Difference between revisions of "Pressure plate"

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A [[pressure plate]] is a [[trap]] which causes no direct damage; instead it causes some pre-scripted, generally bad event to happen. They are mechanical traps, so you can [[levitate]]/[[fly]] over them or disarm them with the [[Traps & Doors]] skill if you manage to find one before stepping on it.
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{{version017}}
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{{flavour|One of the floor stones doesn't seem that sturdy, and you notice that it is a trigger of some sort, though you can't tell what kind of trap it is attached to.}}
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[[File:Pressure plate.png]]
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A '''pressure plate''' is a [[trap]] which inflicts no direct damage; instead it causes some pre-scripted, generally bad event to happen.
  
 
===Possible Results===
 
===Possible Results===
*Spiders: You are immediately surrounded by eight [[spider]]s.
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*'''Spiders''': You are immediately surrounded by eight [[spider]]s.
 
{{flavour|A basket of spiders falls from above!}}
 
{{flavour|A basket of spiders falls from above!}}
*Cloud Trap: Creates one of the following clouds, centered on you: mephitic ([[confusion]]), [[poison]]ous, calcifying ([[petrify|petrification]]), flame, freezing, chaos ([[bad mutations]]), or miasma (poison, [[slow]], and [[rot]]).
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*'''Cloud Trap''': Creates one of the following clouds, centered on you: mephitic ([[confusion]]), [[poison]]ous, calcifying ([[petrify|petrification]]), flame, freezing, chaos ([[bad mutations]]), or miasma (poison, [[slow]], and [[rot]]).
 
{{flavour|A coloured vial drops from a hatch in the ceiling!}}
 
{{flavour|A coloured vial drops from a hatch in the ceiling!}}
*Cells: In a corridor at least nine tiles long, undestructable gates shut down on either end and four doors to single cell chambers appear in each wall (eight total). Behind each door waits a monster of greatly varying strength, from [[giant newt]]s to [[ogre]]s, [[ettin]]s, and [[freezing wraith]]s. The last door opened reveals an exit behind the monster. All monsters are initially sleeping; spellcasting inside the trap will wake them, this also includes blinking and teleporting.
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*'''Cells''': In a corridor at least nine tiles long, indestructible gates shut down on either end and four doors to single cell chambers appear in each wall (eight total). Behind each door waits a monster of greatly varying strength, from [[giant newt]]s to [[ogre]]s, [[ettin]]s, and [[freezing wraith]]s. The last door opened reveals an exit behind the monster. All monsters are initially sleeping; spellcasting inside the trap will wake them, this also includes blinking and teleporting.
 
{{flavour|Iron gates slam shut around you.
 
{{flavour|Iron gates slam shut around you.
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You now see doors in the walls!}}
 
You now see doors in the walls!}}
*Monster Chamber: A portion of the wall adjacent to the pressure plate will disappear, revealing a room full of monsters which immediately attack you.
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*'''Monster Chamber''': A portion of the wall adjacent to the pressure plate will disappear, revealing a room full of monsters which immediately attack you.
  
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==History==
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Prior to [[0.16]], you could [[levitate]]/[[fly]] over them if you managed to find one before stepping on it.
  
 
[[Category:Traps]]
 
[[Category:Traps]]

Latest revision as of 00:21, 18 December 2016

Version 0.17: This article may not be up to date for the latest stable release of Crawl.


One of the floor stones doesn't seem that sturdy, and you notice that it is a trigger of some sort, though you can't tell what kind of trap it is attached to.

Pressure plate.png

A pressure plate is a trap which inflicts no direct damage; instead it causes some pre-scripted, generally bad event to happen.

Possible Results

  • Spiders: You are immediately surrounded by eight spiders.
A basket of spiders falls from above!
A coloured vial drops from a hatch in the ceiling!
  • Cells: In a corridor at least nine tiles long, indestructible gates shut down on either end and four doors to single cell chambers appear in each wall (eight total). Behind each door waits a monster of greatly varying strength, from giant newts to ogres, ettins, and freezing wraiths. The last door opened reveals an exit behind the monster. All monsters are initially sleeping; spellcasting inside the trap will wake them, this also includes blinking and teleporting.
Iron gates slam shut around you.

You now see doors in the walls!

  • Monster Chamber: A portion of the wall adjacent to the pressure plate will disappear, revealing a room full of monsters which immediately attack you.

History

Prior to 0.16, you could levitate/fly over them if you managed to find one before stepping on it.