Difference between revisions of "Shaft"

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{{flavour|A hole in the ground, leading to a dungeon level one or more floors deeper.}}
 
{{flavour|A hole in the ground, leading to a dungeon level one or more floors deeper.}}
  
[[File:Shaft.png]]'''Shafts''' are [[trap]]s that can be found on almost any floor in the Dungeon. Although they deal no damage, these pitfalls can send creatures down several floors. Each shaft can only activate once, as they crumble after a creature has passed through them. [[Flight]] has no effect on shafts.
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[[File:Shaft.png]]'''Shafts''' are [[trap]]s which send the victim down up to 3 floors. [[Flight]] has no effect on shafts. There are three distinct types of shaft effect.
  
A shaft resembles a gaping hole in the floor and functions similar to an [[escape hatch]]: the player can safely walk over one, but if they jump down (with the '''>''' key), they will descend 1-3 floors. Unlike stairs or escape hatches, moving through shafts occurs instantly, preventing monsters from following you or getting in free hits against you. Monsters can fall through shafts as well, dumping them onto a lower floor much like the player. Intelligent monsters are more likely to avoid shafts.
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==Types==
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===Physical Shafts===
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Physical shafts appear on the floor and are detected immediately on sight. For players, these types of shafts are safe to walk on - you'll never be forced down a shaft you can see. When standing on a shaft, you can voluntarily enter with '''>''', sending you down 1-3 floors, capped at the current floor number.<ref>{{source ref|0.32.1|traps.cc|1204}}</ref> Unlike stairs or escape hatches, moving through shafts occurs instantly, preventing monsters from following you or getting in free hits against you.
  
[[Formicid]]s have an innate [[ability]] to create shafts at their feet, which they can use to send themselves deeper. This takes a few turns, but will take them out of immediate danger (though their landing spot is not guaranteed to be safe).
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Monsters can unwittingly fall into physical shafts. Whenever a monster walks over a shaft, it has a chance to fall down. Monsters that are [[monster intelligence|intelligent]] and with higher [[HD]] are less likely to fall down.
  
 
Shafts will never appear on the final level of a branch or in single-floor branches, nor do they appear in the [[Tomb]], [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.
 
Shafts will never appear on the final level of a branch or in single-floor branches, nor do they appear in the [[Tomb]], [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.
  
 
===Exploration Shafts===
 
===Exploration Shafts===
Shafts may be triggered by [[sourceless malevolence]] whenever you uncover new tiles. They forcefully send you down 1-3 floors. Exploration shafts are held under the following conditions:
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Shafts may be triggered randomly by a [[malevolent force]] whenever you uncover new tiles. They forcefully send you down 1-3 floors. Exploration shafts are held under the following conditions:
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*[[Ashenzari]] gives immunity to malevolent force at 4*. Followers of [[Yredelemnul]] get immunity to exploration shafts while the black torch is lit. [[Formicid]]s, and any species wearing the [[mountain boots]], are immune to malevolent force shafts too.
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*Exploration shafts don't trigger in branches where a physical shafts cannot spawn. This excludes [[Tomb]], [[Abyss]], [[Hell]], [[Pandemonium]], [[Ziggurat]]s.
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*Exploration shafts, except in [[Dungeon]], [[Depths]], [[Lair]], and [[Orc]], cannot take you to a branch's final floor.
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*Shafts need a valid floor below to drop you to. So you cannot be shafted while on any branch's final floor. And, barring the above exceptions, you cannot be shafted while on the second-to-last-floor.
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*Exploration shafts cannot trigger if you are standing on a [[stair]]case.
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*Exploration shafts can only trigger once per branch.
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**[[Delver]]s are considered to have already been "shafted" (from D:1 to D:5), so they cannot be shafted in the Dungeon itself.
  
*Worshippers of [[Ashenzari]] at 1* and those wearing the [[mountain boots]] are immune.
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In the [[Dungeon]], an exploration shaft will always try to place you in an area without monsters.
*They don't trigger wherever shafts are unable to spawn ([[Tomb]], [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s).
 
*Except in the [[Dungeon]] / [[Depths]], [[Lair]], and [[Orc]], an exploration shaft can not take you down to a branch's final floor.
 
*A shaft needs a valid floor below to drop you to. This excludes all final floors, and most second-to-last floors (barring the above branches).
 
*Exploration shafts may only trigger once per branch.
 
