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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Huge Hornet | 1 - 1 | Charm pet | - |
| Maneating Hornet | 2 - 5 | Charm pet | - |
| Rock Lizard | 3 - 8 | Charm pet | - |
| Ornery Sheep | 5 - 8 | Charm pet | - |
| Tunnel Worm | 1 - 1 | Target | - |
| Huge Hornet | 1 - 1 | Target | - |
| Stone Eater | 2 - 5 | Target | - |
| Maneating Hornet | 2 - 5 | Target | - |
| Rock Lizard | 3 - 8 | Target | - |
| Ornery Sheep | 5 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Wild Rabbit | 1 - 1 | Charm pet | - |
| Forest Hare | 1 - 5 | Charm pet | - |
| Scarab Beetle | 3 - 6 | Charm pet | - |
| Wild Sheep | 5 - 8 | Charm pet | - |
| Tunnel Worm | 1 - 1 | Target | - |
| Carrion Worm | 1 - 5 | Target | - |
| Forest Hare | 1 - 5 | Target | - |
| Scarab Beetle | 3 - 6 | Target | - |
| Wild Sheep | 5 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Bumblebee | 1 - 1 | Charm pet | - |
| Savanna Rarab | 1 - 5 | Charm pet | - |
| Carrion Crow | 2 - 6 | Charm pet | - |
| Crawler | 3 - 8 | Charm pet | - |
| Giant Bee | 5 - 8 | Charm pet | - |
| Bumblebee | 1 - 1 | Target | - |
| Tiny Mandragora | 1 - 1 | Target | - |
| Savanna Rarab | 1 - 5 | Target | - |
| Crawler | 3 - 8 | Target | - |
| Giant Bee | 5 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Huge Wasp | 7 - 10 | Charm pet | - |
| Strolling Sapling | 7 - 10 | Charm pet | - |
| Mist Lizard | 10 - 12 | Charm pet | - |
| Mad Sheep | 11 - 13 | Charm pet | - |
| Huge Wasp | 7 - 10 | Target | - |
| Strolling Sapling | 7 - 10 | Target | - |
| Rock Eater | 7 - 11 | Target | - |
| Mist Lizard | 10 - 12 | Target | - |
| Mad Sheep | 11 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Akbaba | 9 - 13 | Charm pet | - |
| Canyon Crawler | 11 - 13 | Charm pet | - |
| Wild Dhalmel | 14 - 16 | Charm pet | - |
| Strolling Sapling | 7 - 10 | Target | - |
| Canyon Rarab | 7 - 10 | Target | - |
| Pygmaioi | 7 - 11 | Target | - |
| Akbaba | 9 - 13 | Target | - |
| Canyon Crawler | 11 - 13 | Target | - |
| Wild Dhalmel | 14 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Stink Bats | 15 - 18 | Charm pet | - |
| Blood Bunny | 17 - 19 | Charm pet | - |
| Snipper | 17 - 20 | Charm pet | - |
| Blood Bunny | 17 - 19 | Target | - |
| Snipper | 17 - 20 | Target | - |
| Hognosed Bat | 17 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Sylvestre | 15 - 18 | Charm pet | - |
| Mighty Rarab | 15 - 18 | Charm pet | - |
| Zu | 20 - 23 | Charm pet | - |
| Poison Leech | 21 - 25 | Charm pet | - |
| Sylvestre | 15 - 18 | Target | - |
| Mighty Rarab | 15 - 18 | Target | - |
| Zu | 20 - 23 | Target | - |
| Poison Leech | 21 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Digger Wasp | 14 - 17 | Charm pet | - |
| Beady Beetle | 15 - 18 | Charm pet | - |
| Poison Funguar | 16 - 19 | Charm pet | - |
| Land Pugil | 17 - 19 | Charm pet | - |
| Flytrap | 18 - 22 | Charm pet | - |
| Digger Wasp | 14 - 17 | Target | - |
| Beady Beetle | 15 - 18 | Target | - |
| Poison Funguar | 16 - 19 | Target | - |
| Land Pugil | 17 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Dung Beetle | 23 - 26 | Charm pet | - |
| Shrieker | 24 - 27 | Charm pet | - |
| Dung Beetle | 23 - 26 | Target | - |
| Goblin Gambler | 22 - 26 | Target | - |
| Goblin Leecher | 22 - 26 | Target | - |
| Goblin Mugger | 22 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Poison Leech | 21 - 25 | Charm pet | - |
| Shoal Pugil | 24 - 28 | Charm pet | - |
| Shoal Pugil | 24 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Seeker Bats | 22 - 26 | Charm pet | - |
| Jelly | 23 - 27 | Charm pet | - |
| Combat | 27 - 30 | Charm pet | - |
| Land Worm | 20 - 25 | Target | - |
| Seeker Bats | 22 - 26 | Target | - |
| Combat | 27 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Seeker Bats | 25 - 27 | Charm pet | - |
| Clipper | 25 - 29 | Charm pet | - |
| Greater Pugil | 28 - 30 | Charm pet | - |
| Clipper | 25 - 29 | Target | - |
| Land Worm | 25 - 27 | Target | - |
| Greater Pugil | 28 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Clipper | 26 - 29 | Charm pet | - |
| Shrieker | 24 - 27 | Charm pet | - |
| Goliath Beetle | 29 - 31 | Charm pet | - |
