Difference between revisions of "Alarm trap"

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(updated to 0.18, not changed (saw it in 0.18.1))
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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 a loud [[noise]] (intensity 40, louder than [[Shatter]]) when stepped on by either you or a [[monster]], alerting anything nearby. It also afflicts you with the [[Sentinel's Mark]] [[status effect]] (ignores [[willpower]]). Like all traps, alarm traps can be set off even by [[fly|flying]] [[:Category:Flying|beings]]. After triggering once, they disappear.
  
[[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 cannot be disarmed, but they can be [[silence]]d: {{crawlquote|The alarm trap vibrates slightly, failing to make a sound.}} Silence does not prevent the Sentinel's Mark, though.
 
 
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 [[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.
* 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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*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.
* 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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*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.
* 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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*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.
* 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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*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.
* 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.
 
  
 
==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]]

Revision as of 18:56, 19 May 2021

Version 0.26: 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 a loud noise (intensity 40, louder than Shatter) when stepped on by either you or a monster, alerting anything nearby. It also afflicts you with the Sentinel's Mark status effect (ignores willpower). Like all traps, alarm traps can be set off even by flying beings. After triggering once, they disappear.

Alarm traps cannot be disarmed, but they can be silenced:
The alarm trap vibrates slightly, failing to make a sound.
Silence does not prevent the Sentinel's Mark, though.

Strategy

  • Being silenced 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.
  • 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.
  • 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.
  • 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.
  • 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.