Every creature, mutation, and item tier is tied to one of 11 rarity levels. Colors are consistent across the game.
| Rarity | Base Weight | Approx. % | Echo / Catch (normal) |
|---|---|---|---|
| Basic | 32 | 33.16% | +15 |
| Common | 25 | 25.91% | +36 |
| Uncommon | 18 | 18.65% | +60 |
| Fine | 11 | 11.40% | +82 |
| Rare | 5.5 | 5.70% | +80 |
| Epic | 3.5 | 3.63% | +100 |
| Legendary | 1.3 | 1.35% | +150 |
| Mythic | 0.18 | 0.19% | +220 |
| Ancient | 0.02 | 0.02% | +800 |
| Aetheric | 0.004 | 0.00% | +2,000 |
| Obsidian | 0.0002 | 0.00% | +75,000 |
Rates shift with Aether stat, weather, and time of day - see Weather & Time.
Every piece of gear contributes to six stats. Understanding what each does is the foundation of good build-craft.
Shifts rarity weights toward higher tiers. Effect scales as √(AE ÷ 100). Also increases mutation and size-extreme chance by up to +50%. Stack AE to fish rarer creatures.
Increases Phase 2 catch bar fill speed. Formula: base(0.04) + 0.24 × (1−0.5^(PW ÷ 100)). At max PW the fill rate is 7 × faster. Essential for Mythic+ catches.
Phase 1: slows the fish's catch ring up to −60%. Phase 2: enlarges catch zone (100→530 px), slows fish speed (up to −32%), reduces chaos (up to −45%). The #1 stat for difficult tiers.
Increases how often bites trigger in the air. Chance per second = (LR ÷ 100) × 2. More bites per session means more catches and more SC.
Shifts size roll toward extreme sizes (Tiny or Colossal+). Larger fish = higher sell value multiplier. Also slightly boosts mutation chance.
A minimum SK score required by certain rare species. If your gun's SK is below the threshold you simply cannot roll that species - upgrade your gun.
Catching a creature is split into two distinct phases.
A bell shakes to signal a bite, then two rings appear:
Press your catch trigger when the two rings overlap. The tighter the overlap, the better your hit rating.
| Result | Overlap threshold | Zone spawn offset |
|---|---|---|
| Perfect | <3% of band* | 0% (at fish) |
| Good | <15% | 15% from fish |
| Fair | <30% | 30% from fish |
| Poor | <50% | 70% from fish |
| Miss | >50% | No Phase 2 |
*Perfect window shrinks at higher rarities. Obsidian's window is only 0.6% of the band.
A vertical track appears. Your catch zone (green bar) must overlap the bouncing fish icon.
| Stat | Phase 2 Effect |
|---|---|
| AE | Higher rarity roll → harder fish behavior |
| PW | Bar fill rate: base 0.04/s + up to +0.24/s at max |
| DX | Catch zone 100→530 px; fish up to 32% slower; chaos −45% |
| LR | No effect in Phase 2 |
| BS | No effect in Phase 2 |
Your Phase 1 hit rating determines where your catch zone spawns at the start of Phase 2. A Perfect spawns your zone directly on top of the fish for immediate overlap. A Miss spawns it on the opposite end of the track, leaving you the entire length to cover.
The Essence Forge (combining 3 same-rarity essences) uses your current gun stats when rolling the outcome creature. Equip your highest-AE build before forging for a better result.
Putting gems into the Gem Forge yields a random enchantment - no stats, no conditions affect what you get. It is pure luck.
Epic ×1.5, Legendary ×1.8, Mythic ×2.5, Ancient ×2.0, Aetheric ×2.0, Obsidian ×2.0. Basic and Common spawn rates are reduced (×0.7 and ×0.8). Fish after dark for high-tier hunts.
Legendary ×1.5, Mythic ×2.2, Ancient ×2.5, Aetheric ×2.0, Obsidian ×2.5. Basic ×0.7, Common ×0.8. Combine with Night for maximum rare spawns - time and weather bonuses stack.
Legendary ×1.8, Mythic ×3.0, Ancient ×3.5, Aetheric ×3.0, Obsidian ×4.0. Basic ×0.5, Common ×0.6. Far stronger than Storm, but rarer to occur.
If a species requires a Skyload (SK) score your gun cannot meet, it is gated out entirely - no amount of AE or weather will roll it. Upgrade your gun to raise SK before targeting high-tier species.
A Prismatic or Charged mutation adds 5 × to a fish sell value - you can earn more from a Rare Prismatic than a plain Legendary.
Sell Bonus 10% / 25% / 50% from enchantments applies on top of the size and mutation multipliers. Stack them for maximum SC per fish.
A brief window around sunrise and sunset: Rare ×1.3, Epic ×1.4, Legendary ×1.5. Good mid-game farming window before committing to a full night session.
Bag tier unlocks more inventory slots and an achievement track. Early upgrades prevent constant sell-runs and let you fish longer sessions.
The 56-day login calendar escalates each week: Week 7 milestone is 75k SC, Week 8 is 100k SC. If you miss a day your streak resets to the first day of your current week - you do not lose your overall week progress, but you will redo that week from day 1.
Enchantments with conditions like night or storm only activate their bonus during that weather or time of day. Pair them with matching in-game conditions for full effect.
Hint text from item lore - not acquisition instructions. All items purchasable at the Sky Market.
