Experience Points: Guide for Levels 1-37

Experience Points from Level 1 to 37 to get that subjob leveled. This guide stops at 37, if you want to continue go to Experience Points: Guide for Levels 37-75. As of June 2010 update subjobs are now up to level 40 so this guide is somewhat outdated, as level cap increases to 99 it will become more outdated as a guide for leveling your subjob.
== Solo Exp Level 1-10 ==
:
Level	Zone 	Mob(s) 	Position(s) 	Notes
1-6. 	Zeruhn Mines 	Bats Worms Crab 	 	
1-3 	North Gustaberg South Gustaberg 	Ding Bats Huge Hornet Tunnel Worm 	by town 	
1-3 	West Ronfaure East Ronfaure 	Ding Bats Pugil Tunnel Worm Wild Rabbit 	by town 	
1-3 	East Sarutabaruta West Sarutabaruta	Tiny Mandragora Bumblebee Savanna Rarab 	by town 	
4-7 	King Ranperre's Tomb 	Ding Bats Carrion Worm Mouse Bat Stone Eater 	 	
6-9 	Ranguemont Pass 	Goblin Thug Goblin Weaver Blade Bat Wind Bats 	East Ronfaure zone 	Take special care if Oil Slick or any Cave Scorpion that pops out of place. Do not go past the door.
6-9 	Dangruf Wadi 	Tier 1 Goblin Stone Eater Hoarder Hare Wadi Crab	 	
6-10 	Ghelsba Outpost 	Tier 1 Orcs bats Toadstool 	 	Antidotes strongly recommended.
6-10 	Palborough Mines 	Tier 1 Quadav Pit Hare 	first floor 	
6-10 	Giddeus 	Tier 1 Yagudo Giddeus Bee Giddeus Pugil 	north end 	
6-10 	South Gustaberg 	Sheep Tier 1 Goblin 	Hills 	
7-10 	Konschtat Highlands 	Rock Eater Strolling Sapling Huge Wasp 	 	Echo drops for mages
7-10 	La Theine Plateau 	Rock Eater 	Lake 	Echo drops for mages
7-10 	King Ranperre's Tomb 	Tier 1 Goblin 	by first set of stairs	Do not inspect ???
8-10 	Tahrongi Canyon 	Mandragora Strolling Sapling Canyon Rarab 	south end 	
== Party XP Guide ==
Starting at level 10, it is recommended to get in a party, if possible. The list from here on out is NOT for solo play.
Camp Locations that contain a higher concentration of people have a light red background instead of a blue background. It is suggested to search the zones ahead of time to determine whether or not there is enough mobs for your party. Certain zones only handle 1 or 2 parties at most.
Note Working on trying to get the correct party level ranges for WoTG camps - the camp level range may list the mob's actual level range for duo/trio action. You may want to consider heading to the WoTG camp 3-4 levels below the level range given to test out the mobs. All WoTG camps have GREEN backgrounds.
== Level 10s ==
:
Level	Zone 	Mob(s) 	Position(s) 	Notes
10-12	Valkurm Dunes 	Hill Lizard Night Bats Sand Hare Sand Bats 	Konschtat zone La Theine zone 	Antidotes and echo drops strongly recommended. Supports 2 parties at Konschtat, 1 at La Theine.
10-15	Valkurm Dunes 	12: Goblin Bounty Hunter Sand Bats 	Siren's Sands 	Beware of Bogy at nighttime, along with stronger Goblins. Supports 1 party. Most of the mobs will con T-VT with some IT.
10-12	King Ranperre's Tomb 	Rock Eater 	I-6 	Silent oils and prism powders required to reach camp. Arrowburn/Manaburn Recommended. Mages must bring echo drops. Possible solo camp from 14-18. At least 1 mage must go /whm for Barstonra. Only supports one party or one solo.
10-12	Carpenters' Landing 	Beady Beetle Poison Funguar 	San d'Oria zone docks 	Antidotes and echo drops strongly recommended. Enter from Northern San d'Oria. Only bats, bombs, elementals, and orcs aggro. Beware of Spore and funguar's breath attacks.
10-12	Buburimu Peninsula 	Mighty Rarab Mandragora 	Outpost 	Camp either behind outpost or just to the southeast.
