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Common Horizontal Corridor (Dead End)

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Common Horizontal Corridor (Dead End)

DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock · Event

Room map

Common Horizontal Corridor (Dead End) 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 typeEvent
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 shareChance per slotTemplates 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 draws from a pool of Event room templates. Every Event slot of the floor layout is filled up front by a weighted draw without repeats, so "Chance per slot" is this template's share of that draw.

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