Desert Wolf

Gate 101 10 waves Wave-ten boss Desert Wolf

What an hour here pays

Party Experience / hour Gold / hour
in shop stock 219,572 -13,488
well equipped 453,703 11,424

A gold figure in red is a LOSS, and it is measured, not a mistake: the party died more than it earned. Dying costs a slice of what you are carrying, so an under-equipped party can leave a ground poorer than it arrived. The same ground pays properly once the party can survive it.

How these were measured. Played, not calculated: 30 minutes on Normal, 5 seeds, the median reported. A party of 3 (Knight, Priest, Wizard) at each ground's own gate level. Your own party, level and gear will move both figures. Measured September 16, 2026.

It fields3

Raggler Level 21 Orc Baby Level 21 Desert Wolf Level 27 Wave-ten boss

What drops here18

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
Feather of Birds 16% ×2.2 1 of 3 5Z
Milk 16% ×2.2 1 of 3 12Z
Wolf Claw 7.0% ×2.2 1 of 3 29Z
Meat 4.2% ×2.2 1 of 3 25Z
Grape 0.65% ×2.2 1 of 3 100Z
Pacifier 0.32% ×2.2 1 of 3 10Z
Claw of Desert Wolf 0.19% ×2.2 1 of 3 104Z
Cyfar 0.097% ×2.2 1 of 3 386Z
Large Jellopy 0.032% ×2.2 1 of 3 420Z
Concentration Potion 0.0065% ×2.2 1 of 3 400Z
Nursing Bottle 0.0065% ×2.2 1 of 3 550Z
Pinafore 0.0032% ×2.2 1 of 3 480Z
Wind of Verdure 0.0029% ×2.2 1 of 3 500Z
Rough Oridecon 0.0029% ×2.2 2 of 3 275Z

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.