<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=Out_of_depth</id>
	<title>Out of depth - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=Out_of_depth"/>
	<link rel="alternate" type="text/html" href="https://wiki.dungeoncrawlchili.org/index.php?title=Out_of_depth&amp;action=history"/>
	<updated>2026-08-05T17:07:33Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://wiki.dungeoncrawlchili.org/index.php?title=Out_of_depth&amp;diff=2547&amp;oldid=prev</id>
		<title>Maintenance script: Importing CrawlWiki content</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeoncrawlchili.org/index.php?title=Out_of_depth&amp;diff=2547&amp;oldid=prev"/>
		<updated>2026-06-16T09:13:43Z</updated>

		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version030}}&lt;br /&gt;
&amp;#039;&amp;#039;For the other OOD, see [[Orb of Destruction]].&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Crawl tends to create many &amp;#039;&amp;#039;&amp;#039;out of depth&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;OOD&amp;#039;&amp;#039;&amp;#039;) monsters, or monsters who have spawned on a higher floor then where they are &amp;quot;usually&amp;quot; spawned. The source file mon-pick-data.h&amp;lt;ref&amp;gt;{{source ref|0.30.1|mon-pick-data.h|1}}&amp;lt;/ref&amp;gt; defines where is a monster&amp;#039;s base floor is, so anything above that is technically &amp;quot;OOD&amp;quot;. The term typically refers to non-[[unique]] monsters which are much more difficult relative to where you are in the game, such as a [[sky beast]] on D:2.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Creation==&lt;br /&gt;
Like all monsters, out of depth monsters are spawned when the floor is generated. Their &amp;#039;base floor&amp;#039; is fuzzed, favoring the actual number, but often either up or down. &lt;br /&gt;
&lt;br /&gt;
There are also a few special cases with monster spawns which can break the &amp;quot;normal&amp;quot; rules of generation.&lt;br /&gt;
*Monsters can often spawn in &amp;quot;bands&amp;quot;, which have their own depth. Despite orc priests naturally spawning on D:4, they can spawn on D:3 or even D:2 as a part of an orc band. (Because this is common enough, D:3 Priests often aren&amp;#039;t  considered OOD).&lt;br /&gt;
*Monsters can spawn in pregenerated [[vault]]s. For instance, one [[Lair]] entrance vault contains [[death yak]]s. Death yaks don&amp;#039;t naturally spawn in the Dungeon at all, but are very tough enemies for D:8.&lt;br /&gt;
&lt;br /&gt;
There are some hardcoded assurances that certain, ridiculously difficult monsters can&amp;#039;t spawn - [[water moccasin]]s can never spawn on D:2, though they can spawn on D:3.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Out of depths are most noticeable in [[the Dungeon]]: it is the longest branch, ramps up in monster strength between floors, and is explored when you don&amp;#039;t have as many options to escape. In other branches, out of depths can still be an issue, but less. For example, most characters will find D:5 [[killer bee]]s deadlier than [[Depths]]:2 [[caustic shrike]]s. Later on, [[unique]] monsters fill the role of an &amp;quot;above-average monster&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When encountering an out-of-depth monster, check the monster&amp;#039;s description, especially the speed and range, and determine if you can just walk away.&lt;br /&gt;
*An OOD [[ogre (monster)|ogre]] or [[hydra]] might have brutal melee attacks, but they are 100% speed melee enemies. If nothing&amp;#039;s in the way, you can just walk away if you see them. You can then go up stairs, then enter the floor from a different set of stairs.&lt;br /&gt;
*An OOD [[orc priest]] can be extremely scary - it has 17 damage [[Smiting]] that can attack from anywhere in sight. But if the priest is at the edge of your [[line of sight]], you can also walk away (since monsters cannot attack outside LOS, and orc priests aren&amp;#039;t fast). &lt;br /&gt;
*An OOD [[centaur (monster)|centaur]] is faster than all players (except [[Spriggan]]s) &amp;#039;&amp;#039;and&amp;#039;&amp;#039; have a ranged attack. There&amp;#039;s no running away, at least without using an item.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*[[Escaping_from_(and_avoiding)_trouble#Options_when_in_immediate_danger|Use your consumables]]! &amp;#039;&amp;#039;Especially&amp;#039;&amp;#039; if you can&amp;#039;t escape by simply walking away.&lt;br /&gt;
*If all else fails, you can simply skip the floor and descend downwards. After all, D:11 and Lair:1 are, &amp;#039;&amp;#039;most likely&amp;#039;&amp;#039;, less dangerous than a D:10 with a wandering [[storm dragon]]. Even if the floor below would be dangerous, you can at least check out what&amp;#039;s actually in store  (and decide from there).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.21]], monster spawning was used as a means to create out of depth monsters. If the [[out-of-depth timer]] went on too long, then it became more and more likely for these difficult monsters to spawn.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
</feed>