Double loot doubles your clear count, not just the cost
✍️ Alice・愛麗沙
Double loot raises the entry fee from 10 silver coins to 20, and it also counts the run as two clears. So the number that matters — silver per clear — does not move at all. It stays at 10. The extra ten coins do not buy you rewards; they buy you time. One entry finishes two entries’ worth of work. A free player’s coins regenerate to 48 a day: that is 4.8 normal runs, or 2.4 entries with double loot on and still 4.8 clears. Identical budget, half the walking. So the default answer is “leave it on”, and there is exactly one exception: the refund. The operator’s own currency guide says you get everything back if you leave immediately and a partial refund once you have made progress; players on the Korean live service measured the ladder as 10 back on an instant exit, 8 back before the boss room. Turn double loot on and every rung of that ladder doubles too — wipe and walk out and you are down 4 coins, not 2. One free slot people keep forgetting: weekday dungeons take no entry currency whatsoever.
The arithmetic almost everyone gets wrong
“Double loot costs twice the silver” is a true sentence. The step people take next — “so I need to check whether the rewards really double” — is where it goes wrong.
One term is missing from that reasoning: double loot also counts the run as two clears.
Put the two routes side by side.
| Route | Silver | Clears credited | Entries |
|---|---|---|---|
| Normal ×2 runs | 20 | 2 | 2 |
| Double loot ×1 run | 20 | 2 | 1 |
Both rows spend the same silver and bank the same clears. The only difference is the entry count — which is to say, your time.
Which makes double loot the wrong thing to argue about. It is not a value proposition; it is a free upgrade that shortens the walk: same coins, same credited progress, one less loading screen, one less map traversal, one less lap of trash mobs. In a game where the entry currency refills on a clock, time is the genuinely scarce input. Coins accumulate while you sleep. Evenings do not.
| Entry currency | Auto-regen | Regenerated per day | Regen stops at | Hard holding cap | Cost of one run |
|---|---|---|---|---|---|
| Silver coin | +1 every 30 min, offline included | 48 | Stops once you hold 100 (full membership: 150) | 999 | 10 for a normal dungeon [Korean figure] |
| Fomor tribute | +1 every 12 h, from level 55 | 2 | Stops once you hold 10 (full membership: 15) | 99 | 1 for Deep Hard, 2 for Very Hard [Korean figures] |
Regen speed, the line where regen stops, the holding cap and the membership bonus all come from Taiwan’s own official currency page. The entry costs marked [Korean figure] are not published in Taiwan and are Korean data. The same official text also states: leave immediately and you are refunded in full, leave after making progress and you get part of it back, hunting grounds refund by the side objectives you completed — and the weekday dungeons charge no entry currency at all.Gold efficiency
Why there is still an exception
Because the cost is paid up front and the reward only arrives when you finish.
If you bail out partway, the refund rule decides what you lose. The operator’s wording is: full refund if you leave immediately, partial refund once progress exists. The ladder players on the Korean service measured is more specific — 10 coins back on an instant exit, 8 coins back before you enter the boss room, pro-rata after that.
Lay that curve over double loot and every rung is multiplied by two. Give up just short of the boss room on normal and you drop 2 coins. Do the same thing with double loot on and you drop 4.
So the exception resolves into something concrete:
- Difficulty you reliably clear: always on. The time is free money.
- The run where you are testing your ceiling: clear it once on normal first, then repeat it with double loot. That extra run is ten coins spent on insurance, not ten coins wasted.
- Deep dungeons: the entry currency is Fomor tribute, and only 2 accrue per day (from level 55, +1 every 12 hours). Trial and error costs an entirely different amount here — Hard takes 1, Very Hard takes 2, which means one failed Very Hard attempt is a whole day’s production.
The one rule where the sources disagree
One slot has to be printed twice, because two sources say different things.
- The operator’s published currency guide: hunting grounds are refunded according to the sub-objectives you completed.
- Players who measured it on the Korean service: hunting grounds are never refunded at all.
This is not a footnote-sized disagreement. It decides whether you dare abandon a hunting-ground run in progress. We are not going to pick a winner. Official documentation carries more weight in general, but the player reports measured what actually happened, and both can be true at once — the guide may describe post-revision behaviour, or the two services may differ on this specific rule.
Until you have verified it yourself, decide with the conservative branch. Treat a hunting-ground entry as non-refundable. If it does refund, that is a bonus; if it does not and you planned around a refund, that is a loss.
Three slots that cost you nothing
Finally, the parts that do not touch the budget at all. Counting them in is why a day often looks tighter than it is.
Weekday dungeons take no entry currency. The guide says so plainly. That makes them the correct first thing you do each day — they consume none of your 4.8 runs. Which content is even open to you at what point is a separate question, handled in what unlocks when.
Hunting-ground entry itself costs no silver either. The silver comes out when you accept the hunting ground’s condition quest. So you can walk in, clear the zone boss, and only then decide whether to take the condition on.
Holding 100 coins stops the auto-regen. That slot is pure leakage: sit capped through an eight-hour sleep and those 16 coins are simply never granted. Drop below 100 before bed — and double loot happens to be the most efficient way to do it, since one run spends 20. That is the unadvertised second benefit of double loot: it makes the stop line easy to avoid. Other quiet ways your stock evaporates are collected in the expiry traps.
What to do, and what would overturn this
Default to on. Double loot does not change your silver cost per clear; it folds your time in half. The only situation that flips the answer is one where you are unsure of the clear, because then the refund loss doubles alongside everything else.
Do this: clear the budget-free weekday dungeons first, run double loot on every difficulty you are confident in, and push your coin stock under 100 before you log off. Add a party and the value of a single entry rises again — the multipliers are worked through in the party bonus breakdown.
Ignore this: any argument that frames double loot purely as doubled spending. The clear count doubles too, and counting only the cost side guarantees the wrong conclusion.
Two things would overturn the page. First, the 10-and-20 figures and the two-clears crediting come from the Korean live service; if double loot is not exactly twice the cost somewhere, or does not credit two clears, the comparison table in the first section is void — and that is the kind of fact you can settle by glancing at the entry screen. Second, hunting-ground refunds: if the operator’s wording turns out to describe live behaviour, the conservative “assume no refund” advice can be relaxed and the cost of experimenting there drops a tier.