| Fly Agaric | 21 - 24 | Target | - |
| Hognosed Bat | 17 - 20 | Target | - |
| Clipper | 26 - 29 | Target | - |
| Goliath Beetle | 29 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Thread Leech | 28 - 31 | Charm pet | - |
| Clipper | 29 - 32 | Charm pet | - |
| Huge Spider | 28 - 31 | Charm pet | - |
| Huge Spider | 28 - 31 | Target | - |
| Clipper | 29 - 32 | Target | - |
| Greater Pugil | 30 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Diving Beetle | 27 - 30 | Charm pet | - |
| Sabertooth Tiger | 29 - 32 | Charm pet | - |
| Spinous Pugil | 29 - 31 | Charm pet | - |
| Birdtrap | 29 - 33 | Target | - |
| Diving Beetle | 27 - 30 | Target | - |
| Sabertooth Tiger | 29 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Giant Spider | 30 - 34 | Charm pet | - |
| Sand Beetle | 36 - 40 | Charm pet | - |
| Desert Dhalmel | 39 - 44 | Charm pet | - |
| Giant Spider | 30 - 34 | Target | - |
| Sand Beetle | 36 - 40 | Target | - |
| Antican Auxiliarius | 35 - 39 | Target | - |
| Desert Dhalmel | 39 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Young Opo-opo | 34 - 36 | Charm pet | - |
| Makara | 35 - 38 | Charm pet | - |
| Makara | 35 - 38 | Target | - |
| River Sahagin | 34 - 38 | Target | - |
| Stream Sahagin | 34 - 38 | Target | - |
| Creek Sahagin | 34 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Royal Leech | 35 - 38 | Charm pet | - |
| Undead Bats | 36 - 39 | Charm pet | - |
| Ironshell | 37 - 40 | Charm pet | - |
| Ooze | 39 - 42 | Charm pet | - |
| Undead Bats | 36 - 39 | Target | - |
| Ironshell | 37 - 40 | Target | - |
| Pond Sahagin | 36 - 39 | Target | - |
| Spring Sahagin | 36 - 39 | Target | - |
| Lake Sahagin | 36 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Death Jacket | 40 - 42 | Charm pet | - |
| Worker Crawler | 40 - 44 | Charm pet | - |
| Maze Lizard | 41 - 43 | Charm pet | - |
| Death Jacket | 40 - 42 | Target | - |
| Worker Crawler | 40 - 44 | Target | - |
| Maze Lizard | 41 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Desert Spider | 40 - 44 | Charm pet | - |
| Desert Dhalmel | 44 - 48 | Charm pet | - |
| Desert Dhalmel | 44 - 48 | Target | - |
| Antican Essedarius | 41 - 45 | Target | - |
| Desert Worm | 43 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Desert Beetle | 47 - 51 | Charm pet | - |
| Desert Dhalmel | 44 - 48 | Charm pet | - |
| Desert Beetle | 47 - 51 | Target | - |
| Antican Retiarius | 45 - 49 | Target | - |
| Antican Eques | 45 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Soldier Crawler | 47 - 49 | Charm pet | - |
| Labyrinth Lizard | 49 - 51 | Charm pet | - |
| Witch Hazel | 50 - 52 | Charm pet | - |
| Hornfly | 50 - 53 | Charm pet | - |
| Exoray | 51 - 54 | Charm pet | - |
| Mushussu | 53 - 55 | Charm pet | - |
| Rumble Crawler | 53 - 55 | Charm pet | - |
| Labyrinth Lizard | 49 - 51 | Target | - |
| Hornfly | 50 - 53 | Target | - |
| Exoray | 51 - 54 | Target | - |
| Blazer Beetle | 52 - 54 | Target | - |
| Rumble Crawler | 53 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Dark Aspic | 52 - 54 | Charm pet | - |
| Funnel Bats | 52 - 55 | Charm pet | - |
| Werebat | 55 - 59 | Charm pet | - |
| Werebat | 55 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Variable Hare | 58 - 61 | Charm pet | - |
| Esbat | 59 - 61 | Charm pet | - |
| Uleguerand Tiger | 60 - 63 | Charm pet | - |
| Variable Hare | 58 - 61 | Target | - |
| Esbat | 59 - 61 | Target | - |
| Uleguerand Tiger | 60 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Death Cap | 60 - 63 | Charm pet | - |
| Moss Eater | 62 - 66 | Charm pet | - |
| Mourioche | 62 - 68 | Charm pet | - |
| Knight Crawler | 62 - 67 | Charm pet | - |
| Bark Spider | 60 - 63 | Target | - |
| Robber Crab | 62 - 66 | Target | - |
| Knight Crawler | 62 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Monarch Ogrefly | 65 - 67 | Charm pet | - |
| Sand Lizard | 65 - 67 | Charm pet | - |
| Cutlass Scorpion | 67 - 69 | Charm pet | - |
| Tracker Antlion | 70 - 73 | Charm pet | - |
| Monarch Ogrefly | 65 - 67 | Target | - |
| Sand Lizard | 65 - 67 | Target | - |
| Cutlass Scorpion | 67 - 69 | Target | - |
| Tracker Antlion | 70 - 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.
