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Common Start

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Common Start

DUNGEONROOM_Abyss_Common_Entry · Entry

Room map

Common Start 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 typeEntry
Deco styleAbyss_Standard
Available phases1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20
Template weight100

Generation odds by floor

FloorChance on floorExpected copiesWeight shareShare of weightTemplates in pool
Floor 1100%1100 / 100100.0%1
Floor 2100%1100 / 100100.0%1
Floor 3100%1100 / 100100.0%1
Floor 4100%1100 / 100100.0%1
Floor 5100%1100 / 100100.0%1
Floor 6100%1100 / 100100.0%1
Floor 7100%1100 / 100100.0%1
Floor 8100%1100 / 100100.0%1
Floor 9100%1100 / 100100.0%1
Floor 10100%1100 / 100100.0%1
Floor 11100%1100 / 100100.0%1
Floor 12100%1100 / 100100.0%1
Floor 13100%1100 / 100100.0%1
Floor 14100%1100 / 100100.0%1
Floor 15100%1100 / 100100.0%1
Floor 16100%1100 / 100100.0%1
Floor 17100%1100 / 100100.0%1
Floor 18100%1100 / 100100.0%1
Floor 19100%1100 / 100100.0%1
Floor 20100%1100 / 100100.0%1

Chance on the floor: the share of 10000 floors rolled in the Dungeon Floor Simulator that hold this room, with every NPC room in the draw.

"Expected copies" is the average number of this room per simulated floor; a floor can hold the same template more than once.

Each floor of the region uses a pool of Entry room templates. The game shuffles the pool by a weighted draw (template weight, at least 1) and hands every candidate to the layout engine, which places one while it solves the floor. "Share of weight" is this template's share of that draw, not a measured pick rate.

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