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THE LAST CAMP

162 zones ship on The Last Camp — every zone from Classic through Planes of Power. Nothing past PoP is active; later-era zones exist in the database but have their ZEM set to zero or near-zero, so the game's pathing and reward systems treat them as inert. The wiki documents only the 162 in-era zones.

Continents and major regions

Each continent page is the hub for its zones — connections, pop densities, the canonical leveling routes through.

  • Antonica — the founding continent. Qeynos, Freeport, the Karanas, Befallen, Najena, Lavastorm, Solusek's Eye.
  • Faydwer — elves, dwarves, gnomes, orcs. Kelethin, Felwithe, Kaladim, Ak'Anon. The server's namesake zone, Crushbone Keep, sits at the northeast edge of Greater Faydark.
  • Odus — the scholar island. Erudin, Paineel, the Hole, the Stonebrunt mountains.
  • Kunark — Iksar continent. Cabilis, Sebilis, Chardok, Karnor's Castle, the Field of Bone.
  • Velious — the frozen continent. Thurgadin, Kael Drakkel, Skyshrine, Temple of Veeshan, the Sleeper's Tomb.
  • Luclin — the moon. Shar Vahl, Maiden's Eye, Vex Thal, Ssraeshza Temple.
  • Planes of Power — the outer realms. Plane of Knowledge hub, Plane of Time at the end of the flag chain, and everything between.

Browse all zones

  • /wiki/zones — visual grid of all 162, filterable by era (Classic / Kunark / Velious / Luclin / PoP).
  • Search bar at the top of the wiki — typeahead with kind filter chips. Faster than browsing for a specific zone.

Hub and high-traffic zones

The zones every player visits regardless of class or era.

  • Plane of Knowledge — the central hub. Stone books to every major city, bankers, trainers, soulbinders.
  • Crushbone Keep — the zone that named the server. Mid-level orc dungeon and the canonical Faydwer leveling spot.
  • Greater Faydark — the starting forest for the Faydwer races. Adjacent to Crushbone, Kelethin, Felwithe.
  • Blackburrow — the canonical first dungeon for Antonica races.
  • Lower Guk — Kunark-era dungeon, home of the Fungi Staff.
  • Sebilis — Kunark raid dungeon, key-gated.
  • Plane of Tactics — PoP mid-tier raid zone.

Browse by role

Newbie zones (level 1-10)

The home zones for each starting race, plus the canonical first-dungeon transitions.

Solo-friendly zones

Zones with low aggro density, manageable runs, and decent XP for soloing classes (kiters, charm-pet, fear-kite).

Group-essential zones

The dungeon stack that defines mid-game grouping.

Raid zones

Where the server's raid guilds spend their nights.

ZEM values

Every zone has a Zone Experience Modifier — a multiplier on XP-per-kill. Higher is more XP, which historically correlated with dungeon depth and difficulty. See ZEM — how it works for the mechanic and ZEM Table — All Zones for live values across every The Last Camp zone.

Era availability

The Last Camp runs Classic through Planes of Power. Zones from LDoN, GoD, OoW, DoN and later expansions are present in the database (because the EQEmu code-base ships with all of them) but inert — they have ZEM 0 or near-zero, no spawn populations, and no progression hooks. The wiki only tracks in-era zones.

Zone connections and travel

The five travel patterns you'll use:

  • PoK book network — the primary post-classic travel system. Stones in the Plane of Knowledge translocate to every major city.
  • Druid / Wizard ports — direct teleports for druids, wizards, and anyone in their group. Druids cover the outdoor world; wizards cover the cities and planes.
  • Boats — the canonical sea routes (Freeport↔Butcherblock, Erudin↔Qeynos, Iceclad↔Cobalt Scar). Slower, atmospheric, occasionally broken — see the Boats reference if you're routing manually.
  • Bind / gate — bind your soulstone in a useful spot, gate home from anywhere. Most casters do this; melee can buy gate potions from PoK.
  • Run on foot — still the only way to reach some zones. The wiki's per-zone pages list the on-foot connections.

Static vs dynamic zones

Most The Last Camp zones spin up on demand — the first player to enter creates the instance, the zone empties when nobody is left. A few zones stay always-on (staticZones in eqemu_config.json): Plane of Knowledge and High Pass at minimum, occasionally extended for events. Static zones never lose their NPC state between population swings, which matters for a few quest mobs.

Related sections

  • Bestiary — every NPC by zone.
  • Eras — the expansion-by-expansion content list.
  • Guides — Leveling — recommended zones per level bracket.
  • Items — what drops where.
  • Server — ZEM Table — live experience modifier per zone.
  • NPCs — iconic bosses and the zones they live in.

Pivot