Room Generation
When an encounter site is discovered, rooms are generated based on the site's size. Each room contains a set number of mobs. Clearing all rooms awards a chest.
Room Counts by Size
| Size | Rooms | Mobs per Room |
|---|---|---|
| Small | 1–1 | 2–4 |
| Medium | 2–2 | 3–5 |
| Large | 3–4 | 2–5 |
Chest Drops
Clearing an encounter site awards a chest. Chest rarity is based on total room count, so larger sites yield better chests with more materials and higher recipe chances.
| Total Rooms | Chest Rarity | Recipe Chance | Material Rolls |
|---|---|---|---|
| 1 | Common | 0% | 1–2 |
| 2 | Uncommon | 2% | 2–4 |
| 3 | Rare | 4% | 3–6 |
| 4+ | Epic | 6% | 5–9 |
Auto-Resolve Bonus
If unresolved rooms are auto-resolved after decay, material rolls and recipe chance receive a proportional bonus based on the fraction of rooms resolved automatically. A fully auto-resolved site receives the full multiplier.
| Constant | Value | Description |
|---|---|---|
AUTO_RESOLVE_DROP_MULTIPLIER | 1.5x | Maximum material-roll multiplier from auto-resolved rooms |
AUTO_RESOLVE_RECIPE_MULTIPLIER | 1.5x | Maximum recipe chance multiplier from auto-resolved rooms |
AUTO_RESOLVE_MAX_ROUNDS | 100 | Maximum rounds used by auto-resolve simulation |