Katra Officer replied

722 weeks ago

The Opening


I decided to carry over my travelog from the old site, as I would hate to lose it. At least this time I will address one of the problems I had with the previous guide and place what I have at this time in order of level. On the subject of levels, note that the information below is based on the fiends levels, not the level you should try a camp.

In fairness, I should credit this link, http://ffxiv.zam.com/wiki/Campsites_%28FFXIV%29, with creating the spark needed to create this travelog.

Also keep in mind the dates of the post, as a version update could alter the information below. And as before, if anyone has any suggestions for new and unique spots, then please post below.

Added November 13th, 2011: I will start adding elemental weakness to the targets when I can. I will also add the last time I looked over a camp and post when by version update; i.e. Eastern Thanlen - Version 1.19. When no version is given, it is prior to 1.19.

Updated on November 4th, 2011 - Post 1.19
A lot of new stuff with version 1.19. Some stuff to keep in mind when tackling the camps:
  • The biggest change is that you won't be able to solo enemies 10 levels above you. Personal skill and style will vary, but right now, it seems same level or 1 or two above is as far as you will want to go (at least solo).
  • Just from riding around a little bit, I see new enemies in different camps. As much as 1.18 moved some enemies around, 1.19 seems to have exceeded it.
  • New consideration when choosing a camp with a small party, links, which can be both good (extra exp) and bad (extra enemies to deal with).
  • Macros will need updating. To switch your main weapon via a macro, you will want to use /equip mh "name of weapon". To switch your sub, you will want to use /equip oh "name of weapon".
  • Added 11-4-11: I find taking leves just below even match (where the target fiends are at least your level) seem to be the way to go solo for the speed of completion. I flew by on Archer once I took the levels down a notch. Please note that doing this on leves will result in an exp penalty if you are at a camp below your level. For example, Emerald Moss is a rank 10 camp, and Camp Tranquil is a rank 20. At levels 10-19, you receive no penalty at Emerald Moss, but if you remain their at level 20 and beyond, you will be hit with a noticeable penalty at the end. At 20, it is best to move on the Tranquil or another rank 20 camp.

Updated around April 20th, 2012 - Post 1.21
  • Added section that discusses aggro types and how to sneak.


last edited 679 weeks ago by Katra
"Win together, lose together, play together, stay together." -Debra Mancuso

Katra Officer replied

722 weeks ago

The Camps


Thanalan (31-14)
Target: Lead Coblyns – Mid-Upper teens
Target: Marmots – Mid-Upper teens
*Slight aggro potential from footpads that travel the area. They seem to stick to the marmot area, but they will wander to the Coblyn area.

A really nice low level camp. Plenty of Coblyns to choose from, and if you get tired of their odd calls, you can try you hand at Marmots south of the camp above just outside of the Silver Bazaar.



A bonus to fighting Coblyns is that if you are a goldsmith, they do drop some handy ores, especially if you are tired of mining but still want some materials. In fairness, I should mention that Marmots do drop some food items, so if you do get hungry, go smack one and grab a snack ^.^ .

Edited 8-28-11 - A note about the camp for mages. Although the marmots give less exp as the same level coblyns, they are far less magic resistant; at least on a THM's white and dark magic. Not only are the marmots less resistant, but they will take more damage per spell.

Shposhae (8, 6)–Patch 1.19
Target: Black Bats - 15-16
Shposhae is in Lower Noscea (28, 33), north of Moraby Bay Aetherial Gate.



Bats are just about everywhere in this subterranean area, so if this opening area is already claimed by another soloer/party, then you can around a little. These bats are non-aggressive. The battle music is also a nice change of pace as well.

Shposhae (7, 6)–Patch 1.19
Target: Gripper - 15-17
*The Grippers are aggressive.

Grippers are a newish type of fiend, mini-crabs.



Grippers are aggressive, so you can't just rush into the camp if you are there to exp. Though I didn't fight any directly, I would imagine they have the same elemental weakness as there bigger brothers, and aquans in general; thunder.


