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, it functions like an [[escape hatch]]: you can safely walk over one without being forced down. When standing on a shaft, you can voluntarily enter with '''>''', sending you down 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.
  
[[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 fall into physical shafts, as well. Whenever a monster walks over a shaft, it has a chance to fall down. Monsters that are [[monster intelience|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 randomly by a [[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 [[sourceless malevolence]] whenever you uncover new tiles. They forcefully send you down 1-3 floors. Exploration shafts are held under the following conditions:
 
 
 
*Worshippers of [[Ashenzari]] at 4* and those wearing the [[mountain boots]] are immune.
 
*Worshippers of [[Ashenzari]] at 4* and those wearing the [[mountain boots]] are immune.
 
*They don't trigger wherever floor shafts are unable to spawn ([[Tomb]], [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s).
 
*They don't trigger wherever floor 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.
 
*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).
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*A shaft needs a valid floor below to drop you to. So you cannot be shafted in any branch's final floor, nor can you be shafted on most branches' second-to-last floor (barring the above branches).
 
*Exploration shafts may only trigger once per branch.
 
*Exploration shafts may only trigger once per branch.
*[[Delver]]s are effectively pre-shafted, so they are immune to shafts in the Dungeon.
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**[[Delver]]s are considered to have been "shafted" from D:1 to D:5, so they are immune to shafts in the Dungeon.
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In the [[Dungeon]], an exploration shaft will always try to place you in an area without monsters. Shafts on D:1 can only bring you to D:2, and shafts on D:2 can only bring you to D:3 or D:4.
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[[Ignis]]' [[divine retribution|wrath]] may also cause a shaft effect. This is identical to the sourceless malevolence effect, but is triggered by the wrath mechanics instead of through exploration.
  
Also, in the [[Dungeon]], an exploration shaft will always try to place you in an area without monsters.
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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). Formicids cannot shaft when:
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*On the final floor of a branch.
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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 way to 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.
 
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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In the late game, you may want to explore branches in reverse order. 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. This reduces the chance of a completely unavoidable death. Note that you should not enter Zot:5 yet, as you cannot be shafted into Zot:5.
  
 
==History==
 
==History==

Revision as of 05:30, 18 November 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
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, it functions like an escape hatch: you can safely walk over one without being forced down. When standing on a shaft, you can voluntarily enter with >, sending you down 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 into physical shafts, as well. 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 sourceless malevolence whenever you uncover new tiles. They forcefully send you down 1-3 floors. Exploration shafts are held under the following conditions:

  • Worshippers of Ashenzari at 4* and those wearing the mountain boots are immune.
  • They don't trigger wherever floor shafts are unable to spawn (Tomb, Abyss, Hell, Pandemonium, or Ziggurats).
  • 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. So you cannot be shafted in any branch's final floor, nor can you be shafted on most branches' second-to-last floor (barring the above branches).
  • Exploration shafts may only trigger once per branch.
    • Delvers are considered to have been "shafted" from D:1 to D:5, so they are immune to shafts in the Dungeon.

In the Dungeon, an exploration shaft will always try to place you in an area without monsters. Shafts on D:1 can only bring you to D:2, and shafts on D:2 can only bring you to D:3 or D:4.

Ignis' wrath may also cause a shaft effect. This is identical to the sourceless malevolence effect, but is triggered by the wrath mechanics instead of through exploration.

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). 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 way to 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 magic mapping 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. 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. This reduces the chance of a completely unavoidable death. Note that you should not enter Zot:5 yet, as you cannot be shafted into Zot:5.

History

  • In 0.31, exploration shafts won't be able to happen on staircases.
  • 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 stairs.
  • 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.