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Dungeon spawns

How a dungeon room decides what stands in it

Dungeons only. Islands run a completely separate encounter system — see Overworld spawns. This is the table a dungeon room populates from: each open floor tile rolls against the pool, an entry is selected by weight (tilted by how well its atmosphere bias matches the room), then its per-tile chance decides whether the tile actually gets it. Enemies additionally spend from the room's power budget, so heavy bodies crowd out light ones.

SpawnableKindPower costWeightPer-tile chanceMax/roomGatesIn pool
BatEnemy0.40.55%4depth ≥ 1Yes
CentipedeEnemy1.30.222.5%2depth ≥ 4Yes
DittoEnemy10.33%3depth ≥ 1Yes
Flying DaggersEnemy000%0depth ≥ 999999999Yes
Flying GreatswordEnemy1.80.061.5%1depth ≥ 12, layer ≥ 2Yes
Flying LongswordsEnemy1.40.092%1depth ≥ 8Yes
Flying SwordsEnemy10.142.5%1depth ≥ 3Yes
GhostEnemy1.10.122.5%1depth ≥ 1Yes
Giant SpiderEnemy00.153%1depth ≥ 6disabled
Rock GolemEnemy2.50.354%1depth ≥ 4Yes
Crawling HandEnemy0.80.253%2depth ≥ 3Yes
LycanthropeEnemy30.152.5%1depth ≥ 5Yes
Prince EchoEnemy000%0depth ≥ 999999999Yes
Skeleton CrawlerEnemy1.10.355%3depth ≥ 2Yes
SlimeEnemy0.80.54%2depth ≥ 1Yes
SpiderEnemy10.143%2depth ≥ 3Yes
Sword CompanionEnemy000%0depth ≥ 999999999Yes
Item HoarderEnemy10.222.5%1depth ≥ 2Yes
WispEnemy1.40.163%1depth ≥ 4Yes
WizardEnemy1.60.153%1depth ≥ 5Yes
Wizard CloneEnemy000%0depth ≥ 999999999Yes
Blood FountainProp0.52%1depth ≥ 3Yes
ChairProp1.26%4Yes
ChestProp0.73%1depth ≥ 2Yes
CrossProp0.62%1depth ≥ 1Yes
FountainProp0.52%1depth ≥ 1Yes
Rock PileProp15%3Yes
TableProp15%2Yes
Trap PitProp0.350.8%2depth ≥ 3Yes
Trap SpikesProp0.51.2%3depth ≥ 2Yes
Tree BroadleafProp16%4outdoorYes
Tree CactusProp16%4outdoorYes
Tree DeadProp16%4Yes
Tree PineProp16%4outdoorYes