Difference between revisions of "Alarm trap"

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{{flavour|A trap that creates a loud noise to attract nearby monsters. In addition to the noise it creates, it will apply an enchantment making monsters all over the level aware of your location. Hostile monsters may trigger this trap themselves to invoke its effects against you, but your allies will avoid stepping on it.}}
  
{{flavour|While this trap does no damage by itself, its loud sound may bring someone to do damage to you. Of course, you have the option to do damage to those someones yourself.}}
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[[File:Alarm trap.png]] An '''alarm trap''' is a [[trap]] which produces an extremely loud [[noise]] at its location, and inflicts the [[Mark]] status to the player, attracting monsters to your location. Even if a monster steps on a trap, you are still marked. After triggering once, they disappear. Like all traps, [[flight]] cannot be used to avoid them.
  
[[File:Alarm trap.png]] An '''alarm trap''' is a [[trap]] which produces a loud [[noise]] (intensity 40, louder than [[Shatter]]) when stepped on by either you or a [[monster]], alerting anything nearby. If you step on one, it also afflicts you with the [[Sentinel's Mark]] [[status effect]] (ignores [[magic resistance]]). Like all traps, alarm traps can be set off even by [[fly|flying]] [[:Category:Flying|beings]]. After triggering once, they disappear.
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Alarm traps can be [[silence]]d, preventing the noise, but this does not prevent the Mark status:
 
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{{crawlquote|The alarm trap vibrates slightly, failing to make a sound.}}
Alarm traps cannot be disarmed, but can be [[silence]]d. Silence does not prevent the Sentinel's Mark, though.
 
 
 
If an alarm trap is triggered by a being in the distance, you see this message:
 
 
 
"You hear a distant blaring wail to the [direction]."
 
  
 
==Strategy==
 
==Strategy==
* If you're travelling through an early floor you've already cleared, find an alarm trap, and need a quick bite, stepping on it is not a bad way to summon any potentially edible opponents to you.
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*Being silenced will reduce the number of monsters lured in. You'll still get the Mark status, but only awake monsters are attracted by Mark, and most monsters are asleep when you enter a new floor.  
* Being [[silence]]d reduces the number of creatures you lure to you significantly; enemies you haven't seen yet are usually asleep, and only the few wandering opponents on the floor will come to you. Of course, if you then proceed to fight them all near unexplored territory, it's possible you'll wake up more.
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*You can step onto the trap, then quickly rush upstairs. This will wake everything up, but they won't be able to swarm you nearly as easily.  
* Another safer way of getting rid of an alarm trap is to lure an enemy into stepping on it. This will still make a loud noise, waking up nearby monsters, but at least they won't be drawn right to you by Sentinel's Mark.
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**Note that if all 3 upstairs are close to each other, doing this is dangerous. No matter which stair you descend to, you'll probably be next to a huge clump of monsters.
* Stepping on the trap and then quickly rushing upstairs to a cleared floor will still likely awaken several opponents, but they won't be able to swarm you en masse nearly so easily.
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*Quaffing a [[potion of cancellation]] ends Mark immediately, removing monsters' ability to track you. Thus, you can [[teleport]] without a swarm of monster chasing after you. Even if you don't teleport, the monsters are likely to forget your location. Note that these potions are rare, however.
* Quaffing a [[potion of cancellation]] removes Sentinel's Mark immediately, and the awakened opponents mostly lose their ability to track you immediately, though these items are somewhat rare.
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*If all else fails and you need to make a last stand, you'll usually have a few turns free before the horde arrives; consider using that time to create a [[killhole]], and don't be afraid to [[teleport]] if it's clearly going badly for you; all those enemies clustered around your old location will need a lot of time to catch up with you, during which you might be able to escape the floor or lose the status effect naturally.
* If all else fails and you need to make a last stand, you'll usually have a few turns free before the hoard arrives; consider using that time to create a [[killhole]], and don't be afraid to [[teleport]] if it's clearly going badly for you; all those enemies clustered around your old location will need a lot of time to catch up with you, during which you might be able to escape the floor or lose the status effect naturally.
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*You can use the trap on an almost cleared floor to lure all remaining monsters to you or to check that there are no monsters left.
  
 
==History==
 
==History==
Prior to [[0.12]], alarm traps could activate multiple times before breaking, but they were not quite as loud and did not afflict you with the Sentinel's Mark.
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*Prior to [[0.23]], alarm traps didn't Mark the player when monsters stepped on them. Also, monsters could trigger these traps while out of the player's [[line of sight]].
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*Prior to [[0.12]], alarm traps could activate multiple times before breaking, but they were not quite as loud and did not afflict you with the Sentinel's Mark.
  
 
[[Category:Traps]]
 
[[Category:Traps]]

Latest revision as of 01:56, 18 July 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
A trap that creates a loud noise to attract nearby monsters. In addition to the noise it creates, it will apply an enchantment making monsters all over the level aware of your location. Hostile monsters may trigger this trap themselves to invoke its effects against you, but your allies will avoid stepping on it.

Alarm trap.png An alarm trap is a trap which produces an extremely loud noise at its location, and inflicts the Mark status to the player, attracting monsters to your location. Even if a monster steps on a trap, you are still marked. After triggering once, they disappear. Like all traps, flight cannot be used to avoid them.

Alarm traps can be silenced, preventing the noise, but this does not prevent the Mark status:

The alarm trap vibrates slightly, failing to make a sound.

Strategy

  • Being silenced will reduce the number of monsters lured in. You'll still get the Mark status, but only awake monsters are attracted by Mark, and most monsters are asleep when you enter a new floor.
  • You can step onto the trap, then quickly rush upstairs. This will wake everything up, but they won't be able to swarm you nearly as easily.
    • Note that if all 3 upstairs are close to each other, doing this is dangerous. No matter which stair you descend to, you'll probably be next to a huge clump of monsters.
  • Quaffing a potion of cancellation ends Mark immediately, removing monsters' ability to track you. Thus, you can teleport without a swarm of monster chasing after you. Even if you don't teleport, the monsters are likely to forget your location. Note that these potions are rare, however.
  • If all else fails and you need to make a last stand, you'll usually have a few turns free before the horde arrives; consider using that time to create a killhole, and don't be afraid to teleport if it's clearly going badly for you; all those enemies clustered around your old location will need a lot of time to catch up with you, during which you might be able to escape the floor or lose the status effect naturally.
  • You can use the trap on an almost cleared floor to lure all remaining monsters to you or to check that there are no monsters left.

History

  • Prior to 0.23, alarm traps didn't Mark the player when monsters stepped on them. Also, monsters could trigger these traps while out of the player's line of sight.
  • Prior to 0.12, alarm traps could activate multiple times before breaking, but they were not quite as loud and did not afflict you with the Sentinel's Mark.