Stoneshard Wiki

Dungeon Conditions

Dungeon conditions change environmental risks, enemy abilities or entrance mechanisms during exploration. Find the condition by dungeon type, then check how it applies and its limitations. Conditions are distinct from contract requirements and do not all apply on every visit.

Contents

How conditions are selected

A dungeon can have an explicitly specified condition. Otherwise, a contract-supplied condition takes precedence over random selection. A condition describes special rules for the dungeon's current state, not its type, map coordinates, or contract objective.

In random selection, the chance below determines whether to select a condition, followed by a choice from the type's pool. Special dungeons use a 100% chance at this step. These are dungeon tiers, not player levels.

How conditions are selected
Dungeon tierRandom condition chance
Other tiers0%
210%
325%
450%
5100%

Browse by dungeon type

These are candidates in random selection, not effects that all appear together. Caves have no pool in this selector, but may still have independently scripted or special mechanics.

Miasmas

Miasmas affect the player, introducing toxicity and coughing risks. The effect is applied when the dungeon loads while its boss remains alive. This application condition alone does not establish that killing the boss immediately removes an existing effect.

Restless Spirits

Restless Spirits change opportunities for ghosts to appear: enemy generation allows the spectre category, and tombs on the floor have an increased ghost chance. An increased chance does not guarantee a ghost from every tomb.

Tomb ghost chance is multiplied by 10, not increased by that many percentage points.

Maddening Whispers

Maddening Whispers apply an effect while the boss is alive, affecting Morale and Sanity and producing false sounds of danger. Resting changes the drain rate. Treat sounds in context rather than assuming every cue indicates a real enemy.

Resting multiplies this Morale and Sanity drain by 2.

Blasphemous Ritual

Blasphemous Ritual applies a periodic resurrection effect while the boss is alive. It has its own interval, affected by dungeon tier, so previously cleared fighting areas still warrant attention. The resurrection mechanic is separate from the objective of your current contract.

Trapped Entrance

Trapped Entrance adds a mechanism room on the condition floor and an entrance cage at the first floor's upward stairs. Once lowered, the cage opens when the mechanism changes its opening state. Find the mechanism rather than assuming ordinary stair travel clears the lock.

Cannibalistic Frenzy

Cannibalistic Frenzy grants a cannibalistic ability to eligible enemies when a fresh floor is initialized. It does not affect every enemy: the script excludes several special units. Reloading a saved floor is distinct from initializing a fresh one.

Blood Hex

Blood Hex applies an effect while the boss is alive, reducing Bleed Resistance and Healing Received. A progressively accumulating check can cause a body part to bleed. Kill events delay subsequent triggering; this is not a single fixed hit on entering the dungeon.

Rite of Ascension

Rite of Ascension generates a dedicated ritual room. During the ritual, participants receive ritual effects, eligible enemies are strengthened, and the player's Morale and Sanity are affected. A participant seeing the player or taking a hit interrupts its ritual; the associated enhancement is removed when the last ritual ends.

Summoning Ritual

Summoning Ritual searches random rooms on a fresh floor for suitable sigil positions. Placement has a target count but depends on available positions, so fewer sigils may appear. It also changes how Blood Golems participate in enemy generation. Reloading a saved floor uses restoration handling rather than repeating initial placement.

The sigil target is 3 or 4; fewer may be placed when suitable positions are unavailable.

Iron Discipline

Iron Discipline applies an effect to eligible brigands on a fresh floor, excluding dogs. Its benefits depend on visible allies and their relative tiers, with limits on the counts. It is not a fixed, identical bonus permanently applied to every enemy.

Lower-tier allies, higher-tier allies and all allies are counted separately, each capped at 3. The first two groups affect cooldowns and damage received, and weapon damage and accuracy, respectively; the overall count affects ability energy costs and morale changes.

Revelry

Revelry performs its application once per floor. Eligible brigands that pass its chance check draw an effect from drunkenness, hangover, and positive or negative drug effects; application requires an empty buff list at that time. The condition does not mean every enemy is necessarily drunk.

Eligible enemies face a 50% check, still subject to the requirement to have no existing buffs.

Hefty Stockpiles

Hefty Stockpiles give eligible brigands a chance to gain an additional throwing or potion-drinking ability, with a wider pool at higher tiers. Caltrops require the first ability check to succeed, a non-melee pattern, and a second chance check. Bandages, splints and essences have separate generation and use-count adjustments; these outcomes are not a guaranteed inventory for every enemy.

The primary ability check is 40%. After success, eligible non-melee enemies face a further 40% caltrop check. Dungeon tiers above 3 add bomb options to the primary pool.

References

Game version 0.9.4.25

  1. 0.9.4.25 official condition names, dungeon initialization and effect scripts
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