La Noscea (42, 17)
Target: Bloodshore Bell - Low-Mid 20s
This is the camp that was mentioned in the link above that I was trying to make my way to before the server issues came up. I would suggest to take the guide's advice and go as a pair (one melee, one healer) as these jellyfish types do hit pretty hard, even on a Gladiator (lv. 18 at the time). I don't think I was in any real danger, but it was too much work for too little SP for a lv. 18.

Eastern La Noscea (32, 23/24)–Patch 1.19
Target: Syrphid Swarms - Low-Mid 20s
Target: Thorned Roselings - Mid-High 20s (Aggressive)
*If you focus on the Swarms, you may want something to pull with, either a ranged weapon or a Provoke to help get around the Roselings.
**Be sure to visit the southern area of the camp to visit the Burbles for free buffs, at least a Protect III. Details in a few posts below.

I preferred this camp to the one mentioned above. Less work for around the same SP, Bee Swarms are thankfully pretty easy, but this camp does have one issue. The Roselings are aggressive. There may not be enough Roselings to satisfy a soloer focusing on Mid-High 20 targets, but if you are working on Swarms, and are lucky enough to find some Mid-20s Roseling, they aren't too bad too solo and give a nice SP gain for the work involved.

Lower Noscea (30, 31)
Target: Sea Puks - Mid-Upper 20s
Target: Hoverfly Swarms - Mid-Upper 20s / Low-Mid 30s

The primary camp is just south of Cedarwood. The focus should be on the Sea Puks, just be mindful of their one nasty attack; I think it is called backflip. Not as plentiful are the Swarms, which are just north and east of the Cedarwood warp point. They are easier kills, but not enough to sustain even a soloer. They are somewhat close to the puks, and may be nice to work in for a little variety.

Update: 8-30-11: The swarms seem to be in greater numbers than the last time I was here. Also, they will range from lv. 25-34. I do not know if it was just my poor luck, but they seem to favor spawning at the higher end of the spectrum. I was ranging from 217-270 SP on the mid-20 swarms using a Rank 18 THM.

Cassiopeic Hollow (at the node)–Patch 1.19
Target: Cassiopera - Mid-Upper 20s

Though the Cassiopera are annoying jellyfish types, this camp does warrent mentinoing if for no other reason than the view.





As the central spot of the camp is right at the node, if you are feeling a little punchy, you may be able to try a behest; though I do not know the level of the fiends associated with the behest so go at your own risk (preferably with friends).

One positive about this camp is that there is no aggro in the opening area. A bit of warning about the sea hares in the area though. They are non-aggressive, but they will attack you, or rather they attack the area around them. They have a nasty sneeze type attack that hits hard for a low 20s PUG. And, of course, there is the amnesia status effect that it causes.

Coerthas Eastern Lowlands / Fields of Glory (55, 38) + North Following the Road
Target: Arbor Squirlls - Mid-Upper 20s
Target: Antelope Doe - Mid-Upper 20s



The squirlls can be a little spaced out to focus on, though there was a nice small cluster at (51, 33), so you may want to work in the does. Mind the back kicks of the does when they start to run, as it will hurt. Outside of the scenary, the camp does have another nice bonus, the battle music with the area is pretty nice.

Cortheas Eastern Lowlands / Fields of Glory (49, 34)
Target: Thickshell - Mid-Upper 20s
*Potential aggro from a NM that roams the area (Spitfire) and from Reef Anglers. They seem to stay around the southern part of the camp.

The camp is in the windmill area.



Plenty of crabs to support a couple of parties. The great thing about this camp is that if you can get into a party that is expected to last a long time, it leads perfectly well into the next camp in the Corthea area.

Eastern Thanlan / Halatali (41,32)
Target: Almaj'aa Beastmen - mid-upper 20s/30
*Potential aggro from upper 40s Antling diggers if you go too far north, and from high level Almaj'aas deeper in the beastmens' camp.



