Classic Level 75 Era
Beastmaster Leveling: 1 to 75
WAR / BST · All researched zones
This is for classic level 75-era FFXI. It doesn't rely on newer retail features such as Trusts, Grounds of Valor or modern teleport shortcuts.
Camp technique: Choosing and Managing Pets as BST or /BST
73 levels with listed camps · 1 levels of preparation.
WAR / BST Fighting And Recovery
Keep your weapon skill and accuracy up to date. Give your pet time to start the fight before you join in. If you take hate, attack gear alone won't keep you alive, so have a way to recover.
Check your level-cap quests before making a long trip. You'll still need the right limit breaks, mission progress and expansion access to follow the route.
Ability access for levels 1 to 75
- Gauge: becomes available at character level 20. Check the live monster, not only its recorded range.
- Reward: becomes available at character level 24. Pet food also has a character-level requirement.
- Leave: becomes available at character level 70. A released pet can despawn outside its original area.
You'll still need to learn the scroll before using a spell. Anything that unlocks at your goal level belongs to the next part of your leveling, not the fights covered here.
Level 1 to 2: Prepare For /BST
At main level 1, your displayed /BST level is 0, so you can't use Charm yet. Start with normal starter mobs. At main level 2, you can use Charm if you've unlocked support jobs and leveled BST. There isn't a Charm-pet recommendation before that point.
Level 2 to 3
Gustaberg North
Bastok-side wildlife; monument slopes later
You're close to the city if you need to recover or restock after a rough start. Work through insects and lizards before moving up to sheep.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Maneating Hornet | 2 - 5 | Charm pet | 2 - 2 |
| Huge Hornet | 1 - 1 | Charm pet | 1 - 1 |
| 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 | - |
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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
- Bee target: Pollen can heal the bee, and Final Sting can make the end of a fight dangerous. Keep enough HP and a way to heal yourself. Don't assume it's safe to take over from your pet just because the bee is almost dead. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference
Alternative zones for level 2
Ronfaure East · City-side paths, then the sheep circuit
Take it one Charm and one fight at a time while you're learning. Move from starter rabbits to stronger mobs as you level. You don't need to chase a faraway spawn for a little more XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Forest Hare | 1 - 5 | Charm pet | 1 - 2 |
| Wild Rabbit | 1 - 1 | Charm pet | 1 - 1 |
| Tunnel Worm | 1 - 1 | Target | - |
| Carrion Worm | 1 - 5 | Target | - |
| Forest Hare | 1 - 5 | Target | - |
| Scarab Beetle | 3 - 6 | 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.
Sarutabaruta West · Windurst gates, then the northern bee paths
The short trip back to town makes it easy to restock while you level your skills. Move up to stronger bees once the smallest mobs stop giving XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Carrion Crow | 2 - 6 | Charm pet | 2 - 2 |
| Savanna Rarab | 1 - 5 | Charm pet | 1 - 2 |
| Bumblebee | 1 - 1 | Charm pet | 1 - 1 |
| Bumblebee | 1 - 1 | Target | - |
| Tiny Mandragora | 1 - 1 | Target | - |
| Savanna Rarab | 1 - 5 | Target | - |
| Crawler | 3 - 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.
Level 3 to 5
Gustaberg North
Bastok-side wildlife; monument slopes later
You're close to the city if you need to recover or restock after a rough start. Work through insects and lizards before moving up to sheep.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Maneating Hornet | 2 - 5 | Charm pet | 2 - 3 |
| Rock Lizard | 3 - 8 | Charm pet | 3 - 3 |
| Huge Hornet | 1 - 1 | Charm pet | 1 - 1 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
- Bee target: Pollen can heal the bee, and Final Sting can make the end of a fight dangerous. Keep enough HP and a way to heal yourself. Don't assume it's safe to take over from your pet just because the bee is almost dead. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference
Alternative zones for level 3
Ronfaure East · City-side paths, then the sheep circuit
Take it one Charm and one fight at a time while you're learning. Move from starter rabbits to stronger mobs as you level. You don't need to chase a faraway spawn for a little more XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Forest Hare | 1 - 5 | Charm pet | 1 - 3 |
| Scarab Beetle | 3 - 6 | Charm pet | 3 - 3 |
| Wild Rabbit | 1 - 1 | Charm pet | 1 - 1 |
| 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.
Sarutabaruta West · Windurst gates, then the northern bee paths
The short trip back to town makes it easy to restock while you level your skills. Move up to stronger bees once the smallest mobs stop giving XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Carrion Crow | 2 - 6 | Charm pet | 2 - 3 |
| Crawler | 3 - 8 | Charm pet | 3 - 3 |
| Savanna Rarab | 1 - 5 | Charm pet | 1 - 3 |
| Bumblebee | 1 - 1 | Charm pet | 1 - 1 |
| 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.
Level 5 to 6
Gustaberg North
Bastok-side wildlife; monument slopes later
You're close to the city if you need to recover or restock after a rough start. Work through insects and lizards before moving up to sheep.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Maneating Hornet | 2 - 5 | Charm pet | 2 - 5 |
| Ornery Sheep | 5 - 8 | Charm pet | 5 - 5 |
| Rock Lizard | 3 - 8 | Charm pet | 3 - 5 |
| Huge Hornet | 1 - 1 | Charm pet | 1 - 1 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
- Bee target: Pollen can heal the bee, and Final Sting can make the end of a fight dangerous. Keep enough HP and a way to heal yourself. Don't assume it's safe to take over from your pet just because the bee is almost dead. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference
Alternative zones for level 5
Ronfaure East · City-side paths, then the sheep circuit
Take it one Charm and one fight at a time while you're learning. Move from starter rabbits to stronger mobs as you level. You don't need to chase a faraway spawn for a little more XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Forest Hare | 1 - 5 | Charm pet | 1 - 5 |
| Scarab Beetle | 3 - 6 | Charm pet | 3 - 5 |
| Wild Sheep | 5 - 8 | Charm pet | 5 - 5 |
| Wild Rabbit | 1 - 1 | Charm pet | 1 - 1 |
| 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.
Sarutabaruta West · Windurst gates, then the northern bee paths
The short trip back to town makes it easy to restock while you level your skills. Move up to stronger bees once the smallest mobs stop giving XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Carrion Crow | 2 - 6 | Charm pet | 2 - 5 |
| Crawler | 3 - 8 | Charm pet | 3 - 5 |
| Giant Bee | 5 - 8 | Charm pet | 5 - 5 |
| Savanna Rarab | 1 - 5 | Charm pet | 1 - 5 |
| Bumblebee | 1 - 1 | Charm pet | 1 - 1 |
| 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.
