Act 2

Hive

Map Layout

Ancient
Fights
14in the pool, the first 2 from the weak pool
Elites
5
Merchants
3
Rest sites
6-7
Unknown
9-13
Treasure
1
Boss
1 of 3

Additional info

BossRest sites, the row before the bossno rest sites hereTreasure, 7 rows below the bossno elites, no rest sitesA fight, alwaysThe Ancient7 columns
7 columns, 7 paths drawn from the bottom row16 floors: the Ancient, 14 rooms, the boss · 15 in co-op, one room fewerThe first room is a fight; the first 2 fights come from the weak pool5 elite rooms (8 with Swarming Elites), never in the first five roomsA rest site always sits on the row before the boss, never in the first five roomsTreasure and merchants never follow their own kind; a fork never repeats a room typeA ? room is usually an event: a fight 1 in 10, a merchant 3 in 100, a chest 2 in 100

Bosses

Crusher
Kaiser Crab
408 HP in total

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

Decimillipede front segmentDecimillipede middle segmentDecimillipede back segment
The Decimillipede
129 HP in total1 in 3
Entomancer
Entomancer
145 HP1 in 3
Infested Prism
Infested Prism
161 HP1 in 3

Never the same elite twice in a row. An elite pays 35 to 45 gold and drops a relic.

Weak pool

Bowlbug (Rock)Bowlbug (Egg)
Bowlbugs
69 HP in total
ExoskeletonExoskeletonExoskeleton
Exoskeletons
78 HP in total

Each is 1 in 4. 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 4. 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: Bowlbugs, Bowlbug Swarm and Slumber Party; Exoskeletons and Many Exoskeletons. The game skips such a fight while it has another one to deal.

Normal pool

Bowlbug (Rock)Bowlbug (Egg)Bowlbug (Silk)
Bowlbug Swarm
111 HP in total
ChomperChomper
An Automaton Pair
124 HP in total
ExoskeletonExoskeletonExoskeletonExoskeleton
Many Exoskeletons
104 HP in total
MyteMyte
Mass of Mytes
128 HP in total
OvicopterTough Egg
Ovicopter
127 HP
Bowlbug (Rock)Bowlbug (Silk)Slumbering Beetle
Slumber Party
175 HP in total

Each is 1 in 10. No fight comes again until all 10 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 10. 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: Bowlbugs, Bowlbug Swarm and Slumber Party; Exoskeletons and Many Exoskeletons. The game skips such a fight while it has another one to deal.

Events

What the map holds

Rooms on the map

One row shorter than the first act and stingier:

  • Extra rest sites: 6 or 7 (usually 6)
  • ? rooms: 9 to 13
  • Shops: 3
  • Elites: 5 (8 with Swarming Elites)

Fixed rows

  • First row: fights.
  • Eighth row (seven below the boss): treasure.
  • Row under the boss: rest sites.
  • Extra rests: barred from the first five rows and the two rows under the fixed rest row, leaving rows six, seven, nine, ten and eleven.
  • Elites: anywhere from row six up except the treasure row.

Which fights you meet

  • Normal fights: twelve normal rooms draw from ten encounters, so a repeat needs an eleventh normal fight, which never happens.
  • Shared tags: the three Bowlbug fights (Bowlbugs, Bowlbug swarm, Slumber Party) share a Workers tag and never follow one another while another pick remains; the two Exoskeleton fights likewise.
  • Elites: three are pre-drawn without repeats, so your first three elite fights are one of each.
  • Decimillipede: three segments of 40 to 46 HP make it the softest.
  • Infested Prism: at 161 HP, the longest.

Notes

How the map is dealt

  • Queue: point 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 segments are pruned, and a repair pass converts fights into anything that fell short.

What a ? room rolls

  • Fight: 10%
  • Treasure: 2%
  • Shop: 3%
  • Event: otherwise, never an elite

The odds reset on entering the act; misses grow by their base chance.

Boss

Ancients

  • Shared Ancients are shuffled at run start and split at random among the later acts, so Hive may get none or several besides its own three.
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