Difference between revisions of "Trap"

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{{features}}
 
{{features}}
{{todo|How likely are traps generated? There are 6 random traps on the wizard quest home, how likely is it I can polymorph my pets? [[Mklev.c#line773]]}}
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In ''[[NetHack]]'', '''traps''' are mechanisms on a space which may activate when you or a [[monster]] steps on them. Traps can be detected through various methods, and certain types of traps can be disarmed with the #[[untrap]] command.
{{todo|Fire traps need better coverage on their edge cases. (Golems and special messages.)}}
 
  
'''Traps''' are mechanisms on a space which may activate when you or a monster steps on them. There are many types of traps and a wide assortment of effects that they can cause, most of them negative.
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==List of traps==
 +
The following traps are activated by stepping on their [[square]]:
  
To detect hidden traps, [[search]] for them, cast the {{spell of|detect unseen}} spell, zap a [[wand of secret door detection]], or read a [[scroll of gold detection]] while confused.
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* [[anti-magic field]]
 +
* [[arrow trap]]
 +
* [[bear trap]]
 +
* [[dart trap]]
 +
* [[fire trap]]
 +
* [[hole]]
 +
* [[falling rock trap]]
 +
* [[land mine]]
 +
* [[level teleporter]]
 +
* [[magic portal]]<sup>†</sup>
 +
* [[magic trap]]
 +
* [[pit]]
 +
* [[polymorph trap]]
 +
* [[rolling boulder trap]]
 +
* [[rust trap]]
 +
* [[sleeping gas trap]]
 +
* [[spiked pit]]
 +
* [[squeaky board]]
 +
* [[statue trap]]
 +
* [[teleportation trap]]
 +
* [[trap door]]
 +
* [[vibrating square]]<sup>†</sup>
 +
* [[web]]
  
Certain types of traps can be disarmed with the #[[untrap]] command.
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<sup>†</sup>: The vibrating square and magic portal are internally represented as traps, even though they are meant to aid the player instead of causing peril.
  
Some trap types can only be generated below a certain dungeon depth in ordinary room-and-corridor levels.{{refsrc|mklev.c|775|comment==> [[Source:Ref/mktrap]]}} Maze levels are handled differently,<ref>[[Source:Ref/load_maze|load_maze]] => [[Source:Ref/rndtrap|rndtrap]]</ref> and special levels and quest/mines fillers get a third type of trap distribution.<ref>[[Source:Ref/load_special|load_special]] => [[Source:Ref/load_rooms|load_rooms]] => [[Source:Ref/build_room|build_room]] => [[Source:Ref/create_trap|create_trap]] => [[Source:Ref/mktrap|mktrap]]</ref>
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The following traps are activated by interacting with certain items or doors:
  
Many traps affect [[monster]]s, including [[pet]]s, differently than they affect you. Some traps cannot even be triggered by [[monster]]s.
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* [[container trap]]
 +
* [[tin#Explosion|exploding tin]]
 +
* [[door#Door traps|door trap]]
  
== Anti-magic field ==
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==Generation==
{{trap
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In both filler levels and most special levels, a "random" trap is selected uniformly from the whole set of eligible traps, subject to level difficulty checks and some exclusions.{{refsrc|src/mklev.c|1271|version=NetHack 3.6.6}} Oddly, special levels that contain maze filler (the Castle, Asmodeus, Baalzebub, Orcus, and all real and fake Wizard's Tower levels, but ''not'' the Big Room or the Catacombs) use a completely separate formula that ignores level difficulty for selecting traps in the mazes.{{refsrc|src/sp_lev.c|829|version=NetHack 3.6.6}} It nonetheless ends up working much the same way overall, but actually makes fire traps ''less'' common than they would otherwise be in Gehennom on those levels.
|name=anti-magic field
 
|color=brightblue
 
|generation=Anywhere
 
|effect=Pw loss or HP loss if magic resistant
 
}}
 
  
This trap will drain between 2 and your [[experience level]] + 1 points of your spell [[power]].
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{{upcoming|NetHack 3.7.0|While [[hallucinating]], traps may appear on the map and in messages as random or nonexistent trap types, though any messages resulting from triggering the trap are unchanged.}}
If this would cause your spell power to go below zero, your ''maximum'' spell power will be permanently reduced by that amount, and your spell power becomes zero.{{refsrc|trap.c|2970}} Anti-magic fields have no effect on your maximum spell power if it is zero.
 
  
If you have [[magic resistance]], you take damage instead of losing power. The damage is at least d4, with an additional d4 each if you:
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===Fake bones===
 +
Certain types of traps up to dungeon level 4 may have a pre-aged [[corpse]] generated on top, along with random cursed weapons, tools, food or gems. These are often referred to as '''fake bones''', based on their similarity to [[bones file]]s.
  
* have [[half physical damage]] or [[half spell damage]] (non-cumulative)
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Arrow traps, dart traps, falling rock traps, and rolling boulder traps have a 1 &minus; {{sfrac|Dlvl &minus; 1|4}} chance of a corpse and items being placed on its square, i.e. this will always be the case with such traps on the first floor.{{refsrc|src/mklev.c|1415|version=NetHack 3.6.7}} There will always be at least one possession, and there is a {{frac|5}} chance of placing an additional possession after each one.{{refsrc|src/mklev.c|1487|version=NetHack 3.6.7}}
* are wielding [[Magicbane]]
 
* are carrying an [[artifact]] which grants magic resistance by being carried; your own [[quest artifact]] is exempt.
 
  
If you have [[phasing]], you take 1/4 as much damage, rounded up.
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Squeaky boards and rust traps never have a corpse because they are non-lethal. Pits and holes also never generate a corpse - any corpses found in pits are usually from generated monsters that fell in, especially if their associated items are present (e.g. finding an [[orcish helm]] with a [[goblin]] corpse). Magic traps do not have corpses either as a result of not being specified in the relevant code.
  