Level 6 to 9
Gustaberg North
Bastok-side wildlife; monument slopes later
You're close to the city if you need to recover or restock after a rough start. Work through insects and lizards before moving up to sheep.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Ornery Sheep | 5 - 8 | Charm pet | 5 - 6 |
| Rock Lizard | 3 - 8 | Charm pet | 3 - 6 |
| Maneating Hornet | 2 - 5 | Charm pet | 2 - 5 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
- Bee target: Pollen can heal the bee, and Final Sting can make the end of a fight dangerous. Keep enough HP and a way to heal yourself. Don't assume it's safe to take over from your pet just because the bee is almost dead. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference
Alternative zones for level 6
Ronfaure East · City-side paths, then the sheep circuit
Take it one Charm and one fight at a time while you're learning. Move from starter rabbits to stronger mobs as you level. You don't need to chase a faraway spawn for a little more XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Scarab Beetle | 3 - 6 | Charm pet | 3 - 6 |
| Wild Sheep | 5 - 8 | Charm pet | 5 - 6 |
| Forest Hare | 1 - 5 | Charm pet | 2 - 5 |
| 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.
Sarutabaruta West · Windurst gates, then the northern bee paths
The short trip back to town makes it easy to restock while you level your skills. Move up to stronger bees once the smallest mobs stop giving XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Carrion Crow | 2 - 6 | Charm pet | 2 - 6 |
| Crawler | 3 - 8 | Charm pet | 3 - 6 |
| Giant Bee | 5 - 8 | Charm pet | 5 - 6 |
| Savanna Rarab | 1 - 5 | Charm pet | 2 - 5 |
| 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.
Level 9 to 10
Gustaberg North
Bastok-side wildlife; monument slopes later
You're close to the city if you need to recover or restock after a rough start. Work through insects and lizards before moving up to sheep.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Ornery Sheep | 5 - 8 | Charm pet | 5 - 8 |
| Rock Lizard | 3 - 8 | Charm pet | 5 - 8 |
| Maneating Hornet | 2 - 5 | Charm pet | 5 - 5 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference
Alternative zones for level 9
Konschtat Highlands · Open wildlife circuit away from the crag's beastmen
Some of these pets overlap with the ones you've already been using. Start with a wasp or sapling, then try lizards and sheep as your level catches up.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Huge Wasp | 7 - 10 | Charm pet | 7 - 9 |
| Strolling Sapling | 7 - 10 | Charm pet | 7 - 9 |
| 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.
Ronfaure East · City-side paths, then the sheep circuit
Take it one Charm and one fight at a time while you're learning. Move from starter rabbits to stronger mobs as you level. You don't need to chase a faraway spawn for a little more XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Wild Sheep | 5 - 8 | Charm pet | 5 - 8 |
| Scarab Beetle | 3 - 6 | Charm pet | 5 - 6 |
| Forest Hare | 1 - 5 | Charm pet | 5 - 5 |
| 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.
Sarutabaruta West · Windurst gates, then the northern bee paths
The short trip back to town makes it easy to restock while you level your skills. Move up to stronger bees once the smallest mobs stop giving XP.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Crawler | 3 - 8 | Charm pet | 5 - 8 |
| Giant Bee | 5 - 8 | Charm pet | 5 - 8 |
| Carrion Crow | 2 - 6 | Charm pet | 5 - 6 |
| Savanna Rarab | 1 - 5 | Charm pet | 5 - 5 |
| 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.
Level 10 to 11
Konschtat Highlands
Open wildlife circuit away from the crag's beastmen
Some of these pets overlap with the ones you've already been using. Start with a wasp or sapling, then try lizards and sheep as your level catches up.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Huge Wasp | 7 - 10 | Charm pet | 7 - 10 |
| Mist Lizard | 10 - 12 | Charm pet | 10 - 10 |
| Strolling Sapling | 7 - 10 | Charm pet | 7 - 10 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
- Bee target: Pollen can heal the bee, and Final Sting can make the end of a fight dangerous. Keep enough HP and a way to heal yourself. Don't assume it's safe to take over from your pet just because the bee is almost dead. Family reference and sources
Level 11 to 14
Konschtat Highlands
Open wildlife circuit away from the crag's beastmen
Some of these pets overlap with the ones you've already been using. Start with a wasp or sapling, then try lizards and sheep as your level catches up.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Mad Sheep | 11 - 13 | Charm pet | 11 - 11 |
| Mist Lizard | 10 - 12 | Charm pet | 10 - 11 |
| Huge Wasp | 7 - 10 | Charm pet | 7 - 10 |
| Strolling Sapling | 7 - 10 | Charm pet | 7 - 10 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
- Bee target: Pollen can heal the bee, and Final Sting can make the end of a fight dangerous. Keep enough HP and a way to heal yourself. Don't assume it's safe to take over from your pet just because the bee is almost dead. Family reference and sources
Level 14 to 15
Konschtat Highlands
Open wildlife circuit away from the crag's beastmen
Some of these pets overlap with the ones you've already been using. Start with a wasp or sapling, then try lizards and sheep as your level catches up.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Mad Sheep | 11 - 13 | Charm pet | 11 - 13 |
| Mist Lizard | 10 - 12 | Charm pet | 10 - 12 |
| Huge Wasp | 7 - 10 | Charm pet | 10 - 10 |
| Strolling Sapling | 7 - 10 | Charm pet | 10 - 10 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference
Alternative zones for level 14
Tahrongi Canyon · Luck Rune circuit early; E-5 / F-5 once Dhalmels are eligible
Start with birds and crawlers, then move up to Dhalmels. On Horizon, stick with lower-level targets that still give XP instead of forcing a harder fight.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Wild Dhalmel | 14 - 16 | Charm pet | 14 - 14 |
| Akbaba | 9 - 13 | Charm pet | 10 - 13 |
| Canyon Crawler | 11 - 13 | Charm pet | 11 - 13 |
| 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.
Level 15 to 17
Tahrongi Canyon
Luck Rune circuit early; E-5 / F-5 once Dhalmels are eligible
Start with birds and crawlers, then move up to Dhalmels. On Horizon, stick with lower-level targets that still give XP instead of forcing a harder fight.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Wild Dhalmel | 14 - 16 | Charm pet | 14 - 15 |
| Akbaba | 9 - 13 | Charm pet | 11 - 13 |
| Canyon Crawler | 11 - 13 | Charm pet | 11 - 13 |
| 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.