11-13	Meriphataud Mountains	Hill Lizard Wandering Sapling 	Outpost Tahrongi zone 	Antidotes and echo drops strongly recommended.
11-13	Maze of Shakhrami 	Maze Maker 	Western side 	Arrowburn/manaburn recommended. Echo drops recommended.
11-13	Gusgen Mines 	Skeleton Warrior 	Konschtat zone 	Monk or manaburn party recommended.
11-17	North Gustaberg (S) 	Tunnel Worm12: Walking Sapling14: Vulture 	G-9 through H-8 	Mages must stay back from saplings.
11-14	Valkurm Dunes 	Hill Lizard 	D-6 	Antidotes and echo drops strongly recommended. This camp is located near the higher level goblins. The lizards here are a much higher level than the ones near Konschtat. Camp supports only 1 party.
11-22	Korroloka Tunnel 	Seeker BatsGreater PugilCombatHuge SpiderThread LeechSea MonkJelly	center of main path 	This camp only works for a SMN Astral Burn party using Level Sync. Supports 2 parties.
12-15	Valkurm Dunes 	Snipper Star Bat Tier 2 Goblin Goblin Bounty Hunter 	J-6 J-8 Siren Sands Whitebone Sands 	Black mage recommended. Snippers starting at 13.
12-15	Carpenter's Landing 	Tier 2 Orc Land Pugil Flytrap 	docks 	Antidotes and echo drops strongly recommended. WHM required. Flytrap has a very small range AOE sleep move, and potent paralyze move. Enter from Northern San d'Oria.
12-15	Jugner Forest 	Stag Beetle Screamer Tier 2 Goblin Tier 2 Orc 	Batallia zone outpost 	Black mage strongly recommended.
14-17	Meriphataud Mountains	Hill Lizard Stag Beetle Crane Fly 	Outpost North-center of map 	Black mage strongly recommended. Bring Echo Drops and Antidotes for the lizards. Use Page 1 and/or Page 2 of the Field Manual every game day if possible. There are several spots were no goblins spawn.
14-17	West Sarutabaruta (S)	Crawler 	Southeast of the Maw 	Marksmanship user with acid bolts recommended. Antidotes recommended and all mages should go as /whm.
15-18	Valkurm Dunes 	Damselfly Tier 3 Goblin 	Outpost Oasis Selbina Gustav zone D-6	Oils and powders required to reach Gustav zone. Do not camp on shoreline but just north of it.
15-18	Buburimu Peninsula 	Tier 3 Goblin Bull Dhalmel Zu Crawler 	Mhaura Eastern Shoreline 	Air Elemental danger along Eastern Shoreline. Echo Drops strongly recommended.
15-18	Carpenter's Landing 	Stag Beetle Marsh Funguar 	Jugner zone 	Antidotes and echo drops strongly recommended. WHM required. Black Mage recommended. Use NW Jugner Forest zone. Oils required to reach camp.
16-19	Meriphataud Mountains	Tier 3 Yagudo Tier 3 Goblin 	North-center part of map 	Fire elemental danger.
16-19	Inner Horutoto Ruins 	Tier 3 Goblin Battle Bat 	Magic Gate of Horutoto 	Oils and powders required to reach camp. Supports 2 parties. All of the mobs are aggressive.
17-20	Valkurm Dunes 	Beach PugilGoblin Bounty Hunter 	Beaches Gustav Zone 	Oils and powders required to reach Gustav zone. Use Goblins or Damselflies to fill in chains. 3 parties (1 at each beach). Since the 28 March 2007 patch, stay just north of the beaches to avoid the bounty hunters.
18-21	Batallia Downs 	Clipper Stalking Sapling Ba 	Cave south Eldieme zone 	Beware of much stronger, aggressive mobs. Since the 28 March 2007 update, you will have to stay away from the shores due to goblins that now spawn there.
18-21	Castle Oztroja 	Tier 3 Yagudo Bastion Bats 	main zone 	Layout of the zone heavily favors a moving party. Everything aggros.
18-21	Beadeaux 	Tier 3 Quadav Land Pugil 	Pashhow zone 	All of the mobs aggro.
18-21	Rolanberry Fields 	Moon Bat Berry Grub 	Pashhow Zone 	Thief or Ranger with Acid Bolts recommended. Silent Oils required to reach Jeuno.
