Difference between revisions of "Trap"

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'''Traps''' (represented by '''[[^]]''') are [[Dungeon features]] that harm characters or [[monster]]s who step on them. They do not appear on the map until detected, except in some vaults. Most traps are either mechanical or magical in nature.
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'''Traps''' (represented by '''[[^]]''') are [[Dungeon features]] that harm characters or [[monster]]s who step on them. They do not appear on the map until detected, except in some vaults. Most traps are magical in nature, but some vaults may also place mechanical ones.
  
 
==Strategy==
 
==Strategy==
In the early game, traps are generally more of an annoyance than a danger, but later traps do enough damage to make it potentially hazardous to explore unknown territory on low HP. Traps are detected passively. Your [[Traps]] skill level will increase the chances of detecting traps as you explore the dungeon.  
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Your chance to detect traps depends on your experience level and the distance to the trap, and can be increased by worshiping [[Ashenzari]], and decreased by the [[Blurry Vision]] [[mutation]].
  
One easy giveaway of a trap that fires ammunition is to find its ammo lying on the ground after it has been triggered by monsters; finding a couple of poisoned [[needle]]s on the ground is normally a sure sign that a needle trap is there, for example. Another giveaway is finding [[corpse]]s of monsters you didn't kill (though corpses can also be found in certain [[vault]]s).
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[[File:trap_detection.png]]
  
 
You can attempt to disarm a mechanical trap by holding CTRL and pressing the key corresponding to the direction of the trap (to attempt to disarm a trap to the right of you, for example, hold CTRL and press →). There is a low chance of disarming the trap with low Traps skill, and failing to disarm it is likely to trigger the trap.
 
You can attempt to disarm a mechanical trap by holding CTRL and pressing the key corresponding to the direction of the trap (to attempt to disarm a trap to the right of you, for example, hold CTRL and press →). There is a low chance of disarming the trap with low Traps skill, and failing to disarm it is likely to trigger the trap.
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==Trap Types==
 
==Trap Types==
 
Notes:
 
Notes:
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*Only teleport, shaft, alarm and Zot traps are placed randomly.
 +
*Shaft traps won't be placed in corridors in the first 7 levels of the dungeon.
 
*All ammunition produced by traps is unbranded and unenchanted.
 
*All ammunition produced by traps is unbranded and unenchanted.
 
*The damage caused by mechanical traps is reduced by the player's [[AC]].
 
*The damage caused by mechanical traps is reduced by the player's [[AC]].
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| None
 
| None
 
| None
 
| None
 +
| Magical
 +
|-
 +
| [[Shaft]]
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| Opens a hole under the victim, sending them to a deeper dungeon level
 +
| N/A
 +
| None
 +
| None
 +
| Natural
 +
|-
 +
| [[Teleport trap]]
 +
| [[Teleport]]s the victim to a random location on the level
 +
| N/A
 +
| None
 +
| None
 +
| Magical
 +
|-
 +
| [[Zot trap]]
 +
| Produces a powerful magical [[miscast effect]]
 +
| N/A
 +
| Varies by effect
 +
| Varies by effect; only affects friendly monsters
 
| Magical
 
| Magical
 
|-
 
|-
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| 1 - 6
 
| 1 - 6
 
| 1 - 4
 
| 1 - 4
| Mechanical
 
|-
 
| [[Gas trap]]
 
| Releases [[cloud]]s of harmful gas
 
| 1
 
| Varies by type
 
| Varies by type
 
 
| Mechanical
 
| Mechanical
 
|-
 
|-
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| None
 
| None
 
| Mechanical
 
| Mechanical
|-
 
| [[Shaft]]
 
| Opens a hole under the victim, sending them to a deeper dungeon level
 
| N/A
 
| None
 
| None
 
| Natural
 
 
|-
 
|-
 
| [[Spear trap]]
 
| [[Spear trap]]
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| 1 - 10
 
| 1 - 10
 
| Mechanical
 
| Mechanical
|-
 
| [[Teleport trap]]
 
| [[Teleport]]s the victim to a random location on the level
 
| N/A
 
| None
 
| None
 
| Magical
 
 
|-
 
|-
 
| [[Web]]
 
| [[Web]]
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| None
 
| None
 
| Mechanical
 
| Mechanical
|-
 
| [[Zot trap]]
 
| Produces a powerful magical [[miscast effect]]
 
| N/A
 
| Varies by effect
 
| Varies by effect; only affects friendly monsters
 
| Magical
 
 
|}
 
|}
  
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==History==
 
==History==
In [[0.13]] Gas traps will be removed and mechanical ones will be placed only in vaults and [[ZotDef]].
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Prior to [[0.13]] there were Gas traps and mechanical ones could be randomly placed.
 
Prior to [[0.12]], Traps could be detected by searching (command '''s''').
 
Prior to [[0.12]], Traps could be detected by searching (command '''s''').
 
Prior to [[0.11]], [[axe trap]]s existed and would launch [[hand axe]]s when triggered, much like [[spear trap]]s.
 
