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All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.

All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.

DUNGEONROOM_Abyss_Common_Combat_Floor2 · Combat

Room map

All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. map

Rendered from the game's real floor, wall and decoration tiles for this template. Edges without a wall are doorways where corridors connect this room to its neighbours. Monster, item and NPC spawn points are not shown.

Overview

RegionAbyss
Room typeCombat
Deco styleAbyss_Standard
Available phases2
Template weight100

Generation odds by floor

FloorWeight shareChance per slotTemplates in pool
Floor 2100 / 100100.0%1

Each floor of the region draws from a pool of Combat room templates. "Chance per slot" is this template's share of that draw whenever a Combat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.

Monsters & NPCs

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