Level Range | Camp | Location | Note |
|---|---|---|---|
| 1 - 6 | Hatebone Orcs | Halas (Outskirts) | A solid beginner camp with tightly packed orcs. Good for melee-heavy groups learning to pull. |
| 1 - 8 | Blackpaw Gnolls | Blackburrow Area | Classic early gnoll camp. Watch for adds inside the cave system. |
| 1 - 10 | Druidic Cadavers | Qeynos (NW) | Reliable undead camp for early levels. Safe pulls with minimal wandering mobs. |
| 4 - 7 | Coldpaw Gnolls | Klik'Anon (W) | Low faction impact compared to other gnolls. Good camp layout for small groups. |
| 10 - 14 | Freezeblood Village | Everfrost | Undead camp with steady respawns. Casters should watch for wandering adds. |
| 10 - 14 | Slesher Gnoll Camp | Surefall Glade | Compact gnoll camp with manageable pulls. Works well for balanced groups. |
| 10 - 15 | Aviak Outpost | Near Halas | Outdoor camp with roaming aviaks. Good experience but requires awareness. |
| 10 - 14 | Nasehir Camps | Northern Ro (NW/W) | Two separate camps near the coast. Consistent pulls and solid group XP. |
| 14 - 18 | Bandits | Mulin's Reach (SE) | Straightforward humanoid camp. Good coin drops and steady experience. |
| 14 - 18 | Orc Tunnel | The Druk (C) | High-density orc camp. Be cautious of trains from deeper inside. |
| 17 - 20 | Undead | Northern Ro (NW/SW) | Two undead camps offering reliable experience. Clerics excel here. |
| 18 - 20 | Caimen / Crocodiles | Bobble-By-Water (E) | Island-based camp with social aggro. Pull carefully to avoid chain fights. |
| 17 - 21 | Plainsriders | Mulin's Reach (N/NE) | Popular leveling path. Open terrain makes pulling simple. |
| 20 - 24 | Catamount | Mulin's Reach | Good outdoor animal camp. Minimal caster threats. |
| 20 - 26 | Gnoll Fishermen | Darkmoor | Riverbank gnolls with moderate social aggro. Solid mid-20s camp. |
| 19 - 24 | Cracktooth Orcs | Bobble-By-Water | Excellent faction gains and consistent pulls. Great training camp for tanks. |
| 24 - 29 | Snake Cave | Bandit Hills (E) | Confined cave camp. Bring crowd control to manage close spawns. |
| 25 - 30 | Scarecrows | Alseop's Wall (W) | Reliable undead-style mobs. Safe rotations for organized groups. |
| 26 - 32 | Bloodfoot Bandits | Mt. Hatespike (W) | Good humanoid camp with manageable aggro ranges. Casters may drop useful shields. |
| 29 - 34 | Deathfist Citadel (DFC) | Deathfist Citadel Zone | One of the best XP camps in the low 30s. Watch for trains and deep pulls. |
| 29 - 38 | Minos | Gerntar Mines (C) | High mob density inside caves. Strong XP but can overwhelm unprepared groups. |
| 30 - 33 | Deathfist Reavers | Al Farak Ruins (S/SE) | Spread-out pulls make this a safer alternative to DFC. |
| 30 - 36 | Goblin Citadel | Runneye Area | Dense goblin camp with solid experience. Crowd control recommended. |
| 30 - 38 | Pirates of Klick | Klick'Anon Coast | Good coin and experience. Outdoor pulls with roaming patrols. |
| 35 - 38 | Gharials | South of MTG (Ocean) | Island clearing camp. Watch for wanderers crossing into camp. |
| 36 - 44 | Kappa Drudge Camps | Odous / East Plateau | Slower spawn timers but strong experience. North and west of Arcadin. |
| 39 - 44 | Hexes | Zentar's Keep | Caster-heavy mobs. Snow griffons may interfere with pulls. |
| 40 - 46 | Cyclops Fortress | Desert Region | High health mobs with strong melee damage. Good for experienced groups. |
| 44 - 49 | Phantoms | East Plateau (NW of Arcadin) | Undead-style camp with valuable scroll drops. |
| 44 - 49 | Hill Giants | Keliner (NE) | Classic giant camp with high HP targets and steady XP. |
| 45 - 50 | Siloths | Salt Mine | Dungeon-style camp. Valuable ring drops and strong experience. |
| 46 - 50 | Ice Giant Refugees | Near Northgate | Multiple camps available. Expect heavy melee damage. |
| 44 - 53 | Tendora-Buki | West Toxulia (SW) | High-risk, high-reward camp. Hut clearing becomes viable at higher levels. |
| 50 - 53 | Gargoyles | South Barren Coast | Strong melee mobs with quest-related drops. |
| 50 - 55 | Kappa Guards | Slythis Dwell | Often underused camp with strong XP potential. |
| 53 - 58 | Kappa Elites | Slythis Dwell (Castle Balcony) | Top-floor elite camp. Requires strong tank and healer coordination. |
| 55 - 60 | Harpies | Erud's Crossing | Efficient XP with manageable damage output. |
| 57 - 60 | Moots | Erud's Crossing (South of Harpies) | Fire-based spellcasters. Fire resistance recommended. |
| 56 - 60 | Goblin Slayers | Guardian Forest (W) | Easy pulls with steady spawn cycles. |
| 55 - 60 | Froglok Slayers | Burial Mounds (SW) | High melee damage but straightforward pulls. |
| 58 - 62 | Desert Marauders | Desert of Ro | Strong late-game humanoid camp. Expect heavy incoming damage. |
| 58 - 62 | Ghosts | Various High-Level Zones | Undead endgame camp. Works well with cleric-heavy groups. |
| 60 - 62 | Pariah of Xragg | Elephant Graveyard | High-end named camp. Valuable spell drops and crafting materials. |