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重写卷轴与药水总览、全部种类及别名(0.90.4 独立研究草稿)
 
为已保存草稿补齐章节目录、条件表格与可见源码 References,保留 Draft 状态
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'''Scrolls''' are single-use magical or informative items, shown as a yellow {{Omega glyph|?|color=yellow}}. Omega has 24 kinds, including [[Draft:Blank scroll|blank paper]], [[Draft:Hint sheet|hint sheets]] and [[Draft:Jane's guide to treasure|Jane's guide to treasure]]. Their strengths include choosing equipment, improving items and reaching places that ordinary movement cannot. Reading is slower than drinking a [[Draft:Potion|potion]], and blindness or fear can prevent it altogether.
'''Scrolls''' are single-use magical or informative items, shown as a yellow {{Omega glyph|?|color=yellow}}. Omega has 24 kinds, including [[Draft:Blank scroll|blank paper]], [[Draft:Hint sheet|hint sheets]] and [[Draft:Jane's guide to treasure|Jane's guide to treasure]]. Their strengths include choosing equipment, improving items and reaching places that ordinary movement cannot. Reading is slower than drinking a [[Draft:Potion|potion]], and blindness or fear can prevent it altogether.<ref name="iinit-h-90-136">{{Source|iinit.h|90|136}}.</ref>
 
__TOC__


== List of scrolls ==
== List of scrolls ==
All scrolls weigh 5. Values below are base values in Au, not guaranteed buying or selling prices. Item level affects random generation; it is not a character-level requirement. The brief effect column describes ordinary, non-cursed use unless stated otherwise; follow the item link for blessing strength, enchantment, failure and cancellation rules.
All scrolls weigh 5. Values below are base values in Au, not guaranteed buying or selling prices. Item level affects random generation; it is not a character-level requirement. The brief effect column describes ordinary, non-cursed use unless stated otherwise; follow the item link for blessing strength, enchantment, failure and cancellation rules.<ref name="iinit-h-90-136" />


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[[Draft:Scroll of acquirement|Acquirement]] can produce any of the 24 kinds without the ordinary source-level filter. Bless it first to choose the exact scroll. The result normally starts uncursed, even though the acquirement scroll was blessed.
[[Draft:Scroll of acquirement|Acquirement]] can produce any of the 24 kinds without the ordinary source-level filter. Bless it first to choose the exact scroll. The result normally starts uncursed, even though the acquirement scroll was blessed.


[[Draft:Ambrosias' Potions et cie|Ambrosias]] can turn certain corpses into blessed scrolls during daytime. A fnord yields summoning, a blipper teleportation, a phantasticon true sight, and either a murk fungus or a shadow spirit light. The price is twice the corpse's base value, with a minimum of 10 Au; the individual scroll pages give the relevant costs. These are transformation recipes, not promises that those creatures carry the scroll. Necromancers, separately, start with a scroll of spells.
[[Draft:Ambrosias' Potions et cie|Ambrosias]] can turn certain corpses into blessed scrolls during daytime. A fnord yields summoning, a blipper teleportation, a phantasticon true sight, and either a murk fungus or a shadow spirit light. The price is twice the corpse's base value, with a minimum of 10 Au; the individual scroll pages give the relevant costs. These are transformation recipes, not promises that those creatures carry the scroll. Necromancers, separately, start with a scroll of spells.<ref name="item-c-create_object">{{Source|item.c|7}} (<code>create_object</code>).</ref><ref name="site1-c-l_pawn_shop">{{Source|site1.c|1022}} (<code>l_pawn_shop</code>).</ref><ref name="effect1-c-acquire">{{Source|effect1.c|647}} (<code>acquire</code>).</ref><ref name="site1-c-l_alchemist">{{Source|site1.c|805}} (<code>l_alchemist</code>).</ref><ref name="minit-h-175">{{Source|minit.h|175}}.</ref>


== Reading and identification ==
== Reading and identification ==
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At the start of a game, each kind receives a different inscription from a pool of 30. The inscription identifies the kind consistently within that game, but is reshuffled for another game. It does not by itself reveal blessing or enchantment. An identified cursed scroll can also use a different name: for example, a scroll of destruction is cursed acquirement. ''Scroll of vulnerability'' is ambiguous, since both displacement and deflection use that cursed name.
At the start of a game, each kind receives a different inscription from a pool of 30. The inscription identifies the kind consistently within that game, but is reshuffled for another game. It does not by itself reveal blessing or enchantment. An identified cursed scroll can also use a different name: for example, a scroll of destruction is cursed acquirement. ''Scroll of vulnerability'' is ambiguous, since both displacement and deflection use that cursed name.