| # | Name | Rarity | Cost | AE | PW | DX | LR | BS | SK | Lore |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Twig Bolt | Basic | Free | +4 | +10 | +10 | +1 | - | 50 | Every fisher starts here. Almost every fisher trades it in. |
| 1 | Den Bolt | Common | 1,500 SC | +5 | +12 | +10 | +5 | +5 | 100 | What you carve at the den, once twigs stop being enough. |
| 2 | Kit's Mercy | Uncommon | 6,000 SC | +5 | -3 | +15 | +25 | - | 250 | Eager, but not strong. |
| 3 | Hunter's Draw | Uncommon | 6,000 SC | -3 | +15 | +20 | -3 | +5 | 300 | A hunter wastes no time on lures. Quick to the draw, and quicker to the strike. |
| 4 | Tail Salute | Fine | 18,000 SC | +10 | +10 | +15 | -5 | +40 | 1,000 | A flick of the tail, and it already knows where the bite is. |
| 5 | Old Vulpine | Fine | 18,000 SC | +10 | +10 | +15 | +15 | +15 | 1,000 | Well-worn and even-handed. |
| 6 | Reynard Mk II | Rare | 55,000 SC | -10 | +45 | +10 | - | +60 | 8,000 | The second of its name, and the first that worked. All muscle and instinct, with nothing spared for luck. |
| 7 | Ironpaw | Rare | 55,000 SC | -10 | +45 | +60 | -10 | - | 5,000 | Brute force. |
| 8 | Arena Standard | Rare | 55,000 SC | +60 | -10 | +10 | +45 | - | 2,500 | Lures fast, lands slow. |
| 9 | Stillwind Recurve | Epic | 180,000 SC | -15 | +50 | +110 | - | +15 | 20,000 | Patient work. |
| 10 | Hollow Ballista | Epic | 180,000 SC | +115 | -15 | +10 | +50 | - | 20,000 | Rolls the luckiest bites. |
| 11 | Aether Coil | Epic | 180,000 SC | +75 | -15 | +10 | - | +95 | 20,000 | Luck and instinct braided together. |
| 12 | Last Broadcast | Legendary | 500,000 SC | -20 | +120 | +20 | - | +135 | 90,000 | Recovered from a signal tower that stopped transmitting a long time ago. |
| 13 | Warden's Vow | Legendary | 500,000 SC | -20 | +130 | +110 | -20 | +40 | 60,000 | The oath every Drift Warden keeps, forged into a draw. Strength and speed in equal measure, and no luck to fall back on. |
| 14 | Ninetail | Mythic | 1M SC | +180 | +20 | +20 | - | +180 | 150,000 | The Drift Wardens do not sell this. They give it. |
| 15 | Vulpari Reliquary | Ancient | 2M SC | +230 | +20 | +20 | - | +230 | 220,000 | The Archive keeps one. Nobody is sure if they would part with it. |
| 16 | The Final Vulpine | Ancient | 10,000 SC | +180 | +240 | +50 | +30 | +240 | 550,000 | Unlocks at Level 100. Few have ever held one. Built to bring legends home. |
Hint text from item lore - not acquisition instructions. All items purchasable at the Sky Market.
| # | Name | Rarity | Cost | AE | PW | DX | LR | BS | SK | Lore |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Splinter Bolt | Basic | Free | +1 | - | +5 | - | - | - | |
| 1 | Drift Shard | Common | 3 SC | - | - | +5 | +10 | - | - | Unremarkable until it lands. |
| 2 | Captain's Bolt | Uncommon | 6 SC | - | +15 | +5 | - | - | - | |
| 3 | Quickstitch Bolt | Uncommon | 9 SC | +5 | - | +15 | +5 | - | - | Nimble. Forgives a hasty draw. |
| 4 | Breeze Shaft | Fine | 18 SC | - | - | +20 | - | +10 | - | Quick on the loose, easy on the shoulder. |
| 5 | Cinderhead | Fine | 21 SC | +18 | - | - | - | +12 | - | Burns a little on the way out. |
| 6 | Hollow Bolt | Rare | 33 SC | - | +25 | - | - | +15 | - | Heavy-headed; lands hard. |
| 7 | Ironpetal Shaft | Rare | 39 SC | - | +20 | -10 | +18 | - | - | Slower to leave. Harder to shake. |
| 8 | Gust Lance | Epic | 75 SC | - | - | +15 | - | - | 1,500 | Reaches further than the eye. |
| 9 | Duskpiercer | Epic | 66 SC | +30 | +20 | - | -10 | +20 | - | Best at the edge of visibility. |
| 10 | Skymark Shaft | Legendary | 85 SC | - | +60 | - | - | +25 | - | Punches through drag, drags down weight. |
| 11 | Veilshot | Legendary | 96 SC | +70 | - | +35 | - | -15 | - | Threads the gap between one breath and the next. |
| 12 | Windfall Bolt | Mythic | 130 SC | +10 | +5 | - | - | - | 6,000 | Carries weight. |
| 13 | Fulcrum Lance | Mythic | 145 SC | - | +55 | +55 | - | - | - | Balanced to the gram. Unforgiving either way. |
| 14 | Vulpari Fang | Ancient | 165 SC | +50 | +50 | - | +30 | +30 | - | Carved once. Never again. The Vulpari do not explain why. |
| 15 | Storm Lance | Aetheric | 180 SC | - | +120 | - | - | +50 | - | Not for sale. They say it chooses its wielder. |
Hint text from item lore - not acquisition instructions. All items purchasable at the Sky Market.
| # | Name | Rarity | Cost | AE | PW | DX | LR | BS | Lore |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Frayed Cord | Basic | Free | +2 | - | +2 | - | - | More fray than cord. It holds, most days. |
| 1 | Sky Silk | Common | 100 SC | - | - | - | +15 | - | Spun so fine the sky barely notices it. |
| 2 | Ironthread | Uncommon | 1,000 SC | - | +15 | +15 | -3 | - | Stiff, reliable. |
| 3 | Gale Flex | Uncommon | 1,000 SC | -6 | +5 | +25 | - | - | Bends with the gale instead of fighting it. |
| 4 | Galeweave | Fine | 4,000 SC | - | +20 | +22 | - | +16 | Woven tight enough to hold its line through a squall. |
| 5 | Amberline | Fine | 4,000 SC | +50 | - | -5 | - | - | Drawn from warm amber. Patient, and slow to let go. |
| 6 | Stormthread | Fine | 4,000 SC | +35 | - | - | -5 | +25 | Threaded in foul weather. It never quite lost the temper. |
| 7 | Lurestring | Rare | 12,000 SC | - | -12 | - | +78 | - | Anglers swear by it. |
| 8 | Windknot | Rare | 12,000 SC | +75 | - | -10 | - | - | Every knot in it was tied by the wind, and holds like one. |
| 9 | Ember Filament | Rare | 12,000 SC | - | +37 | +38 | -10 | - | Drawn glowing, and never fully cooled. |
| 10 | Aurora Strand | Epic | 28,000 SC | +35 | +35 | +35 | - | - | It caught the color of an aurora and never gave it back. |
| 11 | Nightweave | Epic | 28,000 SC | +53 | -30 | - | - | +52 | Woven after dark. The fish never see it coming. |
| 12 | Daylure | Epic | 28,000 SC | +25 | -15 | - | +85 | - | Lures fish and fortune alike. |
| 13 | Crystalspun | Legendary | 70,000 SC | - | +70 | +70 | -20 | - | Spun from crystal. It would rather snap than slip. |
| 14 | Crystalweave | Legendary | 70,000 SC | +100 | - | - | -20 | +70 | Woven from storm-clear crystal. |
| 15 | Stormcore Cord | Legendary | 70,000 SC | -20 | +23 | +117 | - | - | Recovered from a salvaged signal tower. Still intact. |
| 16 | Voidthread | Mythic | 180,000 SC | +175 | - | - | - | - | Said to be spun from the edges of the Murk. A dangerous craft. |
| 17 | Ancient Cord | Mythic | 180,000 SC | +130 | +60 | - | - | +90 | Pulled from a sealed Vulpari case. Still intact. |
| 18 | Vulpari Relic Line | Ancient | 700,000 SC | - | +150 | +150 | - | - | One of seven the Archive is said to keep. |
| 19 | Aetheric Filament | Aetheric | 1M SC | +330 | - | - | - | - | A single strand from the Archive. Nobody knows how many remain. |
Hint text from item lore - not acquisition instructions. All items purchasable at the Sky Market.
