Sohee

Gate 119 10 waves Wave-ten boss Sohee

What an hour here pays

Party Experience / hour Gold / hour
in shop stock 219,920 28,682
well equipped 669,703 167,230

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

Baby Leopard Level 32 Dokebi Level 33 Sohee Level 33 Wave-ten boss

What drops here17

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
Black Hair 8.9% ×2.2 1 of 3 146Z
Dokebi Horn 8.3% ×2.2 1 of 3 146Z
Meat 6.5% ×2.2 1 of 3 25Z
Leopard Skin 4.8% ×2.2 1 of 3 141Z
Red Herb 3.5% ×2.2 1 of 3 9Z
Leopard Claw 2.9% ×2.2 1 of 3 145Z
Pet Food 0.46% ×2.2 1 of 3 500Z
Authoritative Badge 0.35% ×2.2 1 of 3 725Z
Rough Oridecon 0.14% ×2.2 1 of 3 275Z
Rough Elunium 0.14% ×2.2 1 of 3 325Z
Skirt of Virgin 0.050% ×2.2 1 of 3 850Z
Hammer of Blacksmith 0.016% ×2.2 1 of 3 1Z
Gold 0.00092% ×2.2 1 of 3 100,000Z

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.