Difference between revisions of "Door"

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{{flavour|A wooden door.}}
 
{{flavour|A wooden door.}}
  
[[File:Door.png]]
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[[File:Door.png]] '''Doors''' are [[Dungeon]] features which are usually used to separate rooms from each other, though they may be found standing in the middle of a room as well. Found in the Dungeon and almost all [[branches]], they are set into walls and are usually only 1x1 or 2x1 in size (though some [[vault]]s may contain far more massive doors). Walking into a door will open it, while pressing '''[[C]]''' when adjacent to one will close it. If you know that there are [[monster]]s behind a door, leaving it closed will keep them at bay unless they are aware of you and are [[:Category:Open doors|capable of opening the door]] (or can simply [[:Category:Eats doors|eat the door]]), in which case it will do you little good (as monsters can break the door).
  
'''Doors''' are [[Dungeon]] features which are usually used to separate rooms from each other, though they may be found standing in the middle of a room as well. Found in the Dungeon and almost all [[branches]], they are set into walls and are usually only 1x1 or 2x1 in size (though some [[vault]]s may contain far more massive doors). Walking into a door will open it, while pressing '''[[C]]''' when adjacent to one will close it. If you know that there are [[monster]]s behind a door, leaving it closed will keep them at bay unless they are aware of you and are [[Item usage|intelligent enough to open the door]], or they are capable of simply [[Jelly|eating the door]], in which case it will do you very little good.
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Doors may occasionally [[noise|creak]] when opened or closed, alerting nearby monsters to your presence. This is less of an issue for heavily armoured bruisers than for [[stealth]]y sorts, as they tend to wake up everything no matter what. Fortunately, the chance of this happening is 1 in <code>8 + 4 * [[Stealth]] / 3</code>, so stealthy characters are unlikely to cause it anyway. [[Silence]] also prevents creaky doors.
  
Doors may occasionally [[noise|creak]] when opened, alerting nearby monsters to your presence. This is less of an issue for heavily armoured bruisers than for [[stealth]]y sorts, as they tend to wake up everything no matter what. Fortunately, the chance of this happening is 1 in (8 + 4*[[Stealth]]/3), so stealthy characters are unlikely to cause it anyway. [[Silence]] also prevents creaky doors.
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If there are any items in the doorway, most of the time, they will be pushed into an adjacent tile when the door is closed. If doing so would push the items into deep water or lava, however, the door will refuse to close.
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[[File:Transparent door.png]] Some doors are transparent, allowing you to see through them. This is the only difference between them and normal doors; much like transparent walls, closed transparent doors still prevent anything on the other side from affecting you.
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==Broken Door==
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{{flavour|A disappointingly poorly maintained wooden door. It'd take nothing short of magic to get this properly closed again.}}
  
If there are any items in the doorway, most of the time, they will be pushed into an adjacent tile when the door is closed. If doing so would push the items into deep water or lava, however, the door will refuse to close.
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[[File:Broken door.png]] [[File:Transparent broken door.png]] Monsters that are aware of you and are capable of opening doors have a 1 in 5 chance of breaking down doors when opening them (or a 1 in 3 chance if they are [[berserk]]).
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Only a [[vault warden]]'s [[Seal Doors]] spell can repair a broken door.
  
 
==Runed Door==
 
==Runed Door==
 
{{flavour|A door, covered in runic writing. It looks like there is something special behind it — perhaps danger, perhaps treasure. You may break the runes by opening it like any other door.}}
 
{{flavour|A door, covered in runic writing. It looks like there is something special behind it — perhaps danger, perhaps treasure. You may break the runes by opening it like any other door.}}
  
[[File:Runed door.png]]
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[[File:Runed door.png]] [[File:Transparent runed door.png]] '''Runed doors''' are only found in special vaults, are indestructible, and are generally used to contain very powerful monsters and especially valuable treasure. Thankfully, only the player can open runed doors, so any monsters behind them are stuck there until you choose to take them on. Avoid opening them unless you're confident that you can handle something significantly [[out-of-depth]]. Clearing the rest of the floor first, just to minimize the risk of you running into more trouble as you flee or teleport away, is advisable, and don't forget that you can close the door again if that'll seal away the threat inside!
  
Runed doors are only found in special vaults, are indestructible, and are generally used to contain very powerful monsters and especially valuable treasure. Thankfully, only the player can open runed doors, so any monsters behind them are stuck there until you choose to take them on. Avoid opening them unless you're confident that you can handle something significantly [[out-of-depth]]. Clearing the rest of the floor first, just to minimize the risk of you running into more trouble as you flee or teleport away, is advisable, and don't forget that you can close the door again if that'll seal away the threat inside!
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Note that random teleports and [[escape hatch]]es from adjacent floors may still place you inside areas that are closed off by runed doors. In such a situation, you may wish to immediately teleport again.
  