| # | Name | Rarity | Cost | AE | PW | DX | LR | BS | Lore |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Splinter Tracer | Basic | Free | - | - | - | - | - | A whittled sliver. It finds the fish; the rest is on you. |
| 1 | Captain's Tracer | Common | 1,500 SC | - | - | - | +12 | - | An old sky-captain's mark. Decades on, it still points true. |
| 2 | Breeze Sigil | Fine | 14,000 SC | - | - | -5 | +35 | - | Light enough to ride a breath of wind, and mark where it settles. |
| 3 | Hollow Pulse | Rare | 38,000 SC | +55 | - | - | - | +20 | Hollowed to ring. Each pulse comes back heavier than it left. |
| 4 | Gust Marker | Epic | 110,000 SC | +50 | +35 | - | - | +25 | Holds its mark through a gust that would lose any lesser tracer. |
| 5 | Skymark Beacon | Legendary | 320,000 SC | +40 | -15 | - | +60 | - | Burns a mark into open sky, still glowing long after the cast. |
| 6 | Windfall Tracer | Mythic | 900,000 SC | +130 | - | - | - | +30 | The Drift calls a sudden haul a windfall. This one earned the name. |
| 7 | Storm Sigil | Ancient | 1M SC | +165 | - | - | - | +50 | A Vulpari storm-mark. It still hums when the weather turns. |
| 8 | Froggi's Sigil | Legendary | Free | +40 | +25 | +25 | - | - | Froggi's own mark, carried across a thousand lilypads. Unlocked only by code. |
Enchantments slot into your loadout and provide passive stat bonuses. Conditions (night, storm, etc.) activate only when that weather/time is active.
| # | Name | Rarity | AE | PW | DX | LR | BS | Condition | Special | Lore |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Warden's Mark | Common | +15 | - | - | +3 | - | A small stamp. The Warden has seen you. That is all. | ||
| 1 | Ropewright's Knot | Common | - | - | +15 | +5 | - | Tied by a Drift crewman. Holds, mostly. | ||
| 2 | Calm Skies | Common | +5 | - | - | +15 | - | A crewman's idiom. You will hear it often. | ||
| 3 | Keeper's Squint | Common | - | - | +8 | +3 | +7 | Look for the shape that shouldn't be small. | ||
| 4 | Dock Cinch | Common | - | - | - | - | - | A strap from a Drift-dock. Issue-standard. Works. | ||
| 5 | Signal Trace | Common | +3 | - | - | +15 | - | A message-marker the Authority leaves on still air. | ||
| 6 | Still-Draw | Common | - | - | +15 | - | +5 | Wait long enough and the shot takes itself. | ||
| 7 | Driftwind Token | Common | +15 | +3 | - | - | - | Common luck, common metal. Enough to start. | ||
| 8 | Tug-Right | Common | - | +15 | - | - | +5 | What the crew shouts before a hard haul. | ||
| 9 | Beadline | Common | +3 | +8 | - | +7 | - | A short string of dock-beads. Crewmen wear them by the dozen. | ||
| 10 | Lamphand | Common | +8 | - | +7 | - | +3 | A lamp-tender's tag. Steady hands, steady light. | ||
| 11 | Drift-Issue Bind | Common | - | +5 | - | - | +15 | Standard. Authority-stamped. Nothing more, nothing less. | ||
| 12 | Stormveil Charm | Uncommon | +30 | - | - | +8 | - | Bought off a Stormveil vendor. Warmer than it should be. | ||
| 13 | Ironclaw Cord | Uncommon | - | +30 | - | - | +8 | Worn by dockhands who prefer short stories. | ||
| 14 | Callwright's Whistle | Uncommon | +8 | - | - | +30 | - | A little whistle tuned to the Drift. Something always answers. | ||
| 15 | Eyeline Sigil | Uncommon | +18 | - | +5 | - | +12 | A sigil the Keepers hand out. Nobody remembers why. | ||
| 16 | Warden's Grip | Uncommon | - | +30 | +8 | - | - | The hand-grip Wardens teach on day one. | ||
| 17 | Aurora Chip | Uncommon | +30 | - | - | +8 | - | A sliver of Aurora-glass. Cold. Lucky. | ||
| 18 | Crewman's Favor | Uncommon | +5 | - | +30 | - | - | A gift from an old crew. Steadies the shot. | ||
| 19 | Halfcoin | Uncommon | - | - | - | - | - | A broken Drift coin, folded into strap-tight. | ||
| 20 | Quayhand Bind | Uncommon | - | +18 | +5 | +12 | - | Issued to the longshore crews. They never name it. They just use it. | ||
| 21 | Steady Lens | Uncommon | +15 | - | +15 | - | +5 | A ground-glass piece the Keepers grade as 'serviceable'. | ||
| 22 | Pinned Mark | Uncommon | +5 | - | - | +20 | +10 | A pin and a knot. A Warden taught the trick. Everyone forgets who first. | ||
| 23 | Long-Watch Token | Uncommon | +12 | +5 | - | - | +18 | A token kept by sentries through their first season. | ||
| 24 | Keeper's Focus | Fine | +10 | - | +55 | - | - | The Crystalspire Keepers call it a discipline. It is closer to a trance. | ||
| 25 | Ember Knot | Fine | +55 | +10 | - | - | - | Tied where an Emberfall ember burned out. Warm for a year after. | ||
| 26 | Driftwail | Fine | - | -8 | - | +60 | +8 | A low call. Carries farther than it should. Your arms remember. | ||
| 27 | Stormveil Grip | Fine | - | +55 | - | - | +10 | A grip shaped by weather. You stop arguing with it. | ||
| 28 | Wardpurse | Fine | +40 | - | - | +10 | - | +10% Sell | A Warden's second pocket. They keep it empty for you. | |
| 29 | Seer's Nod | Fine | +10 | - | +55 | - | - | A Crystalspire apprentice's acknowledgment. It is enough. | ||
| 30 | Apprentice Glyph | Fine | +40 | - | +8 | - | - | +25% Echo | The first mark any Archive-apprentice carves. It remembers itself. | |
