Difference between revisions of "Trap"

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(Update to 0.22. I have not checked the accuracy of the damage values, however these will become obsolete in a few weeks. Add a new section on 0.23 traps, changelog style. A thorough description of tips and tricks etc will be required at release.)
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'''Traps''' (represented by '''[[^]]''') are [[Dungeon features]] that harm characters or [[monster]]s who step on them. They do not appear on the map until detected, except in some vaults. Most traps are magical in nature, but some vaults may also place mechanical ones.
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'''Traps''' (represented by '''[[^]]''') are [[Dungeon features]] that harm the player or [[monster]]s who step on them. There are two types of traps: physical traps, which are always revealed to the player, and [[#Malevolent Force|malevolent force]], which is triggered by the player randomly, on exploration. Most traps are magical in nature.
  
==Strategy==
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==Physical traps==
Your chance to detect traps depends on your experience level and the distance to the trap, and can be increased by worshiping [[Ashenzari]], and decreased by the [[Blurry Vision]] [[mutation]].
+
Physical traps are always revealed to the player (but not necessarily to monsters). They can only be triggered by the player, or by monsters when they are in [[line of sight]] of the player. Flying creatures trigger traps in the same way as non-flying creatures.
  
[[File:trap_detection.png]]
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There are six types of physical trap that generate randomly throughout the [[Dungeon]] and its branches:
 +
*[[File:Temporary teleport trap.png]] '''[[Teleport trap]]s''', which teleport anything that steps on the trap while in line of sight of the player to a different location on the current level. Destroyed when triggered.
 +
*[[File:Alarm_trap.png]] '''[[Alarm trap]]s''', which make an extremely loud noise and apply [[Sentinel's Mark]] to the player when the player or any monster steps on the trap. Destroyed when triggered.
 +
*[[File:Shaft.png]] '''[[Shaft]]s''', which will cause monsters to fall 1-3 floors to a lower floor in the current branch when a monster steps on the shaft and fails a chance based on their intelligence and hit dice. Players can step on shafts safely, and pressing '''>''' will cause the player to fall through the shaft if they wish. Destroyed when triggered.
 +
*[[File:Dispersal_trap.png]] '''[[Dispersal trap]]s''', which blink the player and all monsters in line of sight of the trap when the player or a monster steps on the trap. These traps are permanent.
 +
*[[File:Zot_trap.png]] '''[[Zot trap]]s''', which cause random harmful effects to the player, possibly including teleporting them, creating dangerous summoned or durably summoned monsters, causing an explosion dealing damage to the player, or invoking dangerous levels of [[magical contamination]], when the player or any monster steps on the trap while in line of sight of the player. When monsters step on the trap, there is only a chance for the player to be affected—this is indicated by the message "The power of Zot is invoked against you!". These traps are permanent.
 +
*[[File:Web.png]] '''[[Web]]s''', found most commonly in the [[Spider's Nest]], can cause the player and non-[[List of arachnids|spider]] monsters to become trapped and be given the Held status, halving their [[evasion]] and preventing melee and ranged combat. Webs on the floor are permanent, while those created by [[Ensnare]] or [[jumping spider]]s are destroyed when the player breaks or blinks out of them.
  
[[Fly]]ing players still trigger traps as normal.
+
There are three more types of physical trap that can only be generated by [[vault]]s, most notably being seen in the [[hall of Zot]] on [[Zot:5]] and the [[Tomb]]:
  
Traps that fire ammunition have a limited supply of ammo.
+
*[[File:Teleport_trap.png]] '''Permanent teleport traps''', which have the same effect as regular teleport traps but are not destroyed when triggered.
 +
*[[File:Net_trap.png]] '''[[Net trap]]s''', which fire a [[throwing net]] at the player, with [[to-hit]] dependent on the absolute depth of the trap, when the player or any [[monster intelligence|intelligent]] monster steps on the trap while in line of sight of the player. These traps are triggered 1/3 of the time when stepped on by the monster. Not destroyed when triggered.
 +
*[[File:Pressure_plate.png]] '''[[Pressure plate]]s''', which usually release monsters to surround the player when anything steps on the trap in line of sight of the player. The monsters released depend on the branch: in most branches, 8 [[redback]]s will be released. In the [[Snake Pit]], this is replaced by 8 [[black mamba]]s and [[mana viper]]s, and in the [[Realm of Zot]], this is replaced by a "klown kar"—3-8 [[Killer Klown]]s will be released. A few vaults have pressure plates that trigger different effects. These are always destroyed when triggered.
  
