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Classic FFXI /BST Leveling: 1-75

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This classic level 75-era FFXI route starts at 1 and covers the fights through level 74. You'll finish when you reach 75. The example uses WAR/BST, so check the plan with your own job and trained levels before heading out.

This example assumes you've trained BST to 75. That isn't your displayed support level and does not unlock Leave early. If your trained BST level is lower, you may need different pets or have gaps in the route. These tips account for /BST's limits, but aren't a tested solo plan for every main job.

Adjust this route for my job and zone · Full camp reference

Classic Level 75 Era

Beastmaster Leveling: 1 to 75

WAR / BST · All researched zones

Camp reference

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.

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.

WAR job reference · BST job reference

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.

MonsterRecorded LevelUse Select at stage start
Maneating Hornet2 - 5 Charm pet 2 - 2
Huge Hornet1 - 1 Charm pet 1 - 1
Tunnel Worm1 - 1 Target -
Huge Hornet1 - 1 Target -
Stone Eater2 - 5 Target -
Maneating Hornet2 - 5 Target -
Rock Lizard3 - 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.

MonsterRecorded LevelUse Select at stage start
Forest Hare1 - 5 Charm pet 1 - 2
Wild Rabbit1 - 1 Charm pet 1 - 1
Tunnel Worm1 - 1 Target -
Carrion Worm1 - 5 Target -
Forest Hare1 - 5 Target -
Scarab Beetle3 - 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.

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Carrion Crow2 - 6 Charm pet 2 - 2
Savanna Rarab1 - 5 Charm pet 1 - 2
Bumblebee1 - 1 Charm pet 1 - 1
Bumblebee1 - 1 Target -
Tiny Mandragora1 - 1 Target -
Savanna Rarab1 - 5 Target -
Crawler3 - 8 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Maneating Hornet2 - 5 Charm pet 2 - 3
Rock Lizard3 - 8 Charm pet 3 - 3
Huge Hornet1 - 1 Charm pet 1 - 1
Tunnel Worm1 - 1 Target -
Huge Hornet1 - 1 Target -
Stone Eater2 - 5 Target -
Maneating Hornet2 - 5 Target -
Rock Lizard3 - 8 Target -
Ornery Sheep5 - 8 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Forest Hare1 - 5 Charm pet 1 - 3
Scarab Beetle3 - 6 Charm pet 3 - 3
Wild Rabbit1 - 1 Charm pet 1 - 1
Tunnel Worm1 - 1 Target -
Carrion Worm1 - 5 Target -
Forest Hare1 - 5 Target -
Scarab Beetle3 - 6 Target -
Wild Sheep5 - 8 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Carrion Crow2 - 6 Charm pet 2 - 3
Crawler3 - 8 Charm pet 3 - 3
Savanna Rarab1 - 5 Charm pet 1 - 3
Bumblebee1 - 1 Charm pet 1 - 1
Bumblebee1 - 1 Target -
Tiny Mandragora1 - 1 Target -
Savanna Rarab1 - 5 Target -
Crawler3 - 8 Target -
Giant Bee5 - 8 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Maneating Hornet2 - 5 Charm pet 2 - 5
Ornery Sheep5 - 8 Charm pet 5 - 5
Rock Lizard3 - 8 Charm pet 3 - 5
Huge Hornet1 - 1 Charm pet 1 - 1
Stone Eater2 - 5 Target -
Maneating Hornet2 - 5 Target -
Rock Lizard3 - 8 Target -
Ornery Sheep5 - 8 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Forest Hare1 - 5 Charm pet 1 - 5
Scarab Beetle3 - 6 Charm pet 3 - 5
Wild Sheep5 - 8 Charm pet 5 - 5
Wild Rabbit1 - 1 Charm pet 1 - 1
Carrion Worm1 - 5 Target -
Forest Hare1 - 5 Target -
Scarab Beetle3 - 6 Target -
Wild Sheep5 - 8 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Carrion Crow2 - 6 Charm pet 2 - 5
Crawler3 - 8 Charm pet 3 - 5
Giant Bee5 - 8 Charm pet 5 - 5
Savanna Rarab1 - 5 Charm pet 1 - 5
Bumblebee1 - 1 Charm pet 1 - 1
Savanna Rarab1 - 5 Target -
Crawler3 - 8 Target -
Giant Bee5 - 8 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Ornery Sheep5 - 8 Charm pet 5 - 6
Rock Lizard3 - 8 Charm pet 3 - 6
Maneating Hornet2 - 5 Charm pet 2 - 5
Stone Eater2 - 5 Target -
Maneating Hornet2 - 5 Target -
Rock Lizard3 - 8 Target -
Ornery Sheep5 - 8 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Scarab Beetle3 - 6 Charm pet 3 - 6
Wild Sheep5 - 8 Charm pet 5 - 6
Forest Hare1 - 5 Charm pet 2 - 5
Carrion Worm1 - 5 Target -
Forest Hare1 - 5 Target -
Scarab Beetle3 - 6 Target -
Wild Sheep5 - 8 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Carrion Crow2 - 6 Charm pet 2 - 6
Crawler3 - 8 Charm pet 3 - 6
Giant Bee5 - 8 Charm pet 5 - 6
Savanna Rarab1 - 5 Charm pet 2 - 5
Savanna Rarab1 - 5 Target -
Crawler3 - 8 Target -
Giant Bee5 - 8 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Ornery Sheep5 - 8 Charm pet 5 - 8
Rock Lizard3 - 8 Charm pet 5 - 8
Maneating Hornet2 - 5 Charm pet 5 - 5
Rock Lizard3 - 8 Target -
Ornery Sheep5 - 8 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Huge Wasp7 - 10 Charm pet 7 - 9
Strolling Sapling7 - 10 Charm pet 7 - 9
Huge Wasp7 - 10 Target -
Strolling Sapling7 - 10 Target -
Rock Eater7 - 11 Target -
Mist Lizard10 - 12 Target -
Mad Sheep11 - 13 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Wild Sheep5 - 8 Charm pet 5 - 8
Scarab Beetle3 - 6 Charm pet 5 - 6
Forest Hare1 - 5 Charm pet 5 - 5
Scarab Beetle3 - 6 Target -
Wild Sheep5 - 8 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

