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Beastmaster Leveling

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Choosing A Camp

Charm leveling works with Beastmaster as a main job or with another main job using /BST. A good camp needs a pet you can control, a manageable target, a replacement nearby, and room to recover. A resistant slime is useful, not a universal answer: failed Charm and magic-heavy targets can offset its defensive advantage.

The starting level is your character's level; the goal is the level you want to reach. A 25-to-30 route plans fights at levels 25 through 29, then ends when you reach 30. Community reports provide the camp locations; the planner narrows pet choices using recorded levels and keeps unsupported stages visible.

Plan levels 25 to 30 · HorizonXI levels 25 to 30

For /BST, enter the level BST has reached when played as a main job, not the smaller level displayed beside your current job. That training affects Charm; the displayed support level gates abilities. The range examples assume BST is trained to 75: change that to your actual trained level before building your route. Choose BST as your main job for a traditional Beastmaster route.

Choose A Progression

Job Combination Examples

All 15 era main jobs have distinct fighting and recovery notes. Camp selection follows the researched location and level band; job advice is an adaptation, not a claim that every combination can solo every listed target.

Classic Camps

Classic level 75-era planning. Later retail systems such as Trusts, Grounds of Valor and modern teleport shortcuts are not assumed.

1 to 10: Gustaberg North

Bastok-side wildlife; monument slopes later

A nearby city makes a failed first attempt inexpensive to recover from. Work up through insects and lizards before using sheep.

MonsterRecorded LevelUse Select at stage start
Huge Hornet1 - 1 Charm pet -
Maneating Hornet2 - 5 Charm pet -
Rock Lizard3 - 8 Charm pet -
Ornery Sheep5 - 8 Charm pet -
Tunnel Worm1 - 1 Target -
Huge Hornet1 - 1 Target -
Stone Eater2 - 5 Target -
Maneating Hornet2 - 5 Target -
Rock Lizard3 - 8 Target -
Ornery Sheep5 - 8 Target -

Getting There

Reach North Gustaberg from Bastok; scout the monument slopes only after the city-side circuit becomes too weak.

Watch For

Quadav are targets, not Charm pets. Keep weather elementals and night-time undead out of your practice circuit.

FFXIclopedia: Beastmaster solo leveling reference

1 to 10: Ronfaure East

City-side paths, then the sheep circuit

Learn one clean Charm and one manageable fight at a time. Change from starter rabbits to stronger wildlife as your level catches up; do not chase distant spawns for a small XP increase.

MonsterRecorded LevelUse Select at stage start
Wild Rabbit1 - 1 Charm pet -
Forest Hare1 - 5 Charm pet -
Scarab Beetle3 - 6 Charm pet -
Wild Sheep5 - 8 Charm pet -
Tunnel Worm1 - 1 Target -
Carrion Worm1 - 5 Target -
Forest Hare1 - 5 Target -
Scarab Beetle3 - 6 Target -
Wild Sheep5 - 8 Target -

Getting There

Leave San d'Oria for East Ronfaure and keep the city return path visible on the map.

Watch For

Avoid Orc patrols, night-time undead and named monsters. Sheep can put you to sleep; do not rely on a support job's tools at these early levels.

FFXIclopedia: Beastmaster solo leveling reference

1 to 10: Sarutabaruta West

Windurst gates, then the northern bee paths

Short trips let you refresh supplies and keep skills current. Move to stronger bees when the smallest monsters stop awarding XP.

MonsterRecorded LevelUse Select at stage start
Bumblebee1 - 1 Charm pet -
Savanna Rarab1 - 5 Charm pet -
Carrion Crow2 - 6 Charm pet -
Crawler3 - 8 Charm pet -
Giant Bee5 - 8 Charm pet -
Bumblebee1 - 1 Target -
Tiny Mandragora1 - 1 Target -
Savanna Rarab1 - 5 Target -
Crawler3 - 8 Target -
Giant Bee5 - 8 Target -

Getting There

Exit Windurst into West Sarutabaruta. Use the gate-side paths first; consult the map before extending north toward G-6 to G-8.

Watch For

Bees and crawlers can link. Avoid using area damage near a replacement pet or a roaming Yagudo.

FFXIclopedia: Beastmaster solo leveling reference

9 to 15: Konschtat Highlands

Open wildlife circuit away from the crag's beastmen

The next pet tier overlaps the previous one. Start with a wasp or sapling; lizards and sheep become choices as you gain levels.

MonsterRecorded LevelUse Select at stage start
Huge Wasp7 - 10 Charm pet -
Strolling Sapling7 - 10 Charm pet -
Mist Lizard10 - 12 Charm pet -
Mad Sheep11 - 13 Charm pet -
Huge Wasp7 - 10 Target -
Strolling Sapling7 - 10 Target -
Rock Eater7 - 11 Target -
Mist Lizard10 - 12 Target -
Mad Sheep11 - 13 Target -

Getting There

Travel from Gustaberg to Konschtat. Scout an open circuit with a retreat toward the zone line before pulling.

Watch For

Do not assume every sheep is your level. Avoid rams, weather elementals and night-time undead; keep an escape route separate from the beastmen.

FFXIclopedia: Beastmaster solo leveling reference

14 to 17: Tahrongi Canyon

Luck Rune circuit early; E-5 / F-5 once Dhalmels are eligible

The bird and crawler tier gives way to Dhalmels. On Horizon, prioritize lower targets that still award XP rather than forcing a stronger fight.

MonsterRecorded LevelUse Select at stage start
Akbaba9 - 13 Charm pet -
Canyon Crawler11 - 13 Charm pet -
Wild Dhalmel14 - 16 Charm pet -
Strolling Sapling7 - 10 Target -
Canyon Rarab7 - 10 Target -
Pygmaioi7 - 11 Target -
Akbaba9 - 13 Target -
Canyon Crawler11 - 13 Target -
Wild Dhalmel14 - 16 Target -

Getting There

Enter Tahrongi from Sarutabaruta. Scout the southern circuit first, then the northwestern wildlife paths using the canyon map.

