Notes: Room Level
- 1 Overview
- 2 Biome Scaling
- 2.1 Legend:
- 2.2 Formulas:
- 3 Notes
- 3.1 Misreading
It's commonly said among players that entering a new Thread increases enemy levels by 110. However, the actual value increase is +44 per thread. This affects the room level, which in turn affects the levels of any enemies, hazards, and chests (including their Blueprint and Rune drops) within that room.
The value of 110 is due to the game displaying enemy levels as 2.5x their actual value (44 * 2.5 = 110), to give players a better indication of their own recommended level. So, for example, a level 100 room will have enemies at level 100, but the HUD will say they're level 250.
Since the displayed enemy level is the only in-game reference to enemy/room levels, this value is what's …
Spreadsheets (Google Drive)
All my spreadsheets are here.
Most of the sheets are in v1.0.0 > Google Sheets (Main).
All the game's text is on the Localisation folder, the main file is English_tsv.prefab--EDIT. It has all the lore dialogue, and is especially helpful for finding the real vs. game names for items and enemies (eg. Lamech being called SpellswordBoss
).
The data in the v1.0.2 folder is more up to date, but I haven't processed most of the files. So the data there is mostly being used for data mining, modding, and calculations.
- English_tsv.prefab--EDIT
- Abilities_Data.asset (Cooldown etc)
- Projectiles_Data.asset (Weapons Damage)
- Class_Passives_Data.asset (Class Stats)
- Enemies_Data.asset
- Equipment_Data.asset
- Equipment_SET_Data.asset
- Relics_Data.asset
- Runes_Data.asset
- Skill_Tree…
Jukebox: Developer Data
Backup of the Jukebox table on the Music page, before all the developer columns were removed.
This extra info won't be needed by the average visitor, but might be useful to modders so is preserved here.
Quick Reference: Soul Shop Unlocks
Quick references for copy + pasting Soul Shop unlock requirements.
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Requires to unlock
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