Level 17 to 18
Buburimu Peninsula
E-9 initially; broader wildlife circuit after 20
Start in a small area and try stronger mobs as you find pets that can handle them. Repeating a safe pull is better than spending most of your time recovering from a hard one.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Mighty Rarab | 15 - 18 | Charm pet | 15 - 17 |
| Sylvestre | 15 - 18 | Charm pet | 15 - 17 |
| Sylvestre | 15 - 18 | Target | - |
| Mighty Rarab | 15 - 18 | 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.
Encounter Notes
- Mandragora charm pet: A mandragora can be a useful backup if there are some at your camp. Just watch out for area moves around nearby mobs, and don't rely on your pet using Dream Flower exactly when you need it. Family reference and sources
- Mandragora target: Dream Flower can put everyone nearby to sleep. If your pet can hold the target, give yourself some space. Finish recovering and get the fight under control before pulling anything else. Different types of mandragora don't all use the same moves. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds
Alternative zones for level 17
Carpenters' Landing · North Landing
This gives you another camp on the San d'Oria side. Stay around the landing to start. On Horizon, the route uses stronger pets against the lower-level mobs.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Beady Beetle | 15 - 18 | Charm pet | 15 - 17 |
| Digger Wasp | 14 - 17 | Charm pet | 14 - 17 |
| Land Pugil | 17 - 19 | Charm pet | 17 - 17 |
| Poison Funguar | 16 - 19 | Charm pet | 16 - 17 |
| 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
Ordelle's Caves · First room, Rescue Drill entrance
This camp is close to the entrance, so it's a good place to practice changing pets before going farther into the dungeon.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Blood Bunny | 17 - 19 | Charm pet | 17 - 17 |
| Snipper | 17 - 20 | Charm pet | 17 - 17 |
| Stink Bats | 15 - 18 | Charm pet | 15 - 17 |
| 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
Level 18 to 19
Buburimu Peninsula
E-9 initially; broader wildlife circuit after 20
Start in a small area and try stronger mobs as you find pets that can handle them. Repeating a safe pull is better than spending most of your time recovering from a hard one.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Mighty Rarab | 15 - 18 | Charm pet | 15 - 18 |
| Sylvestre | 15 - 18 | Charm pet | 15 - 18 |
| Sylvestre | 15 - 18 | Target | - |
| Mighty Rarab | 15 - 18 | Target | - |
| Zu | 20 - 23 | 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.
Encounter Notes
- Mandragora charm pet: A mandragora can be a useful backup if there are some at your camp. Just watch out for area moves around nearby mobs, and don't rely on your pet using Dream Flower exactly when you need it. Family reference and sources
- Mandragora target: Dream Flower can put everyone nearby to sleep. If your pet can hold the target, give yourself some space. Finish recovering and get the fight under control before pulling anything else. Different types of mandragora don't all use the same moves. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds
Alternative zones for level 18
Carpenters' Landing · North Landing
This gives you another camp on the San d'Oria side. Stay around the landing to start. On Horizon, the route uses stronger pets against the lower-level mobs.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Beady Beetle | 15 - 18 | Charm pet | 15 - 18 |
| Flytrap | 18 - 22 | Charm pet | 18 - 18 |
| Land Pugil | 17 - 19 | Charm pet | 17 - 18 |
| Poison Funguar | 16 - 19 | Charm pet | 16 - 18 |
| Digger Wasp | 14 - 17 | Charm pet | 14 - 17 |
| 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
Ordelle's Caves · First room, Rescue Drill entrance
This camp is close to the entrance, so it's a good place to practice changing pets before going farther into the dungeon.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Blood Bunny | 17 - 19 | Charm pet | 17 - 18 |
| Snipper | 17 - 20 | Charm pet | 17 - 18 |
| Stink Bats | 15 - 18 | Charm pet | 15 - 18 |
| 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
Level 19 to 20
Buburimu Peninsula
E-9 initially; broader wildlife circuit after 20
Start in a small area and try stronger mobs as you find pets that can handle them. Repeating a safe pull is better than spending most of your time recovering from a hard one.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Mighty Rarab | 15 - 18 | Charm pet | 15 - 18 |
| Sylvestre | 15 - 18 | Charm pet | 15 - 18 |
| 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.
Encounter Notes
- Mandragora charm pet: A mandragora can be a useful backup if there are some at your camp. Just watch out for area moves around nearby mobs, and don't rely on your pet using Dream Flower exactly when you need it. Family reference and sources
- Mandragora target: Dream Flower can put everyone nearby to sleep. If your pet can hold the target, give yourself some space. Finish recovering and get the fight under control before pulling anything else. Different types of mandragora don't all use the same moves. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds
Alternative zones for level 19
Carpenters' Landing · North Landing
This gives you another camp on the San d'Oria side. Stay around the landing to start. On Horizon, the route uses stronger pets against the lower-level mobs.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Flytrap | 18 - 22 | Charm pet | 18 - 19 |
| Land Pugil | 17 - 19 | Charm pet | 17 - 19 |
| Poison Funguar | 16 - 19 | Charm pet | 16 - 19 |
| Beady Beetle | 15 - 18 | Charm pet | 15 - 18 |
| Digger Wasp | 14 - 17 | Charm pet | 15 - 17 |
| 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
Ordelle's Caves · First room, Rescue Drill entrance
This camp is close to the entrance, so it's a good place to practice changing pets before going farther into the dungeon.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Blood Bunny | 17 - 19 | Charm pet | 17 - 19 |
| Snipper | 17 - 20 | Charm pet | 17 - 19 |
| Stink Bats | 15 - 18 | Charm pet | 15 - 18 |
| 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
Level 20 to 21
Buburimu Peninsula
E-9 initially; broader wildlife circuit after 20
Start in a small area and try stronger mobs as you find pets that can handle them. Repeating a safe pull is better than spending most of your time recovering from a hard one.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Zu | 20 - 23 | Charm pet | 20 - 20 |
| Mighty Rarab | 15 - 18 | Charm pet | 16 - 18 |
| Sylvestre | 15 - 18 | Charm pet | 16 - 18 |
| 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.
Encounter Notes
- Mandragora charm pet: A mandragora can be a useful backup if there are some at your camp. Just watch out for area moves around nearby mobs, and don't rely on your pet using Dream Flower exactly when you need it. Family reference and sources
- Mandragora target: Dream Flower can put everyone nearby to sleep. If your pet can hold the target, give yourself some space. Finish recovering and get the fight under control before pulling anything else. Different types of mandragora don't all use the same moves. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds
Level 21 to 22
Buburimu Peninsula
E-9 initially; broader wildlife circuit after 20
Start in a small area and try stronger mobs as you find pets that can handle them. Repeating a safe pull is better than spending most of your time recovering from a hard one.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Poison Leech | 21 - 25 | Charm pet | 21 - 21 |
| Zu | 20 - 23 | Charm pet | 20 - 21 |
| Mighty Rarab | 15 - 18 | Charm pet | 17 - 18 |
| Sylvestre | 15 - 18 | Charm pet | 17 - 18 |
| 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.
Encounter Notes
- Mandragora charm pet: A mandragora can be a useful backup if there are some at your camp. Just watch out for area moves around nearby mobs, and don't rely on your pet using Dream Flower exactly when you need it. Family reference and sources
- Mandragora target: Dream Flower can put everyone nearby to sleep. If your pet can hold the target, give yourself some space. Finish recovering and get the fight under control before pulling anything else. Different types of mandragora don't all use the same moves. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds
Level 22 to 23
Buburimu Peninsula
E-9 initially; broader wildlife circuit after 20
Start in a small area and try stronger mobs as you find pets that can handle them. Repeating a safe pull is better than spending most of your time recovering from a hard one.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Poison Leech | 21 - 25 | Charm pet | 21 - 22 |
| Zu | 20 - 23 | Charm pet | 20 - 22 |
| Mighty Rarab | 15 - 18 | Charm pet | 18 - 18 |
| Sylvestre | 15 - 18 | Charm pet | 18 - 18 |
| 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.
Encounter Notes
- Mandragora charm pet: A mandragora can be a useful backup if there are some at your camp. Just watch out for area moves around nearby mobs, and don't rely on your pet using Dream Flower exactly when you need it. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds
Level 23 to 24
Buburimu Peninsula
E-9 initially; broader wildlife circuit after 20
Start in a small area and try stronger mobs as you find pets that can handle them. Repeating a safe pull is better than spending most of your time recovering from a hard one.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Poison Leech | 21 - 25 | Charm pet | 21 - 23 |
| Zu | 20 - 23 | Charm pet | 20 - 23 |
| 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
Alternative zones for level 23
Ordelle's Caves · Dung Beetle camp
Start by using a beetle to fight another beetle. Once you see how much HP your pet has left after a normal fight, you can decide whether to try a Goblin.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Dung Beetle | 23 - 26 | Charm pet | 23 - 23 |
| 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
Level 24 to 25
Korroloka Tunnel
Eastern tunnel; Horizon camp reference I-8
This is one of the slime camps we've researched for the mid-20s. If you're having too much trouble charming a Jelly, try a bat instead.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Seeker Bats | 22 - 26 | Charm pet | 22 - 24 |
| Jelly | 23 - 27 | Charm pet | 23 - 24 |
| Land Worm | 20 - 25 | Target | - |
| Seeker Bats | 22 - 26 | 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.
Encounter Notes
- Slime charm pet: Slimes take less physical damage, which can make them good pets against melee mobs. They also resist Charm. Keep an easier pet nearby as a backup, and switch to it if the slime keeps resisting. Family reference and sources
FFXIclopedia: Beastmaster viable hunting grounds · Zeruhn Mines connections · Slime family traits
Alternative zones for level 24
Buburimu Peninsula · Southern beaches, J-7 / K-7
There are a few different mobs you can work with here as you move around. Keep a backup pet in sight, and don't start a hard fight with the last healthy pet nearby.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Poison Leech | 21 - 25 | Charm pet | 21 - 24 |
| Shoal Pugil | 24 - 28 | Charm pet | 24 - 24 |
| 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.
Ordelle's Caves · Dung Beetle camp
Start by using a beetle to fight another beetle. Once you see how much HP your pet has left after a normal fight, you can decide whether to try a Goblin.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Dung Beetle | 23 - 26 | Charm pet | 23 - 24 |
| Shrieker | 24 - 27 | Charm pet | 24 - 24 |
| 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
Level 25 to 27
Korroloka Tunnel
Eastern tunnel; Horizon camp reference I-8
This is one of the slime camps we've researched for the mid-20s. If you're having too much trouble charming a Jelly, try a bat instead.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Seeker Bats | 22 - 26 | Charm pet | 22 - 25 |
| Jelly | 23 - 27 | Charm pet | 23 - 25 |
| 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.
Encounter Notes
- Slime charm pet: Slimes take less physical damage, which can make them good pets against melee mobs. They also resist Charm. Keep an easier pet nearby as a backup, and switch to it if the slime keeps resisting. Family reference and sources
FFXIclopedia: Beastmaster viable hunting grounds · Zeruhn Mines connections · Slime family traits
Alternative zones for level 25
Buburimu Peninsula · Southern beaches, J-7 / K-7
There are a few different mobs you can work with here as you move around. Keep a backup pet in sight, and don't start a hard fight with the last healthy pet nearby.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Poison Leech | 21 - 25 | Charm pet | 21 - 25 |
| Shoal Pugil | 24 - 28 | Charm pet | 24 - 25 |
| 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.
Ordelle's Caves · Dung Beetle camp
Start by using a beetle to fight another beetle. Once you see how much HP your pet has left after a normal fight, you can decide whether to try a Goblin.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Dung Beetle | 23 - 26 | Charm pet | 23 - 25 |
| Shrieker | 24 - 27 | Charm pet | 24 - 25 |
| 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
Level 27 to 28
Korroloka Tunnel
Eastern tunnel; Horizon camp reference I-8
This is one of the slime camps we've researched for the mid-20s. If you're having too much trouble charming a Jelly, try a bat instead.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Combat | 27 - 30 | Charm pet | 27 - 27 |
| Seeker Bats | 22 - 26 | Charm pet | 23 - 26 |
| Jelly | 23 - 27 | Charm pet | 23 - 27 |
| 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.
