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THE LAST CAMP
Canonical classesAll classes by The Last Camp rule
Common deitiesVeeshan-blooded traditions, Keepers of the Way
Starting stat biasBalanced with a light STR / STA lean; stats are not the reason to pick them.

Drakkin starts in Nexus staging on The Last Camp and comes out of Nexus with a clear identity. Their primary deity tradition is Veeshan-blooded traditions, Keepers of the Way. Canon ties them hardest to the full class table under The Last Camp custom rules. On The Last Camp, the race keeps that flavor while the class wall comes down.

On The Last Camp

The Last Camp runs the any-race-class doctrine. A Drakkin can roll the full table: War, Cle, Pal, Rng, SK, Dru, Mnk, Brd, Rog, Shm, Nec, Wiz, Mag, Enc, Bst, Ber. The old lockouts mattered on Live; here they are character flavor, not a character creation prison. For this race, the newly rollable set is none; this is a custom race inclusion, so The Last Camp defines the class table.

Faction still bites. Drakkin characters start in good standing with custom neutral staging, Plane of Knowledge, and Keeper-aligned lore lines. They start hostile or functionally unwelcome around era-pure city factions until proven otherwise; old-world guards are not sentimental. Any-race-class does not launder your face; an enemy race at the wrong gate is still an enemy race.

Plane of Knowledge access changes the long game. At level 1, a Drakkin reaches PoK straight through the Nexus and Plane of Knowledge route the server provides. PoK and Nexus become permanent logistics; the racial story stays Luclin-flavored

Leveling path

  1. 1-8: Nexus — stage, bind, and take the intended The Last Camp route out.
  2. 8-15: Paludal Caverns — low-risk Luclin XP if the group is moonside.
  3. 15-22: Shadeweavers Thicket — the Luclin newbie belt when solo.
  4. 22-25: Hollowshade Moor — larger outdoor pulls and faction-aware hunting.

AAs after 65

The level cap is 65. After that, advancement moves into Alternate Advancement: class-defining passives, defensive buttons, pet power, crit lines, and travel tools. Pick AAs by job, not vanity; a race choice gives flavor, but AA spend makes the finished character. Start with Warrior AA, Wizard AA, Beastlord AA, Berserker AA.

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