Monsters that can [[Monster spellcasting|cast spells]] or have a [[breath weapon]] may be affected by this trap the same way as the player: they will lose 2d2 Pw unless they are magic resistant, in which case they lose HP. This will also reveal the trap. Other monsters do not trigger this trap and do not reveal it when they pass over it.
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==Detection==
 
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{{merge|[[Portal detection methods]]}}
{{message|You feel your magical energy drain away.|You are not magic resistant, and your Pw was drained.}}
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Avoiding traps in the dungeon takes patience and care. Therefore, the more time-consuming of these methods are only worthwhile when you are especially vulnerable. You can minimize your chances of stepping on a trap by paying close attention to monsters, pets, [[you hear|noises]], and terrain. Be wary of the telltale signs of traps such as conspicuous boulders, suspicious corpses, and piles of rocks, darts, or arrows. Traps that you've already discovered will also not be visible under items like these, so it's a good idea to use the [[trap id]] command if you need to step onto that square that looks suspicious, even though you may have already been in that area and discovered all traps. By walking only where you have seen pets or monsters safely walk, you can avoid most traps. Remember where you have safely stepped before. [[Elbereth]] can cause monsters to [[flee]], possibly uncovering traps as they do. A [[leash]]ed pet will whine if it is near a trap. [[Magic resistance]] and [[fire resistance]] can help nullify some of the more dangerous effects of traps.
{{message|You feel momentarily lethargic.|You are not magic resistant, but you have zero maximum Pw to drain.}}
 
{{message|You feel sluggish.|You are magic resistant, and took less than 1/4 your HP as damage.}}
 
{{message|You feel very lethargic.|You are magic resistant, and took more than 1/4 your HP as damage.}}
 
{{message|You feel unbearably torpid!|You are magic resistant, and were killed by HP loss.}}
 
{{message|<monster> seems lethargic.|A monster lost some Pw from an anti-magic field.}}
 
{{message|<monster> is killed by the compression from an anti-magic field!|A magic-resistant monster lost enough HP from an anti-magic field to die.}}
 
 
 
<ref>{{sourcecode|trap.c|1321}} (Anti-magic field trap on you) {{sourcecode|trap.c|2500}} (On monsters)</ref>
 
 
 
== Arrow trap ==
 
{{trap
 
|name=arrow trap
 
|color=cyan
 
|generation=Anywhere
 
|effect=Fires [[arrow]]s
 
}}
 
 
 
These fire [[arrow]]s at you or whoever else steps on them, which generally do 1d6 damage.
 
 
 
These traps can be a useful source of arrows. While standing on or adjacent to the square with the trap, try using the <tt>'''#untrap'''</tt> command. You might fail a few times as a few more arrows hit you, but if you are lucky, you will obtain a large supply of arrows (50 - [[rnl]](50)<ref>{{function|trap.c|disarm_shooting_trap}}</ref>.) Each time you or a monster triggers this trap there is a 1/15 chance that it will disappear. Any arrow that hits you or a monster is guaranteed to be lost. The average number of arrows you obtain by disarming is dependent on luck, but is higher than the average number you obtain by stepping on the trap until it disappears.
 
 
 
'''To remove:''' #untrap, or trigger it repeatedly until it runs out of arrows.
 
 
 
{{message|An arrow shoots out at you!|You triggered an arrow trap.}}
 
{{message|<monster> is hit by an arrow!|A monster triggered an arrow trap.}}
 
{{message|You hear a loud click!|The trap was out of arrows and is now gone.}}
 
 
 
<ref>{{sourcecode|trap.c|636}} (Arrow trap on you) and {{sourcecode|trap.c|1825}} (On monsters)</ref>
 
 
 
== Bear trap ==
 
{{trap
 
|name=bear trap
 
|color=cyan
 
|generation=Anywhere
 
|effect=Prevents movement
 
}}
 
 
 
{{main|Beartrap}}
 
 
 
A bear trap renders you immobile for several turns. During this time, you can attack and be attacked, but you cannot move from the spot. When caught in a bear trap, you are unable to [[kick]]. For some reason, escaping a bear trap is 5 times more likely when moving diagonally than when moving orthogonally.{{refsrc|hack.c|1250}} Monsters can be trapped too.
 
 
 
It is possible to <tt>'''#untrap'''</tt> a bear trap. If successful, it will appear as a [[beartrap]] on the dungeon floor. You may then pick it up and apply it to a new location. If unsuccessful, you will become trapped. If a bugbear or an owlbear gets stuck in a bear trap outside your sight, then you will hear "the roaring of an angry bear".  If you are caught in a [[beartrap]], you can not untrap yourself.
 
 
 
Oddly, [[beartrap]]s reset themselves.
 
 
 
'''Generation:''' May be randomly generated at any dungeon level.
 
 
 
'''To remove:''' #untrap, or eat the trap as a [[metallivore]].
 
 
 
<ref>{{sourcecode|trap.c|746}} (Bear trap on you) and {{sourcecode|trap.c|1789}} (On monsters)</ref>
 
 
 
== Dart trap ==
 
{{trap
 
|name=dart trap
 
|color=cyan
 
|generation=Anywhere
 
|effect=Fires darts
 
}}
 
 
 
Similar to an arrow trap, but with [[dart]]s. Darts will generally do 1d3 damage. Darts can be poisoned (1 in 6 chance), so be careful.
 
 
 
Disarming a dart trap will recover a large stack of darts, but this should probably not be attempted by characters lacking [[poison resistance]]. Like arrow traps, dart traps have a 1/15 chance of disappearing each time they are triggered; darts that hit always disappear; and you will obtain more darts by disarming than by triggering it (on average (50 - [[rnl]](50) darts).<ref>{{function|trap.c|disarm_shooting_trap}}</ref>)
 
 
 
'''Generation:''' May be randomly generated at any dungeon level.
 
 
 
'''To remove:''' #untrap, or trigger it repeatedly until it runs out of darts ("''You hear a soft click.''")
 
 
 
{{message|A little dart shoots out at you!|You triggered a dart trap.}}
 
{{message|<monster> is hit by a dart!|A monster triggered a dart trap.}}
 
{{message|You hear a soft click.|The trap was out of darts and is now gone.}}
 
 
 
<ref>{{sourcecode|trap.c|663}} (Dart trap on you) and {{sourcecode|trap.c|1742}} (On monsters)</ref>
 
 
 
== Fire trap ==
 
{{trap
 
|name=fire trap
 
|color=red
 
|generation=Gehennom, mazes, some [[quest]]s, [[Plane of Fire]]
 
|effect=Deals fire damage, burns inventory
 
}}
 
 
 
This will set off a [[tower|column]] of flame underneath you. If you lack [[fire resistance]], you take 2d4 damage, and lose maximum HP equal to between zero and the damage you took. If you are fire-resistant, you lose d2-1 HP (i.e. one point or none), and no maximum HP. The trap will attempt to burn some article of clothing with an equal chance of each of 5 types (helmet, torso, shield, gloves, or boots) being selected.  If the selected armor is not torso, but is either burnproof, thoroughly burnt, or not worn, a different type of armor will be selected.  If blessed, the chance of the selected armor burning is subject to luck consideration.  If the final armor selection is not body armor (regardless of whether the armor survived the luck roll), there is a 1/3 chance that scrolls, potions, and spellbooks in the main inventory will not be subject to burning.  Otherwise all scrolls, potions, and spellbooks will have a 1/3 chance of burning.
 