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

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Huge Wasp7 - 10 Charm pet 7 - 10
Mist Lizard10 - 12 Charm pet 10 - 10
Strolling Sapling7 - 10 Charm pet 7 - 10
Huge Wasp7 - 10 Target -
Strolling Sapling7 - 10 Target -
Rock Eater7 - 11 Target -
Mist Lizard10 - 12 Target -
Mad Sheep11 - 13 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Mad Sheep11 - 13 Charm pet 11 - 11
Mist Lizard10 - 12 Charm pet 10 - 11
Huge Wasp7 - 10 Charm pet 7 - 10
Strolling Sapling7 - 10 Charm pet 7 - 10
Huge Wasp7 - 10 Target -
Strolling Sapling7 - 10 Target -
Rock Eater7 - 11 Target -
Mist Lizard10 - 12 Target -
Mad Sheep11 - 13 Target -

Getting There

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

Watch For

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

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

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.

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

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Wild Dhalmel14 - 16 Charm pet 14 - 14
Akbaba9 - 13 Charm pet 10 - 13
Canyon Crawler11 - 13 Charm pet 11 - 13
Pygmaioi7 - 11 Target -
Akbaba9 - 13 Target -
Canyon Crawler11 - 13 Target -
Wild Dhalmel14 - 16 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Wild Dhalmel14 - 16 Charm pet 14 - 15
Akbaba9 - 13 Charm pet 11 - 13
Canyon Crawler11 - 13 Charm pet 11 - 13
Akbaba9 - 13 Target -
Canyon Crawler11 - 13 Target -
Wild Dhalmel14 - 16 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster solo leveling reference

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.