| 31 | Crewstrong | Fine | - | +55 | +8 | -8 | - | The hands that haul together forget to listen for the fish. | ||
| 32 | Updraft Binding | Fine | +32 | - | +8 | - | +23 | Bought off the same Aurora crew that lost their nets last season. | ||
| 33 | Hauler's Strap | Fine | - | - | - | - | - | What Drift cargo crews use. Built for weight, not finesse. | ||
| 34 | Lamp-Trim | Fine | +30 | - | +25 | - | +8 | A trim cut from a watch-lamp wick. Burns clean. Sees clean. | ||
| 35 | Crystalspire Tally | Fine | +8 | - | +35 | - | +20 | A Keeper's count-marker. It always knows where the shot landed. | ||
| 36 | Seer's Braid | Rare | +60 | -16 | - | +10 | +30 | Sees the rare. Sees the large. Sees less of the line. | ||
| 37 | Keeper's Discipline | Rare | -16 | +50 | +56 | - | +10 | A Keeper's vow: hands over hope. Hope does not answer. | ||
| 38 | Sunward Hitch | Rare | +12 | - | - | +90 | - | day | A hitch tied at first light. Loosens by dusk. | |
| 39 | Moonward Hitch | Rare | +12 | - | - | +90 | - | night | The same knot, retied in moon-cold. It hears differently. | |
| 40 | Dawnwatch Knot | Rare | - | - | +144 | - | - | day | Crystalspire watchers tie this before the sun crests. | |
| 41 | Duskwatch Knot | Rare | - | - | +144 | - | - | night | The evening-watch's version. Same pattern, cooler hands. | |
| 42 | Strange Glass | Rare | +80 | -16 | - | - | +12 | Shader Mut 2 × | Shattered Skycore fragment. It changes what you see. | |
| 43 | Ember Cord | Rare | -16 | +90 | - | - | +12 | Braided from Emberfall rope and a grudge. | ||
| 44 | Gemseer Wire | Rare | -16 | +55 | - | +10 | +35 | Gem Drop+ | A Crystalspire Keeper's wire. Occasionally remembers it is treasure. | |
| 45 | Stormveil Anchor | Rare | - | +15 | - | - | +144 | windy | Set in a Stormveil cliff. The wind tells it which way is down. | |
| 46 | Aurorastrike | Rare | +144 | - | - | +15 | - | night | Aimed by light no eye agrees on. Hands have to trust the line. | |
| 47 | Drift-Forged Cinch | Rare | -16 | - | - | - | - | A Drift-issue strap, beaten flat in a forge that wasn't a forge. | ||
| 48 | Vulpari Whisper | Epic | +160 | - | -22 | +15 | - | Old words, half-heard. They do not quite want you to aim. | ||
| 49 | Skyborne Coil | Epic | -22 | +95 | - | - | +65 | For hauling what the sky was trying to keep. Luck stays behind. | ||
| 50 | Noonstrike Bind | Epic | +15 | +224 | - | - | - | day | Tied at the highest sun. The line remembers. | |
| 51 | Gloamstrike Bind | Epic | +15 | +224 | - | - | - | night | The same binding, tied after the sun falls. Colder, surer. | |
| 52 | Gale-Eyed | Epic | +224 | - | +15 | - | - | windy | Lucky on any day. Luckier when the sky is arguing. | |
| 53 | Beastcaller Thong | Epic | - | +95 | - | -22 | +65 | +1 Size Tier | The largest things move slow. So does the line. Too slow for bait. | |
| 54 | Skymark Lens | Epic | +130 | - | -22 | +15 | +35 | Size Mut 2 × | A lens the old Crystalspire Keepers kept. The light bends strangely through it. | |
| 55 | Murkstep Twine | Epic | +110 | -22 | +15 | +50 | - | Spun from fiber the Murk did not quite consume. It listens outward. | ||
| 56 | Stillsky Cord | Epic | - | - | +15 | - | +224 | calm | Found in the still hour. Useless in a blow. Perfect in nothing. | |
| 57 | Rainwoven Knot | Epic | +130 | - | - | +15 | -22 | rain | +25% Echo | A knot tied during a wet shift. The water remembers the names. |
| 58 | Forge-Found Coil | Epic | -22 | +70 | +92 | - | +15 | Recovered from a forge no one will admit to running. The metal sings. | ||
| 59 | Skyglass Filament | Epic | +15 | - | +130 | - | +30 | Gem Drop+ | A filament drawn from skyglass. It cuts where it shouldn't. | |
| 60 | Warden's Long Vigil | Legendary | +165 | -30 | +20 | +60 | - | A Warden waits. A Warden does not rush. A Warden rarely hauls. | ||
| 61 | Great Haul Cinch | Legendary | -30 | - | - | -10 | - | The strap Drift salvagers use to pull things that should not be pulled. Luck stays on deck. | ||
| 62 | Featherstrike Coil | Legendary | -30 | +120 | +120 | - | -30 | Specialist's bind. Brutal on small clean catches. Blind to the wild. | ||
| 63 | Vigil of Morning | Legendary | +20 | +170 | - | -30 | +130 | day | The day-watchers saw the biggest things leave. They say so, anyway. | |
| 64 | Vigil of Evening | Legendary | +20 | +170 | - | -30 | +130 | night | The evening-watchers saw them return. They do not say more. | |
| 65 | Dawnbound Sigil | Legendary | +300 | -30 | - | +20 | - | day | Carved on the sun's first side. Faces the light. | |
| 66 | Duskbound Sigil | Legendary | +300 | -30 | - | +20 | - | night | Carved on the sun's last side. Faces away. | |
| 67 | Murk-Whisper | Legendary | +240 | -30 | - | +20 | - | storm | Mut 2 × | The Murk answers on the worst days. Its answers are strange. |
| 68 | Skyforge Brace | Legendary | +20 | +100 | - | - | +130 | Bracework from a forge that closed before the Shattering. It still bites. | ||
| 69 | Storm Vigil | Legendary | +220 | - | +8 | - | +90 | storm | +25% Echo | Set during the worst night. Carried home through it. Remembers everything. |