Recognizing an effect and the game recording identification are distinct. Many useful non-cursed scrolls teach their type when read, but blank scrolls, hint sheets, law and dispelling do not automatically do so. A failed effect is not a reliable identification test. Jane's guide teaches the identities of one of six random categories; a [[Draft:Scroll of identification|scroll of identification]] reveals the selected copy's detailed state as well. Buying an identified item at the pawn shop also teaches its type. These methods avoid the risk and expense of reading an unknown scroll that turns out to be summoning, a curse, or a rare resource.
Recognizing an effect and the game recording identification are distinct. Many useful non-cursed scrolls teach their type when read, but blank scrolls, hint sheets, law and dispelling do not automatically do so. A failed effect is not a reliable identification test. Jane's guide teaches the identities of one of six random categories; a [[Draft:Scroll of identification|scroll of identification]] reveals the selected copy's detailed state as well. Buying an identified item at the pawn shop also teaches its type. These methods avoid the risk and expense of reading an unknown scroll that turns out to be summoning, a curse, or a rare resource.<ref name="command1-c-84-89">{{Source|command1.c|84|89}}.</ref><ref name="command2-c-peruse">{{Source|command2.c|38}} (<code>peruse</code>).</ref><ref name="itemf1-c-i_jane_t">{{Source|itemf1.c|32}} (<code>i_jane_t</code>).</ref><ref name="effect1-c-identify">{{Source|effect1.c|494}} (<code>identify</code>).</ref><ref name="itemf1-c-i_acquire">{{Source|itemf1.c|99}} (<code>i_acquire</code>).</ref><ref name="itemf1-c-i_wish">{{Source|itemf1.c|141}} (<code>i_wish</code>).</ref>


== Choosing and preparing scrolls ==
== Choosing and preparing scrolls ==
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Blessing has especially clear value on acquirement, identification and teleportation: it changes what the player can choose or how much is affected. It does not make every scroll stronger. Summoning remains hostile, and positive blessing does not improve true sight's duration. Enchantment depends on the scroll's own enchantment value, and charging has its own charge formula and cap. Consult the particular item before paying to improve it.
Blessing has especially clear value on acquirement, identification and teleportation: it changes what the player can choose or how much is affected. It does not make every scroll stronger. Summoning remains hostile, and positive blessing does not improve true sight's duration. Enchantment depends on the scroll's own enchantment value, and charging has its own charge formula and cap. Consult the particular item before paying to improve it.


Blessing also is not a universally safe way to remove curses. A sufficiently strong blessing can destroy a deeply cursed target instead of making it safe. Dispelling offers a different removal rule for items in use. Valuable equipment deserves an explicit comparison of these two methods before either scroll is spent.
Blessing also is not a universally safe way to remove curses. A sufficiently strong blessing can destroy a deeply cursed target instead of making it safe. Dispelling offers a different removal rule for items in use. Valuable equipment deserves an explicit comparison of these two methods before either scroll is spent.<ref name="effect3-c-p_teleport">{{Source|effect3.c|503}} (<code>p_teleport</code>).</ref><ref name="effect2-c-warp">{{Source|effect2.c|392}} (<code>warp</code>).</ref><ref name="effect1-c-bless">{{Source|effect1.c|118}} (<code>bless</code>).</ref><ref name="effect3-c-dispel">{{Source|effect3.c|827}} (<code>dispel</code>).</ref>


