Sleeper

Gate 166 Recommended Levels 166–168 10 waves Wave-ten boss Sleeper

Enemies and rewards scale up to Level 168; this field stays replayable afterward.

Character XP at entry

Ordinary kill
62,346
Elite kill
314,564

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 fields4

Armeyer Dinze Photon Cannon Diabolic Sleeper Wave-ten boss

What drops here16

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
Fine Sand 3.2% ×2.2 1 of 4 50Z
Sticky Mucus 2.4% ×2.2 1 of 4 35Z
Grit 1.9% ×2.2 1 of 4 153Z
Little Evil Horn 1.8% ×2.2 1 of 4 264Z
Sand Clump 1.7% ×2.2 1 of 4 353Z
Large Jellopy 1.6% ×2.2 1 of 4 420Z
Little Evil Wing 1.5% ×2.2 1 of 4 1,000Z
Great Nature 0.87% ×2.2 1 of 4 1,500Z
Handcuffs 0.31% ×2.2 1 of 4 362Z
Garnet 0.31% ×2.2 1 of 4 3,000Z
Rough Oridecon 0.10% ×2.2 1 of 4 275Z
Oridecon 0.0063% ×2.2 1 of 4 550Z

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.