Death's Door

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Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Death's door.png Death's Door
Level 9
School1 Necromancy
Source(s) Necronomicon
Casting noise 6
Spell noise 0
Power Cap 200
Hated By Elyvilon
The Shining One
Zin
Flags No ghost, Utility
Renders the caster nigh invulnerable to harm for a brief period, but brings them dangerously close to death in the process. So close, in fact, that the body believes itself to be dead — healing effects will do nothing.

The caster will receive one warning shortly before the spell expires. After expiry, the spell cannot immediately be recast, but with high power the caster will be left further from death when the effect ends. It has no effect on those who are already undead.

Death's Door is a level 9 Necromancy spell which protects the caster from almost all harm for a while, at the cost of being left with very little HP.

Useful Info

When cast, Death's Door gives you the DDoor status. Your health is immediately reduced to power/10 HP (max. 20), but you are rendered immune to all damage. It also prevents all forms of healing, except for Borgnjor's Revivification. Casting that will heal you, immediately end DDoor, then paralyse you for 2-5 turns. (Formicids are still immune to this paralysis.)

Death's Door lasts for 16-27 turns; duration depends on spell power and is randomized. After it runs out, it gives you the -DDoor status for 1-3 turns, preventing you from recasting the spell as it wears off. You can't recast the spell as it's active.

Undead characters, including Alive Vampires and those in Death Form, are unable to use Death's Door. Conversely, you are unable to use Necromutation, Sublimation of Blood, go berserk, or spend HP (such as for Djinni spellcasting) as long as the invulnerability lasts.

Strategy

The best escape spell in the game. Casting Death's Door, then using your scrolls of blinking, teleportation, haste, god abilities, spells etc., will bail you out of almost every situation you can cast spells in. You might not even need to use consumables. The biggest threat is silence, which prevents casting any spell. Things that prevent you from escaping in 16 turns - such as -Scroll and being in crowded areas (like the Tomb) - can also doom you. Also, since it's a level 9 spell, it'll likely have a 1% failure rate.

This spell has a cooldown of 1d3 turns, which is short, all things considered. While you should never rely on being able to recast this spell, remember that it is an option. Also remember that you can use Borgnjor's Revivification, which is usually a better option.

As a level 9 support spell, Death's Door is usually too expensive for a 3 rune game. Otherwise, it's a great spell in extended. While it may put you under penance from the good gods, their penance is easy to work off.

Tips & Tricks

  • Remember that Death's Door costs 9 MP to cast. If you need to use other spells to live, make sure you don't run out of MP in the process. Otherwise, you could be delaying your fate.
  • You get one warning before the DDoor status runs out, when ~5 turns are left:
Your time is quickly running out!

History

  • Prior to 0.26, Death's Door was a level 8 Charms/Necromancy spell.
  • Prior to 0.19, Kikubaaqudgha worshippers were left with piety/15 extra HP and some monsters were able to cast it.
  • Prior to 0.7, being healed in any way while using Death's Door caused confusion.