Watch For

Dhalmels can heal and silence. Night-time undead are never Charm options, even if an old camp report suggests otherwise. Check custom spawn tiers in game.

FFXIclopedia: Beastmaster solo leveling reference

16 to 20: Ordelle's Caves

First room, Rescue Drill entrance

A short entrance camp gives you a place to practice replacing pets before attempting longer dungeon routes.

MonsterRecorded LevelUse Select at stage start
Stink Bats15 - 18 Charm pet -
Blood Bunny17 - 19 Charm pet -
Snipper17 - 20 Charm pet -
Blood Bunny17 - 19 Target -
Snipper17 - 20 Target -
Hognosed Bat17 - 20 Target -

Getting There

Descend the La Theine Plateau ravine at F-6 and enter the cave at F-7. Stay in the first main room.

Watch For

Separate a bat before trying Charm. Keep the way back to the entrance clear.

FFXIclopedia: Beastmaster viable hunting grounds · Ordelle's entrance route

17 to 24: Buburimu Peninsula

E-9 initially; broader wildlife circuit after 20

Keep the initial loop small, then add stronger wildlife as suitable pets become available. A repeated safe pull is more useful than repeatedly recovering from a difficult one.

MonsterRecorded LevelUse Select at stage start
Sylvestre15 - 18 Charm pet -
Mighty Rarab15 - 18 Charm pet -
Zu20 - 23 Charm pet -
Poison Leech21 - 25 Charm pet -
Sylvestre15 - 18 Target -
Mighty Rarab15 - 18 Target -
Zu20 - 23 Target -
Poison Leech21 - 25 Target -

Getting There

Travel through Tahrongi into Buburimu and identify the path back before scouting E-9.

Watch For

Leeches can link and resist an otherwise comfortable fight. Watch Goblins and undead at night. Skip any named monster.

FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds

17 to 20: Carpenters' Landing

North Landing

A landing-focused circuit is useful when you want a San d'Oria-side alternative. The Horizon version uses the higher pet tier against the lower wildlife.

MonsterRecorded LevelUse Select at stage start
Digger Wasp14 - 17 Charm pet -
Beady Beetle15 - 18 Charm pet -
Poison Funguar16 - 19 Charm pet -
Land Pugil17 - 19 Charm pet -
Flytrap18 - 22 Charm pet -
Digger Wasp14 - 17 Target -
Beady Beetle15 - 18 Target -
Poison Funguar16 - 19 Target -
Land Pugil17 - 19 Target -

Getting There

Use the Northern San d'Oria connection to North Landing. The landings are separate; check the zone map and barge connections before trying a different section.

Watch For

Flytraps can resist Charm. Watch night bats and fog-time bombs; confirm the landing instead of following dots across an inaccessible section.

FFXIclopedia: Beastmaster viable hunting grounds · Carpenters' Landing routes and landings

23 to 27: Ordelle's Caves

Dung Beetle camp

Beetle-versus-beetle fights keep the initial pairing simple. Try a Goblin only after judging how much HP the pet has left after an ordinary fight.

MonsterRecorded LevelUse Select at stage start
Dung Beetle23 - 26 Charm pet -
Shrieker24 - 27 Charm pet -
Dung Beetle23 - 26 Target -
Goblin Gambler22 - 26 Target -
Goblin Leecher22 - 26 Target -
Goblin Mugger22 - 26 Target -

Getting There

Enter from La Theine Plateau F-7. Locate the Dung Beetles on the dungeon map before committing to a deeper pull.

Watch For

Goblin levels span a wider band than the beetles. Do not treat every Goblin in the room as an equally suitable target.

FFXIclopedia: Zennytri's Beastmaster solo guide · Ordelle's entrance route

24 to 26: Buburimu Peninsula

Southern beaches, J-7 / K-7

Several monster types support a moving camp. Keep a replacement pet in sight instead of using the last healthy one to start a difficult fight.

MonsterRecorded LevelUse Select at stage start
Poison Leech21 - 25 Charm pet -
Shoal Pugil24 - 28 Charm pet -
Shoal Pugil24 - 28 Target -

Getting There

Reach Buburimu through Tahrongi Canyon or Mhaura, then use the zone map to reach the southern beaches.

Watch For

Leeches can link; avoid night-time Bogy and any named pugil. The beach is not a promise that every pet and target is in pulling range.

FFXIclopedia: Beastmaster viable hunting grounds

24 to 28: Korroloka Tunnel

Eastern tunnel; Horizon camp reference I-8

This is the researched slime option for the mid-20s. Use a bat as the straightforward alternative when Charm failures make a Jelly impractical.

MonsterRecorded LevelUse Select at stage start
Seeker Bats22 - 26 Charm pet -
Jelly23 - 27 Charm pet -
Combat27 - 30 Charm pet -
Land Worm20 - 25 Target -
Seeker Bats22 - 26 Target -
Combat27 - 30 Target -

Getting There

From Bastok Mines, enter Zeruhn Mines and take its F-7 connection into Korroloka. Consult the dungeon map before moving off the main tunnel.

Watch For

Jellies resist Charm. Bats can link. A level range that starts below you can still contain individual monsters above you.

FFXIclopedia: Beastmaster viable hunting grounds · Zeruhn Mines connections · Slime family traits

26 to 30: Qufim Island

H-6 / I-7

The higher pet tiers provide a next step after Korroloka. Begin with lower-level individuals and reassess the available targets each time you level.

MonsterRecorded LevelUse Select at stage start
Seeker Bats25 - 27 Charm pet -
Clipper25 - 29 Charm pet -
Greater Pugil28 - 30 Charm pet -
Clipper25 - 29 Target -
Land Worm25 - 27 Target -
Greater Pugil28 - 30 Target -

Getting There

Travel from Port Jeuno through the Qufim tunnel; use the island map to reach H-6 or I-7.

Watch For

Night-time undead and roaming giants make positioning important. Skip a pull if it leaves no safe recovery space.

