The old target inventory
The reported level 70 list used a 50% roll of 1–3 Gems for each normal target. This is historical source data, not a 1.0.5 drop table.
| Group in old report | Targets |
|---|---|
| Electric | Snock Terra; Grizzbolt; Mossanda Lux; Solmora Lux; Orserk |
| Dark | Wistella; Venusa; Roujay; Lyleen Noct; Selyne |
| Other elements | Shaolong; Knocklem; Faleris; Faleris Aqua; Lyleen |
How the reported Lakefront loop works
Begin near Alluvion Lakefront, clear Shaolong along the shore, then sweep the inland edge on the way back. Take an eligible boss or chest already near that circuit instead of spending most of the run searching for one rare carrier. Once the area has been cleared, leave before repeating; the captured article gives no exact reset distance or timer.
The article counts 30 Shaolong placements with no alternative species in those selection rows, at displayed levels 76–78. Its term “level-70 variant” names the loot-row family, rather than promising an encounter at exactly level 70. Placements are not a claim that 30 enemies are alive together.
With the article’s 50% chance and a presumed successful-roll mean of two, a Shaolong kill contributes one expected Gem. That gives a model total of 30 for the Shaolong-only sweep before bonuses; it is not a measured haul.
| Reported area | Eligible placement rows | Article model total | Article model per placement |
|---|---|---|---|
| Alluvion Lakefront | 34 | 32.9 | 0.97 |
| Whimsical Wisteria Grove | 51 | 35.7 | 0.70 |
| Lacrymal Shoal | 78 | 41.3 | 0.53 |
Keep the dated route and its source conflict visible
The captured PalMods Team article is dated August 28, 2026. Its publication date does not establish a game-data revision. It reports six Electric carriers at level 80, while this fixed official baseline resolves Helzephyr Lux to Dark. The high-level rows do not replace ordinary low-level species drops.
The article’s successful-roll midpoint of 15 is a planning assumption, not a measured average or route yield. Compare the item’s chest, expedition and recycling alternatives when combat is inconvenient, and record the exact encounter variant and save version before comparing a route. Official later drop corrections do not certify parity with this baseline.
- Gem acquisition alternatives ↗
- Azurmane species profile ↗
- Beakon species profile ↗
- Cryolinx rank effects ↗
- Fenglope Lux rank effects ↗
- Grizzbolt species profile ↗
- Helzephyr Lux species profile ↗
- Mossanda Lux species profile ↗
- Univolt species profile ↗
- Compare party effects ↗
- Official Linux server 1.0.3.101283: world rules and limits ↗
High-level drop rows in the official baseline
These rewards join the exact character ID and level threshold. They do not replace the normal low-level species drop table. Native selection keeps the last eligible row in the fixed table’s traversal; the independently traced single-parent order resolves the following rows.
The original article calls all six level-80 entries Electric carriers. The official HadesBird_electric080 row is Dark: five of the six source entries are Electric and Helzephyr Lux is Dark. Original source claims remain in the last column. The configured spawn forms and levels are now bound separately from the historical physical route census.
The official World Tree spawn classes and their actual factory bind the fifteen ordinary targets to configured levels 70–78, and the six Aura entries to level 80. The four source BOSS entries are conditional Alphas of the corresponding normal groups. Native Alpha generation adds five levels and caps at 80; their only drop thresholds are 0 and 70, so the tier-70 reward also applies at 79–80. A loot threshold is not a promised encounter level or a guaranteed boss placement.
These are default nonrandomized spawn-class and reward bindings. The dated physical route counts, per-instance overrides, simultaneous population, reset distance, route time and measured haul remain separate; no later-patch parity or universal encounter guarantee is implied.
| Source target | Loot threshold | Configured spawn / form | Official crystal | Chance / base quantity | Original article |
|---|---|---|---|---|---|
| Snock Terra | 70 | Ordinary · level 74–76 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Grizzbolt | 70 | Ordinary · level 70–72 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Mossanda Lux | 70 | Ordinary · level 70–72 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Solmora Lux | 70 | Ordinary · level 76–78 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Orserk | 70 | Ordinary · level 74–76 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Wistella | 70 | Ordinary · level 76–78 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Venusa | 70 | Ordinary · level 75–77 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Roujay | 70 | Ordinary · level 74–78 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Lyleen Noct | 70 | Ordinary · level 75–77 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Selyne | 70 | Ordinary · level 76–78 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Shaolong | 70 | Ordinary · level 76–78 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Knocklem | 70 | Ordinary · level 71–73 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Faleris | 70 | Ordinary · level 76–78 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Faleris Aqua | 70 | Ordinary · level 76–78 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Lyleen | 70 | Ordinary · level 75–77 | Electric Radiant Gem | 50% · 1–3 | Electric · 50% · 1–3 |
| Univolt | 80 | World Tree Aura · level 80 | Electric Radiant Gem | 100% · 10–20 | Electric · 100% · 10–20 |
| Grizzbolt | 80 | World Tree Aura · level 80 | Electric Radiant Gem | 100% · 10–20 | Electric · 100% · 10–20 |
| Beakon | 80 | World Tree Aura · level 80 | Electric Radiant Gem | 100% · 10–20 | Electric · 100% · 10–20 |
| Azurmane | 80 | World Tree Aura · level 80 | Electric Radiant Gem | 100% · 10–20 | Electric · 100% · 10–20 |
| Helzephyr Lux | 80 | World Tree Aura · level 80 | Dark Radiant Gem | 100% · 10–20 | Electric · 100% · 10–20 |
| Mossanda Lux | 80 | World Tree Aura · level 80 | Electric Radiant Gem | 100% · 10–20 | Electric · 100% · 10–20 |
| Snock Terra | 70 | Conditional Alpha · level 79–80 | Electric Radiant Gem | 100% · 1–3 | Electric · 100% · 1–3 |
| Wistella | 70 | Conditional Alpha · level 80 | Electric Radiant Gem | 100% · 1–3 | Electric · 100% · 1–3 |
| Venusa | 70 | Conditional Alpha · level 80 | Electric Radiant Gem | 100% · 1–3 | Electric · 100% · 1–3 |
| Roujay | 70 | Conditional Alpha · level 79–80 | Electric Radiant Gem | 100% · 1–3 | Electric · 100% · 1–3 |
Element drop bonuses change quantity after the roll
Choose the bonus for the victim’s elements. Shaolong is Dragon / Water, and the actual Cryolinx Dragon and Fenglope Lux Water rows supply nominal 40 / 50 / 60 / 70 / 80 by partner rank. Fenglope Lux requires its saddle item; Cryolinx has no item restriction in this row.
The native getter queries the killer’s eligible passive component for both victim elements. When both boosters are eligible for a Dragon / Water victim, those distinct element queries may both contribute. The crystal item’s name does not choose the victim’s elements.
The bonus changes quantity after the item’s chance roll. With an already successful base quantity of 1, 2 or 3 and an eligible 40% bonus, normal world quantity settings give 2, 3 or 5 respectively. That rounding differs from multiplying every drop by exactly 1.4. No measured Gems-per-kill or route rate follows.
Keep eligible boosters in the party and possess any required saddle. Their ordinary party assignment can benefit the booster, trainer and other eligible party Pals. Summoning and recalling use a separate activation state, so these bonuses do not require the booster to remain summoned. Each booster contributes one eligible bonus; its two recorded recipient roles do not double it. Unavailable party entries and invalid assignments do not establish a bonus.
Defeating a wild target calculates its rewards from the defeated Pal and the last attacker. Capturing uses the same exact-ID and level reward calculation and grants to the capturing player’s inventory, subject to the separate capture reward conditions.