营 | 电平范围 | 兴趣点 | 评论 |
|---|---|---|---|
Arctic Bandits | 1-1 | ||
Aviak | 1-1 | ||
Aviak Guards | 1-1 | ||
Aviak Outpost | 1-1 | Near Halas. Outdoor camp with roaming aviaks. Good experience but requires awareness. | |
Aviaks | 1-1 | ||
Bandits | 1-1 | ||
Barrow Cultists | 1-1 | ||
Blacktongue Orcs | 1-1 | ||
Bloodfoots | 26-32 | Mt. Hatespike (W). Good humanoid camp with manageable aggro ranges. Casters may drop useful shields. | |
Catamount | 20-24 | Mulin's Reach. Good outdoor animal camp. Minimal caster threats. | |
Cave Alligator | 1-1 | ||
Cave Crawlers | 1-1 | ||
Chiktar | 1-1 | ||
Chiktar Hive | 1-1 | ||
Clan Kolbok | 1-1 | ||
Clockworks | 1-1 | ||
Coldpaw Gnolls | 4-7 | Klik'Anon (W). Low faction impact compared to other gnolls. Good camp layout for small groups. | |
Cracktooth Orcs | 1-24 | Bobble-By-Water. Excellent faction gains and consistent pulls. Great training camp for tanks. Needs review: POI level range was 20-22. | |
Crazed Experiments | 1-1 | ||
Crocodiles | 1-23 | ||
Cutthroats & Bandits | 14-18 | Mulin's Reach (SE). Straightforward humanoid camp. Good coin drops and steady experience. | |
Cyclops | 1-1 | ||
Cyclops Fortress | 40-46 | Desert Region. High health mobs with strong melee damage. Good for experienced groups. | |
Darkbones | 38-40 | ||
Deathfist | 1-1 | ||
Deathfist Champions | 1-1 | ||
Deathfist Citadel (DFC) | 29-34 | Deathfist Citadel Zone. One of the best XP camps in the low 30s. Watch for trains and deep pulls. | |
Deathfist Legionaires | 1-1 | ||
Deathfist Mercenary | 1-1 | ||
Deathfist Myrmidons | 1-1 | ||
Deathfist Pawn | 8-10 | ||
Deathfist Reavers | 1-1 | ||
Deathfist Slayers | 1-1 | ||
Deathfist Slayers & Reavers | 30-33 | Al Farak Ruins (S/SE). Spread-out pulls make this a safer alternative to DFC. | |
Desert Bandit | 1-1 | ||
Desert Madmen | 15-17 | ||
Desert Marauders | 58-62 | Desert of Ro. Strong late-game humanoid camp. Expect heavy incoming damage. | |
Druidic Cadavers | 1-10 | Qeynos (NW). Reliable undead camp for early levels. Safe pulls with minimal wandering mobs. | |
Elemental Titans | 1-1 | ||
Elite Aviak | 1-1 | ||
Elite Aviaks | 1-1 | ||
Elven Spirits | 1-1 | ||
Faeries | 1-1 | ||
Fallen Mummy | 1-1 | ||
Forsaken Remnant | 1-1 | ||
Freezeblood goblin cave | 1-1 | ||
Freezeblood Goblins | 1-15 | Everfrost. Undead camp with steady respawns. Casters should watch for wandering adds. | |
Freezeblood goblins | 1-11 | ||
Froglok Slayers | 55-60 | Burial Mounds (SW). High melee damage but straightforward pulls. | |
Frost & ice elementals | 1-1 | ||
Frosteye Orcs | 1-1 | ||
Frosteye orcs | 1-1 | ||
Gargoyle | 50-53 | South Barren Coast. Strong melee mobs with quest-related drops. | |
Gharial | 35-38 | South of MTG (Ocean). Island clearing camp. Watch for wanderers crossing into camp. Needs review: POI level range was 34-36. | |
Ghosts | 58-62 | Various High-Level Zones. Undead endgame camp. Works well with cleric-heavy groups. | |
Glinaldal Druids & Rangers | 1-1 | ||
Gnoll Fishermen | 20-26 | Darkmoor. Riverbank gnolls with moderate social aggro. Solid mid-20s camp. | |