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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Huge Hornet | 1 - 1 | Charm pet | - |
| Maneating Hornet | 2 - 5 | Charm pet | - |
| Rock Lizard | 3 - 8 | Charm pet | - |
| Ornery Sheep | 5 - 8 | Charm pet | - |
| Tunnel Worm | 1 - 1 | Target | - |
| Huge Hornet | 1 - 1 | Target | - |
| Stone Eater | 2 - 5 | Target | - |
| Maneating Hornet | 2 - 5 | Target | - |
| Rock Lizard | 3 - 8 | Target | - |
| Ornery Sheep | 5 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Wild Rabbit | 1 - 1 | Charm pet | - |
| Forest Hare | 1 - 5 | Charm pet | - |
| Scarab Beetle | 3 - 6 | Charm pet | - |
| Wild Sheep | 5 - 8 | Charm pet | - |
| Tunnel Worm | 1 - 1 | Target | - |
| Carrion Worm | 1 - 5 | Target | - |
| Forest Hare | 1 - 5 | Target | - |
| Scarab Beetle | 3 - 6 | Target | - |
| Wild Sheep | 5 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Bumblebee | 1 - 1 | Charm pet | - |
| Savanna Rarab | 1 - 5 | Charm pet | - |
| Carrion Crow | 2 - 6 | Charm pet | - |
| Crawler | 3 - 8 | Charm pet | - |
| Giant Bee | 5 - 8 | Charm pet | - |
| Bumblebee | 1 - 1 | Target | - |
| Tiny Mandragora | 1 - 1 | Target | - |
| Savanna Rarab | 1 - 5 | Target | - |
| Crawler | 3 - 8 | Target | - |
| Giant Bee | 5 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Akbaba | 9 - 13 | Charm pet | - |
| Canyon Crawler | 11 - 13 | Charm pet | - |
| Wild Dhalmel | 14 - 16 | Charm pet | - |
| Strolling Sapling | 7 - 10 | Target | - |
| Canyon Rarab | 7 - 10 | Target | - |
| Pygmaioi | 7 - 11 | Target | - |
| Akbaba | 9 - 13 | Target | - |
| Canyon Crawler | 11 - 13 | Target | - |
| Wild Dhalmel | 14 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Zu | 20 - 23 | Charm pet | - |
| Cape Coney | 20 - 22 | Charm pet | - |
| Mighty Rarab | 15 - 18 | Target | - |
| Sylvestre | 15 - 18 | Target | - |
| Zu | 20 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Digger Wasp | 14 - 17 | Charm pet | - |
| Beady Beetle | 15 - 18 | Charm pet | - |
| Poison Funguar | 16 - 19 | Charm pet | - |
| Land Pugil | 17 - 19 | Charm pet | - |
| Flytrap | 18 - 22 | Charm pet | - |
| Digger Wasp | 14 - 17 | Target | - |
| Beady Beetle | 15 - 18 | Target | - |
| Poison Funguar | 16 - 19 | Target | - |
| Land Pugil | 17 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Poison Leech | 25 - 27 | Charm pet | - |
| Goblin Gambler | 22 - 26 | Target | - |
| Goblin Leecher | 22 - 26 | Target | - |
| Goblin Mugger | 22 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Maze Scorpion | 25 - 28 | Charm pet | - |
| Jelly | 26 - 28 | Charm pet | - |
| Carnivorous Crawler | 22 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Clipper | 26 - 29 | Charm pet | - |
| Shrieker | 24 - 27 | Charm pet | - |
| Goliath Beetle | 29 - 31 | Charm pet | - |
| Fly Agaric | 21 - 24 | Target | - |
| Hognosed Bat | 17 - 20 | Target | - |
| Clipper | 26 - 29 | Target | - |
| Goliath Beetle | 29 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Poison Leech | 21 - 25 | Charm pet | - |
| Shoal Pugil | 24 - 28 | Charm pet | - |
| Shoal Pugil | 24 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Seeker Bats | 22 - 26 | Charm pet | - |
| Jelly | 23 - 27 | Charm pet | - |
| Combat | 27 - 30 | Charm pet | - |
| Land Worm | 20 - 25 | Target | - |
| Seeker Bats | 22 - 26 | Target | - |
