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Dungeon Structure and Room Structure Sponsored links help make RuneScoop possible; RuneScoop members don't see them. See here for more information about ads. Once a team is formed and the team leader has specified parameters such as the floor number, difficulty setting and complexity level, its time to enter Daemonheim. The team will be teleported to its custom, dynamically generated dungeon, ready for action. Even though every dungeon is unique, they all follow the same overall structure. The same goes for rooms as well: there are hundreds of different conbinations of room layouts and items within them, but overall, they adhere to a general set of rules. Lets take a look at the structures of dungeons and rooms, which will help us understand more about what raiding a floor is about. Every dungeon is based on a 4x4, 4x8 or 8x8 rectangular grid of rooms, depending on its size. The dungeon generally contains the following fixed elements:
Every dungeon has a path that you must follow, at a minimum, to complete it. Often called the critical path, this is the set of rooms that you must visit at least once in order to get the keys needed to unlock the boss room. Dungeons of complexity level 5 or higher also have bonus rooms, which arent strictly necessary to get to the boss, but that must be explored to achieve the highest XP rewards. Just as every dungeon is different but they all have a consistent overall pattern of rooms, the rooms themselves are all different, but also fit a general structure. All of the rooms in Daemonheim are what I call mostly square. By this I mean that they arent always comprised of four equal-length walls meeting at right angles, but they always take up the same overall space as a square room. This is necessary for the rooms to fit the standard rectangular grids used for dungeon floors. There are no rooms that take up more than one square in the grid. Every room can have up to four doors, one located on each of the north, south, west or east doors. As mentioned earlier, these doors come in different varieties, each requiring a different approach for opening them. The first time you click to open a door, you wont actually enter; youll just be shown whats in the room. The second time you click, youll go in. The starting room, boss room and challenge rooms have mostly fixed internal structures. Regular rooms are highly variable, but will contain some combination of the following:
Its also common to find gaping holes of various shapes in some rooms. These are also eye candy in that you cannot interact with them, but they restrict where you can run. There doesnt appear to be a strong relationship between the shape of a room, its location in the dungeon, and the resources or elements it contains. I have noticed informally, however, that I do seem to find certain stations more often in particular rooms. For example, prayer altars seem to be much more common in dead end rooms than in rooms on the critical path to the boss.
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