Mimic Logic

Mimic Logic

Not enough ratings
Score system and other random stuff
By Kyper
Compilation of random stuff I've found by playing the game and going through the files, won't help you play the game but could be interesting to some people
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Score system
The score calculation appears to be in the game install directory\www\js\plugins\Goal.js at line 34:
//スコア const update = $gameSwitches.value(50) ? 0 : $gameVariables.value(171) + $gameVariables.value(172) + $gameVariables.value(173) + $gameVariables.value(174); let score = time >= 0 ? 2000 - (time / 1000 * 3) : -100 * kai; score += kai * 60;//階数 score += takara * 80;//宝箱 score += $gameSwitches.value(91) ? kai * 70 / 2 : 0;//ドロボウ補正 score -= Math.floor(update * 0.1);/*アプデ*/ score += $gameVariables.value(179) * 80//ランダムでの補正
This roughly translates to:
2000 - (time in ms * 1000 / 3) + (floor reached * 60) + (treasures found * 80) + (Robbers bonus: floor reached * 70 / 2) - (upgrades * 0.1) + (Missing Random dungeon treasures * 80)
The basic breakdown is:
  • Time: you get more points the faster you clear the dungeon
  • Floor: farthest floor reached, 1860 points for 30 floor dungeons (includes the 31st floor)
  • Treasures: number of treasures you've opened * 60
  • Robbers Compensation: if playing a Robbers dungeon, gain (floor reached * 70 / 2) points - 1085 points for 30 floor dungeons (includes 31st floor)
  • Upgrade Penalty: if upgrades are enabled, reduce score by 10% of total upgrades
  • Random Correction: if playing a Random dungeon, any floors that spawn more than 1 mimic are granted to you as a "free" treasure
Time
Starts at a base 2000 points, goes down by 3 points per second. The exact formula is:
2000 - (time in milliseconds / 1000 * 3)
Time can give you negative points after you go past about 11m06s. The timer does not stop with any action.

If you Save and Quit during your run and come back later, the Results screen will show "Can't measure" and give you (-100 points * floor reached). This is -3100 points for 30-floor dungeons (includes extra floor after boss), or -5100 for 50-floor.

There doesn't seem to be any limit to the amount of negative points you can receive, so saving+quitting for the -3100 penalty essentially gives you more points if you went past 28m20s on a 30-floor dungeon.

Floor
Farthest floor reached * 60 points. A static 1860 points for 30 floor dungeons (30 + last floor where you find the final treasure).

Treasures
Number of treasures found * 80 points. The number of possible treasures doesn't seem to affect the formula. Dungeon types and skill levels affect the total number of treasures that can spawn - see the section below for more details.

Robbers Compensation
Added in the Mar 27 / v1.004 update, the Robbers dungeon now gives a bonus of (Farthest floor reached * 70 / 2) points. This is 1085 points for 30 floor dungeons (30 + last floor where you find the final treasure).

Upgrade Penalty
If upgrades are enabled, you'll lose 10% of your total times upgraded (this total appears as "Times upgraded" in the Results screen). This is relatively small, but it's there. For example, if you've upgraded 100 times then you'll lose 10 points.

Random Correction
Seems to be used only for Random dungeons. Random dungeons can spawn in between 1 and less than half of the total number of boxes (ex. 6 boxes can have 1-2 mimics, 7 boxes can have 1-3 mimics, 9 boxes can have 1-4 mimics). If a floor decides to spawn more than 1 mimic, it looks like the game awards you a "free" treasure and adds 80 points to your score. See the below section for example calculations.

Formula calculation examples
The formula in one line is:
2000 - (time in ms * 1000 / 3) + (floor reached * 60) + (treasures found * 80) + (Robbers bonus: floor reached * 70 / 2) - (upgrades * 0.1) + (Random Correction * 80)

Standard LV2
https://cs2bus.com/sharedfiles/filedetails/?id=3169707294
Time: 19:10.565 / 1150565 milliseconds
Floor: 31
Boxes: 67 / 67
Upgrades disabled
Score: 5768

Calculating the above:
Time: 2000 - (1150565 / 1000 * 3) = -1451.695 Floor: 31 * 60 = 1860 Boxes: 67 * 80 = 5360 Robbers bonus: 0 Upgrade penalty: 0 Random Correction: 0 = -1451.695 + 1860 + 5360 = 5768.305 // truncate decimal

Expert LV1
https://cs2bus.com/sharedfiles/filedetails/?id=3169707167
Time: 12:42.486 / 762486 ms
Floor: 31
Boxes: 65 / 70
Upgrades disabled
Score: 6772

Calculating the above:
Time: 2000 - (762486 / 1000 * 3) = -287.458 Floor: 31 * 60 = 1860 Boxes: 65 * 80 = 5200 Robbers bonus: 0 Upgrade penalty: 0 Random Correction: 0 = -287.458 + 1860 + 5200 = 6772.542
Random LV1 comparisons
With random dungeons, the Random Correction value will kick in. This value is affected by how many mimics spawn on a floor; since a mimic "robs" you of a potential treasure, the game "gifts" you that treasure for free.

On skill LV1, you can have a minimum of 60 boxes if each treasure floor is filled with the upper limit of mimics, or 85 boxes if each floor only spawned 1 mimic. The Random Correction value is the number of possible treasures you could've opened as shown in the Results screen compared to the maximum possible number of boxes.

Comparing 2 runs:
https://cs2bus.com/sharedfiles/filedetails/?id=3169707387
Time: 24:37.661 / 1477661 ms
Floor: 31
Boxes: 58/67
Upgrades: 14
Score: 5506

The Results screen shows 67 boxes total. The maximum if only 1 mimic spawned on each floor is 85, so the Random Correction value is 85 - 67 = 18.
Time: 2000 - (1477661 / 1000 * 3) = -2432.983 Floor: 31 * 60 = 1860 Boxes: 58 * 80 = 4640 Robbers bonus: 0 Upgrade penalty: 14 * 0.1 = 1.4 = 1 // Math.floor round down Random Correction: 18 * 80 = 1440 = -2432.983 + 1860 + 4640 - 1 + 1440 = 5506.017

https://cs2bus.com/sharedfiles/filedetails/?id=3169707425
Time: 22:37.580 / 1357580 ms
Floor: 31
Boxes: 71/78
Upgrades: 14
Score: 6026

Random Correction: 85 - 78 = 7
Calculating the above:
Time: 2000 - (1357580 / 1000 * 3) = -2072.74 Floor: 31 * 60 = 1860 Boxes: 71 * 80 = 5680 Robbers bonus: 0 Upgrade penalty: 14 * 0.1 = 1.4 = 1 Random Correction: 7 * 80 = 560 = -2072.74 + 1860 + 5680 - 1 + 560 = 6026.26

How should I approach scoring?
Basically, gotta go fast and solve/loot all the treasures.
If you're trying to get the 7000+ point achievement items, here's a bit of a guideline:
  • You lose 3 time points per second
  • 1 treasure chest is 80 points, roughly worth 26.66 seconds of time points
  • 2.25 chests is equal to 1 minute of points
  • With 60 chests and no upgrade penalty, you need a clear time of 9m 13s
  • With 65 chests, 11m 26s
  • With 70 chests, 13m 40s
  • With 80 chests, 18m 07s
The dungeon type and skill level affects the total amount of treasures available - see the below section for more details. If you can handle the puzzles on the higher skill levels, you may want to try them for more treasure points. Also note some of the oddities: Numbers LV1 actually spawns more chests compared to LV2/3/4 (95 vs 90).