Encounter Notes
- Slime charm pet: Slimes take less physical damage, which can make them good pets against melee mobs. They also resist Charm. Keep an easier pet nearby as a backup, and switch to it if the slime keeps resisting. Family reference and sources
FFXIclopedia: Beastmaster viable hunting grounds · Zeruhn Mines connections · Slime family traits
Alternative zones for level 27
Qufim Island · H-6 / I-7
The stronger pets here give you somewhere to go after Korroloka. Start with the lower-level ones and check your targets again each time you level.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Clipper | 25 - 29 | Charm pet | 25 - 27 |
| Seeker Bats | 25 - 27 | Charm pet | 25 - 27 |
| 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.
Level 28 to 30
Qufim Island
H-6 / I-7
The stronger pets here give you somewhere to go after Korroloka. Start with the lower-level ones and check your targets again each time you level.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Clipper | 25 - 29 | Charm pet | 25 - 28 |
| Greater Pugil | 28 - 30 | Charm pet | 28 - 28 |
| Seeker Bats | 25 - 27 | Charm pet | 25 - 27 |
| 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.
Encounter Notes
- Crab charm pet: Crabs have useful defensive moves, but you can't count on a charmed crab using the one you want right when you need it. Check its level and make sure another pet is nearby instead of relying on Scissor Guard to carry the fight. Family reference and sources
- Crab target: Scissor Guard raises defense, Metallic Body absorbs damage, and Bubble Curtain reduces magic damage. If a crab suddenly takes longer to kill, one of those buffs could be why. Check whether you can remove the buff and how much HP or MP the fight is costing before pulling another. Family reference and sources
FFXIclopedia: Beastmaster viable hunting grounds
Alternative zones for level 28
Ordelle's Caves · Map 2, Paladin quest room, G-6 / G-8
You can move around this area to find another pet when you need one. Start with the lower-level targets, then try stronger beetles once your pet and recovery supplies can keep up.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Clipper | 26 - 29 | Charm pet | 26 - 28 |
| Shrieker | 24 - 27 | Charm pet | 24 - 27 |
| 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
Level 30 to 33
Korroloka Tunnel
Pugil pools and spider room; Map 3 on Horizon
Start around the pools. If someone else is using the nearby targets, the spider room gives you another place to check.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Clipper | 29 - 32 | Charm pet | 29 - 30 |
| Huge Spider | 28 - 31 | Charm pet | 28 - 30 |
| Thread Leech | 28 - 31 | Charm pet | 28 - 30 |
| 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.
Encounter Notes
- Crab charm pet: Crabs have useful defensive moves, but you can't count on a charmed crab using the one you want right when you need it. Check its level and make sure another pet is nearby instead of relying on Scissor Guard to carry the fight. Family reference and sources
- Crab target: Scissor Guard raises defense, Metallic Body absorbs damage, and Bubble Curtain reduces magic damage. If a crab suddenly takes longer to kill, one of those buffs could be why. Check whether you can remove the buff and how much HP or MP the fight is costing before pulling another. Family reference and sources
FFXIclopedia: Zennytri's Beastmaster solo guide · Zeruhn Mines connections
Alternative zones for level 30
Carpenters' Landing · South Landing docks
This landing has higher-level mobs to work with. Pick and check your pet before choosing a target, and give yourself time to find another pet safely.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Diving Beetle | 27 - 30 | Charm pet | 27 - 30 |
| Sabertooth Tiger | 29 - 32 | Charm pet | 29 - 30 |
| Spinous Pugil | 29 - 31 | Charm pet | 29 - 30 |
| 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
Ordelle's Caves · Map 2, Paladin quest room, G-6 / G-8
You can move around this area to find another pet when you need one. Start with the lower-level targets, then try stronger beetles once your pet and recovery supplies can keep up.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Goliath Beetle | 29 - 31 | Charm pet | 29 - 30 |
| Clipper | 26 - 29 | Charm pet | 26 - 29 |
| Shrieker | 24 - 27 | Charm pet | 26 - 27 |
| 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
Level 33 to 34
Altepa Eastern Desert
Korroloka exit, then north toward the desert paths
Work up from spiders to beetles, then Dhalmels. Check each mob before trying Charm. Just because part of its listed range fits your level doesn't mean the strongest one will.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Giant Spider | 30 - 34 | Charm pet | 30 - 33 |
| Giant Spider | 30 - 34 | Target | - |
| Antican Auxiliarius | 35 - 39 | 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
Alternative zones for level 33
Carpenters' Landing · South Landing docks
This landing has higher-level mobs to work with. Pick and check your pet before choosing a target, and give yourself time to find another pet safely.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Sabertooth Tiger | 29 - 32 | Charm pet | 29 - 32 |
| Spinous Pugil | 29 - 31 | Charm pet | 29 - 31 |
| Diving Beetle | 27 - 30 | Charm pet | 29 - 30 |
| 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
Level 34 to 36
Altepa Eastern Desert
Korroloka exit, then north toward the desert paths
Work up from spiders to beetles, then Dhalmels. Check each mob before trying Charm. Just because part of its listed range fits your level doesn't mean the strongest one will.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Giant Spider | 30 - 34 | Charm pet | 30 - 34 |
| Giant Spider | 30 - 34 | Target | - |
| Sand Beetle | 36 - 40 | Target | - |
| Antican Auxiliarius | 35 - 39 | 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
Level 36 to 37
Altepa Eastern Desert
Korroloka exit, then north toward the desert paths
Work up from spiders to beetles, then Dhalmels. Check each mob before trying Charm. Just because part of its listed range fits your level doesn't mean the strongest one will.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Sand Beetle | 36 - 40 | Charm pet | 36 - 36 |
| Giant Spider | 30 - 34 | Charm pet | 32 - 34 |
| Giant Spider | 30 - 34 | Target | - |
| Sand Beetle | 36 - 40 | Target | - |
| Antican Auxiliarius | 35 - 39 | 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
Alternative zones for level 36
Sea Serpent Grotto · Entrance rooms, M-5; leech rooms later
Start with the leeches. Once you're high enough, you can try an Ooze for its physical resistance. Keep another pet within reach without having to cross a patrol to get it.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Royal Leech | 35 - 38 | Charm pet | 35 - 36 |
| Undead Bats | 36 - 39 | Charm pet | 36 - 36 |
| 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
Yuhtunga Jungle · F-11, Sea Serpent Grotto approach
Working near the Grotto entrance gives you a path back that's easier to keep track of. Use a Makara once your level allows it, and don't make a Charm-resistant Opo-opo your only backup.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Makara | 35 - 38 | Charm pet | 35 - 36 |
| Young Opo-opo | 34 - 36 | Charm pet | 34 - 36 |
| 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