FFXIclopedia: Beastmaster viable hunting grounds

28 to 32: Ordelle's Caves

Map 2, Paladin quest room, G-6 / G-8

A replacement-pet circuit gives this camp flexibility. Choose the lower targets first; add stronger beetles only when the pet and your recovery tools can handle them.

MonsterRecorded LevelUse Select at stage start
Clipper26 - 29 Charm pet -
Shrieker24 - 27 Charm pet -
Goliath Beetle29 - 31 Charm pet -
Fly Agaric21 - 24 Target -
Hognosed Bat17 - 20 Target -
Clipper26 - 29 Target -
Goliath Beetle29 - 31 Target -

Getting There

Enter Ordelle's from La Theine Plateau F-7. Follow the dungeon map to the Paladin quest room on Map 2.

Watch For

The circuit crosses rooms. Scout the route and its aggro before moving your pet; long travel between fights can erase the benefit of a stronger pet.

FFXIclopedia: Zennytri's Beastmaster solo guide · Ordelle's entrance route

30 to 33: Korroloka Tunnel

Pugil pools and spider room; Map 3 on Horizon

Use the pools as the center of the circuit, with the spider room as an alternative when the immediate targets are occupied.

MonsterRecorded LevelUse Select at stage start
Thread Leech28 - 31 Charm pet -
Clipper29 - 32 Charm pet -
Huge Spider28 - 31 Charm pet -
Huge Spider28 - 31 Target -
Clipper29 - 32 Target -
Greater Pugil30 - 33 Target -

Getting There

Enter via Zeruhn Mines F-7, then navigate with the Korroloka dungeon map to the pools. Check the map number as well as the grid reference.

Watch For

Scout for Sea Monk, Jelly and named spiders. Do not pull a Gigas-owned spider as though it were an ordinary Huge Spider.

FFXIclopedia: Zennytri's Beastmaster solo guide · Zeruhn Mines connections

30 to 34: Carpenters' Landing

South Landing docks

A different landing supplies a higher-level wildlife circuit. Choose the individual pet before the target, and allow time to replace it safely.

MonsterRecorded LevelUse Select at stage start
Diving Beetle27 - 30 Charm pet -
Sabertooth Tiger29 - 32 Charm pet -
Spinous Pugil29 - 31 Charm pet -
Birdtrap29 - 33 Target -
Diving Beetle27 - 30 Target -
Sabertooth Tiger29 - 32 Target -

Getting There

Reach South Landing using Jugner Forest and the landing map; do not assume the Northern San d'Oria entrance reaches this camp.

Watch For

Tigers can aggro and paralyze. Birdtraps may take more than one pet; weather and darkness can change the safe recovery area.

FFXIclopedia: Beastmaster solo leveling reference · Carpenters' Landing routes and landings

32 to 40: Altepa Eastern Desert

Korroloka exit, then north toward the desert paths

Progress from spiders to beetles, then Dhalmels. The available individuals matter: a recorded range is not permission to Charm its strongest spawn immediately.

MonsterRecorded LevelUse Select at stage start
Giant Spider30 - 34 Charm pet -
Sand Beetle36 - 40 Charm pet -
Desert Dhalmel39 - 44 Charm pet -
Giant Spider30 - 34 Target -
Sand Beetle36 - 40 Target -
Antican Auxiliarius35 - 39 Target -
Desert Dhalmel39 - 44 Target -

Getting There

Travel through Zeruhn and Korroloka to Eastern Altepa. Start near the tunnel exit and gradually scout a larger circuit.

Watch For

Spiders slow your pet and Dhalmels can heal. Check Anticans carefully, and keep weather elementals outside your casting area.

FFXIclopedia: Beastmaster viable hunting grounds · Zeruhn Mines connections

35 to 39: Yuhtunga Jungle

F-11, Sea Serpent Grotto approach

The Grotto approach gives you a recognizable return path. Use a Makara when eligible; do not make a resistant Opo-opo the only recovery plan.

MonsterRecorded LevelUse Select at stage start
Young Opo-opo34 - 36 Charm pet -
Makara35 - 38 Charm pet -
Makara35 - 38 Target -
River Sahagin34 - 38 Target -
Stream Sahagin34 - 38 Target -
Creek Sahagin34 - 38 Target -

Getting There

Travel from Kazham into Yuhtunga and follow the map toward the Sea Serpent Grotto entrance. Kazham airship access must be unlocked.

Watch For

Opo-opos resist Charm. Sahagin and nearby patrols can complicate pulls; respect occupied party camps.

FFXIclopedia: Beastmaster solo leveling reference · Kazham airship access · Sea Serpent Grotto maps and doors

36 to 41: Sea Serpent Grotto

Entrance rooms, M-5; leech rooms later

Leeches offer a straightforward opening; the Ooze becomes an optional physical-resistant pet later. Keep enough room for a replacement without crossing a patrol.

MonsterRecorded LevelUse Select at stage start
Royal Leech35 - 38 Charm pet -
Undead Bats36 - 39 Charm pet -
Ironshell37 - 40 Charm pet -
Ooze39 - 42 Charm pet -
Undead Bats36 - 39 Target -
Ironshell37 - 40 Target -
Pond Sahagin36 - 39 Target -
Spring Sahagin36 - 39 Target -
Lake Sahagin36 - 39 Target -

Getting There

Reach Sea Serpent Grotto through Yuhtunga. Start in the entrance-side rooms before exploring beyond the leech area.

Watch For

Undead Bats are living, charmable bats despite their name. Actual undead are not pets. Oozes resist Charm; do not take an unfamiliar door or drop mid-fight.

FFXIclopedia: Beastmaster solo leveling reference · Sea Serpent Grotto maps and doors · Slime family traits

41 to 44: Crawlers' Nest

Entrance-side paths before the lizard rooms

An entrance circuit lets you judge dungeon pulls before traveling deeper. Keep a second usable pet out of the active fight.

