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.
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.