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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:

  1. Checkpoints can exist atop any element from any category.
  2. 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.
  3. Lighting effects (wall lights, ceiling lights, and ceiling darkness) can stack with all elements except each other.
  4. 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 4x4 (Foundation)
Floor The stuff most creatures walk on

1 (checkerboard)

54-58 (other textures)

1.0 (checkerboard)

2.0 (other textures)

Wall 4x4 (Caldera)
Wall, Hard wall Blocks the movement of many creatures 4 (normal)

66 (hard)

1.0 (normal)

2.0 (hard)

BrokenWall 4x4 (Badlands)
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)

StairsDown 4x4 (Aboveground)
Staircase Used to travel to another level entrance

3 (down)

61 (up)

1.0 (down)

2.0 (up)

LevelClearGate 4x4
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)

RoomClearGate 4x4
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)

TrapdoorGate 4x4
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)

TarstuffGate 4x4
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)

YellowDoor 4x4
Yellow door

Toggled by orbs and pressure plates.

Reverts to original state after leaving the room.

9 (closed)

10 (open)

1.0
MasterWall 4x4
Master wall Opens when every secret room in the hold is solved and the hold has been conquered. 59 2.0
HoldCompleteWall 4x4
Hold complete wall Opens when the hold has been conquered. 109 5.0
PressurePlate OneUse 4x4

Pressure plate

(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
PressurePlate MultiUse 4x4

Pressure plate

(multi use)

Opens or closes yellow doors, fire traps, or force arrows when depressed. When released, it can be activated again.

78 3.0
PressurePlate OnAndOff 4x4

Pressure plate

(on and off

Opens or closes yellow doors, fire traps, or force arrows when either depressed or released. 78 3.0
Trapdoor Both 4x4
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 4x4 (Beach)
Pit Impassable to those who cannot fly. 2 1.0
Platform 4x4
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 4x4
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 4x4 (Caldera)
Water Impassable to those who cannot fly or swim. 67 3.0
ShallowWater 4x4
Shallow water Impassible to those who cannot fly, swim, or wade. 86 4.0
ThinIce 4x4
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
BridgeH 4x4
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 4x4
Oremites Prevents swordsmen from holding metal weapons while standing on them. 73 3.0
HotTile 4x4
Hot tile Burns to a crisp many creatures who end their turn on them. 75 3.0
FluffVent 4x4
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
FloorSpikes 4x4
Floor spikes Deploys lethal spikes upward every ten turns, stabbing any non-flying creatures. 93 5.0
FireTrap 4x4
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 4x4
Checkpoint Lets you restore back in time to the turn you stepped on it. 36 1.5[1]
ForceArrow 4x4
Force arrow These block movement against the direction they're facing.

12 - 20 (active)

94 - 101 (inactive)

1.0 (active)

5.0 (inactive)

OrthoSquare 4x4
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 4x4
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 4x4
Briar Grows and consumes monsters and many other elements.

39 (root)

40 (withered)

41 (immature)

3.0
ClonePotion 4x4
Clone potion Deploy a clone to another traversable tile, except for open yellow doors and trapdoors. 50 3.0
DecoyPotion 4x4
Decoy potion Deploy a decoy to another traversable tile, except for open yellow doors and trapdoors. 51 2.0
Fluff 4x4
Fluff A lethal stationary gas. Cannot be cut by weapons. 103 5.0
Fuse 4x4
Fuse Can be lit to make bombs and powder kegs explode. 44 2.0
InvisibilityPotion 4x4
Invisibility potion A potion that makes the player invisible to monsters. 21 1.0
Light 4x4
Light Brightens and colors the environment. 74 3.0
MimicPotion 4x4
Mimic potion Deploy a mimic to another traversable tile, except for open yellow doors and trapdoors. 22 1.0
Mirror 4x4
Mirror A pushable object which blocks aumtlich beams and reflects the gaze of evil eyes. 49 3.0
Mud 4x4
Mud One of the tarstuffs. Can only be cut on the outer corners. Produces mud babies. 60 2.0
Orb 4x4
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
PowderKeg 4x4
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
RelayStation 4x4
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 4x4
Scroll The player can step on the scroll to read a message. 23 1.0
SeedingBeacon 4x4
Seeding beacon Lit beacons prevent the room from being conquered.

90 (activated)

91 (deactivated)

5.0
SoldierHorn 4x4
Soldier horn Calls a soldier to the nearest available entrance. 88 4.0
SpeedPotion 4x4
Speed potion Makes the player move twice as fast. 38 3.0
SquadHorn 4x4
Squad horn Calls a clone to the nearest available entrance. 87 4.0
Tar 4x4
Tar One of the tarstuffs. Can only be cut on flat edges. Produces tar babies. 35 1.0
Gel 4x4
Gel One of the tarstuffs. Can only be cut on the inner corners. Produces gel babies. 76 3.0
Obstacle 4x4 (DeepSpaces)
Obstacle Pretty walls for decoration. Cannot be traversed by seep. 12 2.0
Tokens 4x4
Token Different tokens affect the user or the room in various ways when stepped on. 46 (all types) 3.0

5.0

References[]

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