MonsterRecorded LevelUse Select at stage start
Death Jacket40 - 42 Charm pet -
Worker Crawler40 - 44 Charm pet -
Maze Lizard41 - 43 Charm pet -
Death Jacket40 - 42 Target -
Worker Crawler40 - 44 Target -
Maze Lizard41 - 43 Target -

Getting There

Enter Crawlers' Nest from Rolanberry Fields. Stay on the upper paths initially and use the floor map before entering the lizard section.

Watch For

Crawlers link and can slow your pet. Do not chase a bee through a group or stand beside it when Final Sting is possible.

FFXIclopedia: Beastmaster viable hunting grounds

44 to 48: Altepa Western Desert

Eastern edge, L-6 / L-7

Keep a moving circuit near the eastern side. Use a lower Dhalmel only when your level and Charm preparation support it; a spider is the earlier option.

MonsterRecorded LevelUse Select at stage start
Desert Spider40 - 44 Charm pet -
Desert Dhalmel44 - 48 Charm pet -
Desert Dhalmel44 - 48 Target -
Antican Essedarius41 - 45 Target -
Desert Worm43 - 47 Target -

Getting There

Cross from Eastern Altepa into Western Altepa and scout the eastern paths with Rabao as a resupply destination.

Watch For

Dhalmels can heal, spiders slow, and worms can bind. Avoid cactuars and elementals while learning the loop.

FFXIclopedia: Beastmaster viable hunting grounds

48 to 53: Altepa Western Desert

Revelation Rock, G-7 / H-7

Beetles provide a replacement-pet circuit without committing to a deeper dungeon. Check their levels individually and begin with the lower Antican tier.

MonsterRecorded LevelUse Select at stage start
Desert Beetle47 - 51 Charm pet -
Desert Dhalmel44 - 48 Charm pet -
Desert Beetle47 - 51 Target -
Antican Retiarius45 - 49 Target -
Antican Eques45 - 49 Target -

Getting There

From Eastern Altepa, navigate west toward Revelation Rock. Plan a circuit and a route back to Rabao before the first pull.

Watch For

Antican abilities and night-time worms can interrupt recovery. Do not pull a cactuar to fill a gap in the circuit.

FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds

50 to 55: Crawlers' Nest

Northern lizard section; Map 2 corridors

Several overlapping pet tiers reduce the need to move zones immediately after a level. Pick a short circuit first and expand only after checking its links and return path.

MonsterRecorded LevelUse Select at stage start
Soldier Crawler47 - 49 Charm pet -
Labyrinth Lizard49 - 51 Charm pet -
Witch Hazel50 - 52 Charm pet -
Hornfly50 - 53 Charm pet -
Exoray51 - 54 Charm pet -
Mushussu53 - 55 Charm pet -
Rumble Crawler53 - 55 Charm pet -
Labyrinth Lizard49 - 51 Target -
Hornfly50 - 53 Target -
Exoray51 - 54 Target -
Blazer Beetle52 - 54 Target -
Rumble Crawler53 - 55 Target -

Getting There

Enter from Rolanberry Fields and navigate with the floor maps toward the northern lizard section. Scout the corridors before taking a pet through them.

Watch For

Saplings, crawlers and funguars can link. Avoid area attacks and keep a status-removal and recovery plan.

FFXIclopedia: Beastmaster viable hunting grounds

53 to 59: Bostaunieux Oubliette

Entrance water tunnels; H-7 camp is the riskier extension

Dark Aspic is a physical-resistant choice for a bat target. Practice the entrance-side pairing before considering the more exposed H-7 extension.

MonsterRecorded LevelUse Select at stage start
Dark Aspic52 - 54 Charm pet -
Funnel Bats52 - 55 Charm pet -
Werebat55 - 59 Charm pet -
Werebat55 - 59 Target -

Getting There

Enter Bostaunieux through Chateau d'Oraguille. Use the dungeon map to scout the water tunnels and the return path before pulling deeper.

Watch For

Slimes resist Charm. Undead can aggro low HP; hounds bring paralysis and dangerous repops. This is not a relaxed camp without recovery tools.

FFXIclopedia: Beastmaster viable hunting grounds · Slime family traits

59 to 62: Uleguerand Range

Entrance-side rabbit and bat paths

The overlapping wildlife tiers give you a bridge into the 60s. Start near the exit and test one fight before moving farther up the range.

MonsterRecorded LevelUse Select at stage start
Variable Hare58 - 61 Charm pet -
Esbat59 - 61 Charm pet -
Uleguerand Tiger60 - 63 Charm pet -
Variable Hare58 - 61 Target -
Esbat59 - 61 Target -
Uleguerand Tiger60 - 63 Target -

Getting There

Travel through Beaucedine and Xarcabard into Uleguerand. Prepare Sneak and Invisible for the approach and use the mountain map.

Watch For

Tigers can paralyze and nearby snolls can explode. Drops and slopes complicate retreat; do not assume the map dots show a connected path.

FFXIclopedia: Beastmaster viable hunting grounds

61 to 65: Boyahda Tree

First-floor tunnels and first crab room

Begin with the funguar-and-spider pairing, then consider the rabbit and mandragora tier. Availability and occupied party camps matter more than the largest spawn count.

MonsterRecorded LevelUse Select at stage start
Death Cap60 - 63 Charm pet -
Moss Eater62 - 66 Charm pet -
Mourioche62 - 68 Charm pet -
Knight Crawler62 - 67 Charm pet -
Bark Spider60 - 63 Target -
Robber Crab62 - 66 Target -
Knight Crawler62 - 67 Target -

Getting There

Enter Boyahda from The Sanctuary of Zi'Tah. Use the first-floor map and avoid committing to a ledge before checking the return route.

Watch For

Spider Slow, crawler links and mandragora sleep can disrupt recovery. Do not pull an NM or assume a released pet will remain at your camp.

FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds

65 to 73: Attohwa Chasm

High-level wildlife side; consult the miasma and mountain routes

Move from flies and lizards to scorpions, then antlions only as they become eligible. Keep the target in the same tier until pet swaps are reliable.

