Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter. It recovers over time on a timer.
At a glance
The Depleted Dungeon effect
When a floor's counter reaches 0, that floor gets the Depleted Dungeon effect. The effect cuts all item drop rates on that floor by 50%.
Per-floor scope
Depletion is counted per floor, and the drop penalty is per floor too. Only the floor whose counter is at 0 loses drops. The other floors in the region keep their full drops. The boss floor has no counter, so its drops are never cut.
Recovery timer
Recovery runs on the campaign clock. GAMESYSTEM_Campaign_DepletionTerm sets the refill interval per depletion stack.
- One stack: 4'320 in-game minutes, exactly 3 in-game days
- A floor ground all the way down to 0: 5 stacks x 3 days = 15 in-game days to refill completely
- At 1x speed: about 4.5 hours of real time
Floor rotation
Rotation is strictly better than waiting. A depleted floor only hurts itself, so you can move to another floor and keep full drops while it refills. Spreading runs across floors keeps every counter above zero, so you never eat the -50% penalty and never wait 15 in-game days for a floor to refill.