Level 37 to 38
Altepa Eastern Desert
Korroloka exit, then north toward the desert paths
Work up from spiders to beetles, then Dhalmels. Check each mob before trying Charm. Just because part of its listed range fits your level doesn't mean the strongest one will.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Sand Beetle | 36 - 40 | Charm pet | 36 - 37 |
| Giant Spider | 30 - 34 | Charm pet | 33 - 34 |
| 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
Alternative zones for level 37
Sea Serpent Grotto · Entrance rooms, M-5; leech rooms later
Start with the leeches. Once you're high enough, you can try an Ooze for its physical resistance. Keep another pet within reach without having to cross a patrol to get it.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Ironshell | 37 - 40 | Charm pet | 37 - 37 |
| Royal Leech | 35 - 38 | Charm pet | 35 - 37 |
| Undead Bats | 36 - 39 | Charm pet | 36 - 37 |
| 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
Yuhtunga Jungle · F-11, Sea Serpent Grotto approach
Working near the Grotto entrance gives you a path back that's easier to keep track of. Use a Makara once your level allows it, and don't make a Charm-resistant Opo-opo your only backup.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Makara | 35 - 38 | Charm pet | 35 - 37 |
| Young Opo-opo | 34 - 36 | Charm pet | 34 - 36 |
| 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
Level 38 to 39
Altepa Eastern Desert
Korroloka exit, then north toward the desert paths
Work up from spiders to beetles, then Dhalmels. Check each mob before trying Charm. Just because part of its listed range fits your level doesn't mean the strongest one will.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Sand Beetle | 36 - 40 | Charm pet | 36 - 38 |
| Giant Spider | 30 - 34 | Charm pet | 34 - 34 |
| 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
Alternative zones for level 38
Sea Serpent Grotto · Entrance rooms, M-5; leech rooms later
Start with the leeches. Once you're high enough, you can try an Ooze for its physical resistance. Keep another pet within reach without having to cross a patrol to get it.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Ironshell | 37 - 40 | Charm pet | 37 - 38 |
| Royal Leech | 35 - 38 | Charm pet | 35 - 38 |
| Undead Bats | 36 - 39 | Charm pet | 36 - 38 |
| 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
Yuhtunga Jungle · F-11, Sea Serpent Grotto approach
Working near the Grotto entrance gives you a path back that's easier to keep track of. Use a Makara once your level allows it, and don't make a Charm-resistant Opo-opo your only backup.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Makara | 35 - 38 | Charm pet | 35 - 38 |
| Young Opo-opo | 34 - 36 | Charm pet | 34 - 36 |
| 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
Level 39 to 40
Altepa Eastern Desert
Korroloka exit, then north toward the desert paths
Work up from spiders to beetles, then Dhalmels. Check each mob before trying Charm. Just because part of its listed range fits your level doesn't mean the strongest one will.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Desert Dhalmel | 39 - 44 | Charm pet | 39 - 39 |
| Sand Beetle | 36 - 40 | Charm pet | 36 - 39 |
| 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
Alternative zones for level 39
Sea Serpent Grotto · Entrance rooms, M-5; leech rooms later
Start with the leeches. Once you're high enough, you can try an Ooze for its physical resistance. Keep another pet within reach without having to cross a patrol to get it.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Ironshell | 37 - 40 | Charm pet | 37 - 39 |
| Undead Bats | 36 - 39 | Charm pet | 36 - 39 |
| Royal Leech | 35 - 38 | Charm pet | 35 - 38 |
| Ooze | 39 - 42 | Charm pet | 39 - 39 |
| 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
Level 40 to 41
Sea Serpent Grotto
Entrance rooms, M-5; leech rooms later
Start with the leeches. Once you're high enough, you can try an Ooze for its physical resistance. Keep another pet within reach without having to cross a patrol to get it.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Ironshell | 37 - 40 | Charm pet | 37 - 40 |
| Undead Bats | 36 - 39 | Charm pet | 36 - 39 |
| Royal Leech | 35 - 38 | Charm pet | 36 - 38 |
| Ooze | 39 - 42 | Charm pet | 39 - 40 |
| 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.
Encounter Notes
- Crab charm pet: Crabs have useful defensive moves, but you can't count on a charmed crab using the one you want right when you need it. Check its level and make sure another pet is nearby instead of relying on Scissor Guard to carry the fight. Family reference and sources
- Slime charm pet: Slimes take less physical damage, which can make them good pets against melee mobs. They also resist Charm. Keep an easier pet nearby as a backup, and switch to it if the slime keeps resisting. Family reference and sources
- Crab target: Scissor Guard raises defense, Metallic Body absorbs damage, and Bubble Curtain reduces magic damage. If a crab suddenly takes longer to kill, one of those buffs could be why. Check whether you can remove the buff and how much HP or MP the fight is costing before pulling another. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · Sea Serpent Grotto maps and doors · Slime family traits
Level 41 to 43
Crawlers' Nest
Entrance-side paths before the lizard rooms
Stay near the entrance while you get a feel for the pulls. Keep another pet you can use nearby, but out of the current fight.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Death Jacket | 40 - 42 | Charm pet | 40 - 41 |
| Maze Lizard | 41 - 43 | Charm pet | 41 - 41 |
| Worker Crawler | 40 - 44 | Charm pet | 40 - 41 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
- Bee target: Pollen can heal the bee, and Final Sting can make the end of a fight dangerous. Keep enough HP and a way to heal yourself. Don't assume it's safe to take over from your pet just because the bee is almost dead. Family reference and sources
Level 43 to 44
Crawlers' Nest
Entrance-side paths before the lizard rooms
Stay near the entrance while you get a feel for the pulls. Keep another pet you can use nearby, but out of the current fight.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Maze Lizard | 41 - 43 | Charm pet | 41 - 43 |
| Worker Crawler | 40 - 44 | Charm pet | 40 - 43 |
| Death Jacket | 40 - 42 | Charm pet | 40 - 42 |
| 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.
Encounter Notes
- Bee charm pet: Final Sting kills the bee when it uses the move. Have another pet picked out before starting a long fight, because your bee may not stay around until the end. Family reference and sources
- Bee target: Pollen can heal the bee, and Final Sting can make the end of a fight dangerous. Keep enough HP and a way to heal yourself. Don't assume it's safe to take over from your pet just because the bee is almost dead. Family reference and sources
Level 44 to 48
Altepa Western Desert
Eastern edge, L-6 / L-7
Work around the eastern side to start. Use a spider at the lower levels, then consider a lower-level Dhalmel once you can handle charming it.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Desert Dhalmel | 44 - 48 | Charm pet | 44 - 44 |
| Desert Spider | 40 - 44 | Charm pet | 40 - 44 |
| 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.
