Dungeon Depletion

Mechanics ยท Dungeon Depletion

Dungeon Depletion

Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over time it recovers on a timer.

When a floor's counter reaches 0, the region gains the Depleted Dungeon effect, which cuts all item drop rates by 50%. Note a quirk worth planning around: depletion is counted per floor, but the drop penalty is applied at the region level - so if even one floor bottoms out, the -50% penalty applies to every floor in that region until it recovers, even floors that are still full.

Recovery runs on the campaign clock: GAMESYSTEM_Campaign_DepletionTerm sets the refill interval at 4,320 in-game minutes - exactly 3 in-game days - per depletion stack. A floor ground all the way down to 0 therefore needs 5 stacks x 3 days = 15 in-game days to refill completely, which is about 4.5 hours of real time at 1x speed.

That makes rotation strictly better than waiting: spreading runs across floors (and regions) keeps every counter above zero, so you never eat the -50% region penalty and never have to sit out a two-week recovery. Grinding one favorite floor to the bottom is the single most expensive habit in the game.

Key numbers

Depletion range0 (empty) to 5 (full) per floor
Depleted Dungeon effectAll item drop rates reduced by 50%
Scope quirkOne depleted floor applies the -50% penalty to the whole region
Recovery intervalGAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack
Full recovery from 05 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)
Practical tipRotate floors/regions - never grind a single floor to 0
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