To get to the camp relatively safely, as you approach the camp from the north, hug the west wall. When you get as far as you can south, turn east until you hit the camp. Surprisingly, I was getting 300 exp from fighting level 30s Almaj'aas as a level 25 Archer. The only issue is that the Almaj'aas are aggressive.


last edited 700 weeks ago by Katra
"Win together, lose together, play together, stay together." -Debra Mancuso

Katra Officer replied

722 weeks ago

Cassiopeia Hollow 10-5 to 11-6 – verified patch 1.20
Target: Hellsguard Roegadyn (aka Red Galkas) - only lv. 30s
Note: Targets are aggressive. Around 10 targets in the room.



The targets are in a room isolated from the main area of the hollow, around the area the Unknown Soilder spawns. All targets are level 30, so it may be a little easier to plan on leveling on these guys. On a side note, lets just call it for what it is; Tarus' opportunity for revenge for always being picked on by this larger race. For all of the punting jokes, all of the "I will eat you little one" jokes, this presents an ideal situation for a little revenge for the little guys and gals.

Mun-Tuy Cellars (from entrance to node)
Target: Mun-Tuy Squirrel - low-mid 30s
Target: Cellar Puk - low-mid 30s

Entrance is to the east of Camp Emerald Moss. Finally found a nice little spot for my lower mid-20s Pugilist. SP may not be the greatest for a Rank 24, but again, when you are out of leves and just want to punch stuff and still make progress, then this works. Plus, if you go deep enough, you will notice some nice little touches in the dungeon.



Not only do the squirrels make for quick and easy kills, but there is no aggro in the opening area. You may also be able to try a Behest in the area, though again, I am not certain of the level of the fiends associated with the Behest.

Central Shroud / Humblehearth (29,31)
Target: Thickshells - Low-Mid 30s

Updated 7-25-11: The crabs no longer seem to spawn in this exact area in any great quantity. You can fight them in the rivers in the area, but they can be a little spread out. With the Beastmen camps, this camp has lost some value. Maybe a third or fourth choice if the others are taken.

Nanawa Mines (6,6) – Verified patch 1.20
Target: Iron Coblyns - Low-Mid 30s

A lot of Coblyns in the opening area. As with other dungeons, there is no real aggro threat unless you venture too far in, and their is a node in the area for Behest.

Cortheas Eastern Lowlands / Fields of Glory (48-49, 34)
Target: Goblin Thug - Low-Mid 30s

A Goblin camp?!



This may very well be my favorite solo camp yet. The odd thing with these Goblins, at least in comparison to XI, is that they are not aggressive, and they do not link. They also have new sound effects; instead of the grunts they now have screeches. They also have both old and new attacks.





They brought back bomb toss! They don't seem to have an instant suicide move, but they do seem to damage themselves in a semi-frequent basis. As a rank 27 PUG, I was taking from 300-406 HPs of damage, so keep those HPs up. A new attack, also a nasty damage attack, can be dodged easily enough. When you see them setting up Hail Mary, which seems to come with a Star Wars like laser blast sound effect, then just move out of the immediate area. You don't have to go too far, but just pull back a bit to avoid the blast.

The fights were by no means long, and as a rank 27 PUG, a rank 34 Goblin was giving 241 SP. I actually fought some other fiends in the zone at around the same level which were much tougher (sorry, couldn't remember the name, but they are by the bridge) and the Gobbies were giving much more SP (relatively speaking) compared to fiends of a similar level. Also, please note the Gobs have a wide spawning area. You may have to walk around a little to get to their next spawning area, but, they do seem to stay around the camp area mentioned above. Unfortunately, the one great draw back is that you have to be a little lucky as to where they spawn, as if they start to spawn far apart, it can be a nuisance.

Updated on 7-25-11: After a little more playtime at this camp, it seems to have one negative aspect. The spawn rate seems to be a bit odd. They will spawn normally for around an hour (sorry, wasn't really timing it) but then they seem to spawn few and far between. I didn't have the patience to see how long it took for them to come back at full strength again. At this time, it is a great camp for a lowish (around 22) to somewhat upper 20s character if you plan to fight for about an hour.

Western Thanlan / Nophica Wells (18,33)–Patch 1.19
Target: Goblins - low-mid 30s

Another Goblin camp for the lower middle levels.