7000+ points on Confuse LV3/4 with the -3100 Save and Quit penalty
The Confuse dungeon can be rough and time consuming to solve. If you're aiming for the 7000+ point item but can't quite go fast enough (28+ minutes), you can eat the -3100 penalty by choosing Save and Quit in the menu and then loading your Auto Save. Then, you'll have to get at least 103 treasures to get enough points. Note the following:
  • This can only be done on Confuse LV3 or LV4, these skill levels both spawn 105 treasure chests
  • If upgrades are enabled, you'll need an extra treasure if you have 10 or more
https://cs2bus.com/sharedfiles/filedetails/?id=3173317774
(pre-1.005 screenshot, v1.005 would be 7159)
You can also do this in Random LV3/4 as the maximum treasures (including random correction) is enough (110 for LV3 and 120 for LV4), but all other dungeons don't seem to break 100 for their 30-floor versions.
Dungeon floor pattern/layout
Floors appear in a set order with some randomness.
  • 5 treasure floors appear for every 10 floors, on floors ending in number 1/2/4/6/8
  • Floors ending in 3 and 7 are bonus floors
  • Floors ending in 5 and 9 are enemy encounters
  • A rest stop will appear on the floor before the boss (floor 29 in 30-floor dungeons, 49 in 50-floor), this replaces the second enemy encounter per 10 floors
  • Towns are on every 10th floor except the last one (boss)
Bonus floors - 3/7
When entering a bonus floor, first you have a 20% chance of encountering an Arms Dealer or Masseuse. The Arms Dealer sells an item at random: a Charm that is 33% cheaper than the regular shop, up to 5 ATK Candy also at a 33% discount, or a relic to increase Nehsa's spell damage. The Masseuse offers options to either restore HP+Guts or increase your Max HP.

Failing this encounter, you then have a 33% chance of encountering a regular Merchant.

If you don't encounter a Merchant, you'll encounter 2/3 monsters. You can skip them by taking the stairs, but if you fight them then they will drop an ATK Candy. Past floor 20, this becomes a Super ATK Candy that grants +2 instead of +1.

Enemy encounters - 5/9
You will run into a random set of monsters that you need to defeat to progress to the next floor. This can be 1 orc/green humanoid, 2 birds, or 3 rodents. Each encounter type has an equal chance of appearing.

Using the 1xOrc as a base for HP, a Bird has 66% HP of an Orc and a Rodent has 50% HP.

Every monster deals the same amount of damage. Enemy HP and damage is dependent on skill level and possible obtainable treasures - see below section for details.

Town
Each town has a shop building on the left and a restaurant on the right. The shop sells you items and the restaurant restores HP/Guts, options are a portion or full restoration for more gold. Random NPCs can also spawn:
  • Lottery seller: pay 200 GP for a scratch ticket, a ticket has 3 scratch slots and each slot has a 25% of revealing a star, 1/2/3 stars rewards you with 300/400/1100 GP, 0 stars gives you nothing, third place prize (300) would be 57.8% chance, second is 15.63%, first is 1.56%
  • Mechanic: pay 10GP to restore 10 points of durability to your equipped weapon and armor
  • Doctor: 50% chance of healing 30 HP (not affected by Relic boosts) or losing 30 HP (can't die)

Rest Stop
The rest stop has a shop on the left like in Town, but in place of the restaurant is an NPC that rewards you with 5 ATK Candy if you've obtained at least 90% of total treasures.

The random NPCs that spawn in Town can also spawn here. In addition is a Rock Collector NPC who will buy any rocks for 100 GP each.

Boss
The boss waits at the end of the dungeon on floor 30 (or floor 50 for skill LV5 dungeons). As with regular enemy encounters, boss HP and damage is dependent on skill level and treasures, although the boss has a bigger HP increase from treasures. See below section for details.

v1009 introduces an alternate boss floor. You have a 50% of encountering the solo boss as before or a new boss with a mage in the center backed up by 2 crystals. The alternate mage boss floor uses the same damage formula (so the regular solo boss and the new mage/crystals all deal the same damage). I haven't quite figured out the HP formula yet...
Enemy HP and Damage Calculation
Enemy HP and damage is based on a few things, including skill level and maximum possible treasures you could've opened at that point in time. On floors ending in 5/9, there are 3 possible encounters:
  • 1 x Orc/green humanoid
  • 2 x Birds
  • 3 x Rodents
Interestingly, HP is spread across the 2 birds/3 rodents but each monster uses the same calculation for dealing damage.

The enemy HP + damage calculation seems to be in <install folder>/www/data/CommonEvents.json at line 32/id 30:
maxhp = (($gameMap.mapId() == 42 ? akereta : Number(teki.note)) + akereta) / (count2 * 0.5 + 0.5) maxhp = Math.max(1, Math.floor(maxhp * (0.7 + kijun / 8) * (teki.note == 1 ? 0.8 : 1))) pow = Math.floor((akereta * (5 + kijun / 3) / 10) * (teki.note == 1 ? 0.5 : 1) + 8)

From what I can interpret:
//mapId() 42 - boss map //count2 - number of enemies //kijun - varies by level, 3/4.5/5.5/6/5 for LV1/2/3/4/5 respectively, Robbers is 2.5/3.5/4.5/5/4 //akereta - possible obtainable treasures up to this point //teki.note - 1 for candy/bonus floor encounters, 10 for regular encounters

With this, enemy HP and damage can be calculated per floor. For an example, we'll look at 2 encounters on Floor 5, one on Standard LV5 and one on Number LV5.

For Standard, referencing the treasure layout in the below section, we can obtain a maximum of 12 treasures once we hit Floor 5. We'll assume we encountered the solo monster. So our variables look like:
//are we on boss map/mapId() = 42? no akereta = 12 teki.note = 10 count2 = 1 kijun = 5
Plugging this into the above calculation for the first part of maxhp:
maxhp = (($gameMap.mapId() == 42 ? akereta : Number(teki.note)) + akereta) / (count2 * 0.5 + 0.5) = (are we on boss map/mapId() == 42, if yes then akereta + akereta, if no then teki.note + akereta) / (count2 * 0.5 + 0.5) = (teki.note + akereta) / (count2 * 0.5 + 0.5) = (10 + 12) / (1 * 0.5 + 0.5) = 22
Taking this value for the second part of maxhp:
maxhp = Math.max(1, Math.floor(maxhp * (0.7 + kijun / 8) * (teki.note == 1 ? 0.8 : 1))) = Math.max(1, Math.floor(22 * (0.7 + 5 / 8) * (does teki.note = 1 ? use 0.8, otherwise use 1))) = Math.max(1, Math.floor(22 * (0.7 + 5 / 8) * (1))) // order of operations, so 5/8 first = Math.max(1, Math.floor(22 * 1.325 * 1)) = Math.max(1, Math.floor(29.15)) = 29
And then the damage:
pow = Math.floor((akereta * (5 + kijun / 3) / 10) * (teki.note == 1 ? 0.5 : 1) + 8) = Math.floor((12 * (5 + 5 / 3) / 10) * (does teki.note = 1 ? use 0.5, otherwise use 1) + 8) = Math.floor((12 * 6.666666667 / 10) * (1) + 8) = Math.floor((12 * 6.666666667 / 10) * (1) + 8) = Math.floor(8.0000000004 * 1 + 8) = Math.floor(16.0000000004) = 16
So on Standard LV5, a solo orc on Floor 5 has 29 HP and deals 16 damage. This seems to line up with the below screenshots taken in these settings (damage is reduced by def, so 16 - my 3 DEF = 13 in second screenshot):

Below is another example, Floor 5 again but on Numbers LV5 against the 3x Rodents encounter. They should have 18 HP each and deal 20 damage:


Referencing the Number dungeon layout in the section below, we can have up to 18 treasures by Floor 5. Calculating HP:
maxhp = (($gameMap.mapId() == 42 ? akereta : Number(teki.note)) + akereta) / (count2 * 0.5 + 0.5) = (are we on boss map/mapId() == 42, if yes then akereta + akereta, if no then teki.note + akereta) / (count2 * 0.5 + 0.5) = (teki.note + akereta) / (count2 * 0.5 + 0.5) = (10 + 18) / (3 * 0.5 + 0.5) = 14 //part 2 maxhp = Math.max(1, Math.floor(maxhp * (0.7 + kijun / 8) * (teki.note == 1 ? 0.8 : 1))) = Math.max(1, Math.floor(14 * (0.7 + 5 / 8) * (does teki.note = 1 ? use 0.8, otherwise use 1))) = Math.max(1, Math.floor(14 * (0.7 + 5 / 8) * (1))) // order of operations, so 5/8 first = Math.max(1, Math.floor(14 * 1.325 * 1)) = Math.max(1, Math.floor(18.55)) = 18
And the damage:
pow = Math.floor((akereta * (5 + kijun / 3) / 10) * (teki.note == 1 ? 0.5 : 1) + 8) = Math.floor((18 * (5 + 5 / 3) / 10) * (does teki.note = 1 ? use 0.5, otherwise use 1) + 8) = Math.floor((18 * 6.666666667 / 10) * (1) + 8) = Math.floor((18 * 6.666666667 / 10) * (1) + 8) = Math.floor(12.0000000006 * 1 + 8) = Math.floor(20.0000000006) = 20
This seems to line up with 18 HP and 20 damage in the screenshot above.

All calculations for LV5/50-floor dungeons
Threw up some calculations for enemy HP/damage based on this for LV5/50-floor dungeons:
https://steamuserimages-a.akamaihd.net/ugc/2462977603832657185/9330DAAE2DD6649BCF0902F6C757709DB031C1B5/

I'll definitely have to check this with some runs to verify these numbers, but so far Expert and Robbers seems to line up with runs I did. Some of the numbers might be off by 1 (ex. Robbers - Floor 9 - Birds HP should be 27 instead of 28) due to the spreadsheet not using as many significant digits in the calculation compared to Javascript.

I haven't included the bonus/candy monsters on floors ending in 3/7, but from the calculation they have a little less than 80% HP compared to regular monsters and deal a little more than 50% of their damage (teki.note == 1 in this case).

Unfortunately, since enemy HP/damage is based on possible treasures, it looks like those numbers can't be easily predicted for Random; best I can do is min/avg/max range.
Possible ATT breakpoint for LV5/50-floor dungeons
Attempting to Calculate Breakpoints
I wonder if there's a breakpoint for investing into ATK. The 3x enemy encounter (I call them rodents) have about 50% health of the 1x solo orc (sometimes off by 1 from decimal truncating). The 2x Birds have about 33% less health of an orc.

Because of how the 3x Rodent and 1x Orc HP lines up, one possible breakpoint is being able to 1-hit rodents/2-hit orcs. Excluding Nehsa RNG and damage items, this means you would only take 1 hit from an orc and 2 from birds. However, this target may be difficult to get on average, and if you don't meet it then you'll take heavy damage. One of my Expert runs where I invested into ATK sometimes fell short of 1-hitting rodents toward the lower floors.

Then the next best breakpoint seems to be 2-hit birds/3-hit orcs - you would take 2 hits from bird/orc encounters and 3 from rodents.

Referencing one of my Expert runs with ATK focus, by floor 45 I had 85 ATK/31 DEF which could 1-hit rodents. The second breakpoint would be 57 ATT, rounding up. Let's assume I focused on balancing it out to the second breakpoint. The cost of ATT Candy is 190 GP and DEF is 140, so that comes out to 14 ATK:19 DEF ratio. Thus, a theoretical statline could be 57 ATT/69 DEF.

So comparing the possible encounters at LV45, the highest stats for the regular enemies:
Expert LV5
Floor 45 - HP of Orc/2x Birds/3x Rodents: 169/113/84
Enemy Damage: 86
(enemy damage dealt calculation: enemy dmg - your DEF)

Offensive: 85 ATK, 31 DEF
vs Orc : 2 hits to kill, 1 hit taken - 55 damage each / 55 damage total
vs Birds: 2 hits to kill, 2 hits taken - 55 damage each / 110 damage total
vs Rodents: 1 hit to kill, 0 hits taken - 0 damage

Balanced : 57 ATT, 69 DEF
vs Orc : 3 hits to kill, 2 hits taken - 17 damage each / 34 damage total
vs Birds: 2 hits to kill, 2 hits taken - 17 damage each / 34 damage total
vs Rodents: 2 hits to kill, 3 hits taken - 17 damage each / 51 damage total

With an even chance to encounter any of the monsters (I swear I get the Orc more often than not despite the calculation literally being a random number from 1 to 3), the Balanced build has a lower average of ~40 damage while the Offensive build has a higher average of 55 with the potential of taking 0 damage from rodent encounters. However, the 2x Birds encounter would need about 4 Medium Health potions to recover through.

And let's see what happens if we were a little off both breakpoints by removing 2 ATT and assume we couldn't make up for it with items/Nehsa RNG:
Offensive failed breakpoint: 83 ATK, 31 DEF
vs Orc : 3 hits to kill, 2 hits taken - 55 damage each / 110 damage total
vs Birds: 2 hits to kill, 2 hits taken - 55 damage each / 110 damage total
vs Rodents: 2 hits to kill, 3 hits taken - 55 damage each / 165 damage total

Balanced failed breakpoint: 55 ATT, 69 DEF
vs Orc : 4 hits to kill, 3 hits taken - 17 damage each / 51 damage total
vs Birds: 3 hits to kill, 4 hits taken - 17 damage each / 68 damage total
vs Rodents: 2 hits to kill, 3 hits taken - 17 damage each / 51 damage total

Being below the breakpoint could possibly end the run for the Offensive build if facing rodents, while the Balanced build isn't affected by the rodent encounter and doesn't take nearly much extra damage as the Offensive build against the orc/birds.

And just for the hell of it, let's see what the boss looks like. In the same run, I hit 101 ATT/32 DEF. The boss HP for Expert LV5 is 344, but in that run I managed to 3-hit it with the help of items + 1 Nehsa spell. Let's assume I was at the 3-hit breakpoint for the boss and reduce its HP to 303.

For a theoretical balanced build, let's continue with the one we did above for floor 45 and assume no changes to ATT other than the 5 ATT Candy bonus and we only got DEF increases from the 10 DEF Candy available in the shop.

Floor 50 Boss reduced HP: 303
Enemy Damage: 94

Offensive: 101 ATT, 32 DEF
vs Boss: 3 hits to kill, 2 hits taken - 62 damage each / 124 damage total

Balanced: 62 ATT, 79 DEF
vs Boss: 5 hits to kill, 4 hits taken - 15 damage each / 60 damage total

The Balanced build is definitely winning out here - even if we use the original 344 HP for the boss to require 6 hits for the Balance build to kill and assume the Offensive build used items to help 3-hit it, the Balanced build would still take less damage overall.

TL;DR
The enemy stats don't ramp up as high for LV30 dungeons, so you can stick to just buying ATT Candy if only to not have to waste time in the menus.