MonsterRecorded LevelUse Select at stage start
Monarch Ogrefly65 - 67 Charm pet -
Sand Lizard65 - 67 Charm pet -
Cutlass Scorpion67 - 69 Charm pet -
Tracker Antlion70 - 73 Charm pet -
Monarch Ogrefly65 - 67 Target -
Sand Lizard65 - 67 Target -
Cutlass Scorpion67 - 69 Target -
Tracker Antlion70 - 73 Target -

Getting There

Reach Attohwa through Shakhrami. Use the area map to locate the high-level side and its accessible paths; scout before bringing a pet across narrow terrain.

Watch For

Hidden antlions and miasma can invalidate an apparent shortcut. Do not walk over cracks casually or assume all scorpions in this zone belong to this tier.

FFXIclopedia: Beastmaster viable hunting grounds · Maze of Shakhrami

72 to 75: Ru'Aun Gardens

Arrival island, H-10

Use the bird-versus-bird pairing as the initial cap approach. The planner intentionally leaves the harder magic-heavy constructs out of this basic route.

MonsterRecorded LevelUse Select at stage start
Flamingo72 - 74 Charm pet -
Flamingo72 - 74 Target -

Getting There

Unlock access to Tu'Lia through the Zilart missions, then enter Ru'Aun via Hall of the Gods. Scout the arrival island before attempting a broader circuit.

Watch For

Sky access is required. Nearby constructs can detect magic, and the grass is not an exact safe boundary. Do not assume every bird is at or below your current level.

FFXIclopedia: Beastmaster viable hunting grounds

HorizonXI Camps

HorizonXI planning includes its community charm camps and lower-target circuits. Jug-pet changes apply to main-job BST, not /BST; these routes use charmed pets. Pet food also has server-specific changes.

1 to 11: Gustaberg North

Bastok-side wildlife; monument slopes later

A nearby city makes a failed first attempt inexpensive to recover from. Work up through insects and lizards before using sheep.

MonsterRecorded LevelUse Select at stage start
Huge Hornet1 - 1 Charm pet -
Maneating Hornet2 - 5 Charm pet -
Rock Lizard3 - 8 Charm pet -
Ornery Sheep5 - 8 Charm pet -
Tunnel Worm1 - 1 Target -
Huge Hornet1 - 1 Target -
Stone Eater2 - 5 Target -
Maneating Hornet2 - 5 Target -
Rock Lizard3 - 8 Target -
Ornery Sheep5 - 8 Target -

Getting There

Reach North Gustaberg from Bastok; scout the monument slopes only after the city-side circuit becomes too weak.

Watch For

Quadav are targets, not Charm pets. Keep weather elementals and night-time undead out of your practice circuit.

HorizonXI Wiki: Beastmaster leveling

1 to 11: Ronfaure East

City-side paths, then the sheep circuit

Learn one clean Charm and one manageable fight at a time. Change from starter rabbits to stronger wildlife as your level catches up; do not chase distant spawns for a small XP increase.

MonsterRecorded LevelUse Select at stage start
Wild Rabbit1 - 1 Charm pet -
Forest Hare1 - 5 Charm pet -
Scarab Beetle3 - 6 Charm pet -
Wild Sheep5 - 8 Charm pet -
Tunnel Worm1 - 1 Target -
Carrion Worm1 - 5 Target -
Forest Hare1 - 5 Target -
Scarab Beetle3 - 6 Target -
Wild Sheep5 - 8 Target -

Getting There

Leave San d'Oria for East Ronfaure and keep the city return path visible on the map.

Watch For

Avoid Orc patrols, night-time undead and named monsters. Sheep can put you to sleep; do not rely on a support job's tools at these early levels.

HorizonXI Wiki: Beastmaster leveling

1 to 12: Sarutabaruta West

Windurst gates, then the northern bee paths

Short trips let you refresh supplies and keep skills current. Move to stronger bees when the smallest monsters stop awarding XP.

MonsterRecorded LevelUse Select at stage start
Bumblebee1 - 1 Charm pet -
Savanna Rarab1 - 5 Charm pet -
Carrion Crow2 - 6 Charm pet -
Crawler3 - 8 Charm pet -
Giant Bee5 - 8 Charm pet -
Bumblebee1 - 1 Target -
Tiny Mandragora1 - 1 Target -
Savanna Rarab1 - 5 Target -
Crawler3 - 8 Target -
Giant Bee5 - 8 Target -

Getting There

Exit Windurst into West Sarutabaruta. Use the gate-side paths first; consult the map before extending north toward G-6 to G-8.

Watch For

Bees and crawlers can link. Avoid using area damage near a replacement pet or a roaming Yagudo.

HorizonXI Wiki: Beastmaster leveling

11 to 20: Tahrongi Canyon

Luck Rune circuit early; E-5 / F-5 once Dhalmels are eligible

The bird and crawler tier gives way to Dhalmels. On Horizon, prioritize lower targets that still award XP rather than forcing a stronger fight.

MonsterRecorded LevelUse Select at stage start
Akbaba9 - 13 Charm pet -
Canyon Crawler11 - 13 Charm pet -
Wild Dhalmel14 - 16 Charm pet -
Strolling Sapling7 - 10 Target -
Canyon Rarab7 - 10 Target -
Pygmaioi7 - 11 Target -
Akbaba9 - 13 Target -
Canyon Crawler11 - 13 Target -
Wild Dhalmel14 - 16 Target -

Getting There

Enter Tahrongi from Sarutabaruta. Scout the southern circuit first, then the northwestern wildlife paths using the canyon map.

Watch For

Dhalmels can heal and silence. Night-time undead are never Charm options, even if an old camp report suggests otherwise. Check custom spawn tiers in game.

HorizonXI Wiki: Beastmaster leveling

20 to 25: Buburimu Peninsula

F-7 / G-7 and G-6

A Horizon-specific lower-target option. Favor a repeatable circuit over a monster that takes most of a pet's HP to defeat.

MonsterRecorded LevelUse Select at stage start
Zu20 - 23 Charm pet -
Cape Coney20 - 22 Charm pet -
Mighty Rarab15 - 18 Target -
Sylvestre15 - 18 Target -
Zu20 - 23 Target -

Getting There

Enter Buburimu from Tahrongi Canyon or Mhaura. Scout F-7 / G-7 first; the Cape Coney option is reported around G-6.

