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Thing types by number

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Main article: Thing types

This table includes the following columns.

  • Decimal - Type number, in decimal
  • Hex - Type number, in hexadecimal
  • Version - First Doom version that thing appears in:
    • S - Shareware
    • R - Registered
    • 2 - Doom II
  • Radius - Radius, in map units (note that the map "footprint" of a Thing is square, not round, so this is the distance from the center to the midpoint of an edge)
  • Sprite - First four letters of the name of all sprite graphics
  • Sequence - For animated sprites, default pattern through which the animation progresses. "+" indicates that certain gameplay developments (such as a monster being shot) may interrupt this pattern with additional graphics
  • Class:
    • A - Artifact item. Counts toward ITEMS percentage at the end of a level
    • P - Pickup. Player can pick the thing up by walking over it
    • W - Weapon
    • M - Monster. Counts towards kill percentage, hidden when using -nomonsters, respawns in Nightmare!
    • O - Obstacle. Players and monsters must walk around
    • ^ - Hangs from ceiling, or floats if a monster (aside from Commander Keen, who does not move; dead monsters, excepting Lost Souls, fall to the floor when killed)
  • Description
Decimal Hex Version Radius Sprite Sequence Class Description
1 1 S 16 PLAY + Player 1 start
2 2 S 16 PLAY + Player 2 start
3 3 S 16 PLAY + Player 3 start
4 4 S 16 PLAY + Player 4 start
5 5 S 20 BKEY AB P Blue keycard
6 6 S 20 YKEY AB P Yellow keycard
7 7 R 128 SPID + MO Spider Mastermind
8 8 S 20 BPAK A P Backpack
9 9 S 20 SPOS + MO Former Human Sergeant
10 A S 16 PLAY W Bloody mess
11 B S 20 none - Deathmatch start
12 C S 16 PLAY W Bloody mess
13 D S 20 RKEY AB P Red keycard
14 E S 20 none1 - Teleport landing
15 F S 16 PLAY N Dead player
16 10 R 40 CYBR + MO Cyberdemon
17 11 R 20 CELP A P2 Cell charge pack
18 12 S 20 POSS L Dead former human
19 13 S 20 SPOS L Dead former sergeant
20 14 S 20 TROO M Dead imp
21 15 S 30 SARG N Dead demon
22 16 R 31 HEAD L Dead cacodemon
23 17 R 16 SKUL K Dead lost soul (invisible)
24 18 S 16 POL5 A Pool of blood and flesh
25 19 R 16 POL1 A O Impaled human
26 1A R 16 POL6 AB O Twitching impaled human
27 1B R 16 POL4 A O Skull on a pole
28 1C R 16 POL2 A O Five skulls "shish kebab"
29 1D R 16 POL3 AB O Pile of skulls and candles
30 1E R 16 COL1 A O Tall green pillar
31 1F R 16 COL2 A O Short green pillar
32 20 R 16 COL3 A O Tall red pillar
33 21 R 16 COL4 A O Short red pillar
34 22 S 16 CAND A Candle
35 23 S 16 CBRA A O Candelabra
36 24 R 16 COL5 AB O Short green pillar with beating heart
37 25 R 16 COL6 A O Short red pillar with skull
38 26 R 20 RSKU AB P Red skull key
39 27 R 20 YSKU AB P Yellow skull key
40 28 R 20 BSKU AB P Blue skull key
41 29 R 16 CEYE ABCB O Evil eye
42 2A R 16 FSKU ABC O Floating skull
43 2B R 16 TRE1 A O Burnt tree
44 2C R 16 TBLU ABCD O Tall blue firestick
45 2D R 16 TGRN ABCD O Tall green firestick
46 2E S 16 TRED ABCD O Tall red firestick
47 2F R 16 SMIT A O Stalagmite
48 30 S 16 ELEC A O Tall techno pillar
49 31 R 16 GOR1 ABCB O^ Hanging victim, twitching
50 32 R 16 GOR2 A O^ Hanging victim, arms out
51 33 R 16 GOR3 A O^ Hanging victim, one-legged
52 34 R 16 GOR4 A O^ Hanging pair of legs
53 35 R 16 GOR5 A O^ Hanging leg
54 36 R 32 TRE2 A O Large brown tree
55 37 R 16 SMBT ABCD O Short blue firestick
56 38 R 16 SMGT ABCD O Short green firestick
57 39 R 16 SMRT ABCD O Short red firestick
58 3A S 30 SARG + MO Spectre
