Difference between revisions of "Door vault"

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The '''door vault''' is a particularly infamous and deadly [[vault]]. It can appear in D:15-27, [[the Vaults]], the [[Elven Halls]], [[Hell]], the [[Crypt]], or the [[Realm of Zot]], and can appear multiple times. It consists of a 10x10 square that is entirely made up of doors, except for the innermost 16 squares, which contain nasty out-of-depth monsters.
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The '''door vault''' is a particularly infamous and deadly [[vault]]. It can appear in D:15-27, [[the Vaults]], the [[Elven Halls]], [[Hell]], the [[Crypt]], or the [[Realm of Zot]], and can appear multiple times. It consists of a 10x10 square that is entirely made up of [[door]]s, the outermost layer of which are runed doors. The innermost 16 squares contain many nasty out-of-depth monsters. There is no increased chance of loot within.
  
 
==Appearance==
 
==Appearance==
 
 
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==Monster sets==
 
==Monster sets==
The monsters at the center of the vault will be appropriate to the branch you're currently in. For Vaults and the main dungeon, this means standard out-of-depth monsters: the crowd you'd usually see around D:27, including such nasties as [[shadow dragon]]s and [[titan]]s. The other branches have more specific monster sets:
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The monsters at the center of the vault will be appropriate to the branch you're currently in. For Vaults and the main dungeon, this means standard out-of-depth monsters: the crowd you'd usually see around D:27, including such nasties as [[shadow dragon]]s and [[titan]]s. The other branches have more specific monster sets:
  
*Elf: What you'd normally see on the last level of the Elven Halls: [[deep elf blademaster]]s, [[deep elf annihilator|annihilators]], [[deep elf sorcerer|sorcerers]], [[deep elf demonologist|demonologists]], [[deep elf master archer|master archers]], and [[deep elf high priest|high priests]] A few of the squares might contain more normal elves, but expect most of them to be the high-tier ones.
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*Elf: What you'd normally see on the last level of the Elven Halls: [[deep elf blademaster]]s, [[deep elf annihilator|annihilators]], [[deep elf sorcerer|sorcerers]], [[deep elf demonologist|demonologists]], [[deep elf master archer|master archers]], and [[deep elf high priest|high priests]]. A few of the squares might contain more normal elves, but expect most of them to be the high-tier ones.
*Crypt: [[Bone dragon]]s, [[lich]]es, [[ancient lich]]es, [[reaper]]s, with the occasional [[curse toe]] or [[death cob]]. Somewhat diluted by normal crypt monsters, but still, expect nastiness.
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*Crypt: [[Bone dragon]]s, [[lich]]es, [[ancient lich]]es, [[reaper]]s, with the occasional [[curse toe]] or [[death cob]]. Somewhat diluted by normal crypt monsters, but still, expect nastiness.
*Hell: Varies by branch. In each case there is a small chance (generally less than 20%) of a square containing a normal monster for the branch and depth.
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*Hell: Varies by branch. In each case there is a small chance (generally less than 20%) of a square containing a normal monster for the branch and depth.
 
**Tartarus: [[Shadow fiend]]s, [[shadow dragon]]s, [[lich]]es, [[ancient lich]]es, [[reaper]]s, [[soul eater]]s.
 
**Tartarus: [[Shadow fiend]]s, [[shadow dragon]]s, [[lich]]es, [[ancient lich]]es, [[reaper]]s, [[soul eater]]s.
 
**Cocytus: [[Blizzard demon]]s, [[ice fiend]]s, [[frost giant]]s, [[simulacrum|simulacra]], occasional [[titan]]s.
 
**Cocytus: [[Blizzard demon]]s, [[ice fiend]]s, [[frost giant]]s, [[simulacrum|simulacra]], occasional [[titan]]s.
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**Dis: Any [[fiend]], [[hell sentinel]]s, [[tormentor]]s, [[iron dragon]]s, [[iron golem]]s
 
**Dis: Any [[fiend]], [[hell sentinel]]s, [[tormentor]]s, [[iron dragon]]s, [[iron golem]]s
 
*Zot: Expect to see many non-base [[draconian (monster)|draconian]]s, in addition to [[orbs of fire]], [[death cob]]s, [[Killer Klown]]s, [[electric golem]]s, and even the occasional [[curse toe]] or [[ancient lich]].
 