For LV50 dungeons, you should aim to have just enough ATT to:
  • 3-hit orcs
  • 2-hit birds
  • 2-hit rodents without overkilling too much (roughly 1.5 times your ATT should match a rodent's HP)
It seems best to start with ATT Candy first, then maybe around the halfway point at floor 25 or so, you should check if you're good to start balancing between ATT and DEF.
Special treasure clues/puzzles
As you descend down the dungeon floors, you'll have a chance to encounter a treasure box that may have a special clue/puzzle:
  • Sleeping chest - its clue is covered by "Zzz...". A Wakeup Bell will awaken the chest and have it reveal its clue.
  • I'm not a mimic - the chest will declare that it is not a mimic. If in a Doubt dungeon, a mimic will declare that it is a mimic. If in a Confuse dungeon, a confused box will declare that it is a mimic.
  • Poison gas - once you enter the floor, a timer starts from 99 seconds. The box will count down to 0 and if it is telling the truth, poison gas will be released and end your run. If lying, nothing will happen at 0.
There seems to be a few conditions that need to be met before a special treasure clue has a chance to spawn:
  • Not playing a Number dungeon
  • Must be on floor 11 or beyond
  • If playing a Standard dungeon, skill level must be 2 or above
With all conditions met, there will be a 10% chance that a special clue will appear as you enter a treasure floor. If this 10% chance is met, 1 random box will have a special clue with the below odds:
  • Sleeping chest - 50%
  • I'm not a mimic - 25%
  • Poison gas - 25%
Dungeon skill levels and layouts
The skill levels for dungeons appear to do the following:
  • Increase the total number of chests in general (there are a few exceptions)
  • Puzzles are more varied
  • Monsters are stronger - more HP and deal more damage
The way it seems to work is that each level "adds" 10 floors of difficulty, so for example LV2's 1st floor will be as difficult as LV1's 11th floor. LV3's 1st floor is the same as LV1's 21st floor, and LV4's 1st floor matches LV3's 11th floor (LV1's 31st floor if you could go past 30). LV5 is a 50-floor dungeon and starts at LV2 difficulty.

For example, looking at the layout for the Standard dungeon in the section below:

If you chose Standard LV2, when you start on floor 1 the game will use calculations as if you were on floor 11. So this means you'll encounter 6 boxes / 2 mimics right away, and have the potential for 67 total treasure chests, 1 more than LV1's 66 total.

Puzzle pools and weighting
From what I can interpret, each floor of every dungeon has a set of puzzles it pulls from, with its own weighting. I tried my best to relay this information in the tables below.

To explain further, let's use a few examples. Starting with Standard floor 1, the puzzle pool pulls from clues 1,2, and 3. 1 is positional (box to the left of me is a mimic), 2 is among color (there is a mimic among the red boxes), and 3 is column/row (the bottom row has at least 1 mimic). So those are the only possible puzzles/clues you'll see on that floor.

Then the weighting; this weighting is basically a set of numbers. Each box on the floor will randomly select one number from the set for its clue. The set of numbers can be large that results in a large variety of clues for the floor, or it can be a single number which means each will use the same type of clue.

For floor 1, there is "1 roll for 1/2/3", which means that the game "rolls" a die to select 1 of 3 options. For this specific floor, this is the only number in the set, so whatever is rolled will apply to all of the boxes.

On floor 2, there are "2 rolls for 1/2/3". This means the game "rolls" 2 die, each selecting 1 of 3 options. That means you could come to the below combinations:
1 - 1 1 - 2 1 - 3 2 - 1 2 - 2 2 - 3 3 - 1 3 - 2 3 - 3
This means that you could get 1 or 2 types of puzzles/clues for that floor.

On floor 4, the puzzles are "Weighted equally". This means that each box has an equal chance of being a 1, 2, or 3 puzzle/clue.

Some floors have a combination, for example Standard floor 22: "1/2/3 has a base chance of 25%, 1 roll for 1/2/3". The roll here will add to the base chance; the possible weightings with the roll are:
1 - 2 - 3 - 1 1 - 2 - 3 - 2 1 - 2 - 3 - 3
If the roll is 1, the weighting is now 50% for 1 and 25% for 2 and 3 each. For a roll of 2, the weighting is 50% for 2 and 25% for 1 and 3 each. A roll of 3 would be 50% for 3 and 25% for 1 and 2.

Some floors might have a combination but the roll may not add to the weighting of the others. For example, Expert Floor 24 weighting: "1/2/3 each have a 25% chance, 1 roll for 9/10/11/12".

Some floors may have a duplication ex. Standard Floor 41: "1/2/3 is rolled 1 time and then duplicated, 1 more roll for 1/2/3". The first roll of 1/2/3 could be 2, and the second roll could be 3. This would make the weighting 2 - 2 - 3, which means each box would have a 66% chance to be clue type 2 and 33% chance of being clue type 3.
Layout - Standard dungeon
Skill levels will bump up your "effective" floor for determining number of treasures, mimics, and puzzles. LV5 is a 50-floor dungeon, and will grant 3060 points (60 * 51) instead of 1860 (60 * 31).
  • LV2 will use values starting from Floor 11 in the table below
  • LV3 starts at Floor 21
  • LV4 starts at Floor 31
  • LV5/50-floor dungeons start at Floor 11
Puzzles:
1 - Relative Position (The box on the right is a Mimic)
2 - Among Color (There is a Mimic among the red boxes)
3 - Column/Row (The bottom row has at least 1 Mimic)
12 - Specific Number in Color (2 Mimics are hiding in black boxes)

Underlined Boxes/Mimics/Treasures highlight a change in number for that floor onwards.
Floor
Boxes
Mimics
Total Treasures
Puzzles
Weighting
1
4
1
3
1,2,3
1 roll for 1/2/3
2
4
1
3
1,2,3
1 rolls for 1/2/3
4
4
1
3
1,2,3
Weighted equally
6
6
1
5
1,2,3
1 roll for 1/2/3
8
6
1
5
1,2,3
2 rolls for 1/2/3
11
6
2
4
1,2,3
1 roll for 1/2/3
12
6
2
4
1,2,3
Weighted equally
14
6
2
4
1,2,3
3 rolls for 1/2/3
16
7
2
5
1
18
7
2
5
1,2,3
3 rolls for 1/2/3
21
7
2
5
1,2,3
50% chance for 1, 25% chance each for 2/3
22
7
2
5
1,2,3
1/2/3 each have a 25% chance, 1 roll for 1/2/3
24
7
2
5
1,2,3
Weighted equally
26
7
2
5
12
28
7
2
5
1,2,3,12
1/2/3 each have a 2/7 chance, 12 has a 1/7 chance
31
7
3
4
1,2,3
1 roll for 1/2/3
32
7
3
4
1,2,3
2 rolls for 1/2/3
34
7
3
4
1,2,3
3 rolls for 1/2/3
36
7
3
4
1,2,3
1 roll for 1/2/3
38
7
3
4
1,2,3,12
1/2/3 each have a 2/7 chance, 12 has a 1/7 chance
41/51
9
3
6
1,2,3
1/2/3 is rolled 1 time and then duplicated, 1 more roll for 1/2/3
42/52
9
3
6
1,2,3
2 rolls for 1/2/3
44/54
9
3
6
1,2,3
3 rolls for 1/2/3
46/56
9
3
6
1,2,3
Weighted equally
48/58
9
3
6
1,2,3,12
1/2/3 each have a 2/7 chance, 12 has a 1/7 chance

Total Treasures per skill LV:
Skill Level
Treasures
1
66
2
67
3
75
4
80
Layout - Expert dungeon
Skill levels will bump up your "effective" floor for determining number of treasures, mimics, and puzzles. LV5 is a 50-floor dungeon, and will grant 3060 points (60 * 51) instead of 1860 (60 * 31).
  • LV2 will use values starting from Floor 11 in the table below
  • LV3 starts at Floor 21
  • LV4 starts at Floor 31
  • LV5/50-floor dungeons start at Floor 11

Puzzles:
1 - Relative Position (The box on the right is a Mimic)
2 - Among Color (There is a Mimic among the red boxes)
3 - Column/Row (The bottom row has at least 1 Mimic)
4 - Side by side/not neighbours (2 Mimics hide side-by-side)
6 - Relative Position of Gold (The box on the right has some Gold in it)
7 - Column/Row Gold (There's some Gold somewhere in the rightmost row)
8 - Gold in Color (There's some Gold hiding somewhere in a red box)
9 - Same/different Color (Every Mimic is the same color)
10 - Row/Column count compare (The top row has more Mimics than the bottom)
11 - Color count compare (There are more Mimics in black than blue boxes)
12 - Specific Number in Color (2 Mimics are hiding in black boxes)