| 70 | Crystalspire Oath | Legendary | +110 | -30 | +85 | +20 | +45 | +25% Sell | A Keeper's oath, bound to coin and catch. They tell you the cost only after. | |
| 71 | Heavy Haul Cord | Legendary | -30 | +150 | - | -10 | - | +1 Size Tier | The cord crews use to drag the unmoving. The line drags back. | |
| 72 | Skycore Shard | Mythic | +285 | - | - | - | +140 | night | A pre-Shattering shard, stable only at night. Priceless and patient. | |
| 73 | Skyforger's Rune | Mythic | - | +185 | +185 | - | - | Vulpari smithmark. Two things perfected. | ||
| 74 | Aurora Seal | Mythic | +320 | - | - | - | - | +25% Echo | The lights know every catch. They say the name aloud. You hear it. | |
| 75 | Riftweave | Mythic | +315 | - | - | +50 | - | +25% Echo | The Shattering left the sky in pieces. You remember more from each catch. | |
| 76 | Reliquary Cinch | Mythic | - | +300 | - | - | - | The Archive salvages. The Archive straps. The Archive hauls. | ||
| 77 | Double-Spoken Oath | Mythic | +305 | - | - | - | - | Double Catch | An Archive vow made twice. Fish answer twice. | |
| 78 | Reliquary Wrap | Mythic | - | - | +210 | - | +140 | An Archive-keeper's wrap. Worn by the one who counts the relics. Counts every catch. | ||
| 79 | Stormwarden Mark | Mythic | +130 | +130 | +130 | - | - | storm | Carried by the watchers who do not come in from the worst nights. | |
| 80 | Vulpari Spool | Mythic | - | - | +185 | - | +185 | Wound by hand by the last spool-makers. The line knows its name. | ||
| 81 | Lost Forge Bind | Mythic | +150 | +150 | - | - | - | Gem Drop+ | Pulled from a forge older than the Archive. Gives back what the forge once held. | |
| 82 | Eternalbind | Ancient | - | +470 | - | - | - | A binding the old Vulpari knew. Strength over everything. | ||
| 83 | Vulpari Reliquary Core | Ancient | +300 | - | - | - | +170 | Mut 2 × | A relic-keeper's heart. All-seeing, nearly unfeeling. | |
| 84 | Archive Ledger | Ancient | +370 | - | - | - | - | +50% Sell | A scrap of the old Vulpari accounts. Every catch is priced. | |
| 85 | Murkwarden's Silence | Ancient | - | +250 | - | - | +180 | +1 Size Tier | A Warden's oath never spoken aloud. The Murk respects it. | |
| 86 | Ninetail Mark | Ancient | +230 | - | +230 | - | - | Double Catch | A mark only the Ninetail wore. The catch echoes itself. | |
| 87 | Skybinder's Crown | Ancient | - | +245 | +235 | - | - | A circlet the old Skybinders kept. The line obeys before the hand moves. | ||
| 88 | Lost Archive Plate | Ancient | +260 | - | - | - | +180 | +25% Echo | A plate the Archive misplaced. It remembers being read. | |
| 89 | Pre-Shattering Sigil | Ancient | +360 | - | - | - | +240 | night | Older than the maps. Older than the names. Stable only when the sun is down. | |
| 90 | Aetheric Wisdom | Aetheric | +620 | - | - | - | - | +1 Rarity | A single strand of pure luck. Everything you catch is somehow rarer. | |
| 91 | The Last Skycore | Aetheric | +460 | - | - | - | +220 | night | Mut 2 × | They say only one is still intact. They say it answers only at night. |
| 92 | The Unshattered | Aetheric | +180 | +290 | +290 | - | - | +50% Echo | A Vulpari binding the Shattering did not break. Neither does anything else. | |
| 93 | Strand of First Sky | Aetheric | +360 | - | - | - | +340 | Mut 2 × | From before the sky learned to fall. From before falling had a name. | |
| 94 | The Tenfold Knot | Aetheric | +330 | - | +330 | - | - | Double Catch | Tied by ten hands at once, the story says. Ten catches answer. | |
| 95 | Vulpari Last Word | Aetheric | +370 | +200 | - | - | - | +1 Rarity | The last sentence a Vulpari spoke before the Shattering. Still being heard. |
Mutations are rare visual variants that appear on caught creatures. They multiply sell value and are tracked in your codex. Base mutation chance is 7.5% per catch - boosted by AE and certain enchantments.
| # | Mutation | Rarity | Sell Mult | Weight | Weighted % |
|---|---|---|---|---|---|
| 1 | Prismatic | Aetheric | × 5.0 | 1 | 0.6% |
| 2 | Charged | Aetheric | × 5.0 | 1 | 0.6% |
| 3 | Emberveil | Ancient | × 4.0 | 2 | 1.1% |
| 4 | Stormlit | Ancient | × 4.0 | 2 | 1.1% |
| 5 | Hallowed | Mythic | × 3.0 | 4 | 2.2% |
| 6 | Nebula | Mythic | × 3.0 | 4 | 2.2% |
| 7 | Auric | Legendary | × 3.0 | 6 | 3.3% |
| 8 | Irradiant | Legendary | × 3.0 | 6 | 3.3% |
| 9 | Chromaveil | Legendary | × 3.0 | 6 | 3.3% |
| 10 | Glacial | Epic | × 2.0 | 8 | 4.4% |
| 11 | Voidtouched | Epic | × 2.0 | 8 | 4.4% |
| 12 | Gleaming | Epic | × 2.0 | 8 | 4.4% |
| 13 | Null | Rare | × 2.0 | 8 | 4.4% |
| 14 | Cloudwoven | Rare | × 1.8 | 10 | 5.6% |
| 15 | Stormstriped | Rare | × 1.6 | 10 | 5.6% |
| 16 | Pale | Fine | × 1.5 | 12 | 6.7% |
| 17 | Wraith | Fine | × 1.5 | 12 | 6.7% |
| 18 | Fractured | Fine | × 1.5 | 12 | 6.7% |
| 19 | Inverted | Uncommon | × 1.5 | 12 | 6.7% |
| 20 | Petrified | Uncommon | × 1.3 | 14 | 7.8% |
| 21 | Watermelon | Common | × 1.3 | 14 | 7.8% |
| 22 | Dustborne | Common | × 1.2 | 16 | 8.9% |
| 23 | Hexed | Mythic | × 1.1 | 4 | 2.2% |
When a mutation fires, one is chosen via weighted random from the 23 named mutations. Rarer mutations have lower weights.