 
 
'''Generation:''' Fire traps are only randomly generated in [[Gehennom]], maze levels (including to the left and right of the [[Castle]]), the [[Plane of Fire]], and some [[quest]]s, notably the [[Valkyrie quest]]. In Gehennom, fire trap generation is increased. 1/5th (20%) of all randomly generated traps in Gehennom are guaranteed to be fire traps.
 
 
 
A [[magic trap]] or [[container trap|trapped box or chest]] has a chance of acting as a fire trap even where a fire trap cannot be generated. A magic trap always acts as a fire trap if activated by a monster.
 
 
 
If a fire trap is created on top of [[ice]] (which is common in the [[Valkyrie quest]]), stepping on it will melt the ice and replace it with a pool of water, potentially resulting in [[drowning]].
 
 
 
'''To remove:''' [[Dig]] a pit into the ground while standing on the trap, then fill the pit.
 
 
 
{{message|A tower of flame erupts from the floor!|You triggered a fire trap.}}
 
 
 
<ref>{{sourcecode|trap.c|856}} (Fire trap on you) and {{sourcecode|trap.c|1889}} (On monsters)</ref>
 
 
 
== Hole [[image:hole.png]]==
 
{{trap
 
|name=hole
 
|color=brown
 
|generation=Diggable-floor levels, reduced chance
 
|effect=Fall to lower level
 
}}
 
 
 
{{main|Hole}}
 
 
 
[[Hole]]s simply drop you down a number of levels. 2-3 levels is a typical fall distance, but there is no upper limit, bar extreme improbability, on how many levels it is possible to fall through, although you won't fall beyond the Castle. Monsters never fall more than one floor.{{refsrc|teleport.c|1107}}
 
 
 
One technique for dealing with this problem is to go down any [[stairs]] you encounter and then go back up again immediately. This way, if you should ever fall down to that level you will know where the exit is. A high [[dexterity]] stat will reduce your chances of falling down the hole should you accidentally step on it.
 
 
 
The same hole is not guaranteed to lead to the same location, or even the same level, even if an object, monster or pet went through it immediately before you.
 
 
 
'''Generation:''' Hole traps are much less likely to be randomly generated than other eligible types. Only 1 in 7 attempts to randomly place a hole trap will succeed. Hole traps cannot be randomly generated on levels with non-diggable floors such as the [[Vibrating square]] level or the [[Castle]]. If the floor is non-diggable, the hole trap is replaced with a falling rock trap. Cannot be generated beneath a boulder. Unlike other traps, holes are always generated visible.
 
 
 
'''To remove:''' Push a [[boulder]] into it.
 
 
 
{{message|There's a gaping hole under you!|You fell into a hole.}}
 
 
 
<ref>{{sourcecode|trap.c|944}} (Hole on you) and {{sourcecode|trap.c|1889}} (On monsters)</ref>
 
 
 
== Magic trap ==
 
{{trap
 
|name=magic trap
 
|color=brightblue
 
|generation=Anywhere
 
|effect=Various
 
}}
 
 
 
{{main|Magic trap}}
 
 
 
The effects of magic traps are many and varied...
 
 
 
Monsters will fail to trigger this trap with 20/21 chance, in which case the trap will do nothing and not be revealed to you. If the a monster triggers the trap it will generate a pillar of flame, acting like a [[fire trap]].
 
 
 
'''Generation:''' May be randomly generated at any dungeon level.
 
 
 
'''To remove:''' Trigger it repeatedly until it explodes.
 
 
 
<ref>{{sourcecode|trap.c|1058}} (Magic trap on you) and {{sourcecode|trap.c|2076}} (On monsters)</ref>
 
 
 
== Falling rock trap ==
 
{{trap
 
|name=falling rock trap
 
|color=lightgray
 
|generation=Anywhere
 
|effect=Drops rocks
 
}}
 
 
 
This triggers a falling [[rock]], which hits you on the head for 2d6 damage, unless you are wearing some kind of hard hat, in which case the damage is reduced to 2. The rock stays on the ground, so it is possible to use them as a rock source, although the trap will be exhausted eventually (1/15 chance each time it is triggered).
 
 
 
Early [[pet]] deaths are often due to this type of trap, earning it the nickname of "Puppy Pounder" or "Kitty Killer".
 
 
 
'''Generation:''' May be randomly generated at any dungeon level.
 
 
 
'''To remove:''' Trigger it repeatedly until it runs out of rocks.
 
 
 
<ref>{{sourcecode|trap.c|692}} (Falling rock trap on you) and {{sourcecode|trap.c|1759}} (On monsters)</ref>
 
 
 
{{message|A trapdoor in the ceiling opens and a rock falls on your head!|You triggered a falling rock trap.}}
 
{{message|<monster> is hit by a rock!|A monster triggered a falling rock trap.}}
 
 
 
''A trapdoor in the sky opens and a rock falls on your head!'' (outdoors, e.g. in the Home level of some Quests.)
 
 
 
== Land mine ==
 
{{trap
 
|name=land mine
 
|color=red
 
|generation=level 6+
 
|effect=Explodes, creates pit, wounds legs
 
}}
 
 
 
:''Main article: [[:Land mine]]''
 
 
 
Land mines are hidden explosives, especially common in [[Fort Ludios]]. When triggered, they [[Wounded legs|wound your legs]] and are replaced by a [[pit]] in which you fall after the explosion. You may #untrap a land mine from an adjacent square, and then pick it up and install it elsewhere, just like with a bear trap.
 
 
 
Monsters will fail to trigger this trap with 2/3 chance, the rest of the time it affects them just as it does you.
 
 
 
'''Generation:''' Never randomly generated above dungeon level 6; the main treasure vault in Fort Ludios is often full of them.
 
 
 
'''To remove:''' #untrap, or just set it off (although the latter will replace it with a pit).
 
