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:
| EASY | Common | Uncommon | Rare |
| D | 95 | 5 | - |
| C | 88 | 12 | - |
| B | 82 | 18 | - |
| A | 78 | 21 | 1 |
| S | 72 | 26 | 2 |
| MEDIUM | Common | Uncommon | Rare | Legendary |
| D | 82 | 17 | 1 | - |
| C | 74 | 22 | 4 | - |
| B | 64 | 30 | 6 | - |
| A | 55 | 36 | 9 | - |
| S | 45 | 43 | 11 | 1 |
| HARD | Uncommon | Rare | Legendary |
| D | 72 | 28 | - |
| C | 62 | 38 | - |
| B | 52 | 45 | 3 |
| A | 44 | 50 | 6 |
| S | 36 | 56 | 8 |
| EXTREME (COMING SOON) | Uncommon | Rare | Legendary |
| D | 60 | 37 | 3 |
| C | 40 | 54 | 6 |
| B | 20 | 70 | 10 |
| A | - | 85 | 15 |
| S | - | 80 | 20 |
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.