Difference between revisions of "Trap"

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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 either mechanical or magical in nature.
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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==
In the early game, traps are generally more of an annoyance than a danger, but later traps do enough damage to make it potentially hazardous to explore unknown territory on low HP. Traps are detected passively. Your [[Traps]] skill level will increase the chances of detecting traps as you explore the dungeon.  
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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.
  
One easy giveaway of a trap that fires ammunition is to find its ammo lying on the ground after it has been triggered by monsters; finding a couple of poisoned [[needle]]s on the ground is normally a sure sign that a needle trap is there, for example. Another giveaway is finding [[corpse]]s of monsters you didn't kill (though corpses can also be found in certain [[vault]]s).
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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.
  
You can attempt to disarm a mechanical trap by holding CTRL and pressing the key corresponding to the direction of the trap (to attempt to disarm a trap to the right of you, for example, hold CTRL and press →). There is a low chance of disarming the trap with low Traps skill, and failing to disarm it is likely to trigger the trap.
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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]]:
  
[[Fly]]ing allows you to move over mechanical traps without triggering them.
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*[[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.
  
Traps that fire ammunition have a limited supply of ammo.
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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.
  
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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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.
  
==Trap Mechanics==
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Worshippers of [[Ashenzari]] with at least 4* of piety are completely immune to these effects.
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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===Chance to trigger===
*For traps the monster knows about:
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When malevolent force is triggered, it randomly chooses a valid effect with an equal chance of each.
**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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The chance for a given turn to trigger a malevolent force effect is:
  
==Monsters & Traps==
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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
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. [[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. ("[It] uses the power of Zot against you!")
 
  
Flying monsters can evade mechanical traps without triggering them, just like players.
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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>.
 
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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:
In some situations, monsters already know the locations of traps:
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{| class="prettytable"
*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.
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! Branch !! Chance per floor
*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==
 
Notes:
 
*All ammunition produced by traps is unbranded and unenchanted.
 
*The damage caused by mechanical traps is reduced by the player's [[AC]].
 
 
 
{| class="prettytable"  
 
! '''Trap'''
 
! '''Description'''
 
! '''Amount of ammo'''
 
! '''Base damage to player'''
 
! '''Base damage to monsters'''
 
! '''Trap type'''
 
 
|-
 
|-
| [[Alarm trap]]
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| D:1-9 || 1/9
| Makes a loud [[noise]] and afflicts you with the [[Sentinel's Mark]] [[status effect]]
 
| N/A
 
| None
 
| None
 
| Magical
 
 
|-
 
|-
| [[Arrow trap]]
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| D:10-15<br>Lair<br>Orcish Mines || 2/9
| Fires an [[arrow]]
 
| 3 - 11
 
| 1 - 15
 
| 1 - 7
 
| Mechanical
 
 
|-
 
|-
| [[Blade trap]]
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| Elven Halls<br>Swamp / Shoals<br>Snake Pit / Spider Nest<br>Slime:1-|| 2/9
| Swings a huge swinging blade
 
| N/A
 
| 48 - 76
 
| 10 - 38
 
| Mechanical
 
 
|-
 
|-
| [[Bolt trap]]
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| Slime:3-5<br>Vaults<br>Depths || 3/9
| Fires a [[bolt]]
 
| 3 - 11
 
| 1 - 40
 
| 1 - 18
 
| Mechanical
 
 
|-
 
|-
| [[Dart trap]]
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| Crypt<br>Tomb<br>Pandemonium<br>Vestible of Hell<br>Hell Branch:1 || 3/9
| Fires a [[dart]]
 
| 3 - 11
 
| 1 - 6
 
| 1 - 4
 
| Mechanical
 
 
|-
 
|-
| [[Gas trap]]
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| Hell Branch:2-7 || 4/9
| Releases [[cloud]]s of harmful gas
 
| 1
 
| Varies by type
 
| Varies by type
 
| Mechanical
 
 
|-
 
|-
| [[Needle trap]]
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| Zot:1-2 || 3/9
| Fires a [[needle|poisoned needle]]
 
| 3 - 11
 
| None, but may [[poison]]
 
| None, but may poison
 
| Mechanical
 
 
|-
 
|-
| [[Net trap]]
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| Zot:3-5 || 4/9
| Drops a [[throwing net]]
 
| 1
 
| None
 
| None
 
| Mechanical
 
|-
 
| [[Pressure plate]]
 
| Causes ''something'' to happen, usually bad.
 
| N/A
 
| None
 
| None
 
| Mechanical
 
|-
 
| [[Shaft]]
 
| Opens a hole under the victim, sending them to a deeper dungeon level
 
| N/A
 
| None
 
| None
 
| Natural
 
|-
 
| [[Spear trap]]
 
| Fires a [[spear]]
 
| 2 - 7
 
| 1 - 26
 
| 1 - 10
 
| Mechanical
 
|-
 
| [[Teleport trap]]
 
| [[Teleport]]s the victim to a random location on the level
 
| N/A
 
| None
 
| None
 
| Magical
 
|-
 
| [[Web]]
 
| Induces the [[held]] status for several turns
 
| May break after each use
 
| None
 
| None
 
| Mechanical
 
|-
 
| [[Zot trap]]
 
| Produces a powerful magical [[miscast effect]]
 
| N/A
 
| Varies by effect
 
| Varies by effect; only affects friendly monsters
 
| Magical
 
 
|}
 
|}
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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.
 +
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<!-- 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.
 +
 +
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.
 +
-->
  
Note that the "pressure plate" trap is a "software trap"; rather than a fixed result, its effects are scripted in Lua, and might include stuff like dumping out a basket of [[spider]]s, or dropping a grating to block the path behind you.
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==Obsolete Traps==
 +
Over the years, many traps have been removed from the game for various reasons.
 +
*'''Mechanical traps''' were all removed in [[0.27]].
 +
**[[File:Arrow_trap.png]] '''[[Arrow trap]]s'''.
 +
**[[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]].
  
 
==History==
 
==History==
Prior to [[0.12]], Traps could be detected by searching (command '''s''').
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*Prior to [[0.31]], malevolent force was known as sourceless malevolence.
Prior to [[0.11]], [[axe trap]]s existed and would launch [[hand axe]]s when triggered, much like [[spear trap]]s.
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*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 [[corpse]]s that were on tiles with [[web]]s. 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 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.
 +
 
 +
==References==
 +
<references />
 +
 
 
[[Category:Traps]]
 
[[Category:Traps]]

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