*Zot: Expect to see many non-base [[draconian (monster)|draconian]]s, in addition to [[orbs of fire]], [[death cob]]s, [[Killer Klown]]s, [[electric golem]]s, and even the occasional [[curse toe]] or [[ancient lich]].
 
==Strategy==
 
This vault is a major reason to learn travel exclusions.  Luckily, the game will alert you to the presence of "a strange structure made of doors" when this vault comes into view.  Unfortunately, excluding it is not necessarily enough: it is still quite possible for some interloping monster to open the doors and release the monsters all over the level.  There is no particular way to avoid this, sadly.
 
 
Be aware that if you see even one monster that you suspect is from this vault, all of the monsters inside have likely been released.  If you can't handle them all, get off the level.  In fact, the presence of this vault is usually good enough reason to skip the level anyway: the more time you spend on a level containing it, the greater the chance some kobold will come along and open it.
 
 
There is no reward for this vault other than the [[experience]] gained, and any items the monsters might have been carrying.  It can be a useful way to gain experience, but be very careful: just because you can handle the [[orc warlord]] that came out of it doesn't mean you can handle the [[shadow dragon]] that's lurking around the corner.
 
 
Avoid this vault like the plague if you see it in [[Hell]].  It is quite likely to contain multiple [[torment]]-capable monsters, which can spell a very quick end if you confront them all at once.  One should always be moving in Hell anyway, and a Hell-placed door vault is yet another reason to do so.
 
  
 
==History==
 
==History==
In [[0.12]], these doors will all be visible from the start, and the outermost ring of doors will be runed doors, preventing auto-explore or monsters from opening them.
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Prior to [[0.12]], the outermost doors of a door vault were hidden rather than runed. This meant that wandering monsters could and would happily open the vault for you, releasing the contents for you to encounter as you explored the floor.
  
 
This vault has been taking out players for many versions now. In older versions, though, it was somewhat kinder when it appeared outside of the Vaults or the main Dungeon, tending to contain monsters that were simply appropriate to the branch end. However, the game itself did not provide any warning as to the vault's nature, and preventing autoexplore from opening it would require manually excluding all of the outermost still-closed doors.
 
This vault has been taking out players for many versions now. In older versions, though, it was somewhat kinder when it appeared outside of the Vaults or the main Dungeon, tending to contain monsters that were simply appropriate to the branch end. However, the game itself did not provide any warning as to the vault's nature, and preventing autoexplore from opening it would require manually excluding all of the outermost still-closed doors.
  
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]

Revision as of 17:17, 28 February 2014

Version 0.13: This article may not be up to date for the latest stable release of Crawl.


The door vault is a particularly infamous and deadly vault. It can appear in D:15-27, the Vaults, the Elven Halls, Hell, the Crypt, or the Realm of Zot, and can appear multiple times. It consists of a 10x10 square that is entirely made up of doors, the outermost layer of which are runed doors. The innermost 16 squares contain many nasty out-of-depth monsters. There is no increased chance of loot within.

Appearance

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Monster sets

The monsters at the center of the vault will be appropriate to the branch you're currently in. For Vaults and the main dungeon, this means standard out-of-depth monsters: the crowd you'd usually see around D:27, including such nasties as shadow dragons and titans. The other branches have more specific monster sets:

History

Prior to 0.12, the outermost doors of a door vault were hidden rather than runed. This meant that wandering monsters could and would happily open the vault for you, releasing the contents for you to encounter as you explored the floor.

This vault has been taking out players for many versions now. In older versions, though, it was somewhat kinder when it appeared outside of the Vaults or the main Dungeon, tending to contain monsters that were simply appropriate to the branch end. However, the game itself did not provide any warning as to the vault's nature, and preventing autoexplore from opening it would require manually excluding all of the outermost still-closed doors.