User:Qqqqwe2
test
Contents
preemptively updating the zig floor composition section so i can easily put it in later
(rearranged the first section to be in the same order as ziggurat.lua) TODO: make the tile glyphs accurate where i changed them (swamp, crypt at least)
Monster Themes
Unless mentioned otherwise, the chance for any given set is (approx.) 4.39% for Zig:1-13 and 4.26% for Zig:14-27.
Branches
Lair, Shoals, and the Hells all have 50% chance of the normal chance to spawn.
- Y Monsters from the Lair, with bonus dire elephants, skysharks, torpor snails, catoblepas, spriggan druids, hellephants, and caustic shrikes.
- N Monsters from the Snake Pit, with bonus naga sharpshooters, guardian serpents, salamander tyrants and nagarajas, plus depth-dependent priority for quicksilver dragons.
- H Monsters from the Swamp, with bonus fenstrider witches, and depth-dependent priority for tentacled monstrosities and shambling mangroves, plus rare golden dragons and green deaths.
- m Monsters from the Shoals, with bonus merfolk impalers, merfolk javelineers, water nymphs, and merfolk aquamancers.
- y Monsters from the Spider's Nest with bonus torpor snails, ghost moths, entropy weavers, moths of wrath, emperor scorpions and orb spiders.
- J Monsters from the Slime Pits, with increased numbers of glass eyes, azure jellies, quicksilver oozes, rockslimes, and acid blobs.
- o Monsters from the Orcish Mines, with bonus orc warlords, orc high priests, orc sorcerers, and stone giants, plus iron trolls and juggernauts, with depth-dependent priority for moths of wrath.
- e Monsters from the Elven Halls, with bonus deep elf high priests, deep elf blademasters, deep elf master archers, deep elf annihilators, and deep elf demonologists.
- p Monsters from the Vaults, plus bonus titans, golden dragons, sphinxes, ancient and dread liches with depth-dependent priority.
- z Monsters from the Crypt, with bonus dread liches, ancient liches, revenants, and curse skulls.
- M Monsters from the Tomb, with bonus bennu and mummy priests, and depth-dependent scaling for extra royal mummies.
- X Monsters from the Abyss, with bonus starcursed masses, wretched stars, bone dragons, liches and demonspawn corrupters.
- 1 Monsters from Cocytus, with bonus ice fiends, shard shrikes and titans.
- 1 Monsters from Gehenna, with bonus brimstone fiends, hellions and hellephants.
- 1 Monsters from the Iron City of Dis, with bonus hell sentinels, iron dragons and iron giants.
- 1 Monsters from Tartarus, with bonus tzitzimimeh, curse toes, doom hounds, and silent spectres.
- 1 Pandemonium spawns and a single Pandemonium lord, with extra greater demons and classed demonspawn. Pan lords can spawn even on Zig:1, making it dangerous to enter a Ziggurat unprepared
Theme Sets
Giants, dragons, archers, conjurers and the Vestibule have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.
- C Giants: cyclopes, stone giants, fire giants, frost giants, ettins, titans, and juggernauts.
- D Dragons of all colours, drakes of all types, and hydras.
- d Draconians of all colours and walks of life, with classed draconians increasing by depth.
- e Archers: centaurs, yaktaurs, centaur warriors, yaktaur captains, cyclopes, stone giants, naga sharpshooters, merfolk javelineers, deep elf master archers, fauns, satyrs, thorn hunters and kobold blastminers.
- L Conjurers: occultists, arcanists, necromancers, ogre mages, orc sorcerers, naga mages, naga ritualists, salamander mystics, nagaraja, tengu conjurers, tengu reavers, spriggan air mages, merfolk aquamancers, deep elf conjurers, deep elf annihilators, deep elf sorcerers, draconian scorchers, draconian knights, draconian annihilators, liches, ancient liches, and demonspawn blood saints.
- D Lair rune branches: starting from Zig:14, monsters from the Swamp, the Snake Pit, the Shoals, and the Spider's Nest, with bonus nagarajas, guardian serpents, fenstrider witches, tentacled monstrosities, merfolk aquamancers, water nymphs, ghost moths and moths of wrath.
- 2 The Vestibule: starting from Zig:14, monsters from the Vestibule of Hell, Gehenna, Cocytus, Dis, and Tartarus, with bonus hellions, tormentors and greater demons, depth-dependent hell beast spawns, as well as extra searing wretches, shard shrikes, ancient champions and silent spectres.
Elemental
Elemental floors all have 20% of the normal chance to place, aside from Chaos.
- A Holy: daevas, angels, cherubs, pearl dragons, ophanim, apis, sun moths and seraphs.
- * Fire: efreets, fire crabs, hell knights, will-o-the-wisps, salamander tyrants, balrugs, red draconian scorchers and orbs of fire.
- 2 Ice: ice beasts, ice dragons, rime drakes, frost giants, ice devils, blizzard demons, ice fiends, simulacra, white draconian knights, and shard shrikes.
- 8 Air: air elementals, titans, raijus, storm dragons, electric golems, spriggan air mages, spark wasps and shock serpents.
- 8 Earth: gargoyles, war gargoyles, earth elementals, boulder beetles, torpor snails, iron golems, stone giants, caustic shrikes, entropy weavers, crystal guardians, iron dragons, iron giants, and hell sentinels.
- A Negative energy: soul eaters, phantasmal warriors, deep elf death mages, shadow dragons, ghost crabs, eidola, revenants, demonspawn black suns, curse skulls, curse toes, and various player ghosts.
- p Chaos: heavy depth dependence for chaos spawn, very ugly things, apocalypse crabs, high-HD shapeshifters and glowing shapeshifters, Killer Klowns, greater demons and a multitude of pandemonium lords.