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.
| Dungeon tier | Random condition chance |
|---|---|
| Other tiers | 0% |
| 2 | 10% |
| 3 | 25% |
| 4 | 50% |
| 5 | 100% |
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.