Floors and Ceilings

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Floors and ceilings as described on this page are the same thing. This page should be about quest/zone completions (or be removed), with conditions for individual adventures in Conditional Adventures.

There are many adventures that have either a floor or a ceiling on them (some have both!). Basically speaking, both are conditions on an adventure: an adventure with a floor cannot occur until a certain number of turns have been spent in the zone, and one with a ceiling will happen as soon as that number of turns have been spent, if it has not occurred earlier. For more detail, see below.

Turn Counters

Before we discuss floors and ceilings, we have to discuss how the game keeps track of the number of turns you've spent and where they've been spent. There are two main counters, and while we don't know their actual names in the database, we will call them turns_spent and turns_in_zone. Turns_spent is the total number of turns spent this ascension, and it's displayed in your character pane.

Turns_in_zone isn't displayed anywhere, but it records the number of turns you have spent in each zone separately (so in effect this counter is an array). However, this counter increments not just with turns spent, but also with combats started. That means that anything that allows you to exit a combat without taking a turn (such as a tattered scrap of paper) will still increment this counter.


Floors are based off of turns_in_zone. They are set up as conditions on an adventure that compare turns_in_zone to a number (which can be fixed or variable). If turns_in_zone is greater than that number the floor is said to be "expired" and the adventure can occur. Floors can exist on combats, noncombats, and superlikelies. If not the floor is "active" and the adventure cannot occur. The fact that floors use turns_in_zone explains why things such as free run aways and mini-hipster combats count toward the floor, they increment turns_in_zone.

This brings up a good side point, which is that nothing "decrements" a floor, rather they increment turns_in_zone. While the difference is fairly minor, using the former language can obfuscate the way the mechanics actually work.

Delay() is very similar to a floor, but it works on a different back-end mechanism. The appearance to the player is identical, however, so there's no need to worry whether an adventure is delay()ed or it has a floor.

Many floored adventures, such as The Manor in Which You're Accustomed, appear 100% of the time when their floor is expired. Those are simply 100% superlikelies with the floor as a rejection condition, and are not capped adventures (which are discussed below). Others, such as O Cap'm, My Cap'm, require additional rolls after the floor is up (in this case the zone's combat-noncombat roll). Both are uses of floors.

Finally, some floored adventures are recurring. For those turns_in_zone is compared to its value when the adventure was last encountered plus the floor. For instance, if O Cap'm was encountered on turn 10 in the zone, then turns_in_zone will be compared to 10+29 = 39 until the next instance, when the floor will be recomputed again.

For a list of adventures with a floor, see Category:Floored Adventures.


Ceilings (also called Caps) are also based off of turns_in_zone. There are a couple different types of ceilings. The first works the same way that floors do, it's a condition on an adventure. The difference is that a ceiling checks to see if turns_in_zone is greater than the ceiling, and if it is the adventure is accepted. This type of ceiling only exists on superlikelies.

The second type is new with Pandamonium, and it works exclusively on noncombats. It circumvents the combat-noncombat roll by checking to see if turns_in_zone is greater than the ceiling, and if it is the game proceeds to checking noncombats as though it had rolled a noncombat. This can happen even if you're running combat modifiers to boost a zone's combat rate to 100%.

Liked floored adventures many capped adventures are recurring. As with floors, turns_in_zone is compared to the floor plus the turn the adventure last occurred on.

Note that if some adventure overrides the capped adventure on the turn it was due (say, a clover adventure or semirare), then you will get it the next turn that nothing overrides it. So an adventure with a ceiling of five will happen on the first turn after the fifth that you get its adventure type. See Encounter for more details on how adventure types are chosen.

For a list of adventures with a ceiling, see Category:Capped Adventures.

Other Rejection Conditions

There are a few other types of rejection conditions. The most common is a simple roll, which rejects an adventure if a die roll is not a certain number. This manifests in a few different ways, on superlikelies it's just a condition as a floor would be, but on combats or noncombats it's checked when adding them into the zone list.

The other type checks turns_spent, and if it's below a certain number rejects the adventure. An example of this behavior is the Strung-Up Quartet.