Sell value is calculated from base rarity value × size multiplier × mutation multiplier × sell bonus. Sell your bag at the Market vendor.
| Rarity | Base | Tiny | Small | Normal | Large | Huge | Colossal | Titanic |
|---|---|---|---|---|---|---|---|---|
| Basic | 15 | 8 | 11 | 15 | 19 | 26 | 38 | 60 |
| Common | 36 | 18 | 27 | 36 | 45 | 63 | 90 | 144 |
| Uncommon | 75 | 38 | 56 | 75 | 94 | 131 | 188 | 300 |
| Fine | 138 | 69 | 104 | 138 | 172 | 242 | 345 | 552 |
| Rare | 200 | 100 | 150 | 200 | 250 | 350 | 500 | 800 |
| Epic | 400 | 200 | 300 | 400 | 500 | 700 | 1,000 | 1,600 |
| Legendary | 1,000 | 500 | 750 | 1,000 | 1,250 | 1,750 | 2,500 | 4,000 |
| Mythic | 2,200 | 1,100 | 1,650 | 2,200 | 2,750 | 3,850 | 5,500 | 8,800 |
| Ancient | 8,000 | 4,000 | 6,000 | 8,000 | 10,000 | 14,000 | 20,000 | 32,000 |
| Aetheric | 20,000 | 10,000 | 15,000 | 20,000 | 25,000 | 35,000 | 50,000 | 80,000 |
| Obsidian | 75,000 | 37,500 | 56,250 | 75,000 | 93,750 | 131,250 | 187,500 | 300,000 |
| Size | Multiplier | Example: Epic (400 base) |
|---|---|---|
| 🐜 Tiny | × 0.5 | 200 SC |
| 🐟 Small | × 0.75 | 300 SC |
| 🐠 Normal | × 1.0 | 400 SC |
| 🐡 Large | × 1.25 | 500 SC |
| 🦈 Huge | × 1.75 | 700 SC |
| 🐳 Colossal | × 2.5 | 1,000 SC |
| 🌌 Titanic | × 4.0 | 1,600 SC |
| Mult | Mutations |
|---|---|
| × 5.0 | Prismatic Charged |
| × 4.0 | Emberveil Stormlit |
| × 3.0 | Hallowed Nebula Auric Irradiant Chromaveil |
| × 2.0 | Glacial Voidtouched Gleaming Null |
| × 1.8 | Cloudwoven |
| × 1.6 | Stormstriped |
| × 1.5 | Pale Wraith Fractured Inverted |
| × 1.3 | Petrified Watermelon |
| × 1.2 | Dustborne |
| × 1.1 | Hexed |
"Echo" is the in-game XP system. You earn Echo every catch based on the creature's rarity. Max level is 100.
| Level | Total XP Needed | XP This Level | Aetheric Catches |
|---|---|---|---|
| 2 | 100 | 100 | 1 |
| 3 | 492 | 392 | 4 |
| 4 | 1,251 | 759 | 8 |
| 5 | 2,425 | 1,174 | 12 |
| 6 | 4,052 | 1,627 | 16 |
| 7 | 6,162 | 2,110 | 21 |
| 8 | 8,785 | 2,623 | 25 |
| 9 | 11,943 | 3,158 | 31 |
| 10 | 15,659 | 3,716 | 36 |
| 11 | 19,953 | 4,294 | 41 |
| 12 | 24,843 | 4,890 | 47 |
| 13 | 30,347 | 5,504 | 53 |
| 14 | 36,481 | 6,134 | 59 |
| 15 | 43,261 | 6,780 | 65 |
| 16 | 50,700 | 7,439 | 71 |
| 17 | 58,813 | 8,113 | 78 |
| 18 | 67,613 | 8,800 | 84 |
| 19 | 77,113 | 9,500 | 91 |
| 20 | 87,324 | 10,211 | 98 |
| 25 | 149,447 | 13,936 | 133 |
| 30 | 230,949 | 17,908 | 171 |
| 35 | 332,967 | 22,095 | 211 |
| 40 | 456,508 | 26,475 | 253 |
| 50 | 771,704 | 35,743 | 341 |
| 60 | 1,182,932 | 45,608 | 435 |
| 70 | 1,695,715 | 55,992 | 534 |
| 80 | 2,314,954 | 66,844 | 637 |
| 90 | 3,045,068 | 78,119 | 744 |
| 100 | 3,890,102 | 89,784 | 856 |
| Rarity | Echo / Catch (normal size) | Catches to Lv 2 |
|---|---|---|
| Basic | +15 | 7 |
| Common | +36 | 3 |
| Uncommon | +60 | 2 |
| Fine | +82 | 2 |
| Rare | +80 | 2 |
| Epic | +100 | 1 |
| Legendary | +150 | 1 |
| Mythic | +220 | 1 |
| Ancient | +800 | 1 |
| Aetheric | +2,000 | 1 |
| Obsidian | +75,000 | 1 |
Achievements are tracked in the Sky Feats tab. Each has multiple tiers with increasing goals and rewards. Claiming all tiers earns the Sky Sovereign title.