Prior to [[0.11]], [[axe trap]]s existed and would launch [[hand axe]]s when triggered, much like [[spear trap]]s.
  
 
[[Category:Traps]]
 
[[Category:Traps]]
[[Category:Crystal Ball Articles]]
 

Revision as of 00:18, 24 December 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.

Traps (represented by ^) are Dungeon features that harm characters or monsters who step on them. They do not appear on the map until detected, except in some vaults. Most traps are magical in nature, but some vaults may also place mechanical ones.

Strategy

Your chance to detect traps depends on your experience level and the distance to the trap, and can be increased by worshiping Ashenzari, and decreased by the Blurry Vision mutation.

Trap detection.png

You can attempt to disarm a mechanical trap by holding CTRL and pressing the key corresponding to the direction of the trap (to attempt to disarm a trap to the right of you, for example, hold CTRL and press →). There is a low chance of disarming the trap with low Traps skill, and failing to disarm it is likely to trigger the trap.

Flying allows you to move over mechanical traps without triggering them.

Traps that fire ammunition have a limited supply of ammo.

Once you have detected a trap, you can (with thoughtful maneuvering) use it to harm or block monsters who are pursuing you. More intelligent monsters are much more likely to avoid them, however.

Trap Mechanics

Mechanical traps do not always go off when stepped on. The odds of setting one off are:

  • For traps the player knows about:
    • 2 in 3 chance for blade and net traps.
    • 1 in 4 chance for all other traps.
  • For traps the player does not know about:
    • Blade and net traps always go off.
    • 4 in 5 chance for all other traps.

For monsters, the odds are different:

  • For traps the monster knows about:
    • 1 in 2 chance for blade and net traps.
    • All other traps always go off.
  • For traps the monster does not know about:
    • 4 in 5 chance for blade traps.
    • 2 in 3 chance for net traps.
    • All other traps always go off.

If a mechanical trap is triggered, there is still a chance for the trap's weapon to miss, depending on your evasion and dexterity. The Repel Missiles and Deflect Missiles spells reduce the chance of a projectile hitting (except for the net trap, which drops the net rather than firing it). If you fail to evade the projectile, but are wearing a shield, you may instead block the projectile.

Monsters & Traps

Different monsters react differently to traps. Most monsters with animalistic intelligence or above will avoid ones they know about, and refuse to cross a trap even if there is no other way to reach you. Mindless monsters like zombies will walk through traps regardless of how much damage it might cause them. Zot traps are special: if you're in sight when a hostile monster walks into one, you get zapped. ("[It] uses the power of Zot against you!")

Flying monsters can evade mechanical traps without triggering them, just like players.

In some situations, monsters already know the locations of traps:

  • Monsters native to a dungeon branch (eg. orcs in the Orcish Mines) already know the locations of all traps in their branch, since they live there.
  • Monsters friendly to the player, and good neutrals, know the location of all traps that you know about, since it's assumed that you would tell them about the traps.
  • Monsters with high intelligence or greater have a 1 in 3 chance of knowing about the existence of any single trap.

Trap Types

Notes:

  • Only teleport, shaft, alarm and Zot traps are placed randomly.
  • Shaft traps won't be placed in corridors in the first 7 levels of the dungeon.
  • All ammunition produced by traps is unbranded and unenchanted.
  • The damage caused by mechanical traps is reduced by the player's AC.
Trap Description Amount of ammo Base damage to player Base damage to monsters Trap type
Alarm trap Makes a loud noise and afflicts you with the Sentinel's Mark status effect N/A None None Magical
Shaft Opens a hole under the victim, sending them to a deeper dungeon level N/A None None Natural
Teleport trap Teleports the victim to a random location on the level N/A None None Magical
Zot trap Produces a powerful magical miscast effect N/A Varies by effect Varies by effect; only affects friendly monsters Magical
Arrow trap Fires an arrow 3 - 11 1 - 15 1 - 7 Mechanical
Blade trap Swings a huge swinging blade N/A 48 - 76 10 - 38 Mechanical
Bolt trap Fires a bolt 3 - 11 1 - 40 1 - 18 Mechanical
Dart trap Fires a dart 3 - 11 1 - 6 1 - 4 Mechanical
Needle trap Fires a poisoned needle 3 - 11 None, but may poison None, but may poison Mechanical
Net trap Drops a throwing net 1 None None Mechanical
Pressure plate Causes something to happen, usually bad. N/A None None Mechanical
Spear trap Fires a spear 2 - 7 1 - 26 1 - 10 Mechanical
Web Induces the held status for several turns May break after each use None None Mechanical

Note that the "pressure plate" trap is a "software trap"; rather than a fixed result, its effects are scripted in Lua, and might include stuff like dumping out a basket of spiders, or dropping a grating to block the path behind you.

History

Prior to 0.13 there were Gas traps and mechanical ones could be randomly placed. Prior to 0.12, Traps could be detected by searching (command s). Prior to 0.11, axe traps existed and would launch hand axes when triggered, much like spear traps.