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Common horizontal corridor 1_ 7 spaces

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Common horizontal corridor 1_ 7 spaces

DUNGEONROOM_Abyss_Common_HorizontalCorridor_1 · Corridor

Room map

Common horizontal corridor 1_ 7 spaces 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 typeCorridor
Deco styleAbyss_Standard
Available phases1, 2, 3, 4, 6, 7, 8, 9, 11, 12, 13, 14, 16, 17, 18, 19
Template weight100

Generation odds by floor

FloorChance on floorExpected copiesWeight shareShare of weightTemplates in pool
Floor 1100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 2100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 3100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 4100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 6100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 7100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 8100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 9100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 11100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 12100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 13100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 14100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 16100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 17100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 18100%1100 / 20050.0%2
1 other template(s) competing for this slot
Floor 19100%1100 / 20050.0%2
1 other template(s) competing for this slot

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 Corridor 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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