A reason to return
Nine regions, 27 earned legendary treasures and a shared bestiary of exact drop rates. Choose a hunting ground and keep it across active and away hunts.
Each overworld region now has three named treasures: one tied to a particular species, one to a particular elite species, and one to its guardian. Their powers use existing combat mechanics, and all ten paths can equip the underlying accessories. Every treasure is earned by hunting.
Before luck, the species treasure has a 0.08% chance per eligible ordinary kill or 0.4% from an elite of that species. The exclusive elite trophy has a 1% chance from its designated elite. The guardian treasure has a 1.5% chance per eligible victory. Level and source requirements still apply. These are independent trials, not promises after a fixed number of kills.
Ordinary equipment and gem rules remain unchanged. Creature treasures are a separate bonus roll. Guardians keep three equipment rewards and at most one named or set identity; previous named items retain their individual chances. The dropped item level and random affixes still matter, so finding a name is only part of the hunt.
In the game, Bestiary → Drops & hunt here shows named treasures, generic equipment and gems with exact rates for the selected enemy level and current loot luck. Atlas offers the same guide by region. The website Bestiary uses a generated copy of the game's actual drop functions and supports vocation, level, luck, slot and item-name filters.
After reaching a region, Hunt here saves that ground to the character and turns Auto advance off. The pin persists through reloads and away hunts, with recovery and self-defense taking priority. It pins the hunting ground, not an individual monster, and does not teleport. Release the pin and enable Auto advance again when ready to move on.