Difference between revisions of "Magic trap"

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(Initial article: table of effects, some possible uses)
 
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| 29/600 (4.8%) || "You feel charismatic!"  (If [[charisma]] is at maximum, "You're already as charismatic as you can get.") || Increase charisma by 1 if not maximum; tame nearby monsters as with a [[scroll of taming]]
 
| 29/600 (4.8%) || "You feel charismatic!"  (If [[charisma]] is at maximum, "You're already as charismatic as you can get.") || Increase charisma by 1 if not maximum; tame nearby monsters as with a [[scroll of taming]]
 
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| 4.8% || "You feel like someone is helping you." || Uncurse worn and wielded items and loadstones, as with an uncursed [[scroll of remove curse]]; [[confusion]] is suppressed for this effect
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| 29/600 (4.8%) || "You feel like someone is helping you." || Uncurse worn and wielded items and loadstones, as with an uncursed [[scroll of remove curse]]; [[confusion]] is suppressed for this effect
 
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Revision as of 19:55, 4 July 2006

The Magic trap is a trap with many possible effects. It can occur on any level in the dungeon. The Knight Quest has 45 guaranteed magic traps; the lair of Asmodeus has three; the Valley of the Dead and the lairs of Juiblex, Orcus, and Baalzebub have two each; and the Sanctum and the first level of the Archeologist Quest have one each.

Effects of magic traps

The effects of magic traps are as follows:

Probability NetHack message Effect
20/600 (3.3%) "You are caught in a magical explosion! Your body absorbs some of the magical energy!" Trap is destroyed; lose 1 to 10 hit points; maximum magical energy increased by 2 points; current magical energy equated to maximum
261/600 (43.5%) "You are blinded by a flash of light!" (If already blind, "You hear a deafening roar!" If not subject to blindness, "You see a flash of light!") Blinds the hero for 5 to 15 turns and creates several random monsters
58/600 (9.7%) No message No effect
29/600 (4.8%) "A tower of flame bursts from the floor!" Same effect as fire trap
29/600 (4.8%) "A shiver runs up and down your spine!" No effect
29/600 (4.8%) "You hear distant howling." (If hallucinating, "You hear the moon howling at you.") No effect
29/600 (4.8%) "You suddenly yearn for your distant homeland." (Several variants possible when in the Quest or the level with the portal to the Quest) No effect
29/600 (4.8%) "You smell charred flesh." (If hallucinating, "You smell hamburgers.") No effect
29/600 (4.8%) "You feel tired." No effect
29/600 (4.8%) "You feel charismatic!" (If charisma is at maximum, "You're already as charismatic as you can get.") Increase charisma by 1 if not maximum; tame nearby monsters as with a scroll of taming
29/600 (4.8%) "You feel like someone is helping you." Uncurse worn and wielded items and loadstones, as with an uncursed scroll of remove curse; confusion is suppressed for this effect

Uses of magic traps

Repeatedly stepping on magic traps is the easiest way to raise charisma; a patient player can usually reach the maximum for his race. This is especially useful when dealing with foocubi. This effect can also acquire pets, especially when combined with the create monster effect.

A magic trap sufficiently close to an altar may be useful for generating sacrifices.

A player desperate to rid himself of cursed gear may attempt to use a magic trap for that purpose.