EXP Camps

From HorizonXI Wiki

New Horizon specific camps are marked with HorizonXI specific changes.

Notes:

  • These camps are all aimed at standard 6 member parties.
  • Consider targeting lower level mobs (no higher than 8 levels above your party) with a non-standard party setup.
  • If your party has a strong line-up, eats food, and is coordinated with Skillchains/Magic Bursts, you can target a higher level camp.
  • Monsters on Horizon may have levels that differ from that of retail, be wary when using exp camp guides outside of this wiki as they may not be the same level.
  • Starting at level 50 adventures will gain an experience point bonus by simply having the Signet buff, up to a total of 10%, in conquest (Vanilla/RoZ/CoP) areas HorizonXI specific changes.
  • Starting at level 50, adventurers will gain a 5% experience point bonus for defeating foes in conquest regions that their nation does not control while having SignetHorizonXI specific changes. Consider camping in regions that your nation doesn't control for maximum experience point gains!

Camps - Verify if viable

Level Zone Camp Mob(s) Notes
28-32 Lufaise Meadows
  • Lake
29-33 Beaucedine Glacier
  • Mages must sub WHM.
  • Mobs in area that detect magic.
  • The (H-9) camp is a mostly a roaming camp loaded with tigers
  • Bring someone to kill all other mobs except for the BST Gigas (will load a pet that is the same level as the Tundra Tiger but with a fourth of the HP).
29-33 Castle Oztroja
  • Behind Trap Door.
  • Layout of zone favors a moving party.
41-44 Attohwa Chasm
  • Supports one party.
  • WHM is required.
  • Mages must sub WHM.

Level 10-20

Level Zone Camp Mob(s) Notes
10-15 Inner Horutoto Ruins
  • Enter via East Sarutabaruta (J-7), Lily Tower. Access Beetle's Burrow through hidden doors at either (G-8) or (G-9)
  • Be aware of mobs aggroing by sight and sound on the way to camp.
  • Beetles and Bats don't aggro but do link via sight and sound respectively.
11-15 Carpenters' Landing via Northern San d'Oria Wooden Shutter entrance
11-14 Valkurm Dunes
  • Welcome to the dunes.
  • Baleful Gaze Petrifies the target it's looking at. Turn to avoid!
  • Level 11 parties take care when pulling level 18-19 Lizards.
  • Multiple camps, can support multiple parties.
11-14 Buburimu Peninsula
  • Quick walk from Kolshushu Outpost.
  • Try to avoid pulling mobs that are 7+ levels above your party.
12-15 Tahrongi Canyon
12-15 Tahrongi Canyon
12-15 Konschtat Highlands
12-15 La Theine Plateau
  • Hares link.
  • Hares should not be fought until at least level 13.
  • 1 Orc spawn can also be used to fill chains.
  • Supports 1 party.
12-15 La Theine Plateau
12-15 Ordelle's Caves
12-15 Ordelle's Caves
  • Enter from La Theine Plateau (F-7). To get down, follow the winding path at (F-6) from the East end of the chasm.
  • Can either sit in place or run up and down the tunnel.
13-15 Maze of Shakhrami
14-16 Valkurm Dunes
  • Secret Beach (B-7)
  • West Forest (F-7)
  • Whitebone Sands (F-9)
  • Oasis (I-7)
  • Siren Sands (I-9)
  • North Forest (J-6)
  • South Forest (J-8)
14-16 Buburimu Peninsula
14-17 Inner Horutoto Ruins
  • Behind Magic Gate of Horutoto (E-10)
14-17 Ordelle's Caves
15-17 Valkurm Dunes
  • Cliff Side (G-8)
  • Signpost (J-7)
15-17 Jugner Forest
  • Norvallen Outpost Warp is level 15+ from Jeuno.
  • Aggressive mobs on the way to camp.
  • 6 spawns, 1 Beetle is around the corner, a little Southwest.
  • Beetles have defense and evasion boosting TP abilities.
15-17 Jugner Forest
15-18 Dangruf Wadi
15-18 Buburimu Peninsula
15-18 Pashhow Marshlands
15-18 Meriphataud Mountains
15-18 Carpenters' Landing
15-17 Pashhow Marshlands
15-18 Pashhow Marshlands
  • Water Elemental can sometimes spawn in the back.
  • Marsh Funguars spawn in the road leading to the area, possibly extending this camp to Level 19 depending on kill speed.
15-19 Korroloka Tunnel
  • Worms cast lots of spells, including AoE spells.
  • Ideal for a ranged attack burn style party.
  • Bats take extra damage from piercing weapons.
16-18 Valkurm Dunes
  • Goblin Leecher is a caster.
  • Watch out for sight-based links.
  • Supports 1 party.
16-18 Meriphataud Mountains
  • By Spine at (D-6)
17-19 Ordelle's Caves
  • (F-10), Going East from Entrance
  • Further down, past the Fly Agarics.
  • Sight and Sound aggro on the way to camp.
  • Beetles link via sight.
17-19 Ordelle's Caves
  • (H-10), Going East from Entrance
  • Sight and Sound aggro on the way to camp.
17-19 Jugner Forest
17-20 Valkurm Dunes
  • Sight and Sound aggro near camp.
17-19 Rolanberry Fields
17-19 Buburimu Peninsula
17-20 Maze of Shakhrami
17-20 Buburimu Peninsula
  • Watch for Bogy spawns at night. Both beaches have safe places to camp outside of blood aggro range.
  • Start on Snippers at Level 17. Can start mixing Pugils in at 18.
18-20 Inner Horutoto Ruins
18-21 Castle Oztroja
  • Main Zone/Entry (G-8)
  • All of the mobs aggro.
18-21 Beadeaux
  • Main Zone/Entry (E-7)
  • All of the mobs aggro.
19-21 Qufim Island
  • Circle around Ice Pond for (H-7) camp.
  • At night, Banshees spawn at Ice Pond so you will need to camp in a tunnel and pull Clippers to you.
  • Popular exp zone.
19-21 Qufim Island
  • Potentially supports 2 parties at opposite ends of the cliff.
  • Popular exp zone.
19-22 Meriphataud Mountains
19-22 Carpenters' Landing
  • Center Landing Docks (H-6)
  • Use Northwest entrance from Jugner Forest at (E-6).
  • Sight and Sound aggro on the way to camp.
19-22 Davoi
  • Main Entrance (J-7)
  • Bats that pop at night aggro via sound.
19-22 Yughott Grotto
  • Sight and sound aggro on the way to camp.
  • All orcs link by sight, be careful.

