Difference between revisions of "Door"

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(colourised symbols, added doorscumming section)
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'''Doors''' are represented by {{brown|+}} when closed, and  {{brown|-}} or {{brown|<nowiki>|</nowiki>}} when open, depending on whether the door is in a vertical or horizontal wall, respectively.
 
'''Doors''' are represented by {{brown|+}} when closed, and  {{brown|-}} or {{brown|<nowiki>|</nowiki>}} when open, depending on whether the door is in a vertical or horizontal wall, respectively.
  
Doors can be generated locked or unlocked, and can be opened in a variety of ways:
+
== Opening doors ==
 +
Doors can be generated locked or unlocked. Unlocked doors are opened using the [[open command]] ('''o'''). Locked doors can be opened in a variety of ways:
 +
* Unlocking by [[apply command|applying]] a [[skeleton key]], [[lock pick]], or [[credit card]] to the door.
 +
* [[zap command (wand)|Zapping]] a [[wand of opening]] at it.
 +
* [[kick command|Kicking]] at it until it is smashed to pieces. This should not be done when [[watchman|watchmen]] or their [[watch captain|captains]] are present.
 +
* [[zap command (wand)|Zapping]] a [[wand of striking]] at it, destroying it.
  
* Unlocking with a [[skeleton key]], [[lockpick]], or [[credit card]].
+
== Locking doors ==
* Zapping a [[wand of opening]] at it.
+
Doors can be locked by [[apply command|applying]] a [[skeleton key]] to a closed door, or by using a [[wand of locking]]. Some monsters can open closed doors, and [[amoeboid (species)| amoeboids]] can ooze beneath locked doors. However no known monster is capable of using keys to unlock doors.  
* [[Kicking]] at it until it is smashed to pieces.  This should not be done when [[watchman|watchmen]] or their [[watch captain|captains]] are present.
 
* Zapping a wand of striking at it, destroying it.  
 
  
Some monsters can ooze beneath locked doors, and some with hands will open closed doors. (CHECK: can some intelligent monsters use keys? I don't think so.)
+
== Creating doors ==
 +
A destroyed door, or any square leading to a corridor, can be turned into a fully functional door by casting the [[Wizard Lock]] spell at it. A destroyed door is not shown on the map, but can be detected with the [[look command]] (''':''').
  
A destroyed door is not represented by any character, but can be detected with the ''':''' command. A destroyed door, or any square leading to a corridor, can be turned into a fully functional door by casting the [[Wizard Lock]] spell at it. A [[wand of locking]] will lock a door, but is insufficient to create one.
+
== Finding secret doors ==
 +
Some walls are in fact secret doors, which can be discovered by [[search]]ing, brute force, or [[magic]].  
  
==Secret doors==
+
Searching is done with the [[search command]] ('''s'''), and is aided by wearing a [[ring of searching]] or wielding [[Excalibur]]. [[Luck]] affects the chance of a searching successfully, so players who mistreat their luck can find themselves stuck on a dungeon level with no obvious exit.
  
Some walls are in fact secret doors, which can be discovered by searching. This can be done with the '''s''' command, and is aided by wearing a [[ring of searching]] or wielding [[Excalibur]]. A [[wand of secret door detection]] will reveal any secret doors within a 13 square radius immediately.
+
The brute force method involves [[kick]]ing at walls, applying a [[pick axe]], or zapping [[force bolt]] at a likely position where a secret door might be. This is very time consuming and often dangerous.
  
[[Luck]] affects the chance of a search succeeding, so players who mistreat their luck can find themselves stuck in a series of rooms with no exits on level 1.
+
The [[magic]]al method involves using a [[wand of secret door detection]] and will immediately reveal any secret doors within a 13 square radius.
 
 
[[Kick]]ing at walls, applying a [[pick-axe]] or zapping [[force bolt]] at them is another way to reveal secret doors, but much more time consuming and often dangerous.
 
 
 
==Strategy==
 
  
 +
== Using doors in combat ==
 
Doors do not allow either monsters or you to pass through diagonally. This can be a great advantage when fighting multiples foes. A door like the entrance to the [[treasure zoo]] at the top of [[sokoban]] can become a killing ground for monsters who will stream through one by one, allowing you to avoid their ranged attacks.
 