Level 48 to 53
Altepa Western Desert
Revelation Rock, G-7 / H-7
The beetles give you pets to replace without going deeper into a dungeon. Check each one's level and start with the lower-level Anticans as targets.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Desert Beetle | 47 - 51 | Charm pet | 47 - 48 |
| Desert Dhalmel | 44 - 48 | Charm pet | 44 - 48 |
| 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
Level 53 to 55
Bostaunieux Oubliette
Entrance water tunnels; H-7 camp is the riskier extension
Dark Aspic gives you a physical-resistant pet to use against bats. Get comfortable with the fights near the entrance before trying the more exposed H-7 option.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Funnel Bats | 52 - 55 | Charm pet | 52 - 53 |
| Dark Aspic | 52 - 54 | Charm pet | 52 - 53 |
| 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.
Encounter Notes
- Slime charm pet: Slimes take less physical damage, which can make them good pets against melee mobs. They also resist Charm. Keep an easier pet nearby as a backup, and switch to it if the slime keeps resisting. Family reference and sources
FFXIclopedia: Beastmaster viable hunting grounds · Slime family traits
Alternative zones for level 53
Crawlers' Nest · Northern lizard section; Map 2 corridors
The pet level ranges overlap, so you may be able to stay in the zone after leveling. Start in a small area. Check for links and a clear path back before moving farther out.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Exoray | 51 - 54 | Charm pet | 51 - 53 |
| Hornfly | 50 - 53 | Charm pet | 50 - 53 |
| Mushussu | 53 - 55 | Charm pet | 53 - 53 |
| Rumble Crawler | 53 - 55 | Charm pet | 53 - 53 |
| Witch Hazel | 50 - 52 | Charm pet | 50 - 52 |
| Labyrinth Lizard | 49 - 51 | Charm pet | 49 - 51 |
| Soldier Crawler | 47 - 49 | Charm pet | 47 - 49 |
| 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.
Level 55 to 56
Bostaunieux Oubliette
Entrance water tunnels; H-7 camp is the riskier extension
Dark Aspic gives you a physical-resistant pet to use against bats. Get comfortable with the fights near the entrance before trying the more exposed H-7 option.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Funnel Bats | 52 - 55 | Charm pet | 52 - 55 |
| Werebat | 55 - 59 | Charm pet | 55 - 55 |
| Dark Aspic | 52 - 54 | Charm pet | 52 - 54 |
| 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.
Encounter Notes
- Slime charm pet: Slimes take less physical damage, which can make them good pets against melee mobs. They also resist Charm. Keep an easier pet nearby as a backup, and switch to it if the slime keeps resisting. Family reference and sources
FFXIclopedia: Beastmaster viable hunting grounds · Slime family traits
Level 56 to 59
Bostaunieux Oubliette
Entrance water tunnels; H-7 camp is the riskier extension
Dark Aspic gives you a physical-resistant pet to use against bats. Get comfortable with the fights near the entrance before trying the more exposed H-7 option.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Werebat | 55 - 59 | Charm pet | 55 - 56 |
| Funnel Bats | 52 - 55 | Charm pet | 52 - 55 |
| Dark Aspic | 52 - 54 | Charm pet | 52 - 54 |
| 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.
Encounter Notes
- Slime charm pet: Slimes take less physical damage, which can make them good pets against melee mobs. They also resist Charm. Keep an easier pet nearby as a backup, and switch to it if the slime keeps resisting. Family reference and sources
FFXIclopedia: Beastmaster viable hunting grounds · Slime family traits
Level 59 to 60
Uleguerand Range
Entrance-side rabbit and bat paths
The overlapping mob levels give you a way into the 60s. Start near the exit and see how one fight goes before trying stronger targets.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Esbat | 59 - 61 | Charm pet | 59 - 59 |
| Variable Hare | 58 - 61 | Charm pet | 58 - 59 |
| 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.
Level 60 to 62
Uleguerand Range
Entrance-side rabbit and bat paths
The overlapping mob levels give you a way into the 60s. Start near the exit and see how one fight goes before trying stronger targets.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Esbat | 59 - 61 | Charm pet | 59 - 60 |
| Uleguerand Tiger | 60 - 63 | Charm pet | 60 - 60 |
| Variable Hare | 58 - 61 | Charm pet | 58 - 60 |
| 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.
Level 62 to 64
Boyahda Tree
First-floor tunnels and first crab room
Start with funguars and spiders, then look at rabbits and mandragoras as you level. Check what's actually available and where parties are camping. The biggest listed spawn count doesn't always mean the best spot.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Death Cap | 60 - 63 | Charm pet | 60 - 62 |
| Knight Crawler | 62 - 67 | Charm pet | 62 - 62 |
| Moss Eater | 62 - 66 | Charm pet | 62 - 62 |
| Mourioche | 62 - 68 | Charm pet | 62 - 62 |
| 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.
Encounter Notes
- Mandragora charm pet: A mandragora can be a useful backup if there are some at your camp. Just watch out for area moves around nearby mobs, and don't rely on your pet using Dream Flower exactly when you need it. Family reference and sources
- Crab target: Scissor Guard raises defense, Metallic Body absorbs damage, and Bubble Curtain reduces magic damage. If a crab suddenly takes longer to kill, one of those buffs could be why. Check whether you can remove the buff and how much HP or MP the fight is costing before pulling another. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds
Level 64 to 65
Boyahda Tree
First-floor tunnels and first crab room
Start with funguars and spiders, then look at rabbits and mandragoras as you level. Check what's actually available and where parties are camping. The biggest listed spawn count doesn't always mean the best spot.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Knight Crawler | 62 - 67 | Charm pet | 62 - 64 |
| Moss Eater | 62 - 66 | Charm pet | 62 - 64 |
| Mourioche | 62 - 68 | Charm pet | 62 - 64 |
| Death Cap | 60 - 63 | Charm pet | 60 - 63 |
| 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.
