Tarou

Gate 14 10 waves Wave-ten boss Tarou

What an hour here pays

Party Experience / hour Gold / hour
in shop stock 47,706 182,970
well equipped 62,909 279,364

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

Kukre Level 11 Tarou Level 11 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
Rat Tail 51% ×2.2 1 of 2 26Z
Worm Peeling 49% ×2.2 1 of 2 26Z
Animal Skin 41% ×2.2 1 of 2 18Z
Monster's Feed 20% ×2.2 30Z
Feather 11% ×2.2 1 of 2 10Z
Insect Feeler 5.8% ×2.2 1 of 2 57Z
Garlet 5.2% ×2.2 1 of 2 20Z
Red Herb 3.2% ×2.2 1 of 2 9Z
Crystal Blue 0.39% ×2.2 1 of 2 500Z
Earthworm the Dude 0.26% ×2.2 1 of 2 2,000Z
Ora Ora 0.027% ×2.2 1 of 2 27,500Z

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.

Item Sells for
Kukre Card 10Z
First Class class-fit gear
Tarou Card 10Z

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.