Difference between revisions of "Zot trap"

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(updated to 0.17, not changed (saw it in 0.17))
(Updated; could use some actual numbers on some of the effects (stat drain, contamination, and durations come to mind))
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{{flavour|A trap which inflicts dangerously unpredictable magical effects on those unlucky enough to step on it. You may find yourself thrown into the Abyss, contaminated with enormous amounts of wild magic, have mighty fiends summoned against you, or the like — it is something to avoid at all costs. The monsters of the dungeon may even trigger it themselves to invoke its effects against you.}}
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{{flavour|A trap which inflicts dangerously unpredictable magical effects on those unlucky enough to step on it. You may find yourself thrown into the Abyss, contaminated with enormous amounts of wild magic, have mighty fiends summoned against you, or the like. Hostile monsters may trigger this trap themselves to invoke its effects against you, but your allies will avoid stepping on it.}}
  
 
[[File:Zot trap.png]] A '''Zot trap''' is a magical [[trap]] which produces a random nasty effect, ranging from simple explosions to things such as [[banishment]] or [[greater demon]]s.
 
[[File:Zot trap.png]] A '''Zot trap''' is a magical [[trap]] which produces a random nasty effect, ranging from simple explosions to things such as [[banishment]] or [[greater demon]]s.
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==Effects==
 
==Effects==
 
Zot traps have their own list of magical effects to choose from. Specifically, they have a chance of choosing from the following:
 
Zot traps have their own list of magical effects to choose from. Specifically, they have a chance of choosing from the following:
* Explosions (total 25% chance):
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* Evil magic (total 66% chance):
:* 3d20 [[fire]] explosion (7.14%)
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** [[Stat]] drain (16.7% chance)
:* 3d20 [[cold]] explosion (7.14%)
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** [[Magic contamination]] (16.7% chance)
:* 3d20 [[acid]] explosion (3.57%)
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** [[Paralysis]] for 2-5 turns (4.2% chance)
:* A [[ball lightning]] is created (3.57%)
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** Lose all [[MP]] (8.3% chance)
:* A [[twister]] is created (3.57%)
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** [[Petrify]] (4.2% chance)
* Summons (total 25% chance). These will be 'durable' summons (cannot be abjured, no experience):
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** [[MR]] [[Scroll of vulnerability|vulnerability]] (16.7% chance)
:* A [[soul eater]] (2.78%)
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* Summons (total 33% chance):
:* A [[reaper]] (2.78%)
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** [[Word of Recall]] 2-4 enemies (12.5% chance)
:* A random [[greater demon]] (2.78%)
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** [[Durably summoned]] [[greater demon]] (12.5% chance)
:* 1-2 random [[common demon]]s (5.56%)
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** [[Malign Gateway]] (4.2% chance)
:* 2-3 [[small abomination]]s (2.78%)
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** [[Twister]] (4.2% chance)
:* 2-5 [[shadow creatures]] (5.56%)
 
:* [[Malign gateway]].  If this fails to place, reroll on the summons list. (2.78%)
 
* Other nasty effects (total 50% chance).<ref>Note that the final five effects cannot happen to monsters.  The game instead randomly picks among the first nine on the list of 'nasty effects' for them, so multiply those probabilities by 1.5 for effects on monsters.</ref>
 
:* 2-5 turns [[paralysis]] (3.57%)
 
:* [[Petrification]] (3.57%)
 
:* 3-5 immediate [[rot]]ted HP (3.57%)
 
:* [[Banishment]]. If in the Abyss, this becomes Malign Gateway. If that fails to place, reroll on the list of nasty effects. (3.57%)
 
:* 50% chance of removing a random mutation, 50% chance of 1d2 [[bad mutation]]s.<ref>Monsters are instead polymorphed</ref> (3.57%)
 
:* Two of the following three effects: [[confusion]], [[slow]], 5+2d8/2 damage + 1/3 chance of [[teleport]], 2/3 chance of [[blink]] (7.14%)
 
:* [[Draining]] (3.57%)
 
:* 2-14 points of [[magic contamination]], biased towards 8.<ref>Monsters polymorph instead</ref> (3.57%)
 
:* Lose 10-30 [[MP]] (3.57%)
 
:* All wands in inventory have a 50% chance of losing a random number of charges, those wands that are drained losing half their charges on average (3.57%)
 
:* Stat loss. Either 1-7 or 1-4, both biased towards the average. (3.57%)
 
:* You are [[silence]]d for 10-30 turns. (3.57%)
 
:* [[Word of Recall]] is cast on you. (3.57%)
 
  
 
==Tips & Tricks==
 
==Tips & Tricks==
 
*It is not necessary to step onto a Zot trap to be affected by it. If a monster in your [[LOS]] steps on a Zot trap, it may "invoke the power of Zot" against you. Although it's not always an option, consider [[exclusion|excluding]] Zot traps you find to guarantee you won't accidentally wander close enough to one for an unfortunate monster to stumble across it. It's unlikely, but can make life miserable when it happens.
 