Watch For

Check each Cape Coney before Charm and watch Goblin patrols. At the upper end, confirm that the lower targets still award experience.

HorizonXI Wiki: Beastmaster leveling

20 to 24: Carpenters' Landing

North Landing

A landing-focused circuit is useful when you want a San d'Oria-side alternative. The Horizon version uses the higher pet tier against the lower wildlife.

MonsterRecorded LevelUse Select at stage start
Digger Wasp14 - 17 Charm pet -
Beady Beetle15 - 18 Charm pet -
Poison Funguar16 - 19 Charm pet -
Land Pugil17 - 19 Charm pet -
Flytrap18 - 22 Charm pet -
Digger Wasp14 - 17 Target -
Beady Beetle15 - 18 Target -
Poison Funguar16 - 19 Target -
Land Pugil17 - 19 Target -

Getting There

Use the Northern San d'Oria connection to North Landing. The landings are separate; check the zone map and barge connections before trying a different section.

Watch For

Flytraps can resist Charm. Watch night bats and fog-time bombs; confirm the landing instead of following dots across an inaccessible section.

HorizonXI Wiki: BST subjob camp observations · Carpenters' Landing routes and landings

25 to 28: Ordelle's Caves

Map 1, H-8 leech room

A compact alternative when another camp is busy. Treat this as a cautious option because both pet selection and Goblin selection need attention.

MonsterRecorded LevelUse Select at stage start
Poison Leech25 - 27 Charm pet -
Goblin Gambler22 - 26 Target -
Goblin Leecher22 - 26 Target -
Goblin Mugger22 - 26 Target -

Getting There

Use La Theine Plateau F-7 to enter Ordelle's, then locate the leech room at H-8 on Map 1.

Watch For

Pull a leech out of its group before Charm. Skip higher-level Goblins rather than trying to force a chain.

HorizonXI Wiki: BST subjob camp observations · Ordelle's entrance route

25 to 31: Maze of Shakhrami

Map 2, H-5

A stronger-pet, lower-target pairing with a researched camp location. The scorpion is the initial option; Jelly becomes an option only when your level catches up.

MonsterRecorded LevelUse Select at stage start
Maze Scorpion25 - 28 Charm pet -
Jelly26 - 28 Charm pet -
Carnivorous Crawler22 - 25 Target -

Getting There

Enter from Tahrongi Canyon, then use the dungeon map to reach Map 2 H-5. Do not confuse this with the Map 1 G-7 crawler camp.

Watch For

Crawlers link. Jelly is not a level-25 pet in this database: its recorded range is 26-28. Scorpion spawns also vary in level.

HorizonXI Wiki: BST subjob camp observations · Maze of Shakhrami · Slime family traits

27 to 33: Ordelle's Caves

Map 2, Paladin quest room, G-6 / G-8

A replacement-pet circuit gives this camp flexibility. Choose the lower targets first; add stronger beetles only when the pet and your recovery tools can handle them.

MonsterRecorded LevelUse Select at stage start
Clipper26 - 29 Charm pet -
Shrieker24 - 27 Charm pet -
Goliath Beetle29 - 31 Charm pet -
Fly Agaric21 - 24 Target -
Hognosed Bat17 - 20 Target -
Clipper26 - 29 Target -
Goliath Beetle29 - 31 Target -

Getting There

Enter Ordelle's from La Theine Plateau F-7. Follow the dungeon map to the Paladin quest room on Map 2.

Watch For

The circuit crosses rooms. Scout the route and its aggro before moving your pet; long travel between fights can erase the benefit of a stronger pet.

HorizonXI Wiki: BST subjob camp observations · Ordelle's entrance route

28 to 33: Buburimu Peninsula

Southern beaches, J-7 / K-7

Several monster types support a moving camp. Keep a replacement pet in sight instead of using the last healthy one to start a difficult fight.

MonsterRecorded LevelUse Select at stage start
Poison Leech21 - 25 Charm pet -
Shoal Pugil24 - 28 Charm pet -
Shoal Pugil24 - 28 Target -

Getting There

Reach Buburimu through Tahrongi Canyon or Mhaura, then use the zone map to reach the southern beaches.

Watch For

Leeches can link; avoid night-time Bogy and any named pugil. The beach is not a promise that every pet and target is in pulling range.

HorizonXI Wiki: Beastmaster leveling

28 to 34: Korroloka Tunnel

Eastern tunnel; Horizon camp reference I-8

This is the researched slime option for the mid-20s. Use a bat as the straightforward alternative when Charm failures make a Jelly impractical.

MonsterRecorded LevelUse Select at stage start
Seeker Bats22 - 26 Charm pet -
Jelly23 - 27 Charm pet -
Combat27 - 30 Charm pet -
Land Worm20 - 25 Target -
Seeker Bats22 - 26 Target -
Combat27 - 30 Target -

Getting There

From Bastok Mines, enter Zeruhn Mines and take its F-7 connection into Korroloka. Consult the dungeon map before moving off the main tunnel.

Watch For

Jellies resist Charm. Bats can link. A level range that starts below you can still contain individual monsters above you.

HorizonXI Wiki: BST subjob camp observations · Zeruhn Mines connections · Slime family traits

29 to 35: Ranguemont Pass

E-9; I-9 alternative

An Ooze offers a physical-resistant alternative, with scorpions available later. Scout the recovery space before trying the more resistant pet.

MonsterRecorded LevelUse Select at stage start
Ooze28 - 30 Charm pet -
Cave Scorpion30 - 33 Charm pet -
Hecteyes31 - 34 Charm pet -
Seeker Bats25 - 28 Target -
Stirge30 - 33 Target -

Getting There

Enter from East Ronfaure, pass the guarded door, and locate the correct corridor using the dungeon map.

Watch For

Oozes resist Charm. Bats can link, and nearby monsters may interrupt recovery; carry both travel protections.

