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Dungeon Identity
Channel Info
Boss Information
Root dungeon — bosses predicted from tile data
Per-layer bosses predicted from MSB entity placement in the dungeon tile.
Source: m29_53_00_57
Additional bosses in tile (inactive):
Rite Effects on Bosses:
Dungeon Map Layer 1
Map Legend
Enemy Roster 25 types
Counts are the pool size in the tile's MSB template — the maximum number of spawn slots and stat variants the generator can pick from across all layers. The actual number you'll fight in any single playthrough is lower (typically a fraction per layer, since the MSB stacks variants and spans multiple vertical layers).
Difficulty Scaling Depth 5
Depth Multipliers
Per-Layer Scaling
Rite Modifiers
Drop Rate = Base Luck Value × (Discovery / 100)
Resolved Features
Expected Loot Pools
Blood Gems
- Arcane (5-6)
- Nourishing (5-6)
- Odd Arcane (5-6)
- Abyssal Arcane
Materials
- Ritual Blood (5)
- Tomb Mould (5)
- Pearl Slug
- Arcane Haze
Runes
- Tier 3 Caryll Runes
- Great Ones Wisdom
Unique / Special
- Uncanny/Lost weapon variants
- Blood Rock
- Isz-exclusive gems
Active Rites
Strengthened foes (+1 enemy enhancement feature per layer)
Additional rite adds 6 possible feature variants affecting spawn configurations and enemy placement
Player HP is halved; drops Cursed blood gems (stronger but with negative effects). +1000 hidden Discovery affecting gem drop rates