=== Duration and repeated use ===
=== Duration and repeated use ===
Some protection scrolls last for several '''ten-minute status updates''', rather than a fixed number of actions. In ordinary indoor time these occur at ten-minute boundaries, so an effect used just before a boundary immediately loses one unit. Displacement and deflection replace their old duration instead of adding to it and can even overwrite a much longer equipment effect. See each article for its range. Most positive timed effects stop naturally counting down at 1000 units; this threshold is a property of the duration system, not a guarantee that repeatedly reading any scroll builds permanent protection.
Some protection scrolls last for several '''ten-minute status updates''', rather than a fixed number of actions. In ordinary indoor time these occur at ten-minute boundaries, so an effect used just before a boundary immediately loses one unit. Displacement and deflection replace their old duration instead of adding to it and can even overwrite a much longer equipment effect. See each article for its range. Most positive timed effects stop naturally counting down at 1000 units; this threshold is a property of the duration system, not a guarantee that repeatedly reading any scroll builds permanent protection.<ref name="aux2-c-tenminute_status_check">{{Source|aux2.c|340}} (<code>tenminute_status_check</code>).</ref><ref name="effect2-c-displace">{{Source|effect2.c|362}} (<code>displace</code>).</ref><ref name="effect3-c-deflection">{{Source|effect3.c|1231}} (<code>deflection</code>).</ref>


=== Other interactions and older advice ===
=== Other interactions and older advice ===
Throwing an ordinary scroll does not read it at a monster. Its zero-damage throw can give it to a creature capable of carrying objects, or leave it on the ground. Blank paper has no normal writing command that turns it into a chosen magical scroll.
Throwing an ordinary scroll does not read it at a monster. Its zero-damage throw can give it to a creature capable of carrying objects, or leave it on the ground. Blank paper has no normal writing command that turns it into a chosen magical scroll.


Older Omega guides describe exploits involving putting non-rings into ring slots to reuse their effects. The inventory rules in 0.90.4 reject those placements; carrying a scroll in a legal hand slot does not substitute for reading it. Older routes remain useful research leads, but their mechanics should not be assumed to work in this version.
Older Omega guides describe exploits involving putting non-rings into ring slots to reuse their effects. The inventory rules in 0.90.4 reject those placements; carrying a scroll in a legal hand slot does not substitute for reading it. Older routes remain useful research leads, but their mechanics should not be assumed to work in this version.<ref name="command3-c-fire">{{Source|command3.c|223}} (<code>fire</code>).</ref><ref name="inv-c-1360-1455">{{Source|inv.c|1360|1455}}.</ref><ref name="inv-c-1500-1580">{{Source|inv.c|1500|1580}}.</ref><ref name="guide-omega-0-75-spoilers-txt-Scams--lines-650-664">A. Light (editor), ''Omega Spoilers'', version 1.10, updated 3 May 1994, reposted 19 April 1995; mixed older game versions. Scams, lines 650-664. Preserved locally as <code>omega-0.75-spoilers.txt</code>.</ref>


== Random inscriptions ==
== Random inscriptions ==
The displayed names have the prefix <code>scroll-</code>. Six of these 30 inscriptions are unused by the 24 kinds in any one game; none has a fixed magical meaning.
The displayed names have the prefix <code>scroll-</code>. Six of these 30 inscriptions are unused by the 24 kinds in any one game; none has a fixed magical meaning.<ref name="item-c-scrollname">{{Source|item.c|296}} (<code>scrollname</code>).</ref><ref name="omega-c-437-455">{{Source|omega.c|437|455}}.</ref>


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== Generation probabilities ==
== Generation probabilities ==
This table applies to the ordinary random-object generator, '''conditional on the final item being a scroll'''. Each cell is the probability of '''one particular kind''' at the indicated item level, not the combined probability of the column. The main catalogue supplies the level of every kind. Multiply by the number in the column heading to obtain that whole group's share. Values are rounded to three decimal places.
This table applies to the ordinary random-object generator, '''conditional on the final item being a scroll'''. Each cell is the probability of '''one particular kind''' at the indicated item level, not the combined probability of the column. The main catalogue supplies the level of every kind. Multiply by the number in the column heading to obtain that whole group's share. Values are rounded to three decimal places.<ref name="item-c-create_object" /><ref name="iinit-h-90-136" />


