{

  "name": "Layout",
  "icon": "the_vault:vault_compass",
  "category": "patchouli:the_vault_category",
  "read_by_default": "true",
  "pages": [

    {
      "type": "patchouli:text",
      "text": "The first room in a Vault is the $(l)Portal Room$(). This is the Vault's $(l)exit$() for when the player decides to leave the Vault without completing the $(l:the_vault/objectives)objective$().$(br2)The $(l)Vault Compass$(), locked behind $(l:game_mechanics/research)Research$(), always points towards the exit of the Vault, in the Portal Room."
    },
    {
      "type": "patchouli:text",
      "title": "Generation",
      "text": "$(br)Every Vault is $(l)randomly generated$() and rolls an objective and a theme. The objective determines the $(l)main challenge$() of the Vault, while the theme sets its $(l)design$().$(br2)The Vault's size is $(l)scaled$() to its level. Each room after the portal room has four different potential corridors to new rooms. Not every corridor is open in each room."
    },
    {
      "type": "patchouli:text",
      "title": "Rooms",
      "text": "$(br)Vault rooms have different rarities.$(br2)$(l)Common Rooms$() are worth exploring, with frequent $(l:the_vault/loot)Points of Interest$(). $(l:the_vault/altars)Vault God Altars$() can be found in these, as well as $(l:the_vault/treasure_rooms)Treasure Rooms$().$(br2)Some Common Rooms are $(l)Ore Rooms$(), which only contain $(l)large$() Vault Ore and Wooden Chest POIs."
    },

    {
      "anchor": "dungeons",
      "type": "patchouli:text",
      "title": "Dungeons",
      "text": "$(br)$(l)Dungeons$() may spawn inside Common Rooms, that contain $(l)more loot$() than POIs, but also carry a $(l)greater risk$().$(br2)Dungeons have a chance at housing an $(l)Enhancement Altar$(). The player can choose to complete a small task to enhance their $(l)Vault Helmet$().$(br2)A $(l)Modifier Archive$() may also be found here, which unlocks a $(l)crafted $(l:vault_gear/modifier_workbench)modifier$()."
    },

    {
      "type": "patchouli:text",
      "title": "Challenge Rooms",
      "text": "$(br)Challenge Rooms provide an $(l)obstacle$(), but are more rewarding than Common Rooms.$(br2)The challenge often presents itself in fighting off $(l)Spawners$() guarding its loot."
    },

    {
      "type": "patchouli:text",
      "title": "Omega Rooms",
      "text": "$(br)$(l)Omega Rooms$() are peaceful, meaning no mobs will spawn, while containing lots of unguarded, valuable loot.$(br2)However, they can still contain trapped chests. Modifiers like $(l)Wild$() and $(l)Trapped$() also affect these rooms."
    }

  ]

}
