Difference between revisions of "Shaft"

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(Update to 0.25 and crystal-ball the removal of the Shaft card)
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{{flavour|A deep hole. Who knows where you might end up if you were to fall through it?}}
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''This page is about a dungeon feature. For the exploration trap effect, see [[Trap#Exploration-triggered_traps|Trap]].''
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{{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 any floor in the [[Dungeon]], though they are more common the lower you go. Although they deal no damage, these pitfalls can send adventurers, monsters, or items down several floors. Shafts may be visible or invisible:
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[[File:Shaft.png]]'''Shafts''' are [[trap]]s that can be found on any floor in the [[Dungeon]], though they are more common the lower you go. Although they deal no damage, these pitfalls can send adventurers and monsters down several floors. 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.
*A visible shaft resembles a gaping hole in the floor. In this state it is similar to an [[escape hatch]]: a character can safely walk over one, but if they jump down (with the '''>''' key), they will descend 1-3 floors.
 
*Invisible shafts (like other [[trap]]s) can be detected by increasing one's [[XL]] and/or worshipping [[Ashenzari]].
 
*Note that [[fly]]ing will not protect you from shafts, much like other [[trap]]s.
 
  
Monsters can fall through shafts as well. Intelligent monsters are more likely to know about and avoid shafts.
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Monsters can fall through shafts as well, but intelligent monsters are more likely to avoid shafts.
  
Shafts cannot be disarmed, but they always crumble after a player or monster falls through. Unlike stairs, moving through shafts occurs instantly, preventing monsters from following you or getting in free hits against you. Also, bear in mind that any item dropped on a shaft will fall through.
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Shafts cannot be disarmed, but they always crumble after a player or monster falls through. Unlike stairs, 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).
 
[[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).
  
Shafts will never appear on the final level of a branch or in single-floor branches, nor do they appear in the [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurats]].
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Shafts will never appear on the final level of a branch or in single-floor branches, nor do they appear in the [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.
  
 
==Strategy==
 
==Strategy==
 
Shafts can be helpful or deadly, depending on the situation. They 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.
 
Shafts can be helpful or deadly, depending on the situation. They 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.
  
You can lure dangerous unsuspecting monsters over shafts to do away with them; this also works for [[fly]]ing monsters, who are "sucked into the shaft". 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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You can lure dangerous monsters over shafts to do away with them; this also works for [[fly]]ing monsters, who are "sucked into the shaft". 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.
  
 
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.
  
 
==History==
 
==History==
Prior to [[0.24]], [[player ghost]]s were immune to shafts.
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*In [[0.26]], followers of [[Nemelex]] won't be able to create shafts using the [[Shaft card]].
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*Prior to [[0.24]], [[player ghost]]s were immune to shafts.
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*Prior to [[0.19]], items dropped on a shaft could fall through when the shaft collapsed.
  
 
[[Category: Traps]]
 
[[Category: Traps]]
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[[Category:Crystal Ball Articles]]

Revision as of 14:12, 2 September 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.

This page is about a dungeon feature. For the exploration trap effect, see Trap.

A hole in the ground, leading to a dungeon level one or more floors deeper.

Shaft.pngShafts are traps that can be found on any floor in the Dungeon, though they are more common the lower you go. Although they deal no damage, these pitfalls can send adventurers and monsters down several floors. 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.

Monsters can fall through shafts as well, but intelligent monsters are more likely to avoid shafts.

Shafts cannot be disarmed, but they always crumble after a player or monster falls through. Unlike stairs, moving through shafts occurs instantly, preventing monsters from following you or getting in free hits against you.

Formicids 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).

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

Strategy

Shafts can be helpful or deadly, depending on the situation. They 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.

You can lure dangerous monsters over shafts to do away with them; this also works for flying monsters, who are "sucked into the shaft". 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.

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.

History

  • In 0.26, followers of Nemelex won't be able to 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.