Once you have detected a trap, you can (with thoughtful maneuvering) use it to harm or block monsters who are pursuing you. More intelligent monsters are much more likely to avoid them, however.
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==Malevolent Force==
 +
When exploring new tiles that haven't been seen before, there is a depth-based chance that the player will trigger one of three '''malevolent force''' effects:
 +
*'''Alarm trap effect''': the same as if the player stepped on an alarm trap; causes an extremely loud noise and [[Sentinel's Mark|marks]] the player. This effect cannot be triggered on D:1-3.
 +
*'''Shaft effect''': the same as if the player voluntarily took a physical shaft; causes the player to fall 1-3 floors deeper in the branch with no immediate way to return to the higher floor. See '''[[Shaft#Exploration Shafts|Exploration Shafts]]''' for when they can and can not trigger.
 +
*'''Teleport effect''': causes you to be teleported to a random location on the current floor that is next to monsters, like the [[teleportitis]] mutation. This effect will fail to trigger if the game cannot find any such locations on the current floor.
  
==Trap Mechanics==
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Note that new tiles revealed immediately after a shaft or teleport effect won't trigger another trap effect, giving the player a bit of a break post-trap.
Mechanical traps do not always go off when stepped on. The odds of setting one off are:
 
*For traps the player knows about:
 
**2 in 3 chance for blade and net traps.
 
**1 in 4 chance for all other traps.
 
*For traps the player does not know about:
 
**Blade and net traps always go off.
 
**4 in 5 chance for all other traps.
 
  
For monsters, the odds are different:
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Worshippers of [[Ashenzari]] with at least 4* of piety are completely immune to these effects.
*For traps the monster knows about:
 
**1 in 2 chance for blade and net traps.
 
**All other traps always go off.
 
*For traps the monster does not know about:
 
**4 in 5 chance for blade traps.
 
**2 in 3 chance for net traps.
 
**All other traps always go off.
 
  
If a mechanical trap is triggered, there is still a chance for the trap's weapon to miss, depending on your [[evasion]] and [[dexterity]]. The [[Repel Missiles]] and [[Deflect Missiles]] spells reduce the chance of a projectile hitting (except for the net trap, which drops the net rather than firing it). If you fail to evade the projectile, but are wearing a [[shield]], you may instead block the projectile.
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===Chance to trigger===
 +
When malevolent force is triggered, it randomly chooses a valid effect with an equal chance of each.
  
==Monsters & Traps==
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The chance for a given turn to trigger a malevolent force effect is:
Different monsters react differently to traps. Most monsters with animalistic intelligence or above will avoid ones they know about, and refuse to cross a trap even if there is no other way to reach you. [[Monster_intelligence|Mindless]] monsters like [[zombie]]s will walk through traps regardless of how much damage it might cause them. [[Zot trap]]s are special: if you're in sight when a hostile monster walks into one, ''you'' get zapped. ("The power of Zot is invoked against you!")
 
 
 
In some situations, monsters already know the locations of traps:
 
*Monsters native to a [[dungeon branch]] (eg. [[orc]]s in the [[Orcish Mines]]) already know the locations of all traps in their branch, since they live there.
 
*Monsters friendly to the player, and good neutrals, know the location of all traps that you know about, since it's assumed that you would tell them about the traps.
 
*Monsters with high [[intelligence]] or greater have a 1 in 3 chance of knowing about the existence of any single trap.
 
  
==Trap Types==
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(number of floor tiles revealed on this turn / number of floor tiles on current level) * (1 + absdepth of current level/10) / 9
Notes:
 
*Only teleport, shaft, alarm and Zot traps are placed randomly.
 
*Shaft traps won't be placed in corridors in the first 7 levels of the dungeon.
 
*The damage caused by mechanical traps is reduced by the player's [[AC]].
 
