Hazard System
Hazard System (Hunt Hazard)
Hazard is optional hunt difficulty. You pick a level (1 to 30), turn it on, and the hunt gets harder — but pays more experience and unlocks exclusive drops. Monsters themselves are not globally buffed: the effect applies only to your character.
What it is for
- More XP per Hazard level (+6% experience per level).
- Exclusive loot from Hazard 11 — the Guild Sigil, used to summon the Guild Boss.
- Caves isolated by level: players on different Hazard levels do not share the same instance.
Plain loot rate only rises a little (+0.5% per level). The point of raising Hazard is not loot rate farming — it is XP and the exclusive drop (sigil). At high levels kill time goes up, so XP/hour does not climb forever.
How to open
- Hazard altar on the temple 1st floor — use it to open the window.
- Tablet / document with the Hazard action id (when you have one in inventory).
How to unlock and raise the ceiling
- First unlock (Hazard 1): level 400 + 500 Essence of Creation, from the window itself. That sets your ceiling to 1.
- Raise the ceiling (2 to 30): use Hazard Scrolls. Cost = target level (H2 costs 2 scrolls, H3 costs 3, …, H30 costs 30). Ceiling only goes up; it never drops.
- Where scrolls drop: 1% chance on any of the 8 bosses.
Where it applies
Hazard only works on hunts, from Elite difficulty onward.
Effects per level
In the window, cards show the total for the selected level (before you activate). Per-level summary:
| Effect | Per level | Notes |
|---|---|---|
| Experience | +6% | Linear up to H30 (+180% total) |
| Loot chance | +0,5% | Small; not the focus of the system |
| Damage dealt | ×0,97 | Multiplicative (~−3%/level, never hits zero) |
| Damage taken | +6% | You become more fragile |
| Critical | −1 | Penalty to critical chance/amount |
How to use it in practice
- Open the Hazard window.
- Pick the level with − / + (only up to your unlocked ceiling).
- Check the effect cards for that level.
- Activate. The active level survives relog while a hunt is in progress.
- Enter an eligible hunt (Elite+ difficulty). Deactivate when you want to go back to normal.
Exclusive drop: Guild Sigil
From Hazard 11, monsters can drop the Guild Sigil (used to summon the Guild Boss). Base chance is low and rises a bit per level above the minimum. Server loot rate also applies to that roll.
Tips
- Start low (H5–H10) and raise it while the hunt still feels comfortable.
- H16–H20 tends to be the XP/hour sweet spot in the current design; H30 is much slower to kill.
- If you want Guild Sigils, you need Hazard 11+.