Difficulty scaling system across combat zones and dungeons. Higher tiers = harder enemies, better rewards.
Tier Ranges
| Area | Tiers |
|---|---|
| Combat Zones | T0–T5 |
| Dungeons | T0–T2 |
Monster Scaling
| Attribute | Formula |
|---|---|
| Combat Skills | 1.0 + (0.25 × tier) |
| Defense Skills | 1.0 + (0.15 × tier) |
| Level Bonus | +20 per tier |
| XP Multiplier | 1.0 + (0.5 × tier) |
Drop Rate Scaling
Final Drop Rate = (1.0 + 0.1 × tier) × Base Drop Rate
T0: 1.0×, T1: 1.1×, T2: 1.2×, T3: 1.3×, T4: 1.4×, T5: 1.5×. Treasure chests exempt.
Dungeon Mechanics
In dungeons: Final Monster Tier = Base Monster Tier + Dungeon Tier. Can exceed T2.
Refinement chest: T0=0%, T1=33%, T2=100%.
Historical Note
Replaced the Regular/Elite system in August 2024.