Note that random teleports and [[escape hatch]]es from adjacent floors can still place you inside areas that are closed off by runed doors.
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Several vaults, such as [[Crazy Yiuf]]'s hut, the entrance to the [[Hall of Blades]], or many of the [[player ghost]] vaults are guaranteed to have runed doors. Many of these runed doors will be transparent, allowing you to judge whether the treasure inside is worth fighting for, but also allowing whatever's inside to wake up and notice you.
  
Runed doors are guaranteed to appear on level 2 of the [[Elven Halls]], sealing the hall of blades.
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==Sealed Door==
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{{flavour|A door sealed tightly by arcane runes. It refuses to open for any creature not recognised by its magic.}}
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[[File:Sealed door.png]] [[File:Transparent sealed door.png]] '''Sealed doors''' have been shut and locked by a [[vault warden]]'s [[Seal Doors]] spell; this will also push all items, creatures, and players out of the doorway in the process. In order to open the door, you will need to break the seal by waiting for the spell to end, killing the vault warden who cast it, destroying the door outright, or having another monster open it (which is unlikely).
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*Closing doors in front of monsters will delay them slightly even if they are able to open the door. If you are trying to buy time for one more [[MP]] or for a [[teleport]] to kick in, this can be a life saver.
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*Repeatedly closing doors to hold off pursuers capable of opening them will generally only buy you an extra turn or two. If you need to recover, [[teleport]], [[blink]], or increase your movement speed to make a full escape to a safe area.
*If you open a door and immediately see out-of-reach enemies capable of [[smiting]] you, [[torment]]ing you, blasting you with [[damnation]], or otherwise dealing heavy damage at range, don't retreat! Running gives them the opportunity to attack you as long as you're in their line of sight. If you [[c]]lose the door first, this forces them to come to you, robbing them of several turns they could otherwise spend blasting you, and almost guarantees that you'll get to act against them first. This is effective against early threats such as [[orc priest]]s, as well as late-game [[fiend]]s and [[lich]]es.
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*If you open a door and immediately see out-of-reach enemies capable of [[smiting]] you, [[torment]]ing you, blasting you with [[damnation]], or otherwise dealing heavy damage at range, don't retreat! Running gives them the opportunity to attack you as long as you're in their line of sight. If you [[c]]lose the door first, this forces them to come to you, robbing them of several turns they could otherwise spend blasting you, and almost guarantees that you'll get to act against them first. This is effective throughout the entire game, from early threats such as [[orc priest]]s all the way to late-game [[fiend]]s and [[lich]]es.
*Opening a door by hand will immediately reveal everything within that room. Blasting a door with [[Lee's Rapid Deconstruction]] will allow you to open it from a distance. If you have reason to suspect that a door is hiding a particularly nasty [[vault]], doing this will allow you to take on the contents a little bit at a time, rather than all at once (though it is very noisy). Alternatively, [[shout]]ing while near a door will awaken the inhabitants of the room beyond, and they may open the door for you a few turns later.
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**Alternatively, [[shout]]ing near a door may awaken the inhabitants of the room beyond, giving you time to back off and wait for them to open the door for you.
  
 
==History==
 
==History==
*Before [[0.21]], any [[Item]], big or small, in a doorway would prevent the door from being closed.
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*Prior to [[0.28]], doors did not break when opened by monsters; monsters could be held at bay indefinitely (until [[random energy]] gave an extra turn) by repeatedly closing a door as soon as it was opened.
*Prior to [[0.20]], [[wand of disintegration|wands of disintegration]] could destroy doors.
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*[[0.23]] added transparent doors.
*Prior to [[0.12]], there were occasionally secret doors that would only be revealed if you were within line of sight of them and succeeded on a check against your [[Traps & Doors]] skill. These were removed, which is why the skill was then renamed to [[Traps]]. These hidden doors used to be found everywhere, but were limited only to special [[vault]]s in [[0.11]].
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*Prior to [[0.22]], doors could be destroyed by [[Lee's Rapid Deconstruction]].
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*Before [[0.21]], any [[item]] in a doorway, big or small, would prevent the door from being closed.
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*Prior to [[0.20]], [[wands of disintegration]] and [[Orb of Destruction]] could destroy doors.
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*Prior to [[0.17]], the chance of doors creaking was affected by [[Dexterity]] and [[Stealth (skill)]].
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*Runed doors were added in [[0.12]], although vault-defined warning-covered doors had existed for several versions before that. 0.12 also added vault wardens and sealed doors.
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*Prior to [[0.12]], there were occasionally secret doors that would only be revealed if you were within line of sight of them and succeeded on a check against your [[Traps & Doors]] skill. These were removed, which is why the skill was then renamed to [[Traps (skill)|Traps]]. These hidden doors used to be found everywhere, but were limited only to special [[vault]]s in [[0.11]].
  
 
{{flavour|A wooden door, cunningly hidden. It used to be a secret door, but, at least for you, it's not a secret anymore.}}
 
{{flavour|A wooden door, cunningly hidden. It used to be a secret door, but, at least for you, it's not a secret anymore.}}
 
*Runed doors were added in [[0.12]], although vault-defined warning-covered doors had existed for several versions before that.
 
  
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]

Latest revision as of 22:10, 30 August 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
A wooden door.