| Achievement | Category | Tiers | Final Tier Goal | Final Reward | Description |
|---|---|---|---|---|---|
| The Caster | fish total | 11 | 100000 | Title: Drift's Eternal | Catch fish. The line, the wind, the patience. |
| The Collector | species unique | 9 | 154 | Title: The Drifter Saint | Different species hooked. The codex grows. |
| Uncommon Hunter | fish tier | 4 | 1,000 | Title: Uncommon Stalker | Catch Uncommon-tier creatures. |
| Fine Catcher | fish tier | 4 | 250 | Title: Master of Fine Things | Catch Fine-tier creatures. The teal-banded. |
| Rare Hunter | fish tier | 5 | 500 | 3 Simple Gem | Catch Rare-tier creatures. The blue ones. |
| Epic Pursuer | fish tier | 4 | 250 | 1 Strong Gem | Catch Epic-tier creatures. The purple-marked. |
| Legendary Angler | fish tier | 6 | 100 | 5 Strong Gem | Hook Legendary-tier creatures. The orange ones. |
| Mythic Encounter | fish tier | 4 | 25 | 3 Prime Gem | Catch Mythic creatures. They appear barely once. |
| Ancient Bond | fish tier | 3 | 5 | 2 Prime Gem | Pull an Ancient creature from the wind. |
| Aetheric | fish tier | 2 | 3 | Title: Aetherborn | Catch the Aetheric. Few have. |
| Mutationist | lifetime mutations | 7 | 2,000 | Title: Echo of Strange | Total fish bearing any mutation, across all types. |
| Wanderer | lifetime distance | 7 | 5000000 | 5 Prime Gem | Distance traveled across the sky. |
| Climber | level | 6 | 100 | Title: Apex | The Echo carries you upward. |
| Pack Carrier | bag tier | 7 | 7 | Title: Creel of the Deep Sky | Upgrade your bag. Carry more. |
| Reputation | titles owned | 5 | 60 | Title: Tale of the Drift | Titles earned through deed and discovery. |
| Armorer | guns owned | 4 | 17 | 2 Prime Gem | Different rod-guns owned. |
| Daily Drifter | lifetime dailyquests | 5 | 365 | Title: Year-Reader | Daily quests claimed. |
| Earner | lifetime sc earned | 7 | 10000000 | 3 Prime Gem | SkyCoins earned across all your time aloft. |
| Pearl Diver | lifetime pearls earned | 5 | 10,000 | Title: Pearl Sovereign | Sky Pearls earned in your time aloft. |
| Strong Gemwork | lifetime gemsstrong earned | 3 | 100 | 2 Prime Gem | Strong Gems earned over time. |
| Prime Gemwork | lifetime gemsprime earned | 3 | 50 | 50,000 Echo XP | Prime Gems are not won lightly. |
| Spender | lifetime sc spent | 5 | 10000000 | Title: The Sky's Customer | SkyCoins spent in pursuit of more. |
| Pearl Spender | lifetime pearls spent | 3 | 1,000 | Title: Pearl Patron | Sky Pearls cashed for deeper magic. |
| Gem Spender | lifetime gems spent | 4 | 500 | 2 Prime Gem | Gems committed to forge and craft, all tiers combined. |
| Lucky | lifetime gambling won | 5 | 1000000 | Title: House Always Loses | Currency won from gambling activities. |
| Gambler | lifetime gambling spent | 4 | 500 | 10 Simple Gem | Pearls wagered at the slot machine. |
| Linesman | lines owned | 4 | 20 | 3 Strong Gem | Lines collected. Different feels for different sky. |
| Dart Maker | darts owned | 3 | 8 | 3 Strong Gem | Different dart types collected. |
| Quartermaster's Pride | bolts owned | 4 | 20,000 | 2 Prime Gem | Bolts owned across all categories. |
| Chromancer | shaders unlocked | 4 | 10 | 3 Simple Gem | Unlock shader mutations. The Drift reveals its true colors. |
| Sky Sovereign | achievements claimed | 1 | All | Title: Sky Sovereign | Claim every other achievement tier in the game. |
| Drift Pioneer | misc flag | 1 | 1 | Title: Drift Pioneer | You were here before the skies were charted. Stay for 2 minutes to earn your mark. |
| Founding Drifter | misc flag | 1 | 1 | Title: Founding Drifter | Ten hours charting unknown skies before the world was complete. The Drift remembers. |
| Simple Gemwork | lifetime gemssimple earned | 4 | 500 | 2 Strong Gem | Simple Gems gathered over your drifts. |
| Prismatic Eye | fish mutation | 4 | 30 | Title: Prismatic | Catch Prismatic variants across different species. |
| Gilt Touch | fish mutation | 4 | 25 | Title: Gilded | Catch Auric variants. The Drift gilds what it favors. |
| Void Sense | fish mutation | 4 | 20 | Title: Voidmarked | Catch Voidtouched variants. The Murk leaves its mark on some. |
| Hexbound | fish mutation | 4 | 15 | Title: The Hexed | Catch Hexed variants. Nobody knows who cast it. |
| Essence Catcher | bubbles caught | 5 | 1,000 | 1 Strong Gem | Catch drifting essence out of the sky. |
| Essence Forger | bubbles forged | 4 | 150 | 1 Prime Gem | Combine three same-rarity essence into a guaranteed fish. |
Spend Sky Pearls for a chance at SkyCoins, gems, and more. 1 Pearl per line played, 1–3 lines per spin. The jackpot symbol is Coin Jackpot (row 3).
| # | Symbol | Draw % | Match 2 | Match 3 |
|---|---|---|---|---|
| 0 | Coin Small | 26.6% | 100 SC | 1,000 SC |
| 1 | Coin Mid | 19.1% | 500 SC | 5,000 SC |
| 2 | Coin Large | 8.5% | 2,500 SC | 25,000 SC |
| 3 | Coin Jackpot ⭐ | 4.3% | 50,000 SC | 1,000,000 SC |
| 4 | Simple Gem | 19.1% | 2 Simple Gems | 8 Simple Gems |
| 5 | Strong Gem | 12.8% | 1 Strong Gems | 3 Strong Gems |
| 6 | Prime Gem | 6.4% | 1 Prime Gems | 2 Prime Gems |
| 7 | Sky Pearl | 3.2% | 1 Sky Pearls | 5 Sky Pearls |
| Lines | Cost | Any Win % | 3-Match % | Jackpot % | Jackpot Freq |
|---|---|---|---|---|---|
| 1 | 1 Pearl | 31.3% | 3.6% | 0.0077% | 1 in 12,978 |
| 2 | 2 Pearls | 52.8% | 7.1% | 0.0154% | 1 in 6,489 |
| 3 | 3 Pearls | 67.6% | 10.4% | 0.0231% | 1 in 4,326 |
Three Coin Jackpot symbols on row 3 pays 1,000,000 SC. On 3 lines the odds are about 1 in 4,326 spins.
Rarity weights shift based on current weather and time. Stack conditions for maximum rare hunting.
| Period | Effect on Rarity Weights |
|---|---|
| Night | Basic × 0.7, Common × 0.8, Epic × 1.5, Legendary × 1.8, Mythic × 2.5, Ancient × 2.0, Aetheric × 2.0, Obsidian × 2.0 |
| Dawn / Dusk | Rare × 1.3, Epic × 1.4, Legendary × 1.5 |
| Midday | Basic × 1.2, Common × 1.1, Mythic × 0.6, Ancient × 0.5, Aetheric × 0.5, Obsidian × 0.5 |
| Other Hours | No adjustment - base weights apply |
| Weather | Effect on Rarity Weights |
|---|---|
| Calm | Ancient × 0.7, Aetheric × 0.7, Obsidian × 0.7 |
| Windy | Epic × 1.3, Legendary × 1.4 |
| Storm | Basic × 0.7, Common × 0.8, Legendary × 1.5, Mythic × 2.2, Ancient × 2.5, Aetheric × 2.0, Obsidian × 2.5 |
| Heavy Storm | Basic × 0.5, Common × 0.6, Legendary × 1.8, Mythic × 3.0, Ancient × 3.5, Aetheric × 3.0, Obsidian × 4.0 |
The higher your Aether, the more weight "bleeds up" from low tiers to high tiers. This compounds with weather and time modifiers - a high-AE build during a Night Storm is dramatically more likely to see Mythic+ creatures.