MonsterRecorded LevelUse Select at stage start
Mighty Rarab15 - 18 Charm pet 15 - 17
Sylvestre15 - 18 Charm pet 15 - 17
Sylvestre15 - 18 Target -
Mighty Rarab15 - 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.

MonsterRecorded LevelUse Select at stage start
Beady Beetle15 - 18 Charm pet 15 - 17
Digger Wasp14 - 17 Charm pet 14 - 17
Land Pugil17 - 19 Charm pet 17 - 17
Poison Funguar16 - 19 Charm pet 16 - 17
Digger Wasp14 - 17 Target -
Beady Beetle15 - 18 Target -
Poison Funguar16 - 19 Target -
Land Pugil17 - 19 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Blood Bunny17 - 19 Charm pet 17 - 17
Snipper17 - 20 Charm pet 17 - 17
Stink Bats15 - 18 Charm pet 15 - 17
Blood Bunny17 - 19 Target -
Snipper17 - 20 Target -
Hognosed Bat17 - 20 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Mighty Rarab15 - 18 Charm pet 15 - 18
Sylvestre15 - 18 Charm pet 15 - 18
Sylvestre15 - 18 Target -
Mighty Rarab15 - 18 Target -
Zu20 - 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.

MonsterRecorded LevelUse Select at stage start
Beady Beetle15 - 18 Charm pet 15 - 18
Flytrap18 - 22 Charm pet 18 - 18
Land Pugil17 - 19 Charm pet 17 - 18
Poison Funguar16 - 19 Charm pet 16 - 18
Digger Wasp14 - 17 Charm pet 14 - 17
Digger Wasp14 - 17 Target -
Beady Beetle15 - 18 Target -
Poison Funguar16 - 19 Target -
Land Pugil17 - 19 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Blood Bunny17 - 19 Charm pet 17 - 18
Snipper17 - 20 Charm pet 17 - 18
Stink Bats15 - 18 Charm pet 15 - 18
Blood Bunny17 - 19 Target -
Snipper17 - 20 Target -
Hognosed Bat17 - 20 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Mighty Rarab15 - 18 Charm pet 15 - 18
Sylvestre15 - 18 Charm pet 15 - 18
Sylvestre15 - 18 Target -
Mighty Rarab15 - 18 Target -
Zu20 - 23 Target -
Poison Leech21 - 25 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Flytrap18 - 22 Charm pet 18 - 19
Land Pugil17 - 19 Charm pet 17 - 19
Poison Funguar16 - 19 Charm pet 16 - 19
Beady Beetle15 - 18 Charm pet 15 - 18
Digger Wasp14 - 17 Charm pet 15 - 17
Digger Wasp14 - 17 Target -
Beady Beetle15 - 18 Target -
Poison Funguar16 - 19 Target -
Land Pugil17 - 19 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Blood Bunny17 - 19 Charm pet 17 - 19
Snipper17 - 20 Charm pet 17 - 19
Stink Bats15 - 18 Charm pet 15 - 18
Blood Bunny17 - 19 Target -
Snipper17 - 20 Target -
Hognosed Bat17 - 20 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Zu20 - 23 Charm pet 20 - 20
Mighty Rarab15 - 18 Charm pet 16 - 18
Sylvestre15 - 18 Charm pet 16 - 18
Sylvestre15 - 18 Target -
Mighty Rarab15 - 18 Target -
Zu20 - 23 Target -
Poison Leech21 - 25 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Poison Leech21 - 25 Charm pet 21 - 21
Zu20 - 23 Charm pet 20 - 21
Mighty Rarab15 - 18 Charm pet 17 - 18
Sylvestre15 - 18 Charm pet 17 - 18
Sylvestre15 - 18 Target -
Mighty Rarab15 - 18 Target -
Zu20 - 23 Target -
Poison Leech21 - 25 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Poison Leech21 - 25 Charm pet 21 - 22
Zu20 - 23 Charm pet 20 - 22
Mighty Rarab15 - 18 Charm pet 18 - 18
Sylvestre15 - 18 Charm pet 18 - 18
Zu20 - 23 Target -
Poison Leech21 - 25 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Poison Leech21 - 25 Charm pet 21 - 23
Zu20 - 23 Charm pet 20 - 23
Zu20 - 23 Target -
Poison Leech21 - 25 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Dung Beetle23 - 26 Charm pet 23 - 23
Dung Beetle23 - 26 Target -
Goblin Gambler22 - 26 Target -
Goblin Leecher22 - 26 Target -
Goblin Mugger22 - 26 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Seeker Bats22 - 26 Charm pet 22 - 24
Jelly23 - 27 Charm pet 23 - 24
Land Worm20 - 25 Target -
Seeker Bats22 - 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.