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The conditional probability of kind <var>i</var> is <code>a(level(i), d) / sum(a(level(j), d), over all 24 scroll kinds j)</code>. Thus the pawn shop's level-5 source gives wishing about 0.047% '''of its generated scrolls''', not 0.047% of every stock item. The 10/135 category weight is also not the final proportion of scrolls among all generated objects: rejection rates in every other category affect that proportion. Fixed monster possessions, corpse transformations and acquirement choices do not use this table. Source level is supplied by the generation event and need not equal the player's level or the displayed dungeon depth.
The conditional probability of kind <var>i</var> is <code>a(level(i), d) / sum(a(level(j), d), over all 24 scroll kinds j)</code>. Thus the pawn shop's level-5 source gives wishing about 0.047% '''of its generated scrolls''', not 0.047% of every stock item. The 10/135 category weight is also not the final proportion of scrolls among all generated objects: rejection rates in every other category affect that proportion. Fixed monster possessions, corpse transformations and acquirement choices do not use this table. Source level is supplied by the generation event and need not equal the player's level or the displayed dungeon depth.<ref name="item-c-create_object" /><ref name="site1-c-l_pawn_shop" />
 
== References ==
<references />


[[Category:Scrolls]]
<!-- Omega 0.90.4; source 009707d17482b977061a6223b9de63eac4d368c3: iinit.h:90-136; item.c:7-38,167-175,296-331; omega.c:437-455; command1.c:84-88; command2.c:38-69; command3.c:225-280; inv.c:475-627,1360-1455,1500-1580; itemf1.c; itemf3.c; effect1.c; effect2.c; effect3.c; aux2.c:340-448,510-535; site1.c:805-885,1022-1105; minit.h; lev.c:376-393. Historical advice: A. Light's 1995-04-19 repost of Omega spoilers, and Gunnar Radons/Matt Cohen correspondence in staging/manuals/omega-0.75-hints.txt; versions distinguished in wiki/research/consumables-0.90.4.md. -->
<!-- Omega 0.90.4; source 009707d17482b977061a6223b9de63eac4d368c3: iinit.h:90-136; item.c:7-38,167-175,296-331; omega.c:437-455; command1.c:84-88; command2.c:38-69; command3.c:225-280; inv.c:475-627,1360-1455,1500-1580; itemf1.c; itemf3.c; effect1.c; effect2.c; effect3.c; aux2.c:340-448,510-535; site1.c:805-885,1022-1105; minit.h; lev.c:376-393. Historical advice: A. Light's 1995-04-19 repost of Omega spoilers, and Gunnar Radons/Matt Cohen correspondence in staging/manuals/omega-0.75-hints.txt; versions distinguished in wiki/research/consumables-0.90.4.md. -->
[[Category:Scrolls]]

Revision as of 06:59, 9 September 2026

Omega 0.90.4

Scrolls are single-use magical or informative items, shown as a yellow ?. Omega has 24 kinds, including blank paper, hint sheets and Jane's guide to treasure. Their strengths include choosing equipment, improving items and reaching places that ordinary movement cannot. Reading is slower than drinking a potion, and blindness or fear can prevent it altogether.[1]

List of scrolls

All scrolls weigh 5. Values below are base values in Au, not guaranteed buying or selling prices. Item level affects random generation; it is not a character-level requirement. The brief effect column describes ordinary, non-cursed use unless stated otherwise; follow the item link for blessing strength, enchantment, failure and cancellation rules.[1]

Scroll Base value Item level Main use or limitation
Blank scroll 5 0 No magical effect
Hint sheet 10 0 One random hint
Identification 20 0 Identify one item; blessed, identify the whole inventory
Light 30 0 Light a qualifying dark room
Spells 250 1 Attempt to learn a random spell or reduce a known spell's mana cost
Teleportation 75 1 Same-level escape; blessed, choose a destination
Clairvoyance 25 1 Reveal terrain around a chosen point
Alertness 50 1 Improve searching and reactions to certain surprise attacks
Self-knowledge 10 1 Report character conditions and progress
Blessing 400 2 Raise an item's blessing, with dangerous curse-strength boundaries
Enchantment 200 2 Improve an item; already enchanted targets can explode
Displacement 50 2 Chance to evade monster melee hits
Jane's guide to treasure 50 2 Learn the identities of one random item category
Charging 100 2 Refill a stick, up to 99 charges
Law 100 2 Move alignment toward Law
True sight 50 2 See invisible creatures and overcome certain visual deceptions
Summoning 300 2 Summon a hostile random monster, even when blessed
The warp 100 3 Travel within the current dungeon, excluding its final level
Dispelling 250 3 Remove qualifying curses, monster abilities or magical terrain effects
Deflection 250 3 Deflect magical bolts; does not stop ball attacks
Cosmic flux 300 5 Rebuild the current dungeon level; hazardous different effect in town
Heroism 200 5 Temporary melee improvements
Acquirement 5000 7 Create an item; blessed, choose its exact kind
Wishing 10000 10 Choose from specific wish words; some choices are lethal