 
 
<ref>{{sourcecode|trap.c|1111}} (Landmine on you) and {{sourcecode|trap.c|2083}} (On monsters)</ref>
 
 
 
== Level teleporter ==
 
{{trap
 
|name=level teleporter
 
|color=magenta
 
|generation=level 5+, teleportable
 
|effect=[[levelport]]s
 
}}
 
 
 
This teleports you to a random location on a random level. If you have teleport control and are not stunned, fainted, frozen, 1/5 chance if confused, then you can specify the level you (and adjacent/leashed pets) will go to. Otherwise, you or monsters activating the trap will be teleported up at most to level one, down at most three levels, but never down out of the main dungeon, or into the Sanctum before the invocation ritual. In the Endgame, you, monsters with the Amulet, and elementals on their plane cannot level teleport at all. All eligible target levels are equally likely.<ref>{{function|teleport.c|random_teleport_level}}</ref>
 
 
 
After a (un)successful teleport of the player, it vanishes. You may remain on the same level and receive the message "You shudder for a moment."
 
 
 
[[Magic resistance]] will prevent you, but not monsters, from being teleported ("''You feel a wrenching sensation.''"). Under certain conditions, you can use a normal teleport trap, even if you have magic resistance (for more details, see [[Trap#Teleportation trap|Teleportation trap]]). However, you cannot do the same with a level teleporter.
 
 
 
'''Generation:''' Never randomly generated above dungeon level 5, nor on a [[non-teleport level]].
 
 
 
'''To remove:''' Set it off personally; it is not removed when a monster triggers it.
 
 
 
<ref>{{sourcecode|trap.c|959}} (Level teleporter on you) and {{sourcecode|trap.c|1988}} (On monsters)</ref>
 
 
 
== Pit ==
 
{{trap
 
|name=pit
 
|color=darkgray
 
|generation=Anywhere
 
|effect=Prevents movement, damage
 
}}
 
 
 
{{main|Pit}}
 
 
 
[[Pit]]s in the ground open up when you walk over them, causing 1-6 damage. This will also [[abuse]] [[strength]] and [[dexterity]]. They require 3-7 [[turn]]s to "climb to the edge" and escape. You may #jump out of a pit or (a)pply a [[whip]] to escape. While in the pit, any [[light]] source you are carrying will not travel beyond the walls of the pit. Falling into a pit as a [[pit fiend]] or a [[pit viper]] will generate [[YAFM]].
 
 
 
'''Generation:''' May be randomly generated at any dungeon level. Cannot be generated beneath a boulder.
 
 
 
'''To remove:''' Push a [[boulder]] into it.
 
 
 
<ref>{{sourcecode|trap.c|861}} (Pit trap on you) and {{sourcecode|trap.c|1940}} (On monsters)</ref>
 
 
 
== Polymorph trap ==
 
{{trap
 
|name=polymorph trap
 
|color=brightgreen
 
|generation=level 8+
 
|effect=[[polymorph]]
 
}}
 
 
 
{{main|Polymorph trap}}
 
 
 
A polymorph trap turns you into another monster for a limited time. Monsters can make use of them, too. However, monsters (including pets) that are polymorphed stay in that form permanently. After a successful polymorph of the player, it vanishes.
 
 
 
[[Magic resistance]] will prevent you (and the steed you're riding) from being polymorphed. ("''You feel momentarily different.''")
 
 
 
'''Generation:''' Never randomly generated above dungeon level 8.
 
 
 
'''To remove:''' Set it off personally; it is not removed when a pet or monster triggers it.
 
 
 
<ref>{{sourcecode|trap.c|1081}} (Polymorph trap on you) and {{sourcecode|trap.c|2121}} (On monsters)</ref>
 
 
 
== Magic portal ==
 
{{trap
 
|name=magic portal
 
|color=brightmagenta
 
|generation=Never randomly; special levels and branches only
 
|effect=Transports between branches
 
}}
 
 
 
This uses the '''^''' symbol, and is therefore a kind of trap. They are used to transport you between [[dungeon branches]], and between the [[elemental planes]]. Temporary portals are generated by [[the Eye of the Aethiopica]].
 
 
 
Note that unlike other teleporter traps, a portal will still work if you have [[magic resistance]]. Its destination is fixed and is not subject to [[teleport control]].
 
 
 
'''Generation:''' Never randomly generated.
 
 
 
'''To remove:''' This trap cannot be removed, although the portal to your [[quest]] disappears if you are rejected with prejudice.
 
 
 
<ref>{{sourcecode|trap.c|1178}} (Magic portal on you) and {{sourcecode|trap.c|1989}} (On monsters)</ref>
 
 
 
== Rolling boulder trap ==
 
{{trap
 
|name=rolling boulder trap
 
|color=lightgray
 
|generation=level 2+
 
|effect=Rolls boulder, causes damage
 
}}
 
 
 
This is a trap in two parts. The actual trap is a switch, which, when activated by stepping on it, sets a nearby [[boulder]] rolling towards you. The existence of these traps can sometimes be inferred by an incongruously placed boulder in a room. The path between the boulder and the trap must be clear<ref name="boulder placement">{{function|trap.c|mkroll_launch}} Boulder placement for boulder trap</ref>, though the boulder will pass through some [[dungeon features]] like [[fountain]]s. When it hits another boulder, "you hear a loud crash as a boulder sets another in motion", it stops, and the other boulder begins moving. If a boulder trap is activated but you can't see it, you get the message "you hear rumbling in the distance".
 
 
 
Being hit with the boulder deals you d20 damage.
 
 
 
'''Generation:''' Never randomly generated above dungeon level 2.
 
 
 
'''To remove:''' Destroy the boulder, move it beside the trap, or move it out of line with the trap, then activate the trap; a boulder trap only activates if there exists a boulder on one of the two designated launch squares, and activating the trap when there is no suitable boulder will destroy it.<ref name="monster boulder activation">{{sourcecode|trap.c|1165}} Player activating a boulder trap</ref><ref name="player boulder activation">{{sourcecode|trap.c|2131}} Monster activating a boulder trap</ref>
 
 
 
{{message|Click! You trigger a rolling boulder trap!|You triggered a rolling boulder trap.}}
 
{{message|Click! <monster> triggers something.|A monster triggered a rolling boulder trap.}}
 
{{message|Fortunately for you, no boulder was released.|There was no boulder in the launch spot for this trap, so the trap is destroyed.}}
 
 
 
<ref>{{sourcecode|trap.c|1165}} (Rolling boulder trap on you) and {{sourcecode|trap.c|2131}} (On monsters)</ref>
 
 
 
== Rust trap ==
 
{{trap
 
|name=rust trap
 
|color=blue
 
|generation=Anywhere
 
|effect=[[wet]]s items
 
}}
 
 
 
This trap will spray you with water, [[rust]]ing any rustable items you wear where it hits. Wielded iron objects or scrolls are also affected, but not spellbooks or potions. [[Gremlin]]s like to use these traps to multiply. [[Iron golem]]s will be instantly destroyed by these traps. If you are polymorphed into an [[iron golem]] then you will take damage equal to your monster form's maximum hp, killing your monster form and reverting you to your natural form. The [[half physical damage]] extrinsic applies.
 