59 3B R 16 GOR2 A ^ Hanging victim, arms out
60 3C R 16 GOR4 A ^ Hanging pair of legs
61 3D R 16 GOR3 A ^ Hanging victim, one-legged
62 3E R 16 GOR5 A ^ Hanging leg
63 3F R 16 GOR1 ABCB ^ Hanging victim, twitching
64 40 2 20 VILE + MO Arch-Vile
65 41 2 20 CPOS + MO Chaingunner
66 42 2 20 SKEL + MO Revenant
67 43 2 48 FATT + MO Mancubus
68 44 2 64 BSPI + MO Arachnotron
69 45 2 24 BOS2 + MO Hell Knight
70 46 2 10 FCAN ABC O Burning barrel
71 47 2 31 PAIN + MO^ Pain Elemental
72 48 2 16 KEEN A+ MO^ Commander Keen
73 49 2 16 HDB1 A O^ Hanging victim, guts removed
74 4A 2 16 HDB2 A O^ Hanging victim, guts and brain removed
75 4B 2 16 HDB3 A O^ Hanging torso, looking down
76 4C 2 16 HDB4 A O^ Hanging torso, open skull
77 4D 2 16 HDB5 A O^ Hanging torso, looking up
78 4E 2 16 HDB6 A O^ Hanging torso, brain removed
79 4F 2 16 POB1 A Pool of blood
80 50 2 16 POB2 A Pool of blood
81 51 2 16 BRS1 A Pool of brains
82 52 2 20 SGN2 A WP3 Super shotgun
83 53 2 20 MEGA ABCD AP Megasphere
84 54 2 20 SSWV + MO Wolfenstein SS
85 55 2 16 TLMP ABCD O Tall techno floor lamp
86 56 2 16 TLP2 ABCD O Short techno floor lamp
87 57 2 0 none4 - Spawn spot
88 58 2 16 BBRN + O5 Boss Brain
89 59 2 20 none6 - Spawn shooter
2001 7D1 S 20 SHOT A WP3 Shotgun
2002 7D2 S 20 MGUN A WP3 Chaingun
2003 7D3 S 20 LAUN A WP3 Rocket launcher
2004 7D4 R 20 PLAS A WP3 Plasma rifle
2005 7D5 S 20 CSAW A WP7 Chainsaw
2006 7D6 R 20 BFUG A WP3 BFG 9000
2007 7D7 S 20 CLIP A P2 Ammo clip
2008 7D8 S 20 SHEL A P2 Shotgun shells
2010 7DA S 20 ROCK A P2 Rocket
2011 7DB S 20 STIM A P8 Stimpack
2012 7DC S 20 MEDI A P8 Medikit
2013 7DD S 20 SOUL ABCDCB AP Soul sphere
2014 7DE S 20 BON1 ABCDCB AP Health potion
2015 7DF S 20 BON2 ABCDCB AP Spiritual armor
2018 7E2 S 20 ARM1 AB P9 Green armor
2019 7E3 S 20 ARM2 AB P10 Blue armor
2022 7E6 R 20 PINV ABCD AP Invulnerability
2023 7E7 R 20 PSTR A AP Berserk
2024 7E8 S 20 PINS ABCD AP Invisibility
2025 7E9 S 20 SUIT A P Radiation suit
2026 7EA S 20 PMAP ABCDCB AP11 Computer map
2028 7EC S 16 COLU A O Floor lamp
2035 7F3 S 10 BAR1 AB+ O Barrel
2045 7FD S 20 PVIS AB AP Light amplification visor
2046 7FE S 20 BROK A P2 Box of rockets
2047 7FF R 20 CELL A P2 Cell charge
2048 800 S 20 AMMO A P2 Box of ammo
2049 801 S 20 SBOX A P2 Box of shells
3001 BB9 S 20 TROO + MO Imp
3002 BBA S 30 SARG + MO Demon
3003 BBB S 24 BOSS + MO Baron of Hell
3004 BBC S 20 POSS + MO Former Human Trooper
3005 BBD R 31 HEAD + MO^ Cacodemon
3006 BBE R 16 SKUL + M12O^ Lost Soul
  1. TFOG is used while a teleporter is operational.
  2. Not picked up if the player is already carrying the maximum amount of this type of ammo.
  3. Not picked up if the player already has one, and is already carrying the maximum amount of the corresponding ammo.
  4. FIRE is used when a spawn cube turns into a monster.
  5. No part of the Icon of Sin is considered a monster by the engine.
  6. BOSF is used for spawn cubes.
  7. Not picked up if the player already has one.
  8. Not picked up if the player's health rating is at least 100%.
  9. Not picked up if the player's armor rating is at least 100%.
  10. Not picked up if the player's armor rating is at least 200%.
  11. Only one of these may be picked up per level, although any additional maps still count against the player's item tally.
  12. Beginning with version 1.4, Lost Souls neither respawn nor count toward kill percentage.


A certain number of additional objects (such as spawn cubes, rockets in flight, and Spider Mastermind corpses) may not be placed in a level at its outset, but are generated only during gameplay.

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