*It is not necessary to step onto a Zot trap to be affected by it. If a monster in your [[LOS]] steps on a Zot trap, it may "invoke the power of Zot" against you. Although it's not always an option, consider [[exclusion|excluding]] Zot traps you find to guarantee you won't accidentally wander close enough to one for an unfortunate monster to stumble across it. It's unlikely, but can make life miserable when it happens.
*You can sometimes tell if you're on a floor with Zot traps by the sounds they make. A "distant Zot" means that a distant monster stepped on a Zot trap, while a "loud Zot" means it happened nearby. Either way, be ready to lure enemies away from traps as you explore the floor.
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*If you find a Zot trap while walking down a 1-tile wide hallway, it may be worthwhile to use a [[wand of digging]] or an appropriate spell to give yourself a means of stepping around the trap. Failing that, a random [[Blink]] (only if you are adjacent to the trap), [[Controlled Blink]], or [[Passage of Golubria]] can get you past without an issue. If you have no alternative but to walk into a Zot trap, equip as many purely defensive items as you can first.
*At higher [[XL]], you will be more likely to notice Zot traps before stepping on them.
 
*If you find a Zot trap while walking down a 1-tile wide hallway, it may be worthwhile to use a [[wand of digging]], [[wand of disintegration]], or appropriate spell to give yourself a means of stepping around the trap. Failing that, a random [[Blink]] (only if you are adjacent to the trap), or a semi-controlled [[Blink]] or [[Controlled Blink]] can get you past without an issue. If you have no alternative but to walk into a Zot trap, equip as many purely defensive items as you can first.
 
  
 
==History==
 
==History==
In [[0.14]], it was possible to be strongly poisoned by a Zot trap.
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*Prior to [[0.25]], Zot traps had a wider array of possible effects, including various elemental explosions, [[banishment]], [[rot]], [[malmutate|malmutation]], [[draining]], [[confusion]]/[[slow]]/[[distortion]], losing [[wand]] charges, and [[silence]]. Less powerful monsters were among those that could be summoned, and all monsters summoned by Zot traps were durably summoned.
 
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*In [[0.14]], it was possible to be strongly poisoned by a Zot trap.
Prior to [[0.13]], Zot traps simply chose random magical [[miscast effect]]s, and so had a much greater chance of being completely harmless.
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*Prior to [[0.13]], Zot traps simply chose random magical [[miscast effect]]s, and so had a much greater chance of being completely harmless.
  
 
==Notes==
 
==Notes==

Revision as of 04:43, 16 August 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.
A trap which inflicts dangerously unpredictable magical effects on those unlucky enough to step on it. You may find yourself thrown into the Abyss, contaminated with enormous amounts of wild magic, have mighty fiends summoned against you, or the like. Hostile monsters may trigger this trap themselves to invoke its effects against you, but your allies will avoid stepping on it.

Zot trap.png A Zot trap is a magical trap which produces a random nasty effect, ranging from simple explosions to things such as banishment or greater demons.

Zot traps are only found on the lower levels of the dungeon and in the later branches. Most players will first see them on the last few floors of the Lair.

Effects

Zot traps have their own list of magical effects to choose from. Specifically, they have a chance of choosing from the following:

Tips & Tricks

  • It is not necessary to step onto a Zot trap to be affected by it. If a monster in your LOS steps on a Zot trap, it may "invoke the power of Zot" against you. Although it's not always an option, consider excluding Zot traps you find to guarantee you won't accidentally wander close enough to one for an unfortunate monster to stumble across it. It's unlikely, but can make life miserable when it happens.
  • If you find a Zot trap while walking down a 1-tile wide hallway, it may be worthwhile to use a wand of digging or an appropriate spell to give yourself a means of stepping around the trap. Failing that, a random Blink (only if you are adjacent to the trap), Controlled Blink, or Passage of Golubria can get you past without an issue. If you have no alternative but to walk into a Zot trap, equip as many purely defensive items as you can first.

History

  • Prior to 0.25, Zot traps had a wider array of possible effects, including various elemental explosions, banishment, rot, malmutation, draining, confusion/slow/distortion, losing wand charges, and silence. Less powerful monsters were among those that could be summoned, and all monsters summoned by Zot traps were durably summoned.
  • In 0.14, it was possible to be strongly poisoned by a Zot trap.
  • Prior to 0.13, Zot traps simply chose random magical miscast effects, and so had a much greater chance of being completely harmless.

Notes