Home
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
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
25-27 Carpenter's Landing
Requirements/Notes:
* Supports 1 party.
Target mobs:
Primary: Birdtrap
* Does not agro/link
* AoE sleep ability
* AoE Paralyze ability
Comments:
This camp is a great continuation camp from Qufim Island. You get here by entering from (J-8) in Jugner Forest and following the path until it leads you to camp. The other entrances won't lead you here and the boats don't work reliably on Nas, so only use this entrance.
You fight Birdtraps, they're pretty squishy and easy targets. Their main danger is an AoE sleep, so make sure mages stay at least 20' back so they don't get put to sleep as well. Tiger and beetles in the area can be used to keep up chains if need be.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment