Difference between revisions of "Out-of-depth timer"
CommanderC (talk | contribs) |
CommanderC (talk | contribs) |
||
Line 6: | Line 6: | ||
* All other levels have a straight 14% chance of moderate OOD fuzz for each monster at level generation, and the chances of moderate OODs go up to 100% after a ramp-up period. After 7800 turns, all the monsters are moderately OOD. | * All other levels have a straight 14% chance of moderate OOD fuzz for each monster at level generation, and the chances of moderate OODs go up to 100% after a ramp-up period. After 7800 turns, all the monsters are moderately OOD. | ||
*Under normal circumstances, the max possible difference is 5 levels. | *Under normal circumstances, the max possible difference is 5 levels. | ||
− | *There are two mechanisms for generating "super out-of-depth" monsters; one can generate monsters up to (current level * 2) + 4; the other is current level + an average of two random numbers between 0 and 26. Super OOD monsters are quite rare, unless you [[scumming|scum]] on a floor for several thousand turns. They can happen after you reach 1400-117*depth turns (e.g. on D:13, they can happen at level generation) and the initial chance is 0.02%. The chance increases until you reach 12,000 turns, at which point all monsters generated (if any) are created using the second super OOD method only. | + | *There are two mechanisms for generating "super out-of-depth" monsters; one can generate monsters up to (current level * 2) + 4. This is the one used by vaults: the glyph is a '8'; the other is current level + an average of two random numbers between 0 and 26. Super OOD monsters are quite rare, unless you [[scumming|scum]] on a floor for several thousand turns. They can happen after you reach 1400-117*depth turns (e.g. on D:13, they can happen at level generation) and the initial chance is 0.02%. The chance increases until you reach 12,000 turns, at which point all monsters generated (if any) are created using the second super OOD method only. |
*[[Vault]]s will often contain overly powerful monsters (e.g. - a [[yaktaur captain]] on D:11). | *[[Vault]]s will often contain overly powerful monsters (e.g. - a [[yaktaur captain]] on D:11). | ||
[[Category:Monsters|*]] | [[Category:Monsters|*]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 20:16, 10 April 2013
Version 0.11: This article may not be up to date for the latest stable release of Crawl.
Crawl sometimes generates unusually hard out-of-depth (OOD) monsters to keep you on your toes. The possibility of out of depth monsters increases the longer you spend on a level (although the overall spawn rate progressively slows after 3,000 turns on that level, stopping altogether at 15,000 turns; see scumming for more details).
- OODs do not apply to any portal vaults, any 1-level branches, Zot, Pan, Abyss and Hells.
- OODs do not apply for the first 700 turns on D:1, and are applied slightly less often for 584 turns on D:2.
- All other levels have a straight 14% chance of moderate OOD fuzz for each monster at level generation, and the chances of moderate OODs go up to 100% after a ramp-up period. After 7800 turns, all the monsters are moderately OOD.
- Under normal circumstances, the max possible difference is 5 levels.
- There are two mechanisms for generating "super out-of-depth" monsters; one can generate monsters up to (current level * 2) + 4. This is the one used by vaults: the glyph is a '8'; the other is current level + an average of two random numbers between 0 and 26. Super OOD monsters are quite rare, unless you scum on a floor for several thousand turns. They can happen after you reach 1400-117*depth turns (e.g. on D:13, they can happen at level generation) and the initial chance is 0.02%. The chance increases until you reach 12,000 turns, at which point all monsters generated (if any) are created using the second super OOD method only.
- Vaults will often contain overly powerful monsters (e.g. - a yaktaur captain on D:11).