MonsterRecorded LevelUse Select at stage start
Poison Leech21 - 25 Charm pet 21 - 24
Shoal Pugil24 - 28 Charm pet 24 - 24
Shoal Pugil24 - 28 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Dung Beetle23 - 26 Charm pet 23 - 24
Shrieker24 - 27 Charm pet 24 - 24
Dung Beetle23 - 26 Target -
Goblin Gambler22 - 26 Target -
Goblin Leecher22 - 26 Target -
Goblin Mugger22 - 26 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Seeker Bats22 - 26 Charm pet 22 - 25
Jelly23 - 27 Charm pet 23 - 25
Land Worm20 - 25 Target -
Seeker Bats22 - 26 Target -
Combat27 - 30 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Poison Leech21 - 25 Charm pet 21 - 25
Shoal Pugil24 - 28 Charm pet 24 - 25
Shoal Pugil24 - 28 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Dung Beetle23 - 26 Charm pet 23 - 25
Shrieker24 - 27 Charm pet 24 - 25
Dung Beetle23 - 26 Target -
Goblin Gambler22 - 26 Target -
Goblin Leecher22 - 26 Target -
Goblin Mugger22 - 26 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Combat27 - 30 Charm pet 27 - 27
Seeker Bats22 - 26 Charm pet 23 - 26
Jelly23 - 27 Charm pet 23 - 27
Land Worm20 - 25 Target -
Seeker Bats22 - 26 Target -
Combat27 - 30 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Clipper25 - 29 Charm pet 25 - 27
Seeker Bats25 - 27 Charm pet 25 - 27
Clipper25 - 29 Target -
Land Worm25 - 27 Target -
Greater Pugil28 - 30 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Clipper25 - 29 Charm pet 25 - 28
Greater Pugil28 - 30 Charm pet 28 - 28
Seeker Bats25 - 27 Charm pet 25 - 27
Clipper25 - 29 Target -
Land Worm25 - 27 Target -
Greater Pugil28 - 30 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Clipper26 - 29 Charm pet 26 - 28
Shrieker24 - 27 Charm pet 24 - 27
Clipper26 - 29 Target -
Goliath Beetle29 - 31 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Clipper29 - 32 Charm pet 29 - 30
Huge Spider28 - 31 Charm pet 28 - 30
Thread Leech28 - 31 Charm pet 28 - 30
Huge Spider28 - 31 Target -
Clipper29 - 32 Target -
Greater Pugil30 - 33 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Diving Beetle27 - 30 Charm pet 27 - 30
Sabertooth Tiger29 - 32 Charm pet 29 - 30
Spinous Pugil29 - 31 Charm pet 29 - 30
Birdtrap29 - 33 Target -
Diving Beetle27 - 30 Target -
Sabertooth Tiger29 - 32 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Goliath Beetle29 - 31 Charm pet 29 - 30
Clipper26 - 29 Charm pet 26 - 29
Shrieker24 - 27 Charm pet 26 - 27
Clipper26 - 29 Target -
Goliath Beetle29 - 31 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Giant Spider30 - 34 Charm pet 30 - 33
Giant Spider30 - 34 Target -
Antican Auxiliarius35 - 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.

