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Probability TablesEdit

The tables related to magic key generation are relatively simple. There are two important structures to take note of for changing the chance a certain key will be generated:

182969 Chances of prefix generation.
182a09 Chances of suffix generation.

The current level of the first monster in your team is taken into account. More specifically level/10. If you already have a key with the same suffix a new key is generated up to 20 times before the game gives you the key. It will never allow a full duplicate of prefix and suffix. The prefixes (or suffixes) are compared, in order, to a random number chosen between 0x00 and 0x63. If the number assigned to the prefix/suffix is higher than the random number, it continues, else that prefix/suffix is used in the generation process.

Effectively this means that the prefixes/suffixes must have ascending values and the last one needs to be 0x64 in order for this to work properly. The actual chance a prefix/suffix will be chosen can be determined by how much space there is between its own assigned value and the value immediately before it.

For example 0x14, 0x28, 0x37 at the beginning of a list would translate to a 20% chance of the first key (20-0), 20% chance of the second key (40-20), and a 15% chance of the third key (55-40). Technically that first one would be 21% because of the way the calculation works. (The last entry in a list is technically 1% less likely than it would be too.)

For convenience here are the vanilla percentages as determined by DWM2_DD. They are in decimal:

Prefixes
Lvl, round down 01 10 20 30 40 50 60 70 80 90
Ylw 21 16 00 00 00 00 00 00 00 00
Plain 20

15

11 00 00 00 00 00 00 00
Green 15 15 15 16 06 04 04 00 00 00
Blue 15 15 15 15 10 05 05 03 00 00
First 10 15 15 15 10 10 10 03 04 00
Red 10 10 15 15 15 15 10 10 05 06
White 10 05 10 15 15 15 10 10 05 05
Quiet 04 05 10 10 15 20 15 15 05 05
Black 00 04 05 05 10 10 15 15 15 10
Gaudy 00 00 04 05 10 10 15 15 15 10
Silvr 00 00 00 04 05 05 15 10 15 10
Dream 00 00 00 00 04 05 05 10 10 10
Misty 00 00 00 00 00 01 05 05 10 15
Secrt 00 00 00 00 00 00 01 03 10 15
Shiny 00 00 00 00 00 00 00 01 05 10
Last 00 00 00 00 00 00 00 00 01 04
Suffixes
Lvl, round down 01 30 50 80 90
Slime 2 2 7 7 7
Draco 0 1 6 6 6
Beast 1 1 6 6 6
Bird 1 1 6 6 5
Tree 1 1 6 6 5
Bug 1 1 5 5 5
Devil 0 1 5 5 5
Death 0 1 5 5 5
Thing 1 1 5 5 5
Water 1 1 5 5 5
Lord 0 0 0 3 5
Cave 2 2 1 1 1
Isle 3 2 1 0 0
Torch 3 2 1 1 1
Gardn 3 2 1 1 1
Pit 0 2 1 2 2
Bsmt 0 2 1 2 1
Jail 0 2 1 1 1
Magma 3 2 1 0 0
Sea 3 2 1 0 0
Field 3 2 1 0 0
Tower 3 2 1 0 0
Mine 3 2 1 1 1
Hill 3 2 1 0 0
Cstle 0 2 1 3 3
Mound 2 2 1 1 1
Desrt 3 2 1 0 0
Lake 3 2 1 0 0
Jungl 3 2 1 1 1
Haven 0 2 1 3 3
Grass 3 2 1 0 0
Forst 3 2 1 0 0
Grave 0 2 1 2 2
Crag 3 2 1 0 0
Shore 3 2 1 1 1
Log 3 2 1 1 1
Sky 3 2 1 1 1
Mtn 3 2 1 0 0
View 0 2 1 1 1
Cliff 3 2 1 1 1
Islet 3 2 1 1 1
Land 3 2 1 0 0
Grove 3 2 1 1 1
Swamp 3 2 1 0 0
Manor 0 2 1 1 1
Depth 0 2 1 2 2
Hole 0 2 1 1 1
Tomb 2 2 1 2 2
Soil 2 2 1 1 1
Pond 3 2 1 0 0
Hell 0 2 1 3 3
Moon 2 2 1 2 2
Ocean 2 2 1 2 2
Gulch 3 2 1 0 0
River 2 2 1 0 0
Star 0 1 0 1 1

Note that duplicate columns are not shown in the above table but the suffix structure is still based on multiples of 10 just like the prefix structure.

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