Level 20-30

Level Zone Camp Mob(s) Notes
20-22 Rolanberry Fields
  • Between Fences at (F-7)
  • Shack at (F-11)
  • Stone Wall/Signpost at (H-12)
  • Crates at (I-10)
20-23 Ordelle's Caves
  • Waterfall/PLD ??? (G-7)
21-23 The Sanctuary of Zi'Tah
  • Southwest part of the zone is littered with Goblins and Bats.
  • Beware of links.
  • Beware of Rock Golem (magic sensitive and will destroy your party).
  • Supports 1 party.
21-24 Ranguemont Pass
  • Beyond the door (H-10)
  • Sound aggro on the way to camp.
  • Be careful of Ooze.
22-24 Carpenters' Landing
22-24 Lower Delkfutt's Tower
  • Northwest Stairs (F-7)
  • Southwest Stairs (F-10)
  • Entrance (H-10)
  • Northeast Area (K-7)
  • Be careful of aggro if not using entrance camp.
  • Giant Lobbers hurt. Pull with caution.
22-26 Maze of Shakhrami
22-24 Qufim Island
  • Popular exp zone, area can get overcrowded and you may need to find alternative camps.
  • Take care with Thunder Elemental spawn at (F-8) during thunder weather.
  • Supports 3 parties.
23-27 Meriphataud Mountains HorizonXI specific changes
  • Not a a bad walk from Outpost or Crag of Mea.
  • Can be done at level 23 if going slow between pulls, at level 25, Drooling Hounds can enter rotation. EXP tapers during level 26 but can still produce 8-10k exp/hr without rings because kills go quickly. Easy chain 5's with a solid party.
  • Puma inflicts Paralysis (Blaster) and Silence (Chaotic Eye.) Chaotic Eye is a very quick cast, so be careful.
  • Lizard's Blockhead TP move can hit non-tanks for very high numbers (200+ dmg.) Be careful about pulling too much enmity!
  • Beware Drooling Hound (31-33) at night, it has AoE Disease.
  • Supports 2 parties, 1 at each coordinate.
24-26 Ranguemont Pass
  • ~12 minute walk from Ronfaure Outpost.
  • Sight and Sound aggro en route to camp.
  • (J-5) has about 8 Stirge spawns along the tunnel. May need to roam a bit.
24-27 Sauromugue Champaign
  • Camp at fallen pillar/crumbling wall or outside of fort.
  • Mob density a bit scarce. Yagudo have a large level range.
24-27 Carpenters' Landing
  • Logs near Dock (J-10)
25-27 Yuhtunga Jungle (Kazham Airship Pass required)
25-27 Sauromugue Champaign
  • Supports maybe 2 parties.
25-27 Sauromugue Champaign
  • Camp on hill by bonfire Yagudo camp.
  • Beware of links.
  • Yagudo have large level range.
26-28 Ranguemont Pass HorizonXI specific changes
  • ~11.5 minute walk from Ronfaure Outpost
  • Sight and Sound aggro on the way to camp.
  • 4 Goblin spawns (Era+) with 3-4 Stirge spawns in the same open area and connecting caves.
  • May be able to extend camp to level 28 depending on kill speed.
26-30 Yuhtunga Jungle (Kazham Airship Pass required)
  • Take Chocobo from Kazham to (H-6) and drop down. Then after emerging from the tunnel after the drop, go down ramp when you see the Overgrown Rose (Morbol), into another tunnel. Camp at the edge of the cliff overlooking the Volcano.
  • Start with Lizards at level 26. Mix in Coeurls at level 28+.
27-31 Bibiki Bay
27-31 Yuhtunga Jungle (Kazham Airship Pass required)
  • BEE LOG. Camp inside the tunnel.
27-30 Attohwa Chasm
  • Both mobs are casters.
  • Hecteyes are weak to all elemental damage except for dark. They are also resistant to blunt.
27-29 Oldton Movalpolos
  • Not too bad of a walk from Crag of Dem.
  • Careful of sight aggro en route to camp.
  • Take care not to link - especially with ranged mobs. Can get very dangerous very quickly.
  • Earth Elemental danger at (E-4) camp.
  • Drops gil and craft materials.
27-30 Yuhtunga Jungle (Kazham Airship Pass required)
  • Beware of holes when pulling.
28-30 Misareaux Coast
  • Need to be on CoP chapter 2 to access.
  • Supports 2 parties.
28-30 Sauromugue Champaign
28-30 Yhoator Jungle (Kazham Airship Pass required)
28-32 Lufaise Meadows
  • Lower level parties beware of orcs.
  • Need to be on CoP chapter 2 to access.
  • Supports 1 party.
29-31 Yuhtunga Jungle (Kazham Airship Pass required)
29-31 Sauromugue Champaign
  • The weapons on Horizon here spawn as low as 34 (retail was 36).
  • Supports 1 party.
29-31 Batallia Downs
29-31 Rolanberry Fields
  • Only 4 spawns. If you sit at the end of the spine, you can pull weapons from both sides.
29-31 Bibiki Bay
  • Dhalmels can Silence.
  • The whole area supports 3 parties.

