Game elements are the objects and creatures that the player interacts with. The way the player and monsters interact with the elements form the core of gameplay. All elements are deterministic.
Organization[]
As of DROD 5.0, there are a total of 92 elements in the game. These are broadly grouped into four main categories or "layers": room pieces, floor controls, items, and monsters. Elements from one layer can generally be placed on a tile alongside elements from another layer, but two elements from the same layer generally cannot exist on the same tile. For example, a space might contain a hot tile, an orthosquare, a speed potion, and a roach all at the same time, while a space containing a wall and water, or an evil eye and a goblin, would be impossible.
There are some exceptions:
- Checkpoints can exist atop any element from any category.
- The Level Entrance unit exists in the floor controls layer, but acts as if it was part of the monster layer. In DROD 4.0, the Level Entrance element was moved from the monster layer to the floor controls layer.
- Lighting effects (wall lights, ceiling lights, and ceiling darkness) can stack with all elements except each other.
- Mirrors and powder kegs can be placed on top of fuses. Although they can't be placed on top of tokens or scrolls in the editor, they can be moved onto them during gameplay.
List of game elements[]
- This list does not include monsters, which can be found on their own page.
Room pieces[]
Picture | Element | Description | IDs | Version |
---|---|---|---|---|
Floor | The stuff most creatures walk on |
1 (checkerboard) 54-58 (other textures) |
1.0 (checkerboard) 2.0 (other textures) | |
Wall, Hard wall | Blocks the movement of many creatures | 4 (normal)
66 (hard) |
1.0 (normal)
2.0 (hard) | |
Broken wall, secret wall |
Acts like walls, but can be destroyed with sharp weapons or explosions. Reverts after leaving the room |
5 (broken)
62 (secret) |
1.0 (broken)
2.0 (secret) | |
Staircase | Used to travel to another level entrance |
3 (down) 61 (up) |
1.0 (down)
2.0 (up) | |
Level clear gate |
Toggles when all required rooms in a level are completed. Persists after leaving the room. |
6 (closed) 69 (open) |
1.0 (closed)
3.0 (open) | |
Room clear gate |
Toggles when all required monsters in a room are killed. Persists after leaving the room. |
7 (closed) 68 (open) |
1.0 (closed)
3.0 (open) | |
Trapdoor gate |
Toggles when all trapdoors in a room are dropped. Reverts to original state after leaving the room. |
8 (closed) 70 (open) |
1.0 (closed)
3.0 (open) | |
Tarstuff gate |
Toggles when all tarstuff in a room is destroyed. Reverts to original state after leaving the room. |
37 (closed) 71 (open) |
2.0 (closed)
3.0 (open) | |
Yellow door |
Toggled by orbs and pressure plates. Reverts to original state after leaving the room. |
9 (closed) 10 (open) |
1.0 | |
Master wall | Opens when every secret room in the hold is solved and the hold has been conquered. | 59 | 2.0 | |
Hold complete wall | Opens when the hold has been conquered. | 109 | 5.0 | |
(one use) |
Opens or closes yellow doors, fire traps, or force arrows when depressed, then becomes inactive. Reverts to original state after leaving the room. |
78 | 3.0 | |
(multi use) |
Opens or closes yellow doors, fire traps, or force arrows when depressed. When released, it can be activated again. |
78 | 3.0 | |
(on and off |
Opens or closes yellow doors, fire traps, or force arrows when either depressed or released. | 78 | 3.0 | |
Trapdoor |
Collapses into pit or water when the player or a construct steps off it. Reverts to original state after leaving the room. |
11 (over pit) 72 (over water) |
1.0 (over pit)
3.0 (over water) | |
Pit | Impassable to those who cannot fly. | 2 | 1.0 | |
Platform |
Lets the player to navigate above pits or across water. Reverts to original position after leaving the room. |
52 (water) 53 (pit) |
3.0 | |
Tunnel | Allows the player to zip across the room from one tunnel to another. |
47 (north) 48 (south) 63 (east) 64 (west) |
2.0 | |
Water | Impassable to those who cannot fly or swim. | 67 | 3.0 | |
Shallow water | Impassible to those who cannot fly, swim, or wade. | 86 | 4.0 | |
Thin ice |
Acts like a trapdoor, but can also be destroyed by an explosion. Can exist over both regular and shallow water. Reverts to original state after leaving the room. |