Gnoll Whitepaw | 1-1 | ||
Gnolls | 1-8 | Blackburrow Area. Classic early gnoll camp. Watch for adds inside the cave system. Blackburrow Area. Classic early gnoll camp. Watch for adds inside the cave system. Blackburrow Area. Classic early gnoll camp. Watch for adds inside the cave system. | |
Goblin Citadel | 30-36 | Runneye Area. Dense goblin camp with solid experience. Crowd control recommended. | |
Goblin tunnel | 1-1 | ||
Goblin tunnel underground | 1-1 | ||
Goblins | 1-60 | Guardian Forest (W). Easy pulls with steady spawn cycles. | |
Great Eagles | 1-1 | ||
Griffawn | 31-32 | ||
Grimrik Trolls | 1-1 | ||
Grizz | 1-1 | ||
Guard Pickclaw | 1-1 | ||
Harpy | 55-60 | Erud's Crossing. Efficient XP with manageable damage output. | |
Hatebone Orc Cave | 1-6 | Halas (Outskirts). A solid beginner camp with tightly packed orcs. Good for melee-heavy groups learning to pull. Needs review: POI level range was 6-6. | |
Hatebone Orcs | 1-6 | Halas (Outskirts). A solid beginner camp with tightly packed orcs. Good for melee-heavy groups learning to pull. Needs review: POI level range was 4-11. Halas (Outskirts). A solid beginner camp with tightly packed orcs. Good for melee-heavy groups learning to pull. Needs review: POI level range was 6-8. | |
Hexbones | 42-44 | ||
Hexbones & Shrieks | 39-44 | Zentar's Keep. Caster-heavy mobs. Snow griffons may interfere with pulls. | |
Highway Bandits | 1-34 | ||
Highway Thugs | 1-1 | ||
Hill Giants | 1-49 | Keliner (NE). Classic giant camp with high HP targets and steady XP. | |
House N'yrt | 1-1 | ||
Ice Giant Refugees | 46-50 | Near Northgate. Multiple camps available. Expect heavy melee damage. | |
Icetomb | 1-1 | ||
Icy wind & freezing gusts | 13-15 | Air & water elementalings | |
Indigo Pirate | 1-1 | ||
Jaeger Mansion | 1-1 | ||
Kappa | 50-55 | Slythis Dwell. Often underused camp with strong XP potential. | |
Kappa Drudge | 36-44 | Odous / East Plateau. Slower spawn timers but strong experience. North and west of Arcadin. | |
Kappa Elites | 53-58 | Slythis Dwell (Castle Balcony). Top-floor elite camp. Requires strong tank and healer coordination. | |
Kappa Warrior | 50-55 | Slythis Dwell. Often underused camp with strong XP potential. | |
Kobold | 1-1 | ||
Lesser ghouls & skeletons | 1-1 | ||
Lesser pickclaw guard | 1-1 | ||
Lizardman | 1-1 | ||
Lost Souls | 1-1 | ||
Majorkahn Giant | 1-1 | ||
Mermen | 1-1 | ||
Mindwhipper Wasps | 9-12 | ||
Minos | 29-38 | Gerntar Mines (C). High mob density inside caves. Strong XP but can overwhelm unprepared groups. | |
Moots | 57-60 | Erud's Crossing (South of Harpies). Fire-based spellcasters. Fire resistance recommended. | |
Nasehir | 1-14 | Northern Ro (NW/W). Two separate camps near the coast. Consistent pulls and solid group XP. Needs review: POI level range was 11-15. Northern Ro (NW/W). Two separate camps near the coast. Consistent pulls and solid group XP. Needs review: POI level range was 14-20. | |
Nixie | 1-1 | ||
Ogre Guards | 1-1 | ||
Ogres & Trolls | 1-1 |