Level 30-40

Level Zone Camp Mob(s) Notes
30-32 Bibiki Bay - Purgonorgo Isle
  • (Everywhere)
30-34 Attohwa Chasm
  • Be aware of Sound aggro on the way to camp.
  • Cross the first bridge. Camp against the wall. Beware of doom scorpions.
30-33 Sea Serpent Grotto (Kazham Airship Pass Req)
  • Hallway, First Map: (J-10)
  • Be aware of sound aggro.
  • Camp in hallway in front of the ornamental door.
  • Sahagin link via sound.
  • Beware Bats that pop in back of the hallway (don't aggro but will link with other bats).
  • Supports 1 party.
31-33 Eastern Altepa Desert
  • Several sight/sound aggro mobs near camp.
  • Supports 3 parties, 1 at each location.
31-33 Yuhtunga Jungle (Kazham Airship Pass Req)
  • Beware sight/sound aggro on way to camp.
32-34 Yhoator Jungle (Kazham Airship Pass Req)
  • Camp on top of bridge or in top tunnel (G-7).
  • Watch out for links.
  • Supports 1 party at (G-7). 2 parties at (H-8), camp up top, either side.
34-36 Lufaise Meadows
  • Beware sight/sound aggro on way to camp.
34-36 The Eldieme Necropolis
34-37 Garlaige Citadel
  • Beetles sight aggro, bats link, beetles will be difficult at 34.
  • Beetles can inflict Strength Down and Evasion Down.
  • Sufficient mobs for at least 3 parties.
35-38 The Sanctuary of Zi'Tah
  • Level 36+ parties recommended at Outpost and (F-8) camp for Goblins.
  • Goobbues have an AoE Silence TP move. Be careful fighting them.
  • Supports many parties.
35-38 Crawlers' Nest
  • Crawlers can use a Defense Up TP move.
  • Many total spawns, easily supports 2+ parties.
35-38 Western Altepa Desert
  • Spiders use AoE slow frequently. Bring a WHM for erase or a party composition that doesn't care about slow (ranger burn?)
  • Also a popular spot for solo farmers to farm spider webs
35-38 Oldton Movalpolos
  • Not too bad of a walk from Dem.
  • Sight aggro en route to camps.
  • Beware Moblin Gourneyman and Goblin Freelance as they are a much higher level (~47).
  • If the Moblins are allowed to use Crispy Candle and damage themselves, they will not give EXP. Can be stunned.
36-39 The Sanctuary of Zi'Tah
  • Couerls have a gaze TP move that silences. They can also paralyze.
  • 2 Hellhounds (47-50) pop at night in the area.
36-43 Yhoator Jungle (Kazham Airship Pass Req)
  • Bloodlet Spring (J-7)
  • Beware of NM at camp.
37-39 Yhoator Jungle (Kazham Airship Pass Req)
37-40 Yhoator Jungle (Kazham Airship Pass Req)
  • Temple of Uggalepih Entrance (J-11)
38-40 Sea Serpent Grotto
  • Behind Silver Beastcoin Door (J-11)
  • Enter through door by trading it a Silver Beastcoin at (N-14)
  • Lots of sound aggro en route.
  • Sahagin link via sound, area is quite crowded.
  • Party may need to roam a bit.
  • Lots of spawns but high respawn time (~16min).
  • Beware NM spawn at (J-10) area.
38-41 Crawlers' Nest
  • Beetles gain evasion from TP move.
  • Supports 1 good party, 2 parties is questionable.
38-41 Fei'Yin
  • Lots of sound aggro, magic aggro in area. Some sight aggro as well.
  • 2 parties. Beware of farmers in area.
39-42 Misareaux Coast
  • Need to be on CoP chapter 2 to access.
  • 2 parties
39-42 Western Altepa Desert
  • Dhalmels found on all sides of the fork, watch out for Antican aggro.
  • Could also pull nearby Sand Beetle to help extend chains.
39-42 Gustav Tunnel
  • Valkurm Side (K-7)
  • Sufficient mobs for 2 parties.
39-41 Garlaige Citadel
  • Behind Banishing Gate #1 (G-8)
  • Banishing Gate requires 4 players to stand on floor switches to open door. Switches are located on the walls to the side of the gate. You'll know you're standing on one as the switch will depress.
  • Careful of potential sound links.
39-41 Misareaux Coast (CoP Chapter 2 Req)
39-44 Misareaux Coast (CoP Chapter 2 Req)

Level 40-50

Level Zone Camp Mob(s) Notes
40-42 Crawlers' Nest At least 2 camps. Dispel and/or BLM recommended for cocoon. Camp at rocks/boulders on map 3.
40-43 Beaucedine Glacier
  • (J-8)/(J-9) Lower level, by the coast.
Supports 1 party. Dispel recommended.
41-43 Yhoator Jungle
  • (F-9), Yhoat Telepoint
Popular BST camp
41-43 Eastern Altepa Desert Goblins Bomb Toss can be an issue, stuns recommended. Lower level parties should beware of the diggers as they are higher in level. Supports 2 parties.
41-44 Yhoator Jungle Mobs do not raise defense (Confirmed by Charsi)
42-44 Western Altepa Desert

Beetles all around Revelation Rock, supports many parties, Beetles link. BLM or Dispel recommended for beetles.

43-45 Xarcabard
  • Baileys Zone, (E-8)
  • Supports 1 party
43-45 Yhoator Jungle
  • Ifrit Cauldron zones (H-6)
2 parties. RNG and WAR Goblins. 6 Spawns at west entrance. 8 at east entrance. Barfira for bombs.
43-45 Toraimarai Canal

(F-9) 1st map, by Full Moon Fountain

Supports 1 party. Dispel and/or BLM recommended. Need either portal charm for 3 mage gate or rhinostery certificate to access. Will need sneak/oils to access without aggro. (~15 minute walk from Sarutabarta OP going through 3 mage gate).

