Map inclusion (dNetHack)
Map inclusions are essentially special rooms that don't fit the template of typical rooms, usually by not occurring in room-and-corridor levels and/or not being bounded by walls. Inclusions may contain one or more of the existing special room types.
Map inclusions typically vary randomly in one or more respects, often size, placement, treasure, and/or types of special room present.
Contents
Outlands (Neutral quest first area)
Plumach homesteads
One to seven 3x3 rooms. Each room replaces a 5x5 block of trees.
Each room contains:
- 1 to 4 Plumach Rilmani
- 0 to 9 items (average 3: 1/3rd chance per square in the homestead)
- 50% of items will be a random weapon
- 25% of items will be a random piece of armor
- 25% of items will be a random tool
Example map segment, showing 3 homesteads:
########################
#######·#·########┌───┐#
·######····##·####│###│#
##·┌───┐#······###│###│#
··#│###│#·····####│###│#
·##│###+······####└─+─┘#
··#│###│#······#####·###
···└───┘·········##·####
··#####·········###··###
#··####·##·······##····#
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#·└─+─┘·#######···######
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·····###·####···#####··#
Ferrumach tower
A single 4x4 to 6x6 barracks room, surrounded by walkable squares. As is standard, 1/20th of barracks contain a chest with some gold and random items. Otherwise, the only treasure is the equipment generated with the monsters.
Barracks monsters will be:
- 80%: Ferrumach Rilmani
- 15%: Iron golems
- 4%: Argentum golems
- 1%: Argenach Rilmani
Example map segment:
###########.
#########...
##..........
##.┌────┐...
...│....│...
#..│....│...
...│....│.#.
...│....│.#.
...└──+─┘.##
..........##
...#########
############
Plumach village
- Two parallel rows of 2x2 rooms (shacks), 1 to 5 rooms long
- Each shack contains :
- 0 to 4 Plumach Rilmani (50% chance per square)
- 0 to 4 items (50% chance per square)
- 50% of items will be a random weapon
- 25% of items will be a random piece of armor
- 25% of items will be a random tool
- Each shack contains :
- Two 3x2 to 3x5 rooms, one at each end of the village
- Each is a special room (1/7th chance of each):
- A random store
- A neutral temple (with aligned priest)
- A Ferrumach barracks
- Barracks monsters will be:
- 80%: Ferrumach Rilmani
- 15%: Iron golems
- 4%: Argentum golems
- 1%: Argenach Rilmani
- Barracks monsters will be:
- A Aurumach throne room (the Aurumach Rilmani will not be generated unless the player is very high level)
- A large Plumach dwelling
- 0 to 4 Plumach Rilmani (50% chance per square)
- 0 to 4 items (50% chance per square)
- 50% of items will be a random weapon
- 25% of items will be a random piece of armor
- 25% of items will be a random tool
- A gold vault
- Contains one pile of gold per square
- 50% chance of a gold golem per square
- A tool shed
- Contains one random tool per square
- Each is a special room (1/7th chance of each):
Example map segment:
.##.####........##.####.....###.#
###.##..............##......###.#
.###....┌──┐.┌──┐.┌──┐...........
####....│##│.│##│.│##│..........#
##......│##│.│##│.│##│...###....#
#.┌───┐.└─+┘.└─+┘.└─+┘.┌──────┐##
##│###│................│######│##
##│###+................+######│##
..│###│................│######│.#
..└───┘.┌+─┐.┌+─┐.┌+─┐.└──────┘..
.#####..│##│.│##│.│##│..........#
######..│##│.│##│.│##│....#......
######..└──┘.└──┘.└──┘..####.##.#
#####...................#########
####.##.###............##########
Inverted ziggurat
11x11 nested room
The outer room forms a 2-wide corridor, which is generated empty.
If a Shattered Ziggurat wizard is not more than 5 levels out-of-depth, the center room contains
- 1 Shattered Ziggurat wizard
- 2 to 10 Shattered Ziggurat knights
- 6 to 12 Shattered Ziggurat cultists
Otherwise, the center room contains
- 1 to 4 Shattered Ziggurat knights
- 6 to 12 Shattered Ziggurat cultists
The center room contains either an unaligned altar or a buried iron chest in the center square. If present, the chest will contain:
- 1 to 6 torches
- 1 to 6 +0 to +2shadowlander's torches
- a wand of striking
- 1 to 3 unholy waters
If the wizard was placed, then his smoky violet faceless robe is also potentially interesting loot.
Example map segment:
#########...#####
#...............#
#.┌──+────────┐.#
#.│###########│.#
#.│###########│.#
#.│##┌─────┐##│.#
#.│##│#####│##│.#
#.│##│#####│##│.#
#.│##│##_##│##│.#
#.│##│#####│##│.#
#.│##│#####│##│.#
#.│##└──+──┘##│.#
#.│###########│.#
#.│###########│.#
..└───────────┘.#
#...............#
#################
Fishing village
A series of 2x2 rooms along a coast. Some of the rooms will open onto shallow water.
Each room contains 1 to 3 deep ones
Each square of each room contains:
- 1/9th chance: spear
- 1/9th chance: salted fish
- 1/9th chance: potion of booze
- 1/9th chance: cram ration
- 1/100th chance: random amulet (made of gold, but this affects nothing but the weight)
- 1/100th chance: gold circlet (one of the helms with randomized appearance, varies per game)
Example map segment:
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