» Contents » (0) Quickstart » (1) Introduction » (2) Installation & setup » (3) Creating a character & starting to play » (4) The world » (4.7) Traps & trap kits
» (5) Item and monster details» (6) Character details » (7) Tactics & strategy » (8) Miscellanous |
(4.7) Traps & trap kits ----------------------- About traps: ------------ Traps are hidden until either set off, found by searching or detected by magic. They can be on the floor, on doors or on chests. Note that practically all chests you find (except for ruined ones) are trapped. So first find the trap on it, then disarm it, and finally open it. At the beginning you will encounter traps that can do little damage, some will decrease your stats temporarily, they are annoying but not a big danger. However, later on traps will become extremely nasty and you should either get a very high searching skill or make sure that you have staves, spells or scrolls that can detect traps. If you encounter a dangerous trap do not try to disarm it if you are not very sure that you can do it without setting it off, or if you don't at least know that setting it off won't have too bad effects (some traps aren't very harmful, so you can just keep trying to disarm them). If you manually disarm a trap (ie via the disarm command instead of relying on magic spells or magic devices that do the disarming for you) you will get a certain amount of experience points depending on the trap type; it can pay off to disarm a large patch of traps. Note that detected traps might be obscured visually if there are items lying on top of it. In this case you can either look at the grid and you will see the item name prefixed with a "^" smybol and postfixed with either "(trapped)" if you don't know the trap type yet or the actual trap's name if you do, to indicate that the grid below the item(s) is trapped. You can disarm traps even if there is something on top of them, the grid does not have to be clean. Another way to spot all traps currently covered by items is to toggle Searching Mode via 'S'. This will slow you down but make you search for traps on every step you take and at the same time prioritize displaying all known traps over items. Disarming traps will become an essential part of the gameplay later on. Vaults will have *lots* of traps and if you haven't got superior disarming skills (or wands of disarming / trap destruction) every single move of your character will have to be planned! This can be especially annoying and dangerous if there are multiplying or extremely tough monsters inside the vault. If your searching ability is 'Heroic' or 'Legendary' you will discover most traps instantly just by coming close to them without having to explicitely search for them. If you look at an object that is on an already detected trap, you will be notified about the trap by an ^ symbol in front of the item name and the trap type appended to it in { } brackets. It looks like this: ^ A potion of Constitution {Chaos Ball Trap} Trap symbols ('^') come in different colours. Here's an overview: blue stat traps (STR/INT/WIS/DEX/CON/CHR) in three difficulties: 1) only reduces an attribute temporarily, heals on its own. 2) reduces an attribute, requiring you to use restoration. 3) permanently reduces an attribute. Counter with stat potion. bright white teleport traps orange dungeon/trap rearrangment traps violet summoning traps yellow traps that affect your items or money or give you items red character status-affecting traps green elemental bolt traps light blue elemental ball traps light red arrow/bolt/dagger traps white miscellaneous traps While many traps have obvious effects, here are some less obvious ones: Bowel Cramps If you don't have FA you get paralyzed instantly. Calling Out Calls the highest level monster on the floor. Ale Vendor It doesn't hand out free ale, you're paying for it. Seasoned Traveller Does not touch items of value 150 Au or more. Lost Labor All non-uniques on the floor turn into 100% clones. Despair Your stats are reduced and you gain two potions, Augmentation and Death. Quaff the correct one! Cleaning Deletes all nearby unowned loot. Animate Coins The animated coins are from your own purse.. Remittance You share some of your money in your purse with everyone online of compatible mode (not in IDDC). Note that there are even some beneficial traps that grant an item or boon. About trap kits: ---------------- The 'Trapping' skill allows a player to set up 'monster traps'. The ability to set up a trap can be accessed by pressing the 'm' key or by utilizing the macro wizard (press % and z to start it). A monster trap consists of -a trap kit -an item (or a stack of items) to load the trap kit. Each kind of trap kit requires different items serving as ammunition: Catapult Trap Kit - Sling ammo (fires with 2x base might). (orange) Arrow Trap Kit - Arrows (fires with 3x base might). (red) Bolt Trap Kit - Bolts (fires with 4x base might). (bright red) Fumes Trap Kit - Potions. The effects are very similar to the (dark blue) effects when throwing a potion at a monster, the trap will greatly increase the potion's effectiveness though, by generating a thick fume that envelops nearby creatues and possibly gets inhaled as well. Magic Trap Kit - Scrolls or runes. Even scrolls that are usually (violet) only used on other items might have effects on certain creatures. Device Trap Kit - Wands/Staves/Rods. (slate) The charges of wands and staves will be decreased by 1 each time the trap sets off. Rod-traps will have timeouts, same as the rod itself. A normal trap kit can be loaded with 1 item of the according ammo. After it went off (and is out of charges for device traps or out of ammo for automatic traps) you can pick up the trap kit to use it again. If it was a catapult/arrow/bolt trap kit you can often recover the ammunition too, in case it didn't break. (Magic ammo and artifact ammo never break). Note that if you use magic ammo or artifact ammo, you only need 1 as it is neverending, except for 'Extra Shots' trap kits - because they fire multiple simultaneous shots, they will require the appropriate amount of ammo. If you load a trap kit with less than optimal ammo, it will still work though. Trap kits can have special (ego) powers: (prefixes:) Automatic - Can set off up to 99 times, with a 20% chance each time of ceasing to function. Requires the according amount of ammo though, if it's not a device trap kit. Fully Automatic - Sets off up to 99 times. Requires the according amount of ammunition if it's not a device trap kit. Well-hidden - Makes it harder for monsters to spot the trap. Complicated - Trap gets an extra AC bonus, making it harder to disarm. Obvious - Curses the trap and makes it practically useless. (suffixes:) of Extra Might - fires with +x (bonus shown in round brackets) extra might. ("It fires missiles with extra might.") of Extra Shots - fires +x (bonus shown in round brackets) extra shots/round. ("It fires missiles excessively fast.") for Dragons - Only triggers against dragons. Especially hard to spot. Fires extra shots. for Demons - Only triggers against demons. Especially hard to spot. Fires extra shots. for Animals - Only triggers against animals. Especially hard to spot. Fires extra shots. for Undead - Only triggers against undead. Especially hard to spot. Fires extra shots. May damage or destroy ghosts. for Evil - Only triggers against evil. Especially hard to spot. Fires extra shots. May damage or destroy ghosts. Trap kits can also have two special properties in addition to the above: Kill Ghosts - trap kit will also harm creatures in wraithform (those are all creatures that can pass solid walls). Trap kits without KILL_GHOST flag cannot hurt wraithform creatures. Teleport-To - after triggering, if the monster is still alive, it will be teleported to the player (TELEPORT_TO). If monsters notice a trap they can try to disarm it: - A trap kit that has a pval (that's a number in round parentheses, eg (+2)) increases the trap's "stealth", making it well-hidden and therefore harder for monsters to notice and disarm. - A trap kit that has an "armour class" bonus, shown in brackets (eg [+8]) increases the trap's complexity, making it harder for monsters to disarm. - Animals, empty-minded and stupid monsters have practically no chance to disarm traps. Rogueish or ranger monsters and similar have a higher chance to disarm traps. - Shooter traps (catapult, arrow, bolt) are somewhat easier to disarm than the other, more elaborate types. - If your trap is placed on a grid that is dark instead of lit, the monster will have a significantly lower chance to disarm it. In general, you always want to place your traps on non-lit grids for this reason. Trap kits and ammo that were disarmed by a monster cannot be recovered. You can disarm your own traps to get back the trap kit (and ammunition). Hints for quick and easy handling: ---------------------------------- It is a good idea to inscribe trap kits and their loads. For example you could inscribe all trapping-related items != so you will pick them up from the floor automatically when you want to retrieve trap kits that went off. Also you could inscribe the ammo/load items @m1 so you can macro them easily. In the macro wizard you could even make a macro that prompts you for which trap kit to use if you enter a blank line (just hit ENTER key) when it asks you which item you want to load a trap with. Last but not least when your trapper is low level and you pick up all sorts of bad potions you could make a macro to load a fumes trap kit with a potion inscribed @m1 . Now make another macro that lets you inscribe all the bad potions you pick up @m1 so you won't have to do that manually for each of them. That inscribing-macro could look like this: {-@m1\r where the '-' will cause the { inscribe command to prompt for inscription first and the item afterwards, effectively simply asking you to specify the item.
|