- See also: Special room
A decorative room is a randomly generated standard room, with no other purpose than decoration.
Except at boss depths that cannot have decorative rooms, each standard room has a 20 % probability to be decorative, instead of just empty. Among decorative rooms, each type has the same probability to be used, independently of other generated rooms (e.g. there can be, with low, but non-zero probability, 3 graveyards at the same non-boss floor).
List of decorative rooms Edit
- Main article: Graveyard
Be sure you’re ready to face 1-4 wraiths before opening each tombstone; it is recommended to only open another one, after all Wraiths from the previous tombstone have been vanquished.
It cannot appear at a vegetation depth.
Burned room Edit
- Main article: Burned room
A room full of (hidden) fire traps. Each cell can be mapped with the following tiles:
|Standard ground|| ||20 %|
|Fire trap|| ||20 %|
|Hidden fire trap|| ||20 %|
|Triggered trap|| ||20 %|
|Embers|| ||20 %|
- Main article: Potager
- Main article: Study
A room with special ground, bookshelves along the walls, and an pedestal, sometimes with an item at the center.
Bridge room Edit
- Main article: Bridge room
A room with only 2 doors and a bridge, composed of special ground connecting those doors, while the rest of the room is either chasm (
1/3 probability) or water (
However, if the depth is just above a boss depth, then there will always be water. This can be useful as the end of the path may lead to a hidden door.
It cannot appear at a flooded depth.
Fissure room Edit
- Main article: Fissure room
A room with a big chasm occupying all of it, except the “ring” of cells along the walls, and randomly, half the cells of the “ring” at the center.
|0.5.4||Added: More variance in rooms decoration|
|0.5.4a||Fixed: Items & Graves in the walls - Incorrect items generation in rooms with new "flavors" (i.e. study, graveyard, et c.).|
|1.6.3||Changed: Decorative rooms no longer generate at Boss Depths.|