Changes

Jump to navigation Jump to search
no edit summary
Line 451: Line 451:  
Every rock destroyed has a chance to spawn a ladder, becoming more likely as there are fewer rocks remaining. If this is successful, a ladder will spawn and prevent further ladders spawning from rocks. (In contrast, in the [[Skull Cavern]], there is a 20% chance that a shaft will spawn instead of a ladder, and this does not prevent further ladders/shafts spawning from rocks.)
 
Every rock destroyed has a chance to spawn a ladder, becoming more likely as there are fewer rocks remaining. If this is successful, a ladder will spawn and prevent further ladders spawning from rocks. (In contrast, in the [[Skull Cavern]], there is a 20% chance that a shaft will spawn instead of a ladder, and this does not prevent further ladders/shafts spawning from rocks.)
   −
Specifically: Every rock destroyed has a base chance of 2% to spawn a ladder. This is adjusted by daily [[luck]], increasing by 2.5% at best (0.5% of which is added by the [[Special Charm]]) or decreasing by 2% at worst. It is also adjusted by luck [[buffs]], for example food buffs add 1% for every point of Luck. A hypothetical player with max daily luck and +1 luck buff would therefore have a 2 + 2.5 + 1 = 5.5% base chance to spawn a ladder for each rock destroyed. The inverse of the number of rocks remaining (after subtracting the rock that was just destroyed) is added on top of that (''e.g.,'' if 5 rocks remaining then 1/5 = 0.2 or 20%, if 100 rocks remaining then 1/100 = 0.01 or 1%). If no enemies remain then another 4% is added.
+
Specifically: Every rock destroyed has a base chance of 2% to spawn a ladder. This is adjusted by daily [[luck]], increasing by 2.5% at best (0.5% of which is added by the [[Special Charm]]) or decreasing by 2% at worst. It is also adjusted by luck [[buffs]], for example food buffs add 1% for every point of luck. A hypothetical player with max daily luck and +1 luck buff would therefore have a 2 + 2.5 + 1 = 5.5% base chance to spawn a ladder for each rock destroyed. The inverse of the number of rocks remaining (after subtracting the rock that was just destroyed) is added on top of that (''e.g.,'' if 5 rocks remaining then 1/5 = 0.2 or 20%, if 100 rocks remaining then 1/100 = 0.01 or 1%). If no enemies remain then another 4% is added.
    
===Crates and Barrels===
 
===Crates and Barrels===
Line 458: Line 458:  
Most containers respawn every time a floor is entered. Containers on reward floors in the Mines, however, are only spawned the first time entering there. After those containers are destroyed, no new containers will appear on these floors.
 
Most containers respawn every time a floor is entered. Containers on reward floors in the Mines, however, are only spawned the first time entering there. After those containers are destroyed, no new containers will appear on these floors.
   −
Some items replace others depending on if the player has reached the bottom of the Mines. Where there are two values, the first is before reaching the bottom of The Mines, the second is after. The possible items found in containers and their chances are<ref name="barreldrop" />:
+
Some items replace others depending on if the player has reached the bottom of the Mines. Where there are two values, the first is before reaching the bottom of the Mines, the second is after. The possible items found in containers and their chances are<ref name="barreldrop" />:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
Line 976: Line 976:     
===Infested Floors===
 
===Infested Floors===
[[File:Overrun Area.png|thumb|right|300px|Entering an infested floor.]]
+
[[File:Overrun Area.png|thumb|right|300px|Entering an infested floor]]
 
Occasionally the player will enter an infested floor filled with [[slimes]] or a mix of [[monsters]]. Unlike normal floors, there are no rocks and in slime-infested floors, the walls and ground are covered in green slime rather than the normal themes. [[Foraging|Forageable]] items such as [[Quartz]] or Mushrooms may still be found.
 
Occasionally the player will enter an infested floor filled with [[slimes]] or a mix of [[monsters]]. Unlike normal floors, there are no rocks and in slime-infested floors, the walls and ground are covered in green slime rather than the normal themes. [[Foraging|Forageable]] items such as [[Quartz]] or Mushrooms may still be found.
   Line 983: Line 983:  
A [[Staircase]] can also be used to skip an infested floor.
 
A [[Staircase]] can also be used to skip an infested floor.
   −
The [[Buffs|Oil of Garlic Buff]] prevents floors from being infested. [[Oil of Garlic]] must be consumed before entering the floor to prevent infestation.
+
The [[Buffs#Oil of Garlic|Oil of Garlic Buff]] prevents floors from being infested. [[Oil of Garlic]] must be consumed before entering the floor to prevent infestation.
    