43-45 Crawlers' Nest

(H-7) 2nd Map

Supports 1 party. Lizards aggro sound and link! Reliable Sleep, Bind, or Lullaby recommended.About a 7.5 minute walk from Derfland OP.

43-46 Lufaise Meadows (Req. CoP Crag completion)

(G-6)

Beware of Thunder Elemental that spawns by Leshys. All members must complete CoP Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.

44-46 Labyrinth of Onzozo

(I-9), 2 tunnels

Supports 2 parties. Know when Cockatrice in tunnels will repop (Reliable sleep/bind/lullaby recommended). WHM required for Stona. Cockatrice do not link but are aggressive via sound. Echo Drops strongly recommended. Avoid Goblins Miners if possible (THF Goblins)
44-46 Beaucedine Glacier HorizonXI specific changes

(J-5) By Fei'Yin

Does NOT raise defenses. Bring silena and paralnya. Supports 1 party. 2 parties doubtful. ~8.5 minute walk from Fauregandi OP

44-47 Crawlers' Nest

(J-8), (H-9) Map 3

Can also mix in Exorays(51-54) or other mobs in the area. Typically enough spawns for 2 parties, can camp at other entrances to room as well. BLM or Dispel recommended for beetles.

45-47 Quicksand Caves

(J-5), (E-5) Map 1. Titan entrance from East Desert (K-7)

Beetles and spiders no aggro but link. BLM or Dispel recommended for beetles. Bring WHM for Erase if you fight spiders. Antia have AoE silence. Supports 2 parties. Drops coffer keys.

45-51 Garlaige Citadel

(G-6) or (J-8) Basement Map

Funnel Bats initially, moving up to Chamber Beetles around level ~48. Supports 2 parties. BLM or Dispel recommended for beetles.

46-48

Bostaunieux Oubliette(Must progress through certain rank missions to enter Chateau, have rank 3 Bastok and Windurst to enter)

South of Sewer Hatch Landing, (G-8)

Sneak up before dropping down, slimes below. Watch out for pops. Lots of link potential. Bring a Bard and/or Carby pull. Don't go past the hounds. Supports at least 2 parties.

46-48 Crawlers' Nest

(G-9) Map 3, (G-7) Map 2

Dispel/Finale or BLM recommended.

48-50 Quicksand Caves

(H-9) Map 3. Entry at West Desert (J-9)

High level range of mobs. Bring echo drops and/or mages /whm for silena. BLM or Dispel recommended for beetles.

48-50 Misareaux Coast HorizonXI specific changes

(G-7), (G-5)

1 camp by the Qufim warp. Other camp is by waterfall near Sacrarium. Need to be at least on CoP Chapter 2 to access.

49-51 Crawlers' Nest

(G-6, F-6) 2nd map

Will need sneak/oils to reach camp. Take the NW tunnel at the sack room (H-8) to the 2nd map. Supports 1 party. Flies link. BLM or Dispel recommended for beetles. About a 10.5 minute walk from Derfland OP
49-51 Western Altepa Desert

(F-6), (G-6)

Pull Antica from below. They do not link. Bring RDM/Silencer- Lanista are BLM. Silena/echo drops recommended. Could also fight manticore and beetles in the area.

49-51 Garlaige Citadel

Basement, Behind banishing gate 2

Supports 2 parties in the basement. Another 2 behind banishing gate 2. BLM or Dispel recommended.

Level 50-60

Level Zone Camp Mob(s) Notes
50-52 Bostaunieux Oubliette
  • Zone to West Ronfaure (D-9), (G-7)

Supports 2 parties. Need sneak/oils to reach camp, before you drop down. ~8 minute walk from Ronfaure OP.

50-54 Toraimarai Canal

(G-7) 2nd Map, (F-10) 2nd Map, Windurst Walls Entrance

Very close to Windurst Walls entrance (Head west, in tunnel. Keep going south to 2nd camp with crabs). All party members will need the Rhinostey certificate for quick access. Or go through the 3 mage gate (portal charm) (~15 minute walk from Sarutabarta OP going through 3 mage gate). Need sneak/oils to get to camp. Pugs don't link. Dispel/BLM recommended.

52-54 Uleguerand Range

(G-11)

Having a support highly recommended for AOEs/paralyze. Hares link. Hares give +10% exp bonus.

52-54 Garlaige Citadel

(H-9) Basement Map

Typically a "bridge" camp after leveling to 51 from beetles. Not too many higher mobs present. Drops coffer keys. BLM/Dispel recommended.

53-55 Crawlers' Nest

(F-9) 3rd map, Take South tunnel on the first map

BLM and/or Dispel recommended. Drops coffer keys. Supports 1 party

54-56 Crawlers' Nest

(E-7) 2nd map

Take the NW tunnel at the sack room (H-8) to the 2nd map. Dispel or BLM needed for cocoon. Drops coffer keys. Supports 1 party.

54-56 The Boyahda Tree

(L-9)/Entrance

Drops coffer keys. Lots of links! Bring a BRD and/or BLM and a WHM. Spiders have a nasty aoe slow and critical attack ability. Death Caps have a gross breath attack with silence and paralyze. Can be a challenging camp but will make you some money with web drops.

54-56 Kuftal Tunnel

Cape Terrigan Exit, (J-7)First Map, Western Altepa Entrance, Amemet Camp

Plenty of crabs to go around, supports at least 3 parties, just be cautious for Guivre (sight aggro) when getting to your camp. Sneak will be required to travel through this area. Drops coffer keys. Dispel or BLM recommended.

55-57 Ro'Maeve

(H-11), (H-9)

Can camp right at zone entrance. But beware of pop at zone. Can also camp in hallway at (H-9). Supports maybe 2 parties. /NIN recommended for melee for Whirl of Rage spam.

55-57 King Ranperre's Tomb

(G-7),(H-8) Map 2

Worm's dont aggro but link. Bats aggro by sound. Eyes good alternative when bats or worms are full. One Dire Bats sits on camp, but theres a small room full of Thousand Eyes that do not link next to it. There are only 4 beetles so not enough to make a camp for a full higher level party.

