Unknown room (?) odds

What a question-mark room can turn into, and how the odds shift every time.

A question-mark room starts every act with a 10% chance of a normal fight, 2% treasure, 3% shop and 85% event.

Each time a type is not rolled it gains its base value again (fight +10, treasure +2, shop +3 points) and rolling a type sends it back to base, so after six events in a row the seventh ? cannot be an event at all.

Fight
10%+10 per miss
Treasure
2%+2 per miss
Shop
3%+3 per miss
Event
85%whatever is left

The roll, step by step

Fight 10%Elite neverTreasure 2%Shop 3%Event 85%
  1. 1One numberThe game draws one number between 0 and 1.
  2. 2A fixed orderIt walks the types in a fixed order: fight, elite, treasure, shop. Each allowed type adds its current odds to a running total, and the first total the number falls under wins.
  3. 3Else an eventIf nothing is hit, the room is an event.
  4. 4Then the odds moveThe winning type resets to its base. Every other type that was allowed this time grows by its base again. A type that was blocked for this roll neither wins nor grows.
  • Deadly EventsElite normally sits at "never" and never grows. This modifier sets it to 10% at run start, and doubles the treasure growth to 4 points.
  • Shared. The four counters are shared by everyone in the run and saved with it.
  • Reset each act. They reset to base whenever an act begins. A run that never enters a ? room carries the same 10 / 2 / 3 / 85 into every act.

Odds after N misses

Events in a row before this ?
Fight10%20%30%40%50%60%70%
Treasure2%4%6%8%10%12%14%
Shop3%6%9%12%15%18%21%
Event85%70%55%40%25%10%0%

A fresh act: the base odds.One event so far.Two events in a row.Three events in a row.Four events in a row.Five events in a row.Six events in a row: fight, treasure and shop add up to 100%, so an event is impossible until something resets.

  • Each type on its own. The steps describe an unbroken streak of events. If the third ? is a fight, fight drops back to 10% while treasure and shop keep their 6% and 9%.
  • The rule. A type's chance is its base times one plus the number of rolls since it last came up: fight 10, 20, 30; treasure 2, 4, 6; shop 3, 6, 9.
  • The wall at seven. Once the three totals reach 100%, which happens on the seventh roll of an all-event streak, an event is impossible until something resets.
  • Deadly Events. The elite chance starts at 10% and grows by 10 like fights, and treasure grows by 4.
All seven steps as a table
Events in a rowFightTreasureShopEvent
010%2%3%85%
120%4%6%70%
230%6%9%55%
340%8%12%40%
450%10%15%25%
560%12%18%10%
670%14%21%0%

What can and cannot appear

A ? can become

  • A normal fight
  • A treasure room
  • A shop
  • An event

Never

  • A rest site
  • A boss
  • An ancient
  • An elite, unless Deadly Events is on
  • No shop after a shop. Shops are blocked when the room you just left was a shop, or when every node after this one is a shop.
  • A real fight. A fight from a ? is the act's next normal encounter in its shuffled cycle. It pays the same gold, cards and potion roll as a marked fight.
  • A real chest. A treasure ? is a real chest with its relic and 42 to 52 gold (31 to 39 with Poverty).

Your very first run

On a save with zero completed runs the first two ? rooms are always events and the third is always a fight.

  1. 1st ?Event
  2. 2nd ?Event
  3. 3rd ?Fight
  4. 4th ? onwardThe normal roll
  • Off the books. The counters do not move for those three.
  • Then the real thing. From the fourth ? onward the normal roll takes over, and every later run uses it from the start.

How many ? rooms an act has

  • A bell curve. Overgrowth and Underdocks place a bell-curve count of ? nodes centred on 12 and clamped to 10 to 14. The Hive and Glory place one fewer.
  • The rest of the map. Each act also has 3 shops and 5 elites (8 with Swarming Elites). Overgrowth places 6 or 7 rest sites and Glory 5 or 6.
  • The game's hover boxes for each outcome: Unknown enemy, event, merchant, treasure and elite.
Purchase today
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