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Reference

Source

What /sources and /sources/{key} give for each mob, boss, area, node, fishing spot, rift grade and treasure.

keystring
The source's key.
namestring
Its name.
kind"mob" | "boss" | "area" | "node" | "fishing" | "rift" | "treasure"
What it is: a creature (mob, boss), an area of the game's locations menu, a gathering node, a fishing spot, a rift grade or a treasure.
urlstring
Its page on the wiki.
riftstring | null
For a rift grade: the rift.
gradestring | null
For a rift grade: the grade ("S", "A").
descriptionstring | null
What the game says about it.
levelnumber | null
A mob's or boss's level.
healthnumber | null
A mob's or boss's health.
damagenumber | null
The damage it deals.
damageTypestring | null
The type of damage it deals, from the icon on its damage line: "Slash", "Pierce", "Aura".
elementstring | null
Its element, when the game shows one: "Void", "Air".
defensenumber | null
Its Base Defense (a creature's defence against every type).
defensesobject
Its own defence against particular damage types, by type, as the game lists them under Base Defense: {"Slash": 8, "Pierce": 8}; empty when it has none.
expnumber | null
Experience for killing or gathering it.
expSkillstring | null
The skill that experience goes to: "Combat", "Mining".
requiredSkillstring | null
The skill of the power a node or fishing spot needs (the game's "Required power: Mining 4").
requiredLevelnumber | null
The power it needs: a tool of that skill with at least this much Power.
powernumber | null
A node's power for the gathering maths: its required power, unless the wiki sets another.
nodeHealthobject | null
A node's health range.
nodeHealth.minnumber
nodeHealth.maxnumber
respawnSecondsobject | null
How long a node takes to come back, in seconds.
respawnSeconds.minnumber
respawnSeconds.maxnumber
intervalSecondsnumber | null
The base time a gather takes, in seconds.
cooldownstring | null
A boss's cooldown: "2h".
warmupstring | null
A boss's warm-up.
milestonenumber | null
Kills needed to call a boss.
beaconstring | null
Where a boss's beacon is.
coordsstring | null
Where to find it, as players added it: one place per line ("273, -28, 1557"), a note after the numbers allowed; a sunken treasure that turns up at one of several spots lists them all. Null until someone adds them.
regionstring | null
Where it is found.
opensWithstring | null
The key that opens a treasure.
terrainstring | null
An area's terrain: "Fields", "Cave".
requirementsobject[]
The power an area requires, one row per skill; empty for anything else.
requirements[].skillstring
The skill: "Woodcutting".
requirements[].levelinteger | null
The level of it.
durationstring | null
How long an area takes, as the game says it: "4h 27m".
expPerItemnumber | null
The experience each item from an area gives.
variantsstring[]
Other names the same mob goes by.
aliasesstring[]
Older keys that now lead here (a boss's bestiary page, which is part of the boss); /sources/{key} answers them with this source.
dropsobject[]
What it drops.
drops[].namestring
The drop's name.
drops[].itemstring | null
Its item key, when the wiki has the item.
drops[].tierstring | null
For a name listed once per rarity (Pet Food): which rarity this row is.
drops[].chancestring
The chance as the wiki shows it: "75%", "17% (1/5.9)", "0.5% (1/200)", or for a weighted table "≈0.25% (1/400) · weight 10".
drops[].percentnumber | null
The chance in percent (for a weighted table, the row's share of the weight).
drops[].weightnumber | null
The row's weight, in a table that picks one row by weight (a treasure).
drops[].qtystring | null
How many drop: "1", "2-4".