Random vault (UnNetHack)

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Random vaults are a part of the level generation formula introduced in UnNetHack. The name is a misnomer: these are entirely unrelated to the hidden vaults filled with gold, and connect normally to the rest of the dungeon.

Every room that isn't part of a special level and not a vault is selected from the list of random vaults.

The "normal random room" has a 40/41 chance of being selected. All the others have a 1/2050 chance of being selected.

Some random vaults, including the "normal random room", can be further transformed into Special rooms.

In the UnNetHack source code, the random vaults are defined in dat/vaults.des.

Possible Vaults

Name Can be special Size Map Notes
Normal random room Yes
  • The regular rooms found in vanilla NetHack
  • The only one with a unique chance of being generated, (40/41 compared to 1/2050)
Fake Delphi Subroom only 11x9
  • A big room with a small room in the center, similar to Delphi
  • Both the room and the subroom are guaranteed to be lit
  • There is a door to the subroom, with a 25% chance of a second door.
  • Both doors have a chance of being locked and/or trapped and/or secret.
room with a subroom Subroom only
  • A random room with a random subroom
big room, 1 No 30x10
  • Has a 75% chance of having a random normal room as a subroom
    • This subroom will have a randomly placed door with a 50% chance of a second door
    • Both doors have a chance of being locked and/or trapped and/or secret.
lava/ice/pool/tree/fountain room No 3x3
  • The center square of the room has an equal chance of being lava, ice, pool, tree, or fountain.
  • Each other square has a 10% chance of being the same as the center square.
big room, 2 (max. vertical height) No 10x17
  • 2d3 random hostile monsters
thin, long, horizontal room No 17x3
  • 2d3 random hostile monsters
thin, long, vertical room No 3x17
  • 2d3 random hostile monsters
tiny cage, big monster No 5x5
  • DL1 or DL2: just a random room with a 2x2 subroom
  • Otherwise: subroom also has a random M, D, O, Z, T, or H and the monster will now be caged in iron bars
room with dangerous monster and loot No
  • Up to 3 monsters from the classes M, D, O, Z, T, or H
    • 100% chance of the first random hostile monster
    • 50% chance of a second hostile monster
    • 25% chance of a third monster (not guaranteed to be hostile)
    • These percentages are calculated independently, so there is still a 25% chance, even if the 50% chance fails.
  • Random object
    • 100% chance of the first object
    • 75% chance of a second object
    • 50% chance of a third object
    • 25% chance of a fourth object (this one will be cursed)
    • 10% chance of a fifth object (this one will be blessed)
Name Can be special Size Map Notes
boulder room No
  • 1d6 + 3 boulders
  • 1d4 rolling boulder traps
spider nest No
  • unlit
  • 3d3 webs
ice room No
  • 10% chance of a cold trap
  • Floor replaced by ice
random cloud/lava/ice/pool/tree room No
  • 30% of the tiles are replaced with cloud, lava, ice, pools, or trees (all will be the same type of replacement)
buried treasure Yes
  • Guaranteed buried chest with 3d4 objects
massacre No
  • 5d5 random corpses of the following
    • @', "apprentice", "warrior", "ninja", "thug", "hunter", "acolyte", "abbot", "page", "attendant", "neanderthal", "chieftain", "student", "wizard", "valkyrie", "tourist", "samurai", "rogue", "ranger", "priestess", "priest", "monk", "knight", "healer", "cavewoman", "caveman", "barbarian", "archeologist", "convict"
  • Each corpse generated has a 90% chance of being the same as the previous corpse generated
statuary No
  • 5d5 statues
  • 3 statue traps, each with 50% of existing
light source Yes
  • unlit
  • guaranteed lit oil lamp
potentially spooky Yes
  • unlit
  • if it's night time:
    • 100% of first grave
    • 20% of second grave
    • if DL > 10, there will be a &
temple of the gods No
  • one altar of each alignment
Name Can be special Size Map Notes
mausoleum No 5x5
  • Equal chance of one of the following
    • random hostile L, M, V, Z in the middle
    • corpse of a random @
  • 20% of a secret door
    • never in a corner
  • outer tiles will be solid rock
big room, 1, random type No 17x10
  • a larger version of any type of randomly generated room
big room, 2 (max. vertical height), filled with fog No 10x17
  • lot of clouds
  • 2d3 random hostile monsters
very thin, long, horizontal room No 50x5
  • 2d3 random hostile monsters
very very thin, long, horizontal room No 70x3
  • 2d3 random hostile monsters
L-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------
  • can exist in any of the 4 possible rotations
L-shaped, big No

-------xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....-------
|...........|
|...........|
|...........|
|...........|
|...........|
-------------
  • can exist in any of the 4 possible rotations
Blocked center Yes