  
Also, in the [[Dungeon]], an exploration shaft will always try to place you in an area without monsters.
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[[Ignis]]' [[divine retribution|wrath]] may also cause a shaft effect. This is nearly identical to the sourceless malevolence effect, but is triggered by the wrath mechanics instead of through exploration, and can trigger multiple times in one branch.
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===Formicid Ability===
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[[Formicid]]s have an innate ability to shaft themselves. This takes a few turns, but will take them out of immediate danger (though their landing spot is not guaranteed to be safe) and create a physical shaft at their former location. Formicids cannot shaft when:
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*On the final floor of a branch.
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*Standing on [[stair]]s.<!-- TODO: research what other terrain blocks the creation of physical shafts -->
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*When inside [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s. (Formicids ''can'' shaft in the Tomb.)
  
 
==Strategy==
 
==Strategy==
Shafts can be helpful or deadly, depending on the situation. Exploration shafts can land you in very dangerous situations;  dropping from D:6 to D:9 unexpectedly can mean death even for well-prepared characters. On the other hand, a known shaft is a powerful escape tool; unlike with staircases, monsters do not follow you through shafts or get any attacks in as you fall, very useful if you find yourself next to a powerful melee monster unexpectedly. Of course, there is always the danger you may land in a worse situation, but it may be worth the risk.
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Exploration shafts can be deadly. A drop from D:3 to D:6 can force you to encounter monsters far out of your league, without a guaranteed [[stair]]case to escape to. A drop into a [[vault]] - a [[Lair]] end vault, one of many [[Depths]] "encompass" vaults, etc. - can put you into immediate danger. Unfortunately, there is no reliable way to prevent sourceless malevolence, other than worshipping [[Ashenzari]].  
  
You can lure dangerous monsters over shafts to do away with them. Keep in mind that you will likely encounter them again on a lower level, but hopefully you will have gained enough experience to be able to fight them effectively by the time you get there.
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Physical shafts, on the other hand, can be used to your advantage. Monsters make no effort to avoid stepping on a shaft's tile, so you can lure monsters to drop them down. You'll encounter them on a lower level, but by then, you'll likely have the XP to fight them. Also, in an emergency, you can hop down a shaft to escape downwards. Of course, there's always the danger you may land in a worse situation, but it may be worth the risk.
  
If you do fall through a shaft to a dangerous depth, a [[scroll of magic mapping]] will help you locate nearby stairways and escape hatches to help you return to a safer level.
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If you do fall through a shaft to a dangerous depth, a [[scroll of revelation]] will help you locate nearby stairways and escape hatches to help you return to a safer level.
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In the late game, you may want to explore branches in reverse order, solely to defend against shafts. For example, you may want to dive from Zot:1 to Zot:4 (exploring as little as possible), then fully clear Zot:4, then clear Zot:3, Zot:2, and Zot:1 in that order. Note that you should not enter Zot:5 yet, as you cannot be shafted into Zot:5. This reduces the chance of an unavoidable death.
  
 
==History==
 
==History==
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*Prior to [[0.31]], exploration shafts could happen if you were standing on a [[stair]]case.
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*Prior to [[0.30]], Delvers didn't have an immunity to exploration shafts in the Dungeon.
 
*Prior to [[0.29]], exploration shafts in the Dungeon did not try and place you in a safe location.
 
*Prior to [[0.29]], exploration shafts in the Dungeon did not try and place you in a safe location.
*Prior to [[0.28]], players could be exploration shafted more than once per branch.
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*Prior to [[0.28]], players could be exploration shafted more than once per branch. Also, players couldn't be shafted when on a staircase.
 
*Prior to [[0.26]], followers of [[Nemelex]] could create shafts using the [[Shaft card]].
 
*Prior to [[0.26]], followers of [[Nemelex]] could create shafts using the [[Shaft card]].
 
*Prior to [[0.24]], [[player ghost]]s were immune to shafts.
 
*Prior to [[0.24]], [[player ghost]]s were immune to shafts.
 
*Prior to [[0.19]], items dropped on a shaft could fall through when the shaft collapsed.
 
*Prior to [[0.19]], items dropped on a shaft could fall through when the shaft collapsed.
 
*Prior to [[0.16]], flying creatures were immune to shafts. Also, the chance to escape a shaft was affected by the total (body + equipment) weight for monsters and players.
 
*Prior to [[0.16]], flying creatures were immune to shafts. Also, the chance to escape a shaft was affected by the total (body + equipment) weight for monsters and players.
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==References==
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<references/>
  
 
[[Category: Traps]]
 
[[Category: Traps]]

Latest revision as of 18:34, 31 October 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
A hole in the ground, leading to a dungeon level one or more floors deeper.

