Content & Traps

The 18-item palette. What each does, what each costs, where each belongs.

The Content Palette

Switch to Content mode (SPACE cycles). The palette lives on the left sidebar and splits into four filter tabs: Enemies, Traps, Loot, Props (plus All). Click an item to select it (cursor becomes “grab”), then click a valid cell to place it. Each item shows its icon, name, and energy cost in orange. If a placement is invalid, DM shows you why instead of silently failing.

Left sidebar showing Room Types panel (8 colored types: Entrance, Cave/Cavern, Chamber/Hall, Vault/Treasure, Boss Arena, Shrine, Trap Room, Crystal/Arcane) and Content Palette below (All tab selected, items: Skeleton Sword 15, Skeleton Archer 20, Giant Spider 25, Stone Golem 60, Shadow Lurker 45, Pressure Plate 15, Arrow Wall 30, Poison Gas 30).

Enemies (5 types)

Enemies drive the Physical axis on the Challenge Compass. Each costs energy proportional to its threat. All five are octagon-only — connector diamonds are too small for an encounter.

ItemEnergyWhereNotes
skeleton_sword15octagonMelee baseline. Pack-friendly.
skeleton_archer20octagonRanged. Pair with cover.
spider25octagon or connectorSmall enough for corridors.
shadow_lurker45octagonAmbush encounter. Dark rooms.
golem60octagonMini-boss. One per room.

Placement limits: max 8 enemies per octagon. No enemies in safe zones (Shrine, Entrance).

Traps (5 types)

Traps drive the Mental axis. Placement is a puzzle of geometry — where does the player have to walk, where do they naturally pause? Most traps are octagon-only; two can go in corridors.

ItemEnergyWhereNotes
pressure_plate15octagon or connectorTriggers on weight. Pairs with another trap.
arrow_wall30octagonVolley from an adjacent wall. Needs line of sight.
poison_gas30octagonArea hazard. Lingers.
alarm40octagon or connectorAlerts nearby enemies. Force multiplier.
flame_jet50octagonHigh damage, obvious tell. Skill check.

Placement limits: max 3 traps per octagon, max 1 per connector. No traps in safe zones.

🔌 How traps actually fire

The DM editor stores only the trap's placement — its ID, position, trigger type, and effect type. The runtime mechanics (damage, VFX, audio) live in poqpoq World and are driven by the Luminary archetype system. That's why traps look like simple icons in DM but feel reactive in play.

Loot (4 types)

Loot drives the Creative and Social axes — reward shapes the feeling of a dungeon as much as its difficulty does. All four are octagon-only (a connector is too cramped to stage a reward).

ItemEnergyNotes
barrel5Flavor loot. Breakable.
chest_wooden15Standard reward container.
chest_ornate30Major reward. One per room, ideally.
pedestal40Quest or artifact anchor. Centerpiece.

Props (4 types)

Props are atmospheric — they don't fight, don't reward, don't block, but they make rooms feel inhabited. They register lightly on the Creative axis.

ItemEnergyWhereNotes
torch5octagon or connectorWall-mounted. Reads as light source.
pillar10octagonStructural. Breaks sight lines.
cage10octagonNarrative prop. Prison, captive, empty.
altar20octagonPairs with Shrine cells.

Trap Anatomy

Under the hood, every trap is three choices:

The palette items are pre-configured combinations of the three. Advanced editing of the triple is exposed in the properties panel once a trap is placed.

Placement Rules at a Glance

✅ Design tip

A room with five enemies and zero loot trains players to fear the space. A room with zero enemies and five chests trains them to expect reward without risk. Neither is wrong, but the Challenge Compass will show you when you've committed to one extreme. Balance isn't mandatory — it's visible.

What's Next