| Combat | 27 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Ooze | 28 - 30 | Charm pet | - |
| Cave Scorpion | 30 - 33 | Charm pet | - |
| Hecteyes | 31 - 34 | Charm pet | - |
| Seeker Bats | 25 - 28 | Target | - |
| Stirge | 30 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Thread Leech | 28 - 31 | Charm pet | - |
| Clipper | 29 - 32 | Charm pet | - |
| Huge Spider | 28 - 31 | Charm pet | - |
| Huge Spider | 28 - 31 | Target | - |
| Clipper | 29 - 32 | Target | - |
| Greater Pugil | 30 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Champaign Coeurl | 30 - 34 | Charm pet | - |
| Diving Beetle | 25 - 28 | Charm pet | - |
| Hill Lizard | 22 - 26 | Target | - |
| Sauromugue Skink | 28 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Big Jaw | 37 - 39 | Charm pet | - |
| Gloop | 38 - 40 | Charm pet | - |
| Broo | 39 - 41 | Charm pet | - |
| Charging Sheep | 28 - 30 | Target | - |
| Bronze Quadav | 32 - 36 | Target | - |
| Silver Quadav | 33 - 37 | Target | - |
| Zircon Quadav | 34 - 38 | Target | - |
| Garnet Quadav | 35 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Young Opo-opo | 34 - 36 | Charm pet | - |
| Makara | 35 - 38 | Charm pet | - |
| Makara | 35 - 38 | Target | - |
| River Sahagin | 34 - 38 | Target | - |
| Stream Sahagin | 34 - 38 | Target | - |
| Creek Sahagin | 34 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Doom Scorpion | 44 - 47 | Charm pet | - |
| Desert Dhalmel | 39 - 44 | Charm pet | - |
| Giant Spider | 30 - 34 | Target | - |
| Antican Auxiliarius | 35 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Soldier Crawler | 47 - 49 | Charm pet | - |
| Labyrinth Lizard | 49 - 51 | Charm pet | - |
| Witch Hazel | 50 - 52 | Charm pet | - |
| Hornfly | 50 - 53 | Charm pet | - |
| Exoray | 51 - 54 | Charm pet | - |
| Mushussu | 53 - 55 | Charm pet | - |
| Rumble Crawler | 53 - 55 | Charm pet | - |
| Labyrinth Lizard | 49 - 51 | Target | - |
| Hornfly | 50 - 53 | Target | - |
| Exoray | 51 - 54 | Target | - |
| Blazer Beetle | 52 - 54 | Target | - |
| Rumble Crawler | 53 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Tulwar Scorpion | 53 - 56 | Charm pet | - |
| Desert Spider | 40 - 44 | Target | - |
| Antican Essedarius | 41 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Crawler Hunter | 60 - 62 | Charm pet | - |
| Soldier Crawler | 47 - 49 | Target | - |
| Nest Beetle | 45 - 47 | Target | - |
| Labyrinth Lizard | 49 - 51 | Target | - |
| Mushussu | 53 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Mousse | 62 - 65 | Charm pet | - |
| Bog Sahagin | 52 - 59 | Target | - |
| Marsh Sahagin | 52 - 59 | Target | - |
| Swamp Sahagin | 52 - 59 | Target | - |
| Rock Crab | 53 - 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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Moss Eater | 62 - 66 | Charm pet | - |
| Mourioche | 62 - 68 | Charm pet | - |
| Bark Spider | 60 - 63 | Target | - |
| Robber Crab | 62 - 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.
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.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Nightmare Bats | 69 - 72 | Charm pet | - |
| Uleguerand Tiger | 60 - 63 | Target | - |
| Variable Hare | 58 - 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.
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.