In rare cases, there may be no monsters on an infested floor. In this case, a ladder will appear next to the entrance shortly after entering the floor, along with the message "A way down has appeared".
 
In rare cases, there may be no monsters on an infested floor. In this case, a ladder will appear next to the entrance shortly after entering the floor, along with the message "A way down has appeared".
Line 994: Line 994:     
===The Mushroom Floor===
 
===The Mushroom Floor===
[[File:The Mushroom Floor.jpg|thumb|right|150px|A mushroom floor.]]
+
[[File:The Mushroom Floor.jpg|thumb|right|150px|A mushroom floor]]
 
Any floor in the lowest section of the Mines (floors 81-119), excluding elevator floors, has a 3.5% chance of generating as a mushroom floor, provided the same floor hasn't been generated as a mushroom floor before on the same day.<ref name="mushfloor" />
 
Any floor in the lowest section of the Mines (floors 81-119), excluding elevator floors, has a 3.5% chance of generating as a mushroom floor, provided the same floor hasn't been generated as a mushroom floor before on the same day.<ref name="mushfloor" />
   Line 1,002: Line 1,002:     
===Dungeon Floors===
 
===Dungeon Floors===
[[File:DungeonFloor.jpg|thumb|right|300px|A dungeon floor.]]
+
[[File:DungeonFloor.jpg|thumb|right|300px|A dungeon floor]]
 
Dungeon floors are a type of floor similar in appearance to the single floor of the [[Quarry Mine]]. Any eligible floor in the Mines has a 4.4% chance of generating as a dungeon floor after the [[Quarry Mine]] has been unlocked.<ref name="loadlevel" /> These floors have the same enemies and rocks as the Quarry Mine and can often be considerably harder than those of the floors they replace. Dungeon floors are never infested.<ref name="loadlevel" />
 
Dungeon floors are a type of floor similar in appearance to the single floor of the [[Quarry Mine]]. Any eligible floor in the Mines has a 4.4% chance of generating as a dungeon floor after the [[Quarry Mine]] has been unlocked.<ref name="loadlevel" /> These floors have the same enemies and rocks as the Quarry Mine and can often be considerably harder than those of the floors they replace. Dungeon floors are never infested.<ref name="loadlevel" />
   Line 1,012: Line 1,012:     
===The Bottom of the Mines===
 
===The Bottom of the Mines===
On floor 120 of the Mines is the [[Skull Key]]. The skull key is used to open a door in a cave in [[The Desert]], leading to the [[Skull Cavern]]. It is also used to unlock the [[Junimo Kart]] arcade machine for play in [[The Stardrop Saloon]].
+
On floor 120 of the Mines is the [[Skull Key]]. The skull key is used to open a door in a cave in [[the Desert]], leading to the [[Skull Cavern]]. It is also used to unlock the [[Junimo Kart]] arcade machine for play in [[the Stardrop Saloon]].
    
Furthermore, reaching this floor also changes other parts of the game:
 
Furthermore, reaching this floor also changes other parts of the game:
Line 1,044: Line 1,044:  
* Defeated monsters dropping [[Diamond]]s and [[Prismatic Shard]]s.
 
* Defeated monsters dropping [[Diamond]]s and [[Prismatic Shard]]s.
   −
This stacked difficulty also increases the buff to monsters (more damage, more health, more resilience), making the mines more challenging.
+
This stacked difficulty also increases the buff to monsters (more damage, more health, more resilience), making the Mines more challenging.
    
==Strategy==
 
==Strategy==
 
===Swarms===
 
===Swarms===
If the screen becomes "misty", "glowy", or "foggy", several of the current floor's flying monsters will spawn and attack. Consuming [[Oil of Garlic]] will prevent these infestation fogs.
+
If the screen becomes "misty", "glowy", or "foggy", several of the current floor's flying monsters will spawn and attack. Consuming [[Oil of Garlic]] will prevent these infestation fogs.
    
===Staircases===
 
===Staircases===
Line 1,203: Line 1,203:     
==Trivia==
 
==Trivia==
* The axe, scythe or pickaxe can be used to kill monsters in lieu of a weapon.
+
* The [[Axes|axe]], scythe, or [[Pickaxes|pickaxe]] can be used to kill [[monsters]] in lieu of a weapon.
* Stone can be purchased from the [[Carpenter's Shop]] for {{Price|20}} each during year 1, making it possible to skip all 120 floors using [[Staircase]]s for just under {{Price|225000}} (useful for unlocking all the floors in order to return later).
+
* Stone can be purchased from the [[Carpenter's Shop]] for {{Price|20}} each during Year 1, making it possible to skip all 120 floors using [[Staircase]]s for just under {{Price|225000}} (useful for unlocking all the floors in order to return later).
 