Warning: Thousand Eyes are farmed for Eyes for high level item. You might find max levels farming these enemies.

55-57 Ifrit's Cauldron HorizonXI specific changes

(G-9), (J-7)/(J-8) 4th map

West entrance. Supports 2 parties. Yes aggro. Yes link.

56-58 Uleguerand Range

(E-9)

Supports 1 party. Beware of NM Buffalo. Viruna/WHM highly recommended.

56-58 Cape Teriggan

Outpost, (H-7)

Have Stona ready for Lizards.

56-58 Western Altepa DesertHorizonXI specific changes

(D-11, E-11)

Supports 1 party. No defense up.

56-58 Toraimarai Canal

2nd Map (I-10)

Close to Windurst Walls entrance (Head east, downstairs, then south, in tunnel). All party members will need the Rhinostey certificate for quick access. Or go through the 3 mage gate (portal charm)(~15 minute walk from Sarutabarta OP going through 3 mage gate). Need sneak/oils to get to camp. Pugs don't link. Dispel/BLM recommended.

57-59 The Boyahda Tree

Map 1 (G-8), (J-9), (E-6), (D-4)

Many camps/mobs, supports at least two parties. Drops coffer keys. Bring dispeler or blm.

58-60 Attohwa Chasm

(F-6)

Bring WHM and/or a support for healing heavy AoE Damage. Flies like to spam Cursed Sphere.

58-60 Toraimarai Canal

(H-8) 2nd Map

Dispel/BLM recommended. Past Stygian Pugils, north up stairs.

58-61 Cape Teriggan

(I-8), (I-9), (G-6), (H-6), (H-8)

Supports at least 4 parties. Viruna suggested if you plan on fighting many raptors. BLM or Dispel recommended for crabs. Beware Sand Cockatrice, aggro sight, will be difficult (lvl 71-74).

59-61 Uleguerand Range

(J-11)

Support and/or melee sub /nin recommended for AoE. Hares link. Hares give +10% exp bonus.

59-61 Pso'Xja

(I-7) 2nd Map

Note this is a popular spot where high levels farm Florid Stones. Enter from Beaucedine Glacier (F-7). Follow the right wall, apply sneak and drop down the hole at (I-8). Camp in circular room with elevator. WHM recommended for Erase.

59-61 Kuftal Tunnel

(H-8) Map 4, (L-7) Map 1

Supports 2 parties. Viruna highly recommended. Go down the path at (F-7) map #1 to reach basement camp. Sneak needed. Beware NM Yowie.

59-61 Newton Movalpolos

(D-10)

Enter from (I-12) or (J-11) from Oldton.