Underlined Boxes/Mimics/Treasures highlight a change in number for that floor onwards.
Floor
Boxes
Mimics
Total Treasures
Puzzles
Weighting
1
6
1
5
1,2,3
Weighted equally
2
6
1
5
2,3,6,7,8
1 random box guaranteed to be 6/7/8, rest of boxes roll for 2/3
4
6
1
5
1,2,3,6,7,8
1 random box guaranteed to be 6/7/8, 1 has a 1/6 chance, 1 roll for 2/3
6
6
1
5
1,2,3,6,7,8
1 random box guaranteed to be 6/7/8, rest of boxes weighted equally for 1/2/3
8
6
1
5
1,2,3,6,7,8
1 top and bottom row box guaranteed to be 6/7/8, rest of boxes weighted equal for 1/2/3
11
6
2
4
1,2,3,4
1 top and bottom row box guaranteed to be 4, rest of boxes roll once for 1/2/3
12
6
2
4
1,2,3,4
4 has a 33% chance, 1/2/3 is rolled 1 time and then duplicated
14
6
2
4
1,2,3,4
Weighted equally
16
6
2
4
1,2,3,4,9,10,11,12
1/2/3 is rolled 1 time and then duplicated, 1 roll for 4/9/10/11/12
18
6
2
4
1,4,9,10,11,12
1 has a 33% chance, 2 rolls for 4/9/10/11/12
21
7
2
5
1,2,3,9,10,11,12
2 rolls for 1/2/3, 1 roll for 9/10/11/12
22
7
2
5
1,2,3,9,10,11,12
1 roll for 1/2/3, 2 rolls for 9/10/11/12
24
7
2
5
1,2,3,9,10,11,12
1/2/3 each have a 25% chance, 1 roll for 9/10/11/12
26
7
2
5
1,2,3,9
Weighted equally
28
7
2
5
1,2,3,6,7,8,9,10,11,12
2 rolls for 1/2/3, 1 roll for 6/7/8, 1 roll for 9/10/11/12
31
7
2
5
1,2,3,9,10,11,12
1 roll for 1/2/3, 1 roll for 9/12, 1 roll for 10/11
32
7
2
5
9,10,11,12
Weighted equally
34
7
2
5
1,2,3,6,7,8,9,10,11,12
1 roll for 1/2/3, 1 roll for 6/7/8, 1 roll for 9/10/11/12
36
7
2
5
1,2,3,6,7,8,9,10,11,12
1 roll for 1/2/3, 1 roll for 6/7/8, 1 roll for 12/9, 1 roll for 10/11
38
7
2
5
6,7,8,9,10,11,12
1 roll for 6/7/8, 3 rolls for 9/10/11/12
41
9
3
6
2,3,9,10,11,12
2/3 is rolled 1 and then duplicated, 1 roll for 9/12, 1 roll for 10/11
42
9
3
6
2,3,7,8
2/3 each have a 33% chance, 1 roll for 7/8
44
9
3
6
1,2,3,9,10,11,12
1/2/3 each have a 25% chance, 1 roll for 9/10/11/12
46
9
3
6
1,2,3,9,10,11,12
1 roll for 1/2/3, 3 rolls for 9/10/11/12
48
9
3
6
1,2,3,6,7,8,9,10,11,12
2 rolls for 1/2/3, 1 roll for 6/7/8, 1 roll for 9/10/11/12
51
9
3
6
1,2,3,9,10,11,12
1 roll for 1/2/3, 1 roll for 9/12, 1 roll for 10/11
52
9
3
6
9,10,11,12
Weighted equally
54
9
3
6
1,2,3,6,7,8,9,10,11,12
1 roll for 1/2/3, 1 roll for 6/7/8, 1 roll for 9/10/11/12
56
9
3
6
1,2,3,6,7,8,9,10,11,12
1 roll for 1/2/3, 1 roll for 6/7/8, 1 roll for 9/12, 1 roll for 10/11
58
9
3
6
6,7,8,9,10,11,12
1 roll for 6/7/8, 3 rolls for 9/10/11/12

Total Treasures per skill LV:
Skill Level
Treasures
1
70
2
70
3
80
4
85
Layout - Random dungeon
Skill levels will bump up your "effective" floor for determining number of treasures, mimics, and puzzles. LV5 is a 50-floor dungeon, and will grant 3060 points (60 * 51) instead of 1860 (60 * 31).
  • LV2 will use values starting from Floor 11 in the table below
  • LV3 starts at Floor 21
  • LV4 starts at Floor 31
  • LV5/50-floor dungeons start at Floor 11

Puzzles:
1 - Relative Position (The box on the right is a Mimic)
2 - Among Color (There is a Mimic among the red boxes)
3 - Column/Row (The bottom row has at least 1 Mimic)
6 - Relative Position of Gold (The box on the right has some Gold in it)
7 - Column/Row Gold (There's some Gold somewhere in the rightmost row)
8 - Gold in Color (There's some Gold hiding somewhere in a red box)
10 - Row/Column count compare (The top row has more Mimics than the bottom)
11 - Color count compare (There are more Mimics in black than blue boxes)
12 - Specific Number in Color (2 Mimics are hiding in black boxes)
13 - Mimic count (2 of these boxes contain a Mimic)

Underlined Boxes/Mimics/Treasures highlight a change in number for that floor onwards. Note that the Random dungeon spawns a random number of mimics from 1 to less than half of the boxes on the floor.

As Random dungeons don't reveal the mimic count to you, Random dungeons have an exclusive puzzle 13 that tells/lies to you about the total number of mimics.
Floor
Boxes
Mimics (max possible)
Total Treasures (range)
Puzzles
Weighting
1
6
2
4 - 5
1,2,3
Only one type - 1 roll of 1/2/3
2
6
2
4 - 5
1,2,3,13
13 has a 33% chance, 2 rolls of 1/2/3
4
6
2
4 - 5
12,13
Weighted equally
6
6
2
4 - 5
1,2,3
Weighted equally
8
6
2
4 - 5
1,2,3,13
Weighted equally
11
7
3
4 - 6
1,2,3
Only one type - 1 roll of 1/2/3
12
7
3
4 - 6
1,2,3
Weighted equally
14
7
3
4 - 6
1,2,3
Up to two types - 2 rolls of 1/2/3
16
7
3
4 - 6
1,2,3,13
13 has a 25% chance, 3 rolls of 1/2/3
18
7
3
4 - 6
1,2,3,10,11,12,13
1/2/3 is rolled once then duplicated 2 times, 1 roll of 10/11/12/13
21
7
3
4 - 6
12
22
7
3
4 - 6
1,2,3,13
13 has a 33% chance, 2 rolls of 1/2/3
24
7
3
4 - 6
1,2,3,13
Weighted equally
26
7
3
4 - 6
1,2,3,12
Weighted equally
28
7
3
4 - 6
1,2,3,10,11,12,13
3 rolls of 1/2/3, 1 roll of 10/11/12/13
31
9
4
5 - 8
1,2,3
Up to 3 types - 3 rolls of 1/2/3
32
9
4
5 - 8
1,2,3,13
13 has a 25% chance, 3 rolls of 1/2/3
34
9
4
5 - 8
1,2,3
Weighted equally
36
9
4
5 - 8
1,2,3,10,11,12,13
1/2/3 each have a 25% chance, 1 roll of 10/11/12/13
38
9
4
5 - 8
1,2,3,10,11,12,13
13 has a base 25% chance, 2 rolls of 1/2/3, 1 roll of 10/11/12/13
41
9
4
5 - 8
1,2,3,10,11,13
13 has a 25% chance, 2 rolls of 1/2/3, 1 roll of 10/11
42
9
4
5 - 8
1,2,3,10,11,12,13
3 rolls of 1/2/3, 1 roll of 10/11/12/13
44
9
4
5 - 8
1,2,3,10,11,12,13
1/2/3 is rolled 1 time then duplicated, 2 rolls of 10/11/12/13
46
9
4
5 - 8
1,2,3,10,11,12,13
1/2/3 is rolled 1 time then duplicated, 3 rolls of 10/11/12/13
48
9
4
5 - 8
1,2,3,10,11,12,13
1/2/3/12 each have a 1/6 base chance, 1 roll of 10/11, 1 roll of 10/11/12/13
51
9
4
5 - 8
1,2,3,6,7,8,10,11,12,13
3 rolls of 1/2/3, 1 roll of 6/7/8, 1 roll of 10/11/12/13
52
9
4
5 - 8
1,2,3,6,7,8,10,11,12,13
2 rolls of 1/2/3, 1 roll of 6/7/8, 2 rolls of 10/11/12/13
54
9
4
5 - 8
1,2,3,6,7,8
1/2/3 each have a base 20% chance, 1 roll of 1/2/3, 1 roll of 6/7/8
56
9
4
5 - 8
1,2,3,6,7,8,10,11,12,13
1/2/3 each have a base 1/6 chance, 1 roll of 1/2/3, 1 roll of 6/7/8, 1 roll of 10/11/12/13
58
9
4
5 - 8
1,2,3,6,7,8,10,11,12,13
1/2/3/10/11/12/13 each have a 1/8 chance, one roll of 6/7/8

