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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

  1. First unlock (Hazard 1): level 400 + 100 Essence of Hazard, from the window itself. That sets your ceiling to 1.
  2. 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.
  3. Where scrolls drop: 5% chance on each of the 8 bosses (10% with the current 2x loot rate) and 3% on any special creature (Savage, Cursed, Titan, Mythic).

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

  1. Open the Hazard window.
  2. Pick the level with − / + (only up to your unlocked ceiling).
  3. Check the effect cards for that level.
  4. Activate. The active level survives relog while a hunt is in progress.
  5. 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+.

Asgard

The Asgard hunts (caves 121 to 130) now have Hazard. See Asgard.