
Glory
Map Layout
Additional info
7 columns, 7 paths drawn from the bottom row
15 floors: the Ancient, 13 rooms, the boss · 14 in co-op, one room fewer
The first room is a fight; the first 2 fights come from the weak pool
5 elite rooms (8 with Swarming Elites), never in the first five rooms
A rest site always sits on the row before the boss, never in the first five rooms
Treasure and merchants never follow their own kind; a fork never repeats a room type
A ? room is usually an event: a fight 1 in 10, a merchant 3 in 100, a chest 2 in 100Bosses
In a standard run you get a boss you have not fought yet, until you have met all 3. A boss pays 100 gold (75 with Poverty).
Elites
Never the same elite twice in a row. An elite pays 35 to 45 gold and drops a relic.
Weak pool
Each is 1 in 3. No fight comes twice. A fight pays 10 to 20 gold (7 to 15 with Poverty).
Full rules
The first 2 monster rooms you enter take their fight from these 3. The game deals the fights out before you climb: it takes them from the pool one at a time, each equally likely, and puts none back until the pool is empty.
Some fights never follow each other, in either pool: Scrolls of Biting and Many Scrolls of Biting. The game skips such a fight while it has another one to deal.
Normal pool


74 HP



185 HP in total

150 HP

191 HP

148 HP

231 HP




136 HP in total

261 HP


199 HP in totalEach is 1 in 9. No fight comes again until all 9 have come up. A fight pays 10 to 20 gold (7 to 15 with Poverty).
Full rules
Every monster room after the first 2 takes its fight from these 9. The game deals the fights out before you climb: it takes them from the pool one at a time, each equally likely, and puts none back until the pool is empty.
Some fights never follow each other, in either pool: Scrolls of Biting and Many Scrolls of Biting. The game skips such a fight while it has another one to deal.
Events
What the map holds
Rooms on the map
The shortest and tightest map:
Extra rest sites: 5 or 6
? rooms: 9 to 13
Shops: 3
Elites: 5 (8 with Swarming Elites)
Fixed rows
First row: fights.
Seventh row (seven below the boss): treasure.
Row under the boss: rest sites.
Extra rest sites: never in the first five rows or the two rows under the fixed rest row, leaving only rows six, eight, nine and ten.
Elites: fill row six and rows eight to twelve.
Which fights you meet
Normal fights: eleven normal rooms draw from nine encounters, so a repeat needs a tenth normal fight, which never happens.
Shared tags: the two Scrolls of Biting fights share a tag and never run back to back.
Elites: pre-drawn with no immediate repeats, so your first three elite fights are one of each.
Soul Nexus: at 234 HP, the smallest target.
Mecha Knight: at 300, the biggest.
Sculptor: weak fights wait for the Monster rooms you enter, so ? rooms first means facing the 162 HP Sculptor with a stronger deck.
Notes
How the map is dealt
- Queue: types come from a queue (rests, shops, elites, ? rooms) dealt over shuffled points.
- In a line: an elite, rest, treasure or shop never directly follows its own kind.
- At a fork: a rest, fight, ?, elite or shop never shares a parent with its own kind.
- Clean up: leftovers become fights, duplicate path segments are pruned, and a repair pass refills any type that fell short.
Unused rule: the code has a flag that swaps the treasure row for elites, commented as for a Warden ascension, but the run manager always passes it off.
What a ? room rolls
Fight: 10%
Treasure: 2%
Shop: 3%
Event: otherwise, never an elite
The odds reset for the act, misses growing by their base chance.
Boss
- The boss roll is even, but a Standard run gives you the first unseen boss: Queen, then Test Subject, then Aeonglass.
Double Boss rolls the second from the two remaining.


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