 
 
'''Generation:''' May be randomly generated at any dungeon level.
 
 
 
'''To remove:''' [[Dig]] a pit into the ground while standing on the trap, then fill the pit.
 
 
 
{{message|A gush of water hits you on the <body part>!|Your armor in the corresponding slot takes water damage.}}
 
{{message|A gush of water hits you!|The trap hit your body armor slot, or else you are an iron golem.}}
 
{{message|You are covered with rust!|You are an iron golem and were hit by the trap. Your monster form will be killed unless you have [[half physical damage]].}}
 
 
 
<ref>{{sourcecode|trap.c|759}} (Rust trap on you) and {{sourcecode|trap.c|1820}} (On monsters)</ref>
 
 
 
== Sleeping gas trap ==
 
{{trap
 
|name=sleeping gas trap
 
|color=brightblue
 
|generation=level 2+
 
|effect=Releases [[sleep]] gas
 
}}
 
 
 
This trap makes you fall asleep for up to 25 turns, unless you have sleep resistance, or are polymorphed into a monster that doesn't breathe. It works on monsters too.
 
 
 
'''Generation:''' Never randomly generated above dungeon level 2.
 
 
 
'''To remove:''' [[Dig]] a pit into the ground while standing on the trap, then fill the pit.
 
 
 
{{message|A cloud of gas puts you to sleep!|You trigger a sleeping gas trap and are put to sleep.}}
 
 
 
{{message|You are enveloped in a cloud of gas!|You trigger a sleeping gas trap and are sleep resistant.}}
 
 
 
<ref>{{sourcecode|trap.c|1226}} (Sleeping gas trap on you) and {{sourcecode|trap.c|1807}} (On monsters)</ref>
 
 
 
== Spiked pit ==
 
{{trap
 
|name=spiked pit
 
|color=darkgray
 
|generation=level 5+
 
|effect=Prevents movement, damage
 
}}
 
 
 
These are just pits which do 1-10 damage. The spikes are sometimes (1 in 6 chance) poisoned, which can be fatal for a character without [[poison resistance]]. Note that the chance of spikes being poisoned is re-randomized every time you fall on them, not per spiked pit. [[Metallivore]]s can eat the spikes out of a spiked pit, turning it into a normal pit. The spikes are never poisoned when a monster falls in.<ref>{{sourcecode|trap.c|928}} (dotrap can call {{function|mon.c|poisoned}}); {{sourcecode|trap.c|1940}} (but mintrap cannot.)</ref>
 
 
 
'''WARNING:''' Pets that fall into a pit can be helped out by standing adjacent to the pit and '''u'''ntrapping in the direction of the pit. When you do this with a spiked pit, if you fail to remove your pet, they will suffer the effects of falling onto spikes each time you fail, making them angry (reducing their [[tame]]ness) and counting as abuse for resurrection from the [[wand of undead turning]]. If they die at your hands, you suffer the consequences of killing them in a trap yourself (-15 alignment and an angry [[god]]).
 
 
 
'''Generation:''' Never randomly generated above dungeon level 5. Cannot be generated beneath a boulder.
 
 
 
'''To remove:''' Push a [[boulder]] into it.
 
 
 
<ref>{{sourcecode|trap.c|861}} (Spiked pit trap on you) and {{sourcecode|trap.c|1940}} (On monsters)</ref>
 
 
 
== Squeaky board ==
 
{{trap
 
|name=squeaky board
 
|color=brown
 
|generation=Anywhere
 
|effect=Wakes monsters
 
}}
 
 
 
A squeaky board wakes nearby sleeping monsters. If a monster steps on a squeaky board on your level, you "hear a distant <note> squeak", or "A board beneath <monster> squeaks <note> loudly" if in sight. (The frequency of the squeak is meaningless, but each trap has only one note associated with it.) For you, "nearby" means that the square of the distance between you and a monster is less than 20 times your level (level 5 gives a 10 square radius, level 10 a 14, level 15 a 17). For monsters "nearby" means that the square of the distance is less than 40 (a 6 square radius).<ref>{{function|mon.c|wake_nearby}} (for players) and {{function|mon.c|wake_nearto}} (for monsters)</ref>
 
 
 
The note may be any note of the [[wikipedia:chromatic scale|chromatic scale]]<ref>{{sourcecode|src/trap.c|1467|version=NetHack 3.6.0}}</ref>, and no two boards on the same level will squeak with the same note, unless there are at least 13 squeaky boards on the level<ref>{{sourcecode|src/trap.c|360|version=NetHack 3.6.0}}</ref>.
 
 
 
'''Generation:''' May be randomly generated at any dungeon level.
 
 
 
'''To remove:''' #untrap, but you must select a potion of oil (which will be consumed) or a charged can of grease (one charge will be consumed).
 
 
 
<ref>{{sourcecode|trap.c|730}} (Squeaky board on you) and {{sourcecode|trap.c|1777}} (On monsters)</ref>
 
 
 
== Statue trap ==
 
{{trap
 
|name=statue trap
 
|color=white
 
|glyph=`
 
|generation=level 8+
 
|effect=Statue on its space comes to life
 
}}
 
 
 
Statue traps look like normal [[statue]]s of a monster, until you try to walk on the same square as one. When you walk on the trap, it will [[spellbook of stone to flesh|transform]] the topmost statue on the trap into the monster it depicts. A statue trap can also be activated by [[search]]ing, zapping {{spell of|force bolt}}, or applying a [[pick-axe]]. Technically, {{spell of|stone to flesh}} doesn't activate the trap, it just reanimates the statue if the monster was fleshy, otherwise it turns it in to a [[meatball]]. A [[stethoscope]] will give a revealing message to [[healer]]s only, but will not activate the trap. Monsters will never set off these traps.<ref>{{sourcecode|trap.c|1054}} (Statue trap on you) and {{sourcecode|trap.c|2073}} (On monsters)</ref>
 
 
 
Because of these traps it is a good idea to [[far look]] any statue you see. If the statue is of a monster you would rather not fight, don't step on it. If you have [[automatic searching]] don't even go near it. ("The statue comes to life!  The mind flayer hits!")
 