To reach the camp, you have to enter the caves around (17,34). Then stay on the lower levels and enter a small tunnel at (17,13). The camp has about 4 gobs, so it can really only support one person (maybe one group depending on kill speed and respawn rate). I haven't tried this camp out personally yet, but if the spawn rate is similar to the first gob camp, this camp may only be good for an hour; if that with only four gobs. Then again, it is in a different zone, so perhaps the rate of respawn wont seem weird.

Cassiopeia Hollow (7,3)
Target: Island Crab - mid-upper 30s
*Slight chance of aggro from Water Elementals. They seem to stay in the center part of a series of small islands, so they are pretty easy to avoid.

A surprisingly effective camp if you have a small group. I was avoiding placing crab camps due to their natural high defense, but a group can make the time fly by.



Duo'd the camp with fellow linkshell member Albhed Mooogle (who I credit for knowing the camp), both of us were rank 25. We both were getting a steady 300 SP for each of the rank 37-39 crabs, and the fights were at a fairly good pace. It was also a nice combination of being difficult enough where you do have to pay attention to the fight to avoid the KO, without being too tough to where you are doing too much work for too little gain. Crabs are a little bit different in XIV (if you couldn't tell by the pics), and they have a nice little cover move. When they go into a defensive stance, it is the ideal time to reapply buffs, as well as to allow your action timers to cool down.

Edited on 8-13-11: Replaced the mention of Stamina Bar with Action Timer.

Copperbell Mines (from entrance to node)
Target: Helidor Doblyns - low-mid 40s

No aggro unless you go too deep into the mines. And there are Dobylns aplenty, enough for several parties. Wish I had enough presence of mind to take a pic, as when I started walking in, it kind of reminded me of Gusgen Mines in XI, minus the dead bodies and floating spirits, and with an odd, but fitting, color tone.

Update 8-15-11: Somewhat disappointing camp as a Rank 34 Archer. Level 43-44 Coblyns were barely giving 200 SP, while Cobylns < 43 where giving < 200 SP. It may be better if visited earlier than 44, particularly with a group.

Northshroud / Treespeak (21,14)
Target: Ixalis - low-mid 40s
Target: Goblins - low-mid 40s

Plenty of targets. A nice thing about this particular camp is that there is a mix of targets. Ixalis are aggressive but the Goblins are not.

Northshroud / Emerald Moss / Tree Speak (23,15)–Patch 1.19
Target: Ixalis - low-mid 40s

The camp is NW of Treespeak. Only the Ixalis are aggressive.



As a Rank 36 Archer (getting there slowly but surely) I was getting around 331 skill points per kill (a little more or a little less at times depending on the level of the fiend of course). There are over half a dozen targets to choose from, but they are in a very cramp area. It can be a little tough to see around the corner if you are not careful. As with other camps with a lot of aggressives, make sure you have something to pull with (by which I mean maybe something with more range than a voke). Best part about the camp is that you do not have to wonder around to find a target.

Northshroud / Emerald Moss / Treespeak (18,13)
Target: Ixalis - mid-upper 40s

The only aggressives are the Ixalis themselves.



A nice, aesthetic, touch with the camp is the placement of the balloons. From what I read, the birdmen use to be able to fly, but they eventually lost the ability when they started to use this type of airship. This mode of transport allowed them to attack in greater numbers from above.

Northshroud / Emerald Moss (22,14)
Target Ixalis - mid-upper 40s

An alt to the above camp if it is full.

Tam-Tara Deepcroft (from entrance to node)
Target: Spiny Dormouse - mid-upper 40s

Entrance is south of Brentbranch, which itself is just south of Gridania. Plenty of mice to choose from. As with above, no aggro unless you go too far in.

Southern Thanalon / Broken Water (44-45, 38)
Target: Quartz Doblyn - Mid-Upper 40s
*Potential aggro from Dwarf Diremites that range in the upper 40s that hang around the border of the camp.



The campsite is a little above Camp Broken Water. The Diremites have potential to cause some issues, but they appear to keep their distance from the center of the camp.