18-21	Sauromugue Champaign 	Hill Lizard Moon Bat Diving Beetle 	Southeast part J-6 Garlaige zone 	Antidotes and echo drops strongly recommended for Lizards. Oils and powders required to reach camp. Only 1 party for Beetle spot.
18-21	Qufim Island 	Land Worm 	Lake 	Echo drops strongly recommended. Manaburn/arrowburn recommended. Banshee danger at night. Sneak required to reach camp (you may walk behind gigas without being detected), preferably in the form of oils. Supports 1 party. Since the 28 March 2007 FFXI update, a single goblin will make laps around the lake, you will have to stay closer to the walls to avoid that goblin.
19-22	Gusgen Mines 	Ghoul Sadfly 	Stairs 	Monk party recommended. WHM and BRD required. Silent Oils required.
19-22	Buburimu Peninsula 	Shoal Pugil Goblin Bounty Hunter 	Onzozo zone Bibiki zone 	Water Elemental and Bogy Danger.
19-22	Carpenters' Landing 	Tier 3 Orc Forest Tiger Pugil 	Center Landing Docks 	Oils and Powders recommended. Use NW Jugner forest zone.
19-22	Davoi 	Tier 3 Orc 	Jugner zone 	Bats that pop at night aggro.
19-22	Yughott Grotto 	Tier 3 Orc Bat 	Upper Grotto 	Oils and powders required to reach either Horlais Peak zoneline.
== Level 20s ==
:
Level 	Zone 	Mob(s) 	Position(s) 	Notes
20-23 	Outer Horutoto Ruins 	Ghoul 	Strange Apparatus Room 	Monk or manaburn party recommended. Sneak required to reach camp. Use northernmost West Sarutabaruta zone.
20-24 	Sanctuary of Zi'Tah 	Tier 3 Goblin Ancient Bat 	Zone to Meriphataud 	Camp only supports 1 party, however, the southwest part of the zone is littered with gobs and bats. All of the mobs are aggressive. Highly recommended to bring a BLU or BRD to sleep bat pops (bats will not resist sheep song/lullaby). Beware of Rock Golem (magic sensitive and will destroy your party).
20-24 	Batallia Downs 	Tier 3 Goblin Tier 3 Orcs Mayfly 	Any zone towards Eldieme, preferably the 3 middle zones. 	
20-24 	Qufim Island 	Clipper Greater Pugil Gigas Glow Bat Ancient Bat	Delkfutt's zone Pugil Alley Behemoth's Dominion tunnel 	Pugils and Gigas for the upper end of this level bracket.
20-24 	Ranguemont Pass 	Tier 3 Goblin Seeker Bats 	Just north of door H-10 	Strongly recommended to bring someone to neutralize the Ooze located in between the goblin pops. Sneak required to reach H-10 camp.
20-24 	Lower Delkfutt's Tower 	Gigas Tier 3 Goblin Ancient Bat 	stairs between 1F and 2F Qufim zone 	Oils and powders required to reach the stairways.
20-24 	Carpenters' Landing 	Diving Beetle Shrieker 	Caves 	Use SE Jugner Forest zone. Camp at either end of the caves. Shriekers aggro. 2 parties.
21-24 	East Ronfaure (S) 	Scarab Beetle 	G-8/H-8 just below Cheval River. 	Black mage strongly recommended. Camp in a pixie pathway. (Correct level provided by camp testers.)
22-24 	Maze of Shakhrami 	Ancient Bat Caterchipillar 	Buburimu zone 	Stay in the tunnels. Supports 1 party.
22-25 	West Sarutabaruta (S) 	River Crab 	F-10/F-11 (coast) 	Supports 1 party.
23-26 	Rolanberry Fields (S) Sauromugue Champaign (S)	Lycopodium 	Outside Jeuno 	Mages must stay back. If in Rolanberry Fields (S), must watch out for an out-of-place Goobbue Farmer around the Rampart Gates. If in a arrowburn or daggerburn party, you may start this camp as early as Level 23.
23-29 	Batallia Downs (S) 	Lycopodium 26: Clipper 26: Ba 	Outside Jeuno (East of Rampart Gate) 	Mages must stay back. If in a arrowburn or daggerburn party, you may start this camp as early as Level 23. Clippers will require a party member that can use Acid Bolts to dispel its defense boost effect.