Door.png Doors are Dungeon features which are usually used to separate rooms from each other, though they may be found standing in the middle of a room as well. Found in the Dungeon and almost all branches, they are set into walls and are usually only 1x1 or 2x1 in size (though some vaults may contain far more massive doors). Walking into a door will open it, while pressing C when adjacent to one will close it. If you know that there are monsters behind a door, leaving it closed will keep them at bay unless they are aware of you and are capable of opening the door (or can simply eat the door), in which case it will do you little good (as monsters can break the door).

Doors may occasionally creak when opened or closed, alerting nearby monsters to your presence. This is less of an issue for heavily armoured bruisers than for stealthy sorts, as they tend to wake up everything no matter what. Fortunately, the chance of this happening is 1 in 8 + 4 * Stealth / 3, so stealthy characters are unlikely to cause it anyway. Silence also prevents creaky doors.

If there are any items in the doorway, most of the time, they will be pushed into an adjacent tile when the door is closed. If doing so would push the items into deep water or lava, however, the door will refuse to close.

Transparent door.png Some doors are transparent, allowing you to see through them. This is the only difference between them and normal doors; much like transparent walls, closed transparent doors still prevent anything on the other side from affecting you.

Broken Door

A disappointingly poorly maintained wooden door. It'd take nothing short of magic to get this properly closed again.

Broken door.png Transparent broken door.png Monsters that are aware of you and are capable of opening doors have a 1 in 5 chance of breaking down doors when opening them (or a 1 in 3 chance if they are berserk).

Only a vault warden's Seal Doors spell can repair a broken door.

Runed Door

A door, covered in runic writing. It looks like there is something special behind it — perhaps danger, perhaps treasure. You may break the runes by opening it like any other door.

Runed door.png Transparent runed door.png Runed doors are only found in special vaults, are indestructible, and are generally used to contain very powerful monsters and especially valuable treasure. Thankfully, only the player can open runed doors, so any monsters behind them are stuck there until you choose to take them on. Avoid opening them unless you're confident that you can handle something significantly out-of-depth. Clearing the rest of the floor first, just to minimize the risk of you running into more trouble as you flee or teleport away, is advisable, and don't forget that you can close the door again if that'll seal away the threat inside!

Note that random teleports and escape hatches from adjacent floors may still place you inside areas that are closed off by runed doors. In such a situation, you may wish to immediately teleport again.

Several vaults, such as Crazy Yiuf's hut, the entrance to the Hall of Blades, or many of the player ghost vaults are guaranteed to have runed doors. Many of these runed doors will be transparent, allowing you to judge whether the treasure inside is worth fighting for, but also allowing whatever's inside to wake up and notice you.

Sealed Door

A door sealed tightly by arcane runes. It refuses to open for any creature not recognised by its magic.

Sealed door.png Transparent sealed door.png Sealed doors have been shut and locked by a vault warden's Seal Doors spell; this will also push all items, creatures, and players out of the doorway in the process. In order to open the door, you will need to break the seal by waiting for the spell to end, killing the vault warden who cast it, destroying the door outright, or having another monster open it (which is unlikely).

Tips & Tricks

  • Repeatedly closing doors to hold off pursuers capable of opening them will generally only buy you an extra turn or two. If you need to recover, teleport, blink, or increase your movement speed to make a full escape to a safe area.
  • If you open a door and immediately see out-of-reach enemies capable of smiting you, tormenting you, blasting you with damnation, or otherwise dealing heavy damage at range, don't retreat! Running gives them the opportunity to attack you as long as you're in their line of sight. If you close the door first, this forces them to come to you, robbing them of several turns they could otherwise spend blasting you, and almost guarantees that you'll get to act against them first. This is effective throughout the entire game, from early threats such as orc priests all the way to late-game fiends and liches.
    • Alternatively, shouting near a door may awaken the inhabitants of the room beyond, giving you time to back off and wait for them to open the door for you.

History

  • Prior to 0.28, doors did not break when opened by monsters; monsters could be held at bay indefinitely (until random energy gave an extra turn) by repeatedly closing a door as soon as it was opened.
  • 0.23 added transparent doors.
  • Prior to 0.22, doors could be destroyed by Lee's Rapid Deconstruction.
  • Before 0.21, any item in a doorway, big or small, would prevent the door from being closed.
  • Prior to 0.20, wands of disintegration and Orb of Destruction could destroy doors.
  • Prior to 0.17, the chance of doors creaking was affected by Dexterity and Stealth (skill).
  • Runed doors were added in 0.12, although vault-defined warning-covered doors had existed for several versions before that. 0.12 also added vault wardens and sealed doors.
  • Prior to 0.12, there were occasionally secret doors that would only be revealed if you were within line of sight of them and succeeded on a check against your Traps & Doors skill. These were removed, which is why the skill was then renamed to Traps. These hidden doors used to be found everywhere, but were limited only to special vaults in 0.11.
A wooden door, cunningly hidden. It used to be a secret door, but, at least for you, it's not a secret anymore.