Total Treasures per skill LV:
Skill Level
Treasures (min-max range)
1
60 - 85
2
65 - 100
3
70 - 110
4
75 - 120
Layout - Robbers dungeon
Skill levels will bump up your "effective" floor for determining number of treasures, mimics, and puzzles. LV5 is a 50-floor dungeon, and will grant 3060 points (60 * 51) instead of 1860 (60 * 31).
  • LV2 will use values starting from Floor 11 in the table below
  • LV3 starts at Floor 21
  • LV4 starts at Floor 31
  • LV5/50-floor dungeons start at Floor 11

Puzzles:
1 - Relative Position (The box on the right is a Mimic)
2 - Among Color (There is a Mimic among the red boxes)
3 - Column/Row (The bottom row has at least 1 Mimic)

Underlined Boxes/Mimics/Treasures highlight a change in number for that floor onwards. Note that each floor will contain 1 Robber that will occupy a box.

Interestingly enough, the Robbers dungeon only uses 3 puzzle types.
Floor
Boxes
Mimics
Total Treasures
Puzzles
Weighting
1
6
1
4
2,3
One type only - 1 roll for 2/3
2
6
1
4
1,2,3
Up to two types - 2 rolls for 1/2/3
4
6
1
4
1,2,3
Weighted equally
6
6
1
4
1,2,3
One type - 1 roll for 1/2/3
8
6
1
4
1,2,3
2/3 each have a 25% base chance, 2 rolls for 1/2/3
11
7
1
5
1,2,3
Up to two types - 2 rolls for 1/2/3
12
7
1
5
1,2,3
Up to three types - 3 rolls for 1/2/3
14
7
1
5
1,2,3
Up to three types - 3 rolls for 1/2/3
16
7
1
5
1,2,3
Weighted equally
18
7
1
5
1,2,3
1/2/3 each have a 25% base chance, 1 roll for 1/2/3
21
7
2
4
1,2,3
Up to three types - 3 rolls for 1/2/3
22
7
2
4
1,2,3
Weighted equally
24
7
2
4
1,2,3
5 rolls for 1/2/3
26
7
2
4
1,2,3
1/2/3 each have a 20% base chance, 2 rolls for 1/2/3
28
7
2
4
1,2,3
1/2/3 each have a 1/6 base chance, 3 rolls for 1/2/3
31
7
2
4
1,2,3
Up to three types - 3 rolls for 1/2/3
32
7
2
4
1,2,3
Weighted equally
34
7
2
4
1,2,3
5 rolls for 1/2/3
36
7
2
4
1,2,3
1/2/3 each have a 20% base chance, 2 rolls for 1/2/3
38
7
2
4
1,2,3
1/2/3 each have a 1/6 base chance, 3 rolls for 1/2/3
41
9
2
6
1,2,3
1/2/3 each have a 25% base chance, 1 roll for 1/2/3
42
9
2
6
1,2,3
5 rolls for 1/2/3
44
9
2
6
1,2,3
1/2/3 each have a 20% base chance, 2 rolls for 1/2/3
46
9
2
6
1,2,3
1/2/3 each have a 1/6 base chance, 3 rolls for 1/2/3
48
9
2
6
1,2,3
Weighted equally
51
9
2
6
1,2,3
1/2/3 each have a 25% base chance, 1 roll for 1/2/3
52
9
2
6
1,2,3
5 rolls for 1/2/3
54
9
2
6
1,2,3
1/2/3 each have a 20% base chance, 2 rolls for 1/2/3
56
9
2
6
1,2,3
1/2/3 each have a 1/6 base chance, 3 rolls for 1/2/3
58
9
2
6
1,2,3
Weighted equally

Total Treasures per skill LV:
Skill Level
Treasures
1
65
2
65
3
70
4
80
Layout - Number dungeon
Skill levels will bump up your "effective" floor for determining number of treasures, mimics, and puzzles. LV5 is a 50-floor dungeon, and will grant 3060 points (60 * 51) instead of 1860 (60 * 31).
  • LV2 will use values starting from Floor 11 in the table below
  • LV3 starts at Floor 21
  • LV4 starts at Floor 31
  • LV5/50-floor dungeons start at Floor 11

Puzzles:
1 - Relative Position (The box on the right is a Mimic)
2 - Among Color (There is a Mimic among the red boxes)
3 - Column/Row (The bottom row has at least 1 Mimic)
6 - Relative Position of Gold (The box on the right has some Gold in it)
7 - Column/Row Gold (There's some Gold somewhere in the rightmost row)
8 - Gold in Color (There's some Gold hiding somewhere in a red box)
10 - Row/Column count compare (The top row has more Mimics than the bottom)
11 - Color count compare (There are more Mimics in black than blue boxes)
12 - Specific Number in Color (2 Mimics are hiding in black boxes)

Underlined Boxes/Mimics/Treasures highlight a change in number for that floor onwards. Number dungeons use number clues with 1 or 2 boxes being given a regular clue/puzzle. The numbers denote the number of mimics the box it is touching in all 8 directions, not including itself. Mimics will lie about the number of mimics it is touching.
Floor
Boxes
Mimics
Total Treasures
Puzzles
Weighting
1
9
2
7
1,2,3
The middle box is given a regular puzzle, equal weighting
2
9
2
7
1,2,3
Above is the same until floor 21
4
9
2
7
1,2,3
...
6
9
2
7
1,2,3
...
8
9
2
7
1,2,3
11
9
3
6
1,2,3
12
9
3
6
1,2,3
14
9
3
6
1,2,3
16
9
3
6
1,2,3
18
9
3
6
1,2,3
21
9
3
6
1,2,3
The middle and 1 other random box is given a regular puzzle, equal weighting
22
9
3
6
1,2,3
Same behaviour for rest of floors, puzzle pool increases at floor 31
24
9
3
6
1,2,3
...
26
9
3
6
1,2,3
...
28
9
3
6
1,2,3
31
9
3
6
1,2,3,11,12
32
9
3
6
1,2,3,11,12
34
9
3
6
1,2,3,11,12
36
9
3
6
1,2,3,11,12
38
9
3
6
1,2,3,11,12
41
9
3
6
1,2,3,6,7,8,10,11,12
Only one type from 6/7/8, rest are weighted equally
42
9
3
6
1,2,3,6,7,8,10,11,12
Same weighting from above until floor 51
44
9
3
6
1,2,3,6,7,8,10,11,12
...
46
9
3
6
1,2,3,6,7,8,10,11,12
...
48
9
3
6
1,2,3,6,7,8,10,11,12
51
9
3
6
1,2,3,6,7,8,10,11,12
All puzzles are weighted equally
52
9
3
6
1,2,3,6,7,8,10,11,12
Same weighting for the rest of the floors
54
9
3
6
1,2,3,6,7,8,10,11,12
...
56
9
3
6
1,2,3,6,7,8,10,11,12
58
9
3
6
1,2,3,6,7,8,10,11,12

