Decorative Rooms allow a Group to display design talents or allow assembling in a personal space. All Decorative Rooms have a cost of 150,000 Prestige no matter what size. All Decorative Rooms allow one (1) Anchor Base Item to be placed. This is overlooked in the in-game description of: "Only Decorative items can be placed in this room." Decorative Rooms can hold one (1) Anchor and unlimited Decorative Base Items.
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rdfs:label
| - Decorative Room
- Decorative room
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rdfs:comment
| - Decorative Rooms allow a Group to display design talents or allow assembling in a personal space. All Decorative Rooms have a cost of 150,000 Prestige no matter what size. All Decorative Rooms allow one (1) Anchor Base Item to be placed. This is overlooked in the in-game description of: "Only Decorative items can be placed in this room." Decorative Rooms can hold one (1) Anchor and unlimited Decorative Base Items.
- A decorative room is a randomly generated standard room, with no other purpose than decoration. Except at boss depths that cannot have decorative rooms, each standard room has a 20 % probability to be decorative, instead of just empty. Amongst decorative rooms, each type has the same probability to be used, independently of other generated rooms (e.g. there can be, with low, but non-zero probability, 3 graveyards at the same non-boss floor).
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abstract
| - Decorative Rooms allow a Group to display design talents or allow assembling in a personal space. All Decorative Rooms have a cost of 150,000 Prestige no matter what size. All Decorative Rooms allow one (1) Anchor Base Item to be placed. This is overlooked in the in-game description of: "Only Decorative items can be placed in this room." Decorative Rooms can hold one (1) Anchor and unlimited Decorative Base Items.
- A decorative room is a randomly generated standard room, with no other purpose than decoration. Except at boss depths that cannot have decorative rooms, each standard room has a 20 % probability to be decorative, instead of just empty. Amongst decorative rooms, each type has the same probability to be used, independently of other generated rooms (e.g. there can be, with low, but non-zero probability, 3 graveyards at the same non-boss floor).
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