-----------
|.........|
|.........|
|.........|
|...}}}...|
|...}}}...|
|...}}}...|
|.........|
|.........|
|.........|
-----------
  • 75% chance of replacing lava with one of the following:
    • solid rock
    • pool of water
    • crystal ice wall
Circular, small Yes

xx---xx
x--.--x
|-...-|
|.....|
|-...-|
x--.--x
xx---xx
Circular, medium Yes

xx-----xx
x--...--x
|-.....-|
|.......|
|.......|
|.......|
|-.....-|
x--...--x
xx-----xx
Name Can be special Size Map Notes
Circular, big Yes

xxx-----xxx
x---...---x
x-.......-x
|-.......-|
|.........|
|.........|
|.........|
|-.......-|
x-.......-x
x---...---x
xxx-----xxx
T-shaped Yes

xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
-----------
  • Can exist in any of 4 rotations
S-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----
  • Can exist in any of 2 rotations
Z-shaped Yes

xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx
  • Can exist in any of 2 rotations
U-shaped Yes

-----xxx-----
|...|xxx|...|
|...|xxx|...|
|...-----...|
|...........|
|...........|
|...........|
-------------
  • Can be flipped vertically
C-shaped Yes

--------
|......|
|......|
|...----
|...|xxx
|...|xxx
|...----
|......|
|......|
--------
  • Can be flipped horizontally
Tetris L-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...|xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------
  • Can exist in any of 4 rotations
Tetris J-shaped Yes

xxx-----
xxx|...|
xxx|...|
xxx|...|
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
--------
  • Can be in any of 4 rotations
Four-leaf clover Yes

-----x-----
|...|x|...|
|...---...|
|.........|
---.....---
xx|.....|xx
---.....---
|.........|
|...---...|
|...|x|...|
-----x-----
Cross Yes

xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
----...----
xxx|...|xxx
xxx|...|xxx
xxx-----xxx
Name Can be special Size Map Notes
watcher in the water No
room with sessile growths No
Pillars Yes 10x10
  • There is a 2x2 pillar with one of the following terrain:
    • 50% chance of solid rock
    • 10% chance of lava
    • 10% chance of ice
    • 10% chance of a pool of water
    • 10% chance of trees
    • 10% chance of crystal ice wall
Small tightly-placed pillars Yes
  • If the width or height is even, no special terrain
  • Otherwise, 1x1 pillars with one of the following terrain:
    • 5/12 chance of solid rock
    • 1/12 chance of lava
    • 1/12 chance of ice
    • 1/12 chance of a pool or water
    • 1/12 chance of tree
    • 1/12 chance of crystal ice wall
    • 1/12 chance of cloud
    • 1/12 chance or iron bars
Mirrored obstacles Yes
  • If the width or height is below 4, no obstacles
  • Otherwise, 1d3 pairs of mirrored obstacles, using one of the following terrain:
    • 5/12 chance of solid rock
    • 1/12 chance of lava
    • 1/12 chance of ice
    • 1/12 chance of a pool or water
    • 1/12 chance of tree
    • 1/12 chance of crystal ice wall
    • 1/12 chance of cloud
    • 1/12 chance or iron bars
Trap Room No
  • Filled with traps.
  • The number of traps will be equal to 1/4 the area of the room, plus up to an additional 1/3 of the room
  • The traps will be selected from the following list:
    • (pit/spiked pit)
    • land mine
    • falling rock
    • (fire/cold trap)
    • (trap door/hole)
    • (arrow/dart)
Underground rivers No
  • might not count as an actual "room"
  • random "globs" of lava or water pools
Trapped rust monster, disenchanter, or disintegrator No 5x5
  • Has a 2x2 island of hostile R, surrounded by pools of water
  • Other than polymorph, this is the only time that disintegrators can appear in UnNetHack (thankfully)
Fern nursery No
Ozymandias' Tomb No
---------
|^.....)|
|..^..^.|
|....^.`|
|....21\|
|.......|
|^.....^|
|......`|
---------
  • The room is lit
  • 1, burned, reads "Look on my works, ye mighty, and despair"
  • 2, burned, 10% chance of existing, reads "My name is Ozymandias, king of kings"
  • Each hole has chance of existing, between 30% to 80%
  • Falling rock traps will be replaced by webs if DL >= 7
  • The falling rock tap/web nearest the throne is guaranteed, others have a 75% chance of existing
  • The chest is trapped
  • The statue trap near the throne has a statue of a werejackal
  • The statue trap near the corner has a statue of an Elvenking
Name Can be special Size Map Notes
Pacman No

--------------------
|....|........|....|
|.--.|.------.|.--.|
|.|..............|.|
|.|.--.|-##-|.--.|.|
|......|    |......|
|.|.--.|----|.--.|.|
|.|..............|.|
|.--.|.------.|.--.|
|....|........|....|
--------------------
  • All of these are guaranteed at random positions: