Difference between revisions of "Item generation"
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| − | + | {{version022}} | |
| − | ===Number of | + | ==Base Type== |
| − | + | ===Number of Items per Level=== | |
| − | Levels in [[Hell]], [[Slime Pits]], [[Ecumenical Temple | + | Levels in [[Hell]], [[Slime Pits]], and the [[Ecumenical Temple]] are generated without any items on the floor. Other levels contain between 6 and 36 items lying on the floor, chosen as described below; after level 5, there's a very small chance (about 0.2%) to get a very rich level instead, which contains 11-100 items. |
Some levels (fixed bottom branch, random mini-vaults...) may contain additional "fixed" items, defined in the vault layout. | Some levels (fixed bottom branch, random mini-vaults...) may contain additional "fixed" items, defined in the vault layout. | ||
| − | ===Type of | + | ===Type of Items Generated=== |
Items in the [[Orcish Mines]] are always piles of gold; other items are randomly generated with the following weights: | Items in the [[Orcish Mines]] are always piles of gold; other items are randomly generated with the following weights: | ||
| Line 19: | Line 19: | ||
|- | |- | ||
| Weapon | | Weapon | ||
| − | | | + | | 11% |
|- | |- | ||
| − | | | + | | Ammunition |
| 15% | | 15% | ||
|- | |- | ||
| Armour | | Armour | ||
| − | | | + | | 11% |
|- | |- | ||
| Wand | | Wand | ||
| − | | 3. | + | | 3.6% |
|- | |- | ||
| Food | | Food | ||
| − | | 7% | + | | 7.1% |
|- | |- | ||
| Scroll | | Scroll | ||
| − | | | + | | 16% |
|- | |- | ||
| Jewellery | | Jewellery | ||
| − | | 2. | + | | 2.6% |
|- | |- | ||
| Potion | | Potion | ||
| − | | | + | | 9% |
|- | |- | ||
| Book | | Book | ||
| Line 46: | Line 46: | ||
|- | |- | ||
| Magical staff | | Magical staff | ||
| − | | 0. | + | | 0.51% |
|- | |- | ||
| Gold | | Gold | ||
| − | | | + | | 22% |
|- | |- | ||
|} | |} | ||
| − | + | Miscellaneous evocable items may replace the generation of any item at item levels greater than 7. | |
| − | + | If the item level is below 7 and the generator rolled a staff, a book or a wand, it may randomly change the item type to a potion or a scroll instead. Misc items ([[Evocable items#elementalevokers|elemental evoker]], [[Evocable items#summoningitems|summoning item]] or [[crystal ball]]) are only generated at item level 8 and after with a probability of 0.4% + 0.02% per item level. | |
| − | + | Potions are generated with the following frequencies: | |
| − | |||
{| class="prettytable" cellpadding="2" border="1" | {| class="prettytable" cellpadding="2" border="1" | ||
|- align="center" | |- align="center" | ||
| − | ! ''' | + | ! '''Item type''' |
! '''Probability''' | ! '''Probability''' | ||
|- | |- | ||
! colspan="11" align="center" | | ! colspan="11" align="center" | | ||
|- | |- | ||
| − | | | + | | Curing |
| − | | | + | | 18.37% |
|- | |- | ||
| − | | | + | | Heal Wounds |
| − | | | + | | 10.05% |
|- | |- | ||
| − | | | + | | Lignification, Flight, Haste |
| − | | | + | | 6.99% |
|- | |- | ||
| − | | | + | | Might, Degeneration, Agility |
| − | | | + | | 6.32% |
|- | |- | ||
| − | | | + | | Brilliance |
| − | | | + | | 6.32% |
|- | |- | ||
| − | | | + | | Mutation |
| − | | | + | | 5.07% |
|- | |- | ||
| − | | | + | | Invisibility, Resistance, Magic, Berserk Rage, Cancellation, Ambrosia |
| − | | 3. | + | | 3.35% |
|- | |- | ||
| − | | | + | | Experience |
| − | | | + | | 0.002% |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
|- | |- | ||
| + | |||
|} | |} | ||
| + | |||
[[Category:Crawl]] | [[Category:Crawl]] | ||
Latest revision as of 08:53, 23 August 2018
Base Type
Number of Items per Level
Levels in Hell, Slime Pits, and the Ecumenical Temple are generated without any items on the floor. Other levels contain between 6 and 36 items lying on the floor, chosen as described below; after level 5, there's a very small chance (about 0.2%) to get a very rich level instead, which contains 11-100 items.
Some levels (fixed bottom branch, random mini-vaults...) may contain additional "fixed" items, defined in the vault layout.
Type of Items Generated
Items in the Orcish Mines are always piles of gold; other items are randomly generated with the following weights:
| Item type | Probability | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon | 11% | |||||||||
| Ammunition | 15% | |||||||||
| Armour | 11% | |||||||||
| Wand | 3.6% | |||||||||
| Food | 7.1% | |||||||||
| Scroll | 16% | |||||||||
| Jewellery | 2.6% | |||||||||
| Potion | 9% | |||||||||
| Book | 1.5% | |||||||||
| Magical staff | 0.51% | |||||||||
| Gold | 22% | |||||||||
Miscellaneous evocable items may replace the generation of any item at item levels greater than 7.
If the item level is below 7 and the generator rolled a staff, a book or a wand, it may randomly change the item type to a potion or a scroll instead. Misc items (elemental evoker, summoning item or crystal ball) are only generated at item level 8 and after with a probability of 0.4% + 0.02% per item level.
Potions are generated with the following frequencies:
| Item type | Probability | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Curing | 18.37% | |||||||||
| Heal Wounds | 10.05% | |||||||||
| Lignification, Flight, Haste | 6.99% | |||||||||
| Might, Degeneration, Agility | 6.32% | |||||||||
| Brilliance | 6.32% | |||||||||
| Mutation | 5.07% | |||||||||
| Invisibility, Resistance, Magic, Berserk Rage, Cancellation, Ambrosia | 3.35% | |||||||||
| Experience | 0.002% | |||||||||