Obtaining scrolls

Scrolls occur in random treasure and monster loot. The pawn shop also generates stock at source level 5, making it a practical place to buy known scrolls. Its stock is finite, and neither the price nor availability is represented by the base-value column alone. High-level scrolls can appear in shallow loot, but are much less likely there; the complete table below gives the distribution within the scroll category.

Acquirement can produce any of the 24 kinds without the ordinary source-level filter. Bless it first to choose the exact scroll. The result normally starts uncursed, even though the acquirement scroll was blessed.

Ambrosias can turn certain corpses into blessed scrolls during daytime. A fnord yields summoning, a blipper teleportation, a phantasticon true sight, and either a murk fungus or a shadow spirit light. The price is twice the corpse's base value, with a minimum of 10 Au; the individual scroll pages give the relevant costs. These are transformation recipes, not promises that those creatures carry the scroll. Necromancers, separately, start with a scroll of spells.[2][3][4][5][6]

Reading and identification

Use Peruse (r) with the scroll in accessible possessions. An item still in the pack must first be brought into an accessible slot. A normal reading takes 20 time ticks. Blindness and fear block reading before an item is consumed, so prepare a healing or fear-removing potion when either condition threatens an escape plan.

The selected scroll is normally consumed after its effect, including a failed or useless effect. Cancelling the initial choice of scroll consumes nothing; cancelling a later target is a different operation and generally still spends the scroll. In particular, cancelling an identification target still consumes its scroll despite suppressing that action's monster response. Read acquirement and wishing from separate, single copies: their blanking behavior resets the selected stack and can discard all remaining copies.

At the start of a game, each kind receives a different inscription from a pool of 30. The inscription identifies the kind consistently within that game, but is reshuffled for another game. It does not by itself reveal blessing or enchantment. An identified cursed scroll can also use a different name: for example, a scroll of destruction is cursed acquirement. Scroll of vulnerability is ambiguous, since both displacement and deflection use that cursed name.

Recognizing an effect and the game recording identification are distinct. Many useful non-cursed scrolls teach their type when read, but blank scrolls, hint sheets, law and dispelling do not automatically do so. A failed effect is not a reliable identification test. Jane's guide teaches the identities of one of six random categories; a scroll of identification reveals the selected copy's detailed state as well. Buying an identified item at the pawn shop also teaches its type. These methods avoid the risk and expense of reading an unknown scroll that turns out to be summoning, a curse, or a rare resource.[7][8][9][10][11][12]

Choosing and preparing scrolls

For a new character, reliable escape and knowledge usually solve more immediate problems than maximizing enchantment. Teleportation escapes within a level; the warp changes dungeon levels but cannot reach the bottom floor; clairvoyance lets the player inspect a chosen region before approaching. None is interchangeable with unrestricted travel. Carry an escape scroll accessibly and keep a potion alternative for fear or blindness.

Blessing has especially clear value on acquirement, identification and teleportation: it changes what the player can choose or how much is affected. It does not make every scroll stronger. Summoning remains hostile, and positive blessing does not improve true sight's duration. Enchantment depends on the scroll's own enchantment value, and charging has its own charge formula and cap. Consult the particular item before paying to improve it.

Blessing also is not a universally safe way to remove curses. A sufficiently strong blessing can destroy a deeply cursed target instead of making it safe. Dispelling offers a different removal rule for items in use. Valuable equipment deserves an explicit comparison of these two methods before either scroll is spent.[13][14][15][16]

Duration and repeated use

Some protection scrolls last for several ten-minute status updates, rather than a fixed number of actions. In ordinary indoor time these occur at ten-minute boundaries, so an effect used just before a boundary immediately loses one unit. Displacement and deflection replace their old duration instead of adding to it and can even overwrite a much longer equipment effect. See each article for its range. Most positive timed effects stop naturally counting down at 1000 units; this threshold is a property of the duration system, not a guarantee that repeatedly reading any scroll builds permanent protection.[17][18][19]

Other interactions and older advice

Throwing an ordinary scroll does not read it at a monster. Its zero-damage throw can give it to a creature capable of carrying objects, or leave it on the ground. Blank paper has no normal writing command that turns it into a chosen magical scroll.

