Cecil Damon

Gate 152 Recommended Levels 152–155 10 waves Wave-ten boss Cecil Damon

Enemies and rewards scale up to Level 155; this field stays replayable afterward.

Character XP at entry

Ordinary kill
41,218
Elite kill
207,964

Normal difficulty, solo, before personal XP bonuses. Party members share the XP pot. Higher encounter levels and difficulties change the reward.

Hourly income for the current encounter has not been measured yet. Historical lower-level rates are not shown as current estimates.

It fields3

Headless Mule Banshee Cecil Damon Wave-ten boss

What drops here13

Every chance below is the real one: what the game rolls after its own multipliers, not the number printed in the table it came from. The dimmed chances are thinned: valuable loot is rolled less often than its table prints. A wave draws at random from the monsters listed above, so a chance here is per kill on the ground, and an item only some of them carry falls that much less often. The fraction beside a chance is how many carry it.

Item Chance Sells for
Handcuffs 35% ×2.2 1 of 3 362Z
Burning Horseshoe 32% ×2.2 1 of 3 411Z
Burning Heart 32% ×2.2 1 of 3 462Z
Burning Hair 32% ×2.2 1 of 3 487Z
Old White Cloth 32% ×2.2 1 of 3 275Z
Memento 32% ×2.2 1 of 3 300Z
Brigan 32% ×2.2 1 of 3 373Z
Old Blue Box 8.8% ×2.2 1 of 3 5,000Z
Oridecon Arrow Quiver 0.53% ×2.2 1 of 3 1Z
Immaterial Arrow Quiver 0.39% ×2.2 1 of 3 1Z

Equipment pools below show the gear you can pursue on this ground, not a chance for each monster kill. More monsters do not multiply equipment-find frequency. Difficulty changes its grade and affix quality.

The four difficulties

Difficulty HP Attack Average monsters a clear Experience Loot
Normal ×1 ×1 38 ×1 ×1
Hard ×1.6 ×1.5 68.4 ×1.3 ×1.205
Nightmare ×2.2 ×2.1 98.8 ×1.95 ×1.818
Hell ×3 ×3 133 ×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.