Doors do not allow either monsters or you to pass through diagonally. This can be a great advantage when fighting multiples foes. A door like the entrance to the [[treasure zoo]] at the top of [[sokoban]] can become a killing ground for monsters who will stream through one by one, allowing you to avoid their ranged attacks.
  
===Doorscumming===
+
== Using doors to exercise strength ==
 
+
Opening and closing doors exercises the [[character]]s [[strength]] every time the door resists. This feature can be abused to enhance the strength [[attribute]]. However doors only resist when  the player [[character]] has very weak strength and low luck.  
In [http://groups.google.com/group/rec.games.roguelike.nethack/msg/9a3c6f3bb8f7f5d7?dmode=source this rgrn post], the following technique was suggested:
 
 
 
    However, the search led to one fairly abusable way
 
    to exercise strength: every time you try to open or
 
    close an unlocked door, and the door resists, you
 
    exercise strength (says lock.c). I suspect whether
 
    the door resists is tempered by your strength, so
 
    this is probably best abused to strengthen healers,
 
    from low strength to mid-level strength, not
 
    valkeries from high strength to supreme strength.
 
 
 
However, it was then pointed out that this is only useful for characters with poor stats and no luck:
 
 
 
    That means that whith decent physical stats and luck, the odds of
 
    the door resisting become very low [for example, if your physical stats
 
    average say 16 and you have a luck of 4-- which gives you
 
    a chance of 1/4 * 1/46 = 1/184]. Opening a door 100-200 times
 
    to exercise a stat once is going to give *very* slow progress..
 
 
 
The technique remains useful for luckless early Healers with strengths as low as 7 or 8.
 
  
==See also==
+
This technique is only useful for luckless [[Healer]]s with strength as weak as 7 or 8. With decent physical [[attribute]]s and luck, the odds of the door resisting become very low. For example, if the characters physical [[attribute]]s average say 16 with a [[luck]] of 4, the chance of the door resisting becomes 1/184 (0.54%). This means that the [[player]] has to open/close the door 100 to 200 times to exercise the strength [[attribute]] once.
  
* [[Drawbridges]]
+
== Related objects ==
 +
[[Drawbridge]], [[trap door]]s
  
 
[[Category:Dungeon features]]
 
[[Category:Dungeon features]]

Revision as of 00:48, 10 June 2006

Doors are represented by + when closed, and - or | when open, depending on whether the door is in a vertical or horizontal wall, respectively.

Opening doors

Doors can be generated locked or unlocked. Unlocked doors are opened using the open command (o). Locked doors can be opened in a variety of ways:

Locking doors

Doors can be locked by applying a skeleton key to a closed door, or by using a wand of locking. Some monsters can open closed doors, and amoeboids can ooze beneath locked doors. However no known monster is capable of using keys to unlock doors.

Creating doors

A destroyed door, or any square leading to a corridor, can be turned into a fully functional door by casting the Wizard Lock spell at it. A destroyed door is not shown on the map, but can be detected with the look command (:).

Finding secret doors

Some walls are in fact secret doors, which can be discovered by searching, brute force, or magic.

Searching is done with the search command (s), and is aided by wearing a ring of searching or wielding Excalibur. Luck affects the chance of a searching successfully, so players who mistreat their luck can find themselves stuck on a dungeon level with no obvious exit.

The brute force method involves kicking at walls, applying a pick axe, or zapping force bolt at a likely position where a secret door might be. This is very time consuming and often dangerous.

The magical method involves using a wand of secret door detection and will immediately reveal any secret doors within a 13 square radius.

Using doors in combat

Doors do not allow either monsters or you to pass through diagonally. This can be a great advantage when fighting multiples foes. A door like the entrance to the treasure zoo at the top of sokoban can become a killing ground for monsters who will stream through one by one, allowing you to avoid their ranged attacks.

Using doors to exercise strength

Opening and closing doors exercises the characters strength every time the door resists. This feature can be abused to enhance the strength attribute. However doors only resist when the player character has very weak strength and low luck.

This technique is only useful for luckless Healers with strength as weak as 7 or 8. With decent physical attributes and luck, the odds of the door resisting become very low. For example, if the characters physical attributes average say 16 with a luck of 4, the chance of the door resisting becomes 1/184 (0.54%). This means that the player has to open/close the door 100 to 200 times to exercise the strength attribute once.

Related objects

Drawbridge, trap doors