Maylith wrote:...but the one that just plain irritates me the most is Multiplication.
I actually like finding Multiplication traps -- at least early in the Barrow Downs. Assuming ok hitpoints, you step on it to create traps. Step on the other traps to ID them. Disarm the surrounding traps. Then use the multiplication trap to create more. Repeat until bored.
Its a way to 'safely' ID most of the traps before the damage gets too nasty. And also before you have items that might be considered unreplacable.
Maylith wrote:...but the one that just plain irritates me the most is Multiplication.
I actually like finding Multiplication traps -- at least early in the Barrow Downs. Assuming ok hitpoints, you step on it to create traps. Step on the other traps to ID them.
Yes, true... I never thought of doing that, but it's akin to farming the Maggot quest to ID the mushrooms.
I actually like Seeker Bolt traps (single bolts, not the multiple ones) when I have an good archer char - it's a good way to stock up on ammo. Good way to get yourself killed, too, if you don't rest up enough in between steppings. ("Sure, I can step on it one more time before resting.... I've still got 50 hp!!" *step* "you are hit by the exploding plasma bolt (or whatever)" *kaff* *kaff* *die*)
(and yes, I know you don't really get that sort of message, but it's the same thing.)
I had this idea for a recent character. Get an item with Reflection and some immunities, then jump up and down on certain traps. The bolt spells would then be reflected at attacking monsters. Unfortunately trap bolt spells don't reflect.
I've stepped on ball spell traps and damaged monsters around me, but I don't recall any visuals ever being displayed to see what the radius is. Maybe I just need to set the delay above '3' though.
My least favorite traps are ones that don't ID even when you know what they just did.
Wastrel wrote:
My least favorite traps are ones that don't ID even when you know what they just did.
Is this a function of skill or experience, or are some traps just like that no matter what?
Some of the traps that give me the willies are the ones that issue some sort of message (e.g. your pack vibrates oddly) and I can't always figure out if anything has actually happened. I'm sure if you've gone code diving or have played a long time, you know which messages go with which; just I'm starting to associate them.
a nice one is The 'trap' of acquirement which drops an item and then changes into some other trap.
there is another trap which simply changes into another trap after triggering.
the floor vibrating trap mentioned above creates lots of traps but doesn't ID like the mulitplication trap.
the traps that anger your diety don't ID.
the cosmic trap doesn't ID.
Some only ID when they are successful. The one that seems to summon any unique on the level only seems to ID if it summons a unique. At least I only ID'd it after it summoned Old Man Willow.
That's my interpretation at least. I haven't dived into the trap code to be sure.
I hate them all (and thus didn't vote)!
I spend my last coin for a decent detection method.
If I have to disarm a trap (eg. small passages) but don't have the proper spell/rod, I just dig around if possible.
Rubinstein wrote:I hate them all (and thus didn't vote)!
I spend my last coin for a decent detection method.
If I have to disarm a trap (eg. small passages) but don't have the proper spell/rod, I just dig around if possible.
The princess capture areas are almost always heavily trapped, FYI. Digging can help, but won't solve everything...
Rubinstein wrote:
If I have to disarm a trap (eg. small passages) but don't have the proper spell/rod, I just dig around if possible.
The princess capture areas are almost always heavily trapped, FYI. Digging can help, but won't solve everything...
That's why I said "if possible", btw...
I also recall a large 'trap-field' on a non-quest superb level w/o a way to go around or between the traps.
*That* is nasty, if you don't have a disarming tool/spell and with some OOD-monsters around who don't have to take care about traps.
Rubinstein wrote:
I also recall a large 'trap-field' on a non-quest superb level w/o a way to go around or between the traps.
*That* is nasty, if you don't have a disarming tool/spell and with some OOD-monsters around who don't have to take care about traps.
I've run into similar things - levels where there seem to just be a lot of traps. Then there are dungeons like Helcaraxe where traps are a way of life, as it were.
You brought up something, though, that I have wondered about in the past. The thief class can set traps for monsters (even if those who have tried it don't seem too impressed; I haven't tried it), but traps in general don't seem to affect monsters. I realize this isn't likely to change any time soon, but I still keep thinking it would make my characters smile to see the occasional monster step on a trap and, oh..... change gender..... or fall flat on its face... or get a few arrows for its trouble.
ADOM has that... and that rocks there... but monsters activating traps could be nasty for players in case of, let's say, Nuke Ball Trap But it'd add many more tactical options if you could drag monster over a trap to get a nice effect ("Sauron steps on a Trap of Drop Everything. Something rolls beneath your feet. You see a plain gold ring") And Trap Creation 'd be useful, too!
Xandor wrote:
Silent Switching really sucks for my Swordmaster, especially when I get it switched with a cursed pike or something...
That's what that huge stack of ID scrolls in your inventory is good for. (Or skill points put into pseudo-ID....)
I have to admit that this assassin is a lot more fun in that respect than my loremaster, as I've got a heck of a lot more points in combat and weapon mastery in the assassin.... If I'm out of scrolls, I kill all the beasties, grab some of the un-ID'd loot, then rest until pseudo kicks in. I've gotten my weapons switched out a number of times so far, but never (knock on wood) with something cursed.