Guide
Legend of Ymir: How Does Dungeon Difficulty Adjustment Work?
Dungeon difficulty in Legend of Ymir does not use a dynamic difficulty adjustment mechanism; it does not change monster strength in real time based on party size, player level, or team performance. Difficulty is fixed along two lines: one is the entry level gate, with each dungeon tier having a clear level requirement; the other is the two rule systems of Normal and Nightmare, where Normal difficulty follows equipment values and Nightmare difficulty uses fixed damage and percentage-of-HP damage to strip difficulty away from growth stats. The following explains this through four aspects: the level gate, the value rules of Normal difficulty, the special mechanics of Nightmare difficulty, and the entry cost.

Difficulty is divided by level gates and two rule systems
The first layer of dungeon difficulty is the entry level and party size tier, and the rules are fixed.
- Normal expeditions are five-player dungeons suited to players at levels 30, 35, and 40, entered by tier.
- Special expeditions are fifteen-player dungeons suited to players at levels 33, 38, and 43.
- Nightmare difficulty has its own separate tiers: the five-player boss expedition Peregrina requires level 55, the fifteen-player raid Aranhamas requires level 48 or higher, and the fifteen-player expedition Hrungnir requires level 53 or higher.
The level gate separates players of different progress, and difficulty is fixed from the moment of entry, never scaling in real time with the party.
Normal difficulty follows equipment values
Normal difficulty is judged straightforwardly, with equipment as the hard gate. Damage and survivability are determined by equipment values, and the recommended combat power is the entry ticket; without meeting it, clearing is very difficult. Skills and control only take effect after the equipment threshold is reached, following the logic of reaching the gear requirement first and optimizing play second. This layer has no dynamic element; whether a dungeon can be cleared depends on whether the stats are sufficient.

Nightmare difficulty strips away growth stats
The core of Nightmare difficulty is de-emphasizing growth, so difficulty is no longer determined by equipment values.
- The boss only takes fixed damage, unrelated to the player's attack, crit, and penetration values, and the fixed damage amount differs between melee and ranged classes.
- Damage taken by players is calculated as a percentage of maximum HP, so stacking HP, defense, or evasion provides no extra damage reduction, and survival relies on positioning and skill timing.
- The revival count has a hard cap, and exhausting it forces the player out; better equipment cannot buy an extra life.
Fixed damage and percentage-of-HP damage remove equipment growth from difficulty, so Nightmare dungeons come down to control and coordination.
The entry cost of Nightmare difficulty
Nightmare dungeons have no base entry count and require consuming a crafted entry ticket to enter. The Aranhamas Nightmare consumes the Frightening Nightmare Feather, the Peregrina Nightmare consumes the Darkening Nightmare Feather, and the Hrungnir Nightmare consumes the Terrible Nightmare Feather, all obtained through crafting. This rule further raises the Nightmare threshold, making each ticket correspond to one high-difficulty challenge, and after settlement, boss and raid fragment rewards are also distributed.
Dungeon difficulty in Legend of Ymir has no real-time dynamic scaling; its adjustment method is the level gate plus two rule systems. Normal difficulty depends on equipment values, requiring sufficient stats to clear, while Nightmare difficulty uses fixed damage and percentage-of-HP damage to strip difficulty away from growth stats, coming down to control, positioning, and coordination. Nightmare dungeons also carry a hard cap on revivals and the threshold of crafted entry tickets, a bar set higher than Normal difficulty. Before attempting Nightmare, raise your level to the corresponding tier, prepare the ticket feathers, and understand the two rules of fixed damage and percentage-of-HP damage, which are the prerequisite for clearing.
