Level Mode

**Level Mode** is the original game mode of Soul Knight.

## Mechanics

* Soul Knight is a rogue-like game, which means that each level's map is randomly generated, as well as the enemies.
* Each level will contain at least 5 rooms, including the entrance and exit. Level 3-6 or 4-6 is the only exception, since it is the end of the game.
* Every room will have a center tile, so that there are 40 tiles between it and the center of its neighboring rooms.
	+ All tile counts exclude bordering walls.
	+ The 5 tile-wide corridors join each room, ranging in length because of the set distance between room centers and the varying dimensions of rooms.
* The room layout of each level cannot exceed the 5x5 grid with starting room in the center. This includes hidden rooms.
* Each level will contain:
	+ An entrance room with a green house  icon, which may contain a playable character (as a NPC), a Vending Machine, an easter egg, and/or the Scammer.
		- This room is always at the center of 11x11 tiled area.
	+ At least 2 rooms with enemies. In the case of x-5, there will be at least 3.
		- These can have a variety of dimensions, with width/heights 15, 21, or 25 tiles long (e.g. 15x15, 15x25, 21x15, and 21x25 are all valid rooms).
	+ A room labelled with golden box  icon. This room can be:
		- A shop (large shops contain an area of 19x21 tiles).
		- A small room with a lone Weapon (turquoise or brown) chest (11x11 tiles);
			* It may be a Chester.
		- A Turrets Room (13x21 tiles);
		- A lone Green Chest that only contains materials.
		- The shop of Mysterious Trader.
	+ Up to 1 room with a big yellow exclamation mark  (11x11 tiles), which can contain:
		- One of the Statues.
		- One of the hireable Followers (or the Drillmaster if the player has already hired one).
		- A Gold Mine or Crystal Mine.
		- A Reforging Furnace or Resetting Furnace.
		- A Wishing Well.
		- A Water Dispenser.
		- A Mount Merchant.
		- A Weaponsmith.
		- A Mentor.
		- A Waiter.
		- A Naughty kid during events.
		- A New Year Dinner during events.
		- A Dragon Dance Armor during events.
		- Five Pills.
		- A Claw Fun Machine.
	+ Up to 1 room full of champions, indicated by another exclamation mark.
		- If completed, the room will always spawn two chests, one containing a weapon and another containing a material or seed, and a Fragment of Ancient Weapon.
	+ An exit room (11x11 tiles) for non x-5 levels, or a boss room (21x21 tiles) for x-5 levels.
* For any x-1 to x-4 levels, there is always a shortest path from the entrance to exit, that goes through 2 enemy rooms. The number for x-5 is 3.
	+ Outside the shortest path, the branch routes will only go further for 1 room, unless it connects another branch room.
	+ This can be affected by  condition, with 1 more room to reach the exit.
* Some of the rooms have a special icon on the minimap:
	+ The entrance room is indicated by a green hut icon.
	+ In levels x-1 to x-4, a blue swirl  indicates the exit room, where the exit portal is located. This is also applied to the room of Magic Stone in level 3-6 or 4-6.
	+ In level x-5, a helmet with red visor  indicates the boss room, where the boss must be fought in order to advance to the next stage of the game.
		- However, if the entrance to a hidden biome spawns, it is not visible on the map.
	+ If NPC Vampire appears and opens a portal, the map does not change.