Team Mode permits one to three players and offers Normal, Hard, Nightmare and Chaos. The selected difficulty has its own encounter settings. A difficulty setting, a score weight and a player stat adjustment are separate things.
What changes with difficulty
| Setting | Normal | Hard | Nightmare | Chaos |
|---|---|---|---|---|
| Run duration | 20 minutes | 15 minutes | 15 minutes | 15 minutes |
| Configured minimum NPC level | 50 | 50 | 55 | 55 |
| Trap-damage coefficient | ×0.5 | ×1 | ×1.5 | ×2 |
| Elite-enemy cap | 1 | 2 | 4 | 5 |
| Boss cap | 1 | 1 | 1 | 1 |
Minimum levels and population caps are configuration settings. They are not a guarantee that every enemy has that level or that the run spawns the maximum number. Trap coefficients are relative to the trap's underlying damage; ×2 does not mean every source of damage in Chaos doubles.
Base enemy adjustments
Each difficulty references a separate enemy-on-spawn buff. Its Egg Heist ATK and defense adjustment channels contain:
| Difficulty | ATK adjustment | Defense adjustment |
|---|---|---|
| Normal | +0 | +0 |
| Hard | +1 | +1 |
| Nightmare | +2 | +2 |
| Chaos | +3 | +3 |
These are mode-specific adjustment values, not confirmed flat character-sheet points or percentages. Their full downstream stat calculation is not established, so +3 must not be presented as +3 ATK, +300% ATK or a universal ×4 multiplier.
The same enemy buffs also set two damage-adjustment channels. A shared elemental adjustment is referenced by every tier. Their configured coefficients are in the private evidence, but the complete application path is missing; they are not translated into a blanket damage-reduction percentage here.
What about the player's stats?
The inspected difficulty records do not establish a different player/Aniimo stat multiplier for each tier. The enemy-on-spawn buffs above cannot be reassigned to the player's party merely because both affect combat.
There may be normalization or other mode rules elsewhere. A per-difficulty player-stat multiplier table is not confirmed, so none is presented here.
Does entering alone make it easier?
The entry configuration accepts one, two or three players. No explicit party-size difficulty coefficient was found in the inspected settings and literal-reference scan. That does not establish that the server gives identical enemy HP to every party size, or that it automatically makes solo runs easier.
Scoring has its own difficulty weights
For the enemy/boss contribution, five enemies and one boss give:
| Difficulty | Calculation | Score contribution |
|---|---|---|
| Normal | 5 × 1 + 1 × 2 | 7 |
| Hard | 5 × 2 + 1 × 5 | 15 |
| Nightmare | 5 × 5 + 1 × 10 | 35 |
| Chaos | 5 × 10 + 1 × 20 | 70 |
These are score contributions. They do not change enemy stats or tell us Prismatic drop rates. See Performance and scoring for the other components and result gates.