Upper La Noscea / Iron Lake (17,13)
Target: Kolbolds - mid-upper 40s



The above pic is not one of the target Kolbolds (it was from a level 20 faction quest), but it was the best pic of one that I had. As with the other beastmen (save Goblins) they are aggressive. You shouldn't run into problems with getting to the camp as long as you approach it from the west. If you were ever frightened as a little child with a werewolf movie, or with any wolf based pranks, take your aggressions out here.


last edited 687 weeks ago by Katra
"Win together, lose together, play together, stay together." -Debra Mancuso

Katra Officer replied

705 weeks ago

An interesting note about camps that have Burbles around.



They cast buffs (or at least a buff) on you. This little fellow had casted a Protect III on me. To see if they would act like Pixies in XI, I took a bit of damage fighting some targets in a leve, but they did not cast a cure on me, and I didn't try to see if they would Raise.

*Edit: Though they didn't do it during the testing phase, they did cast Cure IV on me while doing leves, so yes, they can cure you. Don't expect constant casting though, they seem to wait about a minute to two in-between casts. And this cooldown period seems to for all Burbles, and not just the one that did the casting.

The only exp. camp listed above that I found the Burbles at is:
Eastern La Noscea (32, 23/24)
Target: Syrphid Swarms - Low-Mid 20s
Target: Thorned Roselings - Mid-High 20s (Aggressive)

If I remember correctly, they are in the southern most area of the camp; if you do enough leves at Bloodshore, you'll likely run into them. I don't know if there are Burbles elsewhere, but they do make for a more interesting camp.


last edited 705 weeks ago by Katra
"Win together, lose together, play together, stay together." -Debra Mancuso

Katra Officer replied

701 weeks ago

That Magic Feeling


The purpose of this section is to have a quick reference as to what fiend is weak to what element. I thought it would be a nice extra to go with the travelog. This will be a work in progress, and I will add to it as I level CNJ and THM. With that note, I will list whatever the target is weakest to when known to me. For example, doing leves at Level 26, my CNJ was doing around 150 dmg to Fireflies with Water, which was the most I was damaging them for. Switch to Aero for the heck of it, and I was now doing 188 dmg. Of course, with what I gather from the notes about patch 1.20, all spells will automatically be placed in the action bar, so deciding which to chose will be eliminated.

http://www.youtube.com/watch?v=F0Vj3zLaO4w&feature=colike
And no, fire will not work on everything, you will want to change things up a little. Even if something is naturally flammable, you may want to include spells in the same family. What I mean by family is that at this time, spells seem to fall into two main categories, Astral (light) and Umbral (Dark). Astral = Fire, Aero, and Lightning. Umbral = Water, Blizzard, and Earth. There will be occasions though where the best damage comes from outside the family. Does, for example, are weak to light, but are damaged the most by Water. In short, Water hurts the most, Fire, Aero, and Thunder (all three in the light family) hurt for around the same decent damage, while Earth and Blizzard aren't worth using.

On the macro side, two that will save you a lot of headaches is "/aoe on" and "aoe off" which turn on and turn off your area of effect spells.



And now with Casting 101 out of the way, we can go to the actual list. For simplicity purposes, I'm going to use Light and Dark in place of Astral and Umbral.



