Difficulties
What each one multiplies, and what opens the next.
| Difficulty | HP | Attack | Monsters a wave | Average monsters a clear | Total versus Normal | Experience | Loot |
|---|---|---|---|---|---|---|---|
| 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.
| Difficulty | Grade IV chance | Affix star limit | Chance 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.