Level 1+
Spiderglass Ring
0.08% per killPoison damage +8%.
Field guide · Live rules, v0.88.0
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
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.
Level 1+
Poison damage +8%.
22% chance of one generic item per kill. The percentages below already include that gate. Named treasure is a separate bonus roll.
| Item | Slot | Rarity · chance per kill |
|---|---|---|
| Traveler's Quarterstaff | Weapon | Common: 0.44%Uncommon: 0.2933% |
| Traveler Hood | Head | Common: 0.66%Uncommon: 0.44% |
| Traveler Tunic | Breastplate | Common: 0.66%Uncommon: 0.44% |
| Traveler Gloves | Gloves | Common: 0.66%Uncommon: 0.44% |
| Traveler Trousers | Legs | Common: 0.66%Uncommon: 0.44% |
| Iron Sword | Weapon | Common: 0.44%Uncommon: 0.2933% |
| Duelist's Blade | Weapon | Common: 0.44%Uncommon: 0.2933% |
| Tower Shield | Off hand | Common: 0.66%Uncommon: 0.44% |
| Duelist's Guard | Off hand | Common: 0.66%Uncommon: 0.44% |
| Iron Helm | Head | Common: 0.66%Uncommon: 0.44% |
| Iron Cuirass | Breastplate | Common: 0.66%Uncommon: 0.44% |
| Iron Gauntlets | Gloves | Common: 0.66%Uncommon: 0.44% |
| Iron Boots | Boots | Common: 0.66%Uncommon: 0.44% |
| Pilgrim's Sandals | Boots | Common: 0.66%Uncommon: 0.44% |
| Blood ring | Ring | Common: 0.33%Uncommon: 0.22% |
| Falcon ring | Ring | Common: 0.33%Uncommon: 0.22% |
| Wellspring ring | Ring | Common: 0.33%Uncommon: 0.22% |
| Fortune ring | Ring | Common: 0.33%Uncommon: 0.22% |
| Guard's Medallion | Necklace | Common: 0.33%Uncommon: 0.22% |
| Hunter's Trophy | Necklace | Common: 0.33%Uncommon: 0.22% |
| Ember Pendant | Necklace | Common: 0.33%Uncommon: 0.22% |
| Soul Lantern | Necklace | Common: 0.33%Uncommon: 0.22% |
| Vigil Greaves | Legs | Common: 0.66%Uncommon: 0.44% |
| Sentinel's Insignia | Trinket | Common: 0.33%Uncommon: 0.22% |
| Hawk Talisman | Trinket | Common: 0.33%Uncommon: 0.22% |
| Prismatic Relic | Trinket | Common: 0.33%Uncommon: 0.22% |
| Soul Vessel | Trinket | Common: 0.33%Uncommon: 0.22% |
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
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.
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.
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.
Open the game Explore the world