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This article is only a guide. Information expressed in a guide is usually more opinion than fact and should be taken as such. Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players. However, there may be differing opinions than those expressed in a guide.
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Beastmasters as well as being able to solo, can join conventional parties by filling the role of damage dealer and puller. At level 23 and above, the Beastmaster will have the job ability Call Beast, so allowing them to join a party at any location and still have a pet. However a locally charmed pet with a DC or EM con will tend to deal more damage than a jug pet. This document exists to list camps where a typical exp party can fight mobs, and a Beastmaster as part of that party can charm local fauna.

Originally based on List: Standard Exp Camps with Charmable Pets

Levels Area Pets Additional Notes
10-20 Valkurm Dunes At this low level there is stastically little difference between a BST/WAR and a WAR, so some find it acceptable to not use any pet, although practicing pet control skills will help you later.
10-20 Buburimu Peninsula
10-14 Carpenters' Landing north landing
11-14 Meriphataud Mountains southern area against Hill Lizards
17-19 Maze of Shakhrami against 2nd tier goblins
16-20 Carpenters' Landing central landing
19-21 Sauromugue Champaign against Diving Beetles Although the bats only spawn at night time, they will not despawn if they uncharm (they will be busy attacking you), be sure to bring pet food to keep them alive during the day.
19-25 Qufim Almost not worth listing here, you only get access to local pets at the level everyone else is rushing off to Kazham.
20-27 Batallia Downs
20-23 Korroloka Tunnel against Land Worms The Jellies, as a Slime-type are very hard to charm, consider Familiaring an EM.
24-26 Korroloka Tunnel against Clippers The Jellies, as a Slime-type are very hard to charm, consider Familiaring an EM.

Also be weary of Combats linking with your pet bats when you lose charm.

23-25 Lower Delkfutt Tower The bats tend to be found near giants (sight aggro), so watch out for aggro when charming them.
28-32 Yuhtunga Jungle at the zoneline to Sea Serpent Grotto Unlike the rest of the jungles, this area is rarely crowded, and a good alternative to the trains of Garlaige Citadel.
31-33 Sauromugue Champaign against Evil Weapons The Sauromugue Skinks are Raptors and so are hard to charm.
31-35 Eastern Altepa Desert
31-33 Rolanberry Fields against Evil Weapons The berry grubs are far from the ideal EM level, but are arguably preferable over a jug pet.
37-42 Sanctuary of Zi'Tah behind the outpost
38-41 Crawlers' Nest against Nest Beetles and Soldier Crawlers
39-43 Western Altepa Desert at Revelation Rock
39-42 Yhoator Jungle at the Teleport-Yhoat crystal The Young Opo-opos are difficult to charm.
39-42 Eastern Altepa Desert The Desert Dhalmels have a special move called Healing Breeze which is in effect a Curaga spell cast on all party members within the AoE. This can be a great aid to your party.

The Sabotenders have a devastating special move called 1,000 Needles. This can be very effective against your prey, but also lethal to your party if you fail to charm when it has TP. The danger is amplified by their Charm resistance.

40-45 Crawlers' Nest
43-45 Yhoator Jungle at (I-6) The Young Opo-opos are difficult to charm.
45-47 Western Altepa Desert at (D-9) The Desert Dhalmels have a special move called Healing Breeze which is in effect a Curaga spell cast on all party members within the AoE. This can be a great aid to your party.
46-49 Crawlers' Nest against Rumble Crawlers
49-51 Garlaige Citadel basement
  • 43-45 Oil Spill - Aggro (slime, although lower level, possibly better than Citadel Bats? - Found up on the top floor)
  • 46-48 Citadel Bats - Aggro
  • 51-55 Funnel Bats - Aggro
Although the Oil Spill is lower level than other available pets, Slimes often hit harder than other mobs their level do.
51-53 Crawlers' Nest against Helm Beetles
54-55 Crawlers' Nest against Knight Crawlers
56-62 Gustav Tunnel The available pets are all at least 7 levels below you, the Labyrinth Leech's TP attacks may help make up for its low level. Bringing jug pets would be advisable.
58-62 Kuftal Tunnel at (I-6)
59-63 Sea Serpent Grotto behind the Ornamental Door A Sahagin Key is required to open the ornamental door.

Blubber Eyes, as a Hecteyes will cast Black Mage spells if given the Sic command with TP below 100%
Mousse, as a Slime is hard to charm, but will perform admirably once charmed. A Light Staff (or Apollo's Staff) is recommended for best charming results.
Not all of these pets are available behind the ornamental door, so beastcoins should be brought to open the other doors and allow access to the pets.

60-62 Upper Delkfutt Tower on the stairs leading to the 12th floor
  • 62-64 Incubus Bats - Aggro
60-62 Attohwa Chasm within the caves at (F-6) and (F-7)
61-63 Labyrinth of Onzozo against Toramas
63-67 The Boyahda Tree
67-69 The Boyahda Tree against Elder Goobbues, Darters or Bark Tarantulas
65-68 Gustav Tunnel against Doom Guards and Doom Warlocks
65-67 Den of Rancor at the zoneline to Cloister of Tides Mousse, as a Slime is hard to charm, but will perform admirably once charmed. A Light Staff (or Apollo's Staff) is recommended for best charming results.
68-70 Attohwa Chasm at ??? (west side of canyon) Fight on the west side of the canyon, and work your way through the maze to close to where Tiamat spawns. North of him are Cave Antlions.
70-74 Kuftal Tunnel behind the moving rock One Diplopod spawns on the path to Cape Teriggan and is the preferred pet for this camp.

The Sabotender Sediendos have a devastating special move called 1,000 Needles. This can be very effective against your prey, but also lethal to your party if you fail to charm when it has TP. The danger is amplified by Sabotenders being hard to charm.
The Deinonychus are Raptors and so are hard to charm.

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