25-28???	Meriphataud Mountains (S) 	Lycopodium 	Northwest 	Mages must stay back. If in a arrowburn or daggerburn party, you may start this camp as early as Level 23. Beware of a Hound pop at night.
23-26 	Ordelle's Caves 	Clipper Shrieker Goliath Beetle 	Waterfall 	Clipper links. Take care of bomb. Use eastern La Theine zone. Sneak required to reach camp. Supports 1 party.
24-27 	Korroloka Tunnel 	Clipper Greater Pugil 	North map 	Pugils aggro but do not link. Sneak required to reach camp. This spot is godly for BLM parties. --Overgryph 09:47, 20 July 2009 (UTC)
24-28 	Yuhtunga Jungle 	Yuhtunga Mandragora Goblin Furrier Goblin Smithy 	Kazham Outpost 	Melees should be at upper end of level range for goblins. Warp device and reraise earrings strongly recommended for Outpost camp.
25-28 	Batallia Downs 	Tier 4 Goblin Tier 4 Orcs Sabertooth Tiger 	Eldieme zones 	Melees should be at upper end of level range. Invisible required.
25-28 	Rolanberry Fields 	Goblin 	south of Jeuno 	1 party.
25-29 	Carpenters' Landing 	Birdtrap Sabertooth Tiger Pugil 	South Landing docks North end of cave. 	Mages must /WHM. Seasonal Water Elemental danger at the docks. 2 parties.
26-30 	Gusgen Mines 	Gallinipper 	Depths 	Sneak required to reach camp. Bring someone to clear path of Feu Follets.
27-30 	Ranguemont Pass 	Stirge 	Beaucedine zone 	Sneak and Invisible required to reach camp. Beware of Floating Eye that may pop out of position. Bard recommended. Camp no longer good as of May 2011.
27-30 	Eastern Altepa Desert 	Giant Spider 	Korroloka zone 	Melees should /nin. Ninja tank recommended. Mages should sub /whm.
27-30 	Bibiki Bay 	Goblin Shaman Marine Dhalmel Raven 	Docks Zone 	Melees should be at upper level range for Ravens. Echo drops recommended.
28-31 	Maze of Shakhrami 	Tier 4 Goblin 	Buburimu side. 1 party. 	
28-32 	Yhoator Jungle 	Yhoator Mandragora Tier 4 Goblin 	F-7/F-8 	Melees should be upper level range for Goblins. 3 parties.
28-32 	Yuhtunga Jungle 	Makara Sahagain 	Sea Serpent Grotto (E-11) F-11/12 cave 	Beware of pops (all mobs aggro). Sneak (through grotto) or Warp device required to get out. Water Elemental danger. If grotto zone camp is claimed, use the cave on the southeast end of F-11. 2 parties.
28-32 	Lufaise Meadows 	Tier 4 Orcs 	Lake 	All members must complete CoP Chapter 1. Thunder Elemental danger.
28-32 	Oldton Movalpolos 	Tier 1 Goblins Tier 1 Moblins Stirge 	E-4 G-7 F-9 	Invisible required to reach camps. Escape or Warp is recommended. Mages must /whm. Earth Elemental danger at E-4 camp.
28-32 	Attohwa Chasm 	Flesh Eater Hecteyes 	zoneline 	Mages must /whm. Huge level Difference of Flesh Eaters in the zone.
29-32 	Ranguemont Pass 	Tier 4 Goblin Evil Weapon 	far northwest 	Use stirge as chain fillers. Ranged pull only on weapons. Supports 1 party. Although the Evil Weapons are still there, the rest of the mobs been replaced by the ones in the late 80s/low 90s.
29-33 	Beaucedine Glacier 	Tier 4 Goblin Tundra Tiger Giga's Tiger 	Ranguemont zone G-9 canyon (no mobs should pop in that spot) H-9 (roaming tiger alley)	Mages must /whm. Take notice of mobs in area that detect magic. Use page 1 of the Field Manual every game day if possible. The H-9 camp is a roaming camp loaded with tigers and little of the other mobs. Bring someone to kill all other mobs except for the BST Giga (will load a pet that is the same level as the Tundra Tiger but with a fourth of the HP).
