Difficulties

What each one multiplies, and what opens the next.

DifficultyHPAttack Monsters a waveAverage monsters a clear Total versus Normal ExperienceLoot
Normal ×1×1 2–5 38 ×1 ×1×1
Hard ×1.6×1.5 3–9 68.4 ×1.8 ×1.3×1.205
Nightmare ×2.2×2.1 5–13 98.8 ×2.6 ×1.95×1.818
Hell ×3×3 7–18 133 ×3.5 ×3.35×3

Totals include finale elites. Decimal totals are averages of integer monster rolls, not fractional enemies; tutorial events and summoned reinforcements are excluded.

Health, attack and XP multipliers apply per monster. More monsters do not multiply equipment-find frequency; difficulty improves equipment quality through separate grade and affix rolls. Wave ten is the elites plus an escort of ordinary kin: Normal 1 + 4–5, Hard 1 + 8–10, Nightmare 2 + 11–14, Hell 3 + 14–18.

Every ordinary hunting ground from Levels 1–200 runs the full four difficulties. Higher-level fields are tuned for unified progression and your fielded party. Harder tiers have stronger monsters, larger populations, and better equipment quality. Previously earned higher-tier access is retained. This does not mean every build can clear every tier.

Clearing a ground opens the next difficulty: 300, 500, 500 clears.

Ordinary hunt drops

These live odds apply only to ordinary hunt equipment. Grade and affix stars are separate rolls; each affix uses the star odds for the selected difficulty, independent of Grade and item level. Boss rewards and crafting keep their own odds.

DifficultyGrade IV chance Affix star limitChance of the top star rank
Normal 10% ★★★ 10%
Hard 15% ★★★★ 3%
Nightmare 20% ★★★★★ 2%
Hell 25% ★★★★★ 3%

Star odds per affix, not per item. Grade Normal has no affixes; Grade IV carries four independently rolled lines.

Ordinary hunt drops · Crafting