Conquest Dashboard

Success Chance

Dungeon success depends only on gear tier, not specific items — DungeonService.calculateSuccessChance reads Tier.dungeonArmorSuccess/dungeonWeaponSuccess/dungeonDefenseBoostSuccess/dungeonStrengthBoostSuccess directly. No armor/weapon defaults to 15 each; no booster contributes 0. Result is clamped to 1–95.
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Success Chance

Encounter Level Range

Monster level = player level + random(levelMin, levelMax), floored at 1. Probability weights are normalized the same way as drop-rate odds elsewhere in this dashboard.

Fight Loss & Run

A loss can be undone once per session with a Revive (consumes exclusive.dungeon-revive). A failed run attempt is not modeled separately here — only the flat escape chance is shown.

Cooldowns

The 5-minute active-session lock that blocks re-entering mid-run is hardcoded in DungeonCommand (TimeUnit.MINUTES.toMillis(5)), not part of RpgDungeonConfig — so it isn't tunable without a code change.