However, you can throw another statue, preferably one of a weaker monster, onto the trap and then activate it. The new statue will come to life, leaving the old one inanimate. Zapping the trap with a [[wand of teleportation]] will teleport the statue without activating it. A [[wand of polymorph]] will not set it off either.
 
 
 
Trap statues contain the [[monster starting inventory|inventory a monster normally starts with]]. Unlike ordinary statues, it cannot contain [[spellbook]]s.{{refsrc|Trap.c|271}}
 
 
 
'''Generation:''' Never randomly generated above dungeon level 8.
 
 
 
'''To remove:''' Set it off.
 
 
 
== Teleportation trap ==
 
{{trap
 
|name=teleportation trap
 
|color=magenta
 
|generation=Anywhere except non-teleport levels
 
|effect=Teleport within the level
 
}}
 
 
 
This [[teleport]]s you to a random location on the map, unless it is a [[vault]] teleporter located in a [[closet]] behind [[ad aerarium]], in which case you are teleported to the vault. Note that ad aerarium may also refer to a closet with a level teleporter, which will ''not'' put you inside a vault, so it is not wise to blindly walk into a closet without identifying the trap first.
 
 
 
[[Magic resistance]] will prevent you from being teleported. ("''You feel a wrenching sensation.''") If you want to use the teleporter (e. g. a vault teleporter) and you cannot teleport intrinsically, you may use {{kbd|ctrl|t}} to take the teleporter despite magic resistance. The vault's location will not be revealed if you have teleport control, so remove any source of teleport control if possible before stepping into the portal.
 
 
 
'''Generation:''' Never randomly generated on a [[non-teleport level]].
 
 
 
'''To remove:''' Dig a pit on the same square and fill it with a boulder. If the trap is located behind ad aerarium, it will disappear after successfully teleporting the player. Monsters cannot use it up.
 
 
 
<ref>{{sourcecode|trap.c|955}} (Teleportation trap on you) and {{sourcecode|trap.c|1998}} (On monsters)</ref>
 
 
 
== Trap door ==
 
{{trap
 
|name=trap door
 
|color=brown
 
|generation=Anywhere with diggable floors
 
|effect=Fall to lower level
 
}}
 
 
 
A '''trap door''' is a hidden door located in the floor. When triggered the door falls open and creates a hole. It is identical to the simpler [[hole]] except that it starts out hidden. Just like with a hole, 2 or 3 levels is common, there is no upper limit, and you cannot fall beyond the Castle. Monsters never fall more than one floor.{{refsrc|teleport.c|1107}}
 
 
 
'''Generation:''' May be randomly generated at any dungeon level. Trap doors cannot be randomly generated on levels with non-diggable floors such as the [[Vibrating square]] level or the [[Castle]], although the Castle contains several statically placed trap doors. If the floor is non-diggable, the trap door is replaced with a falling rock trap. Cannot be generated beneath a boulder. Unlike holes they are sometimes found in closets, with "[[Vlad]] was here" engraved in front of the door.
 
 
 
'''To remove:''' Push a [[boulder]] into it.
 
 
 
<ref>{{sourcecode|trap.c|944}} (Trapdoor on you) and {{sourcecode|trap.c|1965}} (On monsters)</ref>
 
 
 
== Vibrating square ==
 
{{trap
 
|name=vibrating square
 
|color=yellow
 
|generation=Unique
 
|effect=None
 
}}
 
 
 
Starting in 3.6.0, the [[vibrating square]] is counted as a trap, and thus detectible by methods that detect traps. This also prevents teleporting directly onto the vibrating square, so you'll need to pick a square next to it when using controlled teleports to reach it faster.
 
 
 
In [[NetHack 3.6.1]], the vibrating square's glyph is changed to {{magenta|~}}.
 
 
 
== Web ==
 
{{trap
 
|name=web
 
|color=lightgray
 
|glyph="
 
|generation=level 7+ and with [[giant spider]]s
 
|effect=Prevents movement
 
}}
 
 
 
A spider web is a rare type of non-magical trap.
 
 
 
* If you "stumble into a spider web", you will be unable to escape it for 0-12 turns, depending on your [[strength]].
 
** If your strength was high enough to escape in 0 turns, then "You tear through a web!" and the web is destroyed.
 
* If you are wielding [[Sting]], you always escape in 1 turn ("Sting cuts through the web!"), leaving the web intact.
 
* If you are [[polymorph]]ed into an [[amoeboid]] or [[whirly]] form, the web will not stick to you. ("You flow through the spider web")
 
* If you are polymorphed into an [[acidic]] monster or [[fire elemental]], you burn or dissolve the web. This should also be the case for [[gelatinous cube]]s, but there is a bug.
 
* If you are polymorphed into a [[spider]], you walk over the web without being trapped.
 
* If a bugbear or an owlbear gets stuck in a web outside your sight, then you will hear "the roaring of a confused bear".
 
* Certain very large monsters can tear through a web on they same turn they walk into it, destroying the trap. ([[Titanothere]], [[baluchitherium]], [[purple worm]], [[jabberwock]], [[iron golem]], [[balrog]], [[kraken]], [[mastodon]].)
 
 
 
This is the only trap to use the " symbol, rather than the ^ symbol. Attempting to untrap stuck monsters risks trapping you and spreading the web.
 
 
 
You can produce webs with the [[Monster (command)|#monster]] command if you are a [[spider]]. All web-related messages are lovingly crafted to reflect whether things are happening to "your web" or "a spider web".
 
 
 
'''Generation:''' Never randomly generated above dungeon level 7{{refsrc|mklev.c|1229}}. For each web trap generated randomly, a giant spider is also generated{{refsrc|mklev.c|1266}}. Web traps are also generated for 3/4 (all, if you have the [[Amulet of Yendor]]) of giant spiders generated at level-generation time{{refsrc|mklev.c|763}}.
 
 
 
'''To remove:''' #untrap (difficult), walk in with greater than 18/50 strength, or burn it away with a [[wand of fire]].
 
Note that if you fail to #untrap a monster or pet that is in the web, you will become stuck in a ''new'' web at your current position, in addition to the original web.
 
You can fill up the entire dungeon with webs in this way, if you so choose.
 
 
 
<ref>{{sourcecode|trap.c|964}} (Web on you) and {{sourcecode|trap.c|2002}} (On monsters)</ref>
 
 
 
==Cold trap==
 
This trap appears only in [[UnNetHack]]. In [[Sheol]], it replaces fire traps. The amount of damages is the same, but the damage is cold damage instead of fire damage. They also have a small chance of appearing in a [[Random vault (UnNetHack)|trap room]].
 
