Monster generation
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
While monsters do not normally spawn once you enter a floor, some effects or branches may generate new monsters as you stay in it. Specifically, there is a "monster generation rate" (MGR), and every 5 turns, there is a (5 in MGR) chance of a monster spawning somewhere on the level; a higher value means a slower spawn rate. This monster will normally fit the branch it was spawned in. The MGR's value varies:
- Pandemonium: starts at 50. After 3k turns, it gradually rises until reaching 300 (at 15k turns).
- Abyss: set to 5, so there is always a monster spawn every 5 turns.[1]
- From Abyss:1-5, there is a
Floor/5
chance that two monsters spawn.[2] In Abyss:6, three monsters always spawn, and in Abyss:7, four monsters always spawn. Also, spawns in A:6-7 may be forced to spawn near you.
- From Abyss:1-5, there is a
- When holding the Orb of Zot: set to 18.[3] Monsters spawn near you, with a special monster set (see Orb of Zot#Monster Spawns).
Otherwise, natural monster spawn is disabled. This does not count summons, doom hounds, or other effects.
For worshippers of Cheibriados, the MGR in the Abyss or while holding the Orb of Zot is doubled (halving the spawn rate).
History
- Prior to 0.23, the Orb run's spawn set was more likely to spawn weak monsters, but at a faster rate.
- Prior to 0.21, most of the permanent branches in the Dungeon naturally spawned monsters over time. Spawns would turn out of depth, mostly after 3k turns have passed. Monster spawns stopped after 15k turns.
- Orb run spawns were changed in 0.13: the most notable additions were Orb Guardians and eyeball monsters.
- Prior to 0.6, there was no special function to create out of depth monsters when staying in one area.
References
- ↑ mon-place.cc:284 (0.30.1)
- ↑ timed-effects.cc:293 (0.30.1)
- ↑ mon-place.cc:287 (0.30.1)