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The pitLayer modifiers

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The pit

Layer modifiers

Some layers start with a modifier that changes the air, the water, the light or what lives there.

Chance per layer

Each new layer has a 40% chance to get one modifier on Tough, 20% on Relaxed, 10% on Paradise and 100% on Desolate. The Layer modifier chance run setting sets it.

One at a time

A layer gets at most one modifier, picked at random. It ends when you leave the layer.

Where they appear

Layers 1 to 9 and layer 11. Layer 10 and the last layer never get one. Layers 1, 2 and 11 can roll only 14 of the 19 modifiers.

How you see it

The modifier's name and line show on screen in orange when the layer starts.

Every modifier

Foggy

This place feels a little foggier than expected.

Fog at full strength covers the whole layer.

Layers 1 to 9 and layer 11

Hot

The air here is warmer than expected.

Air temperature on the layer is 4 °C higher.

Layers 1 to 9 and layer 11

Scorching

The air here is much warmer than expected!

Air temperature on the layer is 8 °C higher.

Layers 1 to 9 and layer 11

Cold

The air here is colder than expected.

Air temperature on the layer is 4 °C lower.

Layers 1 to 9 and layer 11

Freezing

The air here is totally frigid!

Air temperature on the layer is 10 °C lower.

Layers 1 to 9 and layer 11

Flooded

The terrain here is unusually flooded.

Up to 6,400 extra water pools are started in the caves. On Geothermal vents no extra water is placed.

Layers 1 to 9 and layer 11

Dried

You probably won't find any exposed pools here.

All liquid on the layer is gone. Not when playing as Dune.

Layers 1 to 9 and layer 11

Rainy

Water is dripping from everywhere in here...

Rain falls on the whole layer, as in the Fungal pools, with fog at 80% strength.

Layers 3 to 9

Infested

This place seems to have very high insect activity.

Up to 461 extra Shade crawlers are placed below where you start the layer.

Layers 1 to 9 and layer 11

Ionized

Nuclear waste has been dumped in this site.

Up to 333 extra radioactive barrels and up to 77 Anti-rad bottles are placed below where you start the layer.

Layers 3 to 9

Solar-struck

A strong solar flare has disabled your chip for a while.

Your chip is off until the next layer: the health panel and the depth meter are hidden, line of sight is on and the layer time limit never runs out, as in Unchipped runs. Never in M.E.R.C. runs.

Layers 3 to 9

Turbulent

Some unknown force is affecting the gravity here.

Gravity is weaker, between 55% and 82% of normal.

Layers 3 to 9

Shiny

Strange lights permeate the area.

The same light that shines on WHERE WE MUST REACH is switched on for the layer.

Layers 1 to 9 and layer 11

Oxygenated

The air here feels unusually refreshing and energizing.

Stamina comes back twice as fast.

Layers 1 to 9 and layer 11

Sterile

An airborne microorganism makes infections rarer here.

Infections are five times less likely.

Layers 1 to 9 and layer 11

Stable

This area seems to have reduced seismic activity.

No regular earthquakes. A sudden jolt can still happen.

Layers 1 to 9 and layer 11

Beautiful

Something about this place strikes you as beautiful.

Mood +15 when you arrive, and Mood +10 while you stay on the layer.

Layers 1 to 9 and layer 11

Unsightly

Something about this place makes you uneasy.

Mood -7.5 when you arrive, and Mood -10 while you stay on the layer.

Layers 3 to 9

Rich

The terrain here seems rich in various metals.

256 extra copper veins of 1 to 25 blocks each at the default Ore amount, and two extra spreads of ilmenite, also on layers 1 to 4.

Layers 1 to 9 and layer 11

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