 
 
==Container traps==
 
{{main|Container trap}}
 
Containers can be searched with the #untrap command. A high [[luck]] can be helpful in avoiding the effects of container traps. Bad luck increases the likelihood of more dangerous traps. Be careful of trapped containers in [[shop]]s, you will be charged for any items that are destroyed if you set off a trap that damages the merchandise. Container traps include:
 
* Explosive charge: [[Strength]] abused and 6d6 damage (unlucky trap)
 
* Poison gas: [[Constitution]] abused, [[Poison]]ed if not [[poison resistance|poison resistant]]
 
* Poison needle: Constitution abused, Poisoned if not poison resistant
 
* Fire trap: As per floor trap
 
* Electric charge: 4d4 damage if not [[shock resistant]], and [[wand]]s/[[ring]]s may be destroyed (even if resistant)
 
* [[Paralysis]] trap: [[Dexterity]] abused and paralyzed for 6-30 turns, unless you have [[free action]]
 
* Mind-affecting gas: [[Stun]]s and causes [[hallucination]] for up to 16 turns
 
 
 
==Door traps==
 
Trapped [[door]]s (and rarely, [[cursed]] [[tin]]s) will explode when opened ("''KABOOM!! The <object> was booby-trapped!''"), causing damage, abusing strength and possibly constitution, and stunning you. The damage and duration of the stun depend on a number of factors, including (but not limited to) your level and how deep you have been in the dungeon.
 
 
 
==Strategy==
 
Avoiding traps in the dungeon takes patience and care. Therefore, the more time-consuming of these methods are only worthwhile when you are especially vulnerable. You can minimize your chances of stepping on a trap by paying close attention to monsters, pets, [[you hear|noises]], and terrain. Be wary of the telltale signs of traps such as conspicuous boulders, suspicious corpses, or piles of rocks, darts or arrows. Traps that you've already discovered will also not be visible under items like these, so it's a good idea to use the [[trap id]] command if you need to step onto that square that looks suspicious, even though you may have already been in that area and discovered all traps. By walking only where you have seen pets or monsters safely walk, you can avoid most traps. Remember where you have safely stepped before. [[Elbereth]] can cause monsters to [[flee]], possibly uncovering traps as they do. A [[leash]]ed pet will whine if it is near a trap. [[Magic resistance]] and [[fire resistance]] can help nullify some of the more dangerous effects of traps.
 
  
 
The [[search]] command is a great way to uncover traps without setting them off. #Untrap can be used on doors and containers. You can improve your chances of finding traps if you:
 
The [[search]] command is a great way to uncover traps without setting them off. #Untrap can be used on doors and containers. You can improve your chances of finding traps if you:
* have high Luck
+
* have high Luck;
* [[put on]] or [[Eating jewelry|eat]] a [[ring of searching]]
+
* put on or [[Eating jewelry|eat]] a [[ring of searching]];
* put on a pair of [[lenses]]
+
* put on a [[pair of lenses]];
* [[wield]] [[Excalibur]]
+
* wield [[Excalibur]];
* play a [[role]] with [[intrinsic]] searching
+
* wield the blessed [[Master Key of Thievery]] (or uncursed, if you are a [[Rogue]]) without gloves;
 +
* play a role that gets intrinsic searching
 
** [[Ranger]]: Level 1
 
** [[Ranger]]: Level 1
 
** [[Monk]]: Level 9
 
** [[Monk]]: Level 9
 
** [[Rogue]]: Level 10
 
** [[Rogue]]: Level 10
** [[Archaeologist]]: Level 10
+
** [[Archeologist]]: Level 10
 
** [[Tourist]]: Level 10
 
** [[Tourist]]: Level 10
  
 
Some items can be useful in detecting traps, although they may have better uses elsewhere:
 
Some items can be useful in detecting traps, although they may have better uses elsewhere:
* [[scroll of gold detection]] (cursed or [[confused]])
+
* [[scroll of gold detection]] (read while cursed or [[confused]])
* [[crystal ball]] (with high [[intelligence]] scry for '''^''')
+
* [[crystal ball]] (scry for '''^''' with high [[intelligence]])
 
* [[wand of secret door detection]]
 
* [[wand of secret door detection]]
 
* [[spellbook of detect unseen]]
 
* [[spellbook of detect unseen]]
* The [[Bell of Opening]] (probably better used to find [[portal]]s)
+
* The [[Bell of Opening]]
  
 +
==Removal==
 
Because of technical limitations in the level format, only one trap can exist on any given square. If you aren't able to #[[untrap]] a physical trap, or if the trap is non-physical, you can usually remove most traps by entering the square and digging a [[pit]]. This will overwrite the existing trap in the level data, replacing it with a pit trap. You can then leave the pit and avoid it, or fill it by pushing a [[boulder]] in. The downside to this strategy is that you must expose yourself to the trap by entering its space.
 
Because of technical limitations in the level format, only one trap can exist on any given square. If you aren't able to #[[untrap]] a physical trap, or if the trap is non-physical, you can usually remove most traps by entering the square and digging a [[pit]]. This will overwrite the existing trap in the level data, replacing it with a pit trap. You can then leave the pit and avoid it, or fill it by pushing a [[boulder]] in. The downside to this strategy is that you must expose yourself to the trap by entering its space.
 +
 +
==History==
 +
The "fake bones" found on early traps are introduced in [[NetHack 3.6.1]].
  
 
==Variants==
 
==Variants==
In most variants, the anti-magic field has no effect on a player with magic resistance, instead of draining HP.
+
===UnNetHack===
 
+
[[UnNetHack]] adds [[ice trap]]s.
=== UnNetHack ===
 
In [[UnNetHack]], 10% of rolling boulder traps will also generate an archaeologist corpse, a bullwhip, and a 1/3 chance of a fedora.
 
 
 
=== SLASH'EM ===
 
In [[SLASH'EM]], it is possible to disarm a fire trap with a non-cursed [[potion of water]], similar to using a potion of oil on a squeaky board. This will also generate 1-4 [[potion of oil|potions of oil]] based on luck. Since oil can then be diluted back to water, the large number of fire traps in Gehennom offer an effective way of multiplying one's water potions.
 
 
 
Untrapping a rust trap will turn the trap into a [[fountain]] if successful. This is also true in [[dNetHack]].
 
