Traps are hidden throughout the entire game(one may wonder who did :D), and are usually triggered by the unwary stepping into the same tile as the trap icon. There is a small chance of detecting nearby traps, enhanced by the percentage on a worn ring of protection which acts as a bonus and can be improved up to 100 with scrolls of blessing (-1 to +2 depending on cursed/blessed status) or enchantment (+5 to +15).
There is a chance to evade triggering most traps, and the levitation ability dramatically increases this rate. You may deliberately trigger a trap you evaded by using the Down Stairs key while standing on it.
Monsters may set off traps. Levitating ones won't drown in quicksand(unless probably captured by a net). Most monsters shrug off the effects and continue attacking you unobstructed unless stunned, trapped, or killed.
Icon | Type | Effects | Aftermath |
---|---|---|---|
arrow | Fires one arrow at you. If it misses, the arrow is added to your inventory. | disappears | |
collapsing roof | The roof above caves in and buries that spot and several surrounding ones in rubble, destroying any items trapped underneath the debris. | disappears | |
frost | A blast of ice destroys some potions, damages the non-cold-resistant and may damage other items. | remains | |
flame | A gout of fire destroys some scrolls, damages the non-heat-resistant and may damage other items. | remains | |
lava | Changes its tile to lava. Lava damages those who are not heat-resistant. | transforms | |
monster | Monsters invade a room from all sides, all of the same species. | disappears | |
mist | Mist seeps out of the ground and may affect your character with:
- Curing all ailments (as per Blessed Potion of Curing) - AC permanently modified up or down by 1(your skin is affected) - Insanity(forced to move randomly for 20-30 turns)(your mind is affected) - Decrease skill with a random throwing weapon(your dexterity is affected) - Decrease strength(your strength is affected) |
disappears | |
poison spike | Poisoned spikes snap onto you. Damages you if you're not poison-resistant. | disappears | |
phase | Transports you to a square bounded by rock on all sides. | disappears | |
pit | A hole in the ground where you can't fight. Using a grappling hook or teleporting are quick escapes, but, given time, you can climb out without aid. | remains | |
quicksand | A quagmire ensnares you. You will sink to your doom, unless you throw a grappling hook, teleport away, or terraform the earth beneath you. | transforms | |
stun | Gas traps stun you for a few turns. | disappears | |
teleportation | A wormhole brings you to another random point on the level. If wearing a ring of locus mastery, you can choose your destination. | remains | |
trap door | A hidden passageway drops you into a lower level. Usually in the dungeon or the Halls of Grynr and rarely in the southern forest. | remains | |
water | Slams the doors shut & fills the room with water from ceiling vents on walls flooding inwards one square per turn. Swimming or Skidbladnir can help. | disappears |