmoore Castle deeper, Kaesora (undead Iksar — Slay Undead pays here at 49+).
  • Group: Lower Guk deep, Kaesora, Sol B interior, Karnor's Castle entry.
  • Camps: LGuk Ghoul Lord, Kaesora top floor, KC torchbearers.
  • Gear: Fungi tunic, Earthshaker (multi-class fallback), Wurmslayer (Burning Woods quest), first Epic 1.0 prep.
  • Begin Paladin Epic 1.0 (Fiery Defender) — Plane of Hate, Plane of Sky, undead camp parts.

50-60

60-65 (PoP cap)

  • Solo: Plane of Hate corners with full Slay Undead. Otherwise group.
  • Group: Plane of Valor, Halls of Honor, Bastion of Thunder.
  • Raids: Plane of Time (especially Phase 4 god fights), elemental planes.
  • Gear: PoP elemental Paladin gear, Time armor, Plane of Valor jewelry.
  • Burn AA on Combat Stability + Slay Undead first.

The Last Camp any-race-class race notes

Paladins canonically need a Marr-aligned, Tunare-aligned, or Mithaniel-aligned god — meaning canonical Paladin races have no faction friction. The Last Camp unlocks the class for evil races, and that's where it gets interesting. Iksar Paladin starts in Cabilis and is +Cazic faction by default; you'll grind +Marr faction in Qeynos, Freeport, or Felwithe to unlock high-level spell vendors. Plan ~5-10 hours of faction work in your 20s.

Dark Elf Paladin worships Innoruuk and is welcomed in Neriak — works fine if you don't need good-aligned vendors. Ogre and Troll Paladins start in Oggok and Grobb; both have racial Paladin guilds on The Last Camp, but you'll travel for some PoP-tier spells. The faction grind is part of the deal — embrace it as part of your character's story.

Equipment goals per tier

Tier Weapon target Armor target Notes
1-10 Rusty 1H + shield Cloth + leather Bind at home, save Lay on Hands
10-20 Holy weapon, Ivory Hilted Mace Banded full set Crushbone belt
20-40 Quested 1H+stun proc, Bronze 2H Fine plate, FBSS Mid-tier crafted
40-60 Wurmslayer, Earthshaker, Fiery Defender Fungi, Velious turn-in plate Epic by 55
60-65 Time-tier 1H+shield, PoP weapons Elemental Paladin gear, Time plate Slay Undead AA priority

Common mistakes

  • Skipping Slay Undead AA — it's the defining Paladin power past 51.
  • Soloing in non-undead zones — your damage falls off a cliff vs living mobs.
  • Forgetting Lay on Hands — it's a once-every-72-minutes full heal, use it.
  • Tanking without a shield — Paladins need shield AC and shield-block, no exceptions.
  • Skipping spell vendor faction grind for evil-race combos — locks you out of high-level spells.
  • Ignoring Holy weapon procs — that's a free 30-50 damage per swing on undead.

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