Game mechanics/Level generation
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Forced items
For every special room there is something to open or used to get an item. This tip will help you guess what kind of potion you have in your backpack.
- There is a Potion of Invisibility for each Flooded vault at a depth.
- There is a Potion of Liquid Flame for each Storage at a depth.
- There is a Potion of Levitation for each Room of traps, or Chasm room, at a depth.
- There is an Iron key for each locked door at a depth.
- There is a Golden key for each locked chest & each pair of crystal chests at a depth.
Room generationEdit
FORMULA NEEDED
Item Generation Edit
When a completely random item is generated, its type has probabilities given by:
Type | Probability | |
---|---|---|
Weapon | 15/176
| 8.52 % |
Armor | 5/88
| 5.68 % |
Potion | 25/88
| 28.41 % |
Scroll | 5/22
| 22.73 % |
Wand | 1/44
| 2.27 % |
Ring | 1/88
| 1.14 % |
Seed | 5/176
| 2.84 % |
Food | 0
| 0 % |
Gold | 25/88
| 28.41 % |
At every depth, there are 3
to ∞
random items (this is in addition to the forced items like: keys, Potion of Invisibility for Flooded vaults, armor in Armories, etc). Once three random items have spawned, there is a 1/3
chance to spawn another; if that spawn is successful, there is a further 1/3
chance to spawn another, and the process continues.
Thus, the probability for the amount of items spawned would look like:
Amount | Probability | |
---|---|---|
3 | 2/3
| 66.67 % |
4 | 2/9
| 22.22 % |
5 | 2/27
| 7.41 % |
6 | 2/81
| 2.47 % |
≥7 | 1/81
| 1.23 % |
(Since the probability of getting more than 7 items is so low, it will be ignored for now, since it makes the maths much easier..)
Item Container Probabilities Edit
When a depth is generated, each stack of generated items has a chance of being contained inside one of the Item containers.
Depth 1 Probabilities Edit
At the first depth, the mimics' probability goes towards making a chest:
Chest Type | Probability | |
---|---|---|
Skeletal remains | 1/20
| 5 % |
Chest | 1/4
| 25 % |
Mimic | 0
| 0 % |
No container | 7/10
| 70 % |
other containers | 0
| 0 % |
Post-Depth 1 Probabilities Edit
Chest Type | Probability | |
---|---|---|
Skeletal remains | 1/20
| 5 % |
Chest | 1/5
| 20 % |
Mimic | 1/20
| 5 % |
No container | 7/10
| 70 % |
other containers | 0
| 0 % |
Vegetation drops Edit
Dew drop Edit
ChanceOfDew = 1/5
Seed Edit
ChanceOfSeed = 1/15
Seed | Probability | |
---|---|---|
Seed of Firebloom | 1/7
| 14.29 % |
Seed of Icecap | 1/7
| 14.29 % |
Seed of Sorrowmoss | 1/7
| 14.29 % |
Seed of Dreamweed | 1/7
| 14.29 % |
Seed of Sungrass | 1/7
| 14.29 % |
Seed of Earthroot | 1/7
| 14.29 % |
Seed of Fadeleaf | 1/7
| 14.29 % |
Seed of Rotberry | 0/7
| 0 % |
History Edit
Update | Change |
---|---|
0.5.4a | Fixed: Items in the walls - Incorrect items generation in rooms with new "flavors" (i.e. studio, graveyard, et c.). |