← Back

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 + 500 Essence of Creation, 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: 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

  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+.