Complex Gaming Cobblemon & Pixelmon - Dungeons Rewards

Every run gives you 1–3 reward rolls (1 at D-grade → 3 at S). Each roll is a chance inside a chance: first which rarity band, then which item from that band.

1. Two-step roll
  • Band roll — which pool you land in (Common → Uncommon → Rare → Legendary), set by dungeon tier + your grade.
  • Item roll — one specific item from that pool.
Rolls are independent, so rare + rare = two rares, rare + legendary = one of each.

2. Band odds (each row = 100%). A better grade shifts you toward rarer bands and unlocks a small jackpot one tier above the dungeon's floor:
EASYCommonUncommonRare
D955-
C8812-
B8218-
A78211
S72262

MEDIUMCommonUncommonRareLegendary
D82171-
C74224-
B64306-
A55369-
S4543111

HARDUncommonRareLegendary
D7228-
C6238-
B52453
A44506
S36568

EXTREME (COMING SOON)UncommonRareLegendary
D60373
C40546
B207010
A-8515
S-8020

Legendary jackpot at S: Medium 1% → Hard 8% → Extreme 20%.

3. Item odds — the % inside the %. Once you're in a band, one item is drawn by fixed in-pool weights (each pool = 100%). Cobble & Pixel share the band odds but have different item lists. Example — Pixel Legendary pool:
  • Dungeon Tag 24 · Ultra Keys 19 · Lunar Keys 16 · 10 Gems 12
  • Shiny Legendary Spin 11 · Golden Figurine 7 · Seasonal Key 6
  • Seasonal Essence 3 (rarest) · Custom Tag 2
Figurines mark rarity: Hellbound = Common, End Friends = Rare, Golden = Legendary.

4. Your real chance = Band % × Item %.
Example — Seasonal Essence on an Extreme-S run: 20% (Legendary band) × 3% (item) = 0.6% per roll → with 3 rolls at S ≈ ~1.8% per run.

Bottom line: grade decides how many rolls and how good each one is; the item pools decide what you get inside a band. Common rewards are frequent filler, Legendary is gated behind both a rare band roll and a rare in-pool draw — so top-tier loot always takes a strong score on a hard dungeon.
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