crawlSS_052_items.txt: Item generation Based on Crawl Stone Soup 0.5.2 Last change: 2009-12-09 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Base type ~~~~~~~~~ Number of items per level ========================= Levels in Hell, Slime Pits, Ecumenical Temple and Hall of Blades 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. In addition, each of the first 5 levels in the Dungeon has a 50% chance to generate a +0 uncursed knife. Some levels (fixed bottom branch, random minivaults...) 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: +--------------+------------+ |Object type |Probability | +--------------+------------+ |Weapon | 10.0% | |Ammunitions | 15.0% | |Armour | 10.0% | |Wand | 3.5% | |Food | 7.0% | |Scroll | 20.0% | |Jewellery | 2.5% | |Potion | 10.0% | |Book | 1.5% | |Magical Staff | 0.5% | |Gold | 20.0% | +--------------+------------+ These percentages are reduced by 1/7 for each level above level 7 for Books, Staves and Wands (the lost percentage is added to Potions and Scrolls). Misc items (Decks, Discs of Storm, etc.) are only generated at level 8 and after with a probability of 0,8% + 0,03% per depth level after 8 (decreasing percentages for all other items accordingly). Subtype ~~~~~~~ For the purpose of determining the quality of the item, level depth is increased by 50% in the Vaults, and capped at 50. Weapon ====== * Weapon type The type of weapon is selected with the following probabilities: +------------------+------------++------------------+------------++------------------+------------++------------------+------------+ |Weapon type |Probability ||Weapon type |Probability ||Weapon type |Probability ||Weapon type |Probability | +------------------+------------++------------------+------------++------------------+------------++------------------+------------+ |Club | 4.8% ||Sling | 3.9% ||Trident | 2.9% ||Dire Flail | 1.0% | |Dagger | 4.8% ||Spear | 3.9% ||Glaive | 2.4% ||Scythe | 1.0% | |Hand Axe | 4.3% ||Falchion | 3.4% ||Halberd | 2.4% ||Longbow | 1.0% | |Mace | 4.3% ||Long Sword | 3.4% ||Blowgun | 2.4% ||Lajatang | 1.0% | |Quarterstaff | 4.3% ||Morningstar | 3.4% ||Broad Axe | 1.9% ||Giant Club | 0.5% | |Bow | 3.9% ||War Axe | 3.4% ||Hand Crossbow | 1.9% ||Giant Spiked Club | 0.5% | |Flail | 3.9% ||Battleaxe | 2.9% ||Spiked Flail | 1.9% ||Bardiche | 0.5% | |Hammer | 3.9% ||Crossbow | 2.9% ||Whip | 1.9% || | | |Sabre | 3.9% ||Great Sword | 2.9% ||Great Mace | 1.4% || | | |Short Sword | 3.9% ||Scimitar | 2.9% ||Ankus | 1.0% || | | +------------------+------------++------------------+------------++------------------+------------++------------------+------------+ Here's the repartition by weapon skill (melee weapon only; Staves not including magical staves): +------------------+-----------+ |Weapon skill |Percentage | +------------------+-----------+ |Maces&Flails | 33.7% | |Polearms | 15.4% | |Short Blades | 14.9% | |Long Blades | 14.9% | |Axes | 14.9% | |Staves | 6.3% | +------------------+-----------+ Above level 20, there's a 5% chance per level above 20 that the item will instead be replaced by a random one among the "low-quality" list: Knife; Quarterstaff; Sling; Spear; Hand Axe; Mace; Dagger; Club; Hammer; Whip and Dagger (equal chance, except Dagger which is twice as likely) Below level 6, there's a (16% + 1% per level depth below 7) chance that the item will instead be replaced by a random one among the "high quality" list: Lajatang; Demon Whip; Demon Blade; Demon Trident; Double Sword; Eveningstar; Executioner's Axe; Katana; Quick Blade; Triple Sword (equal chance) On average, you should get approximately 2 weapons of the second list (rare weapons) from items randomly generated on the floor by the time you reach level 27 of the Dungeon, branches included. The actual number of weapons you'll will probably be higher, as this does not include vault items (bottom of the Elven Halls or the Slime Pits, etc.) and items generated in monsters' inventories. * Racial modifier The weapon may get a racial modifier, depending on the subtype: +--------------------------------+-------------------------------------------+ | | Racial modifier | |Weapon type +----------+----------+----------+----------+ | | Elven | Dwarven | Orcish | None | +--------------------------------+----------+----------+----------+----------+ |Club | - | - | 25% | 75% | |Whip | 9% | - | 13% | 78% | |(Great) Mace | - | 8% | 17% | 75% | |(Dire/Spiked) Flail | - | 8% | 17% | 75 % | |Morningstar, Hammer | - | 17% | 11% | 72% | |Eveningstar | - | 10% | 8% | 72% | +--------------------------------+----------+----------+----------+----------+ |Dagger | 13% | 9% | 9% | 69% | |Short Sword, Sabre | 17% | 11% | 7% | 65% | |Quick Blade | 13% | - | - | 87% | +--------------------------------+----------+----------+----------+----------+ |Falchion | 17% | 4% | 11% | 68% | |Long Sword | 25% | 3% | 6% | 66% | |Great Sword | - | - | 17% | 83% | |Scimitar | 5% | - | 25% | 70% | +--------------------------------+----------+----------+----------+----------+ |(War/Hand/Broad/Battle) Axe | - | 25% | 8% | 67% | |Executioner's Axe | - | 13% | 8% | 79% | +--------------------------------+----------+----------+----------+----------+ |Spear, Trident | 13% | - | 9% | 78% | |Halberd, Glaive, Bardiche | - | - | 10% | 90% | +--------------------------------+----------+----------+----------+----------+ |Bow | 25% | - | 4% | 71% | |Longbow | 17% | - | - | 83% | |Crossbow | - | 13% | 9% | 78% | |Hand Crossbow | 17% | - | - | 83% | |Blowgun | 6% | - | 13% | 81% | +--------------------------------+----------+----------+----------+----------+ Here's the weighted average (according to random generation) per weapon skill: +--------------------------------+----------+----------+----------+ |Weapon category |Elven ? |Dwarven ? |Orcish ? | +--------------------------------+----------+----------+----------+ |Mace&Flails | 1% | 8% | 17% | |Short Blades | 15% | 10% | 8% | |Long Blades | 12% | 2% | 14% | |Axes | - | 25% | 8% | |Polearms | 7% | - | 9% | +--------------------------------+----------+----------+----------+ * Weapon brand and enchantments The weapon may be improved with a (25 + 0.5% per level depth) chance. An "improved" weapon first get accuracy and damage bonus. The accuracy and damage bonus are selected in the table below (the actual chances slightly depend on the level depth, but no more than a few %): +---------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Accuracy bonus | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +---------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Chance | 33% | 33% | 33% | 1% | 1% | * | * | * | * | +---------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ +---------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Damage bonus | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +---------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Chance | 31% | 32% | 33% | 2% | 1% | * | * | * | * | +---------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ (*) means the chance is close to 0. An "improved" weapon has also a (33% + 0.3% per level depth) chance to get a brand. When the weapon is selected to get a brand, the chance for each brand according to the weapon type are shown on the table below (it is possible that no brand will be selected). Orcish weapons are half as likely to have a brand (and will never get the Orc Slaying brand), Demon weapons always have a brand (unless "None" is selected in the table below). The weapons not listed below are not randomly generated with brands. (Key: HolyW. = Holy Wrath; Elec. = Electrocution; Drain. = Draining; Vamp. = Vampiricism; Distor = Distortion; Protec = Protection; Return = Returning; Reach. = Reaching; DrgSly = Dragon Slaying) +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ |Weapon type |None |Vorpal|Flame |Freeze|HolyW.|Elec. |Drain.|Venom |Vamp. |Pain |Distor|Protec|Speed |Return|Reach.|DrgSly| +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ |(Great) Mace, Hammer | 28% | 14% | | | 15% | | 10% | | | 1% | 2% | 30% | | | | | |(Dire/Spiked) Flail | 28% | 14% | | | 15% | | 10% | | | 1% | 2% | 30% | | | | | |Eveningstar | 10% | 6% | 4% | 4% | 15% | | 20% | 6% | 2% | 1% | 2% | 30% | | | | | |Morningstar | 17% | 9% | 4% | 4% | 15% | | 10% | 6% | 2% | 1% | 2% | 30% | | | | | |Whip | 2% | | 2% | 2% | | 20% | | 5% | | | 1% | | 16% | | 32% | | |Demon Whip | 20% | | 5% | 5% | | 13% | 8% | 20% | 16% | 2% | | | | | 11% | | +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ |Dagger | 16% | | 4% | 4% | 5% | 6% | 9% | 28% | 4% | 