Rifts are glowing spheres that appear throughout the world. Each rift is tied to one specific mutation and forces that mutation on any catch made inside its zone.
When your cast lands within a rift's influence sphere, two things happen:
Rifts are named [MutationName] Rift with a floating label and a glowing shell that matches the mutation color. You do not need to be inside the sphere - your cast target must land within the influence zone.
| Condition | Active cap | Spawn cadence |
|---|---|---|
| Calm | 2 | Every ~300s, 40% chance/window |
| Windy | 2 | Every ~110s, 40% chance/window |
| Rain | 2 | Every ~100s, 40% chance/window |
| Storm | 2 | Every ~85s, 40% chance/window |
| Heavy Storm | 10 | Burst: every 3s until cap |
| Blood Moon | 10 | Burst: every 20s until cap |
| Laser Storm | 10 | Burst after laser fires (every 15s) |
Each rift lives 10-20 minutes (600-1200s, random per spawn). When it expires it simply vanishes and a new one can spawn elsewhere. Rifts are spread across the world with a minimum spacing rule to prevent clumping.
During normal weather, the rift spawner picks a mutation weighted by rarity - the same weights that govern which mutations appear on fish. Rarer mutations appear in rifts less often. During exclusive events the mutation pool is overridden:
🌧 Heavy Storm
No override - uses the standard rarity-weighted pool across all 23 mutations. Rarer mutations appear less often. What changes is quantity: up to 10 rifts burst-spawn every 12s, flooding the world with varied rifts.
🌘 Blood Moon
Pool locks to two mutations: Hexed (8x weight) and Hallowed (1x weight). Expect roughly 8 Hexed rifts for every 1 Hallowed rift during the event.
⚡ Laser Storm
Pool flips toward rare mutations: Prismatic and Charged at 10x weight, Emberveil and Stormlit at 8x, scaling down to common mutations at 1x. Best window for rare mutation rifts.
Tip: Rifts and rarity weather stack. Fishing a Mythic-boosting weather window (Storm, Rift weather) inside a Prismatic Rift simultaneously gets you the weather rarity boost AND a guaranteed Prismatic mutation on the catch.
Shows how many species per rarity tier each gun can potentially reach (species accessible / total in tier). Higher SK and better gun rarity opens more species.
| Gun | Rarity | SK | Common | Uncommon | Fine | Rare | Epic | Legendary | Mythic | Ancient | Aetheric | Obsidian |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Twig Bolt | Basic | 50 | 10/13 | 14/23 | 0/34 | 0/30 | 0/18 | 0/10 | 0/9 | 0/9 | 0/7 | 0/1 |
| Den Bolt | Common | 100 | 13/13 | 23/23 | 0/34 | 2/30 | 0/18 | 1/10 | 0/9 | 0/9 | 0/7 | 0/1 |
| Kit's Mercy | Uncommon | 250 | 13/13 | 23/23 | 19/34 | 2/30 | 0/18 | 1/10 | 0/9 | 0/9 | 0/7 | 0/1 |
| Hunter's Draw | Uncommon | 300 | 13/13 | 23/23 | 33/34 | 2/30 | 2/18 | 1/10 | 0/9 | 0/9 | 0/7 | 0/1 |
| Tail Salute | Fine | 1,000 | 13/13 | 23/23 | 34/34 | 24/30 | 2/18 | 2/10 | 0/9 | 0/9 | 0/7 | 0/1 |
| Old Vulpine | Fine | 1,000 | 13/13 | 23/23 | 34/34 | 24/30 | 2/18 | 2/10 | 0/9 | 0/9 | 0/7 | 0/1 |
| Reynard Mk II | Rare | 8,000 | 13/13 | 23/23 | 34/34 | 30/30 | 15/18 | 6/10 | 1/9 | 0/9 | 0/7 | 0/1 |
| Ironpaw | Rare | 5,000 | 13/13 | 23/23 | 34/34 | 30/30 | 15/18 | 5/10 | 1/9 | 0/9 | 0/7 | 0/1 |
| Arena Standard | Rare | 2,500 | 13/13 | 23/23 | 34/34 | 30/30 | 12/18 | 2/10 | 0/9 | 0/9 | 0/7 | 0/1 |
| Stillwind Recurve | Epic | 20,000 | 13/13 | 23/23 | 34/34 | 30/30 | 15/18 | 6/10 | 3/9 | 0/9 | 0/7 | 0/1 |
| Hollow Ballista | Epic | 20,000 | 13/13 | 23/23 | 34/34 | 30/30 | 15/18 | 6/10 | 3/9 | 0/9 | 0/7 | 0/1 |
| Aether Coil | Epic | 20,000 | 13/13 | 23/23 | 34/34 | 30/30 | 15/18 | 6/10 | 3/9 | 0/9 | 0/7 | 0/1 |
| Last Broadcast | Legendary | 90,000 | 13/13 | 23/23 | 34/34 | 30/30 | 18/18 | 10/10 | 7/9 | 3/9 | 0/7 | 0/1 |
| Warden's Vow | Legendary | 60,000 | 13/13 | 23/23 | 34/34 | 30/30 | 18/18 | 9/10 | 5/9 | 3/9 | 0/7 | 0/1 |
| Ninetail | Mythic | 150,000 | 13/13 | 23/23 | 34/34 | 30/30 | 18/18 | 10/10 | 9/9 | 4/9 | 3/7 | 0/1 |
| Vulpari Reliquary | Ancient | 220,000 | 13/13 | 23/23 | 34/34 | 30/30 | 18/18 | 10/10 | 9/9 | 9/9 | 5/7 | 0/1 |
| The Final Vulpine | Ancient | 550,000 | 13/13 | 23/23 | 34/34 | 30/30 | 18/18 | 10/10 | 9/9 | 9/9 | 7/7 | 1/1 |
■ Green = full reach | ■ Yellow = partial reach | ■ Dim = no reach. Species count excludes SK-gated species your Skyload cannot reach.