Total Treasures per skill LV:
Strangely enough, LV2/3/4 has less treasures than LV1 due to the added mimic on floor 11.
Skill Level
Treasures
1
95
2
90
3
90
4
90
Layout - Doubt dungeon
Skill levels will bump up your "effective" floor for determining number of treasures, mimics, and puzzles. LV5 is a 50-floor dungeon, and will grant 3060 points (60 * 51) instead of 1860 (60 * 31).
  • LV2 will use values starting from Floor 11 in the table below
  • LV3 starts at Floor 21
  • LV4 starts at Floor 31
  • LV5/50-floor dungeons start at Floor 11

Puzzles:
1 - Relative Position (The box on the right is a Mimic)
2 - Among Color (There is a Mimic among the red boxes)
3 - Column/Row (The bottom row has at least 1 Mimic)
4 - Side by side/not neighbours (2 Mimics hide side-by-side)
6 - Relative Position of Gold (The box on the right has some Gold in it)
7 - Column/Row Gold (There's some Gold somewhere in the rightmost row)
8 - Gold in Color (There's some Gold hiding somewhere in a red box)
9 - Same/different Color (Every Mimic is the same color)
10 - Row/Column count compare (The top row has more Mimics than the bottom)
11 - Color count compare (There are more Mimics in black than blue boxes)
12 - Specific Number in Color (2 Mimics are hiding in black boxes)

Underlined Boxes/Mimics/Treasures highlight a change in number for that floor onwards.
Floor
Boxes
Mimics
Total Treasures
Puzzles
Weighting
1
6
1
5
2
2
6
1
5
3
4
6
1
5
1
6
6
1
5
2,3
Equal weighting
8
6
1
5
1,2,3
Equal weighting
11
6
2
4
2
12
6
2
4
2,4
2 has a 75% weighting
14
6
2
4
2,3
Equal weighting
16
6
2
4
1
18
6
2
4
1,2,3
Equal weighting
21
7
2
5
2
22
7
2
5
1,2
2 has a 66% weighting
24
7
2
5
1,2,3
1/2 have a 33% base chance, 1 roll for 1/2/3
26
7
2
5
1,2,3,9,10,11,12
1 roll for 1/2/3, 1 roll for 9,10/11/12
28
7
2
5
2,12
Equal weighting
31
9
2
7
1,2,3
Up to 2 types - 2 rolls for 1/2/3
32
9
2
7
2,3
Equal weighting
34
9
2
7
1,2,3
Equal weighting
36
9
2
7
2,3,4,9,10,11,12
2/3 each have a 33% chance, 1 roll for 4/9/10/11/12
38
9
2
7
1,2,3,4,9,10,11,12
2/3 each have a 50% base chance, 1 roll for 1/2/3 and 1 roll for 4/9/10/11/12
41
9
3
6
1,2,3
Up to 2 types - 2 rolls for 1/2/3
42
9
3
6
1,2,3
Equal weighting
44
9
3
6
1,2,3
1 is weighted 50%, 2/3 are 25% each
46
9
3
6
10,11,12
Equal weighting
48
9
3
6
1,2,3,6,7,8
1/2/3 each have a 25% chance, 1 roll for 6/7/8
51
9
3
6
1,2,3
Up to 2 types - 2 rolls for 1/2/3
52
9
3
6
1,2,3
Equal weighting
54
9
3
6
1,2,3
1 is weighted 50%, 2/3 are 25% each
56
9
3
6
10,11,12
Equal weighting
58
9
3
6
1,2,3,6,7,8
1/2/3 each have a 25% chance, 1 roll for 6/7/8

Total Treasures per skill LV:
Skill Level
Treasures
1
70
2
80
3
90
4
95
Layout - Confuse dungeon
Skill levels will bump up your "effective" floor for determining number of treasures, mimics, and puzzles. LV5 is a 50-floor dungeon, and will grant 3060 points (60 * 51) instead of 1860 (60 * 31).
  • LV2 will use values starting from Floor 11 in the table below
  • LV3 starts at Floor 21
  • LV4 starts at Floor 31
  • LV5/50-floor dungeons start at Floor 11

Puzzles:
1 - Relative Position (The box on the right is a Mimic)
2 - Among Color (There is a Mimic among the red boxes)
3 - Column/Row (The bottom row has at least 1 Mimic)
4 - Side by side/not neighbours (2 Mimics hide side-by-side)
6 - Relative Position of Gold (The box on the right has some Gold in it)
7 - Column/Row Gold (There's some Gold somewhere in the rightmost row)
8 - Gold in Color (There's some Gold hiding somewhere in a red box)
9 - Same/different Color (Every Mimic is the same color)
10 - Row/Column count compare (The top row has more Mimics than the bottom)
11 - Color count compare (There are more Mimics in black than blue boxes)
12 - Specific Number in Color (2 Mimics are hiding in black boxes)

Underlined Boxes/Mimics/Treasures highlight a change in number for that floor onwards. You will be given 7 Blue Crystals at the beginning of the dungeon to help with the clues/puzzles.
Floor
Boxes
Mimics
Total Treasures
Puzzles
Weighting
1
6
1
5
2,3
Only 1 type
2
6
1
5
1,2,3
Only 1 type, weighted equally
4
6
1
5
1,2,3
Up to 2 types - 2 rolls
6
6
1
5
1,2,3
Only 1 type, weighted equally
8
6
1
5
1,2,3,10,11,12
Only one type from 10/11/12
11
7
1
6
1,2,3
Up to 2 types - 2 rolls
12
7
1
6
1,2,3,10,11,12
A roll from 1/2/3 is then duplicated 3 times, another roll for 10/11/12
14
7
1
6
1,2,3,10,11,12
A roll for 1/2/3 is then duplicated 3 times, 2 rolls for 10/11/12
16
7
1
6
1,2,3,10,11,12
1/2/3 each have a 25% chance, 1 roll for 10/11/12
18
7
1
6
1,2,3,6,7,8
1/2/3 each have a 20% chance, 1 roll for 1/2/3, 1 roll for 6/7/8
21
9
2
7
1,2,3
Only one roll for 1/2/3
22
9
2
7
1,2,3
A roll for 1/2/3 is duplicated, then another roll for 1/2/3
24
9
2
7
1,2,3
3 rolls for 1/2/3 - up to 3 types
26
9
2
7
1,2,3,4
4 has a 25% chance, 3 rolls for 1/2/3
28
9
2
7
1,2,3,12
12 has a 25% chance, 3 rolls for 1/2/3
31
9
2
7
1,2,3,4
A roll for 1/2/3 is duplicated, then another roll for 1/2/3/4
32
9
2
7
1,2,3,4
A roll for 1/2/3 is duplicated, then another roll for 1/2/3 and one roll for 1/2/3/4
34
9
2
7
1,2,3,4,9,10,11,12
2 rolls for 1/2/3, 1 roll for 4/9/10/11/12
36
9
2
7
1,2,3,4,9,10,11,12
1/2/3 each have 25% chance, 1 roll for 4/9/10/11/12
38
9
2
7
4,9,10,11,12
Up to 3 types - 3 rolls for 4/9/10/11/12
41
9
2
7
1,2,3,4
2 rolls for 1/2/3, 1 roll for 1/2/3/4
42
9
2
7
1,2,3,4,9,10,11,12
2 rolls for 1/2/3, 1 roll for 4/9/10/11/12
44
9
2
7
1,2,3,4,9,10,11,12
1/2/3/4 each have a base 20% chance, 1 roll for 4/9/10/11/12
46
9
2
7
1,2,3,4,9,10,11,12
1/2/3/4 each have a base 1/6 chance, 2 rolls for 4/9/10/11/12
48
9
2
7
1,2,3,4,10,11,12
Weighted equally
51
9
2
7
1,2,3,4
2 rolls for 1/2/3, 1 roll for 1/2/3/4
52
9
2
7
1,2,3,4,9,10,11,12
2 rolls for 1/2/3, 1 roll for 4/9/10/11/12
54
9
2
7
1,2,3,4,9,10,11,12
1/2/3/4 each have a base 20% chance, 1 roll for 4/9/10/11/12
56
9
2
7
1,2,3,4,9,10,11,12
1/2/3/4 each have a base 1/6 chance, 2 rolls for 4/9/10/11/12
58
9
2
7
1,2,3,4,10,11,12
Weighted equally