**Starting in Year 2, the price of stone increases to {{Price|100}}, making this a much more expensive technique ({{Price|1125000}}).
 
**Starting in Year 2, the price of stone increases to {{Price|100}}, making this a much more expensive technique ({{Price|1125000}}).
 
**[[Monsters]] become more difficult to kill with increased damage after reaching the bottom of the Mines,<ref name="buffedmonsters" /> so this technique is not without penalties.
 
**[[Monsters]] become more difficult to kill with increased damage after reaching the bottom of the Mines,<ref name="buffedmonsters" /> so this technique is not without penalties.
Line 1,212: Line 1,212:  
==Gallery==
 
==Gallery==
 
<gallery mode=packed widths=100% heights=100% class="minesgallery">
 
<gallery mode=packed widths=100% heights=100% class="minesgallery">
File:Mine Overview.png|The entrance to the Mines.
+
Mine Overview.png|The entrance to the Mines.
File:MinesEnteranceBlocked.png|The blocked Mine Entrance before Spring Day 5.
+
MinesEnteranceBlocked.png|The blocked Mine Entrance before Spring Day 5.
File:Coal Minecart.jpg|A minecart containing 6 pieces of coal.
+
Coal Minecart.jpg|A minecart containing 6 pieces of coal.
 
</gallery>
 
</gallery>
   Line 1,237: Line 1,237:  
==History==
 
==History==
 
{{History|1.3.27|Removed exploit that created a ladder to the [[Skull Cavern]] on floor 120 by blowing up an item with a [[Crafting#Bombs|bomb]]. Added several changes that happen after reaching the bottom of the Mines, specifically rare prismatic shard/diamond now rarely drop from any monster, gems/purple mushrooms are now found in garbage cans and can be requested by NPC quests, and some monsters becoming stronger.}}
 
{{History|1.3.27|Removed exploit that created a ladder to the [[Skull Cavern]] on floor 120 by blowing up an item with a [[Crafting#Bombs|bomb]]. Added several changes that happen after reaching the bottom of the Mines, specifically rare prismatic shard/diamond now rarely drop from any monster, gems/purple mushrooms are now found in garbage cans and can be requested by NPC quests, and some monsters becoming stronger.}}
{{History|1.4|Added random dungeon (quarry mine) floors. Changed the way mushroom floors are spawned, so they cannot be repeatedly "farmed". Removed exploit where clicking the journal icon would prevent the passing out (from low health) cutscene where items and gold were lost. Mine floors are no longer forgotten when passing out due to low health.  Added Marlon's Item Recovery Service. Mine floors now also reset as soon as the player returns to floor 0, instead of only the next 10-minute tick of the game clock when on a lower numbered floor.}}
+
{{History|1.4|Added random dungeon (quarry mine) floors. Changed the way mushroom floors are spawned, so they cannot be repeatedly "farmed". Removed exploit where clicking the journal icon would prevent the passing out (from low health) cutscene where items and gold were lost. Mine floors are no longer forgotten when passing out due to low health.  Added [[Marlon]]'s [[Adventurer's Guild#Item Recovery Service|Item Recovery Service]]. Mine floors now also reset as soon as the player returns to floor 0, instead of only the next 10-minute tick of the game clock when on a lower numbered floor.}}
 
{{History|1.5|In the Advanced Options when starting a farm, there is an option for Mine Rewards to be Default or Remixed. Added the [[#Shrine of Challenge|Shrine of Challenge]] to floor 120 after completing Qi quest.}}
 
{{History|1.5|In the Advanced Options when starting a farm, there is an option for Mine Rewards to be Default or Remixed. Added the [[#Shrine of Challenge|Shrine of Challenge]] to floor 120 after completing Qi quest.}}
 
{{History|1.5.5|Fixed issue where the harder Mines could be permanently enabled and be unable to change back.}}
 
{{History|1.5.5|Fixed issue where the harder Mines could be permanently enabled and be unable to change back.}}
{{History|1.6|Added a [[Slimes|Gold Slime]] that drops [[gold]] when killed. Raised maximum Death Penalty from {{Price|5000}} to {{Price|15000}}}}
+
{{History|1.6|Added a [[Slimes|Gold Slime]] that drops [[gold]] when killed. Raised maximum Death Penalty from {{Price|5000}} to {{Price|15000}}.}}
    
{{NavboxLocations}}
 
{{NavboxLocations}}
1,424

edits

Navigation menu