29-33 	Castle Oztroja 	Tier 4 Yagudo Bat 	Behind trap door 	Layout of zone favors a moving party.
29-32 	West Sarutabaruta (S) 	Savanna Dhalmel 	J-5/J-6 	12 dhalmels in area, making it possible to support 2 parties. Keep slept dhalmels away from ones being attacked, due to Healing Breeze being a Dhalmel AOE that will wake sleeping dhalmels. Mages must bring Echo Drops. Pixies will roam in this area.
== Early 30s ==
:
Level 	Zone 	Mob(s) 	Position(s) 	Notes
30-33 	Eastern Altepa Desert 	Sand Beetle Antican Faber Antican Auxiliarius 	K-7 West Altepa zone 	Earth Elemental Danger at Altepa zone. 3 parties.
30-33 	Qufim Island 	Goblin Bounty Hunter 	south shoreline 	1 party. Thunder Elemental Danger.
30-33 	Batallia Downs 	Goblin Bounty Hunter 	north shoreline 	1 party.
30-34 	Vunkerl Inlet (S) 	Goliath Beetle32: Carrion Marabou 	F-8 (Bridge) 	Strongly recommended to use the C.A. warp. Sneak is required to reach camp (due to Haunts at nighttime). Camp on bridge between the two group of spawns. Supports 2 parties. Beetles range from T-VT at level 30 (you can probably start them close to 28). Carrion Marabout are IT to 30, and not much harder than beetles.
30-34 	Attohwa Chasm 	Tier 4 Goblin Gallinipper 	Edge of cave 	Sneak required, and cross the first bridge.
30-34 	Sauromugue Champaign 	Evil Weapon 	beetle spot 	1 party.
31-35 	Fei'Yin 	Vampire Bat Undead Bats Drone 	Beaucedine zone Hallway east of fountainFountain room	3 parties. Oils and powders required. All members should have Teleport-Vahzl crystal. Strongly recommended to bring someone to clear path of Revenants and Golems.
31-35 	Yuhtunga Jungle 	Soldier Crawler 	F-10 	Use Goblin Furriers to fill in chains as needed (some con IT as late as 32).
32-35 35-37	Garlaige Citadel 	Borer Beetle Siege Bat Wingrats 	main zone front of Gate 1 	Level 32 to 35 at the zone. Level 35-37 at Gate 1. 3 parties. Invisible required to reach gate 1. Camp still good as of May 2011 and now bee complimented with a Ground Tome.
33-36 35-38	Crawler's Nest 	Worker Crawler Maze Lizard 	Rolanberry zone Lizard room 	Level 33 to 36 at zone; 35-38 by the lizards. Roaming party recommended for the zoneline camp. Ground tome exist for this camp.
34-36 	Eastern Altepa Desert 	Desert Dhalmel 	West Altepa zone 	2 parties. Earth Elemental danger. Keep slept links away from the one you're attacking. Echo drops recommended
32-36 	Sea Serpent Grotto 	Ghast Ironshell Undead Bats Sahagin 	Norg Masan Camp H-9 Map 1 	Monk or manaburn recommended for Ghasts. NM may pop at H-9 camp. 1 party per camp.
34-37 	The Eldieme Necropolis	Gazer Lost Soul 	At Batallia zone 	Monk or manaburn party recommended for skeletons. There is a level difference of Lost Souls in the zone.
35-37 	North Gustaberg (S) 	Huge Spider 	Maw 	White Mage must have Erase. Beware of Sickle Slash.
35-39 	Western Altepa Desert 	Desert Spider Antican Essedarius Desert Dhalmel	East Altep zone Korroloka zone 	Melees should be upper end for Dhalmels. Beware of wandering cactuars and scorpions. Echo drops recommended.
35-39 	Beaucedine Glacier 	Tier 5 Goblin Stone Golem Gigas 	Batallia zone canyon near Fei'Yin 	Ranged pull only. Roaming party possible. WHM with erase required for Golems.
35-39 	Yuhtunga Jungle 	Tier 5 Goblin 	E-8 E-10 I-12 	Beware of morbols. 3 parties.
Experience Points: Guide for Levels 37-75