Room

**Room** - forms when a space of at least 3 tiles, or at most 400 tiles, is enclosed by walls and/or doors. Rooms have 6 ratings, which can be viewed by clicking on their enclosed space.

*See: For Cultivation and Breakthrough Rooms, see here*

### Temperature

Room Temperature is uniform across the whole space as opposed to localized around objects. Otherwise, it is calculated in the same way.

### Quality

Room Quality is calculated using the average Tier of the Buildings, Items and Plants in the room. Walls are not taken into account.

 Common
 Refined
 Luxurious

### Layout

Room Layout is determined by the number of tiles in the room occupied by Buildings. This only counts the tiles occupied by Buildings and not the tiles Disciples may stand on. Items on the ground, or those in Storage Areas, do not count for Room Layout.

 Normal
 Full

Shendao Breakthroughs need approximately 45% of the tiles occupied for the maximum Layout bonus, the very center of the "Normal" region.

### Attractiveness

Room Attractiveness is determined by the average Attractiveness of the Room. This takes into account the Attractiveness of Walls, Doors and all tiles in the Room *including* Walls and Doors. It is important to note that Floorings have a base value of 4 Attractiveness as well, but due to a bug the Flooring Attractiveness is not taken into account until you exit and reenter the map (saving and loading will work).

 Ugly
 Common
 Magnificent

Also note that corner Walls can be omitted to make it easier to reach a rating of Magnificent, as that lowers the Room's total area and increases the average Attractiveness.

### Feng Shui

If the Room has a Feng Shui Building in it, it gains a Feng Shui rating, also known as Auspiciousness. Auspiciousness is determined by:

* The average Feng Shui Rating of contained Feng Shui Buildings
	+ Individual buildings contribute to the average using these values: +8 (Very Auspicious), +6, +4, -6, -8, -12 (Very Ominous)
* Door Orientation (according to room type, +3 or -3)
* Feng Shui Leakage (multiple doors +0 or -3)
* Room Layout (Emptiness/Crampedness, +3 or -4)
* Using Mineral tiles as part of the Walls: +1
* Contained Feng Shui Spirit Relics (+30 or -30)

 8
 3
 -2
 -6

#### Room Type

Depending on the Feng Shui Buildings present within the room, the room may be assigned various Room Types, such as Workshop or Kitchen. Some of those types need the door to face a specific direction, otherwise Auspiciousness will suffer.

Multiple room types can apply to a single room, in which case all requirements must be met simultaneously for the Feng Shui bonuses to apply. The None room type only applies if all buildings in the room are of the None type. If any building with a restrictive door orientation is built within the room, the None room type no longer applies.

#### Feng Shui Leakage

When a room has more than one door leading outside, it will have a large penalty to its overall Feng Shui due to Feng Shui Leakage. A room without a Feng Shui rating is considered outside. Otherwise, if no door leads outside, the Feng Shui of the room will be decided by the door closest to the correct direction.

It will also invalidate the bonus the room would normally get for the door being the correct direction for the room type, replacing it with a maximum penalty, *even if all the doors are facing the right direction.*

For doors that link to an inside room , the Feng Shui leakage mechanic is inactivated for that specific door. This allows rooms with multiple doors to remain Very Auspicious. Rooms with multiple doors must still have one door pointing in the correct direction for each Room Type that it possesses.

Double doors (or any number of adjacent doors) do not give this penalty, as the game considers two adjacent doors to be one door.

#### Room Layout (crampedness)

The amount of empty space in a room matters. If there is too much, or too little, empty space in a room, you get a debuff to the room’s Feng Shui.

The third descriptor after the room quality indicates whether a room is too full or too empty. Whether it’s full or empty, it gives the same debuff to Feng Shui for crampedness, so use the room details to determine whether you need to take some decorations out of the room or add some more. Positive crampedness requires 30 to 70% of room to be filled. It will show as *Normal* value for **Room Layout** descriptor.

#### Spirit Relics

A compatible Feng Shui relic will greatly boost the Auspiciousness of a room. For Spirit Relics, this will also add Positive Channeling of the Nurturing effects for anyone in the room.

An incompatible Feng Shui relic will greatly reduce the Auspiciousness of a room. For Spirit Relics, this will also add Negative Channeling (reverse of the effects listed) of the Nurturing effects for anyone in the room. This happens when the requirements of the Spirit Relic are not met, either due to failing the requirements, or being in a room with no Feng Shui. This can be used to create a Suppression Room, which intentionally uses multiple spirit relics with negative channeling to boost or reduce statistics.

#### Example of a Very Auspicious room

Early rooms are quite important especially with a mood buff from positive Feng Shui. You can check example of Very Auspicious room - outers simple dormitory - on the right image.

	+ decorations - oil lamp
	+ wall
	+ door
	+ flooring - its element is only important below Feng Shui building/node (every bed here)
* Metal element (Iron Bars) - beds only

Considering the Feng Shui elements interaction, it can be seen that Feng Shui nodes (beds, metal) have their tiles full of the begetting element (earth). Every bed from this example is *Very Auspicious.*

## Rating Effects

A Room's ratings have an effect on the Mood of its occupants. They also affect the end result of a Shendao Cultivator's Creation Breakthrough. An ominous Feng Shui rating can also give Outer Disciples and Animals a heart attack when sleeping, killing them, and hurting inners when Cultivating.

## References

1. ↑ `XiaWorld.GameDefine.ImpressionValueDesc`
2. ↑ `XiaWorld.GameDefine.LayoutValueDesc`
3. ↑ `XiaWorld.GameDefine.BeautyValueDesc`
4. ↑ Due to a bug in the game, as of 1.205, the Beautiful rating is also called Common
5. ↑ `XiaWorld.GameDefine.RoomFengShuiRankMap`
6. ↑ `XiaWorld.AreaRoom.DoUpdateDate() -> m_bWallHasMine`
7. ↑ For the purposes of determining Relics activation conditions, since the "Storage" room type is not implemented in-game, all relic requirements that reference "Storage" instead refer to the None room type. An actual Storage Area is not required in the room.
8. ↑ Only in the game code, as Storage Areas are not Feng Shui Buildings and therefore cannot affect room Feng Shui.
9. ↑ Despite the description, cultivating cushions such as Cushion and Qi Cushion do not qualify as they do not have the `BedRoom` tag.