Level 60-75

Level Zone Camp/Mob Notes
60-62 Valley of Sorrows (G-7) (corner), (J-9) (zone line)
  • Velociraptor (66-69)
  • Peryton (69-72)
  • Valley Manticore (72-74)
Supports 1 party at twilight beach entrance. Supports 2 parties at J-8 Cape Terrigan entrance. Viruna/whm recommended.
60-63 Uleguerand Range (I-10), (J-10), (J-11)
  • Nivial Raptor (68-70)
Supports at least 2 parties. Paralyna highly recommended.
62-64 Labryinth of Onzozo (H-6), (I-6)
  • Torama (70-72)
  • Goblins (67-69)
  • Labyrinth Manticore (72-74)
Supports up to 2 parties. Have silena, echo drops, and paralyna ready. Beware NM Ose.
63-65 Attohwa Chasm (F-7)
  • Tracker Antlion (70-73)
Supports 1 party. Blindna and erase recommended.
63-66 Bibiki Bay (G-6)
  • Tragopan (71-73)
  • Hobgoblin Maritalist, Animalier, Venerer, Fascinator (72-74)
Supports 1 party. Tragopans link by sight when pulled. Recommend barfira for goblins and silence for Fascinator.
64-67 Boyhada Tree (I-6) map 2
  • Skimmer (72-74)
  • Steelshell (73-76)
Rabbits no aggro. Water elemental spawns during weather on i-6 and will aggro frequently.
65-67 Cape Terrigan (I-7) Boulder, (I-8) Boulder
  • Sand Cockatrice (71-74)
WHM with Stona pretty much required. Can pull lower level velociraptors to fill in. Beware Manticores (lvl 77-79), sight aggro, will be difficult.
66-70 Boyhada Tree (3rd map, down waterfall at (F-8) up top) (H-6), (H-10), (H-9), (F-9), (F-12), (H-8)
  • Processionaire (72-75)
  • Korrigan (72-75)
  • Steelshell (73-76)
  • Elder Gobbue (74-77)
  • Darter (76-78)
  • Blood Ball (76-78)
Supports multiple parties. Dispel/finale/chi blast/acid bolts/blm nukes recommended for defense up on crawlers and crabs. Echo drops recommended if targeting gobbues. Higher level parties can start to roam around the rooms instead of camp. Can pull additional Processionaires in the tunnels. Link potentials. Have sleepga/lullaby ready. Consider targeting Darters and Blood Balls at level 68+.
67-69 Boyhada Tree map 2, up top (F-6), (G-10)
  • Elder Gobbue (74-77)
  • Steelshell (73-76)
Silena/echo drops highly recommended. Could also fill in Processionaires (72-75) at (G-10) camp. Link potentials. Have sleepga/lullaby ready.
67-69 Den of Rancor (I-8) map 6, in front of Cloister of Tides
  • Demonic Pugil (74-76)
  • Doom Toad (74-76)
Supports 1 party. 1 party member needs a Paintbrush of Souls to reach. Enter den from Temple of Uggalepih paintbrush room. *Note: 15 minute respawn. A good party can wipe all mobs and be sitting waiting for repops.
67-69 Pso'Xja Nue Tower Entrance, Golden-Tongued Culberry Map
  • Frost Lizard (74-77)
  • Diremite Dominator (74-76)
  • Million Eyes (75-77)
  • Purgatory Bat (72-76)
Drop down to the bottom map. Need sneak and invis. Can support 2 parties. East and west sides/drop downs.
68-70 Den of Rancor (I-9), (F-7) Bloodlet Springs Entrance from Yhoater Jungle
  • Tormentor (75-78)
  • Puck (Mandragora) (75-78)
Lots of links. Have sleep(ga)/lullaby ready. Mages stay back from puks for dreamflower. Stona/WHM recommended for lizards.
68-71 Cape Terrigan HorizonXI specific changes Zone to Gustav Tunnel (J-6)
  • Arid Lizard (76-78) HorizonXI specific changes
  • Dust Bats (77-78) HorizonXI specific changes
  • Manticore (77-79)
Erase (Manticore Debuff Max HP/MP Debuff) & Stona Recommended. Your party can camp between the boulder and wall for faster pulls with some add potential...or up the ramp to be more safe.
69-71 Bibiki Bay (G-8), (G-10)
  • Tartarus Eft (76-79)
  • Hobgoblins (78-80)
- Mobs AoE Dispel and AoE shadow wipe.. better for BST burns
69-75 Newton Movalpolos Exit from Mine shaft #2716 entry
  • Moblins (76-79)
  • Bugbears (76-79)
Get twinkbrix to teleport you to the mine shaft. Camp favors a roaming party. Sleep and silence recommended. Teleport Dem and escape recommended for faster travel.
69-75 Cape Terrigan (G-5)
  • Greater Manticore (76-79)
  • Sand Cockatrice (71-73)
Erase recommended. Silena and Stona recommended if lower level parties are fighing Cockatrice as well. Mages stay back due to Riddle (max mp down). Greater Manticores give +10% exp bonus. Camp will make you some money.
70-75 Kuftal Tunnel (H-6), (I-8) Map #3
  • Greater Cockatrice (78-80)
  • Ovinnik (77-79)
  • Ladon (80-82)
Past moving boulder at (G-9). Path opens at certain times depending on moon phase. Maximum up time is about 15 minutes (6 game hours). Supports at least 2 parties. Will need paralyna for tigers, stona and poisona for cockatrice. Ladons have dispelga move and give +23% exp bonus. Camp will make you some money.
70-75 Ro'Maeve (N-9), (D-5) Behind East and West Moongates. (M-9), (C-9) outside of Moongates
  • Apocalyptic Weapon (78-80)
  • Infernal Weapon(78-80)
  • Darksteel Golem (81-82)
Supports 4 parties. No moon pass needed for 2 camps. 2 more camps available behind each moongate. Lots of AOE. Melee DPS subbing /nin is a good idea. Behind moongate your party can camp on far bridges for faster pulls with some aggro potential (have sleepga/lullaby ready)... or use a side room to be more safe.
71-75 Bibiki Bay HorizonXI specific changes (G-6), (F-7), (F-8), (G-9)
  • Catoblepas (79-81) HorizonXI specific changes
  • Hobgoblin Alastor, Blagger, Physician, Toreador (77-79)
  • Tropical Rarab (73-76)
  • Tartarus Eft (76-79)
Supports 4 parties. Berserk is your friend. Healing wind spam can be annoying if cows aren't dealt with swiftly. Fill in with Rarabs and Efts. (F-8) camp has lots of Goblins. Watch out for bombs/AoE, Barfira up.

Sky Camps (63-75+) (Sky Access Required)

Level Zone Camp/Mob Notes
63-66 Ru'Aun Gardens (F-9)Earth, (E-8) Ice, (F-6) Dark, (G-5) Light, (I-5) Air, (J-6) Thunder, (K-8) Fire, (J-9) Water
  • Flamingo (72-74)
Up to 8 camps.
71-75 The Shrine of Ru'Avitau (G-10), (I-10) Map #2, (H-8) Map #3
  • Decorative Weapon (79-81)
Enter at Ru'Aun Gardens (H-9), south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.
72-75 The Shrine of Ru'Avitau (I-8), (G-8)) Map #2
  • Aura Weapon (80-82)
Enter at Ru'Aun Gardens (J-6) Genbu entrance. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.
74-75+ The Shrine of Ru'Avitau The Nexus Loop (H-8) Map #1, Ullikummi Camp
  • Aura Statue (81-84)
Enter at Ru'Aun Gardens (J-6), Genbu entrance to reach both camps. Have someone enter the shrine's south entrance to make sure yellow gate is open.