Shaft.pngShafts are traps which send the victim down up to 3 floors. Flight has no effect on shafts. There are three distinct types of shaft effect.

Types

Physical Shafts

Physical shafts appear on the floor and are detected immediately on sight. For players, these types of shafts are safe to walk on - you'll never be forced down a shaft you can see. When standing on a shaft, you can voluntarily enter with >, sending you down 1-3 floors, capped at the current floor number.[1] Unlike stairs or escape hatches, moving through shafts occurs instantly, preventing monsters from following you or getting in free hits against you.

Monsters can unwittingly fall into physical shafts. Whenever a monster walks over a shaft, it has a chance to fall down. Monsters that are intelligent and with higher HD are less likely to fall down.

Shafts will never appear on the final level of a branch or in single-floor branches, nor do they appear in the Tomb, Abyss, Hell, Pandemonium, or Ziggurats.

Exploration Shafts

Shafts may be triggered randomly by a malevolent force whenever you uncover new tiles. They forcefully send you down 1-3 floors. Exploration shafts are held under the following conditions:

  • Ashenzari gives immunity to malevolent force at 4*. Followers of Yredelemnul get immunity to exploration shafts while the black torch is lit. Formicids, and any species wearing the mountain boots, are immune to malevolent force shafts too.
  • Exploration shafts don't trigger in branches where a physical shafts cannot spawn. This excludes Tomb, Abyss, Hell, Pandemonium, Ziggurats.
  • Exploration shafts, except in Dungeon, Depths, Lair, and Orc, cannot take you to a branch's final floor.
  • Shafts need a valid floor below to drop you to. So you cannot be shafted while on any branch's final floor. And, barring the above exceptions, you cannot be shafted while on the second-to-last-floor.
  • Exploration shafts cannot trigger if you are standing on a staircase.
  • Exploration shafts can only trigger once per branch.
    • Delvers are considered to have already been "shafted" (from D:1 to D:5), so they cannot be shafted in the Dungeon itself.

In the Dungeon, an exploration shaft will always try to place you in an area without monsters.

Ignis' wrath may also cause a shaft effect. This is nearly identical to the sourceless malevolence effect, but is triggered by the wrath mechanics instead of through exploration, and can trigger multiple times in one branch.

Formicid Ability

Formicids have an innate ability to shaft themselves. This takes a few turns, but will take them out of immediate danger (though their landing spot is not guaranteed to be safe) and create a physical shaft at their former location. Formicids cannot shaft when:

Strategy

Exploration shafts can be deadly. A drop from D:3 to D:6 can force you to encounter monsters far out of your league, without a guaranteed staircase to escape to. A drop into a vault - a Lair end vault, one of many Depths "encompass" vaults, etc. - can put you into immediate danger. Unfortunately, there is no reliable way to prevent sourceless malevolence, other than worshipping Ashenzari.

Physical shafts, on the other hand, can be used to your advantage. Monsters make no effort to avoid stepping on a shaft's tile, so you can lure monsters to drop them down. You'll encounter them on a lower level, but by then, you'll likely have the XP to fight them. Also, in an emergency, you can hop down a shaft to escape downwards. Of course, there's always the danger you may land in a worse situation, but it may be worth the risk.

If you do fall through a shaft to a dangerous depth, a scroll of revelation will help you locate nearby stairways and escape hatches to help you return to a safer level.

In the late game, you may want to explore branches in reverse order, solely to defend against shafts. For example, you may want to dive from Zot:1 to Zot:4 (exploring as little as possible), then fully clear Zot:4, then clear Zot:3, Zot:2, and Zot:1 in that order. Note that you should not enter Zot:5 yet, as you cannot be shafted into Zot:5. This reduces the chance of an unavoidable death.

History

  • Prior to 0.31, exploration shafts could happen if you were standing on a staircase.
  • Prior to 0.30, Delvers didn't have an immunity to exploration shafts in the Dungeon.
  • Prior to 0.29, exploration shafts in the Dungeon did not try and place you in a safe location.
  • Prior to 0.28, players could be exploration shafted more than once per branch. Also, players couldn't be shafted when on a staircase.
  • Prior to 0.26, followers of Nemelex could create shafts using the Shaft card.
  • Prior to 0.24, player ghosts were immune to shafts.
  • Prior to 0.19, items dropped on a shaft could fall through when the shaft collapsed.
  • Prior to 0.16, flying creatures were immune to shafts. Also, the chance to escape a shaft was affected by the total (body + equipment) weight for monsters and players.

References

  1. traps.cc:1204 (0.32.1)