Field guide · Live rules, v0.88.0

A creature. A place. A reason to return.

Nine hunting regions and three developed frontiers hold 36 regional treasures: species drops, elite trophies and guardian legacies. Equipment, gems and their odds come from the same rules used by the game.

Whispering Woods · Ordinary creature

Venomous spider

Its attack applies poison. Avoid staying in range.

Reference enemy level 1 · 0% loot luck · Knight

All rates below are per kill, including failed rolls. Reference level changes level gates, item pools and gem grades; it does not change the creature in the game. Region ranges rise with Eclipse and frontier hunts. Values do not include a guarantee of perfect affixes.

Named treasures

Level 1+

Spiderglass Ring

0.08% per kill

Poison damage +8%.

Equipment · 27 eligible bases

22% chance of one generic item per kill. The percentages below already include that gate. Named treasure is a separate bonus roll.

ItemSlotRarity · chance per kill
Traveler's QuarterstaffWeaponCommon: 0.44%Uncommon: 0.2933%
Traveler HoodHeadCommon: 0.66%Uncommon: 0.44%
Traveler TunicBreastplateCommon: 0.66%Uncommon: 0.44%
Traveler GlovesGlovesCommon: 0.66%Uncommon: 0.44%
Traveler TrousersLegsCommon: 0.66%Uncommon: 0.44%
Iron SwordWeaponCommon: 0.44%Uncommon: 0.2933%
Duelist's BladeWeaponCommon: 0.44%Uncommon: 0.2933%
Tower ShieldOff handCommon: 0.66%Uncommon: 0.44%
Duelist's GuardOff handCommon: 0.66%Uncommon: 0.44%
Iron HelmHeadCommon: 0.66%Uncommon: 0.44%
Iron CuirassBreastplateCommon: 0.66%Uncommon: 0.44%
Iron GauntletsGlovesCommon: 0.66%Uncommon: 0.44%
Iron BootsBootsCommon: 0.66%Uncommon: 0.44%
Pilgrim's SandalsBootsCommon: 0.66%Uncommon: 0.44%
Blood ringRingCommon: 0.33%Uncommon: 0.22%
Falcon ringRingCommon: 0.33%Uncommon: 0.22%
Wellspring ringRingCommon: 0.33%Uncommon: 0.22%
Fortune ringRingCommon: 0.33%Uncommon: 0.22%
Guard's MedallionNecklaceCommon: 0.33%Uncommon: 0.22%
Hunter's TrophyNecklaceCommon: 0.33%Uncommon: 0.22%
Ember PendantNecklaceCommon: 0.33%Uncommon: 0.22%
Soul LanternNecklaceCommon: 0.33%Uncommon: 0.22%
Vigil GreavesLegsCommon: 0.66%Uncommon: 0.44%
Sentinel's InsigniaTrinketCommon: 0.33%Uncommon: 0.22%
Hawk TalismanTrinketCommon: 0.33%Uncommon: 0.22%
Prismatic RelicTrinketCommon: 0.33%Uncommon: 0.22%
Soul VesselTrinketCommon: 0.33%Uncommon: 0.22%
Gems · 4.5% chance of any gem

At most one gem per kill. Exact type and grade chances include the failed-drop chance.

Garnet · Rough0.75%

Sapphire · Rough0.75%

Emerald · Rough0.75%

Amethyst · Rough0.75%

Topaz · Rough0.75%

Diamond · Rough0.75%

Gold drops on every kill. Health potion chance: 14%. Unwanted equipment can be recycled for existing crafting materials; loot filters still apply to collection.

A chosen hunting ground

Progress has more than one destination.

XP falls once a creature is more than three levels below the character. Staying can still make sense for a named item, gems, gold or species mastery. An old treasure keeps its dropped item level; stronger Eclipse and frontier creatures can produce higher-level versions.

Pin a region

After arriving, open Atlas → Regional drops / Hunt here, or Bestiary → Drops & hunt here. Hunt here pins the current ground and turns Auto advance off. The choice is saved with that character and used offline. Recovery and self-defense keep priority.

The pin covers the region, not a single species. It does not teleport or override survivability and loot filters. Release it in Regional treasures; enable Auto advance again to resume level-based travel.

Read the odds

A 0.08% chance averages one drop per 1,250 eligible kills over many trials. It does not promise the item on kill 1,250. Actual hunting time depends on kills of that species, travel, recovery and competition between targets. Luck increases the listed named-drop rate without bypassing its requirements.

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