  
{| class="prettytable"
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The chance for one or more malevolent forces to trigger on a given level is therefore simply <code>(1 + absdepth/10) / 9</code>.
! '''Trap'''
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This leads to the following chances of the game attempting to trigger one or more exploration-triggered traps on any given level:
! '''Description'''
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{| class="prettytable"
! '''Amount of ammo'''
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! Branch !! Chance per floor
! '''Base damage to player'''
 
! '''Base damage to monsters'''
 
! '''Trap type'''
 
|-
 
| [[Alarm trap]]
 
| Makes a loud [[noise]] and afflicts you with the [[Sentinel's Mark]] [[status effect]]
 
| N/A
 
| None
 
| None
 
| Magical
 
|-
 
| [[Shaft]]
 
| Opens a hole under the victim, sending them to a deeper dungeon level
 
| N/A
 
| None
 
| None
 
| Natural
 
|-
 
| [[Teleport trap]]
 
| [[Teleport]]s the victim to a random location on the level
 
| N/A
 
| None
 
| None
 
| Magical
 
|-
 
| [[Zot trap]]
 
| Produces a powerful magical [[miscast effect]]
 
| N/A
 
| Varies by effect
 
| Varies by effect; only affects friendly monsters
 
| Magical
 
 
|-
 
|-
| [[Arrow trap]]
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| D:1-9 || 1/9
| Fires an [[arrow]]
 
| 3 - 11
 
| 1 - 15
 
| 1 - 7
 
| Mechanical
 
 
|-
 
|-
| [[Blade trap]]
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| D:10-15<br>Lair<br>Orcish Mines || 2/9
| Swings a huge swinging blade
 
| N/A
 
| 48 - 76
 
| 10 - 38
 
| Mechanical
 
 
|-
 
|-
| [[Bolt trap]]
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| Elven Halls<br>Swamp / Shoals<br>Snake Pit / Spider Nest<br>Slime:1-|| 2/9
| Fires a [[bolt]]
 
| 3 - 11
 
| 1 - 40
 
| 1 - 18
 
| Mechanical
 
 
|-
 
|-
| [[Needle trap]]
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| Slime:3-5<br>Vaults<br>Depths || 3/9
| Fires a [[needle|poisoned needle]]
 
| 3 - 11
 
| None, but may [[poison]]
 
| None, but may poison
 
| Mechanical
 
 
|-
 
|-
| [[Net trap]]
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| Crypt<br>Tomb<br>Pandemonium<br>Vestible of Hell<br>Hell Branch:1 || 3/9
| Drops a [[throwing net]]
 
| 1
 
| None
 
| None
 
| Mechanical
 
 
|-
 
|-
| [[Pressure plate]]
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| Hell Branch:2-7 || 4/9
| Causes ''something'' to happen, usually bad.
 
| N/A
 
| None
 
| None
 
| Mechanical
 
 
|-
 
|-
| [[Spear trap]]
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| Zot:1-2 || 3/9
| Fires a [[spear]]
 
| 2 - 7
 
| 1 - 26
 
| 1 - 10
 
| Mechanical
 
 
|-
 
|-
| [[Web]]
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| Zot:3-5 || 4/9
| Induces the [[held]] status for several turns
 
| May break after each use
 
| None
 
| None
 
| Mechanical
 
 
|}
 
|}
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The above chances are for the game to attempt to trap the player. Given that there are many situations when the shaft and teleport effects can fail, this does not accurately reflect the chance of actually being trapped on a given floor. Situations when a particular trap effect fails are not announced.
 +
 +
<!-- Commented out because I'm not at all convinced that this is correct -- NormalPerson7
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==Monsters & Traps==
 +
Different monsters react differently to traps. Most monsters with animalistic intelligence or above will avoid ones they know about, and refuse to cross a trap that is harmful to them even if there is no other way to reach you. [[Monster_intelligence|Mindless]] monsters like [[zombie]]s will walk through traps regardless of how much damage it might cause them.
  
Note that the "pressure plate" trap is a "software trap"; rather than a fixed result, its effects are defined by the [[vault]] it places as a part of, and might include stuff like dumping out a basket of [[spider]]s, or dropping a grating to block the path behind you.
+
In some situations, monsters already know the locations of traps:
 +
*Monsters native to a [[dungeon branch]] (e.g. [[orc]]s in the [[Orcish Mines]]) already know the locations of all traps in their branch, since they live there.
 +
*Monsters friendly to the player, and good neutrals, know the location of all traps, since it's assumed that you would tell them about the traps.
 +
*Monsters with human [[intelligence]] or greater have a 1 in 3 chance of knowing about the existence of any single trap.
 +
-->
  
