Chances and frequency of each type of feature can be edited in the config.json file created when the mod runs the first time.


Puzzles

There are four types of puzzle so far that reward the player with a chest on completion:

Light Puzzles

Simple concept, four lights, four tiles, light up the lights. One tile lights up one light, a second lights up two, third lights up three, and the fourth lights up four. It's randomized. As of the latest version, there is a certain random light puzzle setup that is unsolvable.

Tile Puzzles

Also simple, step on the tiles in the right order to make the chest appear. The hard part is figuring out the order, which even I can't do with all of them yet. None of them are random, they have logic to the order.

Current tile puzzles: Roman, Chinese, Greek, Periodic Table, Planets, Devanagari.

Offering Puzzle

This is less a puzzle than a making sure you have the right offering. And don't try to steal from the statue. It's like Breath of the Wild apple puzzles.

Riddle Puzzle

A statue that asks a riddle, with two wrong answers, one sarcastic answer, and a right answer. Wrong answers spring traps, sarcastic answer collapses the floor, right answer drops chest. Some riddles were borrowed from Tolkein's The Hobbit, Monty Python's Holy Grail, Douglas Adams' Hitchhiker's trilogy, and Sierra Onlne's Quest for Glory I. Most other riddles are taken from the Trivia sections of Wiki pages.

Puzzles can appear on any level, and by default they appear instead of instant chests on vanilla chest floors.


Altars

There are three types of altar, but they don't vary all that much yet. Basically, evil, chaotic, and good.

Offering something to the altar gives a random buff, with strength and duration based on the value of the object. Warning, giving expensive items might break your game if you get a huge speed buff.

Offering something worthless will cause two of the altars to trigger either a trap or a floor collapse on the player.


Traps

There are four different trap types: fireball, explosion, slime, and lightning.

Traps are hidden on tiles throughout the map and triggered when the player walks over them. When a player comes near a trap, there is a chance they might disarm the trap. The chance is based on luck, mining, and combat skill levels, and decreases as one goes lower in the dungeon.


Collapsing Floors

Basically a fifth trap type, but you can't disarm or detect them, and they work differently.


Mushroom Trees

Mushroom trees will appear on all mine levels. Choppy, choppy.

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