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Classic FFXI Beastmaster Leveling: 40-50

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This classic level 75-era FFXI route starts at 40 and covers the fights through level 49. You'll finish when you reach 50. 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: 40 to 50

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 40 to 50
  • Blink: your level is high enough at the start. Make sure you've learned it, and give yourself time to cast before pulling.
  • 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.

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 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 50

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

Preparation And Fighting Plan

WHM support starts at level 20, 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 available. If you release a pet outside its normal area, it may disappear. Make sure you have another option before letting it go.

Reward is available at your starting BST level.

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.
  • Pet Food Beta for Reward. You need character level 24 to use the biscuit. Bring spares if you want to keep your pet alive.
  • A level-appropriate jug as a backup once you have Call Beast. Check the pet's level cap before buying it.

Charm mechanics · Slime family traits · Leave: level 35 · Gauge: BST level 10 · Reward: BST level 12 · Pet Food Beta: level 24