2% | 1% | 6% | 10% | 5% | | | |Short Sword/Sabre | 39% | | 4% | 4% | | 6% | 9% | 17% | 4% | | 1% | 6% | 10% | | | | +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ |Falchion, Long Sword | 22% | 19% | 4% | 4% | 20% | 9% | 4% | 2% | 3% | 1% | 1% | 7% | 4% | | | | |Scimitar | 24% | 19% | 4% | 4% | 20% | 9% | 4% | | 3% | 1% | 1% | 7% | 4% | | | | |Great/Double/Triple Sword | 27% | 20% | 4% | 4% | 20% | 9% | 4% | | 3% | | 1% | 7% | | | | | |Demon Blade | 30% | | 5% | 5% | | 13% | 8% | 20% | 16% | 3% | | | | | | | +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ |Hand Axe | 27% | 19% | 10% | 10% | | 11% | | 12% | 4% | 1% | 2% | | | 4% | | | |(War/Broad/Battle/Exec.) Axe | 28% | 19% | 10% | 10% | 1% | 11% | 2% | 12% | 4% | 1% | 2% | | | | | | +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ |Spear | 16% | 11% | 4% | 4% | | | | 9% | 2% | 1% | 1% | | | 4% | 33% | 15% | |Halberd, Glaive, Scythe | 5% | 20% | 4% | 4% | <1% | | | 9% | 2% | 1% | 1% | 3% | 3% | | 33% | 15% | |Trident, Bardiche | 5% | 20% | 4% | 4% | <1% | | | 9% | 2% | 1% | 1% | 3% | 3% | | 33% | 15% | |Demon Trident | 20% | | 5% | 5% | | 13% | 8% | 20% | 16% | 2% | | | | | 11% | | +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ |Quarterstaff | 54% | 8% | | | | | | | | 2% | 2% | 20% | 14% | | | | |Lajatang | 38% | | | | | 11% | | 17% | 17% | 4% | 2% | 6% | 5% | | | | +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ |Sling, Hand Crossbow | 50% | 3% | 19% | 19% | | | | | | | | 9% | 1% | | | | |(Long)Bow, Crossbow | 0% | 6% | 38% | 38% | | | | | | | | 17% | 2% | | | | +-----------------------------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+------+ * Cursed weapons If the weapon wasn't improved, it has 8.5% chance to be cursed and have its accuracy and damage bonus set between -3 and 0. The final probability to find a cursed weapon on the floor is then around 6%. * artefacts Below level 2, if the weapon generated is not a club, there's a (0.25 + 0.08*level depth)% chance that it will be turned into an artefact (which will cancel all previous enchantments and get to a special artefact creation function). * Appearance A non-artefact weapon may get a "runed" or "glowing" adjective if it has a non-0 accuracy or damage bonus with a 33% chance (only 14% if it is elven, orcish or dwarven), or if it has a special brand. Ammunitions =========== * Type of ammo The type of ammunition and racial modifier are selected with the following probabilities: +----------------+-----------++-------------------------------------------+ | | || Racial modifier | |Ammunition type |Generation |+----------+----------+----------+----------+ | | || Elven | Dwarven | Orcish | None | +----------------+-----------++----------+----------+----------+----------+ |Stones | 30% || - | - | - | 100% | |Darts | 20% || 16% | 17% | 21% | 46% | |Arrows | 20% || - | 19% | 25% | 56% | |Bolts | 12% || - | 17% | 21% | 62% | |Needles | 10% || 8% | - | 17% | 75% | |Sling Bullets | 5% || - | - | - | 100% | |Javelins | 2% || - | 19% | 25% | 56% | |Throwing Nets | 1%(*) || - | - | - | 100% | +----------------+-----------++----------+----------+----------+----------+ (*) 25% chance of a second one * Ammo brand and enchantment The ammunitions may then get a brand (except Throwing Nets and Stones): - Needles are always poisoned, or curare-tiped with a small chance depending on the level depth (from 6% at level 1 to 14% at level 27). - Javelins have a 4% chance to have the Returning brand - Other ammunitions and non-returning Javelins may receive: - Poisoned: 1.5% + 0.1% per level depth (33% for orcish ammunitions); not for Sling Bullets - Frost: 3% + 0.1% per level depth. - Flame: 3% + 0.1% per level depth. The number of ammunitions generated is: 1 with a 25% chance of a second one for thwrowing nets 2 - 8 for curare-tiped needles and javelins 1 - 31 for branded ammunitions 1 - 46 for ordinary ammunitions Ammunitions (except Throwing Nets and Stones) may be enchanted up to +4 with a (11 + level depth)% chance. Elven arrows and dwarven bolts add 0-3 to the enchantment (even if it wasn't enchanted before). Armour ====== * Type of armour The type of armour and racial modifier is selected with the following probabilities (L is the level