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Standard Camps:
Standard camps are the most normal sites for parties to go to. There are usually other people at these camps, so be sure to search the zone before moving a party there.


10s
12-14 Valkurm Dunes Lizards
14-16 Valkurm Dunes Lizards
15-18 Valkurm Dunes Flies
16-18 Valkurm Dunes Lizards

20s
18-22 Qufim Island Worms
20-22 Qufim Island Crabs
22-25 Qufim Island Pugils
25-27 Carpenter's Landing Birdtraps
28-32 Bibiki Bay Dhalmels

30s
31-33 Sauromugue Champaign Weapons
33-39 Sanctuary of Zi'Tah Bats/Flies
35-37 Crawler's Nest Crawlers
35-37 Garlaige Citadel Bats/Beetles

40s
41-47 Crawler's Nest Crawlers/Flies/Fungaurs

50s
51-55 King Ranperre's Tomb Bats
54-57 Wajom Woodlands Lesser Colibri

60s
60-64 Bhaflau Thickets Colibri
63-67 Mount Zhaylom Bombs/Flies
65-69 Caedarva Mire Qutrubs


Alternate Camps:
Alternate camps are the off-beat locales that aren't visited often because other, newer campsites have rendered these ones obsolete, or the campsite isn't the easiest to get to, or has certain other requirements, or players just never caught onto them for some reason or another.

Either way, if you or your party is out for some {adventure}, or if everywhere else seems crowded, feel free to try some of these places. Because of their nature, there'll be little competition, if any.

40s
43-46 Western Altepa Desert Beetles
47-52 Garlaige Citadel Bats/Beetles

60s
63-67 Bibiki Bay Catoblepas/Tragopan

Merit Camps:
Merit camps are camps designed to be taken on by a group of level 75 players seeking limit points to earn merits points to spend to further empower their characters post 75. These camps are mainly for max level players and will generally not work for players under 75.

Misareaux Coast
Mount Zhayolm
Caedarva Mire Birds
Caedarva Mire Flies

Tuesday, July 2, 2019

20-23 Qufim Island



Requirements/Notes:
* Qufim Island OP recommended
* Popular Campsite
* Supports 2 Parties

Target mob:
Primary:
Clipper
* Does not link or agro
* Small AoE water attack
* Dia recommend to weaken defense

Secondary:
Seeker Bats
*Does not agro
*Link by sound

Comments:
For this camp you park right outside the entrences to Defkutt's Tower. Spread out around the tower entrence are tons of crabs. The crabs do not link so feel free to pull without worry. Clippers have all the normal crab abilites so Dia is recommended to help weaken their defense. A BLM is a good party member to have here as they are just about the only thing that can easily cut through their high defense. If a pull goes wrong and a giant is accidentally pulled, use the zone behind you as a safety net. The Seeker Bats in the area make for good secondary targets as they are squishy and aren't much threat.

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