» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (4.6) Pits and vaults
» (5) Item and monster details
» (6) Character details
» (7) Tactics & strategy
» (8) Miscellanous

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(4.7) Traps & trap kits
(4.6) Pits and vaults                                                           
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Usually monsters are found on their corresponding depth. You can press ~7 to
find out which monster occurs where. However there are some exceptions, where
you can find monsters "out-of-depth" (ood), meaning that you will encounter way
more powerful enemies than would usually occur on a particular depth.
That can be very dangerous but also very rewarding. Out-of-depth monsters
sometimes occur inside of so-called "pits" and very likely inside "vaults".

Pits are large rooms, surrounded by a rectangle-shaped passage, containing
monsters picked by a pit-specific criterium (troll pit, zoo pit...).

Usually pits are very welcome means for gaining experience or items, like orc
pits at low character levels, troll pits at low-medium character levels,
dragon pits at high character levels and to an extent greater demon pits.

Some pits have a rather bad threat/reward ratio though, such as treasure pits
(containing jellies, molds and mimics that look like treasure, not actually
real treasure), humanoid pits, undead pits (called 'graveyards' - the problem
is that they contain a lot of wall-eaters, which is hard to handle sometimes),
zoos (animal pits, that often contain multiple nasty quylthulgs) and chapels
(lesser angels, but also knight templars which may summon more dangerous angels
if unlucky).
Kennels (canines and hounds) are usually safe, but at higher level you should
watch out for aether hounds and gravity hounds which may breathe gravity for
tele-to effect.
Many rather mid-level demon pits may contain wall-eating lesser balrogs, but
with some effort can be cleared without much hassle, especially if you have
wraithform at your disposal.

Vaults are (sometimes extremely large) fixed structures of rooms and passages,
mostly surrounded by permanent walls that cannot be damaged except for a few
entrance spots made of normal granite wall. However, some vaults are open and
do not require special effort to get into, or are not even surrounded by
permanent walls.
They are usually filled to the brim with traps and nasty monsters. Using means
of trap detection and monster sensing allows you to spot vaults easily, if its
wall structure or permanent walls (not all vaults have those) doesn't already
give it away.
Another very early indication for a vault on your dungeon level are the floor
feelings displayed in yellow colour, see (4.8).

A vault can be a real adventure of its own! If your character isn't very
powerful compared to the dungeon level, you better stay out of vaults if their
structure doesn't allow easy monster killing.
Note that some monsters can destroy walls and thereby dig their way out of a
vault, if they are awake. So in case of dangerous vaults you better stay at a
distance or even leave the level.

Besides pits and vaults, there are also special rooms with features inside,
see 'Pit', 'Vault' or 'Room' in (0.4).
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(4.5d) Dungeon bosses
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(4.7) Traps & trap kits