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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.

Room generation

FORMULA NEEDED

Item Generation

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

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

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

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

Dew drop

ChanceOfDew = 1/5

Seed

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

Update Change
0.5.4a Fixed: Items in the walls - Incorrect items generation in rooms with new "flavors" (i.e. studio, graveyard, et c.).
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