 
 
===[[Slash'EM Extended]]===
 
There are lots of traps exclusive to Slash'EM Extended. A full overview of them can be seen here: [[Trap (Slash'EM Extended)]]
 
  
== Encyclopedia entries ==
+
=== FIQHack ===
'''Magic portal'''
+
[[Lenses]] in FIQHack provide [[automatic searching]], making them useful for detecting traps.
{{encyclopedia|
 
Portals can be Mirrors, Pictures, Standing Stones, Stone
 
Circles, Windows, and special gates set up for the purpose.
 
You will travel through them both to distant parts of the
 
continent and to and from our own world.  The precise manner
 
of their working is a Management secret.
 
|[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
 
}}
 
  
'''Squeaky board'''
+
=== xNetHack ===
{{encyclopedia|
+
{{main|xNetHack#Trap changes|l1=xNetHack §&nbsp;Trap changes}}
A floorboard creaked.  Galder had spent many hours tuning them,
+
In [[xNetHack]], you are asked for confirmation when stepping onto a square with a trap you have already found (and are not clearly immune to). This eliminates the problem of accidentally walking onto traps that you can't see, without needing to use the [[trap id]] command at every step. xNetHack also changes the effects of many traps.
always a wise precaution with an ambitious assistant who walked
 
like a cat.
 
D flat. That meant he was just to the right of the door.
 
"Ah, Trymon," he said, without turning, and noted with some
 
satisfaction the faint indrawing of breath behind him.  "Good
 
of you to come.  Shut the door, will you?"
 
|[ The Light Fantastic, by Terry Pratchett ]
 
}}
 
 
 
'''Trap door'''
 
{{encyclopedia|
 
I knew my Erik too well to feel at all comfortable on jumping
 
into his house. I knew what he had made of a certain palace at
 
Mazenderan.  From being the most honest building conceivable, he
 
soon turned it into a house of the very devil, where you could
 
not utter a word but it was overheard or repeated by an echo.
 
With his trap-doors the monster was responsible for endless
 
tragedies of all kinds.
 
|[ The Phantom of the Opera, by Gaston Leroux ]
 
}}
 
 
 
'''Web'''
 
{{encyclopedia|
 
Oh what a tangled web we weave,
 
When first we practise to deceive!
 
|[ Marmion, by Sir Walter Scott ]
 
}}
 
  
 
==References==
 
==References==
 
 
<references/>
 
<references/>
 
+
{{nethack-366}}
{{nethack-343|offset=1}}
 
{{slashem-7E7}}
 
 
[[Category:Dungeon features]]
 
[[Category:Dungeon features]]
 
[[Category:Traps]]
 
[[Category:Traps]]

Latest revision as of 19:18, 20 January 2024

In NetHack, traps are mechanisms on a space which may activate when you or a monster steps on them. Traps can be detected through various methods, and certain types of traps can be disarmed with the #untrap command.

List of traps

The following traps are activated by stepping on their square:

: The vibrating square and magic portal are internally represented as traps, even though they are meant to aid the player instead of causing peril.

The following traps are activated by interacting with certain items or doors:

Generation

In both filler levels and most special levels, a "random" trap is selected uniformly from the whole set of eligible traps, subject to level difficulty checks and some exclusions.[1] Oddly, special levels that contain maze filler (the Castle, Asmodeus, Baalzebub, Orcus, and all real and fake Wizard's Tower levels, but not the Big Room or the Catacombs) use a completely separate formula that ignores level difficulty for selecting traps in the mazes.[2] It nonetheless ends up working much the same way overall, but actually makes fire traps less common than they would otherwise be in Gehennom on those levels.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

While hallucinating, traps may appear on the map and in messages as random or nonexistent trap types, though any messages resulting from triggering the trap are unchanged.

Fake bones

Certain types of traps up to dungeon level 4 may have a pre-aged corpse generated on top, along with random cursed weapons, tools, food or gems. These are often referred to as fake bones, based on their similarity to bones files.

Arrow traps, dart traps, falling rock traps, and rolling boulder traps have a 1 − Dlvl − 14 chance of a corpse and items being placed on its square, i.e. this will always be the case with such traps on the first floor.[3] There will always be at least one possession, and there is a 15 chance of placing an additional possession after each one.[4]

Squeaky boards and rust traps never have a corpse because they are non-lethal. Pits and holes also never generate a corpse - any corpses found in pits are usually from generated monsters that fell in, especially if their associated items are present (e.g. finding an orcish helm with a goblin corpse). Magic traps do not have corpses either as a result of not being specified in the relevant code.

Detection

A user has suggested this page be merged with "Portal detection methods"

Avoiding traps in the dungeon takes patience and care. Therefore, the more time-consuming of these methods are only worthwhile when you are especially vulnerable. You can minimize your chances of stepping on a trap by paying close attention to monsters, pets, noises, and terrain. Be wary of the telltale signs of traps such as conspicuous boulders, suspicious corpses, and piles of rocks, darts, or arrows. Traps that you've already discovered will also not be visible under items like these, so it's a good idea to use the trap id command if you need to step onto that square that looks suspicious, even though you may have already been in that area and discovered all traps. By walking only where you have seen pets or monsters safely walk, you can avoid most traps. Remember where you have safely stepped before. Elbereth can cause monsters to flee, possibly uncovering traps as they do. A leashed pet will whine if it is near a trap. Magic resistance and fire resistance can help nullify some of the more dangerous effects of traps.

The search command is a great way to uncover traps without setting them off. #Untrap can be used on doors and containers. You can improve your chances of finding traps if you:

Some items can be useful in detecting traps, although they may have better uses elsewhere:

Removal

Because of technical limitations in the level format, only one trap can exist on any given square. If you aren't able to #untrap a physical trap, or if the trap is non-physical, you can usually remove most traps by entering the square and digging a pit. This will overwrite the existing trap in the level data, replacing it with a pit trap. You can then leave the pit and avoid it, or fill it by pushing a boulder in. The downside to this strategy is that you must expose yourself to the trap by entering its space.

History

The "fake bones" found on early traps are introduced in NetHack 3.6.1.

Variants

UnNetHack

UnNetHack adds ice traps.

FIQHack

Lenses in FIQHack provide automatic searching, making them useful for detecting traps.

xNetHack

In xNetHack, you are asked for confirmation when stepping onto a square with a trap you have already found (and are not clearly immune to). This eliminates the problem of accidentally walking onto traps that you can't see, without needing to use the trap id command at every step. xNetHack also changes the effects of many traps.

References