  • Ahrimans - Light - Water
  • Bats - Dark - Blizzard
  • Bee Swarms - Dark - Blizzard
  • Bombs - Light - Fire -*Very weak to fire. They don't seem to initiate self-destruct if you do not use an offensive TP move.
  • Cactaurs - Dark - Earth
  • Coblyns - Light - Water
  • Crabs - Light - Thunder - Generally weak to all magic, but weakest to Thunder
  • Deer - Light - Water
  • Dodos - Dark - Blizzard
  • Efts - Light - Thunder –- *Very weak to Thunder
  • Fireflies - Dark - Aero
  • Giant Hogs - Dark - Wind
  • Giant Toads - Light - Thunder –- *Very weak to Thunder
  • Gnats - Dark - Stone –- *Very weak to Stone
  • Humes/Amateur Footpads, Miq'ote - Light + Dark - All Elements
  • Imps - Light - Fire –-*Very weak to Fire.
  • Hippogryphs - Dark - Earth
  • Insects (Beetles, Ladybugs, Chigoes) - Dark - Aero
  • Marmots - Light - Water
  • Moles - Light - Water
  • Opo-opos - Dark - Water
  • Orobons (fish) - Light - Thunder
  • Pieste - Light - Water
  • Roselings - Dark - Blizzard
  • Sheep (large) - Light - Water
  • Sheep (small) - Dark - Blizzard
  • Slugs - Light - Thunder
  • Wolves - Dark - Earth
  • Yarzon - Dark - Blizzard
  • Zombies (non-skeleton) - Light - Water

*Edited 11/19/11 – Added details to max magic damage in the second paragraph, and added weakness listings to two species.

*Edited 11/21/11 – Added a small paragraph about important macros. I also added several new species.


last edited 698 weeks ago by Katra
"Win together, lose together, play together, stay together." -Debra Mancuso

Katra Officer replied

680 weeks ago

You Sneak You


Afraid of getting smacked in the face with some high level roseling's flower power? Do you think that lv. 99 Drake up ahead is looking for a snack thats just about your size? The best thing to do is just to sneak right past it.


You can do what the dog in the movie above does, and move silently, slowly on your own, so that you can either SATA any Adamantoise (or ninja turtle as in the video), or you can use a simple key stroke.

Simply put, if you press X on your keyboard, you will be placed into "Sneak" mode; but please note that if you are primarily a controller user (like myself), you may have to make changes in the config menu to change your keyboard type. Once you are in sneak, you can past by many enemies. Not only this, but it makes it safer to fight in some areas as you don't have to worry about sound aggro while your focusing on something else. But please make sure not to move if you are in active mode (that is, with your weapon drawn) as you will be out of sneak, and free to be targeted.

For quick reference, here is a list to what fiend or enemy aggros to what:

Sight – As it sounds, it you cross in front of its face, it will fight you. There is no way to make yourself invisible that I am familiar with, so be cautious as the "X" trick will not work at all for these.
  • Ahriman
  • Apkallu
  • Beastmen tribes (at least the ones that current as of 1.21.
  • Bomb
  • Ogre
  • Pieste
  • Raptor
  • Spriggan
  • Stag
  • Vulture
  • All races (Hume, Elvaan, Galka, Tarutaru, Mithra [insert FFXIV name equivalents])

Sound – This is where the "X" trick shines. Thankfully, it appears that most current fiends aggro by at sound.
  • Antling
  • Aurelia
  • Bat
  • Crab
  • Diremite
  • Drake
  • Eft
  • Flan
  • Ghost
  • Goobbue
  • Mole
  • Plasmoid
  • Roseling
  • Skeleton
  • Treant
  • Yarzon
  • Zombie


  • True Sound – With True Sound fiends, you can not walk directly through them, or get too close. Sneak is better than nothing usually, as it will cut the aggro radius in 1/2.
  • Boar
  • Gnat
  • Hippogryph
  • Morbol
  • Orobon
  • Wolf


  • A few last notes over this subject. Aggro type may be different for some NM's. Exercise caution if you run into a NM just in case. Not only will this trick help you in getting past certain fiends on your way to camp, or during a fight, but it can also help you obtain all of those nodes. In a recent posting by Yoshi in the forums, http://forum.square-enix.com/ffxiv/threads/38201-Coming-in-Version-2.0!?p=638928#post638928, they will do away with pre-made maps. In other words, it would be best to get to those nodes and gates while you can, if you don't want to loose your pre-made map. Please don't take that as they are taking away all maps, but you will not have a complete map at the start.

    For a guide to getting all of the gates, you can visit this site, http://xivpads.com/?-Guides&Wanderers_Guide_to_the_Aetherial_Gates. I've plugged in some of my missing aggro information from this site.
    "Win together, lose together, play together, stay together." -Debra Mancuso
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