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Legendary Dungeon

The Legendary Dungeon is a run through rooms. You open doors, meet what is behind them, pick up effects that last the run, and either reach the end or die on the way. Dying is not the end of it: you can revive, and reviving costs mushrooms.

That last sentence is why this module has more spending controls than any other.

Turn it on with auto_legendary_dungeon.

What it does

  • Reads the run's current room, its type and its status.
  • Chooses doors, including locked and epic doors when it has the keys.
  • Fights the encounters, and flees the ones that are going badly.
  • Spends keys at the Key Master on blessings.
  • Accepts a curse at the Key To Failure shop when it has run out of keys, if you allow it.
  • Revives, but only inside the ceilings below, and only if you have switched mushroom spending on at all.

Reviving, and the three limits

Reviving is priced per twenty per cent healed, and it escalates: ten mushrooms, then fifteen, then twenty. A single bad run can therefore eat a stack of mushrooms in one cycle without any daily budget ever noticing, because the daily budget knows about days and a run is not a day.

So there are three limits, and the tightest one wins.

  1. The mushroom reserve. The global "never go below this many mushrooms" line that applies everywhere in the app.
  2. The daily mushroom budget. The global per-day ceiling, measured from balance drops.
  3. legendary_dungeon_revive_mushroom_budget, the per-run ceiling. This is the only one of the three that understands what a run is.

The per-run ceiling defaults to 50 rather than "unlimited". Fifty buys roughly two full revives: enough that switching the feature on is useful, small enough that switching it on is not a blank cheque. Setting it to 0 removes the per-run ceiling, and the reserve and daily budget still apply.

Mushrooms are real money

Nothing here spends a mushroom unless use_mushrooms_legendary is on. It is off by default, like every other mushroom spender in the app. Reviving is the only thing in this module that costs them.

The per-run count is declared rather than measured: the module counts the revives it asks for, rather than watching the balance. That is the weaker guarantee, because a revive the server refuses is still counted, but it errs towards spending less than allowed, which is the right direction when the currency is real money.

Settings

SettingDefaultWhat it does
auto_legendary_dungeononThe module itself.
use_mushrooms_legendaryoffAllow reviving at all. Without this, nothing here costs mushrooms.
legendary_dungeon_revive_mushroom_budget50Mushrooms one run may burn on revives. 0 removes the per-run ceiling.
legendary_dungeon_escape_hp_percent25Flee a monster below this share of maximum HP.
legendary_dungeon_buy_blessingsonSpend keys at the Key Master on blessings.
legendary_dungeon_buy_cursesonAccept a curse in exchange for keys when out of keys.
legendary_dungeon_max_actions20Dungeon actions per cycle before yielding to the other modules.

The flee threshold

Fleeing keeps the run alive at the cost of the room's reward. Where that line sits is a judgement about your account, not a constant: a strong character clears fights a weak one should run from. It was hard-coded at 25 per cent for a long time, which is why that is the default.

Blessings and curses are both trades

Keys are what locked and epic doors cost, so buying a blessing is not free: it trades a door for a buff. And a curse is a debuff accepted in exchange for the keys to keep going, which is worth it to reach a boss and not worth it if the run is already lost.

Both default to on because a run that stalls out of keys gets nothing at all.

Actions per cycle

legendary_dungeon_max_actions trades latency, not progress. A higher number clears more of the dungeon in one pass at the cost of making every other module wait; the engine picks the run back up on the next cycle either way.

When it stops

Like the Hellevator, the Legendary Dungeon carries its own start and end timestamps, so the module knows exactly when it is running. Outside that window it does nothing. See How events are detected.

See also

Mercy SF is not affiliated with Shakes & Fidget or Playa Games. Use at your own risk.