MonsterRecorded LevelUse Select at stage start
Sabertooth Tiger29 - 32 Charm pet 29 - 32
Spinous Pugil29 - 31 Charm pet 29 - 31
Diving Beetle27 - 30 Charm pet 29 - 30
Birdtrap29 - 33 Target -
Diving Beetle27 - 30 Target -
Sabertooth Tiger29 - 32 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Giant Spider30 - 34 Charm pet 30 - 34
Giant Spider30 - 34 Target -
Sand Beetle36 - 40 Target -
Antican Auxiliarius35 - 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.

MonsterRecorded LevelUse Select at stage start
Sand Beetle36 - 40 Charm pet 36 - 36
Giant Spider30 - 34 Charm pet 32 - 34
Giant Spider30 - 34 Target -
Sand Beetle36 - 40 Target -
Antican Auxiliarius35 - 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.

MonsterRecorded LevelUse Select at stage start
Royal Leech35 - 38 Charm pet 35 - 36
Undead Bats36 - 39 Charm pet 36 - 36
Undead Bats36 - 39 Target -
Ironshell37 - 40 Target -
Pond Sahagin36 - 39 Target -
Spring Sahagin36 - 39 Target -
Lake Sahagin36 - 39 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Makara35 - 38 Charm pet 35 - 36
Young Opo-opo34 - 36 Charm pet 34 - 36
Makara35 - 38 Target -
River Sahagin34 - 38 Target -
Stream Sahagin34 - 38 Target -
Creek Sahagin34 - 38 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Sand Beetle36 - 40 Charm pet 36 - 37
Giant Spider30 - 34 Charm pet 33 - 34
Giant Spider30 - 34 Target -
Sand Beetle36 - 40 Target -
Antican Auxiliarius35 - 39 Target -
Desert Dhalmel39 - 44 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds · Zeruhn Mines connections

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.

MonsterRecorded LevelUse Select at stage start
Ironshell37 - 40 Charm pet 37 - 37
Royal Leech35 - 38 Charm pet 35 - 37
Undead Bats36 - 39 Charm pet 36 - 37
Undead Bats36 - 39 Target -
Ironshell37 - 40 Target -
Pond Sahagin36 - 39 Target -
Spring Sahagin36 - 39 Target -
Lake Sahagin36 - 39 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Makara35 - 38 Charm pet 35 - 37
Young Opo-opo34 - 36 Charm pet 34 - 36
Makara35 - 38 Target -
River Sahagin34 - 38 Target -
Stream Sahagin34 - 38 Target -
Creek Sahagin34 - 38 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Sand Beetle36 - 40 Charm pet 36 - 38
Giant Spider30 - 34 Charm pet 34 - 34
Sand Beetle36 - 40 Target -
Antican Auxiliarius35 - 39 Target -
Desert Dhalmel39 - 44 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds · Zeruhn Mines connections

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.

MonsterRecorded LevelUse Select at stage start
Ironshell37 - 40 Charm pet 37 - 38
Royal Leech35 - 38 Charm pet 35 - 38
Undead Bats36 - 39 Charm pet 36 - 38
Undead Bats36 - 39 Target -
Ironshell37 - 40 Target -
Pond Sahagin36 - 39 Target -
Spring Sahagin36 - 39 Target -
Lake Sahagin36 - 39 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Makara35 - 38 Charm pet 35 - 38
Young Opo-opo34 - 36 Charm pet 34 - 36
Makara35 - 38 Target -
River Sahagin34 - 38 Target -
Stream Sahagin34 - 38 Target -
Creek Sahagin34 - 38 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Desert Dhalmel39 - 44 Charm pet 39 - 39
Sand Beetle36 - 40 Charm pet 36 - 39
Sand Beetle36 - 40 Target -
Antican Auxiliarius35 - 39 Target -
Desert Dhalmel39 - 44 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds · Zeruhn Mines connections

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.