depth): +----------------------+--------------------++-------------------------------------------+ | | || Racial modifier | |Armour type | Generation |+----------+----------+----------+----------+ | | || Elven | Dwarven | Orcish | None | +----------------------+--------------------++----------+----------+----------+----------+ |Animal skin | 5.1 + 0.38L% || - | - | - | 100% | |Robe | 19.7 - 0.42L% || 25% | - | 13% | 62% | |Leather armour | 19.7 - 0.42L% || 13% | - | 20% | 67% | |Ring mail | 19.7 - 0.42L% || 11% | 16% | 20% | 53% | |Scale mail | 4.8 + 0.19L% || 11% | 16% | 20% | 53% | |Chain mail | 4.8 + 0.19L% || 11% | 16% | 20% | 53% | |Banded mail | 1.8 + 0.17L% || - | 16% | 20% | 64% | |Splint mail | 1.8 + 0.17L% || - | 16% | 20% | 64% | |Plate mail | 1.8 + 0.17L% || - | 16% | 20% | 64% | |Crystal plate mail | 0.001*(23 + 2.5L)% || - | - | - | 100% | +----------------------+--------------------++----------+----------+----------+----------+ |Troll hide | 0.001*(15 + 1.5L)% || - | - | - | 100% | |Troll leather armour | 0.001*(15 + 1.5L)% || - | - | - | 100% | |Steam dragon hide | 0.001*(8 + L)% || - | - | - | 100% | |Steam dragon armour | 0.001*(8 + L)% || - | - | - | 100% | |Mottled dragon hide | 0.001*(8 + L)% || - | - | - | 100% | |Mottled dragon armour | 0.001*(8 + L)% || - | - | - | 100% | |Swamp dragon hide | 0.001*(8 + L)% || - | - | - | 100% | |Swamp dragon armour | 0.001*(8 + L)% || - | - | - | 100% | |Dragon hide | 0.001*(15 + 1.5L)% || - | - | - | 100% | |Dragon armour | 0.001*(15 + 1.5L)% || - | - | - | 100% | |Ice dragon hide | 0.001*(15 + 1.5L)% || - | - | - | 100% | |Ice dragon armour | 0.001*(15 + 1.5L)% || - | - | - | 100% | |Storm dragon hide | 0.001*(8 + L)% || - | - | - | 100% | |Storm dragon armour | 0.001*(8 + L)% || - | - | - | 100% | |Gold dragon hide | 0.001*(8 + L)% || - | - | - | 100% | |Gold dragon armour | 0.001*(8 + L)% || - | - | - | 100% | +----------------------+--------------------++----------+----------+----------+----------+ |Naga barding | 0.5% || - | - | - | 100% | |Centaur barding | 0.5% || - | - | - | 100% | +----------------------+--------------------++----------+----------+----------+----------+ |Helmet | 3.0% || - | 20% | 13% | 67% | |Cap | 0.4% || 17% | - | - | 83% | |Wizard's hat | 0.4% || 17% | - | - | 83% | |Cloak | 4.0% || 25% | 19% | 14% | 42% | |Gloves | 4.0% || 21% | 17% | 16% | 47% | |Boots | 3.0% || 21% | 17% | 16% | 47% | |Buckler | 2.0% || 17% | 33% | 13% | 37% | |Shield | 1.3% || 17% | 33% | 13% | 37% | |Large shield | 0.7% || 17% | 33% | 13% | 37% | +----------------------+--------------------++----------+----------+----------+----------+ * Armour ego and enchantment The armour may be improved with a (20 + 0.4% per level depth) chance; 100% for a wizard's hat. An "improved" armour first get an AC bonus of 1d3-1, plus, if the armour is an animal skin, robe, leather armour or ring/scale/chain/banded/splint/plate mail, a (7 + 0.3*level depth)% chance to get an additional 1d3-1 AC bonus. If the armour is improved, there's also a (9% + 0.3% per level depth) chance that it might get an ego property. When the armour is selected to get an ego, the chance for each ego according to the armour type are shown on the table below (it is possible that no brand will be selected). Orcish body armours are half as likely to have an ego. Dragon and Troll hides, Crystal plate mails and Animal skins are not generated with an ego (except artefacts). (Key: Resis. = Resistance; FireR. = Fire Resistance; ColdR. = Cold Resistance; PoisR. = Poison Resistance; PosEn. = Positive Energy; Prot. = Protection; Dark. = Darkness; Pres. = Preservation; MagicR = Magic Resistance; SeeInv = See Invisible; +Int. = Intelligence; +Dex. = Dexterity; +Str. = Strength; Run. = Running; Lev. = Levitation; Stlth = Stealth; ArchM = Archmagi; Pond. = Ponderousness) +-----------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Armour type |None |Resis|FireR|ColdR|PoisR|PosEn|Prot.|Dark.|Pres.|MagR.|SInv.|+Int.|+Dex.|+Str.|Run. |Lev. |Stlth|ArchM|Pond.