Older Omega guides describe exploits involving putting non-rings into ring slots to reuse their effects. The inventory rules in 0.90.4 reject those placements; carrying a scroll in a legal hand slot does not substitute for reading it. Older routes remain useful research leads, but their mechanics should not be assumed to work in this version.[20][21][22][23]

Random inscriptions

The displayed names have the prefix scroll-. Six of these 30 inscriptions are unused by the 24 kinds in any one game; none has a fixed magical meaning.[24][25]

Inscription Inscription Inscription
GRISTOGRUE Kho Reck Tighp E Z
Kevitz Arcanum Prime NYARLATHOTEP
Gilthoniel Zarathustra Ancient Lore
Eyes Only Ambogar Empheltz Isengard
Deosil Widdershins Magister Paracelsus Qlipphotic Summons
Aratron Samael De Wormiis Mysterius Necronomicon
Pnakotic Manuscript Codex of Xalimar The Mabinogion
Ginseng Shiatsu Tome of Tromax Book of the Dead
The Flame Tongue Karst Khogar The Yellow Sign
The Kevillist Manifesto Goshtar Script Pendragon Encryption

Generation probabilities

This table applies to the ordinary random-object generator, conditional on the final item being a scroll. Each cell is the probability of one particular kind at the indicated item level, not the combined probability of the column. The main catalogue supplies the level of every kind. Multiply by the number in the column heading to obtain that whole group's share. Values are rounded to three decimal places.[2][1]

Source level Level 0 (4 kinds) Level 1 (5) Level 2 (8) Level 3 (3) Level 5 (2) Level 7 (1) Level 10 (1)
0 14.790% 7.506% 0.221% 0.221% 0.221% 0.221% 0.221%
1 9.862% 6.607% 3.353% 0.099% 0.099% 0.099% 0.099%
2 6.485% 6.485% 4.345% 2.205% 0.065% 0.065% 0.065%
3 5.249% 5.249% 5.249% 3.517% 0.052% 0.052% 0.052%
4 4.831% 4.831% 4.831% 4.831% 1.643% 0.048% 0.048%
5 4.682% 4.682% 4.682% 4.682% 3.137% 0.047% 0.047%
6 4.474% 4.474% 4.474% 4.474% 4.474% 1.521% 0.045%
7 4.409% 4.409% 4.409% 4.409% 4.409% 2.954% 0.044%
8 4.346% 4.346% 4.346% 4.346% 4.346% 4.346% 0.043%
9 4.284% 4.284% 4.284% 4.284% 4.284% 4.284% 1.457%
10 4.225% 4.225% 4.225% 4.225% 4.225% 4.225% 2.831%
11 or higher 4.167% 4.167% 4.167% 4.167% 4.167% 4.167% 4.167%

Derivation and limits

For each attempt, the generator chooses the scroll category with probability 10/135, then chooses one of its 24 kinds uniformly. It accepts a candidate if its item level l is less than the source level d plus a uniform random integer from 0 to 2; otherwise it has a further 1% acceptance chance. Rejected candidates restart object generation, including category selection. The resulting acceptance weight is:

Item level relative to source Acceptance weight a(l,d)
l < d 1
l = d 0.67
l = d + 1 0.34
l ≥ d + 2 0.01

The conditional probability of kind i is a(level(i), d) / sum(a(level(j), d), over all 24 scroll kinds j). Thus the pawn shop's level-5 source gives wishing about 0.047% of its generated scrolls, not 0.047% of every stock item. The 10/135 category weight is also not the final proportion of scrolls among all generated objects: rejection rates in every other category affect that proportion. Fixed monster possessions, corpse transformations and acquirement choices do not use this table. Source level is supplied by the generation event and need not equal the player's level or the displayed dungeon depth.[2][3]

References