Difference between revisions of "Out-of-depth timer"

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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).
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Crawl sometimes [[monster_generation|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).
  
*Under normal circumstances, the max possible difference is 9 levels (5 on D:1).
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==Mechanics==
*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. The chance increases until you reach 10,000 turns, at which point all monsters generated (if any) are created using the second super OOD method only.
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There are "moderate" and "super" out of depth monsters, which spawn at different rates.
*[[Vault]]s will often contain overly powerful monsters (e.g. - [[Death yak]]s in [[the Lair]]).
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*Moderate OODs are up to 5 levels out of depth (favoring lower values). Most floors have a flat 14% chance of moderate OOD fuzz for each monster. The chances of moderate OODs ramps up, reaching 100% after 7800 turns.
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*Super OODs are either <code>(2 * floor_level) + 4</code> or <code>floor_level + 2d(27)/2 - 1</code> levels out of depth. They can happen after you reach <code>1400 - (117 * depth)</code> turns. The initial chance is 0.02%. After 3000 turns, the chance increases until reaching 100% at 12000 turns.
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The OOD timer does not apply to [[portal]] vaults, any 1-level branches, [[Zot]], [[Pandemonium]], [[Abyss]], or any of the [[Hell]]s. In addition, OODs do not apply for the first 700 turns on D:1, and are applied less often for 584 turns on D:2.
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Note that certain [[vault]]s can place OODs at level generation. They may place random OODs or have a specific set of monsters (e.g. [[death yak]]s on D:8).
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==See Also==
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*[[Monster generation]]
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==History==
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*As of [[0.21]], monsters no longer spawn over time. Therefore, the out-of-depth timer became obsolete.  
  
 
[[Category:Monsters|*]]
 
[[Category:Monsters|*]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 07:50, 28 December 2023

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.

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).

Mechanics

There are "moderate" and "super" out of depth monsters, which spawn at different rates.

  • Moderate OODs are up to 5 levels out of depth (favoring lower values). Most floors have a flat 14% chance of moderate OOD fuzz for each monster. The chances of moderate OODs ramps up, reaching 100% after 7800 turns.
  • Super OODs are either (2 * floor_level) + 4 or floor_level + 2d(27)/2 - 1 levels out of depth. They can happen after you reach 1400 - (117 * depth) turns. The initial chance is 0.02%. After 3000 turns, the chance increases until reaching 100% at 12000 turns.

The OOD timer does not apply to portal vaults, any 1-level branches, Zot, Pandemonium, Abyss, or any of the Hells. In addition, OODs do not apply for the first 700 turns on D:1, and are applied less often for 584 turns on D:2.

Note that certain vaults can place OODs at level generation. They may place random OODs or have a specific set of monsters (e.g. death yaks on D:8).

See Also

History

  • As of 0.21, monsters no longer spawn over time. Therefore, the out-of-depth timer became obsolete.