| +-----------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Robe |19.5%| 13% | 13% | 13% | | 13% | | | | 25% | | | | | | | |5.5%#| | |Leather armour | 28% | | 14% | 14% | 20% | 7% | | | | 16% | | | | | | | | | | |(Any non-Plate) mail | 28% | | 14% | 14% | 20% | 7% | | | | 16% | | | | | | | | | | |Plate mail | 27% | | 13% | 13% | 19% | 9% | | | | 15% | | | | | | | | | 7% | +-----------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Troll leather armour | 28% | | 14% | 14% | 20% | 7% | | | | 16% | | | | | | | | | | |(Any) Dragon armour | 28% | | 14% | 14% | 20% | 7% | | | | 16% | | | | | | | | | | +-----------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Naga/Centaur barding | | | 13% | 13% | | | | | | | | | | | 25% | 25% | 25% | | | |Boots | | | | | | | | | | | | | | | 33% | 33% | 33% | | | |Helmet/Cap | | | | | | | | | | | 50% | 50% | | | | | | | | |Wizard's hat | 50% | | | | | | | | | 17% | | 33% | | | | | | | | |Cloak | | | | | 25% | | | 25% | 25% | 25% | | | | | | | | | | |Gloves | | | | | | | | | | | | | 50% | 50% | | | | | | |Buckler/(Large) Shield | | 4% | 12% | 12% | 12% | 12% | 48% | | | | | | | | | | | | | +-----------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ (#) Increased by 0.5% per level depth (at the expense of None) Plate mails of Ponderousness get an additional 1d4+2 AC bonus, up to +8 total enchantment. * Cursed armours If the armour wasn't improved, it has 8.5% chance to be cursed and have its AC bonus set between -3 and 0. The final probability to find a cursed armour on the floor is then around 6%. * artefacts Below level 2, there's a (0.25 + 0.08*level depth)% chance that the armour will be turned into an artefact (which will cancel all previous enchantments and get to a special artefact creation function). * Appearance A non-artefact weapon may get an "embroidered" (for robes), "shiny" (for other armours), "runed" or "glowing" adjective if it has a non-0 AC bonus with a 67% chance, or if it has an ego property. Wands ===== * Type of wand The type of wand is selected with the following probabilities and charges: +----------------+------------+---------+ |Wand type |Probability |Charges | +----------------+------------+---------+ |Flame | 6% | 1 -- 27 | |Frost | 6% | 1 -- 27 | |Magic Darts | 6% | 1 -- 27 | |Random Effects | 6% | 1 -- 27 | +----------------+------------+---------+ |Slowing | 6% | 1 -- 15 | |Paralysis | 6% | 1 -- 15 | |Fire | 6% | 1 -- 15 | |Cold | 6% | 1 -- 15 | |Confusion | 6% | 1 -- 15 | |Digging | 6% | 1 -- 15 | |Lightning | 6% | 1 -- 15 | |Polymorph Other | 6% | 1 -- 15 | |Enslavement | 6% | 1 -- 15 | |Draining | 6% | 1 -- 15 | |Disintegration | 6% | 1 -- 15 | +----------------+------------+---------+ |Fireball | 3.5% | 1 -- 15 | |Teleportation | 3.5% | 1 -- 15 | +----------------+------------+---------+ |Hasting | 1% | 1 -- 7 | |Healing | 1% | 1 -- 7 | |Invisibility | 1% | 1 -- 7 | +----------------+------------+---------+ The number of charges is biaised towards average values. Food ==== * Type of food The type of food is selected with the following probabilities and quantities: +-----------------------+------------+----------+ |Name |Probability |Quantity | +-----------------------+------------+----------+ |Bread Ration | 30% | 1 | |Meat Ration | 25% | 1 | +-----------------------+------------+----------+ |Pear | 10% | 1(#) | |Apple | 10% | 1(#) | |Choko | 10% | 1(#) | +-----------------------+------------+----------+ |Snozzcumber | 1% | 1(#) | |Slice of Pizza | 1% | 1(#) | |Cheese | 1% | 1(#) | |Beef Jerky | 1% | 1(#) | |Sausage | 1% | 1(#) | |Rambutan | 1% | 1(#) | |Lychee | 1% | 1(#) | |Orange | 1% | 1(#) | |Banana | 1% | 1(#) | |Lemon | 1% | 1(#) | |Apricot | 1% | 1(#) | |Strawberry | 1% | 4 -- 18 | |Grape | 1% | 4 -- 18 | |Sultana | 1% | 4 -- 18 | +-----------------------+------------+----------+ |Royal Jelly | 0.5% | 1(#) | |Honeycomb | 0.5% | 1(#) | +-----------------------+------------+----------+ (#) 0.4% chance to generate 2; 0.4% chance to generate 3. Potion ====== * Type of potion The type of potion is selected with the following probabilities: +------------------+------------+ |Name |Probability | +------------------+------------+ |Healing | 26.7% | |Heal Wounds | 13.3% | +------------------+------------+ |Restore Abilities | 8.5% | |Poison | 6.1% | |Speed | 5.8% | |Might | 5.8% | +------------------+------------+ |Invisibility | 3.2% | |Levitation | 3.2% | |Resistance | 3.2% | |Mutation | 3.1% | |Slowing | 3.1% | |Paralysis | 3.1% | |Confusion | 3.1% | |Degeneration | 2.6% | |Cure Mutation | 2.1% | +------------------+------------+ |Strong Poison | 1.5% | |Berserk Rage | 1.3% | |Magic | 1.3% | |Blood | 1.1% | |Porridge | 0.7% | +------------------+------------+ |Gain Strength | 0.4% | |Gain Dexterity | 0.4% | |Gain Intelligence | 0.4% | |Experience | 0.1% | |Decay | 0.1% | +------------------+------------+ The number of potions generated is equal to 1 (90.5%), 2 (9.3%) or 3 (0.2%), except Potions of Gain Strength/Dexterity/Intelligence, Experience, Magic or Restore Abilities (always 1). Potions of Strong Poison are never generated above depth level 11. Scroll ====== * Type of scroll The type of scroll is selected with the following probabilities, the minimum level depth required to generate it, and the replacement scroll if that condition is not met. +-------------------+------------+--------------+--------------+ |Name |Probability |Minimum Depth |Replacement | +-------------------+------------+--------------+--------------+ |Identify | 18.0% | 1 | - | |Remove Curse | 13.1% | 1 | - | |Teleportation | 8.0% | 1 | - | |Detect Curse | 6.4% | 1 | - | |Fear | 3.2% | 1 | - | |Noise | 3.2% | 1 | - | |Magic Mapping | 3.2% | 1 | - | |Fog | 3.2% | 1 | - | |Random Uselessness | 3.2% | 1 | - | |Curse Weapon | 3.2% | 1 | - | |Curse Armour | 3.2% | 1 | - | |Recharging | 3.2% | 1 | - | |Blinking | 3.2% | 1 | - | |Paper | 1.6% | 1 | - | |Enchant Armour | 3.2% | 1 | - | |Enchant Weapon I | 3.2% | 1 | - | |Enchant Weapon II | 3.2% | 1 | - | |Immolation | 3.2% | 4 |Teleportation | |Acquirement | 1.6% | 4 |Teleportation | |Enchant Weapon III | 1.6% | 4 |Teleportation | |Summoning | 1.6% | 4 |Detect Curse | |Vulnerability | 1.6% | 4 |Paper | |Vorpalise weapon | 1.6% | 7 |Teleportation | |Torment | 1.6% | 7 |Detect Curse | |Holy Word | 1.6% | 7 |Detect Curse | +-------------------+------------+--------------+--------------+ The number of scrolls generated is equal to 1 (92%), 2 (4%) or 3 (4%), except Scrolls of Vorpalise Weapon, Enchant Weapon III, Acquirement, Torment and Holy Word (always 1). Jewellery ========= * Type of food 25% of jewellery items generated are amulets, the other 75% are rings. Amulet generation is equally distributed between each type: 10% for each of Rage, Resist Slowing, Clarity, Warding, Resist Corrosion, Gourmand, Conservation, Controlled Flight, Inaccuracy and Resist Mutation. Ring generation is nearly equally distributed between each type: 4.6% for most rings (Protection, Protection from Fire, Protection from Cold, Poison Resistance, Strength, Dexterity, Intelligence, See Invisible, Hunger, Teleportation, Evasion, Sustain Abilities, Sustenance, Wizardry, Magical Power, Levitation, Life Protection, Protection from Magic, Fire and Ice), 1.9% for rings of Invisibility, Regeneration, Teleport Control and Slaying. * Rings enchantment Several rings give a variable bonus. The bonus for rings of Protection, Evasion, Strength, Dexterity and Intelligence are determined with the following probabilities: +-------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Bonus | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +-------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Chance | 0.8%| 1.7%| 1.7%| 8.3%| 7.5%| 0%| 0%|12.7%|17.8%|22.9%|14.0%| 8.9%| 3.8%| +-------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ The accuracy and damage bonus for rings of slaying is determined as follow: 29% of these rings are 0, +2 rings of slaying. 20% of these rings give a negative accuracy bonus and a probable (95% chance) negative damage bonus, each independantly selected in the table below: +---------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Bonus | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +---------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Accuracy | 4.2%| 8.3%| 8.6%|41.7%|37.5%| | | | | | | | | |Damage | 6.8%|15.8%|24.9%|24.9%|15.8%| 6.8%| 0%| 0.8%| 1.1%| 1.4%| 0.9%| 0.6%| 0.2%| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ 51% of these rings give a positive accuracy and damage bonus, each independantly selected in the table below: +---------+-----+-----+-----+-----+-----+-----+ |Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +---------+-----+-----+-----+-----+-----+-----+ |Accuracy |15.9%|22.2%|28.6%|17.4%|11.1%| 4.8%| |Damage |15.9%|22.2%|28.6%|17.4%|11.1%| 