Horong

Gate 125 10 waves Wave-ten boss Horong

What an hour here pays

Party Experience / hour Gold / hour
in shop stock 191,359 116,558
well equipped 572,175 382,976

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 fields2

Miyabi Doll Level 33 Horong Level 34 Wave-ten boss

What drops here14

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
Fire Arrow 51% ×2.2 1 of 2 1Z
Stone Heart 33% ×2.2 1 of 2 92Z
Glossy Hair 14% ×2.2 1 of 2 170Z
White Herb 7.5% ×2.2 1 of 2 60Z
Worn-out Kimono 6.8% ×2.2 1 of 2 295Z
Star Crumb 3.4% ×2.2 1 of 2 2,250Z
Zargon 1.4% ×2.2 1 of 2 240Z
Rough Elunium 0.34% ×2.2 1 of 2 325Z
Alcohol 0.14% ×2.2 1 of 2 200Z
Sweet Potato 0.10% ×2.2 1 of 2 10Z
Professional Cooking Kit 0.027% ×2.2 1 of 2 1,000Z

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.