Magnolia

Gate 42 10 waves Wave-ten boss Magnolia

What an hour here pays

Party Experience / hour Gold / hour
in shop stock 103,140 -1,158
well equipped 254,760 34,956

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

Peco Peco Egg Level 3 Hode Level 26 Magnolia Level 26 Wave-ten boss

What drops here22

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
Old Frying Pan 6.7% ×2.2 1 of 3 98Z
Earthworm Peeling 6.2% ×2.2 1 of 3 98Z
Empty Bottle 5.8% ×2.2 1 of 3 3Z
Shell 4.9% ×2.2 1 of 3 7Z
Garlet 2.8% ×2.2 1 of 3 20Z
Red Herb 2.5% ×2.2 1 of 3 9Z
Sticky Mucus 2.1% ×2.2 1 of 3 35Z
Yellow Herb 1.4% ×2.2 1 of 3 20Z
Phracon 0.17% ×2.2 1 of 3 100Z
Green Live 0.082% ×2.2 1 of 3 500Z
Scell 0.074% ×2.2 1 of 3 80Z
Rough Elunium 0.055% ×2.2 1 of 3 325Z
Black Ladle 0.030% ×2.2 1 of 3 200Z
Fatty Chubby Earthworm 0.014% ×2.2 1 of 3 2,500Z
Zargon 0.0074% ×2.2 1 of 3 240Z
China 0.0069% ×2.2 1 of 3 500Z
Professional Cooking Kit 0.0037% ×2.2 1 of 3 1,000Z
Foolishness of the Blind 0.0032% ×2.2 1 of 3 10Z

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.