4.8%| +---------+-----+-----+-----+-----+-----+-----+ * Cursed jewellery Rings of Hunger, rings of Teleportation, rings of Protection, Evasion, Strength, Dexterity and Intelligence with a negative bonus and rings of slaying with a negative accuracy bonus are always cursed. Other pieces of jewellery (including amulets of inaccuracy) have a 2% chance to be cursed. * artefacts Below level 2, there's a (0.25 + 0.08*level depth)% chance that the piece of jewellery will be turned into an artefact (which will cancel all previous enchantments and get to a special artefact creation function). Book ==== * Type of book Skill manuals are only generated below level depth 6, with a (0.53 + 0.03*level depth)% chance. 25% of the manuals will be on a magic skill (1.7% chance each), 75% on other skills (3.8% chance each). These manuals may be used between 3 and 17 times (equally distributed) before crumbling to dust. Tomes of Destruction are only generated below level depth 10, with a (0.3 + 0.014*level depth)% chance. Otherwise (about 99% of the time), the book is a spellbook. Below level 2, there's a (0.25 + 0.08*level depth)% chance that the spellbook will be a random (artefact) book. The book has a 97% chance to be centered around 1 or 2 magic school ("theme" spellbook), with 5 or 6 spells totalizing up to 20 levels. Otherwise (3% chance), it will to group 5-8 spells of the same level, chosen between 1 and (level depth)/3 ("level" spellbook). If the spellbook isn't an artefact, it will be one of the game's predefined spellbook. The spellbook selected depends on the level depth; the chance for each spellbook at a given level depth is given in the table below: +--------------------------+-----------------------------------------------------+ | | Level depth | |Spellbook +-----+-----+-----+-----+-----+-----+-----+-----+-----+ | | 1 | 2 | 5 | 10 | 15 | 20 | 25 | 30 | 40 | +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Wizardry | 0.5%|11.0%|13.1%|11.0%| 9.6%| 8.8%| 8.5%| 8.2%| 7.9%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Power | 0.5%| 0.3%| 3.4%| 7.4%| 7.6%| 7.5%| 7.4%| 7.4%| 7.3%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Minor Magic [flame] |13.5%| 9.5%| 5.8%| 4.0%| 3.2%| 2.9%| 2.7%| 2.6%| 2.5%| |Minor Magic [frost] |13.5%| 9.5%| 5.8%| 4.0%| 3.2%| 2.9%| 2.7%| 2.6%| 2.5%| |Minor Magic [summ] |13.5%| 9.5%| 5.8%| 4.0%| 3.2%| 2.9%| 2.7%| 2.6%| 2.5%| |Surveyances |13.5%| 9.5%| 5.8%| 4.0%| 3.2%| 2.9%| 2.7%| 2.6%| 2.5%| |Hinderance |13.5%| 9.5%| 5.8%| 4.0%| 3.2%| 2.9%| 2.7%| 2.6%| 2.5%| |Cantrips |13.5%| 9.5%| 5.8%| 4.0%| 3.2%| 2.9%| 2.7%| 2.6%| 2.5%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Changes | 6.8%| 6.4%| 4.8%| 3.6%| 3.0%| 2.7%| 2.6%| 2.5%| 2.4%| |Charms | 6.8%| 6.4%| 4.8%| 3.6%| 3.0%| 2.7%| 2.6%| 2.5%| 2.4%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Conjurations [fire] | * | 3.2%| 3.9%| 3.3%| 2.8%| 2.6%| 2.5%| 2.4%| 2.3%| |Conjurations [ice] | * | 3.2%| 3.9%| 3.3%| 2.8%| 2.6%| 2.5%| 2.4%| 2.3%| |Practical Magic | * | 3.2%| 3.9%| 3.3%| 2.8%| 2.6%| 2.5%| 2.4%| 2.3%| |Necromancy | * | 3.2%| 3.9%| 3.3%| 2.8%| 2.6%| 2.5%| 2.4%| 2.3%| |Callings | * | 3.2%| 3.9%| 3.3%| 2.8%| 2.6%| 2.5%| 2.4%| 2.3%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Flames | * | * | 2.9%| 2.9%| 2.6%| 2.5%| 2.4%| 2.3%| 2.3%| |Frost | * | * | 2.9%| 2.9%| 2.6%| 2.5%| 2.4%| 2.3%| 2.3%| |Air | * | * | 2.9%| 2.9%| 2.6%| 2.5%| 2.4%| 2.3%| 2.3%| |Geomancy | * | * | 2.9%| 2.9%| 2.6%| 2.5%| 2.4%| 2.3%| 2.3%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Young Poisoner's Handbook | * | * | 2.0%| 2.5%| 2.4%| 2.3%| 2.3%| 2.3%| 2.2%| |Stalking | * | * | 2.0%| 2.5%| 2.4%| 2.3%| 2.3%| 2.3%| 2.2%| |War Chants | * | * | 2.0%| 2.5%| 2.4%| 2.3%| 2.3%| 2.3%| 2.2%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Clouds | * | * | 1.0%| 2.2%| 2.2%| 2.2%| 2.2%| 2.2%| 2.2%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Enchantments | * | * | * | 1.8%| 2.0%| 2.1%| 2.1%| 2.1%| 2.1%| |Party Tricks | * | * | * | 1.8%| 2.0%| 2.1%| 2.1%| 2.1%| 2.1%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Transfigurations | * | * | * | 1.5%| 1.8%| 1.9%| 2.0%| 2.0%| 2.1%| |Divinations | * | * | * | 1.5%| 1.8%| 1.9%| 2.0%| 2.0%| 2.1%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Fire | * | * | * | 0.8%| 1.4%| 1.7%| 1.8%| 1.9%| 