# 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`

.

The upcoming release of vanilla 3.7 will have a similar feature, called themed rooms.

## 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 | ||

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 | ||

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 |
- Not to be confused with the monster of the same name
- This room contains 1d3 random pools
- If this occurs on level 3 or deeper, it will contain, a Giant eel, Electric eel, or Kraken
| ||

room with sessile growths | No |
- 4d3 sleeping gas spores, F, b, j, and P
| ||

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 |
- If DL >= 3:
- 25% chance of a dungeon fern
- 50% chance of a arctic fern
- 50% chance of a blazing fern
- 50% chance of an swamp fern
| ||

Ozymandias' Tomb | No |
- 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 |