 
==Obsolete Traps==
 
==Obsolete Traps==
Over the years, many traps have been removed from the game for various reasons. These include:
+
Over the years, many traps have been removed from the game for various reasons.
*'''[[Shadow trap]]s''' (Removed in [[0.17]])
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*'''Mechanical traps''' were all removed in [[0.27]].
*'''[[Gas trap]]s''' (Removed in [[0.13]])
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**[[File:Arrow_trap.png]] '''[[Arrow trap]]s'''.
*'''[[Axe trap]]s''' (Removed in [[0.11]])
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**[[File:Blade_trap.png]] '''[[Blade trap]]s'''.
 +
**[[File:Bolt trap.png]] '''[[Bolt trap]]s'''.
 +
**[[File:Dart_trap.png]] '''[[Dart trap]]s'''.
 +
**[[File:Spear_trap.png]] '''[[Spear trap]]s'''.
 +
**[[File:Needle_trap.png]] '''[[Needle trap]]s''' were replaced with dart traps in [[0.24]].
 +
**[[File:Axe_trap.png]]''' [[Axe trap]]s''' were removed in [[0.11]].
 +
*[[File:Shadow_trap.png]] '''[[Shadow trap]]s''' were added in [[0.16]] and removed in [[0.17]].
 +
*[[File:Gas_trap.png]] ''' [[Gas trap]]s''' were removed in [[0.13]].
  
==Trap overhaul in 0.23==
 
{{version023}}
 
In the upcoming version of Crawl 0.23, traps have been overhauled. The following is a description of how the new trap system in 0.23 will work.
 
 
* All traps will be revealed immediately when the player enters line of sight of the trap.
 
* Traps will not be triggered by monsters when the player is not in line of sight.
 
* Blade, bolt, needle and spear traps will be removed from the hall of Zot on [[Zot:5]] and from [[Tomb]], remaining only in the [[Ossuary]].
 
* [[Alarm trap]]s will cause a loud noise and inflict [[Sentinel's Mark]] on the player when stepped on by a monster in line of sight of the player.
 
* [[Net trap]]s will net the player (with no chance to miss or block)) when stepped on by a monster in line of sight of the player.
 
* A new trap type will be added, called a [[dispersal trap]], which will [[blink]] all players and monsters in line of sight of the trap when stepped on by anything. With lots of monsters around, this may disrupt the player's positioning and cause the player to become surrounded much more easily; when fighting an enemy alone however this may blink the monster away from you and give you time to escape upstairs without the monster following you. This trap will generate in some vaults, [[Tomb]] and the [[hall of Zot]], as well as randomly generating in the dungeon alongside Zot, teleport, alarm and shaft traps.
 
* There will be a new mechanism for randomly trapping the player unexpectedly:
 
** The player may randomly be trapped when exploring new tiles, instead of when stepping on new tiles that have an unseen trap on.
 
** Trap effects triggered in this way will be either that of an alarm trap, a shaft, or a teleport effect that always places you near monsters.
 
** The chance to be trapped through exploration on any given floor will be <code>(1+absdepth/10)/9</code>, where <code>absdepth</code> is a specific value representing the approximate depth of any floor in the dungeon from the dungeon entrance and the difficulty of that floor. For example, D:15 is absdepth 15, Lair:1 and Orc:1 are absdepth 11, Elf:1 and Swamp:1 are absdepth 16, Zot:1 is absdepth 27.
 
** The trap distribution throughout the game will be inverted compared to the previous system in that the chance to be trapped on any given floor will now increase as the game progresses, whereas previously trap chances were inversely correlated with XL, so trap chance decreased as the game progressed. Trap effects in the early dungeon will be slightly less common, whereas traps in Zot will be much more common than before.
 
** This change was made to combat the tedious gameplay encouraged by the previous system: that is marking of tiles that have been tested by the player or monsters (using systems such as exclusions) and then only stepping on these tiles, in order to reduce the number of times the player was trapped.
 
** Worshippers of [[Ashenzari]] will be completely protected from this effect upon worship.
 
 
==History==
 
==History==
In [[0.23]], traps will be overhauled, and the new trap system is described above.
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*Prior to [[0.31]], malevolent force was known as sourceless malevolence.
 
+
*Prior to [[0.29]], exploration [[shaft]] traps in the Dungeon branch didn't try to drop you into a place without monsters.
Prior to [[0.16]], flying players and monsters could avoid triggering traps. Shadow traps were added and trap disarming was removed in this version.
+
*Prior to [[0.28]], sourceless malevolence effects was known as exploration traps, and exploration shaft traps were not limited to once per branch.
 
+
*Prior to [[0.25]], monsters couldn't spawn on top of traps. As a result, [[Animate Dead]] had no effect on [[corpse]]s that were on tiles with [[web]]s. Also, scrolls of [[magic mapping]] didn't reveal traps.
Prior to [[0.15]], mechanical traps dropped ammunition and all teleport traps were permanent.
+
*In [[0.24]], exploration trap effects were made to only pick from eligible exploration effects.
 
+
*In [[0.23]], traps were reworked. Prior to this version:
Prior to [[0.13]], mechanical traps were randomly placed throughout every branch.
+
**Exploration traps did not exist. Instead, physical traps were often hidden from the player, with an XL-based chance to be detected. [[Ashenzari]] increased the trap detection chance.
 +
**[[Dispersal trap]]s were introduced.
 +
**Alarm and net traps did not affect the player if a monster stepped on them.
 +
**Monsters could trigger physical traps, even if they were outside of the player's [[line of sight]].
 +
**The trap layout in areas like [[hall of Zot]] in [[Zot:5]] and the [[Tomb]] were very different.
 +
*Prior to [[0.16]], flying players and monsters could avoid triggering traps. Shadow traps were added, and trap disarming was removed in this version.
 +
*Prior to [[0.15]], mechanical traps dropped ammunition and all teleport traps were permanent.
 +
*Prior to [[0.13]], mechanical traps were randomly placed throughout every branch. Trap detection was based on the [[Traps (skill)|Traps]] skill.
 +
*Prior to [[0.12]], Traps could be detected by searching (command '''s''').
 +
*Prior to [[0.11]], trap damage scaled with the floor's depth.
  
Prior to [[0.12]], Traps could be detected by searching (command '''s''').
+
==References==
 +
<references />
  
 
[[Category:Traps]]
 
[[Category:Traps]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 17:40, 25 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

Traps (represented by ^) are Dungeon features that harm the player or monsters who step on them. There are two types of traps: physical traps, which are always revealed to the player, and malevolent force, which is triggered by the player randomly, on exploration. Most traps are magical in nature.

Physical traps

Physical traps are always revealed to the player (but not necessarily to monsters). They can only be triggered by the player, or by monsters when they are in line of sight of the player. Flying creatures trigger traps in the same way as non-flying creatures.

There are six types of physical trap that generate randomly throughout the Dungeon and its branches:

  • Temporary teleport trap.png Teleport traps, which teleport anything that steps on the trap while in line of sight of the player to a different location on the current level. Destroyed when triggered.
  • Alarm trap.png Alarm traps, which make an extremely loud noise and apply Sentinel's Mark to the player when the player or any monster steps on the trap. Destroyed when triggered.
  • Shaft.png Shafts, which will cause monsters to fall 1-3 floors to a lower floor in the current branch when a monster steps on the shaft and fails a chance based on their intelligence and hit dice. Players can step on shafts safely, and pressing > will cause the player to fall through the shaft if they wish. Destroyed when triggered.
  • Dispersal trap.png Dispersal traps, which blink the player and all monsters in line of sight of the trap when the player or a monster steps on the trap. These traps are permanent.
  • Zot trap.png Zot traps, which cause random harmful effects to the player, possibly including teleporting them, creating dangerous summoned or durably summoned monsters, causing an explosion dealing damage to the player, or invoking dangerous levels of magical contamination, when the player or any monster steps on the trap while in line of sight of the player. When monsters step on the trap, there is only a chance for the player to be affected—this is indicated by the message "The power of Zot is invoked against you!". These traps are permanent.
  • Web.png Webs, found most commonly in the Spider's Nest, can cause the player and non-spider monsters to become trapped and be given the Held status, halving their evasion and preventing melee and ranged combat. Webs on the floor are permanent, while those created by Ensnare or jumping spiders are destroyed when the player breaks or blinks out of them.