MonsterRecorded LevelUse Select at stage start
Ironshell37 - 40 Charm pet 37 - 39
Undead Bats36 - 39 Charm pet 36 - 39
Royal Leech35 - 38 Charm pet 35 - 38
Ooze39 - 42 Charm pet 39 - 39
Undead Bats36 - 39 Target -
Ironshell37 - 40 Target -
Pond Sahagin36 - 39 Target -
Spring Sahagin36 - 39 Target -
Lake Sahagin36 - 39 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Ironshell37 - 40 Charm pet 37 - 40
Undead Bats36 - 39 Charm pet 36 - 39
Royal Leech35 - 38 Charm pet 36 - 38
Ooze39 - 42 Charm pet 39 - 40
Undead Bats36 - 39 Target -
Ironshell37 - 40 Target -
Pond Sahagin36 - 39 Target -
Spring Sahagin36 - 39 Target -
Lake Sahagin36 - 39 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Death Jacket40 - 42 Charm pet 40 - 41
Maze Lizard41 - 43 Charm pet 41 - 41
Worker Crawler40 - 44 Charm pet 40 - 41
Death Jacket40 - 42 Target -
Worker Crawler40 - 44 Target -
Maze Lizard41 - 43 Target -

Getting There

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

Watch For

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

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 viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Maze Lizard41 - 43 Charm pet 41 - 43
Worker Crawler40 - 44 Charm pet 40 - 43
Death Jacket40 - 42 Charm pet 40 - 42
Death Jacket40 - 42 Target -
Worker Crawler40 - 44 Target -
Maze Lizard41 - 43 Target -

Getting There

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

Watch For

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

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 viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Desert Dhalmel44 - 48 Charm pet 44 - 44
Desert Spider40 - 44 Charm pet 40 - 44
Desert Dhalmel44 - 48 Target -
Antican Essedarius41 - 45 Target -
Desert Worm43 - 47 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Desert Beetle47 - 51 Charm pet 47 - 48
Desert Dhalmel44 - 48 Charm pet 44 - 48
Desert Beetle47 - 51 Target -
Antican Retiarius45 - 49 Target -
Antican Eques45 - 49 Target -

Getting There

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

Watch For

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

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

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.

MonsterRecorded LevelUse Select at stage start
Funnel Bats52 - 55 Charm pet 52 - 53
Dark Aspic52 - 54 Charm pet 52 - 53
Werebat55 - 59 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Exoray51 - 54 Charm pet 51 - 53
Hornfly50 - 53 Charm pet 50 - 53
Mushussu53 - 55 Charm pet 53 - 53
Rumble Crawler53 - 55 Charm pet 53 - 53
Witch Hazel50 - 52 Charm pet 50 - 52
Labyrinth Lizard49 - 51 Charm pet 49 - 51
Soldier Crawler47 - 49 Charm pet 47 - 49
Labyrinth Lizard49 - 51 Target -
Hornfly50 - 53 Target -
Exoray51 - 54 Target -
Blazer Beetle52 - 54 Target -
Rumble Crawler53 - 55 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Funnel Bats52 - 55 Charm pet 52 - 55
Werebat55 - 59 Charm pet 55 - 55
Dark Aspic52 - 54 Charm pet 52 - 54
Werebat55 - 59 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Werebat55 - 59 Charm pet 55 - 56
Funnel Bats52 - 55 Charm pet 52 - 55
Dark Aspic52 - 54 Charm pet 52 - 54
Werebat55 - 59 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Esbat59 - 61 Charm pet 59 - 59
Variable Hare58 - 61 Charm pet 58 - 59
Variable Hare58 - 61 Target -
Esbat59 - 61 Target -
Uleguerand Tiger60 - 63 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Esbat59 - 61 Charm pet 59 - 60
Uleguerand Tiger60 - 63 Charm pet 60 - 60
Variable Hare58 - 61 Charm pet 58 - 60
Variable Hare58 - 61 Target -
Esbat59 - 61 Target -
Uleguerand Tiger60 - 63 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Death Cap60 - 63 Charm pet 60 - 62
Knight Crawler62 - 67 Charm pet 62 - 62
Moss Eater62 - 66 Charm pet 62 - 62
Mourioche62 - 68 Charm pet 62 - 62
Bark Spider60 - 63 Target -
Robber Crab62 - 66 Target -
Knight Crawler62 - 67 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Knight Crawler62 - 67 Charm pet 62 - 64
Moss Eater62 - 66 Charm pet 62 - 64
Mourioche62 - 68 Charm pet 62 - 64
Death Cap60 - 63 Charm pet 60 - 63
Bark Spider60 - 63 Target -
Robber Crab62 - 66 Target -
Knight Crawler62 - 67 Target -

