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Classic FFXI Beastmaster Leveling: 70-75

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This classic level 75-era FFXI route starts at 70 and covers the fights through level 74. You'll finish when you reach 75. 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: 70 to 75

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.

5 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.

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 70 to 75
  • Blink: your level is high enough at the start. Make sure you've learned it, and give yourself time to cast before pulling.
  • Stoneskin: your level is high enough at the start. Make sure you've learned it, and cast before moving into aggro range.
  • Reraise: your level is high enough at the start. Learn the spell and check that it's active before heading into a dangerous 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.

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

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

WHM support starts at level 35, 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