There are three more types of physical trap that can only be generated by vaults, most notably being seen in the hall of Zot on Zot:5 and the Tomb:

  • Teleport trap.png Permanent teleport traps, which have the same effect as regular teleport traps but are not destroyed when triggered.
  • Net trap.png Net traps, which fire a throwing net at the player, with to-hit dependent on the absolute depth of the trap, when the player or any intelligent monster steps on the trap while in line of sight of the player. These traps are triggered 1/3 of the time when stepped on by the monster. Not destroyed when triggered.
  • Pressure plate.png Pressure plates, which usually release monsters to surround the player when anything steps on the trap in line of sight of the player. The monsters released depend on the branch: in most branches, 8 redbacks will be released. In the Snake Pit, this is replaced by 8 black mambas and mana vipers, and in the Realm of Zot, this is replaced by a "klown kar"—3-8 Killer Klowns will be released. A few vaults have pressure plates that trigger different effects. These are always destroyed when triggered.

Malevolent Force

When exploring new tiles that haven't been seen before, there is a depth-based chance that the player will trigger one of three malevolent force effects:

  • Alarm trap effect: the same as if the player stepped on an alarm trap; causes an extremely loud noise and marks the player. This effect cannot be triggered on D:1-3.
  • Shaft effect: the same as if the player voluntarily took a physical shaft; causes the player to fall 1-3 floors deeper in the branch with no immediate way to return to the higher floor. See Exploration Shafts for when they can and can not trigger.
  • Teleport effect: causes you to be teleported to a random location on the current floor that is next to monsters, like the teleportitis mutation. This effect will fail to trigger if the game cannot find any such locations on the current floor.

Note that new tiles revealed immediately after a shaft or teleport effect won't trigger another trap effect, giving the player a bit of a break post-trap.

Worshippers of Ashenzari with at least 4* of piety are completely immune to these effects.

Chance to trigger

When malevolent force is triggered, it randomly chooses a valid effect with an equal chance of each.

The chance for a given turn to trigger a malevolent force effect is:

(number of floor tiles revealed on this turn / number of floor tiles on current level) * (1 + absdepth of current level/10) / 9

The chance for one or more malevolent forces to trigger on a given level is therefore simply (1 + absdepth/10) / 9. This leads to the following chances of the game attempting to trigger one or more exploration-triggered traps on any given level:

Branch Chance per floor
D:1-9 1/9
D:10-15
Lair
Orcish Mines
2/9
Elven Halls
Swamp / Shoals
Snake Pit / Spider Nest
Slime:1-2
2/9
Slime:3-5
Vaults
Depths
3/9
Crypt
Tomb
Pandemonium
Vestible of Hell
Hell Branch:1
3/9
Hell Branch:2-7 4/9
Zot:1-2 3/9
Zot:3-5 4/9

The above chances are for the game to attempt to trap the player. Given that there are many situations when the shaft and teleport effects can fail, this does not accurately reflect the chance of actually being trapped on a given floor. Situations when a particular trap effect fails are not announced.


Obsolete Traps

Over the years, many traps have been removed from the game for various reasons.

History

  • Prior to 0.31, malevolent force was known as sourceless malevolence.
  • Prior to 0.29, exploration shaft traps in the Dungeon branch didn't try to drop you into a place without monsters.
  • Prior to 0.28, sourceless malevolence effects was known as exploration traps, and exploration shaft traps were not limited to once per branch.
  • Prior to 0.25, monsters couldn't spawn on top of traps. As a result, Animate Dead had no effect on corpses that were on tiles with webs. Also, scrolls of magic mapping didn't reveal traps.
  • In 0.24, exploration trap effects were made to only pick from eligible exploration effects.
  • In 0.23, traps were reworked. Prior to this version:
    • Exploration traps did not exist. Instead, physical traps were often hidden from the player, with an XL-based chance to be detected. Ashenzari increased the trap detection chance.
    • Dispersal traps were introduced.
    • Alarm and net traps did not affect the player if a monster stepped on them.
    • Monsters could trigger physical traps, even if they were outside of the player's line of sight.
    • The trap layout in areas like hall of Zot in Zot:5 and the Tomb were very different.
  • Prior to 0.16, flying players and monsters could avoid triggering traps. Shadow traps were added, and trap disarming was removed in this version.
  • Prior to 0.15, mechanical traps dropped ammunition and all teleport traps were permanent.
  • Prior to 0.13, mechanical traps were randomly placed throughout every branch. Trap detection was based on the Traps skill.
  • Prior to 0.12, Traps could be detected by searching (command s).
  • Prior to 0.11, trap damage scaled with the floor's depth.

References