Merit Camps

  • These camps are designed for higher levels (75+) to exp/gain merit points on.
  • If your party has a strong line up, and is coordinated, you could start exping at these camps earlier.
  • Some camps can turn into roaming camps for faster kills at higher levels.
Zone Camp/Mob(s) Notes
Newton Movalpolos Exit from Mine shaft #2716 entry (J-6)
  • Moblins (76-79)
  • Bugbears (76-79)
Get twinkbrix to teleport you to the mine shaft. Roaming party. Sleep and silence recommended. Lots of bombs, AoEs. Teleport Dem and escape recommended for faster travel.
Cape Terrigan (G-5)
  • Greater Manticore (76-79)
Erase recommended. No AoEs, but conals. Can roam around a bit. Cockatrice may agro but can be easily dealt with. Mages stay back due to Riddle (reduces max mp). Greater Manticores give +10% exp bonus. Manticore drops will make you some money.
Kuftal Tunnel (H-6), (I-8) Map #3
  • Greater Cockatrice (78-80)
  • Ovinnik (77-79)
  • Ladon (80-82)
Past moving boulder at (G-9). Path opens at certain times depending on moon phase. Maximum up time is about 15 minutes (6 game hours). Supports at least 2 parties. Roam around. Will need paralyna for tigers, stona and poisona for cockatrice. Ladons have dispelga move and give +23% exp bonus. Camp will make you some money.
Ro'Maeve (N-9), (D-5) Behind East and West Moongates. (M-9), (C-9) outside of Moongates
  • Apocalyptic Weapon (78-80)
  • Infernal Weapon(78-80)
  • Darksteel Golem (81-82)
Supports 4 parties. No moon pass needed for 2 camps. 2 more camps available behind each moongate. Lots of physical AOE. Melee DPS subbing /nin is a good idea. Camp on far bridges and/or roam around.
Lufaise Meadows (K-7) Need to be on CoP Chapter 2+ to access. Lot's of magical AoE, will wipe shadows and still cause damage. WHM recommended for AoE healing Stona and Erase. Camp will make you some money. Tavnazian Rams give +23% exp bonus.
The Shrine of Ru'Avitau (I-8), (G-8) Map #2 **Need Sky Access** Enter at Ru'Aun Gardens (I-6) Genbu entrance. Open yellow gate. Roaming camp. Lot's of physical AoE. ~8 minute walk from crag shortcut or ~15 minute walk from Li'Telor OP without Mazurka.
Ro'Maeve HorizonXI specific changes (A-9) (O-9). Behind East and West Moon gates. Supports 2 parties. Lots of physical AoE, graviga, and slowga. Pull weapons to fill to maintain chain.~7 minute walk from Li'Telor OP without Mazurka
Fei'Yin HorizonXI specific changes Basement (H-6 / H-5) Supports 1 party. Not much AoE or conal. Roam around as needed. ~12.5 minute walk from Fauregandi OP without Mazurka
The Shrine of Ru'Avitau The Nexus Loop (H-8) Map #1, Ullikummi Camp **Need Sky Access** Enter at Ru'Aun Gardens (J-6), Genbu entrance to reach both camps. Have someone enter the shrine's south entrance to make sure yellow gate is open. Drops Diorite, Ullikummi pop item. Lot's of AoE/wipes shadows, bindga, and stunga. Roam around the Nexus loop. Can roam around a bit at Ullikummi.
Meriphataud Mountains HorizonXI specific changes (J-9) Supports 1 party. South of spine. Raptors have virus and slow. Flies have lots of AoE and poison.
Misareaux Coast HorizonXI specific changes Close to Tavnazia Safehold Zone (J-8) Mobs seem to be blunt resistant. Mages stay back due to AoE sleep. Dispel/acid bolts/chi blast recommedned for defense up abilities.
Toraimarai Canal HorizonXI specific changes (J-8 / J-9) Map 2 Need Key ItemRhinostery Certificate for fast access from Windurst Walls.

Could also use 3 mage gate to get to but need portal charm. Some magical AoE. Dispel/acid bolts/chi blast recommedned for defense up abilities.(~16 minute walk from Sarutabarta OP, going through 3 mage gate, without Mazurka)

Bibiki Bay, Purgonorgo Isle HorizonXI specific changes (H-10 / H-11) Right by the CoP warmachine. Take Manaclipper. Takes time to get to. Supports 1 party. Not much AoE. Some conals.
Uleguerand Range (I-5), (F-6)
  • Kindred Black Mage (81-84)
  • Kindred Dark Night (81-84)
  • Kindred Summoner (81-84)
  • Kindred Warrior (81-84)
  • Smolenkos (81-84)
  • Molech (80-82)
Bit of a walk. Go east/counter-clockwise from the entrance to climb up. Will need Sneak/invis/meds. Watch out for true sight tauri on the way up. Roam around. Slowga. Conals. Blind. Doom.

Note: 3 mobs per kilometer, molech has doom (they look at you and you die) NOT WORTH IT tested by blacklung

Uleguerand Range (G-8)
  • King Buffalo (80-82)
  • Kindred Demons (81-84)
A bit further of a walk. Past Jormy, by frozen waterfall. Plague.
Uleguerand Range HorizonXI specific changes (G-7) Before you get to Jormy. You probably want to have decent gear and a few merits under your belt before meriting on these. Lots of physical AoE and conals. Melee subbing /nin isn't a bad idea.