1.9%| |Ice | * | * | * | 0.8%| 1.4%| 1.7%| 1.8%| 1.9%| 1.9%| |Sky | * | * | * | 0.8%| 1.4%| 1.7%| 1.8%| 1.9%| 1.9%| |Earth | * | * | * | 0.8%| 1.4%| 1.7%| 1.8%| 1.9%| 1.9%| |Unlife | * | * | * | 0.8%| 1.4%| 1.7%| 1.8%| 1.9%| 1.9%| |Control | * | * | * | 0.8%| 1.4%| 1.7%| 1.8%| 1.9%| 1.9%| |Spatial Translocations | * | * | * | 0.8%| 1.4%| 1.7%| 1.8%| 1.9%| 1.9%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Tempests | * | * | * | 0.4%| 1.2%| 1.5%| 1.7%| 1.8%| 1.9%| |Death | * | * | * | 0.4%| 1.2%| 1.5%| 1.7%| 1.8%| 1.9%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Mutations | * | * | * | * | 1.0%| 1.4%| 1.6%| 1.7%| 1.8%| |Beasts | * | * | * | * | 1.0%| 1.4%| 1.6%| 1.7%| 1.8%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Envenomantions | * | * | * | * | 0.4%| 1.0%| 1.3%| 1.4%| 1.6%| |Warp | * | * | * | * | 0.4%| 1.0%| 1.3%| 1.4%| 1.6%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Tukima | * | * | * | * | 0.2%| 0.8%| 1.2%| 1.4%| 1.6%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Summonings | * | * | * | * | * | 0.6%| 1.0%| 1.2%| 1.5%| +--------------------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ (*) Very low (around 0.1%) (Note that books of Annihilations and Demonology and the Necronomicon are not randomly generated - you have to worship Vehumet or Kikubaaqudgha to get them) Magical staff ============= * Type of magical staff The type of magical staff is selected with the following probabilities: +---------------------------------------------+------------+ |Magical staff |Probability | +---------------------------------------------+------------+ |Staff of Wizardry | 8.6% | |Staff of Power | 8.6% | +---------------------------------------------+------------+ |Staff of Fire | 6.9% | |Staff of Cold | 6.9% | |Staff of Poison | 6.9% | |Staff of Death | 6.9% | |Staff of Conjuration | 6.9% | |Staff of Enchantment | 6.9% | |Staff of Summoning | 6.9% | |Staff of Air | 6.9% | |Staff of Earth | 6.9% | +---------------------------------------------+------------+ |Staff of Channeling | 5.2% | |Staff of Energy | 5.2% | +---------------------------------------------+------------+ |Rod of Smiting | 0.9% | |Rod of Summoning | 0.9% | |Rod of Destruction [fire] | 0.9% | |Rod of Destruction [ice] | 0.9% | |Rod of Destruction [lightning,iron,fireball] | 0.9% | |Rod of Destruction [inacc,magma,cold] | 0.9% | |Rod of Warding | 0.9% | |Rod of Discovery | 0.9% | |Rod of Demonology | 0.9% | |Rod of Striking | 0.9% | |Rod of Venom | 0.9% | +---------------------------------------------+------------+ Rods are generated with 9-14 MP, except Rods of Striking which are generated with 6-9 MP. Misc item ========= * Type of misc item The type of misc item is selected with the following probabilities: +--------------------------+--------------------+------------+ |Misc item |Appearance |Probability | +--------------------------+--------------------+------------+ |Air Elemental Fan |Gauzy fan | 6.8% | |Lamp of Fire |Blazing lamp | 6.8% | |Stone of Earth Elementals |Nondescript stone | 6.8% | |Disc of Storms |Grey disc | 6.8% | |Lantern of Shadows |Bone lantern | 6.8% | |Bottled Efreet |Sealed bronze flask | 6.8% | +--------------------------+--------------------+------------+ |Box of Beasts |Small ebony casket | 12.9% | |Empty Ebony Casket |Small ebony casket | 0.7% | +--------------------------+--------------------+------------+ |Crystal Ball of Seeing |Crystal ball | 6.8% | |Crystal Ball of Energy |Crystal ball | 6.8% | |Crystal Ball of Fixation |Crystal ball | 6.8% | +--------------------------+--------------------+------------+ |Deck of Escape |Deck of cards | 1.1% | |Deck of Destruction |Deck of cards | 1.1% | |Deck of Dungeons |Deck of cards | 1.1% | |Deck of Summoning |Deck of cards | 1.1% | |Deck of Wonders |Deck of cards | 1.1% | +--------------------------+--------------------+------------+ |Deck of War |Deck of cards | 6.8% | |Deck of Changes |Deck of cards | 6.8% | |Deck of Defence |Deck of cards | 6.8% | +--------------------------+--------------------+------------+ Decks are generated with 1d10 + 3 cards. A deck's strength may be Legendary (8%), Ornate (20%) or Plain (72%). Gold ==== A pile of gold is generated with between 1 and (19 + level depth) coins in it, biaised towards average values.