Talk:Trap

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Revision as of 04:40, 5 May 2009 by Ih fek (talk | contribs) (Fire traps: new section)
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Blah. Adding the symbols to the section header looks ok, _except_ i guess now it needs to be referenced like "Trap#Trapname (^)" which sort of sucks. --Paxed 14:01, 16 August 2006 (UTC)paxed

Missing rust trap! --Paxed 23:59, 14 October 2006 (UTC)

Is it true that it is easier to escape a bear trap if you move diagonally?

re: bear traps

I couldn't find anything in the source code about an alignment penalty for using a bear trap (unless you displace or kill your pet with one), and in my testing I never saw any message of guilt for my lawful samurai using one (although I did not test with a knight). I removed that and added some info about audio messages. MysterX 07:13, 14 January 2008 (UTC)

Other trap messages

such as "The <monster> seems disoriented" belong where?

Trap Doors and Multiple Downstairs

Can anyone confirm the behavior of trap doors on levels with multiple downstairs? Or for that matter, quaffing a cursed potion of gain level on levels with multiple upstairs.

Yidda 03:02, 23 November 2008 (UTC)

On the gnomish mines level, I have never fallen into the mines (but often toward Sokoban). Therefore, I guess you always stay in the same dungeon branch. --Tjr 20:23, 6 February 2009 (UTC)

Fire traps

In SLASH'EM you can untrap fire traps with a potion of water. It leaves 1-4 potions of oil behind and gives the message "You manage to extinguish the pilot light!" Not sure if this holds in vanilla. Ih fek 04:40, 5 May 2009 (UTC)