Taoist Hermit

Gate 183 10 waves Wave-ten boss Taoist Hermit

What an hour here pays

Party Experience / hour Gold / hour
in shop stock 285,515 -22,690
well equipped 976,472 36,708

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

Bloody Butterfly Level 55 Disguise Level 55 Taoist Hermit Level 56 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
Bao 24% ×2.2 1 of 3 1Z
Powder of Butterfly 18% ×2.2 1 of 3 45Z
Rice Cake 16% ×2.2 1 of 3 5Z
Cheese 2.4% ×2.2 1 of 3 1,400Z
Cloud Crumb 2.0% ×2.2 1 of 3 195Z
Red Muffler 1.9% ×2.2 1 of 3 330Z
Hard Feeler 1.8% ×2.2 1 of 3 285Z
Tangled Chains 1.5% ×2.2 1 of 3 370Z
Giant Butterfly Wing 0.99% ×2.2 1 of 3 307Z
Butterfly Wing 0.48% ×2.2 1 of 3 150Z
Rough Elunium 0.064% ×2.2 1 of 3 325Z
Level 5 Lightening Bolt 0.043% ×2.2 1 of 3 1,000Z
Honey 0.040% ×2.2 1 of 3 250Z

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.