HorizonXI Wiki: BST subjob camp observations · Ranguemont Pass · Slime family traits

33 to 38: Korroloka Tunnel

Pugil pools and spider room; Map 3 on Horizon

Use the pools as the center of the circuit, with the spider room as an alternative when the immediate targets are occupied.

MonsterRecorded LevelUse Select at stage start
Thread Leech28 - 31 Charm pet -
Clipper29 - 32 Charm pet -
Huge Spider28 - 31 Charm pet -
Huge Spider28 - 31 Target -
Clipper29 - 32 Target -
Greater Pugil30 - 33 Target -

Getting There

Enter via Zeruhn Mines F-7, then navigate with the Korroloka dungeon map to the pools. Check the map number as well as the grid reference.

Watch For

Scout for Sea Monk, Jelly and named spiders. Do not pull a Gigas-owned spider as though it were an ordinary Huge Spider.

HorizonXI Wiki: Beastmaster leveling · Zeruhn Mines connections

35 to 39: Sauromugue Champaign

K-9 / K-10

Use the existing Coeurl and beetle records for a short bridge into the late 30s. Do not assume every higher custom Coeurl shares the same tier.

MonsterRecorded LevelUse Select at stage start
Champaign Coeurl30 - 34 Charm pet -
Diving Beetle25 - 28 Charm pet -
Hill Lizard22 - 26 Target -
Sauromugue Skink28 - 32 Target -

Getting There

Reach Sauromugue from Port Jeuno and scout K-9 / K-10 using the zone map.

Watch For

Coeurls can paralyze and silence. Keep an eye on the ledge, beastmen and night-time bat spawns before moving a pet.

HorizonXI Wiki: BST subjob camp observations

38 to 44: Beadeaux

G-10 / H-10 / H-9 sheep circuit

Bring a higher-tier wildlife pet back to the lower sheep and Quadav circuit. The route, not just the level difference, determines whether replacing the pet is practical.

MonsterRecorded LevelUse Select at stage start
Big Jaw37 - 39 Charm pet -
Gloop38 - 40 Charm pet -
Broo39 - 41 Charm pet -
Charging Sheep28 - 30 Target -
Bronze Quadav32 - 36 Target -
Silver Quadav33 - 37 Target -
Zircon Quadav34 - 38 Target -
Garnet Quadav35 - 39 Target -

Getting There

Enter Beadeaux from Pashhow. Scout the eastern pet area and the return to the lower western circuit before committing to a drop.

Watch For

Sheep can sleep you; Quadav patrols and weather elementals remain dangerous. Gloop resists Charm. Avoid high-tier Quadav mixed into the lower area.

HorizonXI Wiki: Beastmaster leveling · Slime family traits

40 to 46: Yuhtunga Jungle

F-11, Sea Serpent Grotto approach

The Grotto approach gives you a recognizable return path. Use a Makara when eligible; do not make a resistant Opo-opo the only recovery plan.

MonsterRecorded LevelUse Select at stage start
Young Opo-opo34 - 36 Charm pet -
Makara35 - 38 Charm pet -
Makara35 - 38 Target -
River Sahagin34 - 38 Target -
Stream Sahagin34 - 38 Target -
Creek Sahagin34 - 38 Target -

Getting There

Travel from Kazham into Yuhtunga and follow the map toward the Sea Serpent Grotto entrance. Kazham airship access must be unlocked.

Watch For

Opo-opos resist Charm. Sahagin and nearby patrols can complicate pulls; respect occupied party camps.

HorizonXI Wiki: Beastmaster leveling · Kazham airship access · Sea Serpent Grotto maps and doors

44 to 53: Altepa Eastern Desert

J-7 / K-7

A stronger pet can make a lower-target circuit sustainable. Once spiders stop awarding XP, reassess the Anticans instead of continuing the same loop automatically.

MonsterRecorded LevelUse Select at stage start
Doom Scorpion44 - 47 Charm pet -
Desert Dhalmel39 - 44 Charm pet -
Giant Spider30 - 34 Target -
Antican Auxiliarius35 - 39 Target -

Getting There

Use Korroloka to reach Eastern Altepa, then locate J-7 / K-7 with the desert map.

Watch For

Do not confuse a Doom Scorpion with a named monster. Scout replacement spawns and avoid weather-elemental magic aggro.

HorizonXI Wiki: Beastmaster leveling · Zeruhn Mines connections

50 to 60: Crawlers' Nest

Northern lizard section; Map 2 corridors

Several overlapping pet tiers reduce the need to move zones immediately after a level. Pick a short circuit first and expand only after checking its links and return path.

MonsterRecorded LevelUse Select at stage start
Soldier Crawler47 - 49 Charm pet -
Labyrinth Lizard49 - 51 Charm pet -
Witch Hazel50 - 52 Charm pet -
Hornfly50 - 53 Charm pet -
Exoray51 - 54 Charm pet -
Mushussu53 - 55 Charm pet -
Rumble Crawler53 - 55 Charm pet -
Labyrinth Lizard49 - 51 Target -
Hornfly50 - 53 Target -
Exoray51 - 54 Target -
Blazer Beetle52 - 54 Target -
Rumble Crawler53 - 55 Target -

Getting There

Enter from Rolanberry Fields and navigate with the floor maps toward the northern lizard section. Scout the corridors before taking a pet through them.

Watch For

Saplings, crawlers and funguars can link. Avoid area attacks and keep a status-removal and recovery plan.

HorizonXI Wiki: BST subjob camp observations

54 to 60: Altepa Western Desert

Rabao-side circuit, L-6 / K-6; I-6 alternative

Use the scorpion circuit to avoid repeatedly traveling for one fresh pet. Budget pet food and confirm that the lower targets still award XP.

MonsterRecorded LevelUse Select at stage start
Tulwar Scorpion53 - 56 Charm pet -
Desert Spider40 - 44 Target -
Antican Essedarius41 - 45 Target -

Getting There

Reach Western Altepa through Eastern Altepa and scout the Rabao-side paths. Check each scorpion's position before setting a circuit.

