FFXI Mob Search

Classic FFXI Beastmaster Leveling: 10-20

Back to Search

This classic level 75-era FFXI route starts at 10 and covers the fights through level 19. You'll finish when you reach 20. The example uses BST/WHM, so check the plan with your own job and trained levels before heading out.

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

Classic Level 75 Era

Beastmaster Leveling: 10 to 20

BST / WHM · 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.

10 levels with listed camps.

BST / WHM Fighting And Recovery

Keep another pet close by and keep your own weapon skill leveled. Find a pet and target you can fight repeatedly before trying something stronger.

Ability access for levels 10 to 20
  • Blink: not available during this route. You'll need WHM 19 at the displayed support level.
  • Stoneskin: not available during this route. You'll need WHM 28 at the displayed support level.
  • Reraise: not available during this route. You'll need WHM 33 at the displayed support level.
  • Reward: becomes available at character level 12. Pet food also has a character-level requirement.

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.

BST job reference · WHM job reference · White Mage spell and ability levels

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

Preparation And Fighting Plan

WHM support starts at level 5, assuming you've leveled it enough to keep it capped.

Start with a pet no higher than your current level. 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 and Gauge before trying Charm.

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. You'll get it at BST 35. 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.

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 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