105 (regular) 106 (shallow) |
5.0 | |
Bridge | Will sink into either pit or water if it has no land connection, taking everything with it. Reverts to original state after leaving the room. |
79 (no direction) 80 (horizontal) 81 (vertical) |
3.0 | |
Oremites | Prevents swordsmen from holding metal weapons while standing on them. | 73 | 3.0 | |
Hot tile | Burns to a crisp many creatures who end their turn on them. | 75 | 3.0 | |
Fluff vent |
Produces a puff every thirty turns. If the vent is under a cloud of fluff, then the fluff tries to expand outward instead. |
104 | 5.0 | |
Floor spikes | Deploys lethal spikes upward every ten turns, stabbing any non-flying creatures. | 93 | 5.0 | |
Fire trap |
Harmless until activated by an orb or pressure plate, then it will incinerate any creature that ends its turn on it. Reverts to original state after leaving the room. |
107 (off) 108 (on) |
5.0 | |
Image floor | Acts like floor, but uses an external image provided by the architect. | 2.0 | ||
Image wall | Acts like wall, but uses an external image provided by the architect. | 3.0 | ||
Image pit | Acts like pit, but uses an external image provided by the architect. | 3.0 | ||
Overhead image | An intangible image provided by the architect which appears over everything else in the tile. | 5.0 |
Floor controls[]
Picture | Element | Description | IDs | Version |
---|---|---|---|---|
Checkpoint | Lets you restore back in time to the turn you stepped on it. | 36 | 1.5[1] | |
Force arrow | These block movement against the direction they're facing. |
12 - 20 (active) 94 - 101 (inactive) |
1.0 (active) 5.0 (inactive) | |
Ortho square | These block diagonal movement. | 45 | 2.0 | |
Light effects | Brightens, darkens, or colors the environment, but does not act as an obstacle. | 3.0 | ||
Level entrance | This is where the player will spawn when sent here with stairs or a script command. | 1.0 |
Items[]
Picture | Element | Description | IDs | Version |
---|---|---|---|---|
Bomb | Explodes in a 7x7 square when struck by a sharp weapon, lit by a fuse, or blown up with an explosion. | 43 | 2.0 | |
Briar | Grows and consumes monsters and many other elements. |
39 (root) 40 (withered) 41 (immature) |
3.0 | |
Clone potion | Deploy a clone to another traversable tile, except for open yellow doors and trapdoors. | 50 | 3.0 | |
Decoy potion | Deploy a decoy to another traversable tile, except for open yellow doors and trapdoors. | 51 | 2.0 | |
Fluff | A lethal stationary gas. Cannot be cut by weapons. | 103 | 5.0 | |
Fuse | Can be lit to make bombs and powder kegs explode. | 44 | 2.0 | |
Invisibility potion | A potion that makes the player invisible to monsters. | 21 | 1.0 | |
Light | Brightens and colors the environment. | 74 | 3.0 | |
Mimic potion | Deploy a mimic to another traversable tile, except for open yellow doors and trapdoors. | 22 | 1.0 | |
Mirror | A pushable object which blocks aumtlich beams and reflects the gaze of evil eyes. | 49 | 3.0 | |
Mud | One of the tarstuffs. Can only be cut on the outer corners. Produces mud babies. | 60 | 2.0 | |
Orb | Can be struck by a weapon or hit with an explosion to open and close yellow doors, fire traps, and force arrows. | 24 | 1.0 | |
Powder keg | Explodes in a 3x3 square when struck by a sharp weapon, lit by a fuse, or blown up with an explosion. Can be pushed around. | 92 | 5.0 | |
Relay station | Used as a waypoint between a citizen's current location and either a build marker or another station of the same color. | 77 | 3.0 | |
Scroll | The player can step on the scroll to read a message. | 23 | 1.0 | |
Seeding beacon | Lit beacons prevent the room from being conquered. |
90 (activated) 91 (deactivated) |
5.0 | |
Soldier horn | Calls a soldier to the nearest available entrance. | 88 | 4.0 | |
Speed potion | Makes the player move twice as fast. | 38 | 3.0 | |
Squad horn | Calls a clone to the nearest available entrance. | 87 | 4.0 | |
Tar | One of the tarstuffs. Can only be cut on flat edges. Produces tar babies. | 35 | 1.0 | |
Gel | One of the tarstuffs. Can only be cut on the inner corners. Produces gel babies. | 76 | 3.0 | |
Obstacle | Pretty walls for decoration. Cannot be traversed by seep. | 12 | 2.0 | |
Token | Different tokens affect the user or the room in various ways when stepped on. | 46 (all types) | 3.0
5.0 |