Getting There

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

Watch For

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

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.

MonsterRecorded LevelUse Select at stage start
Monarch Ogrefly65 - 67 Charm pet 65 - 65
Sand Lizard65 - 67 Charm pet 65 - 65
Monarch Ogrefly65 - 67 Target -
Sand Lizard65 - 67 Target -
Cutlass Scorpion67 - 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.

MonsterRecorded LevelUse Select at stage start
Cutlass Scorpion67 - 69 Charm pet 67 - 67
Monarch Ogrefly65 - 67 Charm pet 65 - 67
Sand Lizard65 - 67 Charm pet 65 - 67
Monarch Ogrefly65 - 67 Target -
Sand Lizard65 - 67 Target -
Cutlass Scorpion67 - 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.

MonsterRecorded LevelUse Select at stage start
Cutlass Scorpion67 - 69 Charm pet 67 - 68
Monarch Ogrefly65 - 67 Charm pet 65 - 67
Sand Lizard65 - 67 Charm pet 65 - 67
Monarch Ogrefly65 - 67 Target -
Sand Lizard65 - 67 Target -
Cutlass Scorpion67 - 69 Target -
Tracker Antlion70 - 73 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds · Maze of Shakhrami

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.

MonsterRecorded LevelUse Select at stage start
Tracker Antlion70 - 73 Charm pet 70 - 70
Cutlass Scorpion67 - 69 Charm pet 67 - 69
Monarch Ogrefly65 - 67 Charm pet 66 - 67
Sand Lizard65 - 67 Charm pet 66 - 67
Monarch Ogrefly65 - 67 Target -
Sand Lizard65 - 67 Target -
Cutlass Scorpion67 - 69 Target -
Tracker Antlion70 - 73 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds · Maze of Shakhrami

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.

MonsterRecorded LevelUse Select at stage start
Tracker Antlion70 - 73 Charm pet 70 - 71
Cutlass Scorpion67 - 69 Charm pet 67 - 69
Monarch Ogrefly65 - 67 Charm pet 67 - 67
Sand Lizard65 - 67 Charm pet 67 - 67
Cutlass Scorpion67 - 69 Target -
Tracker Antlion70 - 73 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds · Maze of Shakhrami

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.

MonsterRecorded LevelUse Select at stage start
Tracker Antlion70 - 73 Charm pet 70 - 72
Cutlass Scorpion67 - 69 Charm pet 68 - 69
Cutlass Scorpion67 - 69 Target -
Tracker Antlion70 - 73 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds · Maze of Shakhrami

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.

MonsterRecorded LevelUse Select at stage start
Flamingo72 - 74 Charm pet 72 - 72
Flamingo72 - 74 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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.

MonsterRecorded LevelUse Select at stage start
Flamingo72 - 74 Charm pet 72 - 73
Flamingo72 - 74 Target -

Getting There

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

Watch For

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

FFXIclopedia: Beastmaster viable hunting grounds

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