Total Treasures per skill LV:
Skill Level
Treasures
1
90
2
100
3
105
4
105
Weird Medicine effects
The Weird Med item has a 50% chance of granting a negative or positive effect. Negative effects are either cutting your HP in half or your Guts in half. The positive effect pulls from 1 of 14 random items:
  • Cure S - 10 HP
  • Cure M - 30 HP
  • Cure L - 100 HP
  • Cure Z - 9999 HP
  • DeepHeal - HP equal to floor number
  • Cookie - 10 Guts
  • Bun - 30 Guts
  • Riceball - 70 Guts
  • Milk - 10 Guts
  • Cheese - 40 HP and Guts
  • BBQ Meat - 9999 Guts
  • Whetstone - restore weapon durability
  • MagiThread - restore armor/gear durability
  • Energy Drink - temporary +5 ATT until you move to the next floor
Milk doesn't seem to appear in the game, but the files note it could age over time into Cheese.

As the effects are unpredictable and the negative effects can be really bad (25% overall chance to lose half HP), it may be best to use Weird Medicine when your HP is already low. You could use it on the floor right before Town where you can fully restore HP/Guts regardless of the outcome, or against the boss where Guts loss doesn't matter as much.
ATT and DEF ranking letter
The ranking beside your ATT/DEF is given when your ATT or DEF hits a certain number. This number seems to be static, and isn't affected by dungeon type or skill level. Whether it's a useful benchmark or completely arbitrary, I'm not sure; an NPC mentions that getting your ATT and DEF to Rank B will give you a good chance to beat the boss, but that feels low to me.

The numbers are below, and apply to both ATT and DEF:
Rank Letter
ATT/DEF number
F
9 and below
E
10 - 18
D
19 - 27
C
28 - 36
B
37 - 45
A
46 - 54
S
55 - 75
SS
76 - 100
SSS
100 and above
17 Comments
Onion_Bubs 12 Aug, 2024 @ 4:49pm 
That's interesting. I was poking around in BoxTex.js yesterday and started wondering how the game handles that clue in 3-mimic puzzles where 2 of the mimics are next to each other but the third is further away from them (eg, top-left, top-middle, and bottom-right). Would both versions of the clue be counted as true at the same time since 2 of the mimics are side-by-side but you can also point to 2 that aren't? Or would one be considered false, causing confusion like what a lot of people seem to get with clues like "1 mimic is hiding in a red box"?

But apparently the game's answer is to completely avoid that scenario altogether, making that question moot. When I looked at the BoxTex.js code, it kinda looked like it searched for a mimic that had a second mimic adjacent to it and, if it found one, decided that "side-by-side" is true and "not neighbors" is false, meaning that's what it would do in that 3-mimic hypothetical, but I'm not 100% certain.
Kyper  [author] 12 Aug, 2024 @ 4:23pm 
assuming I extracted/interpreted it correctly from wwwjspluginsQnanido.js that seems like a solid statement
to further strengthen your statement, in the code there's a function ran(num), for one of the cases it will add the side-by-side puzzle if the floor has exactly 2 mimics and does not have the 7-box hexagon layout:
===
if (mimic == 2 && box != 7 && dungeon != 4) {
num2.push(4);
}
Onion_Bubs 12 Aug, 2024 @ 2:58pm 
OK, I just looked at this again, does this mean that the clue about whether 2 mimics are side-by-side or not only ever shows up when there are always exactly 2 mimics guaranteed? And never when there's 7 chests arranged in a hexagonal shape either.

Like, according to the tables:
- Standard, random, robbers, and number mode, it doesn't show up at all.
- Expert mode, it only shows up on floors 11-18, which all have 2 mimics among 6 chests.
- Doubt mode, it only shows up on floor 12 (2 mimics among 6 chests), 36, and 38 (2 mimics among 9 chests).
- Confuse mode, it starts showing up on floor 26 (2 mimics among 9 chests), but confuse mode never has 3 mimics.
Onion_Bubs 21 Apr, 2024 @ 10:54am 
"an NPC mentions that getting your ATT and DEF to Rank B will give you a good chance to beat the boss, but that feels low to me."

I think this NPC is right for level 1 and maybe level 2 dungeons, but level 3 and up seem to require higher ranks to beat the boss comfortably.
Kyper  [author] 2 Apr, 2024 @ 5:07pm 
it actually took me a bit of guessing to figure out the numbers
I found the lottery event without trouble but couldn't make sense of the numbers, eventually I ended up grep-ing for "random" in all the Javascript code and somehow managed to piece together that the "code" value in the events is actually a function in www/js/rpg_objects.js
of course, it'd probably be much easier for one to figure stuff out by installing RPG Maker, but I kinda don't want to bother...
Kyper  [author] 2 Apr, 2024 @ 4:59pm 
then, this sequence of lines repeats 3 times to simulate the scratch ticket:

{"code":122,"indent":3,"parameters":[62,62,0,2,0,3]}, // pick a number from 0 to 3 inclusive, store it in variable #62
{"code":111,"indent":3,"parameters":[1,62,0,0,0]}, // does variable #62 = 0? (aka 25% chance for this to be true) if so, continue with the indented lines below
....{"code":231,"indent":4,"parameters":[11,"scrachstar",0,0,290,234,100,100,255,0]}, // draw/show the star picture
....{"code":122,"indent":4,"parameters":[61,61,2,0,1]}, // subtract 1 from variable #61
....{"code":0,"indent":4,"parameters":[]},
{"code":412,"indent":3,"parameters":[]},
{"code":122,"indent":3,"parameters":[62,62,0,2,0,3]}, // repeat...

after the 3 scratches, variable #61 will be a number from 1 to 4 inclusive, 4 being no successful scratches and 1 being the grand prize
Kyper  [author] 2 Apr, 2024 @ 4:59pm 
as far as I can interpret, each slot rolls/is scratched on its own and the result is independent of each other
the lottery logic is in wwwdataCommonEvents.json, line 82/id 80

first, this line sets variable #61 to 4:

{"code":122,"indent":3,"parameters":[61,61,0,0,4]},

(char limit, continued in next comment...)
Segan 2 Apr, 2024 @ 4:59pm 
I'm thoroughly impressed you managed to get any useful information out of that. I don't think I'd ever have been able to parse it. I've never seen code written like that, and I can't imagine how much of a nightmare it would be to debug or maintain.

I'll also have to trust that your interpretation is correct. Thank you again. Really impressive work, as always.
Segan 2 Apr, 2024 @ 5:56am 
It just occurred to me: my assumption below about the odds of winning the lottery might be wrong. I said "if those odds are independent..." But what we didn't confirm is if those odds are actually independent.

So here's the question: Can slot two or three activate even if slot one did not?

My post below assumed that any slot can activate independently. But if they can't -- if slot two requires slot one is already active, and if slot three requires the first two are already active -- then the actual odds of winning would be exactly 25%.

Kyper, are you able to confirm whether that kind of condition is attached?
Kyper  [author] 27 Mar, 2024 @ 9:41am 
Nehsa's base chance is 30%, you can see the current rate from the pause menu -> Relics -> Nehsa Magic Rate at the bottom