| Hazard System (Primal Ordeal) Gnomprona | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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In Gnomprona, the Hazard System lets you raise your risk level to unlock stronger rewards. Higher hazard means harder encounters, but better long-term payout potential. How to unlock higher hazard levels
Party behaviorThe effective hazard setup uses the lowest relevant hazard progression among party members. In practice, the least progressed player usually determines the effective risk/reward profile for the run. What higher hazard level does
Hazard scaling overview (current settings)Clear player-facing values: what you gain (or risk) per hazard level, and the maximum at Hazard 12.
Party rule: effective hazard behavior follows the lowest relevant hazard progression in party context. Current custom droprate tables: values below are the concrete L1-L12 outputs for Plunder Patriarch and Primal Bag.
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| Hazard level | Average chance | Percent |
|---|---|---|
| Hazard 1 | 1 / 25,000 | 0.0040% |
| Hazard 2 | 1 / 21,597 | 0.0046% |
| Hazard 3 | 1 / 18,658 | 0.0054% |
| Hazard 4 | 1 / 16,118 | 0.0062% |
| Hazard 5 | 1 / 13,924 | 0.0072% |
| Hazard 6 | 1 / 12,029 | 0.0083% |
| Hazard 7 | 1 / 10,392 | 0.0096% |
| Hazard 8 | 1 / 8,977 | 0.0111% |
| Hazard 9 | 1 / 7,755 | 0.0129% |
| Hazard 10 | 1 / 6,700 | 0.0149% |
| Hazard 11 | 1 / 5,788 | 0.0173% |
| Hazard 12 | 1 / 5,000 | 0.0200% |
Primal Bag drop rate (per valid kill via hazard system)
| Hazard level | Average chance | Percent |
|---|---|---|
| Hazard 1 | 1 / 120,000 | 0.00083% |
| Hazard 2 | 1 / 104,052 | 0.00096% |
| Hazard 3 | 1 / 90,223 | 0.00111% |
| Hazard 4 | 1 / 78,233 | 0.00128% |
| Hazard 5 | 1 / 67,836 | 0.00147% |
| Hazard 6 | 1 / 58,820 | 0.00170% |
| Hazard 7 | 1 / 51,003 | 0.00196% |
| Hazard 8 | 1 / 44,225 | 0.00226% |
| Hazard 9 | 1 / 38,347 | 0.00261% |
| Hazard 10 | 1 / 33,251 | 0.00301% |
| Hazard 11 | 1 / 28,832 | 0.00347% |
| Hazard 12 | 1 / 25,000 | 0.00400% |
Boss cooldown
The Primal Menace has an 8-hour cooldown per player/team run.