Encounter Notes
- Mandragora charm pet: A mandragora can be a useful backup if there are some at your camp. Just watch out for area moves around nearby mobs, and don't rely on your pet using Dream Flower exactly when you need it. Family reference and sources
- Crab target: Scissor Guard raises defense, Metallic Body absorbs damage, and Bubble Curtain reduces magic damage. If a crab suddenly takes longer to kill, one of those buffs could be why. Check whether you can remove the buff and how much HP or MP the fight is costing before pulling another. Family reference and sources
FFXIclopedia: Beastmaster solo leveling reference · FFXIclopedia: Beastmaster viable hunting grounds
Level 65 to 67
Attohwa Chasm
High-level wildlife side; consult the miasma and mountain routes
Work up from flies and lizards to scorpions, then antlions once your level is high enough. Keep fighting similar targets until you can replace your pet comfortably.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Monarch Ogrefly | 65 - 67 | Charm pet | 65 - 65 |
| Sand Lizard | 65 - 67 | Charm pet | 65 - 65 |
| Monarch Ogrefly | 65 - 67 | Target | - |
| Sand Lizard | 65 - 67 | Target | - |
| Cutlass Scorpion | 67 - 69 | 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
Level 67 to 68
Attohwa Chasm
High-level wildlife side; consult the miasma and mountain routes
Work up from flies and lizards to scorpions, then antlions once your level is high enough. Keep fighting similar targets until you can replace your pet comfortably.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Cutlass Scorpion | 67 - 69 | Charm pet | 67 - 67 |
| Monarch Ogrefly | 65 - 67 | Charm pet | 65 - 67 |
| Sand Lizard | 65 - 67 | Charm pet | 65 - 67 |
| Monarch Ogrefly | 65 - 67 | Target | - |
| Sand Lizard | 65 - 67 | Target | - |
| Cutlass Scorpion | 67 - 69 | 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
Level 68 to 70
Attohwa Chasm
High-level wildlife side; consult the miasma and mountain routes
Work up from flies and lizards to scorpions, then antlions once your level is high enough. Keep fighting similar targets until you can replace your pet comfortably.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Cutlass Scorpion | 67 - 69 | Charm pet | 67 - 68 |
| Monarch Ogrefly | 65 - 67 | Charm pet | 65 - 67 |
| Sand Lizard | 65 - 67 | Charm pet | 65 - 67 |
| 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
Level 70 to 71
Attohwa Chasm
High-level wildlife side; consult the miasma and mountain routes
Work up from flies and lizards to scorpions, then antlions once your level is high enough. Keep fighting similar targets until you can replace your pet comfortably.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Tracker Antlion | 70 - 73 | Charm pet | 70 - 70 |
| Cutlass Scorpion | 67 - 69 | Charm pet | 67 - 69 |
| Monarch Ogrefly | 65 - 67 | Charm pet | 66 - 67 |
| Sand Lizard | 65 - 67 | Charm pet | 66 - 67 |
| 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
Level 71 to 72
Attohwa Chasm
High-level wildlife side; consult the miasma and mountain routes
Work up from flies and lizards to scorpions, then antlions once your level is high enough. Keep fighting similar targets until you can replace your pet comfortably.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Tracker Antlion | 70 - 73 | Charm pet | 70 - 71 |
| Cutlass Scorpion | 67 - 69 | Charm pet | 67 - 69 |
| Monarch Ogrefly | 65 - 67 | Charm pet | 67 - 67 |
| Sand Lizard | 65 - 67 | Charm pet | 67 - 67 |
| 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
Level 72 to 73
Attohwa Chasm
High-level wildlife side; consult the miasma and mountain routes
Work up from flies and lizards to scorpions, then antlions once your level is high enough. Keep fighting similar targets until you can replace your pet comfortably.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Tracker Antlion | 70 - 73 | Charm pet | 70 - 72 |
| Cutlass Scorpion | 67 - 69 | Charm pet | 68 - 69 |
| 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
Alternative zones for level 72
Ru'Aun Gardens · Arrival island, H-10
Start by using a bird to fight another bird as you work toward the cap. This basic route leaves out the harder constructs that use a lot of magic.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Flamingo | 72 - 74 | Charm pet | 72 - 72 |
| Flamingo | 72 - 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.
Level 73 to 75
Ru'Aun Gardens
Arrival island, H-10
Start by using a bird to fight another bird as you work toward the cap. This basic route leaves out the harder constructs that use a lot of magic.
| Monster | Recorded Level | Use | Select at stage start |
|---|---|---|---|
| Flamingo | 72 - 74 | Charm pet | 72 - 73 |
| Flamingo | 72 - 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.
Preparation And Fighting Plan
Your trained BST level is 75, and your displayed /BST level starts at 0. The first affects Charm. The second decides which abilities you can use.
Start with a pet no higher than your current level or your trained BST level. For this starting level, that means no higher than 1. Ideally, pick something at your level or one or two levels below it. The selection column shows which part of the listed range fits the start of that stage. You'll still need to check the actual mob. Use /check first. Gauge is unavailable until BST 10, normally character level 20 with /BST.
Don't try Charm when you're low on HP/MP. Find a backup pet and a safe place to rest before pulling. Let your pet start the fight before joining in, and leave room to react if Charm fails or wears off. CHR helps you land Charm. Charm+ mainly helps it last longer.
Leave is unavailable at your starting level. It requires displayed /BST 35, normally character level 70. Having BST trained higher won't unlock it early. You can't rely on releasing and immediately charming your pet again. Be ready for Charm to wear off, and leave yourself a way out.
Reward is unavailable at your starting BST level. You'll need BST 12, normally character level 24 with /BST. Call Beast is not usable with /BST, so you can't rely on a backup jug.
These routes take /BST's ability limits into account, but they haven't been tested as a solo plan for every main job. Start carefully and see how your combination handles the camp.
Slimes can take physical hits well, but they resist Charm and can be hurt badly by magic. Choosing physical resistance favors suitable slime camps. It doesn't make a slime above your level a safe choice.
Pack Before Leaving
- Silent Oils and Prism Powders if you can't cover the trip with Sneak and Invisible spells.
- A way out if things go wrong, recovery items you can use and a Reraise option if one is available to you.
- Food that helps your accuracy, a single-target way to pull and something to restore HP in an emergency. Check that you can use your chosen weapon skills and ammunition.
- Food for your job and something to heal yourself in an emergency. Pet food won't help until you have Reward.
Charm mechanics · Slime family traits · Leave: level 35 · Gauge: BST level 10 · Reward: BST level 12 · Pet Food Alpha: level 12 · BST support-job abilities and restrictions