Alpha Camps HorizonXI specific changes

  • Coming soon in patch 1.2
Level Zone Mob Notes

Shatter Camps HorizonXI specific changes

  • Coming soon in patch 1.2
Level Zone Mob Notes

Mana Burn Camps HorizonXI specific changes

  • These camps are ideally for SMNx2 BLMx4 parties as these are era+ mobs that raise their defenses at the start of the battle. The defense is lost with a Skillchain + Magic Burst combo.
  • SMN x2, 3 BLM, 1 Support (BRD, RDM) works.
  • These camps were originally intended for a traditional party with skill chaining and more than 1 BLM magic bursting.
Level Zone Camp/Mob(s) Notes
12-16 La Theine Plateau (G-6) Carbuncle Quest Raises defenses at start of fight. MP Burn recommended or magic burst required. Ghosts pop at night.
17-20 Qufim Island (F-5) Raises defenses.
20-25 Qufim Island (G-6)/(H-6) G-6 camp is at the top middle of the quadrant, safe from undead. Our composition was 5 x BLM and 1 x RDM, bouncing hate between us. No need for a tank, just brave mages. Pulled 10k/hour (with band up) and no deaths. Move to pugil alley at (H-6) at 23.
23-25 Qufim Island (G-8) Raises defense at start of fight. MP Burn recommended or magic burst required.
25-28 Eastern Altepa Desert (J-9) Raises defense at the start of fight, MP Burn recommended or magic burst required.
29-32 Sauromugue Champaign (J-9) Raises defense at start of fight, MP Burn recommended or magic burst required, does not link
31-34 Eastern Altepa Desert (F-6) Raises defense at start of fight, MP Burn recommended or magic burst required, Doesn't Link
33-37 Sauromugue Champaign (K-5) Raises defenses. Wide level range. Higher levels (40-42) seem to spawn more on the western side of camp. Have poisona and paralyna ready.
29-32 Rolanberry Fields (E-9) Raises defense at start of fight, MP Burn recommended or magic burst required, Doesn't Link
33-36 Beaucedine Glacier (G-10) Pond Raises defenses
31-33 Beaucedine Glacier (J-9) Upper level Raises defenses.
33-37 Beaucedine Glacier (H-7)/(I-7) Quick run from Outpost/Telepoint Vahzl. Raises defenses. Can use Lowing which is AoE Plague (TP/MP drain). WHM/SMN recommended for SC closer if possible.
36-40 Yuhtunga Jungle (H-10) Raises defense at start of fight, MP Burn recommended or magic burst required, does not link
34-39 Batallia Downs I-10 / J-10 Are Shielded.
36-41 Beaucedine Glacier (J-8) Raises defense at start of fight. Similar name to crabs on the other side of the coast but different level range.
39-42 Battalia Downs (H-5) Raises defense at start of fight, MP burn recommended or magic burst required. Resistant to piercing damage. Fast movement. Recommend having someone with silence. REALLY FAST CASTS (Data updated as of 5/16)
42-46 Yhoator Jungle (I-11) Raises defense at start of fight, MP burn recommended or magic burst required. Resistant to piercing damage.
44-47 Western Altepa Desert (E-11) Raises defense at start of fight, MP Burn recommended or magic burst required, does not link
47-50 Western Altepa Desert (E-9) Raises defense at start of fight, MP burn recommended or magic burst required. Verification NeededCouldn't be slept
50-53 Western Altepa Desert (F-7) On pull, Raises it's Defenses - Goes away during the day
49-54 Eastern Altepa Desert (F-9) Raises defense at start of fight.Verification Needed
53-56 Western Altepa Desert (H-10) Defense boost possible, Best to have Firaga 2 at 53. untested.Verification Needed
51-56 Eastern Altepa Desert (I-10) Raises defense at start of fight.Verification Needed Casts magic and cannot be slept. Avoid.
57-62 Beaucedine Glacier (J-9) Lower level Raises defense at start of fight.
65-68 Lufaise Meadows (K-9) By Dunes Warp Raises defense at start of fight. Aspirable mobs.
64-75 Misareaux Coast (G-8) Raises defense at start of fight.
66-75 Xarcabard (I-9) Raises defense at start of fight. Supports 2 manaburn parties.
66-75 Xarcabard (I-8) Raises defense at start of fight. Viruna recommended for plague.

Undead Burn Camps

Level Zone Camp/Mob(s) Notes
11-13 Gusgen Mines Konschtat Zone Monk or manaburn party recommended.
16-19 Gusgen Mines Stairs Camp is for MNK/PLD/WHM (Holy Party)
20-23 Outer Horutoto Ruins Strange Apparatus Room Use northernmost West Sarutabaruta zone. Monk or manaburn party recommended. Sneak required to reach camp
21-28 Gusgen Mines G-7) Map 2 behind first center door on staircase, Gadfly/Bogy Room, Behind East Banshee Door. WHM Cure Burn party. WHM/NIN with Utsusemi recommended (if not able, Blink is required). Bring assistance for Raise and Viruna as the TP moves from Banshee really hurt and Rot Gas virus effect can last up to 5 minutes. Level sync 21-25 on Bogy Room and 24-29 behind the east Banshee door where no mobs spawn. Sneak is required to reach camp.
30-33 Sea Serpent Grotto F-8 Map 1 where Royal Leech spawns in the tunnel just east of Namtar room. WHM Cure Burn party. Level Sync 29 is too low. 31 is preferred. Blink, Stoneskin, and Reraise is a must. Sneak is required to reach camp.
34-37 Xarcabard (E-8)/(F-8), (J-9) Outpost warp or Vazhl gate crystal required to reach camp. WHM x6 Cure Burn party.
34-37 Eldieme Necropolis Main entrance from Batallia Downs Level Sync 32 too low, 33 still iffy.
41-47 Eldieme Necropolis E-7 Map 1, Just east of where you land in drop A, Beaucedine entrance Earth Elemental Danger at E-7 and Hume Bones camp.
41-44 Garlaige Citadel Behind Banishing Gate 3 at I-6 Map 2 or Map 2 at F-9 near Funnel [[Bats spawn Bring extra player with both Tractor and/or Raise behind Gate 3 camp to help cheese replacements to camp.
50-54 Eldieme Necropolis M-7 Map 2, M-11 Map 2, South center pit landing from south room in Map 1 2x SMN 4x WHM. Holy and Banishga II burst from Ifrit Fusion. Coffer key mobs. Dark Stalkers (55-57) may be used to extend chains if using M-11 camp.
50-54 Garlaige Citadel In basement H-8/I-8 tunnel or behind Banishing Gate 2 J-8 (Strange Apparatus Room) 2x SMN/4x WHM burn party. Basement camp is preferred camp but need another party targeting beetles/bats; the other camp lacks those mobs but just 5 undead spawns to work with. Mobs drop coffer keys required for white mage artifact hat.
55-57 Gustav Tunnel I-7 Map 2 2x SMN/4x WHM for skeletons. Black Mage manaburn parties can also target Robber Crabs (which are never engaged by the white mage party).
65-67Verification Needed Gustav Tunnel (H-7), (G-8) 2x SMN/4x WHM. Skeleton DRKs, BLMs, and Ghosts. Doom Guard on camp, all WHM should be /BLM for Elemental Seal > Silence on everything. Care for Typhoon Wyverns that are in the area. Taxim (Doom Warlock NM) also spawns here, but easy to kill with usual strats.
73+ King Ranperre's Tomb Map 2 (E-7) Monk burn, mana burn, or the 2x SMN/4x WHM groups work. White mage burn parties can start at 65.