Watch For

Spider Slow and Antican debuffs can reduce the benefit of a stronger pet. /BST cannot use Leave to clear pet status until its displayed level reaches 35.

HorizonXI Wiki: BST subjob camp observations

60 to 66: Crawlers' Nest

Western scorpion extension, then the lower-target circuits

Carry food for the scorpion instead of treating every fight as a trip back to its room. Choose one target circuit and confirm its current XP before moving between sections.

MonsterRecorded LevelUse Select at stage start
Crawler Hunter60 - 62 Charm pet -
Soldier Crawler47 - 49 Target -
Nest Beetle45 - 47 Target -
Labyrinth Lizard49 - 51 Target -
Mushussu53 - 55 Target -

Getting There

Navigate Crawlers' Nest with the floor maps to the western scorpion area. Scout the return route before taking the pet toward the lizard or beetle circuit.

Watch For

Crawlers and beetles can link. A distant replacement pet makes Charm expiration more costly; stop pulling if the timer or recovery plan is uncertain.

HorizonXI Wiki: BST subjob camp observations

63 to 71: Sea Serpent Grotto

Gold-door pet area; Mythril-door target circuit

A Mousse can sustain a physical-target circuit, but transporting it is part of the cost. Verify door access and budget food before leaving the pet area.

MonsterRecorded LevelUse Select at stage start
Mousse62 - 65 Charm pet -
Bog Sahagin52 - 59 Target -
Marsh Sahagin52 - 59 Target -
Swamp Sahagin52 - 59 Target -
Rock Crab53 - 58 Target -

Getting There

Enter through Yuhtunga. Consult the door maps and bring the required beastcoins before scouting the Gold-door and Mythril-door areas.

Watch For

Mousse resists Charm. Door routes are not interchangeable; Sahagin abilities, NMs and spellcasting targets can undermine a physical-resistant pet.

HorizonXI Wiki: BST subjob camp observations · Sea Serpent Grotto maps and doors · Slime family traits

70 to 75: Boyahda Tree

First-floor pond circuit, G-10

This is a lower-pet, lower-target alternative rather than a high-chain route. Keep the upper end of the rabbit tier available and verify XP as you level.

MonsterRecorded LevelUse Select at stage start
Moss Eater62 - 66 Charm pet -
Mourioche62 - 68 Charm pet -
Bark Spider60 - 63 Target -
Robber Crab62 - 66 Target -

Getting There

Enter Boyahda through Zi'Tah. Scout the first-floor ponds and a clear recovery path before bringing a pet into the crab circuit.

Watch For

The pet tier is well below you by the end. Stop if targets check Too Weak; avoid Aquarius and respect web-farming or XP parties.

HorizonXI Wiki: BST subjob camp observations

70 to 75: Uleguerand Range

G-10 / E-8 targets; bat pickup toward K-6

The higher bat tier supports a final wildlife circuit. Allow extra travel time and test whether the lower targets still give useful XP before committing to a long session.

MonsterRecorded LevelUse Select at stage start
Nightmare Bats69 - 72 Charm pet -
Uleguerand Tiger60 - 63 Target -
Variable Hare58 - 61 Target -

Getting There

Travel through Xarcabard into Uleguerand. Scout the bat pickup and target circuit on the mountain map before transporting your pet.

Watch For

Pet and target areas are separated. Carry food; avoid tiger paralysis and nearby snolls, and never assume a drop has a quick return path.

HorizonXI Wiki: BST subjob camp observations · HorizonXI Wiki: Beastmaster leveling

WAR / BST Fighting And Recovery

Keep weapon skill and accuracy current. Add melee damage after the pet establishes the fight; an attack-focused setup is not a recovery plan when you take hate.

WAR job reference · BST job reference

Level 25 Preparation Example

Your trained BST level is 75; your displayed /BST level starts at 12. Charm training and support-job ability access are different checks.

Start with a pet no higher than your current level or your trained BST level; the starting selection ceiling is 25, preferably within two levels below your character. The selection column narrows the recorded range at the start of each stage; it does not identify a live spawn's exact level. Use /check and Gauge before committing.

Scout a replacement pet and a recovery spot first. Let the pet establish the fight before adding damage, and keep enough room to respond to a failed Charm or an early expiration. CHR helps Charm success; Charm+ primarily extends duration.

Leave is unavailable at your starting level. It requires displayed /BST 35, normally character level 70; a higher trained BST level does not unlock it early. Plan around natural Charm expiration and a clear retreat, not a release-and-recharm routine.

Reward is available at your starting BST ability level. Call Beast is not usable with /BST; do not plan on a backup jug.

These charm camp routes are adapted for /BST with ability restrictions checked. They are not verified solo rotations for every main job.

Slimes can absorb physical attacks well, but resist Charm and are vulnerable to magic. Physical resistance preference promotes an eligible slime camp; it never makes a higher-level slime safe to select.

Pack Before Leaving

  • Silent Oils and Prism Powders for travel when your available spells cannot cover Sneak and Invisible.
  • An exit plan, an appropriate recovery item, and a usable Reraise option where available.
  • Accuracy-appropriate food, a single-target pulling option and emergency HP recovery. Do not assume a weapon skill or ammunition type is usable without checking it.
  • Pet Food Beta for Reward; the biscuit requires character level 24. Carry spares for a pet you want to keep.

Charm mechanics · Slime family traits · Leave: level 35 · Gauge: BST level 10 · Reward: BST level 12 · Pet Food Beta: level 24 · BST support-job abilities and restrictions

Coverage And Sources

Source review: 2026-10-09. These are original FFXI Mob DB planning notes based on community camp reports and our mob records, not personal in-game test results. Classic entries exclude later expansion and modern retail advice. Source guides remain community opinions and may contain outdated information.

The library contains 39 curated Charm camp entries spanning the approach to 75, with preparation and conditional extensions identified separately. Exact live levels, HP, respawns, pathing and owner placement are not guaranteed. An inherited pet map is an owner-area reference, not evidence of a precise pet camp. Send a correction with the camp, server, player level and observations.